Tim the Enchanter and his Prodigies (EDH / Commander)

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    Disclaimer: Totally got this concept from the Command Zone, a commander themed podcast I 100% recommend to any player looking to deepen their understanding of the format. There's also a more condensed card-purpose list at the bottom, if you don't want to deal with me being excessively wordy. I kept the budget for this around $100 dollars to keep it accessible for everyone, particularly myself. Some more expensive very worthy includes are Staff of Domination and Gaea's Cradle(And an overhaul of the rest of the manabase, obviously)

    You're probably noticing about now that the commander here isn't Tim the Enchanter. Perhaps you even came here because I had "enchanter" in the title but wasn't in Zur's colours. I don't know why you're here, really. But I can say that this is going to be one of the more interesting decks you've experienced, milking maximum effectiveness out of minimally powerful mechanics.

    The commander to this deck is really rather irrelevant. Any commander with RUG will do. Riku is a decent choice, as he lets you double up on each of the creatures you play, and you'll be playing quite a few. Surrak gives you some protection from control, making sure you get to do your thing when you want to. Maelstrom Wanderer is a board state in a black bordered box, helping you recover from wipes and speeding up your plays. I've opted for Kydele and Ludevic. This deck does rather like to draw cards. Though there aren't many cards that do it, they get it done quite nicely. Because of this, Kydele can get rather ridiculous, tapping for as much as 6 mana regularly. The deck also will have quite an easy time triggering Ludevic. Which brings us to the meat of the deck, and the commander hiding in the 98. Prodigal Sorcerer.

    Prodigal sorcerer. 2U. Tap, deal 1 damage to target creature or player. There are many cards like him (quite a few of which we run), but he's the OG. This effect seems minor at first glance, and without modification it is. However, once you begin applying modifiers to this, it quickly transforms from a piddly little sting to a toolbox of many possibilities. Do you want to kill things? Equip it with one of our four deathtouch enabling weapons of mass destruction. Do you want to steal things? Charisma talks the talk, and Willbreaker walks the walk. But only using these abilities once around would be rather whelming. So let's avoid that.

    Cards such as Fatestitcher, Kiora's follower, and Niblis of the Breath let us use tap abilities more often, and can even be used as ramp. They're general purpose multipliers for everything else we want to do here.

    One of our main weaknesses is board wipes, so not over-committing to the board can be important. We're outside of the best reanimator colours, so our options there are limited at best. Reloading our hand and building back up is generally the way to go. To achieve this, I've included a good number of cards that can draw us new hands when we need them, and keep us well-stocked even if we don't. Curiosity and Ophidian Eye let us do this with our Prodigies. Archivist and Arcanis do this by default. You can get to the point where you're drawing so many cards Laboratory Maniac could become a viable win-con, even without combo, so he's in there too.

    We can in fact combo out too, however. I'll give a quick list of the one's that I've seen so far
    Aphetto Alchemist + Illusionist's Bracers: Infinite mana and tap abilities
    Goblin Sharpshooter + Quietus Spike/Gorgon's Head/Gorgon Flail/Basilisk Collar/Venomous Fangs: Infinite spot removal
    Any Prodigy + Thornbite Staff + the deathtouch suite: Infinite spot removal
    Jolrael, Empress of Beasts + Infinite removal suite: Destroy all lands target player controls
    Niv-Mizzet, the Firemind + Ophidian Eye/Curiosity/Snake Umbra/Keen Sense: Infinite card draw/damage
    Argothian Elder + Wirewood Lodge + Any land that produces at least mana, one of which is green: Infinite mana
    Argothian Elder + Pemmins Aura/Freed from the Real: Infinite mana
    (Vizier of Tumbling Sands/Kiora's Follower/Fatestitcher) x 2 + Illusionist's Bracers: Infinite tap abilities+mana

    So, the promised TL;DR card justification list


    Cunning Sparkmage
    Izzet Staticaster
    Goblin Sharpshooter
    Niv-Mizzet, the Firemind
    Prodigal Pyromancer
    Prodigal Sorcerer
    Razorfin Hunter
    Vulshock Sorcerer
    Zuran Spellcaster


    Aphetto Alchemist
    Captain of the Mists
    Freed from the Real
    Illusionist's Bracers
    Kiora's Follower
    Magewright's Stone
    Murkfiend Liege
    Niblis of the Breath
    Pemmin's Aura
    Quest for Renewal
    Thornbite Staff
    Thousand-Year Elixir
    Tideforce Elemental
    Vizier of Tumbling Sands



    Basilisk Collar (Gains life)
    Dismiss into Dream (Navigates around indestructible)
    Gorgon Flail
    Gorgon's Head
    Quietus Spike (Oh boy does this hurt once all the creatures are gone)
    Sword of Kaldra (Also gets around indestructible, and reanimator to boot)
    Venomous Fangs

    Karn, Silver Golem (Makes them creatures for our much more comprehensive anti-creature tech to deal with)
    Viashino Heretic

    to LANDS
    Dwarven Miner (Non-Basics, but the most one-sided and independent of them. Probably least likely to lose you friends)
    Jolrael, Empress of Beasts (Makes them creatures for the Anti-creature suite to handle, one-sided, discourages wipes)
    Kamahl, Fist of Krosa (One at a time, don't need deathtouch to pop them, and overrun on legs if that ever matters)
    Nature's Revolt (High risk, high reward. Losing player may wipe, but you may also have removed the mana to do so)

    to PLAYERS

    Quietus Spike
    Repercussion (Experimental. Seems powerful with all the deathtouch. Wouldn't even be mad losing to Blasphemous Act)
    Throne of the God-Pharoah (Cheap, universal, and rewards you for doing what you would have done anyway)


    Argothian Elder
    Cryptolith Rite
    Dawn's Reflection
    Kodama's Reach
    Kydele, Chosen of Kruphix
    Market Festival
    Sakura-Tribe Scout (We're going to have quite a few lands in hand with all the draw)
    Skyshroud Ranger
    Sol Ring
    Walking Atlas


    Arcanis the Omnipotent
    Keen Sense
    Ludevic, Necro-Alchemist (Also gives some modicum of political power to toss around)
    Niv-Mizzet, the Firemind
    Ophidian Eye
    Snake Umbra


    Thousand-Year Elixir

    DO YOUR OPPONENT'S THINGS (These can be paired with DO THINGS DANGEROUSLY to LANDS for shenanigans)


    DO NOT LET YOUR OPPONENT DO THEIR OWN THINGS (Yeah that title’s a stretch)

    Archetype of Endurance (This stops your opponent from stopping you, and keeps hexproof off of them)
    Disruptive Pitmage
    Disruptive Student
    Sigil of Sleep

    And I think that covers everything. I am very much open to suggestions, and this deck is very much still growing and evolving. I've only just built it, so it's still in testing. I may have included too few lands, so that's something I'll be paying special attention to as I test it. I hope to avoid running tutors, as the people in my personal meta get kinda grumpy if you start tutoring up combos. I also tried to avoid including cards that don’t do anything for the deck other than combo with another. Again, I recommend you take a look at the Command Zone podcast if you have interest in learning more about the Commander format, and any and all advice you give me is much appreciated. I'm still looking for a good re-usable enchantment removal card. Do try to keep it to cards under 7.50 USD, though.

    Anyone who is so inclined, I would love to see a less budget-restricted version of this for the more competitively minded.



    This deck appears to be legal in EDH / Commander!

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    » Revision 2 (latest) November 3, 2017 sliveriver
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