artifact creatures, cute robots, cost reduction ––– a very aggro azorius artifact deck centered around
the main goal is to get mendie as big as possible, then swing for commander damage (especially when aided by
one of the things i love is mtg, specifically the commander format. i have several decks, and wanted to use this space to share the decklist for each, as well as what went into creating them and my thoughts on playing and creating each one. do note, i did my best to include card thumbnails on hover, but mtgify hasn't had the card pool updated since 2024, so some don't appear.
artifact creatures, cute robots, cost reduction ––– a very aggro azorius artifact deck centered around
the main goal is to get mendie as big as possible, then swing for commander damage (especially when aided by
landfall, manifest dread, big creatures ––– this started as the jump scare! duskmourn precon, with quite a bit of money put into upgrades. i've also added just about every miku card i can, since i like to imagine she and
the plan is simple - get as many landfalls as i can per turn, as the first landfall manifests dread and subsequent landfalls allow me to flip over any face-down card with zimone. cards like
artifacts, proliferate, affinity ––– this started as the counter intelligence edge of eternities precon. the commander,
i was initially worried about it feeling too much like mendicant, but this is a far less creature-focused deck and more locked in on combos, tapping/untapping, and direct damage. there is a decent amount of card overlap but each one feels distinct when playing thankfully.
vampires, aristocrat, sacrifice, lifegain/drain ––– this also started as a precon, blood rites from lost caverns of ixalan. most of the additions are cards i pulled in packs (yay
i really like the story and art of elenda, so i've included
damage prevention, protection ––– i used the very unpopular commander
my biggest problem to deal with is trample – it will still go through even if cho-manno blocks it, unfortunately, so i need to figure out more ways to make him larger with +1/+1 counters. the recent spider-man card,
he can do commander damage, after a long and grindy game, to finally secure the win. the main goal is just lasting longer than everyone else.
defenders, walls, toughness matters ––– what does it look like when a wall attacks? i'm not sure, but it's fun to imagine. i know now that
most walls are only 1 to 3 mana, making it extremely easy to build...well... a wall of them. and so long as i can keep arcades protected, i'm able to swing out with 20+ damage per turn, often some of it flying. add a toughness buff and it only gets better. cards like
elves, token generation, proliferate ––– make ten bajillion elves, put counters on them, make
i ended up taking this deck apart because it wasn't really fun to play. rest in peace dumbass elf