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Jeleva's having a bad day. (EDH / Commander)

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The strat of this deck is simple. Make the enemy rage.

This little gem folks is no Tournie kept, or otherwise serious for competitive play deck.
It's a gag deck made for the sole purpose of adding sodium to people, as well as sliding the occasional win if no one watches you.


So, the decks first gimmick is the commander. Jeleva is a 1/3 creature that basically exiles top x (where x is her current mana cost.) and in addition can play any instant or sorceries she exiles when she attacks. This alone is good for whenever you oh so "accidentally" exile a good topdeck or if a player had recently scried. Next up however, is the fact that this deck runs many 3 dmg burn spells.

The average person probably would look past this as dumb, but you should abuse the fuck out of the 3 dmg to KILL Jeleva.
Of course, wait after you've properly played any spells you want. Keep in mind, once the spell is casted, it goes back to the owner's GRAVE. This means play all of your spells first as a priority, unless something is way too good to pass up. With all of your spells in the Grave, you can bring em back later on with Feldons cane- given that you don't exile it first!

Next up, the enchants of fuck you and i counter that.

Zur's weirding. This card alone angers my friends. For those who know not, its an blue enchant that basically makes the game a player fistfight. All players reveal their hand, anytime anyone draws, he reveals the card before it is put into his hand, and any player can then auction 2 health points away and force the player to discard that card. Its rude, its dirty. And it causes quick life drain. Good for making alliances.. or being a quick target.

Cowardice. This cards slightly weird, any creature Targeted by a spell or an ability is instead popped back to their owners hand. Now, as you peruse the deck, it only has like, 3 creatures in it. So the effect against you should be minimal. To anyone else, it could be a threat. Cards like Arc lightning which divides the damage is great, as it effectively pops 3 creatures back to someones hand. Don't forget- any form of equiping with equipment does indeed count as an ability, thus popping them back to the owners hand. It makes things like Swiftfoots useless. It can also be used to pop Jeleva back to your hand, exiling everything she had, only to be able to recast her for 4 instead of however high her mana cost was.

Havoc Festival. Players can't gain life. Players lose half their life rounded up during their upkeep. Great with Zur's as it continues the awkward pressure of daring to spend what little life you have left to stop a player from getting something.

Shared Fate. Oh boy, this ones a doozy. Instead of drawing, the player instead has to exile the top card of an oppenents deck face down. Due to our three color mana pool, we can stay afloat, where as dual or mono color decks will have trouble. This can cause someone to get easily milled out, as in a 4-5 player game, 3-4 people can begin taxing away at one deck. Combine this with someone elses Forced Fruitions, that person will be gone, quick. Counters Zur's due to A) Exile face down pile is not your hand, and B) The draw effect from Weirding occurs if the player chooses to, which then basically reveals the card to everyone, if no one pays 2, the card remains on top of the library, and the player is forced to do Shared fate. However, if they do pay 2, then you will not draw a card, thus Shared fate cannot happen.

Null Profusion. hand size is 2, draw a card whenever you play a card. Works great with Shared Fate, due to their being no "hand size" in the exile pile. Works terribly (unless no card draw is your goal) with zur's as if they simply pay 2 twice, you cannot play anymore cards from your hand. only your commander and the cards she exiles will get you the draw.

That more or less sums things up that are important. Use Spreading Plague and Darkest Hour together, as it causes a boardwipe everytime anyone plays any creature at all. Have fun m8!

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Questo mazzo non sembra essere legale in EDH / Commander.

Problemi: Un mazzo commander deve contenere esattamente 100 carte, incluso il tuo comandante.

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