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MagicEDH.com is a comprehensive list of links to Articles, Primers, Videos and Deck Lists from around the internet. The Magic EDH hub has gathered helpful links to websites such as the MTGSalvation Forums, StarCityGames.com, MTGCasualPlay.com, GatheringMagic.com, TappedOut.net, YouTube and many more.

This EDH Database strives on QUALITY Deck Lists rather than quantity. We like to include links to Commander decks and articles created/written by Magic players/writers that have taken the time to talk about the commander or give some inside EDH Tech on how the deck works. We have purposely avoided links to EDH decks that have minimal information or are "in progress".

Please help us build this EDH Commander Deck Database by filling out our form and recommending we add links to helpful decks/primers/articles/videos.

For a deck link to be included on MagicEDH.com we would prefer that it meet one of the following criteria:

  1. Decklist is included in an Article written on an MTG website. The author introduces and explains the deck.
  2. Decklist is on a forum with current and relevant discussion/interaction. Decks included as strategy guides or PRIMERS are smiled upon.
  3. Decklist is on YouTube with video introduction and commentary
  4. Decklist has a high rating by the website community. For example, a high amount of "Upvotes" on TappedOut.net. Some discussion/description is still encouraged

Help us build this EDH Resource! To submit a Link to be included, CLICK HERE


Recently Added EDH Decklists!   •   Forum - Work In Progress

MTG Lexicon – Commander/EDH Gameplay | S4E4.1 – Kalemne VS Nath VS Slimefoot VS Karlov | Paper MTG
Posted on Wednesday May 22, 2019

Turn 1 Starts at 1:40 Tonight’s battle is a 4-player free-for-all Commander game featuring Kalemne, Disciple of Iroas (Host Jeff) VS Nath of the Gilt-Leaf (Guest Nate) VS Slimefoot, The Stowaway (Host Nick G) VS Karlov, Ghost Council (Host Nick S). Read on to get the goods. Decklists can be found here: Kalemne, Disciple of […]

The Commander’s Quarters – Urza, Lord High Artificer | Modern Horizons Spoiler | EDH | Budget | Artifacts |Commander Quick Take
Posted on Wednesday May 22, 2019

Command your budget! Here at The Commander’s Quarters we brew fun and focused $25 EDH decks. Today we do a Commander Quick Take on the recently spoiled Urza, Lord High Artificer from Modern Horizons. For Urza we go through an initial direction and potential cards to include! ———- Support us directly, get rewards, and join […]

Aristocards – TOP 10 Improved Legendary Creature Artwork MTG Cards – ARISTOCARDS
Posted on Wednesday May 22, 2019

The artwork of Magic: The Gathering cards is a window into another world and here are ten Legendary Creatures (viable as your Commander) that had their artwork improved subsequent to their original release. Check out all the awesome Richard Kane Ferguson playmats: http://bit.ly/rkfmats Post your favorite RKF artwork in the comments for a chance to […]

Commander VS – Commander VS S15E7: Tamiyo VS Jaya VS Sarkhan VS Ob Nixilis [EDH]
Posted on Wednesday May 22, 2019

More Magic: The Gathering Videos! – Commander VS: https://www.youtube.com/playlist?list=PL5d1KNNFArSNNRrpJjhf1WrwwuZqUcg0K – VS Live!: http://yt.vu/p/PL5d1KNNFArSPiU3vDwsH3dNtMGVm7Ldmd – SCG Tour Archives: https://www.youtube.com/user/starcitygamesvideo/playlists?sort=dd&view_as=subscriber&view=50&shelf_id=28 – Best of the SCG Tour: http://yt.vu/p/PL5d1KNNFArSO_-DD3ZkkYmKY86xeIFhdh – Flashback: http://yt.vu/p/PL5d1KNNFArSPOtQzFOmJ5ZVMjmXUmNoNO Like us on Facebook: http://www.facebook.com/starcitygames Follow us on Twitter: http://www.twitter.com/starcitygames Follow the SCG Tour on Twitter: http://www.twitter.com/scgtour The official YouTube Channel of Star City Games, the world’s […]

Commander Showdown – Neheb vs Neheb
Posted on Wednesday May 22, 2019

New Neheb vs Newer Neheb! Which mono-red Minotaur is the best fit for command?

One More Mana – Command Center #43 | Morophon, the Boundless | Magic: the Gathering EDH
Posted on Wednesday May 22, 2019

Welcome MTG community to our channel, One More Mana. This is Command Center where discuss some of our favorite commanders in elder dragon highlander and some awesome synergies with those cards. If you enjoy the video please Support us on: https://Patreon.com/manasquad Follow us on Twitter: Tweets by ManaSquad Follow us on Facebook: https://www.facebook.com/1MoreMana #EDH #MTGMH1 […]

Monomania – Nuclear Codes
Posted on Wednesday May 22, 2019

Think mono-red is sub-par in EDH? Think again.

MTG Lexicon – Commander/EDH Gameplay | S4E3.6 – Titania VS Ob Nixilis VS Jarad VS Locust God | Paper MTG FFA
Posted on Tuesday May 21, 2019

Tonight’s battle is a 4-player free-for-all Commander game featuring Titania, Protector of Argath (Guest Alex) VS Ob Nixilis, Unshackled (Guest Paxton) VS Jarad, Golgari Lich Lord (Host Jeff) VS The Locust God (Host Dale). Read on to get the goods. Decklists can be found here: Titania, Protector of Argath ►► MIA Ob Nixilis, Unshackled ►► […]

The Command Zone – Modern Horizons Preview Card l The Command Zone #268 l Magic: the Gathering Commander / EDH
Posted on Tuesday May 21, 2019

Support the show and become a Patron! Be a part of our community, receive awesome rewards, and more! http://www.patreon.com/commandzone ———- Show Notes: On this episode we unveil our Modern Horizons preview card! Meet Urza, High Lord Artificer. Straight up, it’s one of the most powerful legendary creatures we’ve ever seen. Let’s explore just how broken […]

The Commander’s Quarters – Morophon, the Boundless | Modern Horizons Spoiler | EDH | Budget | Tribal |Commander Quick Take
Posted on Tuesday May 21, 2019

Command your budget! Here at The Commander’s Quarters we brew fun and focused $25 EDH decks. Today we do a Commander Quick Take on the recently spoiled Morophon, the Boundless from Modern Horizons. For Morophon we go through an initial direction and potential cards to include! ———- Support us directly, get rewards, and join The […]

Shattergang Expectations
on Hipsters of the Coast
Posted on Thursday May 02, 2019

Ryan adds some War of the Spark cards to some of his favorite Commander decks.

The post Shattergang Expectations appeared first on Hipsters of the Coast.

Bolas’s Dark Avengers
on Hipsters of the Coast
Posted on Thursday April 25, 2019

Supervillains can have a deck, too.

The post Bolas’s Dark Avengers appeared first on Hipsters of the Coast.

Gideon the Oathbreaker
on Hipsters of the Coast
Posted on Thursday April 18, 2019

Ryan explores a planeswalker-led Commander variant called Oathbreaker.

The post Gideon the Oathbreaker appeared first on Hipsters of the Coast.

Old School MTG: Old School 40 Tournament Report
on AyeCommander
Posted on Monday April 15, 2019

The annual "travel far and gather" trip happened over this weekend. I'm fortunate to see these guys on a regular basis, but it's always nice to spend some time away with them playing games and talking. This year on our trip, I thought it would be fun to hold an Old School tournament!

Since most of the guys are gamers, but aren't into Old School specifically, I modified the rules to make the format more accessible.

1) Eternal Central Rules, except
2) Strip Mine is Banned
3) Restricted cards are Banned
4) No Sideboards
5) 40 Card Minimum Deck Size

And "Old School 40" was born!

There were six of us facing off for the prizes pictured below. Prizes were reverse drafted, where the player with the lowest rank after round-robin would choose first.

Here are the results.

This was a fantastic way to spend more than a few hours with friends. The deck construction rules helped to reduce the cost of building decks and focused the strategies around one or two key concepts. Players were mostly able to stick to using old school art and it felt like playing Magic with friends in days gone by.

Here are the decks everyone played.

Mark's "Making Friends" Deck

Eric's "Also Making Friends" Deck

Ben's "Welcome to the Thunderdome" Arena Deck

Darren's "What Does Banding Do?" Deck

Will's "Giant Ape Escape" Deck

Chris' "Needs More Islands" Deck

Here are some pictures of the action.

Banding is fantastic!

Orb, Tower, and Vise? Hmm.

The Gift of Saheeli
on Hipsters of the Coast
Posted on Thursday April 11, 2019

What about the planeswalkers who can already be generals?

The post The Gift of Saheeli appeared first on Hipsters of the Coast.

My First Commander
on Hipsters of the Coast
Posted on Thursday March 28, 2019

Back to the beginning.

The post My First Commander appeared first on Hipsters of the Coast.

Old School MTG: BG Nether Shadow
on AyeCommander
Posted on Tuesday March 26, 2019

I've had 4x FBB Nether Shadow sitting in a binder for years. They've been staring at me ever since I got into Old School. Back in the day, I thought that card was so cool. I always wanted to paint out the shadow so that it only had one leg instead of two, but otherwise there was just something about that artwork!

Over the years, I tried making it work in a Lord of the Pit deck as a sac target. I've tried it in a grindy deck. Back when I actually owned Bazaars, I tried it there, too. Its never found a home for me, but I thought I'd give it another try this month.

This deck was not a wild success. I splashed a green for Sylvan Library a Regrowth and a sweet, sweet signed Elves of Deep Shadow. I really wanted to get Library and Tower going, but didn't pull that off in the few games I played this month. I'd like to revisit this deck and see if self-milling and a Lord of the Pit or two could make this pop off.

Deep Analysis—Commander Cards 2
on Hipsters of the Coast
Posted on Thursday March 21, 2019

Whither Gigantoplasm?

The post Deep Analysis—Commander Cards 2 appeared first on Hipsters of the Coast.

Give in to the Madness
on Hipsters of the Coast
Posted on Thursday March 14, 2019

Ryan invites suggestions to improve his OIivia Madness Commander deck.

The post Give in to the Madness appeared first on Hipsters of the Coast.

A History of Legends
on Hipsters of the Coast
Posted on Thursday March 07, 2019

We've come a long way from Lin-Sivvi.

The post A History of Legends appeared first on Hipsters of the Coast.

Old School MTG: Mono-Red Atog Robot Urzatron
on AyeCommander
Posted on Friday March 01, 2019

In February, I played this. Old School, baby.

With only 8 Red mana sources (1 Hammerheim + 6 Mountains + 1 Mox Ruby), hitting red mana was inconsistent. Running the full Urza lands also meant that not only was I fighting for red mana, but I also went with Factories over Strip Mines. Eternal Central Old School rules really wants 4 Factories and 4 Strip Mines in a deck like this, but that probably means not running the Urza lands. Other than a pair of Fireballs, ramping into tons of mana doesn't do much here anyway. Next time, I just need to run more Mountains and the full 4 of Factories and Strip Mines.

Slamming huge Atogs into people was as much fun as I imagined. I'd like to run this again with more Mountains, a Shivan Dragon, Chain Lightnings, and a Shatter or two. There's always next time.

Iname as One
on Hipsters of the Coast
Posted on Thursday February 21, 2019

Going going back back to Kamigawa.

The post Iname as One appeared first on Hipsters of the Coast.

Wish They Were Partners
on Hipsters of the Coast
Posted on Thursday February 14, 2019

Get together already.

The post Wish They Were Partners appeared first on Hipsters of the Coast.

Old School MTG: UB Robot Reanimator vs. ConTroll Disco
on AyeCommander
Posted on Sunday January 20, 2019

Through all the twists and turns of life, I've been lucky enough to still be friends with Ben. Not only is he a great person, but he's also wicked good at playing Magic. We've been casting spells and pushing creatures into the red zone together for more than 20 years now!

So, when the opportunity came up to face off against Ben with a couple of my Old School decks, I jumped at the chance. The way he was talking, I think he may have caught the Old School bug. I thought I would fan the flames.

Nothing fans the flames like a little friendly competition.

So, I suited us both up with decks that I thought would match up nicely. The first deck is a UB Robots deck that ramps out artifact creatures, uses the old man to draw some cards, and has both the renamimation and coffin package. When it does it's thing, it's glorious. The second deck is a RB Troll Disco deck with a parfait variation, dropping Vices, Mines, Orbs, and Barriers. A burn and discard variant is probably objectively better, but this version has more reach.

I can't get over how much I like robots in MTG.

There's also something dirty and satisfying about one-sided Orbing people with Relic Barrier.

We played a dozen-or-so games over a couple of hours, mostly going back and forth. There's enough variance in Old School that mashing reasonably good decks into one another creates enjoyable games more often than not.

The life counter shows 20, but in reality Ben swung in for lethal with the Troll and the Factory the turn before I would have Mirrored life totals with him and started putting the Trike in the coffin.

Ben already started buylisting cards to get into Old School. I can't wait to see what he comes up with. Knowing Ben, I'm in for a savage beating. And I'm looking forward to it!

Old School MTG: Deckbuilding Madness
on AyeCommander
Posted on Saturday December 29, 2018


Magic is a resource management game.

Magic is a lot of things. It's for collectors, and innovators, and grinders, and players, and families, and friends, and casuals, and thinkers, and everyone in between. But, once you have your deck and you sit down across from your opponent, Magic is about managing limited resources.

I've been playing Magic for a very long time. And no matter what format I'm playing, I fall into the same pattern. I collect a bunch of cards because I think they look cool or because I imagine using them in a deck someday. I build a ton of different decks. I take apart every deck I build, usually after only a few games with it. And then I get frustrated and sell off most of my cards, but keep the cards I know I will want later.

I'm doing the same thing with Old School.

I am fortunate in that I held on to a lot of Old School cards from back in the day simply because I thought they looked cool. Dual lands and power cards have been sitting in my collection for years. Old School gives me a way to use all of those cards and I'm grateful for the opportunity.

So, what did I do?

You guessed it. I started drafting up dozens of decks and trading for cards to fill them out. I even built some decks, played with them a few times, and then took them apart. The same old pattern emerging again.

I thought I might cut to the chase this time. Which is why it's important to understand that Magic is a resource management game.

In all of those games with the random decks I put together, there are some cards that consistently stand out. Why?

Magic is built on a set of rules, a set of limitations that are fundamental to the game and control how it works and flows. For example, you can play one and only one land per turn. Cards that bend or break that fundamental rule will put you ahead of your opponent. Those cards create a resource advantage for you when you use them. Let's take a look at some famous examples.


Fast Mana
The 5 Moxen, Black Lotus, Sol Ring, and Mana Vault all give you access to more mana than you should have at the point where you play them. For example, playing an Island on turn 1 along with a Mox Sapphire is similar to playing two lands on the first turn.


Extra Cards
Ancestral Recall replaces itself and gives you two more cards for an outrageously low cost. Jayemdae Tome draws and extra card every turn once you are set up for it. Sylvan Library trades life for cards at a reasonable rate as well.


Extra Turns
Time Walk also replaces itself and gives you another land drop for an outrageously low cost. At worst, it usually untaps all of the cards you used to play it and replaces itself while giving you at least the possibility of making another land drop.


Some cards are so good (see above) that you are limited by the game to having only a single copy in your deck. Other cards give you a chance to use these restricted cards again. Regrowth, Recall, and Timetwister are powerful examples.

Think of it this way, if games of Magic started where each player had no cards in hand, the first deck to cast Ancestral Recall would almost certainly win that race. How many times have you been in a similar situation in the middle of a game, one where both players are out of cards and trying to topdeck a threat? The same logic applies.

When you take all of the cards that bend of break one of the fundamental rules in the game and put them all in one pile with ways to protect them, you end up with a famous deck configuration called The Deck.

The reality for me is that I'm lucky to play in 1-3 competitive Old School events per year. There is no reason to have a dozen different decks that I will never get to play. My casual playgroup is just that: casual. Competitive decks need not apply.

In other words, having the cards the build 1-2 competitive decks on demand is reasonable for my situation. Having enough cards to build a couple of different singleton casual decks is reasonable too. Anything more than that is just me being up to my old tricks again.

But playing Old School isn't only about playing the most competitive decks. There's a place for that, certainly. But there's also a place for playing with the cards that excite you, even if they aren't the best. There's something special about putting together a pile and seeing combinations of cards that haven't come up before. How can you best use what you have in front of you?

So, instead of building a ton of decks and taking them apart, I'm planning on building a ton of decks and taking them apart in style. My project for the year is to build a new deck every month, with a new theme or a new way to execute the same theme. Will there be overlapping cards? Oh, yes. With a limited collection and the way the game works, there's almost no way around that. But, this will force me to focus on a single strategy for an entire month before trying something new.

GP Portland 2018: A Magical Weekend
on AyeCommander
Posted on Monday December 10, 2018

I'm back home from GP Portland 2018. What a weekend.

On Friday night, my wife and I met up for some casual Old School with the Horde. We got in a few games and met some great people. The big Old School tournament was the next night, on Saturday, but we had a different party to get to so I missed that one. Next year!

On Sunday, my friend and I entered the afternoon 2HG sealed event at GP Portland. He got his DCI number for the event, and I've never played in a "competitive" 2HG event. We were also both unfamiliar with the Guilds of Ravnica expansion. I expected a slaughter.

After a rocky first round that we might have been able to win with tighter play, we won our next two rounds for a 2-1 finish. Good enough for a decent amount of prize tickets. We each picked up 10 packs from the prize wall and then headed out.

It was a magical weekend all around, made better by having good friends and family there with me. It also doesn't hurt to leave a GP with a winning record, even if it is for a side event.

Plus, I got some Old School cards signed!

Five Color (5C) Full Art Singleton
on AyeCommander
Posted on Saturday December 01, 2018

They've created a lot of cards over the years. I mean, a lot of cards. So many cards.

They've created so many, many cards that it's entirely possible to build a workable casual deck using only full-art cards.

This full-art deck works, even if you only use a single copy of any one card (except basic lands).

Don't get me wrong. I have nothing against super-consistent decks that run four copies of every card. Those decks have a special place. They are either super-competitive, because running four copies of the best card in your deck is better than running one copy of the best card. Or, they are super fun, because something you need four copies of Ovinomancer to make your deck work. (Ah, memories.)


The upside of Singleton (Highlander) decks is that the variance means you can play more games and see more interactions before the match-ups are solved. This works great for kitchen table Magic, where it's not about upping your win-loss percentage. Sometimes you just want to play some Magic!

Astute observers may notice that I've cheated a little on running only full art cards. The non-lands are all full art, but some of the lands are not. It is possible to replace the multi-colored lands with full art variants, thanks to Zendikar Expeditions, but the cost of the deck goes up dramatically. I'm not willing to go there. Yet.


Otherwise, what we have here is your basic 5 color control deck: utility, card draw, spot removal, and sweepers. Oh, and win conditions. I'm running 5 Planeswalkers for win conditions, but there are options. Once you establish control, you can win with almost anything.


As it turns out, Planeswalker artwork is visible through the rules box. So, I'm counting them as full-art for the purposes of this deck.

There are more full-art cards on my list to try. Here are a few.


It's like anything else, you can swap cards depending on what you are up against or how you like to play. It'll still work. If control isn't your thing, build an aggressive full-art deck instead. Here's a full-art Glorybringer to get you started.


Taking it Back to the Old School
on AyeCommander
Posted on Saturday November 24, 2018

As I head into the end of the year, it's a time to look back and how things went. 2018 was going to be the year of going colorless - and it was for the two times this year that I actually got out to a competition.

Early in the year, I played in a Modern FNM at the closest local game shop to my house. I put a colorless Eldrazi deck together for that event after trading like crazy with the intention of going at least once a month to throw down. I wanted to recapture some of the LGS feel from several years ago when the Commander scene started to blow up and I was there every weekend. The games were good, the crowd was good, but it didn't really click for me and I never made the time to go back.

More recently, I journeyed up to an Old School event put on by a local group called The Horde. It was a couple hours away and took up the entire day, but it was a great experience. And yes, I ran a colorless pile into that event, too. Good games, good crowd. Plus, I enjoy the nostalgia of playing with the old cards, more than I even expected that I would.

The rest of the year, I played casually with friends and family. My kids started to get into Magic this year, so we've played quite a few casual games with new decks as they learn the ropes. It's amazing to be playing my favorite game with my kids using the same cards I had when I was only a few years older than they are now.

Going into next year, I've already started making more trades online to pick up Old School cards to build into different decks. My casual Old School decks are singleton and don't include power cards. They are casual, after all. And, they remind me of playing with starter decks from back in the day when your "deck" was simply all the cards you owned. As it turns out, removal is still removal, and countering a spell still works. Lightning Bolt still does 3 damage to any target. Disenchant still destroys an artifact or an enchantment. In other words, as long as your deck is threats+removal+lands+utility, you have a decent shot now matter whatever your opponent is doing at the kitchen table.

The last time I played Vintage was GP Portland 2017. It was a side event on a Sunday. I was looking forward to something similar at GP Portland 2018, but it was not to be. There is no Vintage on the event list. The Horde is running a separate Old School competitive event during the GP, but I have a scheduling conflict so I won't be able to make it to that one. There is a non-competitive event the night before, though. The person that I was playing Legacy with from time-to-time moved away this year, too. Things falling apart?

Magic has been a huge part of my life for a long time, at least in my mind. In reality, I play competitively once or twice a year and it seems like even those opportunities are less and less. But I do spend a lot of time thinking about Magic, reading about it, watching game play videos, and generally keeping up on what's happening with the game. Is that a good thing? Maybe. It's like watching a commercial for something over and over, then finally getting it, and realizing that maybe you didn't need that thing after all.

Things change. Maybe that's all it is. Playing a few casual games of Magic with friends and family is how it was for me at the beginning. It was about running a card because I had it, not because it was the best in slot. Nine times out of ten, I cast a Khabal Ghoul and it does nothing but act as a speed bump, but every once in a while it grows and grows and grows. Maybe that's good enough. It's not that the card makes me win. It's that the card has a cool skull guy on it. It's old cardboard. It reminds me of times passed. It gives me the feels.

Old School MTG: Colorless at Border Brawl
on AyeCommander
Posted on Sunday October 21, 2018

I just got back from the 1st annual Border Brawl (OR/WA), an Old School 93/94 Magic tournament put on by a group called The Horde where 51 players showed up to cast old spells in 5 rounds of Swiss.


For my part, I brought a colorless artifact deck to the table. One of the guys that I drove up with was kind enough to lend me 4 copies of Mishra's Workshop for the tournament, so that powered my deck up quite a bit. I swapped them out for the Deserts. I ended up going 3-2 for the day.


Pre-Tournament : I played a back-and-forth game against Randy Buehler. He had a deck all proxied up for testing. I can't really say what it was, but it looked like he was using Titania's Song as a finisher. I ended up winning that game, but it was a close one.


Round 1: Steven (UR)
Steven was playing a UR deck with Blood Moon and Energy Flux main. He went first in game 1, but I won at 2 life though both Blood Moon and Energy Flux. He wins game 2 at 5 life. He plays a Library of Alexandria in game 3, but it's not enough to stop the beat down machine. An early Juggernaut goes all the way.
Status: 1-0


Round 2: Ken (WR Pink Weenie)
Ken is playing what looks like a typical White deck with Red support. I see Blood Moon, White Knight, and Savannah Lions. I take this round with back-to-back wins. My creatures are bigger.
Status: 2-0


Round 3: Elliot (Goblins)
Elliot is playing a goblins deck with burn, Goblin Grenade, Blood Lust, Ankh of Mishra, and Black Vise. I keep a couple of sketchy openers and get rocked two games in a row. At one point he attacked with a goblin, used Blood Lust, and then used Goblin Grenade on it after damage. We play a third game for fun and it's a lot closer.
Status: 2-1


Round 4: Chris (GBR Aggro)
Chris is playing a deck with Shatters, Argothian Pixies, and other good stuff. I lost two games in a row again. In game 1, he has 2x Argothian Pixies into Time Walk, Regrowth for Time Walk, Bolt, Psionic Blast. In game 2, he has turn 1 Black Lotus into Energy Flux and Time Walk/Regrowth with some beaters out. We played a game 3 for fun, where I had a much more explosive start of Mox Jet, Strip Mine, tap both for 2x Mana Vault into Triskelion on the play. His turn 1 is Black Lotus into Energy Flux again. Despite wiping me out on his turn 1, the game goes on for a while and ends with him at 3 life.
Status: 2-2


Round 5: Aaron (Mono Black Control)
Aaron is playing what looks like a typical mono black aggro/control deck. I see Hypnotics, Black Knight, Drain Life, and Paralyze. I win 2 games in a row, although the last win I was at 1 life. It felt like a great back-and-forth on that one. We were in the "feature match" area, so there might end up being a replay on YouTube.

I ended the day at 3-2. The cutoff for Top 8 was 4-1. There were a few hands I should have shipped back. The deck is unforgiving of a bad keep since there is no way to dig out. I was also surprised at the number of Blood Moons I ran into in game 1. I'm looking forward to another Old School event closer to home during GP Portland 2018. The Mishra's Workshops really made this deck tick. Being fully powered with the 'shops would be bonkers. I would also bump up the number of disruption cards to make the deck more consistent. Winter Orb is fantastic. Relic Barrier has lots of targets (and synergy with Orb). Max copies of Disk is also a good way to go for next time. There were several matches where Desert would have actually been a great card. Assembling Tron was almost never relevant.

Doctor Strange and the Infinity Gauntlet
on The CommandZone Blog
Posted on Thursday October 11, 2018

This is my Jodah/Fist of Suns list. It is probably a fairly standard Jodah list, with lots of huge bombs and various ways to cheat 'em out. But it's a really fun deck, and it also happens to need some fine-tuning. After mulling it over a while, I figured I might as well write up a post on it, as that might help me collect and organize my thoughts on how best to improve its performance.

I'll start by sharing the list as it currently stands, then walk through some of the problems and how we might solve them.


Commander: Jodah, Archmage Eternal.

Academy Rector
Angel of the Dire Hour
Avacyn, Angel of Hope
Consecrated Sphinx
Diluvian Primordial
Myojin of Seeing Winds
Fleshbag Marauder
Merciless Executioner
Sheoldred, Whispering One
Etali, Primal Storm
Sakura-Tribe Elder
Bloom Tender
Reclamation Sage
Seedborn Muse
Rashmi, Eternities Crafter
Gisela, Blade of Goldnight
Angel of Despair
Maelstrom Wanderer
Ashen Rider
Zacama, Primal Calamity
Solemn Simulacrum
Ramos, Dragon Engine


Swords to Plowshares
Path to Exile
Wrath of God
Deep Analysis
Leyline of Anticipation
Baral's Expertise
Time Spiral
Mind's Dilation
Animatou's Augury
Read the Bones
Painful Truths
Toxic Deluge
Unburial Rites
Sunbird's Invocation
Star of Exctinction
Kodama's Reach
Zendikar's Resurgence
Tooth and Nail
Abzan Charm
Bring to Light
Sylvan Library
Mirari's Wake
Maelstrom Nexus
Primeval's Glorius Rebirth
Nicol Bolas, God-Pharaoh
Ugin, the Spirit Dragon
Lightning Greaves
Fist of Suns
Vedalken Orrery
 Sol Ring
Thought Vessel
Fellwar Stone
Chromatic Lantern
Coalition Relic
Prismatic Geoscope


10x Rev Duals (Tundra, etc.)
10x Shocklands (Hallowed Fountain, etc.)
5x Ally-colored Fetchlands (Flooded Strand)
Command Tower
Mana Confluence
Exotic Orchard
Reflecting Pool
Rootbound Crag
Sunpetal Grove
Hinterland Harbor
Plains x1
Island x1
Swamp x1
Montain x1
Forest x1

So, that's the list I've most recently been working with. And it's done pretty well so far, but it certainly has a few kinks to iron out. Before we get to troubleshooting, however, let's talk a little more about the deck itself.

One of the things that was clear to me right off the bat is, we need perfect mana, hence the extravagantly expensive mana base. Ramp is also key - not only is it a part of our "Plan A" which is to ramp into Jodah and start Fisting out threats as early as possible, but it's also a critical part of "Plan B" which is to just hardcast our bombs (for when Jodah just dies over and over).

It is not enough to just hit RWU and cast Jodah, of course - we also need to hit B and G to start Fisting things. By the way if that terminology makes you uncomfortable, I bid you simply get your mind out of the gutter, you perv. I am merely referring to the card Fist of Suns, which is basically Jodah but in Artifact form.

Sticking a Fist of Suns is often preferable to Jodah, as it can dodge removal a little easier. Rest assured though, both will be high priority targets if your opponents do have removal.

Anyway, the key to successful Fisting is to hit WUBRG as often as possible, as reliably possible, and as quickly as possible. We're perfectly happy hitting all five colors on turn five, but if we can hit them all on turn four some percentage of the time, so much the better.

This is one area where I feel the deck needs some attention, as my ramp suite is not optimal, but we'll get to that shortly.

Another key aspect of a Jodah deck that I realized early on was that being able to Fist things at instant speed would be a huge plus. For much of the early to mid game, this is a cast-one-thing-per-turn deck. Even if we aren't paying full retail for our high-CMC bombs, we're still only going to be able to drop them one at a time for the first half of the game.

This means a single removal spell from an opponent can be a HUGE tempo loss. This might not be the end of the world in a slower multiplayer setting but it's still a problem. One solution to this issue is to cast things at instant speed, often at the End of Turn step of the opponent passing to us.

But that's not all; combining something like Vedalken Orrery with a Seedborn Muse effect can often let us cast things during each opponent's turn - those of you who played a lot of Prophet of Kruphix before she got banned will pick up on this principal.

Oh, another aspect of the deck I want to touch on is the "value enchantment" package. It started with Mirari's Wake and Zendikar Resurgent - the two "mana doubling" enchantments. I included those as potential solutions to the whole "only Fisting one thing a turn" problem - if we can make WUBRG, then with either of those on the Battlefield, we can make double-WUBRG! Zendikar Resurgent also has built-in draw, which is great.

With those in the deck, I immediately looked at Academy Rector for inclusion. But I wasn't sure it was worth running the Old Bitch just for those two cards (okay it probably still would have been, but...), so I looked for more big, expensive value-generating Enchantments we could include as possible targets for Rector to fetch.

Well, it's pretty damn difficult for me to build a five-color deck without running Maelstrom Nexus, and that fits the bill of hard-to-cast value enchantment. Mind's Dilation and Sunbird's Invocation are also poster-children for that category of cards. Those three, plus the aforementioned Wake and Resurgent round out the package. We also have Leyline of Anticipation for when we really need to give everything we do Flash.

This is only a few cards, but cheating just one of these out with Rector can generate serious value if it sticks. We don't want to go overboard here, but there are certainly other high-CMC Enchantments that might be fun to cheat into play. We may come back to this topic as well.

In addition to the value Enchantments, we also have a small subset of creatures that function similarly. Maelstrom Wanderer has Cascade x2, so that's great value. And with all the high-CMC cards in the deck we maximize our chances of hitting something big and splashy and not just mana rocks or utility dorks. Rashmi is pseudo-Cascade and works especially well with the Seedborn/Orrery tech. Etali and Diluvian Primordial give us value by letting us cast our opponents' stuff, scaling upwards the more opponents we have as well.

Basically the general idea is, we cast things (often at a discount thanks to Jodah/Fist) and those things in turn let us cast other things, often for free. I'd consider Stolen Strategy in this regard, but that requires you to actually pay the mana costs. Boo-urns.

I think that about does it for the deck tech - the rest of the list is pretty clearly either cheap utility stuff and expensive bombs. Oh, but before I forget: many of you probably know this, but in case you don't - casting Painful Truths for WUBRG off Jodah/Fist let's you "overpay" and draw FIVE cards! You lose five life as well, but still... it's a cute piece of tech I enjoy and I looked for other ways we could take advantage of that little trick, but Painful Truths was, in my opinion, the only truly compelling use case. Oh well.

And with that, I think we can get on to the troubleshooting phase.

I already mentioned the ramp suite was not quite up to snuff, but there are a few other small areas of improvement I have noticed while playing the deck. But let's go ahead and get the ramp situation sorted out as it's probably one of the most key elements of the deck's early game plan.

The astute reader will likely have taken notice that the list above only contains five Basic Lands - one of each type. But the deck also contains the following cards: Sakura-Tribe Elder, Solemn Simulacrum, Kodama's Reach and Cultivate. These are all exceptional cards on their own, of course, but the four ramp cards combine to fetch up a grand total of SIX basic lands - a problem of math, you can see, since six is greater than five. I have had multiple games where I managed to draw one or more of these ramp cards after fully depleting my library of all Basic Lands. Ouch!

Add to all of that the fact that Basic-only ramp is much less valuable in this particular deck; we would rather have ramp that can get us dual lands where possible, and you can start to see where I'm coming from on this not being the ideal ramp package. Luckily there are some great alternatives that can serve us better.

But while we're on the topic of sub-optimal ramp, let's also take a look at our mana rock selection. On this portion I think I got a lot closer. Sol Ring and Thought Vessel produce colorless mana, and sure, sometimes you might find yourself needing colored mana more, but they are good enough overall that I have found them well worth running. You might disagree on Vessel in particular, but I have had many games where I was quite glad to have it. But Prismatic Geoscope, on the other hand, has been nothing but a disappointment. I had high hopes for it, as it should essentially be a Gilded Lotus that taps for WUBRG. That seems great on paper, but that damned "enters the battlefield tapped" clause just ruins it every time. I have just hated this card every time I've drawn it.

So which ramp cards would be better in this deck? I've always been a big fan of the Signets but I don't think they'll work here. I think our best bet is to go with green ramp that finds non-basic lands. And the cheaper, the better. I want to keep STE because it's a good early blocker as well as a super-cheap ramp piece, and I have also gotten great mileage out of Reach/Cultivate when drawn early. It's only after I've drawn/ramped my Basics out that they become dead, useless draws. I also like to have a mix of spells and creatures for various reasons.

And in general, I want to lower the overall CMC average of our ramp package where possible.

Given all of these considerations and taking them all into account, here are the requisite changes being made:

Prismatic Geoscope ---> Skyshroud Claim
Solemn Simulacrum ---> Wood Elves
Kodama's Reach ---> Farseek

Each spell being cut is being replaced by something cheaper by one mana, so we have succeeded in the goal of lowering our ramp CMC. Solemn is being replaced by Wood Elves, so we're not losing any bodies suitable for blocking early attackers. Losing the draw effect from Sad Robot is trivial in comparison to the value that Wood Elves brings in being cheaper and allowing us to ramp into a dual land. And while Kodama's Reach is great even in this deck, I don't think we need both it and Cultivate, so it loses out to Farseek as another two-mana ramp spell - and 2 CMC is a critical enough point that I felt like Nature's Lore also warranted consideration. If I find the ramp needs further massaging in the future, Lore might come in but for now I think the three swaps above will suffice.

So what else is not working with this list? Well there are a few cards that aren't performing quite as well as I'd hoped and even if I wind up not cutting some of them, I want to at least examine them and see if there is opportunity for improvement.

The first is Primeval's Glorious Rebirth. This card was better in earlier iterations, as the deck had a higher number of legendary permanents. It wasn't a tremendous amount, as I only cut a few in total, but it was just enough so that I have started to find Rebirth a dead draw some of the time. Occasionally it is still an utterly backbreaking play, but it is somewhere between dead and underwhelming much more of the time. Assuming we want to keep this slot as some kind of reanimation effect, we have a few other options that may serve us better. Rise of the Dark Realms is certainly one big, splashy version. I think I am even more partial to Debtor's Knell, as Academy Rector gives us another way to cheat it out aside from just Fisting it. I mentioned we might round out the Rector value enchantment suite, so this might be a prime opportunity to do so. However, I have also seen quite a few Jodah decks are running Muldrotha but I haven't managed to fit him into mine - so he's another option I must look at.

Bring to Light hasn't been terrible by any means, but as it already costs five mana anyway, the Fist/Jodah trick I mentioned in regards to Painful Truths does not apply here. But while I have gotten good value out of Bring to Light so far, each time I cast it I pass by several spells that I wish I could get, but can't. I also keep forgetting it can't get Enchantments and many times Mirari's Wake is the #1 thing I really want to fetch up. But here I'm not sure if the call is to cut Bring to Light or just improve the selection of things it can find.

Before we get into that little conundrum, I am going to address another card that is under-performing for similar reasons. Baral's Expertise is a great card, but in a deck with such a high number of high CMC cards, I have often failed to capitalize on the "free spell" portion of the card. And when I do get to drop something for free it's almost always a mana rock or ramp spell. Not terrible value by any means, and the tempo play of bouncing three things is quite good on it's own. But if we're going to just write off the whole free spell rider, then surely there is a more impactful thing we can play instead.

Finally, I'm less and less sure about Rashmi being in the list as I play the deck. She's certainly good - and when you manage to build your own Prophet of Krupix with Seedborm+Orrery/Leyline, she's REALLY good. But that ideal scenario comes up far to infrequently, so most of the time she's just kinda okay. Just okay isn't really what we're looking for, so I think we have to consider giving her the boot as well.

There are also some newer inclusions that I have yet to really get a chance to test since I've added them in. Animatou's Augury and Star of Extinction are two such cards. I have high hopes for them both but as of yet do not have any games under my belt with those. Also, I had at some point inexplicably cut Consecrated Sphinx, but quickly came to my senses and put it back in after a few games wherein I needed card draw.

Back to the matter at hand, we have four cards that are at least possibly getting replaced: Rashmi, Rebirth, Bring to Light, and Baral's Expertise. And I have two possible inclusions in mind already in Debtor's Knell and Muldrotha. But I honestly don't really know what I want for the other slots!

This is a true rarity for me - I almost always have more cards I want to put into a deck than will fit, and I also almost always know what I want for a replacement when a card doesn't wind up working out. But for once, I am not certain - I do think that I probably want to keep the same function for each slot - a big reanimation spell, a defensive/interactive spell, a value generator and a tutor of some kind. But those aren't set in stone either.

These situations are pretty rare, but when they occur I have a couple of quick and easy sources of inspiration - EDHREC.com and the visual spoilers for the newest couple of Magic sets. I'm pretty much always a few sets (or more) behind on my Magic collecting these days, and even further behind in actually updating my decks. It's kind of a miracle that I have something as recent as Animatou's Augury in this deck but nothing else is anywhere near that current, so we can definitely scope out M19 and Guilds of Ravnica for ideas.

But let's start with EDHREC, simply because if I find something there I am much more likely to have the card or cards on hand already. M19 and Ravnica are sets I have not yet caught up on.

... And I'm back. After scouring EDHREC's page for Jodah for several minutes, I am coming back empty-handed. There are plenty of good, powerful cards I am not using such as Expropriate, Elesh Norn or the Eldrazi titans. But I want fun stuff, not make-my-friends-hate-me stuff. Swarm Intellegence is another one of those high-cost value enchantments I love, but I don't think I have quite as many instants and sorceries as you'd need to really make that one work for you. And it actually kinda feels win-more. Animatou's Augury and Tooth and Nail are already pretty back-breaking without needing to double up on them.

So I turned instead to those recent sets that I have not yet had much of a chance to collect from and play with. M19 offered up a couple of possible choices in Chaos Wand and Vaevictus Asmadi. The Wand is a bit iffy, but there are lots of times, I tap for WUBRG to Fist something into play, but then have 3 or 4 mana left over - not enough to Fist another spell, nor enough to cast any of the big, expensive things still in my hand. Wand lets us use that leftover mana, and is on the theme of stealing our opponents' stuff and casting it for free (well, four generic mana in this case). But hitting sweepers is gonna feel REAL bad when it happens, so the Wand is maybe not my first choice.

Vaevictus doesn't get much of a cost savings from being Fisted, but his mass-Chaos Warp effect is pretty sweet in a deck this loaded with high-value bombs. But some of those bombs are Instants or Sorceries, so he could whiff a higher-than-desired percentage of the time.

Guilds of Ravnica didn't yield too many results either. Thief of Sanity could be a suitable replacement for Rashmi - it's cheaper, flies and gets good value off successfully connecting with an opponent. But it also doesn't let us cast what we steal for free - not a deal breaker but also enough to keep it from being an automatic inclusion. Knight of Autumn and Plaguecrafter are basically strictly-better upgrades to Reclamation Sage and Fleshbag Marauder respectively, by the way - but those weren't cards we really needed to upgrade! Just something worth noting for later, nonetheless.

Battlebond has virtually nothing we want here, and Commander 19 already gave us it's best goodie in Aminatou's Augury. Except that Windgrace's Judgement might be a really good replacement for Baral's Expertise - they're both five-cost spells that answer three things. Since we're rarely getting any value from the "cast a free four-mana spell" rider, it's essentially straight upgrade from a Sorcery-speed "bounce three" to an Instant-speed "destroy three". Seems good.

And since I had so few other things jump out at me, let's go ahead and just decide now to replace Primeval's Glorious Rebirth with Debtor's Kneel and give the Rector something else to pick from.

That leaves us with Rashmi and Bring to Light left to worry about. Bring to Light is unique enough that it could be just about anything, and as such it is hard to know what in the heck to replace it with. But as it happens, the card most closely resembles a Tutor. Sure it let's you cast whatever you tutor up for free, right there on the spot. But it's also restricted by CMC and card type. Remember, I frequently lament not being able to get Wake with it. So maybe it should just be an actual tutor - Demonic Tutor maybe? Yeah, I think that'll do nicely. It's cheap enough we could sometimes still cast what we tutor for right away, but even when not it often sets up really strong plays for the following turn. And unlike Bring to Light it has the corner case use of being able to tutor up a land if we're desperate for one. It's a bit boring, but probably the best functionally-similar option we have.

As for Rashmi, I could leave her and give her more of a chance to prove her worth. Or she could easily give way to either Vaevictus or Muldrotha. This last choice is one I have not yet made up my mind on, and will continue to mull it over.

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