• Ms. ArmoredThirteen
    link
    fedilink
    1010 months ago

    This isn’t the most powerful combo especially against multicolor decks with lots of fancy mana producers, but I’m partial to this combo in my mono green commander:

    Nobody expects green to vaporize all the islands out of a deck or whatever. Big “fuck you and the horse you rode in on” energy. That whole deck is a nonsense engine, mono green but wins without attacking (mostly direct damage or milling). A lot of people don’t know how to play against it so it is especially fun to bother cocky players with expensive decks but little experience

      • Ms. ArmoredThirteen
        link
        fedilink
        3
        edit-2
        10 months ago

        This is outdated I’ve scaled back the control some in favor of power artifacts. Also the “side board” is like another 30 or so cards I swap chunks out for depending on the feel (like if I want to do group hug, play to win, fuck with a specific person in the playgroup, etc). But should get the general idea across: https://tappedout.net/mtg-decks/heckin-snekin-elf-control/

        • Firestorm Druid
          link
          fedilink
          English
          310 months ago

          Interesting, thanks for sharing! How often do you get your commander out, I’m wondering? I imagine playing all of the mana dorks likely nets you lots of mana early on, but 8 cmc is quite a lot still

          • Ms. ArmoredThirteen
            link
            fedilink
            310 months ago

            It can be a bit rough to get them out sometimes especially with how few land are in the deck. I usually aim to have them out turn 5 or 6 but sometimes I never pull off getting them out. Part of the current deck list is having more viable options if they aren’t on the board. The whole deck can be stopped dead if someone targets the commander and I over invest trying to bring them out again