(Fencing AceFencing Ace | Art by David Rapoza)
Hit Me Baby One More Time
Hello, and welcome back to Singleton Shmingleton, where I bend the singleton rules of Commander by building decks with as many functional reprints of a certain card as possible. On the docket this week is Fencing AceFencing Ace, the swaggering two-swords two-drop from Return to Ravnica. For your two mana you get a 1/1 with double strike, and that bargain has captivated the hearts of kitchen-table players for more than a decade now.
At 1/1, the Ace is pretty much as small as he can be, but what we're really paying for is the double strike ability. There are no cards in the game that consistently have double strike at less than two mana, so this is the lowest price we're going to pay for this deal.
Double strike is a powerful ability. It combines with so many effects, from pump spells to counters to CuriosityCuriosity effects, and it doesn't ask much to be great. My first and favorite double strike combo was in the second deck I ever built, where I enchanted Mirran CrusaderMirran Crusader with Armored AscensionArmored Ascension and then equipped it with Inquisitor's FlailInquisitor's Flail. If I ever drew two pieces of the combo, I would make sure to save them until I drew the third. Ah, to be young again.
There are 11 total two-mana creatures that come with double strike, printed in sets all the way from Ravnica: City of Guilds to Phyrexia: All Will Be One. They are all red and/or white, which gives us some direction in terms of colors. Here they are:
Double or Nothing
View on Archidekt- 1 Adorned PouncerAdorned Pouncer
- 1 Boros SwiftbladeBoros Swiftblade
- 1 Fencing AceFencing Ace
- 1 Illuminator VirtuosoIlluminator Virtuoso
- 1 Jawbone DuelistJawbone Duelist
- 1 Kor BlademasterKor Blademaster
- 1 Lizard BladesLizard Blades
- 1 Swiftblade VindicatorSwiftblade Vindicator
- 1 Twinblade GeistTwinblade Geist
- 1 Viashino SlaughtermasterViashino Slaughtermaster
- 1 Warren InstigatorWarren Instigator
There's a surprising amount of variation amongst these cards, given how similar they are. Some of the most popular are all played for different reasons and in different decks. Warren InstigatorWarren Instigator sees play in 10,367 decks, almost all of them Goblin-themed. It's an all-star there, but ironically might be the worst one for us because we'll never use the trigger and double red is hard to hit on turn two. Adorned PouncerAdorned Pouncer features in 8,558 decks, most of which are Cat or Embalm-themed. Jawbone DuelistJawbone Duelist slots into every Toxic deck, which so far adds up to 2,616. And somehow Lizard BladesLizard Blades takes the cake away from all of them with 27,680 decks, due to its Equipment synergies (unfortunately, I could not find any Lizard decks with the card).
Even without added themes, the baseline double-striker for two is enough for some decks. The original Boros SwiftbladeBoros Swiftblade finds its way into 1,201 decks, and Fencing AceFencing Ace is in 2,259. Given that, I was surprised at how few decks play Illuminator VirtuosoIlluminator Virtuoso. It's one of the best creatures for Heroic decks and will be one of our best Aces, and it's only in 1,623 decks. I know it's only been out a year, but that hasn't stopped Jawbone DuelistJawbone Duelist from getting around! Unsurprisingly, Viashino SlaughtermasterViashino Slaughtermaster brings up the rear of this list with only 47 decks, as it has a restrictive color identity and little upside.
11 creatures is a good start to a deck, but if we want to consistently have two or three of these guys on the board, we're going to need a few more. Luckily, there are plenty of options for double strikers at three mana to supplement these bodies.
Double, Double, Toil and Trouble
So how can we turn these creatures into an engine? The most obvious way to abuse creatures with double strike is to pump them up with combat tricks, Auras, and Equipment. This strategy works well in 20-life formats, where counting to 10 and multiplying by two doesn't take much effort, but in Commander, it faces the same difficulties as every other aggressive strategy: too many opponents with too much life. We're going to need to find some value as well.
Anything that triggers when we deal combat damage to a player synergizes well with our Aces. We'll still come out of the gate swinging, but we can try to use these triggers to gain value and snowball rather than being outclassed as the game progresses. Here's a list of cards within Jeskai that can draw us cards when we connect:
Curious, Very Curious
View on Archidekt- 1 Bident of ThassaBident of Thassa
- 1 Coastal PiracyCoastal Piracy
- 1 Combat ResearchCombat Research
- 1 CuriosityCuriosity
- 1 Curious ObsessionCurious Obsession
- 1 Deepfathom SkulkerDeepfathom Skulker
- 1 Grenzo, Havoc RaiserGrenzo, Havoc Raiser
- 1 Open into WonderOpen into Wonder
- 1 Reconnaissance MissionReconnaissance Mission
- 1 Sea-Dasher OctopusSea-Dasher Octopus
- 1 Staggering InsightStaggering Insight
- 1 Subira, Tulzidi CaravannerSubira, Tulzidi Caravanner
That's already 12 ways to draw cards, which should prevent us from fizzling out after dumping our hand early. Auras come with an inherent risk, but as long as we can draw cards the turn we play them we won't be too out of luck once they're removed. Sea-Dasher OctopusSea-Dasher Octopus is a little awkward, given how many of our Aces are Humans, but it still has plenty of Mutate targets, and worst case scenario we can just cast it as a creature. Now all we have to do is make sure we can get some attacks through. Luckily, there are a lot of blue cards that can make creatures unblockable on the cheap.
This looks like the start of a real plan! Play a couple cheap double-strikers, get through with them and draw a few cards, then once we develop our board we can go for the kill. But how should we go for said kill? Well, we've got all these cheap, maybe evasive, double-striking creatures lying around, so we might as well use them the old-fashioned way. Mass pump spells, anthem effects, and some spicy surprises can make our creatures threaten lethal quite quickly.
Some Card Spotlights
Latulla's OrdersLatulla's Orders: A sleeper Aura that will definitely catch opponents by surprise. Because it has flash, it will usually play out like an instant that we're already happy about, but then it will stick around and threaten to give us more value. One of the places where Commander decks tend to get more homogenized is in the general removal spells, so it's extra satisfying to find an underplayed gem that synergizes with our plan so well.
Surge to VictorySurge to Victory: This is our spiciest setup for an alpha strike. We're playing a lot of cantrips that target our creatures, so an unexciting use of this card is to draw two for each of our unblocked Aces. We could also target a For the Emperor!For the Emperor! or Pack AttackPack Attack for maximum damage. Our creatures won't be pumped for first strike damage, but then when regular damage rolls around they'll be swole as heck.
Umezawa's JitteUmezawa's Jitte: I know this isn't a hot take, but this card is busted. It's less broken in Commander, but because it triggers whenever equipped creature deals combat damage, it fits perfectly into this deck. We can attack our 1/1 Aces into 4/4s with the Jitte, because we can pump them after first strike but before regular damage and keep them around.
Thunderous OratorThunderous Orator: This doesn't technically count as an Ace, but because we have so many redundant creatures with double strike this will attack as an Ace almost all the time. In this case consistency allows for more consistency.
The Decklist
Double Trouble
View on ArchidektCommander (1)
- 1 Shu Yun, the Silent TempestShu Yun, the Silent Tempest
Creatures (31)
- 1 Adorned PouncerAdorned Pouncer
- 1 Anax and CymedeAnax and Cymede
- 1 Balmor, Battlemage CaptainBalmor, Battlemage Captain
- 1 Boros SwiftbladeBoros Swiftblade
- 1 Combat ThresherCombat Thresher
- 1 Deepfathom SkulkerDeepfathom Skulker
- 1 Fabled HeroFabled Hero
- 1 Fencing AceFencing Ace
- 1 Gisela, Blade of GoldnightGisela, Blade of Goldnight
- 1 Grenzo, Havoc RaiserGrenzo, Havoc Raiser
- 1 Hound of GriselbrandHound of Griselbrand
- 1 Illuminator VirtuosoIlluminator Virtuoso
- 1 Invisible StalkerInvisible Stalker
- 1 Jawbone DuelistJawbone Duelist
- 1 Kor BlademasterKor Blademaster
- 1 Lizard BladesLizard Blades
- 1 Markov BlademasterMarkov Blademaster
- 1 Mirran CrusaderMirran Crusader
- 1 Narset, Enlightened MasterNarset, Enlightened Master
- 1 Phalanx LeaderPhalanx Leader
- 1 Phyrexian Dragon EnginePhyrexian Dragon Engine
- 1 Prophetic FlamespeakerProphetic Flamespeaker
- 1 Sea-Dasher OctopusSea-Dasher Octopus
- 1 Silverblade PaladinSilverblade Paladin
- 1 Solemn RecruitSolemn Recruit
- 1 Subira, Tulzidi CaravannerSubira, Tulzidi Caravanner
- 1 Swiftblade VindicatorSwiftblade Vindicator
- 1 Thunderous OratorThunderous Orator
- 1 True-Name NemesisTrue-Name Nemesis
- 1 Twinblade GeistTwinblade Geist
- 1 Warren InstigatorWarren Instigator
Instants (8)
- 1 Ambitious AssaultAmbitious Assault
- 1 Brute ForceBrute Force
- 1 Defiant StrikeDefiant Strike
- 1 Pack AttackPack Attack
- 1 Path to ExilePath to Exile
- 1 Rally the PeasantsRally the Peasants
- 1 Shadow RiftShadow Rift
- 1 Swords to PlowsharesSwords to Plowshares
Sorceries (6)
- 1 Artful DodgeArtful Dodge
- 1 Distortion StrikeDistortion Strike
- 1 For the EmperorFor the Emperor
- 1 Open into WonderOpen into Wonder
- 1 Slip Through SpaceSlip Through Space
- 1 Surge to VictorySurge to Victory
Artifacts (6)
- 1 Arcane SignetArcane Signet
- 1 Azorius SignetAzorius Signet
- 1 Bident of ThassaBident of Thassa
- 1 Boros SignetBoros Signet
- 1 Sol RingSol Ring
- 1 Umezawa's JitteUmezawa's Jitte
Enchantments (11)
- 1 Aqueous FormAqueous Form
- 1 Coastal PiracyCoastal Piracy
- 1 Combat ResearchCombat Research
- 1 Crescendo of WarCrescendo of War
- 1 CuriosityCuriosity
- 1 Curious ObsessionCurious Obsession
- 1 Curse of Stalked PreyCurse of Stalked Prey
- 1 Latulla's OrdersLatulla's Orders
- 1 Reconnaissance MissionReconnaissance Mission
- 1 Staggering InsightStaggering Insight
- 1 Sticky FingersSticky Fingers
Lands (26)
- 1 Arid MesaArid Mesa
- 1 Bloodstained MireBloodstained Mire
- 1 Clifftop RetreatClifftop Retreat
- 1 Command TowerCommand Tower
- 1 Flooded StrandFlooded Strand
- 1 Glacial FortressGlacial Fortress
- 1 Hallowed FountainHallowed Fountain
- 1 Inspiring VantageInspiring Vantage
- 1 5x Island5x Island
- 1 Marsh FlatsMarsh Flats
- 1 Misty RainforestMisty Rainforest
- 1 3x Mountain3x Mountain
- 1 6x Plains6x Plains
- 1 Polluted DeltaPolluted Delta
- 1 Raugrin TriomeRaugrin Triome
- 1 Sacred FoundrySacred Foundry
- 1 Scalding TarnScalding Tarn
- 1 Seachrome CoastSeachrome Coast
- 1 Spirebluff CanalSpirebluff Canal
- 1 Steam VentsSteam Vents
- 1 Sulfur FallsSulfur Falls
- 1 Swiftwater CliffsSwiftwater Cliffs
- 1 Tranquil CoveTranquil Cove
- 1 Wind-Scarred CragWind-Scarred Crag
- 1 Windswept HeathWindswept Heath
- 1 Wooded FoothillsWooded Foothills
Until Next Time
I enjoy playing low-curve decks, and this deck definitely fits that description with 14 one-drops and 24 two-drops. Breaking the rhythm of "land, go" in the early game feels like catching your opponents off guard, and you'll always have things to do with your mana. The struggle with assertive decks is to stay relevant, to keep everyone playing the game at your pace, and that's the kind of battle I love. Don't let anyone go bigger than you; keep them off-balance by going under.
Ach! Hans, run! Next week I'll be highlighting one of my favorite cards and one of my favorite strategies. Get ready for a graveyard deck, and get ready to make some beefy boys, because I'm going to be building "Oops! All Lhurgoyfs".
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