Sean McKeown
@sifuabs
Life is an endless series of contextual ethics problems. Then you die.
The instants and sorceries. Lots of token generation, some stapled to mass removal effects, and the Italian Legends card is Hellfire, destroying all nonblack, non-artifact creatures and dealing me 3+X damage, where X is the number of creatures destroyed. It's usually older than most opponents.
The miscellaneous permanents, three enchantments and a Battle. The Battle was selected because it is a solid removal spell on the front and a token generator on the back, and that token generator just so happens to also be graveyard hate while I am at it. Pretty sweet.
The artifacts. Lots of mana generation here, and I had been happily playing an Arcane Signet over a Charcoal Diamond in my mono-color deck until The Soul Stone appeared and offered to let me get a Debtor's Knell strapped to my mana rock for free.
The rest of the nonbasics. Some of these are a bit sketchy, like Vesuva is very "win more" as a second copy of Cabal Coffers and usually just copies a basic Swamp like 90% of the time, but the one time I Urza's Cave into a second Bojuka Bog when mine is already on the board will be so Worth It.
This is a big mana + big sorceries that make tokens deck, but also a Landfall deck because of my Commander, so I built around both those aspects. I could push this harder, as my Squirrel Girl build shows, able to fit in more fetchlands - but I wanted plenty of basic Swamps, not just virtual ones.
By my count I have just two of my Commander decks left to show before I am all caught up (...by which time I will almost certainly have made one more...) so today I am going to show off my mono-black tokens deck. A more token-themed Commander could be chosen, but I wanted Ob Nixilis, the Fallen.
The fives and sevens. Lots of things I like but had a hard time placing in other decks, but that doesn't mean they were actually accomplishing any objective by working well together. The hope had been to put damage doublers next to each other to amplify their effects, but it never really gelled.
The ones and threes. Some of the one-drops aren't quite good enough, but I wanted to build for aggression and have lots of stuff for Lurrus to recur. The hope with the Boros Reckoner was to combine it with Obosh and Blasphemous Act, but no one actually let me have any fun like that.
Instants and Sorceries. Mostly aiming for one-sided sweepers, nothing tops a Ruinous Ultimatum like that but In Garruk's Wake still puts in a respectable attempt. For the lulz, we hit Blood For The Blood God!
The artifacts and enchantments. Lots of graveyard hate, which will be noted I am sure, but I needed to make sure I had enough one-mana permanents to make Lurrus worthwhile in the 99 and these were part of how I did that.
The rest of the nonbasics. I didn't feel like this got quite enough utility out of its lands, but the color balance requirements were right not just because of my three-color three-drop Commander but also because Ruinous Ultimatum hates colorless lands something fierce.
The lands with a basic land type. I was willing to get pretty spendy, because having enough Swamps for Cabal Coffers to be good on its own without Urborg was important, but hadn't gotten *all* of the newest toys - the new W/B dual from Strixhaven Commander hasn't showed up yet.
Documenting another of my Commander decks... another of my Commander decks I have decided to take apart. Trying to make Obosh, the Preypiercer work as a Companion has been tried multiple times now, but I think the core problem is "decks whose permanents multiply each other's value" bored me.
Now we get to the top of the curve. A lot of these are ancient and forgotten, but nonetheless exactly what I wanted. Search your library enough times and Panglacial Wurm starts to look surprisingly amazing, like any late fetchland is a free nine power. Kamahl will wreck someone if they Wrath.
Threes and Fours. Not many fours because I want to cast Squirrel Girl in that spot as soon as possible, and I didn't even wind up playing many fives either, going right to sixes. Some of these are just filling the Squirrel creature type out a bit, then oops, more recursion effects.
The one- and two-drops. The plan here is to play a turn two ramper and Squirrel Girl turn three then start going wild, and having mana dorks that do more stuff if given room to grow made a lot of sense. Recursion, future tokens, these mana dorks do a lot. As can Lotus Cobra plus several spells.
The instants and sorceries. Not many played, needed room for more creatures. SO MANY SQUIRRELS!
The artifacts and enchantments. A good chunk of recursion, often on cards that let me play lands from the graveyard, then of course we have Chitterspitter and Squirrelclamp. This is a fairly straightforward deck, token generation plus Overrun effects and the mana to make it work.
The fancier nonbasics. I consider Nykthos a little much for Bracket 2 but really wanted to try out Three Tree City naming Squirrels so I can *really* LOVE SQUIRRELS, and if that gets too far out of hand it will only be because all that mana gets pumped into the Squirrel Doubler.
The basics and Fetchlands. Fetchlands go nicely in the "steady card advantage building up my manabase" part of the deck, but also enable big stuff like Lumra rather than focusing too much on Landfall.* *: Bracket 2 is a good home for a non-crazy Avenger of Zendikar finisher.
Tomorrow is another New #Commander Deck Day, this time featuring a Bracket 2 monogreen deck headed up by The Unbeatable Squirrel Girl.
And the top of the curve. The more expensive the creature, the more I really want it to have Flash naturally so I am not tapping out at sorcery speed like some kind of idiot. Stonehewer Giant might want me to add a third Equipment to be really worth it, we'll see. He's used to fetching Sunforger.
The low drops. Now that I am not playing something Blink-focused, I want these all for their repeated effects, which leaves me overall much happier. Azorius Guildmage may be not quite good enough, it over-performed in my Kenrith deck but that had a cost reducer in the command zone.
The Instants and Sorceries. A good chunk of the plan is to mostly play at Instant speed, including with my creature drops wherever possible, so light on Sorceries but high on powerful Instants. Still won't kick Austere Command out of bed for eating crackers though.
The Enchantments and Battles. The little Battle I mostly want for what is on the other side, but the big one, I don't even care about Teferi, that is just a great rate for 2/2s with Vigilance. Reconnaissance as Ojutai protection, obviously, but it also grants other critters pseudo-Vigilance too.
First up, the artifacts. A light Equipment theme, just some things to give my Commander vigilance sometimes, preferably while doing other useful things. More mana rocks than I usually play, but I am mostly worried about this deck being slow. Reactive and Wrath-heavy, I expect it's mana-hungry.
The rest of the nonbasics. If I feel the deck needs a little more in the power level, Urza's Saga may appear, the deck is fairly light on Game Changers since most of them are generally on my "personally refuse to play" list anyway.
The lands with a basic land type. Mostly ported over directly from my Yorion deck, where the very high Plains count was necessary in order to support Emeria, the Sky Ruin in the late game.