Introduction
This list was created by me and is a turbo deck. However, it has tools to stay relevant in the late game, generating value, and can be faster or slower depending on the table you are at.
Both commanders are relevant and even though white is an extremely powerful and relevant color in cEDH, unless you intend to use stax pieces, you end up not losing much by not running this color.
Commander, FELIPE

17 commons, 18 uncommons, 61 rares and 4 mythics


1
Rejuvenating Springs
40.9
1
Training Center
106.71
1
Undergrowth Stadium
98.29
1
Morphic Pool
138.32
1
Luxury Suite
131.6
1
Badlands
2829.68
1
Forbidden Orchard
66.84
1
Ancient Tomb
986.74
1
Taiga
1763.84
1
Underground Sea
2866.21
1
Tropical Island
2021.59
1
City of Brass
171.68
1
Bayou
1582.91
1
Volcanic Island
3100.26
1
Exotic Orchard
1.44
1
Marsh Flats
233.95
1
Bloodstained Mire
121.25
1
Blood Crypt
160.6
1
Watery Grave
142.04
1
Polluted Delta
143.21
1
Mana Confluence
416.73
1
Steam Vents
137.29
1
Command Tower
1.73
1
Flooded Strand
109.39
1
Wooded Foothills
120.88
1
Gemstone Caverns
484.23
1
Verdant Catacombs
213.94
1
Misty Rainforest
248.05
1
Scalding Tarn
235.22
1
Ragavan, Nimble Pilferer
387.65
1
Birds of Paradise
65.07
1
Dauthi Voidwalker
43.51
1
Thassa's Oracle
233.09
1
Dockside Extortionist
119.8
1
Dark Confidant
21.8
1
Opposition Agent
242.05
1
Elvish Spirit Guide
11.23
1
Simian Spirit Guide
12.86
1
Grim Hireling
134.55
1
Jeweled Lotus
393.07
1
Lion's Eye Diamond
4846.71
1
Chrome Mox
950.79
1
Lotus Petal
214.42
1
Mana Crypt
631.54
1
Mox Diamond
8239.47
1
Mox Opal
1497.42
1
Sol Ring
11.06
1
Mana Vault
661.48
1
Wishclaw Talisman
19.57
1
Arcane Signet
2.9
1
Grim Monolith
3392.66
1
Talisman of Indulgence
15.14
1
Talisman of Dominance
7.17
1
Grinding Station
116.49
1
Fellwar Stone
5.92
1
Bolas's Citadel
97.06
1
Carpet of Flowers
22.96
1
Mystic Remora
72.67
1
Underworld Breach
75.6
1
Sylvan Library
252.8
1
Rhystic Study
530.67
1
Gamble
66.92
1
Imperial Seal
1038.62
1
Gitaxian Probe
53.34
1
Demonic Tutor
424.1
1
Diabolic Intent
102.78
1
Jeska's Will
233.09
1
Wheel of Fortune
2196.75
1
Timetwister
15545.47
1
Windfall
27
1
Culling Ritual
7.07
1
Peer into the Abyss
26.74
1
Miscast
10.86
1
Vampiric Tutor
475.11
1
Flusterstorm
61.64
1
Demonic Consultation
164.7
1
Dark Ritual
38.67
1
Pyroblast
47.22
1
Mystical Tutor
102.41
1
Red Elemental Blast
43.53
1
Nature's Claim
19.33
1
Chain of Vapor
97.06
1
Swan Song
105.41
1
Spell Pierce
1.15
1
Mental Misstep
77.62
1
Noxious Revival
65.86
1
Assassin's Trophy
43.63
1
Cabal Ritual
145.3
1
Abrupt Decay
8.44
1
Brain Freeze
97.06
1
Tainted Pact
194.69
1
Fierce Guardianship
387.36
1
Deflecting Swat
392.8
1
Force of Negation
522.37
1
Fire Covenant
43.53
1
Deadly Rollick
151.08
1
Force of Will
502.01
1
Ad Nauseam
159.33
98 cards maindeck

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Certainly, one of the most beloved commanders of cEDH, its card advantage potential is insane, and so that it doesn't happen, your opponents can only cast one spell per turn. If Kraum is respected, you should get 0-3 cards per turn, if not at most it should reach 5, with the amount of ramps in the deck, it's not difficult to play him kn turn one and start filling the hand since early game.

Ikra is a controversial commander in cEDH, some like her, some hate her, I, personally, love her. She plays a key role in longer tables, granting you extra life for Ad Nauseam, even if losing life to opponents' attacks, card effects, having an Ikra on the field helps keep Ad Nauseam a possibility.
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The fact that we have a commander who gains life when you attack with any creature and damages a player, in addition to being able to attack with a big flying threat, gives the possibility to pressure your opponents' life totals, while yours gets bigger.
Winning Games
This deck has two different combo lines, which are Thassa Consult and Breach.
Thassa Consult
Combo Condition: Thassa's Oracle and Demonic Consultation/Tainted Pact in hand, and enough mana to cast them.
1. Cast Thassa's Oracle
2. Respond to her ETB by casting the other spell from your hand, naming a card you don't have in your library, exiling all cards from your library.
At Oracle's ETB resolution, you win the game.
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Breach
Here, we have two ways to proceed with the usual one which is Breach + Freeze + LED, and we can also go to Breach + Station + Rock.
Breach Freeze
Combo Condition: Underworld Breach in hand, Brain Freeze, and Lion's Eye Diamond in hand or graveyard, and at least 4 mana available, one blue and one red, the others two do not need to be colored.
1. Cast Underworld Breach;
2. Cast Brain Freeze, targeting you and milling at least 6 cards;
3. Cast Lion's Eye Diamond, discarding your hand and generating 3 blue mana;
4. Repeat step 3 until you have only 3 cards in the graveyard, in addition to the cards you intend to cast, then repeat from step 2 to this step;
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5. When the Storm Count is high enough, target your opponents until they have no cards in their deck and pass the turn, so they lose the game.
Breach Station
Combo condition: Underworld Breach and Grinding Station + one mana rock from the ones below, all on the battlefield and untapped + at least 3 cards in the graveyard.

All of the above mana rocks generate enough mana to be cast and tapped repeatedly.
1. Tap the mana rock to generate mana;
2. Sacrifice the mana rock using Grinding Station and mill 3 cards from your own library;
3. Cast the mana rock for the escape cost, putting it into play, and untap Grinding Station.
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Repeat the process until you have no cards in your deck, switching the mana rock to one that generates colored mana, then cast Thassa's Oracle and win the game.
Analyzing the Deck's Packages
Ramps

Speeding up available mana is indispensable: the more mana, the easier it is to cast multiple spells in the same turn.
For this, the deck has all the positive mana stones, the mox that make sense to be in the deck, rocks that generate colored mana, in addition to cards that generate mana only once like Elvish Spirit Guide. In addition to rituals like Culling the Weak, it also includes Grim Hireling, which generates treasures as you deal combat damage to your opponents.
Tutors

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Tutors are the foundation of a deck's consistency, together with a good density of working copies, being able to find the card you need for a situation.
As we have black mana, which helps a lot with one or two mana tutors like Vampiric Tutor, Imperial Seal, Demonic Tutor and Diabolic Intent, in addition to Wishclaw Talisman, which is a reusable tutor if you have bounces to respond to its effect before it resolves.
It is critical to comment that even though red is not the color of tutors, it gives us a great one mana tutor, Gamble Red Entomb, being an optimized tutor good enough to be included in the list, mainly due to its low cost.
Card Draw

In addition to owning Kraum, this list also has other tools to guarantee you additional cards every turn, such as Dark Confidant, which is falling into disuse, but is still a very efficient card, Ragavan, Nimble Pilferer, which steals cards from the top of the opponent's deck and generates treasures (I promise this is the last time I speak well of this monkey), and that good old set present in basically every deck that can use them: Rhystic Study and Mystic Remora.
Windfall, Wheel of Fortune and Timetwister are simple ways for you to draw many cards after using up everything important in your hand.
Bolas's Citadel, Ad Nauseam and Peer Into the Abyss serve to gain access to a massive number of cards, losing life for it.
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Interactions

Free counterspells, optimized removals, ways to stop an opponent even if he resolves a spell and serious hate: everything , or almost everything, that a deck needs to interact with its opponents.
We also have Fire Covenant which removes exactly the creatures that need to be eliminated, for a small amount of mana and life, Culling Ritual which, in addition to taking away every nonland permanent with mana value 2 or less, also gives you mana equal to the number of permanents it destroyed.
The counterspell package of this deck is a bit greater than the standard farm decks, just to be used in other occasions than protecting your game.
Strengths & Weaknesses
Strengths
- It's an extremely adaptive deck, being able to respond and deal with different deck types.
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- It is possible to cast Kraum on turn 1.
- The deck can handle opponents attacking you well, not to mention that the commanders are tough enough to kill or withstand many creatures.
Weaknesses
- It's not as fast as other farm decks.
- At tables where your game plan will be faster, Ikra loses its usefulness on the battlefield.
Conclusion
I close this article here, stay tuned as we will soon have another cEDH deck guide!
Thanks for reading!
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