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Kami of the Crescent Moon EDH (EDH / Commander)

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The reason to play this deck is because it's rather flexible. You have (at least) three distinct win conditions:

  1. Laboratory Maniac
  2. Milling your opponents out
  3. Dealing damage to your opponents by forcing them to draw cards

Alternatively, this deck can be played as a control deck, but it probably lacks the disruption to properly do this. If you are smart with what and when you counter, it should be possible though, since you'll be drawing enough cards to find most of your answers. You can then finish the game with Kozilek or Jin-Gitaxias.

The cards in this deck slot roughly into three categories:

  1. Combo cards
  2. Protection for your combo cards
  3. General utility (including ramp)

The combo cards are what will win you the game. You and your opponents will be drawing a ton of cards, so you'll generally have access to the cards you need. As the game goes on, you'll be working to achieve any of the three winconditions, but they run in a similar direction more often than not so you're options will be open.

The combos are pretty straightforward: Both you and your opponent draw a ton of cards. Ideally you'll have no maximum handsize. Your opponent will be forced to keep their hands full and will take damage because of that. In the meanwhile, they'll be milled out by all those carddraw effects

Setting up your combo is mostly a matter of time. You draw a ton of cards each turn and there are several wheeling effects as well. There's some redundancy (Black Vise, Ebony Owl Netsuke, Thumbscrews, Iron Maiden, Viseling and Psychosis Crawler do basically the same thing) and the milling plan is always available as a backup.

The most fragile wincondition in the deck is Laboratory Maniac, but ideally you cast him right before you're actually going to win, so you only have to protect him for just one turn.

In order to protect your combo pieces, you have access to some counters and some discard. There's not a lot of them, but your carddraw makes them easily available and individual combo pieces aren't that important. Using these cards should be done only when it's vitally important.

There are a few other ways in which your combo gets protected. Relic of Progenitus can strategically exile cards as they enter the graveyard to avoid your opponent being able to shuffle them back in (The Eldrazi Titans) or to exploit them (Flashback, Dredge, etc.). I'd advice against sacrificing the Relic, since it's your only way to stop these things from happening.

The cards that increase your handsize, Ivory Tower and Kozilek, Butcher of Truth ensure you don't get hoisted by your own petard.

Finally, there's Riptide Laboratory, which helps you protect your Wizards, which means half of your creatures. It can also help you get extra value out of Trophy Mage, Vendilion Clique and Archaeomancer.

There's not a ton of ramp in this deck, but Inspiring Statuary makes up for this. This card is generally your first target for Trophy Mage, since you have a lot of artifacts with static effects just sitting around. In the worst case scenario, it's a bad Commander's Sphere. Best case scenario, all your spells get incredibly easy to cast. It's great. Most of the other ramp is pretty straightforward.

There are also some additional ways to protect yourself and disturb the opponents' plans. Again, these are pretty straightforward. They mostly deal with creatures, so if your meta has a lot of alternative win conditions, you might want to change these. An interesting disruptive card is Quicksilver Fountain, which shuts down a lot of greedy mana bases, something common in my meta.

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This deck appears to be legal in EDH / Commander.

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