This deck is a work in progress!

_The Idea_

The idea of the deck is to take two colors off in a direction they are not typically meant for: Spellslinger! When it comes to instants and sorceries, GB is premier when it comes to removal of all permanent types. Sarulf, Realm Eater is our commander as it rewards you for removing the permanents of your opposition. In addition, it is an exile-based board wipe in your command zone that fuels itself. The main win condition of the deck is to keep the boardstate empty, except for our own creatures and Sarulf, so that he can walk in, eat the leftover chicken in your fridge, deal 20 commander damage, and take a nap in your breakfast nook.

_The Breakdown_

The theme of our spellslinger deck is supported by the shadow wizard money gang AKA the Witherbloom school of Strixhaven. These cards reward us for doing what our deck already wants to do: cast spells, and in colors! These cards are mostly here for value or to support Sarulf, but you can also pull off a backup infinite combo win via Professor Onyx or Witherbloom Apprentice + Chain of Smog.

When it comes to our selection of removal spells, which make up the glut of instants and sorceries in our deck, there are two approaches one can take: One is to try to use as many single-target, cheap removal spells as possible like Go for the Throat or Krosan Grip, or you can go for spells that affect multiple opponents in an effort to get the most 2,3, or 4-for-1 value out of your spells. The removal suite in this deck focuses on the latter, as I anticipate playing this deck in multiplayer versus 1-on-1. These spells only go to use once, after all! (Or do they? More on that in a bit.) If you were to take this deck into 1-on-1, I would recommend swapping out the majority of the removal suite for cheaper, single target effects.

Unlike most spellslinger decks, our path to victory, depending on our draws, can be a slow one. This can give our opponents time to rebuild an potentially leave obstacles for Sarulf the turn after a board wipe. Unfortunately, due to the way Sarulf's ability works, auras and equipment we place on Sarulf will be exiled as well. There are two ways to get around this issue and speed up our clock: Mutate and ability counters. Because mutating a creature simply turns a creature into a different one, with the abilities of all the creatures underneath it, using Sarulf's exile ability will not remove the mutating creature stack, as they are not a part of 'other' permanents on the board. Furthermore, using Sarulf's ability requires the removal of the powering-up ability of +1/+1 counters. However, ability counters such as lifelink, menace, etc. are not removed with this ability. Both these things leave Sarulf a potent threat post boardwipe, rather than an effectively vanilla 3/3.

When games go long, and you've already used a decent chunk of your instants and sorceries, you may find yourself still in need of action. While GB does not have the card draw power of other color combos, one thing it does excel at is recursion! Cards such as Shigeki, Jukai Visionary or Seasons Past allow us to refill our hand with the action we spent, milled, etc., Or can shuffle our action back into our deck to be drawn again! (Note to self: Harness Infinity.)

In terms of the remainder of our deck, we have some standard options for dealing with other types of opposing decks: graveyard hate, counterspell hate, commander protection, tutors, card draw, etc. A notable inclusion is God-Eternal Bontu. This creature doubles as both a pesudo-protection spell and card draw spell. The protection comes in as it allows us to sacrifice any nonland permanents we would have needed to exile due to Sarulf's ability so that they can be recurred and cast again later. You will also notice the lack of mana rocks in this deck. We are opting for spell-based ramp instead, as leaving an artifact on the battlefield will only give us so much value before being exiled due to Sarulf's ability.

This deck is a work in progress!

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96% Casual

Competitive

Revision 3 See all

(4 months ago)

-1 Overgrown Tomb main
+1 Restless Cottage main
Date added 4 months
Last updated 4 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

55 - 0 Rares

19 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.38
Tokens Bear 2/2 G, Beast 3/3 G, City's Blessing, Food, Pest 1/1 BG
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