Bess, Soul NourisherBess, Soul Nourisher | Art by Leonardo Santanna
Not One, Not Two, Not Three...
Hello everyone, and welcome back to Recross the Paths, a series that gives commanders a tribal twist.
Today, I'll be talking about Bess, Soul NourisherBess, Soul Nourisher. With her kind help as our favorite New Capennan chef, I'll attempt to stretch the boundaries of what a tribal deck really is.
Stage One: The Deck
BessBess pushes us toward playing a lot of small creatures to pump herself and later spread this buff to all of our creatures, allowing for massive swings, yet having too many small creatures might also mean that we're not having any significant impact on the board. I needed to find a way to limit the number of irrelevant bodies while maintaining viable gameplay. To do so, I had to bend the traditional concept of a "tribal" deck.
Step One: The Tribe
As I was looking for the right tribe, I remembered a funny little Insect by the name of Scute SwarmScute Swarm. While it's widely considered a strong card in any Landfall deck, it also fits perfectly with our commander. In fact, it's a 1/1 that generates other 1/1s, doing so faster and faster as the game goes on.
So I tried to build a normal Insect deck, but it was more of a pile of creatures than an actual synergistic list. Just when I was about to throw this idea out the window, I thought maybe Scute SwarmScute Swarm was all that was needed to make this commander work. After all, why can't one single creature be the "tribal" in a tribal deck?
For this reason, Scute SwarmScute Swarm is actually the only Insect in this list, working both as a source of additional creatures in the tribe and as a pivotal gear in our commander's engine.
Step Two: The Tutors
Given how peculiar this strategy is, we need to run a critical amount of tutors to make sure we're deploying Scute Swarm as soon as possible. In doing so, we run the usual suspects, like Green Sun's ZenithGreen Sun's Zenith, Worldly TutorWorldly Tutor, and Eladamri's CallEladamri's Call, as well as a new addition, Invasion of IkoriaInvasion of Ikoria, which could be devastating once it flips.
Moreover, Congregation at DawnCongregation at Dawn and Shared SummonsShared Summons are both incredibly interesting cards. They're both instant-speed tutors, which isn't extremely relevant in this deck (but could come in handy), and they also allow us to fetch multiple creatures. While this may seem useless to our initial gameplan, in certain situations it could make the difference between losing the game and staying in it.
Step Three: The Recursion
The main liability of our strategy lies within our major strength: we rely only on one creature. This obviously makes us much more susceptible to removal, so we need to run a lot of recursion.
We have cards like Noxious RevivalNoxious Revival, ReclaimReclaim, and SalvageSalvage to put our beloved creature(s) on top of our library. Plus, Angelic RenewalAngelic Renewal, Brought BackBrought Back, and RecommissionRecommission can all put Scute SwarmScute Swarm directly back in play. Grapple with the PastGrapple with the Past, Wildest DreamsWildest Dreams, and Evolution CharmEvolution Charm allow us to bring Swarm back to our hand.
Moreover, we should run certain recursion cards that serve multiple purposes. Piper's MelodyPiper's Melody and Krosan ReclamationKrosan Reclamation reshuffle Scute SwarmScute Swarm into the library, allowing us to tutor it again as soon as possible. Pull from EternityPull from Eternity and RiftsweeperRiftsweeper can serve as an additional insurance, as they protect from exile-based removal, which is our main concern when playing this strategy. Road of ReturnRoad of Return is also an interesting card, as both of its modes are extremely useful; for as cheap as four mana, we can get both our actual and our unofficial commanderunofficial commander back in our hand.
Step Four: Attack and Protect
Given the peculiarity of this tribe, our chosen anthems will be different as well. For example, Echoing CourageEchoing Courage is normally unplayable, as it's as bad as a +2/+2 for two mana can possibly be. Still, given how all of our creatures will be named "Scute Swarm" at a certain point in the game, this card can easily catch our opponents off guard and become deadly.
On the same note, Mirror BoxMirror Box isn't really played outside some clone strategies. Nonetheless, if we have it on the board, all of our Scute SwarmScute Swarms will get an enormous buff, as their stats will be equal to their total number.
We can even take advantage of already popular cards and push them even further. A premier example is Coat of ArmsCoat of Arms, a beloved inclusion in every tribal deck that shines even brighter in this list. In fact, given how quickly we generate new Insects, our board presence will become immensebecome immense as soon as it hits the battlefield.
We also need to protect our board, since wrath effects remove all of our creatures and force us in a pretty lengthy rebuild period. Evergreen cards, like Guardian of FaithGuardian of Faith, Teferi's ProtectionTeferi's Protection, or Clever ConcealmentClever Concealment, fit perfectly with our strategy, as they prevent our Insects from dying and have a good synergy with tokens (as they will phase in with our other permanents and not disappear). This latter point is pretty relevant, as cards like Cosmic InterventionCosmic Intervention would achieve nothing more than cleaning our board just like the mass removal we are trying to protect ourselves from.
There is also a card that falls right in the middle between aggression and protection: Akroma's WillAkroma's Will. In fact, given how we want our commander to be permanently on the battlefield, we're basically certain to always get the most out of this card. This translates into powerful swings with built-in protection from a large array of inconveniences.
Step Five: Ramp and Lands
To no one's surprise, we want to limit our artifact ramp, as our strategy requires us to trigger Scute Swarm's Landfall ability as many times as possible. For this reason, Sol RingSol Ring is the only card that made the cut thanks to how powerful it is.
Among notorious ramp pieces like Rampant GrowthRampant Growth or CultivateCultivate, there is a card that shines extra bright: ScapeshiftScapeshift. I think it's easy to say how impactful this sorcery can be, since it can easily grant us 10 or more Landfall triggers all at once.
Lastly, I wanted to talk about the lands. I usually try to avoid running fetch lands in my brews, as I think they are often unnecessary and can be replaced by different (and cheaper) lands. Nonetheless, this deck goes against both of my objections: first of all, they are pivotal, to say the least, as having access to a double Scute Swarm trigger makes a huge difference given how the whole list is built around it. Then, the topic of price had already been thrown out of the window due to some pricey inclusions I've made along the way. Hence, while I'm still not a huge fan of fetch lands (even though I recognize how powerful they are), I couldn't find any reason not to include them.
Step Six: The Complete Decklist
Bess Insect(s)
View on ArchidektCommander (1)
- 1 Bess, Soul NourisherBess, Soul Nourisher
Creature (1)
- 1 Scute SwarmScute Swarm
Tutors (15)
- 1 Chord of CallingChord of Calling
- 1 Congregation at DawnCongregation at Dawn
- 1 Defense of the HeartDefense of the Heart
- 1 Eladamri's CallEladamri's Call
- 1 Finale of DevastationFinale of Devastation
- 1 Green Sun's ZenithGreen Sun's Zenith
- 1 Invasion of Ikoria // Zilortha, Apex of IkoriaInvasion of Ikoria // Zilortha, Apex of Ikoria
- 1 Primal CommandPrimal Command
- 1 Recruiter of the GuardRecruiter of the Guard
- 1 Shared SummonsShared Summons
- 1 Summoner's PactSummoner's Pact
- 1 Sylvan TutorSylvan Tutor
- 1 Traverse the UlvenwaldTraverse the Ulvenwald
- 1 Weird HarvestWeird Harvest
- 1 Worldly TutorWorldly Tutor
Recursion (20)
- 1 Angelic RenewalAngelic Renewal
- 1 Brought BackBrought Back
- 1 Den ProtectorDen Protector
- 1 Evolution CharmEvolution Charm
- 1 Grapple with the PastGrapple with the Past
- 1 Krosan ReclamationKrosan Reclamation
- 1 Nature's SpiralNature's Spiral
- 1 Noxious RevivalNoxious Revival
- 1 Piper's MelodyPiper's Melody
- 1 Pull from EternityPull from Eternity
- 1 ReclaimReclaim
- 1 RecommissionRecommission
- 1 RegrowthRegrowth
- 1 ReviveRevive
- 1 RiftsweeperRiftsweeper
- 1 Road of ReturnRoad of Return
- 1 SalvageSalvage
- 1 Unnatural RestorationUnnatural Restoration
- 1 Wildest DreamsWildest Dreams
- 1 Wildwood RebirthWildwood Rebirth
Tribal Synergies (9)
- 1 And They Shall Know No FearAnd They Shall Know No Fear
- 1 Coat of ArmsCoat of Arms
- 1 Echoing CourageEchoing Courage
- 1 Kindred BoonKindred Boon
- 1 Mirror BoxMirror Box
- 1 Obelisk of UrdObelisk of Urd
- 1 Radiant DestinyRadiant Destiny
- 1 Rally the RanksRally the Ranks
- 1 Steely ResolveSteely Resolve
Protection (4)
- 1 Akroma's WillAkroma's Will
- 1 Clever ConcealmentClever Concealment
- 1 Guardian of FaithGuardian of Faith
- 1 Teferi's ProtectionTeferi's Protection
Ramp (10)
- 1 CultivateCultivate
- 1 HarrowHarrow
- 1 Kodama's ReachKodama's Reach
- 1 Migration PathMigration Path
- 1 Rampant GrowthRampant Growth
- 1 Roiling RegrowthRoiling Regrowth
- 1 Sakura-Tribe ElderSakura-Tribe Elder
- 1 ScapeshiftScapeshift
- 1 Sol RingSol Ring
- 1 Solemn SimulacrumSolemn Simulacrum
Lands (40)
- 1 Arctic TreelineArctic Treeline
- 1 Arid MesaArid Mesa
- 1 Brokers HideoutBrokers Hideout
- 1 Cabaretti CourtyardCabaretti Courtyard
- 1 Canopy VistaCanopy Vista
- 1 Command TowerCommand Tower
- 1 Evolving WildsEvolving Wilds
- 1 Fabled PassageFabled Passage
- 1 Flooded StrandFlooded Strand
- 11 ForestForest
- 1 Krosan VergeKrosan Verge
- 1 Marsh FlatsMarsh Flats
- 1 Misty RainforestMisty Rainforest
- 1 Myriad LandscapeMyriad Landscape
- 6 PlainsPlains
- 1 Radiant GroveRadiant Grove
- 1 Riveteers OverlookRiveteers Overlook
- 1 Scattered GrovesScattered Groves
- 1 Selesnya SanctuarySelesnya Sanctuary
- 1 SwarmyardSwarmyard
- 1 Temple GardenTemple Garden
- 1 Terramorphic ExpanseTerramorphic Expanse
- 1 Verdant CatacombsVerdant Catacombs
- 1 Windswept HeathWindswept Heath
- 1 Wooded FoothillsWooded Foothills
Stage Two: The Data Room
We're now on to the last part of this deck tech: the data room. Was this deck idea actually unique? Let's compare this list against both the average BessBess and the average Insect deck to see what we gained (and lost) in the process.
The numbers tell us that our beloved citizen-chef of New Capenna isn't actually that appreciated. In fact, she's only 29th in popularity among Selesnya commanders and 688th overall, with only 911 decks registered.
Given how peculiar today's build is, it wouldn't really make sense to follow the usual inclusion rate scheme. Rather, I will give some more broad opinions directly comparing the average lists against our list.
For reference, here's the average BessBess according to EDHREC:
Average Bess Deck
View on ArchidektCommander (1)
- 1 Bess, Soul NourisherBess, Soul Nourisher
Creatures (32)
- 1 Adeline, Resplendent CatharAdeline, Resplendent Cathar
- 1 Avacyn's PilgrimAvacyn's Pilgrim
- 1 Beast WhispererBeast Whisperer
- 1 Cadira, Caller of the SmallCadira, Caller of the Small
- 1 Champion of LambholtChampion of Lambholt
- 1 Cultivator of BladesCultivator of Blades
- 1 Elvish MysticElvish Mystic
- 1 Esper SentinelEsper Sentinel
- 1 Fyndhorn ElvesFyndhorn Elves
- 1 Gala GreetersGala Greeters
- 1 Kami of Whispered HopesKami of Whispered Hopes
- 1 Katilda, Dawnhart PrimeKatilda, Dawnhart Prime
- 1 Llanowar ElvesLlanowar Elves
- 1 Luminarch AspirantLuminarch Aspirant
- 1 Maja, Bretagard ProtectorMaja, Bretagard Protector
- 1 Managorger HydraManagorger Hydra
- 1 Mentor of the MeekMentor of the Meek
- 1 Mirror EntityMirror Entity
- 1 Mother of RunesMother of Runes
- 1 Queen Allenal of RuadachQueen Allenal of Ruadach
- 1 Rhys the RedeemedRhys the Redeemed
- 1 Rumor GathererRumor Gatherer
- 1 Sakura-Tribe ElderSakura-Tribe Elder
- 1 Scute SwarmScute Swarm
- 1 Selfless SaviorSelfless Savior
- 1 Sigil CaptainSigil Captain
- 1 Skrelv, Defector MiteSkrelv, Defector Mite
- 1 Torens, Fist of the AngelsTorens, Fist of the Angels
- 1 Toski, Bearer of SecretsToski, Bearer of Secrets
- 1 Wild BeastmasterWild Beastmaster
- 1 Wood ElvesWood Elves
- 1 Wyrm's Crossing PatrolWyrm's Crossing Patrol
Artifacts (7)
- 1 Arcane SignetArcane Signet
- 1 Halo FountainHalo Fountain
- 1 Oketra's MonumentOketra's Monument
- 1 Ozolith, the Shattered SpireOzolith, the Shattered Spire
- 1 Scepter of CelebrationScepter of Celebration
- 1 Sol RingSol Ring
- 1 Swiftfoot BootsSwiftfoot Boots
Planeswalkers (1)
- 1 Archangel ElspethArchangel Elspeth
Instants (10)
- 1 Aura MutationAura Mutation
- 1 Beast WithinBeast Within
- 1 Call the CoppercoatsCall the Coppercoats
- 1 Generous GiftGenerous Gift
- 1 Grand CrescendoGrand Crescendo
- 1 Heroic InterventionHeroic Intervention
- 1 March of the MultitudesMarch of the Multitudes
- 1 Path to ExilePath to Exile
- 1 Rite of HarmonyRite of Harmony
- 1 Swords to PlowsharesSwords to Plowshares
Enchantments (8)
- 1 Aura ShardsAura Shards
- 1 Battle for BretagardBattle for Bretagard
- 1 Beastmaster AscensionBeastmaster Ascension
- 1 Cathars' CrusadeCathars' Crusade
- 1 Hardened ScalesHardened Scales
- 1 Rabble RousingRabble Rousing
- 1 Skrelv's HiveSkrelv's Hive
- 1 Tocasia's WelcomeTocasia's Welcome
Sorceries (8)
- 1 Austere CommandAustere Command
- 1 Awaken the WoodsAwaken the Woods
- 1 CamaraderieCamaraderie
- 1 CultivateCultivate
- 1 Increasing DevotionIncreasing Devotion
- 1 Martial CoupMartial Coup
- 1 Rampant GrowthRampant Growth
- 1 Shamanic RevelationShamanic Revelation
Lands (33)
- 1 Bountiful PromenadeBountiful Promenade
- 1 Canopy VistaCanopy Vista
- 1 Castle ArdenvaleCastle Ardenvale
- 1 Command TowerCommand Tower
- 9 ForestForest
- 1 Fortified VillageFortified Village
- 1 Gavony TownshipGavony Township
- 1 MirrexMirrex
- 1 Overgrown FarmlandOvergrown Farmland
- 11 PlainsPlains
- 1 Rogue's PassageRogue's Passage
- 1 Sungrass PrairieSungrass Prairie
- 1 Sunpetal GroveSunpetal Grove
- 1 Temple GardenTemple Garden
- 1 Temple of PlentyTemple of Plenty
When looking at this list, we understand the main reason why BessBess isn't actually very popular: she's too generic as a commander. Considering what people usually include in decks piloted by Bess, it seems as if we were looking at the blueprint of the most average Selesnya deck ever. The supposed strategic and distinctive trait, which should be the inclusion of 1/1 creatures, is limited to already popular ones, like Llanowar ElvesLlanowar Elves or Rhys the RedeemedRhys the Redeemed, erasing any trace of real innovation. Obviously, there's no problem at all with these kinds of decks. Its only flaw is that it doesn't have any peculiarity, to the point that this same list could be easily piloted by other +1/+1 commanders, like Hamza, Guardian of ArashinHamza, Guardian of Arashin, or token commander, like Emmara, Soul of the AccordEmmara, Soul of the Accord.
Next, let's see what the average Insect deck looks like. In particular, we'll look at the average Grist, the Hunger TideGrist, the Hunger Tide Insect list, as it's the most popular commander for this tribe.
Average Grist Insects
View on ArchidektCommander (1)
- 1 Grist, the Hunger TideGrist, the Hunger Tide
Creature (40)
- 1 Ant QueenAnt Queen
- 1 Bane of the LivingBane of the Living
- 1 Battlefly SwarmBattlefly Swarm
- 1 Bilious SkulldwellerBilious Skulldweller
- 1 BlightbeetleBlightbeetle
- 1 Bloodline PretenderBloodline Pretender
- 1 Broodhatch NantukoBroodhatch Nantuko
- 1 Canoptek Scarab SwarmCanoptek Scarab Swarm
- 1 Carrion GrubCarrion Grub
- 1 Caustic CaterpillarCaustic Caterpillar
- 1 Caustic WaspsCaustic Wasps
- 1 Circuit MenderCircuit Mender
- 1 Crash of Rhino BeetlesCrash of Rhino Beetles
- 1 Devouring SwarmDevouring Swarm
- 1 Giant AdephageGiant Adephage
- 1 Giant AnkhegGiant Ankheg
- 1 Haywire MiteHaywire Mite
- 1 Hornet NestHornet Nest
- 1 Hornet QueenHornet Queen
- 1 Izoni, Thousand-EyedIzoni, Thousand-Eyed
- 1 Kraul HarpoonerKraul Harpooner
- 1 Living HiveLiving Hive
- 1 Masked VandalMasked Vandal
- 1 Mazirek, Kraul Death PriestMazirek, Kraul Death Priest
- 1 Moldgraf MillipedeMoldgraf Millipede
- 1 Mortician BeetleMortician Beetle
- 1 Nantuko ElderNantuko Elder
- 1 Nantuko HuskNantuko Husk
- 1 NecrosquitoNecrosquito
- 1 RealmwalkerRealmwalker
- 1 Saber AntsSaber Ants
- 1 Scute MobScute Mob
- 1 Scute SwarmScute Swarm
- 1 Sheoldred // The True ScripturesSheoldred // The True Scriptures
- 1 Spring-Leaf AvengerSpring-Leaf Avenger
- 1 Syr Konrad, the GrimSyr Konrad, the Grim
- 1 Virus BeetleVirus Beetle
- 1 VorapedeVorapede
- 1 Xantid SwarmXantid Swarm
- 1 Zask, Skittering SwarmlordZask, Skittering Swarmlord
Artifact (5)
- 1 Arcane SignetArcane Signet
- 1 Conduit of WorldsConduit of Worlds
- 1 Golgari SignetGolgari Signet
- 1 SkullclampSkullclamp
- 1 Sol RingSol Ring
Sorcery (9)
- 1 Bala Ged Recovery // Bala Ged SanctuaryBala Ged Recovery // Bala Ged Sanctuary
- 1 CultivateCultivate
- 1 Dread ReturnDread Return
- 1 Forever YoungForever Young
- 1 Kodama's ReachKodama's Reach
- 1 Patriarch's BiddingPatriarch's Bidding
- 1 Rampant GrowthRampant Growth
- 1 Splendid ReclamationSplendid Reclamation
- 1 VictimizeVictimize
Instant (7)
- 1 Bone HarvestBone Harvest
- 1 Footbottom FeastFootbottom Feast
- 1 GravepurgeGravepurge
- 1 Grisly SalvageGrisly Salvage
- 1 Plumb the ForbiddenPlumb the Forbidden
- 1 PutrefyPutrefy
- 1 Village RitesVillage Rites
Enchantment (5)
- 1 Crawling InfestationCrawling Infestation
- 1 Crawling SensationCrawling Sensation
- 1 Liliana's TalentLiliana's Talent
- 1 Moldervine ReclamationMoldervine Reclamation
- 1 Mortal CombatMortal Combat
Planeswalker (2)
- 1 Lolth, Spider QueenLolth, Spider Queen
- 1 Vraska, Golgari QueenVraska, Golgari Queen
Lands (31)
- 1 Command TowerCommand Tower
- 1 Deathcap GladeDeathcap Glade
- 1 Evolving WildsEvolving Wilds
- 11 ForestForest
- 1 Golgari Rot FarmGolgari Rot Farm
- 1 Llanowar WastesLlanowar Wastes
- 1 Necroblossom SnarlNecroblossom Snarl
- 1 Overgrown TombOvergrown Tomb
- 8 SwampSwamp
- 1 SwarmyardSwarmyard
- 1 Tainted WoodTainted Wood
- 1 Temple of MaladyTemple of Malady
- 1 Undergrowth StadiumUndergrowth Stadium
- 1 Woodland CemeteryWoodland Cemetery
Here we find another problem that frequently emerges when considering tribal strategies. In fact, the Insects in this list don't have any kind of synergies between them. Sure, GristGrist works as a sort of glue that justifies the inclusion of creatures of this type, but it's far from being enough to call this an actual tribal deck. Nonetheless, something seems to be moving in order to facilitate this kind of strategy, considering the recent printing of Zask, Skittering SwarmlordZask, Skittering Swarmlord and the existence of potentially powerful pieces like Ant QueenAnt Queen. Yet, the circumstances are still grim, as there's an abysmal lack of interactions between creatures, which are the foundation of these kinds of decks.
Takeaways from Today's Article
- Bess, Soul NourisherBess, Soul Nourisher is an interesting commander that got lost in the crowd due to her being a bit too generic. Her text box unites the two most popular strategies in Selesnya, but does so in a way that kind of prevents any real innovation. In fact, the card gives us extremely vague building guidelines, asking you to play 1/1 creatures (perhaps tokens) and also winks at +1/+1 counters. While this seems the perfect recipe for success, it actually makes her fall in the middle of the pack as, whatever road you choose to go down, there is a more well-known or more dedicated commander you could potentially choose over her.
- Another critical problem is the tribe itself. In fact, Insects are widespread but not especially synergistic. This means that there are some tools to play with, like Ant QueenAnt Queen or Living HiveLiving Hive, but they don't care about their own creature type through buffs or other interactions. While Zask, Skittering SwarmlordZask, Skittering Swarmlord gives us some hope for the future, the situation for Insects in Commander is still lackluster.
- Given the two previous points, the only way to innovate in this context is through a complete structural shakedown. For this reason, I felt the need to push the definition of "tribal deck" to the limit, trying to stretch its boundaries. I'm very interested in your opinion: was it something excessive, meaning that it ended up not being an actual tribal deck? Or was it a true innovation that changed your perspective on BessBess?
- Personally, I think this innovation was extreme but effective. I would love to build a proper Insect deck, but the current card pool simply doesn't allow me to do so. At the same time, I love these kinds of borderline builds, as the extremely vast card pool available in Commander allows for strange and unexpected lists like this one. Also, I'd much rather play this deck rather than jamming together 25 random Insects and calling it a day.
That’s all from me for the moment. I hope you enjoyed this deck tech, but now it’s on to you! What do you think of it? Would you have changed anything? Is there something you particularly liked about it? Most importantly, do you believe this was a true innovation in tribal Commander? Let me know in the comments below!
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