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Competitive Commander Archetypes: Update Part II

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Following on from Part I yesterday, here are the remaining archetype updates!

Sharuum the Hegemon
Without wanting to repeat myself to much, a lot of what was said under Arcum Dagsson applies with Sharuum the Hegemon. However, there are a few cards I do want to touch on.

New Toys

  • Treasure Mage: A great addition to the deck, largely because it can tutor for a tucked Sharuum, if the worst were to occur. Otherwise it's finding win conditions, and you can simply never have too many tutors in Commander.
  • Sword of Body and Mind/Sword of Feast and Famine/Sword of War and Peace: If you're running the Stoneforge Mystic package (and you should be) then these are nice additions to the deck. Feast & Famine has proved itself time and again in competitive play, while War & Peace can turn what seems like card advantage into something very negative indeed.
  • Adaptive Automaton: Included for completeness' sake, I'm not sure what to make of this little guy yet. I really like him, but haven't found a home for him just yet. In time an idea will come; if you have one, stick it in the comments!
  • Phyrexian Metamorph: An absolutely bomb in a Sharuum deck, it's the second artifact after Sculpting Steel to allow you to 'combo-off'. We will absolutely find a home for it.
  • Tezzeret, Agent of Bolas: The perfect home for Tezzeret 2.0. We must run this guy, 100%.
  • Buried Ruin: It's the reason why we're going to include Intuition in this new build. If you intuition for Crucible of Worlds/Academy Ruins/Buried Ruin, you give your opponent no good options. No good options sounds pretty good to me.

Old Hats

  • Thada Adel, Acquisitor: While she's great, especially in multiplayer games, she's more a sideboard card. I'd bring her in if my opponent is playing Islands, but otherwise leave her to the side.
  • Rhystic Study: I've found, as have people I've spoken to, that this card is just too easy to play around. [Editor's Note: I will always pay for it. Always.]
  • Diabolic Edict: I think the deck has enough removal and disruption to afford losing one more card, although it's hard to be happy about it. Sometimes Diabolic Edict just gets you out of corners no other card would. Regardless, we need to make room.
  • Shadowmage Infiltrator: We now have so much tutoring in the deck that straight card draw isn't as necessary. I'll probably live to regret this one go, but the fact that Johnny isn't an artifact himself means he gets cut.

Here's the new decklist.

Sharuum the Hegemon

Commander

1 Sharuum the Hegemon

Creatures

1 Sphinx of the Steel Wind
1 Inkwell Leviathan
1 Scarecrone
1 Wurmcoil Engine
1 Magister Sphinx
1 Sphinx Summoner
1 Memnarch
1 Trinket Mage
1 Sundering Titan
1 Treasure Mage
1 Blightsteel Colossus
1 Stoneforge Mystic
1 Duplicant
1 Master Transmuter
1 Solemn Simulacrum
1 Treasure Mage
1 Phyrexian Metamorph

Artifacts

1 Everflowing Chalice
1 Dimir Signet
1 Chimeric Mass
1 Relic of Progenitus
1 Grim Monolith
1 Orzhov Signet
1 Voltaic Key
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Feast and Famine
1 Sword of the Meek
1 Mindslaver
1 Lightning Greaves
1 Sculpting Steel
1 Darksteel Forge
1 Mimic Vat
1 Azorius Signet
1 Minds Eye
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Pithing Needle
1 Senseis Divining Top
1 Brittle Effigy
1 Expedition Map
1 Thopter Foundry
1 Crucible of Worlds
1 Sculpting Steel

Enchantments

1 Seal of Cleansing
1 Power Artifact
1 Artificer's Intuition

Planeswalkers

1 Jace, The Mindsculptor
1 Tezzeret the Seeker
1 Venser, the Sojourner
1 Tezzeret, Agent of Bolas

Instants

1 Path to Exile
1 Swords to Plowshares
1 Enlightened Tutor
1 Pongify
1 Esper Charm
1 Vampiric Tutor
1 Mystical Teachings
1 Thirst for Knowledge
1 Intuition

Sorceries

1 Demonic Tutor
1 Wrath of God
1 Revoke Existence

Lands

1 Celestial Colonnade
1 Terramorphic Expanse
1 Temple of the False God
1 Vault of Whispers
1 Seat of the Synod
1 Ancient Den
1 Reliquary Tower
1 Tolaria West
1 Arcane Sanctum
1 Evolving Wilds
1 Volraths Stronghold
1 Maze of Ith
1 Academy Ruins
1 Marsh Flats
1 Drowned Catacomb
1 Glacial Fortress
1 Cabal Coffers
1 Boseiju, Who Shelters All
1 Reflecting Pool
1 Mishras Workshop
1 Wasteland
1 Eye of Ugin
1 Urborg, Tomb of Yawgmoth
1 Strip Mine
1 Command Tower
4 Island
3 Plains
3 Swamp

Erayo, Soratami Ascendant
Erayo is a funny one as we largely want cantrips and cards that help us make the Erayo flip as early as possible and protect it. Luckily, there are a few cards in the past few sets that help us manage that.
New Toys

  • Gitaxian Probe: How fanastic is this for Erayo? A manaless cantrip? It's perfect for the deck as it can check (for free) whether it's safe to attempt to flip, draws a card, and adds to the storm count. Bingo.
  • Mental Misstep: Will help us push through the Erayo flip and around removal for no mana. Erayo loves this card.
  • Flusterstorm: Protects Erayo against countermagic for cheap. Amazing.
  • Spell Crumple: Erayo loves counterspells and this is one of the better ones. You really can't underestimate both the literal and psychological advantage that tucking an opponent's commander can give you. It'll make it into the deck for certain.

Old Hats
Taking anything out of Erayo feels like defusing a bomb. What on earth can go? Lets see what we can manage.

  • Rhystic Study: As per Arcum Dagsson.
  • Icy Manipulator: And again, As per Arcum Dagsson.
  • Dream Halls: The asymmetrical effect is a mistake in this deck, so I'm taking it out. I want my opponent's locked down, not free to cast spells, and this is like a massive key for them.
  • Rewind: So tired of this card. Is that a good enough reason? I hope so.

Here's a new decklist. It's a pretty straight swap in-and-out.

Erayo, Soratami Ascendant

Commander

1 Erayo, Soratami Ascendant

Creatures

1 Etherium Sculptor
1 Kira, Great Glass-Spinner
1 Grand Architect
1 Teferi, Mage of Zhalfir
1 Cloud of Faeries
1 Gilded Drake
1 Willbender
1 Guile
1 Trinket Mage
1 Blightsteel Colossus

Artifacts

1 Knowledge Pool
1 Mana Crypt
1 Everflowing Chalice
1 Winter Orb
1 Vedalken Shackles
1 Lotus Petal
1 Relic of Progenitus
1 Grim Monolith
1 Voltaic Key
1 Crystal Shard
1 Meekstone
1 Mox Opal
1 Sapphire Medallion
1 Mishras Bauble
1 Isochron Scepter
1 Chromatic Star
1 Scroll Rack
1 Sol Ring
1 Mana Vault
1 Extraplanar Lens
1 Mox Diamond
1 Claws of Gix
1 Expedition Map
1 Tormods Crypt
1 Pithing Needle
1 Senseis Divining Top
1 Urzas Bauble

Enchantments

1 Land Equilibrium
1 Propaganda
1 Arcane Laboratory
1 Mystic Remora

Instants

1 Muddle the Mixture
1 Mystical Tutor
1 Sunder
1 Hinder
1 Snap
1 Mana Drain
1 Brainstorm
1 Flusterstorm
1 Gitaxian Probe
1 Mental Misstep
1 Spell Crumple
1 Capsize
1 Blue Suns Zenith

Sorceries

1 Personal Tutor
1 Fabricate
1 Bribery
1 Preordain
1 Merchant Scroll
1 Ponder

Planeswalkers

1 Tezzeret the Seeker
1 Jace The Mindsculptor

Lands

1 Svyelunite Temple
1 Seat of the Synod
1 Maze of Ith
1 Remote Isle
1 Tolaria West
1 Mishras Workshop
1 Ancient Tomb
1 Wasteland
1 Crystal Vein
1 Academy Ruins
1 Reliquary Tower
1 Minamo, School at Waters Edge
1 Lonely Sandbar
1 Halimar Depths
1 Strip Mine
22 Snow-Covered Island

Glissa The Traitor
This deck is worth repeating here largely because it is so fast and so consistent. It can win through Glissa the Traitor as a green-black Rock style deck, but largely wins off the Hermit Druid/Necrotic Ooze combo.

Glissa, the Traitor/Druid-Ooze Combo

Commander

1 Glissa, the Traitor

Creatures

1 Fauna Shaman
1 Kuldotha Forgemaster
1 Hermit Druid
1 Rotting Rats
1 Necrotic Ooze
1 Sylvok Replica
1 Masticore
1 Vampire Hexmage
1 Skirge Familiar
1 Thornling
1 Palladium Myr
1 Pili-Pala
1 Myr Propagator
1 Myr Battlesphere
1 Sundering Titan
1 Duplicant
1 Hex Parasite
1 Bloodghast
1 Blightsteel Colossus
1 Dread
1 Vigor
1 Myojin of Nights Reach

Artifacts

1 Mana Crypt
1 Mana Vault
1 Grim Monolith
1 Sol Ring
1 Lotus Petal
1 Thran Dynamo
1 Gilded Lotus
1 Chrome Mox
1 Mox Diamond
1 Mox Opal
1 Expedition Map
1 Senseis Divining Top
1 Skullclamp

Enchantments

1 Oath of Druids
1 Survival of the Fittest
1 Necropotence
1 Voltaic Key
1 Aeolipile
1 Executioners Capsule
1 Mishras Bauble
1 Moonglove Extract
1 Chromatic Star
1 Ratchet Bomb
1 Smokestack
1 Possessed Portal

Instants

1 Vampiric Tutor
1 Worldly Tutor
1 Chord of Calling

Sorceries

1 Imperial Seal
1 Green Suns Zenith
1 Demonic Tutor
1 Sylvan Tutor
1 Grim Tutor
1 Buried Alive
1 Yawgmoths Will
1 Life from the Loam
1 Dread Return
1 Pox
1 Death Cloud

Lands

1 Okina, Temple to the Grandfathers
1 Volraths Stronghold
1 Hall of the Bandit Lord
1 Dryad Arbor
1 Polluted Delta
1 Cabal Pit
1 Centaur Garden
1 Khalni Garden
1 Nihil Spellbomb
1 Tarnished Citadel
1 Vault of Whispers
1 Dark Depths
1 Dakmor Salvage
1 Strip Mine
1 Havenwood Battleground
1 Overgrown Tomb
1 Bayou
1 Undiscovered Paradise
1 Ancient Tomb
1 Verdant Catacombs
1 City of Brass
1 Wasteland
1 Marsh Flats
1 Gilt-Leaf Palace
1 Llanowar Wastes
1 Urborg, Tomb of Yawgmoth
1 Ebon Stronghold
1 Misty Rainforest
1 Tree of Tales
1 Exotic Orchard
1 Reflecting Pool
1 Crystal Vein
1 Shizo, Deaths Storehouse
1 Cabal Coffers
1 Phyrexian Tower
1 Golgari Rot Farm
1 Pendelhaven
1 Tendo Ice Bridge

Azusa, Lost but Seeking

I'm going to put this here as a placeholder so that I can ask you to submit the most competitive Azusa, Lost But Seeking list! I think mono-green now has more than enough power to make it into the top archtype list, and Azusa is likely the most competitive of the green commanders. If you have a list, please feel free to email me at wrongwaygoback@yahoo.com. I'll discuss the various builds next week!

6 thoughts on “Competitive Commander Archetypes: Update Part II

  1. I have found that Rhystic Study is completely broken in multiplayer games. More likely than not, you'll draw several cards off of it, but it's still like a one-sided Sphere of Resistance even when played around.

  2. Does Kaalia have what it takes to be competitive? I would love to see a competitive Kaalia list.

    Kaalia's only problem is that she doesn't tutor; you have to work with what you have in your hand. That means stacking your deck with large creatures, some of whom you may not get the chance to play out naturally.

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