Vela the Night-CladVela the Night-Clad | Art by Allen Williams
Greetings and salutations, friends and brewers of all horizons. Welcome to a new edition of Branching Out, where I take a look at a different color pair each other week and try to find some fun, weird, or unusual builds for them.
We're getting closer to the end of this journey, as more than half of the pairs have been tackled already. This time around, let's take a look at the darker corners of opacity and secrecy, veiled in mystery. Let's take a look at Dimir.
For the longest time, has been deemed one of the strongest color combinations to play Magic with. Underground SeaUnderground Sea was the most expensive dual for what seems like forever, and for good reason. These are the shades of both control and attrition - of misery and denial.
They're also the most popular choice on EDHREC as well, with more than 120K total decks, and boasting seven commanders above the 12,000 decks threshold.
Let's take a look at the most egregious of them:
- Yuriko, the Tiger's ShadowYuriko, the Tiger's Shadow – 28,333 decks, with top themes being Ninjutsu (12.3K decks), Ninjas (3.4K) and Tempo (532).
- Wilhelt, the RotcleaverWilhelt, the Rotcleaver – 20,129 decks with top themes being Zombies (9.1K decks), Aristocrats (1.2K) and Tokens (858).
- Alela, Cunning ConquerorAlela, Cunning Conqueror – 14,666 decks, with the top themes being Faeries (6.3K), Control (717) and Flash (523).
- Captain N'ghathrodCaptain N'ghathrod – 14,647 decks, with the top themes being Horrors (5.7K), Mill (5K) and Theft (372).
- Satoru UmezawaSatoru Umezawa – 12,147 decks, with the top themes being Ninjutsu (2.5K), Ninjas (307) and Aggro (177).
Already there are a few interesting insights that can be derived from these stats.
First, there's a very strong connection between the commanders and their strategy, much more so than in the other color pairs we dabbled with, or so I feel. I wasn't expecting to see Satoru UmezawaSatoru Umezawa so high, but I believe that giving any monster ninjutsu is a terrifying and glorious prospect.
Second, there's a clear typal streak, between Ninjas, Zombies, Faeries, and Horrors.
Third, three out of five of these legendary creatures come from precons. Granted, this is not always a guarantee of popularity, but it does help nonetheless, at least a bit.
Next, let's take a look at the most popular themes:
- Zombies: 18,135 decks
- Mill: 16,947 decks
- Ninjutsu: 15,918 decks
- Faeries: 10,651 decks
- Horrors: 8,299 decks
Unsurprisingly, four out of five top themes are strongly related to a specific type of creature.
With all this in mind, let's try finding some more unconventional ideas to surprise your tables and wreak havoc all in one fell swoop.
Lazav, the MultifariousLazav, the Multifarious
Let's begin this foray by staying close to the surface with a deck that's not that obscure, but still deserves more love.
This iteration of Lazav, the best one ever printed, in my humble opinion, provides several versatile options. These are centered on cheating massive and/or impactful creatures on the board that would normally come with major drawbacks, but that are circumvented by Lazav.
There are basically two main ways to build this: You could fill your graveyard with meaningful creatures before turning Lazav into one of them, or you could use the commander as a distraction to find other ways to cheat creatures into play.
Or do both.
You could also turn Lazav into a massive toolbox, but that's much more convoluted and, in my experience, not that fun to play against, with turns that slow to a crawl.
Even if you fail to kill with commander damage, you could finish the job with big splashy creatures.
To make this work, you'll need:
- Huge creatures with huge drawbacks: The most common options include Phyrexian DreadnoughtPhyrexian Dreadnought (if you're rich), Eater of DaysEater of Days, LevelerLeveler, Hunted HorrorHunted Horror.
- "Plan B" creatures: These will serve as backup plans with a full graveyard.
- Cruel SomnophageCruel Somnophage, Consuming AberrationConsuming Aberration, or MortivoreMortivore are great options.
- Wall of BloodWall of Blood could single-handedly kill any player, as could Phage the UntouchablePhage the Untouchable (despite her massive mana cost).
- Evasive creatures: Lazav has no evasion of his own, so he'll require some help.
- Looter il-KorLooter il-Kor, Slither BladeSlither Blade, or Triton ShorestalkerTriton Shorestalker do an excellent job.
- And Vector AspVector Asp is a disgustingly sneaky kill.
- Looters: You need a full graveyard for this to work, so grab your share of draw-and-discard outlets.
- Protection: Your commander will attract unwanted attention, so make sure to add some protective outlets to make it indestructible or give it hexproof at will.
- Saiba CryptomancerSaiba Cryptomancer, Darksteel MyrDarksteel Myr, or Vashta NeradaVashta Nerada all work well in that regard.
You will like this deck if:
- You think of the graveyard as a huge toolbox.
- You like clean kills.
- You enjoy showing cards that are rarely playable.
- You like sneaky plays.
You won't like this deck if:
- Voltron is for the weak.
- You don't like to put all your eggs in one basket.
- You dread grave hate.
- Dreadnought??? Do I look like a millionaire?
Vhal, Candlekeep Researcher & Haunted One
Let's move on to another fun idea. Vhal is a fantastic mana dork on their own, generating to activate abilities. With Haunted OneHaunted One though, this becomes even better, giving your commander a new purpose. If you can manage to untap it repeatedly, you can provide a huge boost to your team, while making a massive amount of mana you can then invest in various abilities, including some juicy combos.
My only regret is that Vhal provides mana based on their toughness rather than power, but what can you do...
Therefore the main idea is to play a bunch of Wizards, possibly with interesting abilities, then activate Vhal two, three, five times to overrun your opponents with a massive board. This is some kind of Jack-of-All-Trade brew, where your final out isn't always clear, but will be spectacular nonetheless.
And don't forget Spacecraft. Tap Vhal, grow Vhal, add counters, untap Vhal, rinse and repeat, get huge vessels.
Sounds clunky? Sure is. Will it work? Hopefully. Will it be fun to build and tinker with? Absolutely.
To make this work, you'll need:
- Wizards and/or Humans: Fortunately, a lot of interesting outlets are indeed of this type.
- Glen Elendra ArchmageGlen Elendra Archmage becomes virtually immortal,
- Sage of FablesSage of Fables or O'aka, Traveling MerchantO'aka, Traveling Merchant remove the counter from the undying trigger,
- Azure MageAzure Mage, Riptide DirectorRiptide Director and Mystic ArchaeologistMystic Archaeologist draw a bunch of cards,
- Siren StormtamerSiren Stormtamer is both evasive and a protective outlet,
- Dreamscape ArtistDreamscape Artist fixes your mana and ramps you... There's a plethora of interesting choices here.
- Untap outlets: I'd advise playing as many as you reasonably can - at least 15 - as these will make sure you use and abuse Vhal's ability.
- Vizier of Tumbling SandsVizier of Tumbling Sands, Ioreth of the Healing HouseIoreth of the Healing House, Aphetto AlchemistAphetto Alchemist, TwiddleTwiddle... This is key to the strategy, so don't be shy.
- Combo machinery: Staff of DominationStaff of Domination, Umbral MantleUmbral Mantle and Sword of the ParunsSword of the Paruns come to mind, but you'll need Vhal to have at least four power to go infinite.
- If you can turn Vhal into an artifact, Voltaic Construct will allow you to get infinite power and infinite colorless mana.
- Pemmin's AuraPemmin's Aura can grow Vhal's toughness to new heights.
- Trinkets with activated abilities: Other great mana sinks include Diviner's WandDiviner's Wand, Marketback WalkerMarketback Walker, and Walking BallistaWalking Ballista.
- Bog InitiateBog Initiate and Initiates of the Ebon HandInitiates of the Ebon Hand will turn your limited colorless mana into actionable .
- Havengul LichHavengul Lich will enable you to get stuff back from the bin.
- Misery's ShadowMisery's Shadow, while not a Human or a Wizard, can grow huge in no time.
- Withered WretchWithered Wretch can exile pesky graveyards in a jiffy.
- Giggling SkitterspikeGiggling Skitterspike could become monstrous and then be repeatedly targeted by untap spells to burn the table to the ground.
- Soul of New PhyrexiaSoul of New Phyrexia could protect your board ad libitum.
- Spacecraft, if you so fancy: Dawnsire, Sunstar DreadnoughtDawnsire, Sunstar Dreadnought and The Eternity ElevatorThe Eternity Elevator sound like juicy additions.
You will like this deck if:
- You like Rube Goldberg machines.
- You appreciate clunkiness in general.
- You enjoy a difficult brewing challenge.
- You think Wizards are underrated.
You won't like this deck if:
- You wish for a streamlined experience.
- You're not one to mix strategies in a giant salad bowl.
- You don't want to take long turns.
- You're not a fan of combo wins in general.
Tormod, the Desecrator & Sakashima of a Thousand Faces... With a Friend
Let's delve even deeper with an idea so weird it boasts only 54 decks on EDHREC.
This one is clearly weird and not for the weak of heart, as it will try to achieve a double goal: Make an army of 2/2s by repeatedly milling out decks around the table.
The idea is simple: Get Tormod and possibly Sakashima copying it on the field. Then cast Gyruda, milling everyone four cards. Bring back one of the billion clones you're running in the deck, making one or two Zombies in the process. Rinse and repeat until you feel your have enough or if your library is running dangerously thin, and overwhelm your opponents on the next turn with an army of Zombies and/or Gyrudas.
Or simply mill everyone out and watch your opponents die to empty libraries. Worst case scenario: You get to grab a juicy target from an opponent's graveyard, and restart the loop on a subsequent turn.
For maximum effect, I would also run outlets that allow you to cast spells at instant speed, allowing you to play Gyruda just before your turn.
In a way, this is not unlike the feeling you get when toying with Bridge from BelowBridge from Below. Dredge players will know what I'm talking about. Or what happens when you play a deck full of Rat ColonyRat Colony with a Thrumming StoneThrumming Stone out, for that matter
This isn't as easy a win as it may seem. You still need the six mana to cast Gyruda, which means you'll have paid the required to put it into your hand during a previous turn. And to maximize the output, you need a relatively low land count - probably 35 at most. I would go as far as playing little ramp.
Even better, you don't need any draw outlets, as all the win-cons are already in the command zone.
This isn't a game of speed, but one of patience, before you unleash your relentless and devastating wave of clones.
To make this work you'll need:
- Clones, Clones, Clones: Ideally at least 30. You don't want to whiff mid-combo.
- Graveyard triggers: Desecrated TombDesecrated Tomb, Skeleton CrewSkeleton Crew and Teval's JudgmentTeval's Judgment are nice additions.
- And don't forget Syr Konrad, the GrimSyr Konrad, the Grim, for an even faster kill.
- Flash speed enablers:
- Vedalken OrreryVedalken Orrery,
- Leyline of AnticipationLeyline of Anticipation,
- Borne Upon a WindBorne Upon a Wind,
- Emergence ZoneEmergence Zone,
- Final-Word PhantomFinal-Word Phantom,
- High Fae TricksterHigh Fae Trickster
- And Tidal BarracudaTidal Barracuda will maximise the surprise.
- Passive protection: This is a surprise kill of sorts; you need to bide your time until your have enough resources. Play a few counterspell and choice removals, just to make sure you live long enough to execute your plan.
You will like this deck if:
- You like combo wins.
- You wish to play something rarely seen.
- You believe clones are underrated.
- You don't care if your game ends in five minutes.
You won't like this deck if:
- You don't want to play the same strategy over and over.
- You don't want to take turns that last forever.
- You believe control players shouldn't attack for the win.
- You don't like explaining what the deck does beforehand to give everyone a fair chance.
Burakos, Party Leader and Sword Coast Sailor
This one is inspired from a Bracket 2 deck I encountered a couple of weeks ago, and I really liked the idea.
Burakos is no underdog, being a part of almost 6,000 decks. This combination though has only 352 to its name, and I think it should see more play.
Sword Coast SailorSword Coast Sailor serves a double purpose: First, it opens the brew to blue, a color direly needed for this specific type of win; second, it allows Burakos to freely attack without worrying about being slaughtered by an ill-timed block.
So, swing with Burakos, make Treasures, and make more of them through various means. Again, these Treasures will serve a double purpose.
The first one is rather obvious: Give you a generous influx of mana to make sure you can cast all the relevant spells ahead of time. The second is to kill your opponents.
While black has the classic pinging outlets, blue provides a few critical cards, such as Kappa CannoneerKappa Cannoneer, Cyberdrive AwakenerCyberdrive Awakener or Rise and ShineRise and Shine. You could also consider playing clones that dismiss the legendary rule, such as Irenicus's Vile DuplicationIrenicus's Vile Duplication or Spark DoubleSpark Double to either make more shinies with more copies of Burakos, or copy artifact pinging machines.
To make this work, you'll need:
- Party makers: Burakos works better if he has a few friends at his side. Blue and black have no lack of either Rogues, Clerics or Wizards, so it shouldn't be difficult to get at least a couple to join the fray. And don't forget cheap changelings!
- Artifact pingers:
- Marionette MasterMarionette Master,
- Marionette ApprenticeMarionette Apprentice,
- Disciple of the VaultDisciple of the Vault,
- Mirkwood BatsMirkwood Bats
- And Nadier's NightbladeNadier's Nightblade all fit the bill quite nicely.
- Payoffs: I've addressed them above, but the more you can find, the better.
- Other Treasure makers: If Burakos is dealt with (and it will be), having a backup plan is reassuring.
- Blood MoneyBlood Money,
- Black Market ConnectionsBlack Market Connections,
- Bucknard's Everfull PurseBucknard's Everfull Purse,
- Grim HirelingGrim Hireling,
- Or Noble's PurseNoble's Purse all complement the original package efficiently.
You will like this deck if:
- You wish for a more laid back game, slowly accruing value over time before dealing the final blow.
- You like Burakos but you're sick of seeing Folk HeroFolk Hero.
- You like to keep your options open.
- You want to play Aristocrats but without relying on creatures.
You won't like this deck if:
- You don't like being required to attack with your commander to do stuff.
- You're sick of seeing Treasures everywhere.
- You want a straightforward plan.
- You're in a hurry.
Dragonlord SilumgarDragonlord Silumgar
For this last entry, let's forget about doing convoluted stuff. That's much too tiring. Let's leave the hard work to the opponents... and reap the benefits.
In a way, this isn't too dissimilar to the Moritte of the FrostMoritte of the Frost build I had evoked in the article on Simic commanders. The blue component is still predominant.
The end goal is however a bit different. Moritte wanted to copy the best stuff. Silumgar wants to steal it for good.
This is a theft deck. Let your opponents play their best stuff, and borrow it for the game to kill them with their own goodies.
This is also a deck that will scale with whatever your opponents end up playing. It should also be quite slow, so don't venture into too high-powered tables with this; you won't stand a chance.
To make this work, you'll need:
- Ways to steal your opponents' stuff: There are 98 cards that contain the words "gain control." While not all are good matches, there should be more than enough decent outlets to decently fill your deck. Don't limit yourself to creatures on the field.
- BriberyBribery,
- Steal ArtifactSteal Artifact,
- DesertionDesertion,
- Perplexing ChimeraPerplexing Chimera,
- Or AethersnatchAethersnatch are all valid solutions.
- Ways to control the board: You need to keep in check whatever junk you don't care to take control of. I rather like the idea of bouncing stuff back to hand in this deck. Somehow, it feels appropriate.
- Reins of PowerReins of Power: Because why should you get only a single creature, when you can get an entire board? This may be the single best card in the whole deck.
- Blink: Several of these controlling spells are stuck on creatures that you may want to refresh from time to time, or save from a targeted removal.
You will like this deck if:
- You don't care what you play as long as it's powerful.
- You like to play tricks on your opponents.
- You're playing to control, and you will control.
- You don't care about losing a few teeth after the game ends.
You won't like this deck if:
- You care about keeping your friends.
- You like to know what you'll play and how you'll win.
- You don't like being a puppetmaster.
- You're a likeable person overall.
Conclusion
One more color pair down, three to go. The more I push forward with this series, the harder it becomes not only to find weird brews, but also ideas that weren't covered in previous episodes.
I'm almost looking forward to its ending. Almost...
How about you? Did you find anything in here worth pursuing? Do you already play some of these brews, and if so, how do they perform?
Let me know in the comments below, and I'll see you in two weeks!
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Arnaud Gompertz
Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.
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