Pet Project - Ultimatums.deck

by
Martin Conmy
Martin Conmy
Pet Project - Ultimatums.deck
(Cruel UltimatumCruel Ultimatum| Art by Todd Lockwood)

There is Always a Greater Power

I was listening to an episode of the EDHRECast, when the wonderful Joey Schultz said something that immediately got the brewing gears whirring - he made a joke about playing all ten Ultimatums in a single game of commander. What was to many an amusing throwaway line, was to me a challenge: can we actually build a deck solely around playing all ten Ultimatums?

Before anything else, it's probably worth running through all ten of the ultimatums themselves. All are three-color, seven-mana sorceries with ridiculously powerful and splashy effects.

Ruinous Ultimatum
Eerie Ultimatum
Genesis Ultimatum
Emergent Ultimatum
Inspired Ultimatum

Most of you will be familiar with the cycle of wedge Ultimatums from Ikoria: Lair of Behemoths. Coming in the era of Commander-based design and power creep, each one of these sees heavy amounts of play - ranging from 19% of decks for Ruinous UltimatumRuinous Ultimatum, to a still respectable 5% for Inspired UltimatumInspired Ultimatum. Interestingly, perhaps the most powerful of these Emergent UltimatumEmergent Ultimatum, is also the second least played - probably because while casting Emergent UltimatumEmergent Ultimatum into, say, ExpropriateExpropriate, OmniscienceOmniscience and Jin-Gitaxias, Core AugurJin-Gitaxias, Core Augur may be extremely powerful, it's also a good way to ensure your playgroup never invites you back to game night.

Cruel Ultimatum
Titanic Ultimatum
Brilliant Ultimatum
Violent Ultimatum
Clarion Ultimatum

Looking at the Ultimatums from Shards of Alara compared to those from Ikoria: Lair of Behemoths really shows how much Magic has changed in the 12 years between these two sets. Not only is the enormous power creep we've seen fully on display - for the same mana cost, you can destroy three of your opponents' permanents with Violent UltimatumViolent Ultimatum, or all of their nonland permanents with Ruinous UltimatumRuinous Ultimatum - but the changing focus of Wizards of the Coast's design philosophy too. In a Singleton format, Clarion UltimatumClarion Ultimatum does almost nothing - at its best, it'll grab a few basic lands. This change in philosophy and power level reflects itself in the play rates of these Ultimatums - Cruel UltimatumCruel Ultimatum, the most played of the OG Ultimatums, at 4%, sees least play than the least played new Ultimatum. Clarion UltimatumClarion Ultimatum, meanwhile, is played in a pathetic 504 decks, or 0%.

This series isn't about making powerful decks, though - it's about making fun decks - and so playability isn't going to stop us from playing all ten.

RAMPant Growth

Running ten eight-mana, three-color sorceries means two things - we're going to have to be playing all five colors, and ramp is going to be a key part of our strategy. Immediately, I knew the perfect commander for us.

Jodah, Archmage Eternal

Even with all the commanders, and five-color commanders in particular, we've had since Dominaria, Jodah, Archmage EternalJodah, Archmage Eternal stands head and shoulders above the rest when it comes to big mana strategies. As well as serving as cost reduction, JodahJodah's Fist of SunsFist of Suns ability also serves as fantastic mana-fixing - crucial when 10% of your deck is made up of extremely color specific sorceries. No wonder, then, that eight of the ten Ultimatums appear on his EDHREC page.

JodahJodah is always a major lightning rod for removal, however, meaning mana fixing and acceleration are going to be in high demand throughout our list.

Farseek
Chromatic Orrery
Hour of Promise

Along with an above average land count of 40, we've got 15 cards solely dedicated to ramping. Absolutely key among ramp cards, however, are those that let us forget about having specific colors of mana available to us - like Chromatic OrreryChromatic Orrery, Chromatic LanternChromatic Lantern and The World TreeThe World Tree, the latter fetchable with effects like Hour of PromiseHour of Promise. We don't only struggle with mana fixing because of all the Ultimatums, but because of how we want to be running at least a pair of each basic land to ensure Clarion UltimatumClarion Ultimatum isn't literally a dead card.

You're a Wizard, Harry

We aren't done once we've ramped into an Ultimatum or two, however. Our deck doesn't top off at casting ten Ultimatums - indeed, to get the most out of them, we want to be casting each of them several times. In this way, our deck brings a weird sort-of Spellslinger package along with it.

Cloven Casting
Arcane Bombardment
Ojer Pakpatiq, Deepest Epoch

Not all Ultimatums work super well with these copy effects, unfortunately - the first Clarion UltimatumClarion Ultimatum may not do much, but the second is likely to do even less. I think it's still playing them, however - even with only one or two creatures on the field, for instance, getting two Titanic UltimatumTitanic Ultimatums off at once can be game ending.

One of these effects definitely worth mentioning is Efreet FlamepainterEfreet Flamepainter. This lil guy is criminally underrated - seeing play in less than 4000 decks, or 0% of those on the EDHREC database. Despite this, I'd say he's worth a shot in any Spellslinger deck - it shouldn't be hard to clear the way with, say, a Swords to PlowsharesSwords to Plowshares, then get in for combat damage to cast the SwordsSwords again along with a CultivateCultivate you chucked in your yard a few turns ago. But he's especially nutty in this deck, casting not just CultivateCultivates but Cruel UltimatumCruel Ultimatums too.

There are also a few other payoffs we run, geared specifically towards playing spells with a high mana value.

Metallurgic Summonings
Ovika, Enigma Goliath
Sunbird's Invocation

Sunbird's InvocationSunbird's Invocation is one of the most fun cards you can run in any big-mana deck; but probably more powerful than it is OvikaOvika. He works especially well with one Ultimatum in particular - cast a Titanic UltimatumTitanic Ultimatum while he's on board, and you've suddenly got 48 power's worth of lifelinking, trampling tokens on the field.

Of course, having only ten big mana payoffs in a deck isn't really going to cut it - and so as well as all the Ultimatums, we run a whole load of other expensive instants and sorceries.

Unite the Coalition
Storm Herd
Mnemonic Deluge

I will admit, initially this slot was filled up with some of the obvious picks, mainly extra turn effects - like ExpropriateExpropriate, Time StretchTime Stretch and friends. But then I realized getting double ExpropriateExpropriates from a TwincastTwincast on the field, or Time StretchTime Stretching then attacking with an Efreet FlamepainterEfreet Flamepainter may be fun at first, but the novelty will probably wear off extremely quickly - especially for your opponents. Instead, then, I tried to pick some of the splashiest spells that won't have our opponents questioning their friendship with you. Sure, Blatant ThieveryBlatant Thievery isn't the most fun card, but it doesn't quite reach the depths of infinite misery that the aforementioned Time StretchTime Stretch does - especially with how easy it is to get infinite turns with the StretchStretch.

Final Flourish

From here, the deck is pretty much done - but we'll throw in a few removal spells as a finishing touch.

In Garruk's Wake
Ondu Inversion
Stroke of Midnight

In Garruk's WakeIn Garruk's Wake might be a strictly worse Ruinous UltimatumRuinous Ultimatum, but it's still one of the most played cards in JodahJodah lists for a reason, at 43%. Ondu InversionOndu Inversion is a card I slot into just about every white deck, as a board wipe on a land, although it works especially well when we'll sometimes be able to cast it for only five mana. The few spot removal spells you want to run are up to you - with Lost Caverns of Ixalan now out, Wilds of Eldraine may seem like a distant memory, but Stroke of MidnightStroke of Midnight is still, in my opinion, quite possibly the best board wipe in the entire format.

Ultimately (pun intended), the list comes together like this:


Ultimate Ultimatums

View on Archidekt

Commander (1)

Sorceries (33)

Instants (6)

Creatures (7)

Enchantments (10)

Artifacts (3)

Lands (40)

Jodah, Archmage Eternal

Bring the Ending

This deck was definitely one of the trickiest I've had to build in this series so far - mainly because the Ultimatums were never supposed be put in a deck together, and they all tend to pull us in different directions. Along with the ramp, Spellslinger-ish shell, Clarion UltimatumClarion Ultimatum requires us to run a lot of basic lands, GenesisGenesis and Eerie UltimatumEerie Ultimatum want us to be playing with a decent number of permanents, and so forth. The way this deck comes together, however, is as a brilliant twist on the classic five color. Big-mana good stuff decks, sacrificing power for splashiness and fun - which, in my mind, is always a trade worth making when it comes to casual EDH.

That's all for this week, folks. Would you make a deck playing all ten Ultimatums any differently? Any thoughts, suggestions, or improvements? Leave them all down in the comments, where I'll be sure to read them!

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Martin Conmy

Since around M14, Magic has been taking up far too much of Martin's time, to the detriment of his wallet and his social life. When he isn't arguing mono-white is superior to all other color combinations in EDH, or claiming MTG peaked during original Kamigawa, he lives a (relatively) normal life as a student.

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