deckstats.net
You need to be logged in to do this.
The buttons above will open in a new window. Please return to this window after you have logged in. When you have logged in, click the Refresh Session button and then try again.

Hogaak combo/value/aristocrats v.1 (EDH / Commander)

For most Magic software, including Magic Workstation and Cockatrice:

For MTG Arena:

For Magic Online (MTGO):

For others:

To play your deck at an official ("DCI-sanctioned") tournament you need a deck registration sheet. Here you can download such a sheet pre-filled with the cards in this deck!

(-> Your Settings)

Please note: This is not an official DCI service. So please always make extra sure that the sheet contains all the cards in your deck and fulfils all DCI requirements. If you notice anything wrong, please let us know. DCI is a trademark of of Wizards of the Coast LLC.

Please select the columns you would like to see:

First of all, this should be interpreted as an early draft of the deck, for there will for sure be some cards I would be willing to add, such as Eldraine´s Syr Konrad or Craterhoof Behemoth.

Second of all, at the end of this deck annalysis there will be explanations of broken sinnergies and how to execute them, such as infinite card draw and graveyard feeding, infinite damage, up to 200 damage to a single player out of nowhere, and infinite mana and tokens.

Also, feel free to add to the deck any of the lands, mana rocks and finest luxuries that money can get you in commander, though i don´t think the deck needs them in order to be fun to play and win most of the games you play with it, especially if you are not the archenemy. That said, sol ring, mana vault, sylvan library, rise of the dark realms, demonic and vampiric tutor and craterhoof behemoth would for sure be incredible aditions to the deck, but i wanted to refrain myself from just dumping every single busted card in commander in order to build a more personalised deck.

Stats:
-Overall power: 8. You have multiple ways of killing your opponents, so have fun killing everyone that stands in your way.
-Removal: 5. you may struggle against decks that hoze graveyards and decks full of counterspells and that play problematic enchantments and artifacts, for you don´t have too many ways of destroying them and counterspells really delay you. That said, your deck requires your opponents be have answers all the time and there isn´t really a way to stop the deck other than by exiling our graveyard
-Ramp: 8. With this commander creatures in play, cards in our graveyard, and actual ramp spells we cast do all actually ramp. When every single card in your deck has the potential to ramp your commander into play, i would say the ramp in the deck is supreme.
-Resilience: 10. Cast Living death after a boardwipe and brace for impact for when your opponent flips the table at you. also, recurring Massacre girl every single one of your turns so than noone can play anything until you find a combo or crazy sinergy is pretty disgusting.

-Card draw/card selection: 5. There are only two spells that actually say the words "draw a card", an they are conditional, but they are very powerfull when the engine starts rolling. Also, there are three tutors in the deck. Also, we don´t need to actually have cards in hand as long as we have the right cards in our graveyard. This stat could easily go up a couple of points with better tutors and sylvan library, but i didn´t want to jam those into the deck when i myself can´t afford them. same goes for fetchlands

Politics: 4. This deck doesn´t know how to make friends. Sure, you can cast the opportune boardwipe that saves the table and be granted the title of friend of humanity at the table, or cast the oportune removal spell to kill that nasty enchantment or creature that´s hozing everybody, but make no mistake, for this deck is a well oiled machine with a single purpose in mind, to end the world of men. The politiquing in this deck only goes so far as to negotiate with your fellow fleshabgs of opponents on who to kill with that blood artist and negotiate their terms of vassalage in order to keep them around for when you decide to kill them. That said, you can negotiate with your opponents on who to attack in order to get some benefit. They say life is a resource, your opponents´, that is.

General guidelines on how to play the deck:
-Don´t ever let Hogaak go into the command zone when it would otherwise go to the graveyard. If you do, you get an emblen with each oponent may slap me at the beggining of every upkeep. You know what you did...
-Noncreature, lands and nonreanimator spells are not useless in the graveyard, delve them away when convoking Hogaak. Avoid exiling creature cards as much as possible, unless you would rather have that removal spell in the graveyard so you can fish it back later rather than keeping that Deathcap cultivator around. if you are deciding wether to exile assassin´s trophy or that paradise druid, sure, exile that druid, but let´s keep it a secret between you and I.
-Always kill the deck with counterspells and graveyard hozing first. Counterspells can really feel like a limb was torn out of you when you are in the middle of comobing off.
-Unless it doesn´t affect you DON´T deal with a threat on the table, especially when that threat is going to reduce your oponents´ life totals considerably enough that you can combo slap all of them.
-if your opponents are ignoring you because you aren´t really doing much (or so they think), that´s good. You can allow yourself to wait until the opportune moment to catch your opponents off guard and get a strangle lock on the game.

Deck explanation:

I made this as a combo deck that aims to do a lot of damage out of nowhere with cards such as living death because that is the most effective strategy in multiplayer, since you can kill the whole table as fast as turn five with multiple sequences of draws, but all of them including a living end on turn five. Also you can kill people by having an inmense ammount of tokens that enable you to convoke Hogaak multiple times in a turn and do some broken stuff with it sacrificing it for value.

The deck can function in very multiple ways. For instance, if you can cast Hogaak on turn 2 or 3 (which will happen about 30% of the games) and start smashing through, you should be able to kill an oponent earlier than turn 6 or 7 just with commander damage. Also, if you have an early reanimator spell (as in you would not need more than two lands in play to cast it) and you were to draw, may it be because your playing a multiplayer game or because you are on the draw in a single player game, feel free to draw your first card and move instantly to your discard fase in order to discard a creature to bring back in turn 2 or 3. This should be incredibly effective with cards such as Underrealm Lich (card selection) or Tendershoot dryad (massive token production).

The strategy that we should follow should be determined by our oppening hand. The deck should be played in any of the following strategies in succesive order determined by win percentaje and deck efficiency.

First strategy: kill everyone with living death and aristocrat damage. To execute this strategy your opening hand should contain: altar of dementia or mesmeric orb, and succesively any creature that puts cards from your library into your graveyard; and some amount of graveyard recursion, in the form of eternal witness o regrowth, and succesively any card that may enable to, over a sequence of plays, get one of the latter replayed and get back living death. Living death is not necesary in your oppening hand, for you have about 11 ways in the deck to acces your graveyard and get it back.

Once you have a lot of creatures in your graveyard, including at least one aristocrat, and a sacrifice outlet, you should be able to cast living death and kill some amount of opponents. If you also have Izoni, thousand-eyed in your graveyard and a free sacrifice outlet, things will get spicy, because when you resolve living death, you should stack the enter the battlefield effects in such a way that izoni,s is on the bottom of the stack, then you resolve every other trigger and wait for izoni´s and then hold priority without resolving the trigger

Then, sacrifice every single creature but your aristocrats, including izomi, for you will increase the number of bugs that the trigger will put into play, which means that you will have a fresh board to sacrifice and kill everyone.

It is important to say that the sacrifice outlet is not needed in play if you bring Bontu back to the battlefield along with some amount of aristocrats, since you should be able to sacrifice all of your creatures and draw a ton of cards while you ping your opponents.

I put this strategy at number one because it can factually kill out of nowhere. This is the only card that can win you the game right on the spot if you find yourself topdecking and everyone has exhausted a lot of resources.

Living death is the card that should make it so that your oponens should kill you first. If you are left alive because another threat on the table needs to be taken care of and suddendly you are not the archenemy, you will eventually find a way to wind the game in that card

Second strategy: massive token production accompanied by any of the following: graveyard, sacrifice or draw engine, since these three work very well when we have a lot of token generation.
Your opening hand should contain some amount of: token generation, such as bitterblossom, awakening zone, tendershoot dryad, carrion, korozda guildmage and pawn of ulamog; draw engine, which would primarily come from skullclamp and greater good, both very overpowererd in this deck, specially greater good, wich enables us to draw cards and feed our graveyard basically for free; graveyard feeding, which would come primarily from mesmeric orb, altar of dementia, or some creatures that mill cards from the top of the library into the graveyard, such as nyx weaver and splinterfright, altar of dementia beeing the most important of the latter when we are trying to fill the board full of tokens; and a sacrifice engine, which should come from cards like the three altars we are playing, ashnod´s and phyrexian beeing efficient ramp pieces that may enable us to generate infinite tokens and mana, which, accompanied by greater good or skullclamp should enable us to draw our entire deck as fast as turn four. At that point, it is just a matter of managing the value you are generating and finding any of the broken sinnergies that hide within the deck, winning by sacrificing tokens and killing everyone with any of the aristocrats in the deck being my favourite.

I put this strategy at the second place because people see you comming, for you are generating value over the curse of multiple turns and then execute broken sinnergies, some being faster than others, whereas in the first strategy you can catch the whole table off guard and kill them inmediately with living death.

Broken cards when following this strategy are: skull clamp, dictate of Erebos, cryptolith rite and path of discovery.

Third strategy: reanimator and graveyard attrition. you should be able to outgrind most of the decks in the table when both you and your opponents have spent many of your resources. Cards like Sheoldred, and Genesis are excruating to deal with when in topdecking mode, for Genesis will enable you to get creatures back to your hand every upkeep and Sheoldred, the whispering one will be able to put them into play while not letting your opponents have a foothold on the board. Also, she has swampwalk.

We have three ways of putting genesis in the graveyard, and sheoldred in our hand as well as in our graveyard in order to reanimate her, with cards like: entomb, jarad´s orders and final parting. If we have six mana and final parting, we can tutor Sheoldred to the graveyard and Reanimate to our hand and put her into play this way, as well as with any of our reanimator effects.

Of all the strategies this deck can function with, Sheoldred is only really effective when in a battle of resources. But the amount of value you get from her in this situation is enough by itself to warrant a place in the deck.

Fourth strategy: Mill everyone with altar of dementia and mesmeric orb. Mesmeric orb is a beast in this deck, especially when cast on turn 2, because it will make your graveyard grow at light speed in the early game and mill about 40 cards from your opponents´ libraries. If the board is stalled and you can cast Hogaak multiple times, you should convoke him taping only 2 creatures and delving away 5 cards, then sacrifice it to altar of dementia targeting your opponent every single time. Make sure to maximize the amount of times you can get it out of your graveyard and sacrifice it. Then, when you can no longer cast Hogaak from your graveyard, sacrifice the rest of your board targetting your opponent and mill them out this way.

Make sure to count the amount of cards left in their library before executing this plan, because you will look stupid if you sacrifice your entire board and yet not have killed your oponent.

I put this strategy this low on the list because of those cards that shuffle themselves and their whole graveyard, and because you look so stupid when the actual last card you mill is an Ulamog, the infinite gyre and your opponent takes their whole graveyard and suffles it back into their non existing library..

Note: remember to always cry when this happens. You did nothing wrong, your opponent just likes to play Eldrazi and should be ashamed of it.

Last strategy: Smash face with Hogaak and kill one player with commander damage. If you have the means to cast Hogaak on turn 2, do it. This will happen because an oppening hand with stitcher suplier and satyr wayfinder or glowspore shaman on curve will be able to put six cards into your graveyard. The problem with this one is that it´s only really effective when playing sincle player games, because you are most likely not going to kill 3 opponents with combat damage with this deck.

Lastly, crazy sinnergies and combos.

First: infinite mana and 1/1 saprolings. if you have Korozda Guildmage, phyrexian altar, and Hogaak into play or the means of putting it into play, and 2BG mana open, you should be able to generate infinte mana and saprolings by executing the following sequence: sacrifice Hogaak to the Korozda guildmage´s ability; then tap seven of the eight saprolings you created to cast Hogaak from your graveyard; then sacrifice any amount of saprolings between 5 and 7 to add at least 2BG to your mana pool to then use the Korozda guildmage´s ability to sacrifice Hogaak; then repeat as much as you like.
If you sacrificed less than 7 and more than 4 saprolings each time you repeated this process, you should have an infinite ammount of mana, an infinite ammount of tapped saprolings and an infinite ammount of untapped saprolings. If you have skull clamp or greater good in play, feel free to draw as much as you like. If you have an aristocrat in play, feel free to kill everyone.

Infinite amount of 0/1 wurms and mana: It is similar to what happens with Korozda guildmage, but with the difference that you need no open mana to execute it as long as all the other conditions are met. You must sacrifice Hogaak to the Carrion, then use the wurms to convoke it, then sacrifice less than 8 wurms to phyrexian altar and repeat to infinity. Pair it with a draw engine or an aristocrat and kill everybody.

Third: infinte damage. You must control phyrexian altar, a zombie tipe creature, of which admitedly there are not many of in the deck, an aristocrat, and a gravecrawler in your graveyard or in play. Sacrifice gravecrawler to altar to ad B to your mana pool, draining everybody for one, then use the B in your pool to cast it from your graveyard and repeat till you kill everybody.

Fourth: draw cards for free and find very combo piece you need while also feeding your graveyard: if you have a decento board with

Tags

Maybeboard

This deck appears to be legal in EDH / Commander.

Turn: Your life: Opponent's life: Poison counters:
Hand (0)
Library (0)
Graveyard (0)
Exile (0)
Board (0)

Name

Type

Notes

Power

Toughness

card

Type

Notes

Power

Toughness

 

Counters

Move this card to:

Actions

2-sided (coin flip)
6-sided (d6)
20-sided (d20)
Sides:

Auto-draw

Auto-untap

Double-click to open card details.

Move selected to:

Combined probability

Min. amount:
Card:

Custom calculation

If I play a card times in my ? card deck, how likely am I to draw it times?
  Name Hand Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7 Turn 8 Turn 9 Turn 10

Additional Probabilities

Embed Into Forums or Website

For forums and blogs please select one of the BB-Code options. For websites and forums that support HTML (e.g. Wizards Community Forums) you can use the HTML options.

Link to this deck

Here are some suggestions for cards you could add to your deck, based on decks that other players have built with this Commander.

Please add some cards to the deck to see card suggestions.

Unfortunately, we could not detect a Commander in this deck. Please choose it here to view card suggestions. To make sure this deck is analyzed properly in the future, please flag your Commander in the deckbuilder or put it in a separate section called "Commander".
Score Card Name Type Mana Rarity Salt
Powered by edhrec.com
These are the all the revisions of this deck. Click on a revision to view the deck as it looked back then.
  Compare Revision Created By
» Revision 11 October 1, 2019 Iamtherobin
Revision 10 September 26, 2019 Iamtherobin
Revision 9 September 26, 2019 Iamtherobin
Revision 8 September 25, 2019 Iamtherobin
Revision 7 September 25, 2019 Iamtherobin
Revision 6 September 25, 2019 Iamtherobin
Revision 5 September 25, 2019 Iamtherobin
Revision 4 September 25, 2019 Iamtherobin
Revision 3 September 25, 2019 Iamtherobin
Revision 2 September 25, 2019 Iamtherobin
Revision 1 September 25, 2019 Iamtherobin
There are no comments about this deck yet.
English card names will be linked automatically.
In addition, you can use BBCode (like [b][/b], [url=...][/url] and so on) here.

An error with your login session occured:
unknown
You can do this in a different tab to avoid losing the data you entered here. Once you are done, click the Refresh Session button and then try again.
If the problem persists, please contact us.