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Mardu Treasures: Akiri/Nadier Variant (EDH / Commander) [Revision 4]

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Viewing revision 4. There is a more recent version of this deck.

Mardu Treasures

> Overview

This is a midrange deck that seeks to establish an early game with Akiri on the board providing incredible (non-flying) board presence stockpiling treasure tokens and a later game focused on draining your opponents out by using those tokens.

Play this deck if you:
Enjoy playing the most refined color pairing in Commander
Love generating a pile of treasure
Enjoy a very consistent turns 1-3
Enjoy a variety of paths to victory

Do not play this deck if you:
Are looking to aggressively combo off (this deck is purposely tuned to my meta)
Think treasures are way too pushed by WoTC lately (they are, but I won't let that stop me from continuing to love it)
Enjoy being rewarded for simply breathing through your mouth by being allowed to vomit lands onto the battlefield and drawing beyond hand size every turn (go play Simic)

> Introduction

Previous versions of the deck that I played for several years focused on an aggressive strategy pairing Akiri with Tymna, looking for explosive turns 1-3 powering Akiri up and ramping with 0CMC mana rocks while establishing the Akiri/Tymna engine to blow the game out by turn 5. This strategy was usually too potent for my playgroup, and removing the 0CMC rocks left the deck (in my opinion) as an aggro deck with no gas. I wanted a change and to re-tool the deck into midrange with some oomph in the end game.

This iteration of the deck replaces Tymna with Nadier and is an artifact token aristocrats deck at its heart. There is a certain Yin and Yang between Akiri and Nadier. Stockpiling treasures powers Akiri up but does nothing for Nadier. Using treasures powers Akiri down but charges Nadier up. My buddy describes it as "the transfer of power being complete."

True to being a midrange deck, it seeks to establish an early aggressive board presence with Akiri while seeking to amass a pile of artifact tokens. As some point you will want to start using your treasures. You should get Nadier out before this point to maintain the value from them. Nadier provides a growing inevitability that a simple Path to Exile can't solve for your opponents. Nadier along with various cards synergistic with the sacrifice of artifacts allow you to milk maximum value out of your treasures to drain your opponents out while using them to fuel your spells.

> Starting Hand and Early Game

A perfect starting hand has these elements, in priority order:

  • A way to generate W and R on T2
  • An artifact or a way to generate an artifact token to turn Akiri on by combat on T3
  • A way to start generating treasures
  • A card advantage source to refill by T4 or T5

Early game looks remarkably similar each game, and it's here you can choose to power up the deck with duals, 0CMC artifacts and/or off color fetches.

  • T1: Fetching Savai Triome, dropping a tapped dual artifact land, or playing an on-curve 1CMC drop (Esper Sentinel, Sol Ring, Curse of Opulence, and Shadowspear are your best bets). The land you play T1 needs to be able to make W or R.
  • T2: Playing your other source of W or R as a land drop, and then dropping Akiri. I have purposely removed all 2CMC mana rocks from this revision of the deck. You nearly always want to play Akiri on T2. Dropping a 2CMC rock on T3 is fine (perhaps you have 2 in hand and would thus be able to play both) but I want to trial higher impact 3CMC mana rocks that don't mind being played on curve.
  • T3: Things start to open up here. Remember those 3CMC rocks I talked about? A charged Coalition Relic on T3 will ensure a T4 Nadier with a land drop. Note that Curse of Opulence or Guild Artisan are perfectly fine T3 drops, as they give value on the attack trigger. A 0 power Akiri will immediately generate 1 Gold token or 2 Treasure tokens on attack, effectively "jump-starting" her before blockers are declared. The 3CMC slot is absolutely loaded in this deck and it's hard to go wrong. Cursed Mirror or Skyclave Relic are fine to drop here if you've got nothing else, but both of these are excellent late game.

> Mid Game

At this point, your goal priority is to establish a treasure generating engine if you have not already, and to get Nadier out to snowball the value out of sacrificing your treasures.

Directions to go:

  • Swinging in with a sufficiently large Akiri is certainly a valid option. Tacking on a sword or two, doubling up with Cranial Plating, or hitting enough artifacts that Embercleave becomes a killer are all Voltron avenues of play.
  • Get Nadier out and snowball treasures. You've got a truckload of options now.
  • Establish Sunforger. Sunforger brings all the protection in your deck to the palm of your hand. It should probably be the first thing you grab with Stoneforge Mystic, unless you think you have a direct line to victory someplace else.

> Closing Out the Game

  • Persist and drain. The "Token Synergies" package is your route to closing out the long game the midrange way. Use your treasures to fuel your spells and grow your Nadier and drain out your opponents. At some point your gigantic Nadier will die and leave behind a pile of 1/1 elves. Don't let off the pressure. Agent of the Iron Throne can (again, double) trigger on their deaths along with Nadier's Nightblade. Neither of these cards care if elves or treasure are hitting the bin. With a pile of elves you can continue a go wide strategy to generate treasure with Grim Hireling and the gang to repeat the process. Use Skullclamp on your elves to refill your hand. Drop 10 tokens into Bolas's Citidel (even better with Mayhem Devil) to start closing things down quick.
  • Again, swinging in with a sufficiently large Akiri (or Nadier, late game) is a valid option. Between the three swords in the deck, you have protection from all colors available to you. Shizo, Death's Storehouse as well as Embercleave and Shadowspear ensure you push through. Hopefully you have the Sunforger package online to cover your ass as you Voltron out. Opponent playing a Grave Pact deck, which is the bane of any Voltron strategy? Cover your Akiri with a Nadier sac and fill the field with token fodder to sac to the triggers, and benefit from it all with your Nightblade, Agent of the Iron Throne, or Mayhem Devil.
  • How big of a treasure pile have you generated?

> Other Interactions and Closing Comments

Sword of Hearth and Home has some serious value attached. Not only does it ramp you, you can shake extra value out of your ETB creatures, and you've got plenty (Disciple of Bolas, Dockside Extortionist, Ruthless Technomancer, Stoneforge Mystic, Imperial Recruiter).

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This deck appears to be legal in EDH / Commander.

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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 19 January 30, 2024 _shift
Revision 18 January 23, 2024 _shift
Revision 17 December 26, 2023 _shift
Revision 16 December 15, 2023 _shift
Revision 15 October 30, 2023 _shift
Revision 14 August 31, 2023 _shift
Revision 13 August 11, 2023 _shift
Got lots of foils to continue blinging the deck. Swapped those in. Took out some low impact draw for some fun (Chance for Glory + Lotho, Corrupt Shirriff).
Revision 12 July 28, 2023 _shift
Fairly significant update to the deck with lots of modern inclusions they've printed over the past year. Standout swap-ins include Mondrak, Glory Dominus, Mirkwood Bats, Cavern-Hoard Dragon, Forge, Neverwinter Charlatan,
Revision 9 August 20, 2022 _shift
Continuing to increase interaction, looking specifically at treasure hate cards like Ouphe and Stony Silence. -1 Jan Jansen, Chaos Crafter, who's neat but there's no room in the deck for an alternate strategy. -1 Reiterate, which fits better in an Aikido Sunforger package. +1 Farewell, which is one of the best wipes ever printed. +1 Skyclave Apparition, which can deal with nearly any problem card I can think of off the top of my head, can be recurred with Sevinne's Reclamation, found with both Recruiters, and blinked with Sword of Hearth and Home.
Revision 8 August 18, 2022 _shift
Lands: I changed them. Having all your artifact lands turn off to an Ouphe or get wiped away in a Farewell doesn't feel good. All my off-color fetches are in my lands deck. Put simply, I readjusted the land base back to utility lands that can be bounced for additional value. Updated Protection package to be more creature/combat focused and less Aikido (-1 Comeuppance -1 Deflecting Palm -1 Spectacular Showdown -1 Pyroblast +1 Akroma's Will +1 Flawless Maneuver +1 Mother of Runes +1 Reiterate). The next chunk of cards is just a tuning pass after conversation - synergistic tutors and engines, more removal. I took out cards that felt tertiary to my gameplan (+1 Damn +1 Disciple of the Vault +1 Fighter Class +1 Jan Jansen, Chaos Crafter +1 Recruiter of the Guard +1 Vanishing Verse -1 Academy Rector -1 Coalition Relic -1 Dauthi Voidwalker -1 Opposition Agent -1 Descent into Avernus -1 Inspired Tinkering)
Revision 7 July 9, 2022 _shift
Felt comfortable going down to 34 lands (-1 High Market), replaced it with a treasure generator / burn I've been wanting to try out (+1 Descent into Avernus). Wanted to add in some Aikido type endgame to the deck and felt Idol of Oblivion was perhaps too slow (-1 Idol of Oblivion -1 Magda, Brazen Outlaw -1 Skyclave Relic +1 Comeuppance +1 Deflecting Palm +1 Spectacular Showdown)
Revision 6 June 15, 2022 _shift
Wanted to try out Bennie Bracks, Zoologist and Idol of Oblivion, which both synergize with the tokens this deck is making. Removed Stinging Study (Draw 6 Lose 6 for 5 at instant speed is great but...) and Hellkite Tyrant. Yes, it's a wincon but honestly it's a 6 mana beater with no haste or protection and I just can't convince myself to keep it in for long.
Revision 5 June 15, 2022 _shift
Modified the land base to include all off color fetches, removed Bond Lands / MDFCs to better support getting Akiri out on T2.
» Revision 4 June 12, 2022 _shift
Decided that Iroas, God of Victory was adjacent to my strategy and that Mayhem Devil should be back in the deck. While writing the Primer, realized I should probably be running Hellkite Tyrant as a Magda, Brazen Outlaw tutor target (possibly as a way to win the game as an instant speed tutor right before upkeep).
Revision 3 June 11, 2022 _shift
Big CLB update. Removed 2CMC ramp for more attractive on-curve options for turns 1 and 3, as Akiri should always be played turn 2 (-1 Arcane Signet -1 Boros Signet -1 Orzhov Signet -1 Rakdos Signet -1 Talisman of Conviction -1 Talisman of Hierarchy -1 Talisman of Indulgence +1 Black Market Connections +1 Coalition Relic +1 Curse of Opulence +1 Guild Artisan +1 Skyclave Relic). Modified tutors to be more synergistic with Sunforger or treasures (-1 Demonic Tutor -1 Fighter Class +1 Enlightened Tutor +1 Magda, Brazen Outlaw). Removed off-color fetches for more basics and utility (-1 Flooded Strand -1 Polluted Delta -1 Scalding Tarn -1 Verdant Catacombs -1 Windswept Heath -1 Wooded Foothills +1 High Market +1 Inventors' Fair +1 Phyrexian Tower +1 Mountain +1 Plains +1 Swamp). Swapped out a fun combat trick for a fetchable enchantment that provides protection and evasion (-1 Hatred +1 Iroas, God of Victory). Modified artifact synergy package to try out some of the promising CLB options (-1 Mayhem Devil -1 Nettlec
Revision 2 June 11, 2022 _shift
sorted into custom categories
Revision 1 June 11, 2022 _shift
initial commit
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