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EDH - I own the combat phase (EDH / Commander)

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Pretty straightforward gameplan, we stick a few pillows and then bring out the attack forcers. A more proactive version of this deck tries to go for big token turns with cards like Ogre Battledriver, Finale of Glory, Increasing Devotion, etc. That's a perfectly fine strategy but with this deck our main win condition is the other people's creatures.

For Charmbreaker Devils, obviously any of the draw spells are excellent targets for recursion but your main goal here is to cast Disrupt Decorum and/or Master Warcraft every turn. If you end up recurring a ramp spell it's not the end of the world, just hold it in hand or wait for Scavenging Ooze or Scavenger Grounds to show up.

I have three pet cards in this list that I do not expect anyone but myself to actually run: Chronomantic Escape, Goblin Racketeer, and Boros Battleshaper. If you were to cut any of these cards, I recommend putting in Reveillark, Acidic Slime, and Comeuppance in that order...
Reveillark has several amazing targets in this list, most prominently Windborn Muse, Eternal Witness, and Hornet Queen.
Acidic Slime makes Reveillark better and grants more removal options, also is super annoying to attack into.
Comeuppance makes Charmbreaker Devils better and is in line with our theme of pillowfort.

In case you're wondering why my land base is so basic heavy, I always like to run at least 3 of each basic when Myriad Landscape is in the deck. The exception to this is Mountain, which I only run 2 of because if I already have a Mountain out I'm unlikely to want 2 more.

On that note, if you're interested in a more budget-friendly manabase, the first substitution would be Naya Panorama for one of the fetchlands, and then you can either go Evolving Wilds + Terramorphic Expanse or Bant Panorama + Jund Panorama for the other two fetches. I think the shocklands are a good investment but if you really want to sub those out too the Throne of Eldraine fetchables are fine includes (Gingerbread Cabin, Idyllic Grange, Dwarven Mine). The castles are also great and at the time of writing aren't too expensive if you aren't going borderless (Castle Ardenvale, Castle Garenbrig, Castle Embereth).

Basandra, Battle Seraph is normally an amazing card for attack-forcing lists like this, I keep her in the maybeboard because she has negative synergy with two of the most powerful cards in the deck: Settle the Wreckage and Angel of the Dire Hour (a less powerful but super cool card that's also like this is Benefactor's Draught). If you don't mind a little anti-synergy every once in a while I don't think she's a bad pick by any means.

Wilderness Reclamation is listed under Protection because it makes bluffing cards like Settle the Wreckage and Angel of the Dire Hour super easy. If you want to expand on this idea there's plenty of awesome Flash-ing creatures to put in the deck, along with Seedborn Muse. Some that come to mind are Yeva, Nature's Herald, Samut, Voice of Dissent, Selfless Squire, and Ancient Stone Idol.

I posted this deck as Casual because there's no turn 3 wins or infinite lock-outs in this deck. The main goal of playing it is to own the combat phase like no other deck at the table and to have a smooth playing experience while doing so. I prioritized cards that are flexible at all stages in the game, and then after that I looked for cards that are fun to play with, and then I looked for cards that lend defense against bad draws and strong plays from your opponents. It's a very fun theme to play with, and I hope if you give the deck a go you find what works best for you.

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This deck does not appear to be legal in EDH / Commander.

Problems: A commander deck should contain exactly 100 cards, including the commander.

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