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Kwain Gang Forever.

This deck began almost as a joke. It started as a "grouphug" deck, but based on a fantasy I had, where I roll up to an LGS with some friends and pull out my kwain deck, a stranger reads what he does and goes "that's it? that's your commander?" and my friend says "yeah, just wait...". There are so many powerful commanders out there, and it's fun to play one that by himself poses no threat, and actually benefits your opponents.

This deck is no longer "grouphug" I don't really help out any other players except by giving them a few cards, and some of those cards come with a drawback. I consider it more of a "pillowfort" deck that tries to survive and thrive until I can end the game. Talking with the people I regularly play with, nobody seems to care when I play this deck, and most people say it's the funnest deck I have to play against, which is a great feeling, and ultimately is way better than stax or something that just makes people mad.

So how does the deck work? pretty simple. You just provide minor benefits to your opponents while building up your own defenses. As a philosophy I never attack anybody, and I kind of keep to myself, which reduces the likelihood of them coming for me. Hopefully, after a few turns, i've established a bit of protection, either through a creature like Wall of Denial, an enchantment like Propaganda or Ghostly Prison, or with temptation like with The Second Doctor. Once you can relax a little, you can start building up your win con.

How do you win? Also pretty simple. There are three major win cons. The first is no surprise to anybody, and is Approach of the Second Sun. With the card draw, you can resolve this twice pretty quickly. If you have enough mana (which is rough), you can even Reprieve your own spell and cast it again to win. That will run you 16 mana though, which is really only doable with Smothering Tithe. There are a lot of cards to protect you when you cast this, such as Silence, Boseiju, Who Shelters All, and Grand Abolisher. Remember that if approach is countered the first time, you still win if you cast it again (and it resolves). you can recur the spell with Snapcaster Mage or Mystic Sanctuary if needed.

The other win con is to go infinite. This is accomplished with the enchantment Mind Over Matter. If you have this enchantment out with Kwain, you can tap Kwain, draw a card, then discard it to untap Kwain, repeating until you can lock down a Laboratory Maniac or Jace, Wielder of Mysteries to win the game. This is an awesome win con because you can do it at instant speed, so if you start it, and anybody interacts with the enchantment or kwain, you can just do it again in response. Kwain is a little risky because not only do you only draw one card, but everybody draws a card. A much better target is Arcanis the Omnipotent, which will give you two additional cards each time you do it. This not only makes discarding easier, but you can discard cards to untap the lands necessary to cast your win as well. Academy Rector is ran to get mind over matter onto the board quickly and effectively.

But hands down, the funnest and most exciting win, comes with Divine Intervention. It is an expensive card, but most people have never heard of it, so when they kill your Academy Rector and you throw this on the board, it creates a game to remember. One could argue that this isn't a win con because it ends the game in a draw, but not only is that everything Kwain stands for, but also, if the draw is forced by you, it's kind of a win right? For me, it's always my 'secret" win with this deck. Very fun card.

So that's it. The rest of the cards are pretty self explanatory. I run a "wizard" typal sub-theme just to maximize Azami, Lady of Scrolls. If you resolve her, Kwain can suddenly tap to draw only you a card, and with a lot of other wizards in the deck, you'll maximize your card draw each turn.

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94% Casual

Competitive

Date added 6 months
Last updated 1 week
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

57 - 0 Rares

12 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.24
Tokens Drake 2/2 U, Elephant 3/3 G, Emblem Teferi, Hero of Dominaria, Illusion 1/1 U w/ Illusion Tribal, Knight 2/2 W, Radiation, Treasure
Folders Commander deck
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