Forest BearForest Bear | Art by Wang Yuqun
Come, help me help you with a Bracket 3 Duskana, the Rage MotherDuskana, the Rage Mother deck tech! I've recently been brewing hard on a list that finds the balance between flooding the board with 2/2's and ensuring what creatures are played are worthwhile on their own. While I have a list that I'm happy calling a finished first list, I'd love to hear your thoughts and ideas!
I'm also going to say that this is a Bracket 3 experience, but I'm challenging myself to do so without combos or Game Changers. Both because it's a neat deckbuilding experience and because I don't have the cards on hand.
We don't want a list of just literal bearsliteral bears, but we cannot rely on running just generically good 2/2'sgenerically good 2/2's. Our goal is to ensure we can draw at least two to three cards upon Duskana's arrival and then grow our board until we've punched our way into victory lane.
Let's start with looking at Duskana herself.
What Does Duskana, the Rage MotherDuskana, the Rage Mother Do?
When Duskana enters, we'll draw cards equal to the number of 2/2's on our board. Not creatures with power or toughness two, specifically creatures that have 2/2 printed as their power and toughness. Additionally, whenever one of these 2/2's attacks, Duskana gives it +2/+2 until end of turn.
We can't really get around using cards unless the print on the card states they have base power and toughness 2/2. Kudo, King Among BearsKudo, King Among Bears is the only effect in the deck that would allow us to run non-2/2 creatures, but that's a weird hoop to make ourselves jump through. This is why every creature we're running will be a 2/2 on its own.
Duskana's approach to aggro is a bit more specific compared to other Naya () commanders. Jetmir, Nexus of RevelsJetmir, Nexus of Revels is an objectively stronger choice for an aggro Naya list, and Baylen, the HaymakerBaylen, the Haymaker is the most popular choice for Naya tokens.
If we wanted a more optimized Naya aggro experience, we have options. But that's not the challenge we're tackling today. We're trying to build Duskana to be the best Bracket 3 experience she can be. We're looking for a list that is strong enough to punch our enemies out of the game while not leaning too hard into what better Naya aggro Commanders can achieve far more easily.
Our goal should begin with generating at least two or three 2/2 bodies before Duskana hits the field in order to maximize her enters the battlefield (ETB) effect. After that, we should continue growing our 2/2 forces and swinging at our opponents when able, ticking their life totals closer and closer to zero.
Additionally, to protect our commander from targeted removal as well as generating card advantage, we'll run a variety of FlickerFlicker effects in both instant and creature form.
Important Cards for Duskana, the Rage MotherDuskana, the Rage Mother
We've got plenty of access to ramp via running a green commander, plus this list will include a Collector OupheCollector Ouphe to slow our opponents down while our forces grow. Aside from the occasional mana rockmana rock, the bulk of our 2/2 generation will come from either the creatures themselves, some tactical enchantments, and instants/sorceries to ambush our opponents.
Our early plays preceding Duskana will most likely include spells like Twitching DollTwitching Doll, Taurean MaulerTaurean Mauler, and Felidar RetreatFelidar Retreat. Early cards that set up either mana production, an early threat, or generate additional 2/2 bodies.
Howling MoonHowling Moon is another excellent card for this purpose. There aren't that many effects like it, nearly guaranteeing three fresh 2/2's before our next turn every rotation. Duskana buffs healthily on her own, so we won't feel bad missing out on Howling Moon's first line of text.
Squad spells like Ultramarines Honour GuardUltramarines Honour Guard are very tempting for both an early beneficial 2/2 or as a mass pump spell that generates even more 2/2's for Duskana to see. X spells like Finale of GloryFinale of Glory are similar to this.
Since we specifically want only 2/2's, there's less of an opportunity cost when we resolve an early Finale where X equals, say, two or three. We want to consistently generate 2/2's on every turn, so there's not too much lost when resolving what are traditionally game ending spells for early to mid game value. Both are tactical sources for either reliable 2/2 generation or overrun effects.
Duskana is both our primary draw source and end-game threat, which puts a pretty sizable target on her back. Now, we could run everyone's favorite Lightning GreavesLightning Greaves and similar effects, but a much more valuable means of protection and card draw is found with the aforementioned FlickerFlicker effects.
We'll run creatures that can FlickerFlicker Duskana which will serve as primarily card draw sources, but our EphemerateEphemerate and CloudshiftCloudshift will be more flexible as sources of protection and/or card draw, depending on the situation.
How Does This Duskana Deck Win?
We've got a minimum of 120 points worth of life totals to bring down to zero. Duskana helps get us there, but she can't do everything on her own. She'll need swaths of 2/2's in order to turn a simple +3/+3 buff into lethal.
As mentioned before, we'll run a variety of X spells that can serve as either early 2/2 generation sources or, hopefully, as finishers. White Sun's ZenithWhite Sun's Zenith is the only card in the deck with three pips of a single color, but for good reason. While two pips of a single color of mana in a three-color deck is my personal limit, we can certainly get away with at least one monocolor-heavy spell, and Zenith is a prime selection.
Another handy finisher is Sylvan AwakeningSylvan Awakening. Since we're in green and therefore ramping more than most, Awakening is a great way to ambush what was once not lethal without dedicating too many resources ripe for a CounterspellCounterspell.
Naturally, the deck is weak to board wipes, and our opponents will probably be okay with resolving more than a few against Duskana. We'll run the versatile Akroma's WillAkroma's Will and our handy Heroic InterventionHeroic Intervention, but we'll also run Anafenza, Unyielding LineageAnafenza, Unyielding Lineage and Caller of the ClawCaller of the Claw as poignant anti-board wipe techs.
Sure, they won't see our tokens, but it's a handy means of rebuilding what would've been a complete reset for us.
Another piece like these is Spawning PitSpawning Pit, which will see our tokens. Again, not a one-to-one solution against our board being wiped, but a very handy alternative to an empty board. We should just make sure our Collector Ouphe doesn't prevent us from doing so.
Duskana, the Rage Mother Commander Deck List
Duskana, the Rage Mother
View on ArchidektCommander (1)
- 1 Duskana, the Rage MotherDuskana, the Rage Mother
Creature (28)
- 1 Adipose OffspringAdipose Offspring
- 1 Anafenza, Unyielding LineageAnafenza, Unyielding Lineage
- 1 Archivist of OghmaArchivist of Oghma
- 1 Atalan JackalAtalan Jackal
- 1 Biogenic OozeBiogenic Ooze
- 1 Bramble Familiar // Fetch QuestBramble Familiar // Fetch Quest
- 1 Caller of the ClawCaller of the Claw
- 1 Charming PrinceCharming Prince
- 1 Collector OupheCollector Ouphe
- 1 Deep Gnome TerramancerDeep Gnome Terramancer
- 1 Goblin AnarchomancerGoblin Anarchomancer
- 1 Grand AbolisherGrand Abolisher
- 1 Kudo, King Among BearsKudo, King Among Bears
- 1 Laelia, the Blade ReforgedLaelia, the Blade Reforged
- 1 Llanowar VisionaryLlanowar Visionary
- 1 Mentor of the MeekMentor of the Meek
- 1 Oracle of Mul DayaOracle of Mul Daya
- 1 Phelia, Exuberant ShepherdPhelia, Exuberant Shepherd
- 1 Rhys, the EvermoreRhys, the Evermore
- 1 Scavenging OozeScavenging Ooze
- 1 Skyhunter Strike ForceSkyhunter Strike Force
- 1 Solemn SimulacrumSolemn Simulacrum
- 1 Taurean MaulerTaurean Mauler
- 1 Tender WildguideTender Wildguide
- 1 Twitching DollTwitching Doll
- 1 Ultramarines Honour GuardUltramarines Honour Guard
- 1 Wandertale MentorWandertale Mentor
- 1 Wilson, Refined GrizzlyWilson, Refined Grizzly
Instant (11)
- 1 Akroma's WillAkroma's Will
- 1 Beast WithinBeast Within
- 1 Chaos WarpChaos Warp
- 1 CloudshiftCloudshift
- 1 Entish RestorationEntish Restoration
- 1 EphemerateEphemerate
- 1 Heroic InterventionHeroic Intervention
- 1 Path to ExilePath to Exile
- 1 Perch ProtectionPerch Protection
- 1 Roiling RegrowthRoiling Regrowth
- 1 White Sun's ZenithWhite Sun's Zenith
Artifact (4)
- 1 Arcane SignetArcane Signet
- 1 Sol RingSol Ring
- 1 Spawning PitSpawning Pit
- 1 Thought VesselThought Vessel
Enchantment (9)
- 1 BearscapeBearscape
- 1 Beastmaster AscensionBeastmaster Ascension
- 1 Defenders of HumanityDefenders of Humanity
- 1 Felidar RetreatFelidar Retreat
- 1 Growing Rites of Itlimoc // Itlimoc, Cradle of the SunGrowing Rites of Itlimoc // Itlimoc, Cradle of the Sun
- 1 Howling MoonHowling Moon
- 1 Mirari's WakeMirari's Wake
- 1 Rhythm of the WildRhythm of the Wild
- 1 Rising of the DayRising of the Day
Sorcery (9)
- 1 CultivateCultivate
- 1 Dusk // DawnDusk // Dawn
- 1 FarseekFarseek
- 1 Finale of GloryFinale of Glory
- 1 Forth EorlingasForth Eorlingas
- 1 Kodama's ReachKodama's Reach
- 1 Rampant GrowthRampant Growth
- 1 Release the GremlinsRelease the Gremlins
- 1 Sylvan AwakeningSylvan Awakening
Planeswalker (1)
- 1 Xenagos, the RevelerXenagos, the Reveler
Lands (37)
- 1 Arid MesaArid Mesa
- 1 Canopy VistaCanopy Vista
- 1 Cinder GladeCinder Glade
- 1 Command TowerCommand Tower
- 1 Evolving WildsEvolving Wilds
- 1 Fabled PassageFabled Passage
- 10 ForestForest
- 5 MountainMountain
- 1 MutavaultMutavault
- 11 PlainsPlains
- 1 Scattered GrovesScattered Groves
- 1 Sheltered ThicketSheltered Thicket
- 1 Terramorphic ExpanseTerramorphic Expanse
- 1 Wooded FoothillsWooded Foothills
Conclusion
I've yet to actually play this list because I wanted to hear others' thoughts before buying and sleeveing the deck's official first draft. I'm confident in this list being an enjoyable Bracket 3 experience void of Game Changers, but there's always something missing or overlooked.
The mana base is just what I've got at the ready and by no means what I'd like the final mana base to look like. I've also not included some more expensive cards like Deflecting SwatDeflecting Swat and The Great HengeThe Great Henge for similar reasons.
Additionally, I've left out a considerable amount of point removal/interaction simply because player removal should be this list's priority. That just leaves more room for improvement others can share!
But what do you think? How does this Duskana list compare to what you have/would've built? Is there something that's obviously missing?
I hope this deck tech has been helpful. Find me on BlueSky at @ajwicker4.bsky.social, I'd love to hear from you and what your thoughts are.
Tune in next time as we discuss the Bracket system and more Commander Philosophy!
Alex Wicker
Alex has been nerding out in various TTRPGs, but has fallen for Magic ever since that time at summer camp. Since then, he has developed his passion for the game into an effort to actively shape the game to similarly inspire the next nerdy generations. Check out his work as a writer for EDHREC and share your philosophies about Magic and Commander.
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