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This is the list of the paper deck I own.
This was my first competitively designed deck. Originally, two years ago, I had a budget of $150 to assemble 100 cards for 'Commander League Night'. After some research, my preliminary list for Feather put me just at that threshold. Since then I've upgraded.
Before I go into my thoughts I want to clarify: the 'maybeboard' are cards I don't own but would slot in IMMEDIATELY. The 'sideboard' contains cards I own and, depending on the day / pod, would slot in as alternatives to other choices.
Alrighty, that said, here we go.
Theme - VOLTRON. For the newer player this means that I'm going to be pumping up one creature to do the majority (if not ALL) of the damage to knock another player out. Since Feather is my commander, if I deal >21 damage to a single player, they lose the game. This means that the cards in the deck need to fall under one of three categories: 1) damage pump, 2) protection, and / or 3) draw.
Creatures - Uber efficient things only. Protection effects, damage multiplying, mana cheating, and tutoring ONLY. Anything less than this is too slow.
Artifacts - I like a small mix of equipment on board incase feather is killed in response to playing a handful of instants. Veilstone gives my spells "give everything hexproof" and A.Map is both draw and ramp in white.
Enchantments - Uber efficient things only. Since we're focused on Commander damage, the life given by Aria doesn't matter. As we keep recasting instants, the damage potential is insane. L.Tax and S.Tithe are broken.
Instants - We touch on all the catergories listed above here: pump, protection, and draw. On top of that we have removal / interaction / 'can't lose the game' / 'take an extra turn' / enable haste, trample, or doublestrike.
Sorceries - Again, gotta be super efficient here. Tutors get me the best my deck has to offer. Vandalblast because it's insane. Assault Strobe is the cheapest DS enabler. And Chandra's / Seize the Day are game ending.
Ramp - Nothing above 2-CMC. The goal is to play Feather turn three and have mana available to protect her if necessary. With a Chrome Mox start I can get her out as early as turn two.
Lands - Since my goal is speed, tapped lands are not viable. I can get away with Temple of Triumph (at the proper time) since it scrys, although, I would replace it with plateau in a heartbeat. I would consider removing the Strip Mine or Homeward Path for a Slayers' Stronghold. Since Feathers' casting cost (WWR) is so restrictive, playing more colorless lands is a no-no.
~cheers
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Score | Card Name | Type | Mana | Rarity | Salt |
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Compare | Revision | Created | By | |||
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» | Revision 4 | September 12, 2021 | Hiatsa | |||
Revision 3 | August 23, 2021 | Hiatsa | ||||
Revision 2 | August 23, 2021 | Hiatsa | ||||
Revision 1 | July 20, 2021 | Hiatsa |