Category: Commanding Opinion

You can find part 1 here.
You can find part 2 here.


Ghoulcaller Gisa is definitely the better of the two zombie masters.

To recap what she does:

Ghoulcaller Gisa
Legendary Creature – Human Wizard
B, tap, Sacrifice another creature: Put X 2/2 black Zombie creature tokens onto the battlefield, where X is the sacrificed creature’s power.

I’m also a fan of her flavor text; it’s actually a quote straight from the Uncharted Realms talking about her and her brother.

“Geralf, must you always whine? I agreed to nothing. I’ll raise ghouls anytime I wish.”

It’s pretty obvious that she wants to be surrounded by a horde of zombies – the flavor of throwing a monster to the zombies to call forth more zombies is pretty solid in my books. Mechanically, mono-black doesn’t mind getting a swarm of monsters – black is used to getting tokens at the cost of lives. The only real downside to her ability is having to tap along with having a mana cost. She’s also rather high on the curve at 3BB – meaning she’ll get expensive fast if she gets killed a lot.

As far as mono-black zombies in Commander are concerned, however, Ghoulcaller Gisa is probably going to be our best bet when she comes out. Geth, Lord of the Vault and  Mikaeus, the Unhallowed are probably our best bets aside from her – but we’ll be playing them too.


Geth, Lord of the Vault is a solid zombie. A 5/5 Legendary Zombie with intimidate for 4BB is pretty decent, and his ability is pretty solid.

XB: Put target artifact or creature card with converted mana cost X from an opponent’s graveyard onto the battlefield under your control tapped. Then that player puts the top X cards of his or her library into his or her graveyard.

As Gisa won’t always be in play, we’ll need a way to get cool cards into play. By hitting an opponent to grab something small, we get to start filling up their graveyard for other shenanigans that we’ll be doing soon.


Mikaeus, the Unhallowed is the first lord our deck gets to see – it gives all of our non-humans (so not our Commander, but everything else) +1/+1 and undying. While undying doesn’t effect our zombie tokens, it gives the majority of our creatures another layer of protection.

Before that, we need to make our little zombie tokens as strong as possible – and why not play all of the zombie lords?


Cemetery Reaper is a 2/2 Zombie lord for 1BB that gives our other zombies +1/+1; but he’s cool and has another ability, too. For 2B, tap, and exile a creature from a graveyard, we can make a 2/2 black zombie creature token. Geth, Lord of the Vault, while he wants to be able to pull stuff out of the graveyard, can help fill the graveyard in order to make creatures for Cemetery Reaper to animate. But that’s only the beginning of the lords.


Death Baron is one of the more expensive zombie lords, sitting around 12 dollars. But he’s solid. At 1BB for a 2/2, he doesn’t differ too much from Cemetery Reaper. He gives both Zombies and Skeletons +1/+1, which also makes him the only skeleton lords in the game, too. But he also gives each of those creatures deathtouch, which is fantastic due to the smaller size of his zombie companions.


Lord of the Undead is one of the strongest zombie lords by far – and is also pretty pricey around 9 dollars. Yet again a 2/2 for 1BB that gives other zombies +1/+1, he also has a pretty cool ability. For 1B tap, you can return a zombie card from your graveyard to your hand. Sadly there’s no zombie tribal spells, so he’s only going to be grabbing creatures back – or changeling cards, but they’re not prominent in black.


Undead Warchief is probably the coolest of the lords. For 2BB, we get a 1/1. Pretty lame for 4 mana. But he also makes your zombie spells cost 1 less to cast, which is pretty cool. The only real downside is that our Commander is a Human Wizard rather than a zombie. He also gives all of our zombies, himself included, +2/+1, which is pretty solid. That at least brings him up to a 3/2 for 2BB, which is much more reasonable.


Lastly, Zombie Master is the first zombie lord – at 1BB for a 2/3 rather than a 2/2. Instead of giving a power boost, he gives all zombies swampwalk and Regenerate for B. The only real downside with this is that it works for all zombies, not just yours. If you’re facing something like Thraximundar, you should probably avoid casting your Zombie MasterFilth, on the other hand, gives just your creatures swampwalk. We’ll explain later why this swampwalk is important, but it’s also nice to have a horde of unblockable zombies.

In addition to the lords, we’ve got a few more things that give us boosts.

cagedsun gauntlet of power

In addition to being mana doublers, Caged Sun and Gauntlet of Power also give all creatures of the chosen color +1/+1. As all of our zombies are black, this easily gives us even more power on our zombies.


Obelisk of Urd on the other hand takes advantage of having a lot of tokens by having convoke and giving the chosen creature type +2/+2 – easily making our zombies twice their original size. Hall of Triumph is for all of your black creatures and is pretty solid too at only a 3 drop. Coat of Arms is the classic tribal support card, but it’s a risky play against other tribal decks.

Between all of these lords and buffs, the 2/2 zombie tokens that Gisa makes get much larger- but how are we going to get those tokens when we have to sacrifice creatures?

Well, Gravecrawler is probably the best possible option.


As a constantly recastable 2/1 zombie, he’s perfect for Gisa’s goals. You can play him for B, sacrifice him for another B to get 2 or more 2/2 zombies to replace him, and then you can just replay him for another B. But the fantastic thing is that our zombie lords significantly increase the number of creatures we get, as it changes how big our sacrificed zombie is. The rest of the time, however, it’s generally fine to sacrifice other zombie tokens to increase the general number of zombie tokens you have.

But what else makes tokens?

armyofthedamned endlessranksofthedead gravetitan

Army of the Damned and Endless Ranks of the Dead were both really cool zombie token cards from Innistrad block that never saw standard play – but I think have a place here. Army of the Damned already sees play due to 5BBB not being as hard to hit in Commander, and being a win condition on it’s own. Endless Ranks of the Dead is less played due to not doing anything the turn it comes into play – but here it can do a little bit more due to how slow the format is and how many zombies you’ll have on board. Grave Titan is a cool dude, though – even though he isn’t a zombie himself, he brings 2 2/2s with him, and every time he swings he makes two more.

tombstone stairwell

Tombstone Stairwell is one of the few “Enchant World” cards in the game, and it’s fairly playable. At 2BB, during each upkeep, each player gets a 2/2 “Tombspawn” black zombie token with haste for each creature in their graveyard. However, it has a cumulative upkeep of 1B.

As a reminder of cumulative upkeep:

At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.

Now, whenever Tombstone Stairwell is destroyed or the turn ends, all the tokens are destroyed and cannot be regenerated. The only real downside is that everyone gets these tokens – but you’re likely going to have a larger graveyard than most of the other players, and your zombies are going to be larger than theirs. One fun trick is that you can also keep the zombies if they’re indestructible – though black doesn’t have much to do so with.

Now, what else does black like doing? Well, encouraging us to play more black!

cryptghast nirkanarevenant

These two are additional mana doublers in the form of creatures. Crypt Ghast gives us a pretty relevant Extort trigger, too – when we’re recasting Gravecrawler a ton of times, being able to drain people out and keep your life total up. Nirkana Revenant does the same thing as Crypt Ghast, but also has the ability to pump itself +1/+1 per black you pay into it. With Filth in the graveyard and a swamp under an opponent’s control, you can completely blow a player out of the game.


Extraplanar Lens is another mana doubler, but it does come at the cost of exiling one of your basic lands to imprint onto it. I wouldn’t say this is an auto-include, but it’s a strong option for this deck.


Nykthos, Shrine to Nyx and Cabal Coffers are the two big mana producers of this deck. Each of them have you tap 2 mana into them to get a larger amount of mana out.  Nykthos pulls a ton of mana equal to your devotion to black (in the case of this deck at least), while Cabal Coffers gives you mana equal to the number of swamps you control.


Urborg, Tomb of Yawgmoth serves a few purposes here. One, it allows Cabal Coffers to tap for black equal to the lands you control rather than just the swamps. Two, it makes all of your opponent’s lands swamps – so you can hit any player with swampwalk – at least, as long as they control at least one land.



Phyrexian Altar is one of the biggest combo cards in all of Commander. There’s very few things that don’t combo with this card. The main thing for this deck is this and Gravecrawler.

As Gravecrawler only costs B and can be sacrificed to Phyrexian Altar for B, meaning you can sacrifice it to recast itself as long as you control another zombie, giving you an infinite sacrifice outlet. Meaning, cards like Blood Artist turn into win conditions.



Those and a few other cards create the skeleton list we see below:

[column width=”200px” padding=”10px”]
Ghoulcaller Gisa
Blood Artist
Bone Dancer
Cemetery Reaper
Crypt Ghast
Death Baron
Geth, Lord of the Vault
Grave Titan
Lord of the Undead
Mikaeus, the Unhallowed
Nirkana Revenant
Undead Warchief
Zombie Master

Liliana of Dark Realms
Liliana Vess
Sorin Markov

Army of the Damned
Buried Alive
Demonic Tutor
Diabolic Intent
Zombie Apocalypse

Buried Alive
Victim of Night

Black Market
Dictate of Erebos
Endless Ranks of the Dead
Grave Pact

Caged Sun
Coat of Arms
Extraplanar Lens
Gauntlet of Power
Hall of Triumph
Obelisk of Urd
Phyrexian Altar
Whip of Erebos

Cabal Coffers
Cavern of Souls
Nykthos, Shrine to Nyx
Unholy Grotto
Urborg, Tomb of Yawgmoth

What do you guys anticipate seeing with Gisa? And of course, if I forgot anything, feel free to mention it! I’m always open to ideas.

Until next time,

– SolemnParty

Hey gang,

So I wanted to start my first post by talking about an EDH deck that is near and dear to my heart: Prossh, Skyraider of Kher. It uses the three color combination of Jund (BRG). This deck was my second deck, but is the one I’ve played and tweaked the most. So without further ado, let’s look at the commander:


Look at that majesty! Look at those consummate V’s! For only six mana (3BRG), you get an awesome 5/5 dragon with flying. But wait, there’s more! He even comes with abilities:

When you cast Prossh, Skyraider of Kher, put X 0/1 red Kobold creature tokens named Kobolds of Kher Keep onto the battlefield, where X is the amount of mana spent to cast Prossh.

Sacrifice another creature: Prossh gets +1/+0 until end of turn.

Pretty nifty, eh? You’ll note that his ability will always consider the amount paid for casting – an excellent ability for a format where you can repeatedly cast the creature. Prossh, like his contemporary, Jeleva, Nephalia’s Scourge, gains increasing value for each time he’s killed. So what does that mean? Your opponents have two options:

  1. Kill Prossh, knowing that he’ll be back, bigger and meaner.
  2. Don’t kill Prossh, in which case Prossh kills you.

I’ve seen a couple variations of Prossh online, but when building my deck, I wanted to go the obvious route of tokens. Therefore, nearly all the cards you’ll find in the deck relate in some way to gaining benefits from massive amounts of creatures coming in or leaving. Cards I would recommend for a token deck based in Jund colors are (in no particular order):


Purphoros, God of the Forge – He turns those little 0/1’s into mini shocks. He also doubles as a pump! Valuetown.


Doubling Season – This little guy nets you some extra tokens and lets Planewalkers ultimate (or almost) the turn they come in.


Parallel Lives – For when just one token isn’t enough.


Sarkhan Vol, Ogre Battledriver, In the Web of War, Fires of Yavimaya – Most of the time people won’t let you untap with an active Prossh on the board. These guys let you swing as soon as he hits the board (with the first three providing additional power to your Kobolds).


  • Essence Warden – I’ve become a huge fan of this card lately. She can provide noticeable amounts of health whenever you cast Prossh, and you’d be surprised at how much the odd life gain can add up over time. It is important to note that she doesn’t care on whose side the creature enters.

garascradle xenagosthereveler

  • Gaea’s Cradle & Xenagos, The Reveler – I’m pretty sure I don’t have to explain these cards, but just in case: they provide serious ramp in a deck that is looking to make as many little creatures as possible.


  • Beastmaster Ascension – This is a huge threat and needs to be dealt with whenever it hits the board. It becomes active the turn you get to swing with Prossh and his little minions.

foodchain phyrexianaltar ashnodsaltar

  • Food Chain, Phyrexian Altar, Ashnod’s Altar – These can be a huge boon when you have no Prossh and a handful of Kobolds. Turn those unhelpful 0/1’s in to extra mana to recast Prossh. These also provide an infinite mana combo when used in conjunction with sacrificing Prossh and his tokens. Be cautious with these as they are easily interrupted and can leave you with an unaffordable Prossh.


  • Champion of Lambholt – She can be a huge beater and doubles by granting evasion to all your other creatures.


Let’s talk about ramp. Since we’re in green, there is an abundance of land ramp available through spells like Cultivate, Kodama’s Reach, Skyshroud Claim and Farseek. I’m a little biased when it comes to ramping in green; I almost always prefer a Mountain to a mana rock, though it leaves you vulnerable to land destruction rather than artifact destruction.


Next, you’ll want a decent amount of sacrifice outlets to prevent creatures from being stolen or exiled. As I mentioned before, cards like Phyrexian Altar, Ashnod’s Altar and Phyrexian Tower fill this role quite nicely, while Goblin Bombardment can give your deck a bit of reach.


For card draw I would recommend Skullmulcher. He can become a massive threat by devouring all your little tokens can create a huge threat and give you some much needed card draw.


Garruk, Primal Hunter can also help you refill your hand with his second ability. There’s no better feeling than drawing a handful of cards before swinging with a massive Prossh.


Lastly, Dark Prophecy can hurt you, but with this many little guys dying it can provide you some valuable digging. If you’d rather trade loss of life to helping everyone, Fecundity is also a good option.


Now comes the dicey part: tutors. Since Prossh has access to green, Tooth and Nail is an easy inclusion with no drawback. Fetching an Avenger of Zendikar and Craterhoof Behemoth is a game ender.


If your group doesn’t like that then I would suggest something like Diabolic Intent in addition to its cousin, Demonic Tutor. While you have to sacrifice a creature, you won’t really mind killing off a 1/1 to draw whatever answer you need, especially if that creature is wearing a Skullclamp.


Additionally, with M15 we saw the reprinting of a fantastic creature tutor: Chord of Calling.

So, we’ve covered the basics. I realize some of these cards are a little expensive (I’m looking at you, Gaea’s Cradle) but for the most part they act as extra copies of pre-existing effects for deck consistency. You will want to run mostly creatures that either pump or generate their own tokens.

avengerofzendikar craterhoofbehemoth antqueen

Things like Avenger of Zendikar, Craterhoof Behemoth and Ant Queen, can all easily find homes in a deck like this.


Thematically, you’ll want to include Kher Keep, because, well… you know… Skyraider of Kher.


There are numerous ways that the deck can win outside of going infinite with Prossh (which is arguably my least favorite way of winning). Resolving an Avenger of Zendikar with Purphoros, God of the Forge on the field will quickly either kill the table or paint an enormous target on you.


Having a sacrifice outlet such as Goblin Bombardment, some tokens and Vicious Shadows can get through even the most impassable of board presences.


There’s also just the good old fashioned Overwhelming Stampede or Craterhoof Behemoth (or both!) to turn even the weakest of tokens in to a game ending threat.


Heck, you can even just pump a 0/1 Kobold token to do lethal with Kessig Wolf Run!

Skeleton List:


  • Prossh, Skyraider of Kher


  • Gaea’s Cradle
  • Kessig Wolf Run
  • Kher Keep
  • Phyrexian Tower


  • Ashnod’s Altar
  • Phyrexian Altar
  • Skullclamp


  • Ant Queen
  • Avenger of Zendikar
  • Champion of Lambholt
  • Craterhoof Behemoth
  • Essence Warden
  • Ogre Battledriver
  • PurphorosGod of the Forge
  • Skullmulcher


  • Beastmaster Ascension
  • Dark Prophecy
  • Doubling Season
  • Fires of Yavimaya
  • Food Chain
  • Goblin Bombardment
  • In the Web of War
  • Parallel Lives
  • Vicious Shadows


  • Chord of Calling
  • Cultivate
  • Diabolic Intent
  • Farseek
  • Kodama’s Reach
  • Overwhelming Stampede
  • Skyshroud Claim
  • Tooth and Nail


  • Garruk, Primal Hunter
  • Sarkhan Vol
  • Xenagos, the Reveler

– reddit /u/MagicMuddie

Does anyone else out there remember when every Magic set got a novel? I used to love that, I collected those little paperback bastards and would always have a dogeared copy of one of them in my backpack next to my books for English class. While Kamigawa block had some gameplay issues, its novels were stellar. I recently reread them and in doing so reacquainted myself with Toshiro Umezawa.

Last time I read through the Kamigawa trilogy, EDH was not a thing, now I had the ability to bring my favourite character from the books to life on the tabletop. This is how my Mono-Black KILL ALL THE THINGS deck was born.


Having played him for a while now, I have discovered that Toshiro is a very cool card and he possesses exceptional potential – but he comes with some serious pros and cons.

He Is Cheap – A mono-color Commander with CMC 3 is exceptionally easy to cast and re-cast. You can reliably count on Toshiro to be present for the majority of the time you’re playing the deck.
He Is Unassuming – Commander players take the phrase “fear the unknown” and turn it on its head. When you sit down for a game of Commander, the table is far more likely to attack the deck that has slaughtered them before than the deck they have never seen. There is almost no one out there that has seen a Toshiro Commander deck which is a massive advantage for you.
His Ability Is Powerful – Once you have figured out how to make Toshiro tick, he is an absolutely devastating Commander.


He Is Tricky To Master – Figuring out what makes Toshiro tick will take some time. I have been playing him consistently for 3.5 months, with solid success, and there are still micro-interactions in my deck that I don’t notice until it is too late.
Indestructible and Hexproof Ruin Your Day – You will have to play some niche answers to these keywords because an Avacyn or an Uril will shred your face if you’re just relying on Black “good stuff” to carry the day.

Toshiro is an odd duck because he is both linear and flexible.

In order for it to make sense to play him as your Commander, you have to have lots of Instants and you have to make sure that there are a lot of things dying on your opponents’ side of the board. A Commander with so many caveats to success definitely falls into the “linear” camp.

Toshi’s flexibility comes from his colour identity. Mono-Black loves playing Instants that also happen to kill things. There is a surprisingly deep card pool of viable options to choose from with Toshi and there are many viable lists that can be drawn from such a “linear” Commander.

The wide variety of options aside, here are some things most Toshi lists should play:

A Quick Disclaimer: Before you die-hard Elder Dragons out there tear apart some of my suggestions, I need you to breathe deeply and remember the lesson that Necropotence taught us all those years ago: It doesn’t matter what your life total is if you’ve already won the game.

  • Black Market
  • Cabal Ritual
  • Crypt Ghast
  • Dark Ritual
  • Entomb
  • Imp’s Mischief
  • Lethal Vapors
  • Liliana of the Veil
  • Nirkana Revenant
  • Null Profusion
  • Silence the Believers
  • Spoils of Evil
  • Vampiric Tutor
  • Vendetta
  • Withering Boon 

blackmarket cryptghast nirkanarevenant

Black Market, Crypt Ghast, and Nirkana Revenant are all-stars in most Black decks. Toshi can get a little mana-hungry, especially if your graveyard is very full and lots of things are dying, and having any combination of these three on the battlefield ensures that you will never be at a loss for options. Toshi decks tend towards being controlling, and the Extort from the Crypt Ghast can get some surprising mileage in longer games.

cabalritual darkritual spoilsofevil

Cabal Ritual, Dark Ritual, and Spoils of Evil also address the issue of mana, but do so in a very different way. Playing Toshiro is all about learning how to chain the spells from your hand and the spells in your graveyard together in order to properly manipulate the state of the board. While “ritual” effects are not always very good in Commander, they are excellent in a deck that can use them to establish a presence early in the game and then be guaranteed to use them later to maintain advantage.

entomb vampirictutor

Entomb and Vampiric Tutor are both instants and tutors, which is important to Toshiro. Toshiro is a deck that is very much about setting up your dominoes and then knocking them down just right. The ability to tutor twice with one card is instrumental in executing a victory with Toshi.


Silence the Believers is currently the best Black answer to Indestructible creatures. It sucks that Toshi won’t see them die, but sometimes Avacyn has just gotta go.


Vendetta is generally considered bad in Commander. In a format where mana is rarely a problem and creatures tend to be BIG, a removal spell that trades its casting cost for a penalty directly influenced by the size of its target seems bad. Trust me on this one though – after many games with Toshi, having a 1-mana removal spell is amazing.


Speaking of generally considered bad in Commander, Liliana of the Veil is right at home here. Her +1 has synergy with Toshiro’s graveyard manipulation, and her repeatable edict that costs no mana is insane in this deck. When anything dying lets you cast a potentially powerful spell from your graveyard, your opponent sacrificing a token to her ability seems a little less heartbreaking.

witheringboon impsmischief

Withering Boon and Imp’s Mischief don’t seem very good. Both of them are worse versions of cards in other colours, but this doesn’t mean you can write them off. Both of these cards allow Toshi, and Mono-Black in general, to catch opponents off-guard. It’s amazing to witness how powerful people’s assumptions are, even if you have these lying in your graveyard, plain to see, people will still be surprised when the Black deck counters their Sigarda after casting Doom Blade on their Wurm token.


At its very worst, Lethal Vapors reads “target player loses a turn”; at its best, no one is quite sure how to react to this card and you get to harvest substantial advantage from it. If you have cast a lot of utility instants in the first few turns, this card will let you maximize their impact and set you up for the mid-game. If the momentum of others players has been out of your ability to control, this card will let you curtail that momentum for a bit so that you can stabilize.


I have saved the very best for last: Null Profusion. If there is one thing that this deck is going to be doing a lot of, it is casting spells. Null Profusion is the perfect card advantage engine for this deck, because while you’re going to be getting more than one use out of most of your spells, you’re still going to be burning through them. Null Profusion ensures you never run out of fuel for your Mono-Black Murder Fire.

The cards listed above are things that I would recommend for anyone thinking of building a deck around Toshiro Umezawa. To fill in the rest of the deck, I would suggest the following categories of cards:

  • Creatures that kill things when they enter the battlefield (eg. Shriekmaw)
  • Things that let you pilfer from opponents’ graveyards (eg. Fated Return)
  • Things that let you profit when lots of creatures are dying (eg. Blood Artist)
  • Answers to Hexproof and Indestructible

Lastly, you should settle on a consistent way to win the game. My Toshiro deck is what I would call Attrition-Combo: I chip away at the life total in the early game using opportunistic attacks and creatures taken from the graveyards of my enemies, I then close out the game with repeated castings of Tendrils of Agony thanks to Yawgmoth’s Will or a powerful creature buffed with Hatred and Tainted Strike.

I have seen Toshi builds that hew much closer to traditional Mono-Black control and I have seen hyper-aggressive Toshi strategies that try and clear a path to the red zone as quickly as possible. There are a lot of ways to play Mr. Umezawa and the best approach is to play and tweak until you find something that works for you.

Good Luck and Happy Building!

PS: Toshiro makes a cool addition to the 99 if you’re playing a graveyard-centric Black deck. Since I started using him as a commander, he has popped up in my playgroup outside of the command zone. Jarad Dredge, Marchesa Board Wipes.dec, and Skeleton Ship Control have all made use of Toshi. If you’re planning on having a full graveyard, you are going get your money’s worth out of a three-mana permanent that does a good impression of Yawgmoth’s Will.


Commanding Opinion – Myojin of Seeing Winds

“Fun” in EDH is pretty subjective.  There are so many ways to have fun in this game:  Combos, hugging the group, turning creatures sideways, complaining about degenerate strategies, etc.  Some ways that are MOST fun for me: If I can do it cheaply, if I do one thing really well, and if my opponents remind me my commander doesn’t work.


Recently, I came across the purest form of Fun for me:  Myojin of Seeing Winds.  Mono-color land bases are crazy cheap, we will draw absolutely insane amounts of cards, and all your first-time opponents will remind you that he doesn’t get the Divinity counter, as they can’t comprehend why you’d play him otherwise.

Yes, this mono-blue monstrosity is basically a 3/3 for 7UUU that does absolutely nothing when you play it from the command zone.  You have to cast a Myojin (deliberate wording here) from your hand to get the Divinity counter.  Jumpin’ Johnnies, Batman! Now, due to this interesting limitation, any Myojin game plan will have to consist of:

1) Getting a divinity counter on a Myojin somehow

2) Figuring out how to win with 20+ cards in your hand



There are, surprisingly, a few ways to build a Myojin deck.  The hardest way involves a Hedron Matrix, a Fireshrieker, a Swiftfoot Boots, and a Thassa, God of the Sea.  I will be your best friend forever if you ever pull off a win with Myojin Voltron – just kidding…

The actual “hard” way involves casting him, bouncing to hand, and then casting him again.  This is typically a heavily control-oriented shell (think very close to an Azami, Lady of Scrolls deck), with mono-blue “good stuff” filling things out.  Cards like Glen Elendra Archmage and Tamiyo, the Moon Sage will slow the game to a crawl, allowing the Myojin to eventually be cast, bounced, and cast again quite comfortably.  Omniscience lets you cast him multiple times a turn.  The Myojin player eventually wins through crushing card advantage.


Now, the “hard” way runs you about 25 mana.  The “easy” way involves a nice little shortcut.  Cast Myojin and then cast a Clone, for only 12-14 mana!  While the Myojin comes from the command zone and doesn’t get a counter, cards such as Clone, Phyrexian Metamorph, and Phantasmal Image are cast from your hand and DO get a counter when they become Myojins themselves.  The beauty of the clone is its versatility: Early game, you can copy your stuff or your opponents’ stuff and build up a board state, and in the late game you copy your commander and go off.  Clones also work really well with bounce spells, which you will coincidentally run a few of.  Take a guess which strategy I prefer.



No matter the build, every Myojin of Seeing Winds deck has a few cards which, in my opinion, are important:



Nykthos, Shrine to Nyx:  A mono-color deck wants one of these.  That’s basically just Truth.  Your commander and a lot of your other cards coincidentally have many blue mana symbols in them, which is quite handy.



– “Nykthos” package:  Tolaria West to tutor, Minamo, School at Water’s Edge and Deserted Temple to pull double duty, Petrified Field for recursion.


Reliquary Tower:  You need to hold onto those cards after you draw them.



That Which Was Taken:  This one is obvious.  Also a handy way to give other important permanents some needed evasion.


Caged Sun, Gauntlet of Power, and Doubling Cube:  Your commander is a 10 drop in mono-blue.  You need all the help you can get.


Vedalken Orrery:  Blue gets flash.  Flash is good.  You use flash.


Venser’s Journal or Spellbook: You want a lot of these effects in here.



Psychosis Crawler:  If our whole deck revolves around drawing as many cards as possible, we might as well make those cards do something before we even play them.  Interesting…if we play some Clones on our Crawler we can multiply the damage we do per card drawn!  How about that?  This is also a 2-card combo with Enter the Infinite, if you like being flashy.


Laboratory Maniac:  If you don’t like the Crawler, this is the “easy” win-con.


Dreamscape Artist:  Yeah, you’re going to want Harrow on a stick.  He’s not impactful enough to draw hate, he ramps, and he ramps very well if you have mana-doublers out.  No drawback here.



Leyline of Anticipation: Flaaaaaash.


Mind Over Matter:  Only if you don’t feel guilty using it.  It will win you the game very easily with a locked and loaded Myojin, an Arcanis the Omnipotent, or pretty much anything.  People hate it for a reason.


Omniscience:  Only if you don’t feel guilty using it.  Will win you the game multiple times over.  People hate it for a reason.



Snap:  It does everything you want a spell to do in this deck.


Turnabout:  I still don’t know how this card got printed.  I had an opponent scoop to this once.


High Tide:  It’s only for one turn but a Gauntlet of Power for 1 mana is insane.


– Counterspells:  Your commander costs 10 mana, so  you’re simply going to need to do what blue does best to make him stick.  Two of my favorites for this build are Forbid and Rewind.



Tezzeret, the Seeker:  I am appalled at how good he is in artifact heavy mono-blue builds.


Skeleton List:


  • Myojin of Seeing Winds


  • Deserted Tower
  • Minamo, School at Water’s Edge
  • Nythkos, Shrine to Nyx
  • Petrified Field
  • Reliquary Tower
  • Tolaria West


  • Clone
  • Laboratory Maniac
  • Phantasmal Image
  • Phyrexian Metamorph
  • Psychosis Crawler
  • Thassa, God of the Sea


  • Caged Sun
  • Doubling Cube
  • Gauntlet of Power
  • Spellbook
  • Swiftfoot Boots
  • That Which Was Taken
  • Vedalken Orrery
  • Venser’s Journal


  • Leyline of Anticipation
  • Mind Over Matter
  • Omniscience


  • Forbid
  • High Tide
  • Rewind
  • Snap
  • Turnabout


  • Tezzeret the Seeker

And that’s really about it!  Myojin of Seeing Winds is surprisingly versatile:  Your build is only restricted by your imagination, how much you want to utilize the Myojin, how much money you want to spend, and how shameless you want to be about utilizing Blue’s insane resources.  You can throw in Palinchron combos, Power Artifact, and Omniscience, take extra turns everywhere, play a bunch of clones, or run theft effects and play everyone else’s cards.  Blue is such a powerful color that even a “vanilla” 10 drop can do something amazing.

Sounds like fun to me!

– /u/martin_gary

This is a guest post from a fantastic magic writer from Tumblr, Shawn from CommanDollar.

Enjoy the article!


Rejoice! For Xenagos, the God of Revels is now in command.


The gods of Theros create a very unique playstyle as commanders; when they come out on the field, they usually aren’t creatures – which makes their other abilities far more dangerous. Removal is now a major issue, as the only way to get rid of a god is to exile it (cards like Revoke Existence and Deicide come to mind) or return it to it’s owner’s hand.

Xenagos, God of Revels (or Xenagod) functions as a great addition to the voltron style, even if he doesn’t have enough devotion to be a creature, as well as aggro. His final ability, which doubles the power of a creature and gives it haste for a turn, can turn your threats into even more potent threats, giving you the advantage in combat every turn. Your goal with Xenagod as your commander is to ramp for more mana as quickly as you can manage, cast your commander, and then start attacking with creatures every turn after that. Creatures with trample will make the Gruul beatdown you delve out more efficient.
So now you have an idea of how Xenagod should play-but no idea as to which cards belong in the deck. Here’s a helpful breakdown of some cards that can help you win target game:

Mana Ramp/Land Ramp:

These cards are meant to get you mana and get it fast.


  • Harrow
  • Rites of Flourishing
  • Sakura-Tribe Elder
  • Sol Ring
  • Sylvan Caryatid
  • Yavimaya Elder

These are for the first few turns of the game, to speed you right into cards like:


  • Oracle of Mul Daya
  • Caged Sun
  • Gauntlet of Power
  • Boundless Realms

The more lands you have, the easier it will be to cast those creatures you want to play, and the better of a chance to draw creatures rather than land!

Ways to Cheat Creatures out:

Even though you have all that mana to work with, you still want to cheat out your higher-costing creatures.

deathrender quicksilveramulet

Deathrender and Quicksilver Amulet let you do so with a small bit of effort on your part, though your opponent(s) will see it coming.


Defense of the Heart is great if someone is trying to build up their defenses against your board – every upkeep when an opponent has at least three creatures, you can sacrifice Defense of the Heart to get any two creatures and put them into play.

garrukshorde guildfeud lurking predators

Garruk’s Horde, Guild Feud, and Lurking Predators, all build your board straight from your deck.


Genesis Wave puts all that mana you have to good use, letting you drop a massive amounts of cards directly from your deck onto the field.

Help Connecting for Damage:

Once you have that aggressive board state, you need to make sure you connect.

archetype of aggressionnylea

Archetype of Aggression and Nylea, God of the Hunt are enchantment creatures that both grant trample by just being in play, and Archetype of Aggression has the added bonus of removing trample from your opponent’s creatures as well. Of the two, however, Nylea is much more powerful, at a more managable mana cost. 1RR is harder to pay for than 3G, and she also becomes a 6/6 (though without trample) that can easily hit people hard, and can also pump a creature +2/+2 until end of turn for 3G.

rancor skarrg guildmage triumph of the hordes

Rancor, Skarrg Guildmage, and Triumph of the Hordes also give trample to help punch a hole through their life (seeing as the quickest way to a person’s heart is through their chest). Triumph of the Hordes is also a win condition in the right situation – especially with the card below.


Mage Slayer is an absolute must in this deck; being able to hit someone for damage even before blockers are declared with this can mean the end of the game for someone. If that creature has infect, it poisons them before they can even try to block you – and if you connect it’s basically game over.


Warstorm Surge is also huge – every time you drop a large creature, take a chunk out of your opponent. Then if Xenagod is on the field, take some more. It’s important to note that it also hits creatures as well, so removing annoyances like Magus of the Moat that would usually be a problem is easy with this card.

Creatures that Bring the Pain:

Now you have an aggressive board state. You just need a hammer to nail it all down.


Inferno Titan is one of the biggest red “good stuff” cards. It can toss 3 damage per swing and when it comes into play, wiping out small creatures and smashing face.


Vorinclex, Voice of Hunger, is probably the meanest of the Praetors. Mana doubling and denial on a 7/6 beater with trample is awesome.


Worldspine Wurm and Borborygmos Enraged are big and come equipped with trample and more.

balefiredragon hellkitetyrant

Balefire Dragon and Hellkite Tyrant fly, making things even more difficult when your opponent expects you to stay on the ground. Balefire with a Xenagod trigger can blow out an opponent’s boardstate, while Hellkite takes advantage of the huge amount of artifacts in Commander.


Rubblehulk is just as big as all those lands you’ve been putting out, and Mistcutter Hydra can be too!


The killer is Malignus – if an opponent has more life than you, team that up with Xenagos and Mage Slayer for a one-hit KO!

So, overall, here’s a skeleton list:

[column width=”200px” padding=”10px”]
Xenagos, God of Revels
Archetype of Aggression
Balefire Dragon
Borborgymous Enraged
Garruk’s Horde
Hellkite Tyrant
Mistcutter Hydra
Nylea, God of the Hunt
Oracle of Mul Daya
Sakura Tribe-Elder
Skarrg Guildmage
Sylvan Caryatid
Vorinclex, Voice of Hunger
Worldspine Wurm
Yavimaya Elder

Boundless Realms
Triumph of the Horde

Worldly Tutor

Defense of the Heart
Guild Feud
Lurking Predators
Rites of Flourishing
Warstorm Surge

Xenagos, the Reveler

Caged Sun
Gauntlet of Power
Mage Slayer
Sol Ring
Quicksilver Amulet

The idea of this deck is very forward; ramp quickly, play Xenagod, then start hitting your opponents until they have no life left. You should also make sure to bring some removal for artifacts, enchantments, and deathtouch. Fortunately Gruul has so much available for that kind of removal. Also keep in mind that once you cast Xenagod, your creatures will have a much bigger impact during your combat phase-even 1/1 tokens! The deck is more fast paced, but can hold out for a while, so long as you prepare for such. The strength of this deck, however, is to be attacking almost every chance you get, so you can revel in victory over your fallen opponents.

-Shawn from CommanDollar

This is a guest post from /u/Jacksonor, and is the first guest post on the site! He mentioned a few unique decks and I wanted him to talk about Rakdos, Lord of Riots. Anyway, on with the article.


Ladies, gentlemen, and everything in between – the party has arrived. Please allow me to introduce the big man himself:


Much like the always stylish mullet, Rakdos is all business up front, with a party in the back. Before we get to the fun, let’s take care of brass tacks, shall we?

Rakdos, Lord of Riots is a 6/6 Legendary Demon with an unusual limitation.

Even without his main attraction, Rakdos has a lot going for him. He is (very) aggressively costed and comes with evasion AND trample – because there is no kill like overkill. However, all great things come at a steep price and Rakdos negotiates up front. If you’re just sitting around sipping cocktails and indulging in “conversation” Rakdos won’t come to your party. The big bad demon only attends “fun” parties.

A “fun” B/R party means that players are taking damage and are very likely to take more.

If you want to play Rakdos, you have to also play things that can deliver pain to your opponents early. If you’ve gotten in the red zone early enough, the big man can arrive right on turn 4. If Rakdos arrives on the scene in time, things are going to get out of hand fast.

While kicking things off with a bang is great, you need to sustain that momentum if you want to have a chance of recovering if Rakdos is tossed off the board early.

Here’s a few cards that bring pain, enough pain to share lots with your friends:

  • Blind Zealot
  • Bloodgift Demon
  • Cunning Sparkmage
  • Hellrider
  • Mogis’s Marauder
  • Ob Nixilis, the Fallen
  • Pestilence/Pyrohemia
  • Pulse Tracker
  • Punishing Fire
  • Purphoros, God of the Forge
  • Spiteful Returned
  • Stuffy Doll
  • Vampire Nighthawk


Blind Zealot, is one of our creatures that populates the curve that leads into Rakdos. A 2/2 for 1BB, he can easily get in for damage due to having Intimidate. And if they had a potential blocker, he can also kill off that creature by sacrificing himself.


Mogis’s Marauder gives at least one of your creatures intimidate and haste when it comes into play, and maybe even more.

spitefulreturned pulsetracker

Pulse Tracker and Spiteful Returned both make opponents lose life without actually hitting anyone.


Vampire Nighthawk, as always, is a really fantastic creature with 3 abilities for 1BB.

bloodgiftdemon purphoros

Bloodgift Demon, Cunning Sparkmage, Hellrider, Ob Nixilis, the Fallen,  Purphoros, God of the Forge and Stuffy Doll all get to deal damage right to people’s faces without going through all the obnoxious effort of attacking. They can be counted on to allow repeated castings of Rakdos without having to risk themselves by attacking.


Stuffy Doll also has some sadistic synergies with two of this deck’s favourite enchantments: Pestilence and Pyrohemia along with Punishing Fire are even more reliable than the last group of threats because they are obnoxiously hard for opponents to get rid of. The twin enchantments also act as excellent doormen for your little celebration, keeping out unwelcome guests until the time is right to deal with them properly.

pestilence punishingfire pyrohemia

Now that we have squared away the business end of things and covered how to convince Rakdos to attend your party; it’s time for things to get rambunctious.

Rakdos doesn’t like to party alone – he wants his giant friends to come along as well. To make it easier to fit his favorite fatties on the guest list, Rakdos ensures that every point of damage that is dished out to opponents makes your giant creatures cheaper.

Fun Fact of the Day: Giant creatures are great in EDH.

  • Abhorrent Overlord
  • Artisan of Kozilek
  • Bogardan Hellkite
  • Inferno Titan
  • Kozilek, Butcher of Truth
  • Massacre Wurm
  • Myr Battlesphere
  • Rune-Scarred Demon
  • Sepulchral Primordial
  • Soul of New Phyrexia
  • Wurmcoil Engine

Kozilek, his Artisan, Myr Battlesphere, Soul of New Phyrexia, and Wurmcoil Engine are all excellent because they come down for free with enough damage and all help stabilize your board position in one way or another.

Rune-Scarred Demon, Sepulchral Primordial, Massacre Wurm, Inferno Titan, Bogardan Hellkite, and Abhorrent Overlord are also excellent fatties that help you stabilize and, more importantly, impact the board immediately; even if your opponents boot these guys from the party early, they get their chance to leave a lasting impression.

Abhorrent Overlord and Myr Battlesphere deserve special mention for the times they show up right after their main-man Purphoros. Dealing 10 to each opponent’s dome at once is brutal, but effective.

Lastly, when you’re throwing a kick-ass box social like this one, you need some sweet decorations:

  • Exquisite Blood
  • Wound Reflection
  • Pandemonium
  • Vedalken Orrery

exquisiteblood pandemonium woundreflection

Exquisite Blood, Wound Reflection, and Pandemonium are all ways to make sure you trash the board before anyone else has a chance to enjoy themselves. Any of these three enchantments can let you run away with the game if they are left alone.


Vedalken Orrery is an all-star. No matter who is beating on who, you get the chance to show off the beef hiding in your deck. “End of turn, cast Kozilek” is one of the sweetest sentences you can say while playing Magic.

So, that leaves us with this lovely skeleton list:

[column width=”200px” padding=”10px”]
Abhorrent Overlord
Artisan of Kozilek
Blind Zealot
Bloodgift Demon
Bogardan Hellkite
Cunning Sparkmage
Inferno Titan
Kozilek, Butcher of Truth
Massacre Wurm
Mogis’s Marauder
Myr Battlesphere
Ob Nixilis, the Fallen
Pulse Tracker
Purphoros, God of the Forge
Rune-Scarred Demon
Sepulchral Primordial
Soul of New Phyrexia
Spiteful Returned
Stuffy Doll
Vampire Nighthawk
Wurmcoil Engine

Exquisite Blood
Wound Reflection

Lightning Greaves
Vedalken Orrery

Punishing Fire

Take this list, add in your favourite removal, tutors, and good stuff, and you will have the recipe for one hell of party. Rakdos is here and it’s time you got down with the clown.



As per WUBRG order, I’ll be talking about Stitcher Geralf before talking about Ghoulcaller Gisa – but before I get to that, I need to apologize about this article, as Stitcher Geralf is kinda lame as a mono-blue Commander. But anyway, moving on.

I’ll go over him once over just for recollection’s sake.

For this deck, our Commander is a 5 drop – 3UU for a 3/4 Legendary Human Wizard. Not fantastic stats, but not bad either. His ability reads as follows:

2U, tap: Each play puts the top three cards of his or her library into his or her graveyard.Exile up to two creature cards put into graveyards this way. Put an X/X blue zombie creature token onto the battlefield, where X is the total power of the cards exiled this way.

As I said before, having the effect of hitting all players gives him a lot more versatility than Ambassador Laquatus, though one thing I forgot to mention is that Laquatus has more range than Geralf does due to the fact that Ambassador Laquatus doesn’t have to tap for his ability.

As far as his ability is concerned, he fits flavorfully with the rest of his Skaabs from Innistrad – putting your deck in the graveyard to feed your other Skaabs, Essentially the same as his mono-blue creations, which all either mill you to make it easier to cast some of your other Skaabs, or they require creatures to be exiled from your graveyard as additional casting costs.

stitcheddrake  skaabruinator

Based on flavor reasons, the blue Zombies in Innistrad block have to interact with your graveyard, which does conflict with our new Geralf – but that was probably due to Limited reasons that would have pushed a different archetype in draft. These creatures are well costed, especially for mono-blue not caring about that double blue cost all that much. I think the flying is really important, especially with Skaab Ruinator being recastable out of the graveyard as a 5/6 flyer for 1UU.


As for self-mill, the lower costed 1/4 for 2U on Armored Skaab for self-mill 4 is solid. and Geralf’s Mindcrusher is a 5/5 for 4UU that mills target player 5, and has undying so he can do twice. The self-mill is generally just to cast the above creatures.

The main problem with creating a Geralf deck is that it’s very difficult to build it as zombie tribal – there’s very few in just blue.


Undead Alchemist is probably one of the best of these mono-Blue zombies for this deck. At 3U for a 4/2 zombie, he’s well costed for his 4/2 stats, and his ability is impressive. Any time one of your Zombies would deal combat damage to a player, that player mills that many cards from the top of their library instead. In addition, any time a creature is put into an opponent’s graveyard from anywhere, you get a 2/2 black Zombie creature token onto the battlefield. It synergizes well with other mill that you’ll be doing, giving you more Zombies to do more damage with. It also turns the zombies made by Stitcher Geralf into gigantic milling machines if your opponents don’t have anything to block with.

These are more are what I recommend for the list, and I’ll post the rest of my recommendations in the Skeleton List below.

Skeleton List:

[column width=”200px” padding=”10px”]Commander:
Stitcher Geralf

Armored Skaab
Deadeye Navigator
Deranged Assistant
Havengul Skaab
Laboratory Maniac
Peregrine Drake
Rotcrown Ghoul
Screeching Skaab
Skaab Ruinator
Snapcaster Mage
Stitched Drake
Teferi, Mage of Zhalfir
Trinket Mage
Undead Alchemist

Blue Sun’s Zenith
Cyclonic Rift
Long-Term Plans
Mystic Tutor
Spin into Myth
Rapid Hybridization

Intruder Alarm
Rooftop Storm

Caged Sun
Elixir of Immortality
Extraplanar Lens
Gauntlet of Power
Sensei’s Divining Top

Jace Beleren
Jace, Memory Adept
Jace, the Living Guildpact
Jace, the Mind Sculptor
Tamiyo, the Moon Sage

Cavern of Souls
Nythos, Shrine to Nyx
Rogue’s Passage
Snow-Covered Islands
Terrain Generator


The majority of this list is flavorful, but focuses on a few combos. As a Johnny, I have no choice but to play mono-blue with a few combos that I just can’t help but love. The main problem I had in building this deck was trying to find a niche for him that I liked – he doesn’t do a whole lot as a commander, and he is a terrible Zombie commander due to the fact that there are very few mono-blue zombies. Most of the good blue Zombies are black and blue. We’ll get to a list for that soon, though.


Stitcher Geralf is the center of the deck. His abilities are what the deck is mostly built around, from both a flavor and mechanic point of view. His army of skaabs are built from the corpses he can rummage together – stitched together to create monstrosities. The ones he makes on his own card, however, is from any graveyard, when things are being exiled from the top of all player’s libraries. The skeleton list I have here doesn’t play a lot of creatures – mainly because it’s a skeleton list. The “big stuff” that you would play is up to you, whether it be eldrazi or krakens.

The main combo for this deck is Palinchron with any of the mana doublers in the deck, or Peregrine Drake with Deadeye Navigator, to get infinite mana. You can find these combos here, as it’s a very common combo in Commander.

This combo enables us to use Deadeye Navigator with any of our zombies that make us mill cards from the top of our library to completely empty our decks.


Then, we win the game by attempting to draw a card with an empty library with Laboratory Maniac in play. Laboratory Maniac replaces the state-based action of losing with winning, instead – which is always fun, and it’s difficult to prevent without killing Laboratory Maniac. You can help prevent that by playing Teferi, Mage of Zhalfir to prevent your opponent from interfering during your turn., or to play Laboratory Maniac at instant speed to help sneak him in.



Aside from the combo, having infinite mana lets you play every card in your deck regardless and find a way to win that way.


With infinite mana and Intruder Alarm in play, we can continuously make zombies with Geralf’s ability, as long as we hit at least one creature per mill from Geralf. As a creature enters off of Geralf’s ability, the Intruder Alarm will trigger and untap all creatures in play. Fatestitcher with this combo also lets you tap every permanent your opponent’s control, which is always a good option. The rest of the time, Fatestitcher gives you the ability to untap Stitcher Geralf, or to tap down an opposing blocker for any reason.

The next article will be much easier to write, seeing as black has much, much better Zombie support, and Gisa will be a lot of fun to mess around with.

Until next time.


 Find all the Zombie cards you need for your Magic: the Gathering deck in the Win Target Game aStore!


As soon as Gisa was announced, I knew to expect this guy in blue – so today, I’ll be doing double duty and talking about both Stitcher Geralf and Ghoulcaller Gisa – but I’ll be starting with their story.

Little is known of their actual origins – Geralf and Gisa are brother and sister, and are cousins to Mikaeus, the Lunarch.

They were essentially two sides of a coin – Geralf embodied the blue aspect of Innistrad’s zombies by being a mad scientist, stitching corpses together to his own ends, while Gisa was a necromancer, just animating the bodies to torment the living.

The flavor of the UB zombie tribe was the flavor of all kind of zombies. The blue aspect was that of Frankenstein – beings stitched together from corpses and given life through lightning or magic. These zombies tend to be stronger and more intelligent as the stitcher can stitch together only the best materials if they so wish. The black aspect was that of the more modern zombies – the slow, shambling zombies of Dawn of the Dead that just exist to kill the living and wipe out the living.

In fact, before the siege of Thraben, they simply played games, called the Moorland Necrowars. They waged their necromantic armies against each other to see who the better ruler of undead was. Seeing as there were no deaths (well, aside from necessity to make the zombies and skaabs) these really were practically games. Of course, any living humans in the way would be turned into more corpses for their games, and these corpses wouldn’t just be a part of these games,

Together, they agreed to take down one of the few sanctuaries for living human kind – Thraben. They created Grimgrin, a giant zombie the height of two men that easily took down the gates of Thraben himself. Their goal was to conquer the city and to kill Mikaeus, the Lunarch – so that Geralf could become the ruler of Thraben itself.

Granted, this plan failed. Thalia, Guardian of Thraben managed to rally her forces and fight back the undead overcoming the city. Sadly, Mikaeus, the Lunarch was still killed by Geralf – but the city was in no state for him to take for himself. At this point, he met Liliana Vess, who showed great interest in the corpse of the Lunarch. Being a necromancer, we can already assume where that led.

But enough of that. Let’s talk about the cards.

Stitcher Geralf is a 3/4 Legendary Human Wizard for 3UU. Solid typing, stats, and costing.  3UU is a little on the high side for a commander, but his deck doesn’t need to revolve around him. His ability is unique, but similar to Gisa’s. for 2U and tap,  everyone mills 3, and then you can exile up to two creature cards milled this way to stitch together a zombie, whose power and toughness are X, where X is the total power exiled this way.

One advantage to this ability is due to the nature of the ability, you can exile Eldrazi with the ability before they are able to shuffle back into the library.  Over all, Geralf is a pretty solid mill commander – I’d say he’s strictly better than Ambassador Laquatus as he hits all players (though it includes you, so it isn’t always fantastic) and he gives you a zombie theme, too.

From a flavor standpoint, I really like the fact he literally stitches the Zombie tokens together from the creatures that are milled with his ability. It captures his Frankenstein vibe really well. The only problem I have is that he is mono-blue – there are so few mono-blue zombies that a zombie tribal deck with him as a Commander isn’t very good – he works well alongside his sister, though.

Ghoulcaller Gisa was announced before her brother, and I like her a little bit more.

For 3BB, you get a 3/4 Legendary Human Wizard – same stats as her brother, she’s just black instead of blue. Her ability is also pretty decent, like her brothers. For B, tap, sacrifice a creature, you get X 2/2 black Zombie creature tokens each to the power of the sacrificed creature.

Again, I love the flavor of this card. She just wants as many zombies as possible to overwhelm humanity, rather than stitching less, stronger zombies together.

She actually works very well with her brother – he makes a huge zombie with his ability, and then Gisa breaks his huge zombie down into a ton of 2/2 zombies. I’m not exactly sure how two things stitched together give rise to a whole ton of things not stitched together, but I”m not going to complain about synergy.

Next time, I’ll be talking about their own decks – Geralf is first due to WUBRG order. Then, Gisa, and then I’ll be talking about using the two of them together in a third deck, which you can probably guess the commander of.

Until next time,




Angus Mackenzie is one of the Legendary Creatures that are simultaneously exclusive to Legends and on the Reserved List – making it extremely expensive now. At the time of writing, it is upwards of 70 or 80 dollars now.

So what does he do?

Well, for WUG, you get a 2/2 Legendary creature. Nothing too impressive, but he’s at least playable as soon as turn 2 or 3 with the right mana fixing. His ability is the real reason he is powerful – for WUG and tap, you prevent all combat damage this turn, as long as it is done before combat damage.

Due to the fact his activated ability is Fog, his deck tend to play more defensively – preventing the damage makes you basically invincible to damage as long as you leave 3 mana open. The most common strategy for this is for Superfriends – Bant gives you a lot of fantastic planeswalkers combined with Doubling Season. However, due to the amount of strategies available to him, we’ll be breaking this up into a couple of articles.

Cards for the Planeswalker “Superfriends” build:

Obviously, the main thing for a Superfriends deck is to play a ton of planeswalkers and ways to add loyalty without necessarily just using abilities.


Essentially every Planeswalker in this deck (other than Venser, the Sojourner) can immediately use its ultimate if it comes into play after Doubling Season. As a quick reminder, Doubling Season only modifies the loyalty that the Planeswalkers enter with. They’re placed when a planeswalker enters play, but adding loyalty is a cost to use the activated ability of the planeswalker. Doubling Season only causes twice as many counters to be “placed” when counters are “placed,” not added as a cost.


Clockspinning is a more narrow card. For U, you can take a counter from any permanent or suspended card and either remove it, or add another counter of that kind to that card. As this includes loyalty counters, it’s already pretty good. It wouldn’t be worth playing if you only used it once, though – it has Buyback for 3 colorless mana, which lets you cast it and then return it to your hand if you pay the buyback cost.


Gilder Bairn is the only way we really have to double our Planeswalkers after they’re already in play – for 2{G/U} and an untap (not a tap) you double all of the counters on target permanent. Fairly self explanatory.

M15 has given us quite a few new tools for this deck, in fact.


The Chain Veil is the newest Superfriends support card. The downside is mostly non-existent in a Superfriends deck as you should always have at least 1 planeswalker in play that you’re using. By paying 4 mana and tapping it, you get to use each planeswalker you control an additional time this turn. This can easily push certain Planeswalkers over the amount of counters that they would need to activate their final abilities. Combined with Rings of Brighthearth, you can then double the Chain Veil activation to get an additional two planeswalker abilities per planeswalker you control. Even when you don’t have the Chain Veil in play, you can use the Rings to get additional planeswalker abilities.


We also got two new Planeswalkers from Magic 2015 that feel almost exclusively for Superfriends. Ajani Steadfast has a powerful -2 that helps out your other Planeswalkers, but his ultimate combined with Doubling Season gives you an emblem that causes all damage that you or your Planeswalkers would take from a source to 1 – making it much easier to survive an onslaught even if Angus isn’t in play. Jace, the Living Guildpact is fairly strong in this deck. His +1 isn’t as bad in Commander as it is in Constructed due to the size of the decks, but his ultimate at -8 is just ridiculous and it can automatically go off with Doubling Season.

Our newest addition won’t be out for a little while, however.


While Teferi, Temporal Archmage is allowed as a commander, he serves a much better purpose in a Superfriends deck like this. His -10 is the most notable aspect when it comes to this deck. The emblem he gives you lets you use your planeswalkers every turn, not just on your own turns – this ruling was confirmed by Matt Tabak earlier this week. Aside from that, his +1 is solid card filtering, and his -1 is very powerful as well, untapping important artifacts like The Chain Veil, and mana rocks like Mana Vault and Grim Monolith.


Seedborn Muse is already a fantastic card in Commander, and Teferi just makes it even better. It essentially lets you use each of your planeswalker’s abilities twice every turn, including your opponent’s turns.

The rest of the Planeswalkers in the deck are simply there to have their ultimates able to be activated with Doubling Season on board, mostly.

The next article, which will be out tomorrow, will be about a turbo fog build of the deck.

Until next time.



Anax and Cymede

Anax and Cymede is an (are?) interesting Legendary Creature (Creatures?) to say the very least. Similar to Sen Triplets and Tibor and Lumia, this is actually more than one person – it’s a married couple! The King and Queen of Akros are the greatest heroes of the city, and needed their own card.

At 1RW for a 3/2 with First Strike and Vigilance, the stats are pretty solid. The commander can hit the board as early as turn 2 with a turn 1 Sol Ring and Boros Signet, and easily hit the board consistently turn 3. They’re aggressively costed for an aggressive Boros creature.

The other half of the card is the Heroic ability – the gimmick of Theros – that gives all of your creatures +1/+1 and trample until end of turn any time they’re targeted by a spell you control. Note that all Heroic triggers are on cast, not on resolution, so even if they counter your spell, you still get the Heroic trigger. You can also get multiple triggers in one turn if you cast multiple spells. While multiple instances of trample are redundant, the +1/+1 from each trigger does stack, giving you a pretty solid board advantage.

A real Anax and Cymede list needs to be able to consistently trigger the Heroic ability, and needs to be able to make Anax and Cymede strong enough to wipe out players with Commander Damage (21 damage dealt by a single Commander). The easiest way to do this with this particular deck is to build it as a Voltron deck – the goal of which is to deal the commander damage as quickly as possible with equipments and auras. Plus, they have the evasion to get through easily.

While they don’t quite have “evasion” per se, the first strike lets them ignore non-first strike deathtouch blockers effectively and the trample on the Heroic ability lets you get past chump blockers.

So how do you take advantage of this the best? Auras, Enchantments, Buyback and tokens!

Cards to play in Anax and Cymede:

Of course, these are only a few of the cards you can play – this is by no means an exhaustive list. Eventually, I may make a list for this deck and post it here, but it isn’t 100% guaranteed.

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We can’t have just our Commander be Heroic, however – Fabled Hero is a fantastic Heroic creature. 2/2 double strike for 1WW and Akroan Crusader is a 1/1 for a single red, with two different Heroic triggers. Fabled Hero gets a +1/+1 counter whenever he’s targeted, while Akroan Crusader makes another 1/1 red Soldier creature token with haste. The later trigger is probably more important than Fabled Hero making himself bigger, as we want tokens to also reap the benefits of Anax and Cymede‘s ability.


Speaking of tokens, Krenko, Mob Boss is a fantastic red token generator, who taps to make a number of 1/1 red Goblin creature tokens equal to the number of Goblins you already control – between Krenko, Mob Boss and Rise of the Hobgoblins, it’s reasonable for Krenko to make a significant amount of goblins with his ability if you’re running other goblin stuff in the deck.


Assemble the Legion is another token generator; probably the best one in these colors. Every turn, you get X 1/1 white and red soldier tokens with haste, where X is the number of muster counters on Assemble the Legion. Being able to throw an army at your opponents every turn can get ridiculous after a while.

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Angelic DestinyGhitu Firebreathing, Spirit Loop and Brilliant Halo are all recyclable Auras – either they return to your hand when the creature dies or they are put into the graveyards themselves. These support your Heroic trigger, as you can return them to your hand to replay them and get an additional Heroic trigger.

An honorable mention here is Auratog.


He lets you sacrifice your enchantments at any time to give him +2/+2 until end of turn, giving you the freedom to get the above auras at any time and reattach them to retrigger your Heroic again. I personally think he’s too situational, but he’s pretty cool.


Gift of Immortality is something that’s lets you get your Angelic Destiny back to your hand if your Commander dies.

Due to the way the Command Zone replacement effect works, if a Commander would die and is returned to the Command zone, you don’t get a “when it dies” trigger associated with that creature’s death. With Angelic Destiny and Gift of Immortality, you just let the grave-drop resolve and then let the cards trigger to get everything back.

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Both Anoint and Seething Anger are one-drop spells that give your creatures a tiny bonus. They both have buyback, though – letting you do it repeatedly.They both trigger Heroic, and then you get them back and can do it again.


Mark of Fury is an aura for a single red that gives a creature haste, and then returns itself to your hand to reattach the next turn and give something else haste – or give another creature a heroic trigger again.

Now, there is a different route you can take with Anax and Cymede that I’m a fan of: Boros Soldier tribal.

You’ll still be playing the majority of the cards above, but you’ll be playing cards that specifically help soldiers, like some of the below:

This is just a few of the cards that came to mind when I thought of soldiers – mostly buffing all creatures of that type or making them cost less.


Or in the case of Preeminent Captain, putting any soldier from your hand into play.


Outside of it’s own deck, Anax and Cymede don’t really do a whole lot. Without the consistency of being a Commander, it lacks much strength in the 99 of a deck. However, if you’re just playing with a bunch of heroic creatures, this is one you don’t want to miss.

Until next time,




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