Season's greasons, Duelists! A very merry Zarcmas to all!!
(Oh God it's the 8th time now what the fuck-)
Today I present you a very silly, very convoluted, veeeeery sacky decklist in the spirit of the holidays. Ever wondered how it'd feel like to end the duel before it begins? Well, you're in luck, because I have one such method of highly fluctuating consistency!
Introducing.... Tricksturbance Strategy Turbo!
The premise is very simple, in spite of all the variables. You need to go first, punt Z-ARC into the Pendulum zone, and set down either (or both) of Trickstar Reincarnation and Disturbance Strategy, all before your opponent's main phase.
Every card in the deck plays a part in that (to the best of its barely coherent ability)- and that's what I'll be detailing below!
Main Deck (40 cards):
1x Odd-Eyes Arc Pendulum Dragon: Just fodder for Celestial Soul, really.
3x Supreme King Gate Magician: The main playmaker on the Z-ARC side of the combo; he can search out either of the two Souls to get you to your dragon overlord.
2-3x Supreme King Gate Zero: A pendulum scale for Gate Magician's self-summoning effect, nothing more, nothing less. Ratio interchangeable with Darkwurm. Oh, speaking of...
2-3x Supreme King Dragon Darkwurm: Self-summoning little guy that searches Gate Magician or Gate Zero, in case you didn't open with both.
2x Cup of Ace: Card advantage. RNG-dependent, but oh well.
3x Dragon Shrine: Mill Darkwurm, summon Darkwurm from grave, profit.
1x Upstart Goblin: Card advantage again.
1x Foolish Burial: Darkwurm mill. Again.
3x Pot of Prosperity: More card advantage, with the added bonus of potentially jackpotting a missing combo piece.
3x Wings of Light: Universal Supreme King searcher (have you noticed how that side keeps searching itself? Yeah it's still janky as fuck. Somehow.)
3x Trickstar Reincarnation: Key card #1! Basically resets your opponent's hand (and can revive a Trickstar, but that's irrelevant here.)
3x Oops!: Self-destruction button. Pops 1 of your own monsters, which is A Lot more useful than it looks on the surface.
3x Trap Tracks: Great role consolidator, and arguably the lynchpin of this deck. Pops 1 monster, sets 1 trap from the deck- precisely what you need to pull off the combo. It does have antisynergy with Trap Trick, though, so do watch out for that.
1x Soul of The Supreme Celestial King: First (and better, and costlier) choice of your two gateways to Z-ARC. If the opponent somehow interrupts your silly goofy combo, you can spring this on them midway through their own combo, and..... uhhh.... pray for a win by beatdown. Lmao.
3x Disturbance Strategy: Key card #2!! Alternate option to Reincarnation, resets your opponent's hand via shuffling instead of banishing their starter opening.
2x Trap Trick: Worse Trap Tracks, but useful in a jiffy. Gets you to Oops, Reincarnation, Disturbance, or one of the two Souls. Whichever it is you're missing. Again, do beware this can't tutor Trap Tracks (or you won't be able to resolve more Traps for the turn).
3x Soul of The Supreme King: One good ol' Z-ARC at the small cost of, uh, half your LP. This isn't half as bad as it looks, trust me- it's actually more reliable than its Celestial counterpart, since it doesn't need Gate Magician to stay on field.
Extra Deck (15 cards):
Up to 9x Dimension Dragons (or variants), as fodder for Gate Magician and Celestial Soul.
3x Flex spots where you put whatever, because empty ED spots lowkey look bad.
3x Supreme King Z-ARC: Key card #3!!! The star of this hotpot of cards, widely known for board wipes... and significantly less so for his Pendulum effects. This is why you need a self-destruct button, by the way.....
...Figured out the combo yet?
Steps:
1) Go first. If you go second, then what are you even doing? Magic your way into it, idk (I did say this was of highly fluctuating consistency).
2) Cycle through the bajillion searches and draws in your deck to end on 1 each of Z-ARC (or a way to summon him at the start of turn 2), a way to destroy him (Oops or Trap Tracks), a hand reset (Reincarnation or Disturbance- or Trap Trick, if you can't get to either), by the end of turn 1. If Trap Tracks was your choice of pop, this excuses not having a hand reset because you can just dig it out from the Deck.
3) Turn 2 begins. In the draw phase, flip your pop. This gets Z-ARC to the Pendulum zone, and from there you proceed to the standby phase.
4) In said phase, flip up the hand reset so your opponent has to redraw a hand. This is where Z-ARC's second Pendulum effect triggers... and promptly destroys the new hand they just drew.
Yes.
Every single card of it.
Congratulations; they can't start a thing now, and will either quit on the spot or... watch you tickle them with battle damage?
(Sometimes they can still play, but kicking off a combo from the GY is something special to just a few decks. Besides, the sight of their hand going POOF! is still priceless, even if it doesn't win you the game then and there.)
Aaaand there you have it! Results are pretty much guaranteed to be atrocious, but hey, it's still a fun experience to pull off at times!! Here's your cookie for sticking around, by the way- have fun dueling, and happy holidays!
Welcome to the first in a new decklist series here on Command Tower focusing on an ongoing project of mine. I’ve been a fan of Godzilla and kaiju movies for just as long as I’ve been into Magic, and so when the Godzilla series was first unveiled as part of the Ikoria set treatment, I was very excited. Since the set has come out, I’ve been in the process of building a Commander deck for each of the unique kaiju represented on a legendary creature card, and now that I have a few of them finished, I thought I’d share them here on the blog.
Today we’ll be looking at my decklist for Biollante, the kaiju version of the White-Black-Green legendary creature Nethroi. The antagonist kaiju of the 1989 film aptly titled Godzilla vs. Biollante, this creature is a man-made hybrid of Godzilla’s own cells and genetic information from a species of rose, and after being defeated in its original beautiful and melancholic Rose Form, it revives as a massive reptilian maw atop an enormous, misshapen mass of intertwined vines and roots. True to that idea, this deck utilizes Biollante’s unique mutation trigger to manipulate the graveyard and return a multitude of powerful creatures to the battlefield. By filling the yard with creatures that have zero power until they enter play, this deck can effectively bypass the restriction of its Commander’s ability and reanimate many more bodies and much more power than it might seem at first glance.
In the early turns, Biollante’s deck gets started by preparing the graveyard for her arrival. Cards like Jarad's Orders and Buried Alive quickly build up a presence of potential reanimations, and when backed up by early creatures like Fauna Shaman or Mindless Automaton that can pitch any higher-cost creatures trapped in your hand, it’s easy to get a head start on the later gameplan. Ideally, a card like Old Stickfingers or Wrenn and Seven will let you really get a leg up, quickly pushing for more value.
Because Biollante specifically looks at the power of the creatures in the graveyard, it’s possible to cheat the system a bit by utilizing cards that have zero power outside the battlefield. Cards such as Phantom Nishoba, Sekki, Seasons' Guide, and Multani are all powerful bodies that have zero power until they come into play, and so when Biollante looks at them in the yard, they don’t add anything to her total. As an added bonus, cards like these are amazing to mutate Biollante onto as well as she reaps the bonus of their +1/+1 counters or abilities that increase power.
Despite utilizing creatures that apply counters to themselves and each other, this deck isn’t really interested in manipulating those counters, so there are only a few pieces that interact with them once they’re in place. Most of the cards that do this are in here for other reasons, such as Yawgmoth's ability to draw cards and get creatures from play back into the yard or Kalonian Hydra and Ghave having zero power for Biollante's trigger. For the most part, the plan is to push for a lasting presence over moving the pieces around too much. Once the board is set up in this deck’s favor, it’s pretty easy to stay in the lead - traditional boardwipes are mostly ineffective against this list as Biollante can simply bring everything back again. Exile based wipes are a bigger problem, but the majority of them can be handled by a few creatures in the list that can sacrifice each other, allowing you to place your best options back in the yard for another round before they’re blown away. The new uberwipe Farewell is still a problem here, but if the deck gets set up quickly enough, it can deal with the players most likely to be running it to keep itself safe.
Overall, this is a fun and fast list that keeps coming back for more once things start going its way. It has the tools to defend itself simply by continuing to play to its gameplan, and its aggressive go-wide playstyle makes it fun to pop off with and watch the gears mesh into place. Biollante is one of my favorite of the Godzilla kaiju stable, and this deck really showcases her as the central piece of the puzzle.
COMMANDER
Biollante, Plant Beast Form [Nethroi, Apex of Death]
Kinda want to make another deck tech post for one of them I haven't done yet, so might as well make a list of the currently-maintained ones and see if any piques someone's curiosity. The ones with links I have already written about and the link is to the appropriate post.
Seeing Double? It's not the Halo (Mono-Red, Jaxis, the Troublemaker, just copying things)
Only Doing it for the Triggers (Four-colors, non-white deck all about combat triggers. Led by Yidris or Silas Renn/Tana depending how menacing I want to look)
Extus's Wonderful Adventures (Mardu, Extus in the lead using adventures as spells to trigger him and creatures to bring back)
The Bookkeeper (Five-Color, gimmick deck about challenging myself to keep track of as many different named mechanics as possible. Led by Garth One-Eye)
The Graveyard Gang (Golgari Graveyard deck with ten different possible commanders, chosen at random before the game. Only creatures and lands)
Nyx-Lit Narset (Jeskai, OG Narset, Enlightened Master who shed all her extra turns and extra combats to be a still-powerful aura voltron deck)
Tap, Untap. Concede? (Esper Combo deck, starring Merieke Ri Berit in the command zone, all about tap abilities and untapping effects)
Utilitown (Five-Color deck but actually a colorless deck with a handful of colored cards. Focus on colorless Utility lands, and eventually winning through Door to Nothingness. Currently led by Kyodai by default.)
My Best Defense is Your Best Offense (Bant Kros deck revolving around cards that can put counters on my things and/or my opponents, and Proliferate them, to work with or without the commander)
For now that's all the multiplayer commander decks I update regularly, a few others I keep as-is to play whenever I want to feel some nostalgia. Any that people want to see the current version of?
Played a 3v3 tournament yesterday with this build of Jeskai Control. I went 5-1 in played matches (we intentionally drew round 5 to lock top 8 and eat), team finished 2nd so it was a great day of getting to play legacy while sitting next to (and once across from) my friends
Matchups were diverse too, always nice.
Swiss
Mono-Red Prison: 2-1
Mississippi River (“old” build with all 6-mana cascaders): 2-1
Cloudpost: 1-2
Infect: 2-0
Mono-Black Helm: ID (didn’t know at the time but we played them in top 8)
Top 8
Mono-Black Helm: 2-0
Jeskai Control: 2-1 (mirror match in top 4 really made me feel good about sticking with it)
GW Lands: Undetermined (I lost game 1, game 2 I was going to dig for Ruination with an active Narset when my teammates lost)
gonna try to get to diamond with this deck (currently plat 4). its fun as hell because you have a lot of non-negate interactions, plus sometimes people see me make alembertian to search circular and just surrender, probably because they can’t handle how cool and smart i am for thinking of that combo. the mathmechs aren’t even really bricks because they help you get to bagooska in a pinch, plus if you draw circular you can just heatsoul pass. steelswarm roach is like the 8th best generic rank 4 so he gets to hang out, i guess
Konami really said: Blue Eyes fans eat good this year with the animation video and the master duel stuff.
Guess I gotta build that deck idea I had for if Mokuba inherited the Blue Eyes from Seto/ if he somehow got his own set of the cards. Adds that the list along with a proper Yuya, Reiji, and Yugi deck.
Also is this a sign to actually go through with that muse impulse I had for Kisara months ago...
Not so much a rules question, but more of your insight as a judge and CAG member. I’m wondering how you feel about the mechanic Mutate? The reason I ask is that I see people complain about it on on-line forums but never in play groups in my area. I personally have an EDH deck that runs almost all the Mutate creatures available and I think it’s one of the most fun decks I have. It never gets stale or boring. Anyway, I wondered if it causes headaches for judges and what your thoughts on it are. Thank you for your time.
Mutate is a strange mechanic with some rules quirks to it, but it's certainly less complex than some other mechanics I can think of. IMO, it's just a mechanic you need to play with a couple of times to get the hang of it. I haven't heard of much hate for it though.
Personally, I love Mutate. I even have a mutate EDH deck! (It needs updating though.)
So, did not do well in the main event or in the Pioneer RCQ.
However
There was an 11-person Modern RCQ on Sunday, and I had Izzet Murktide built. Which is a good thing because I went undefeated (2 intentional draws) to win the invite.