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Sisay, why do your Turns take so long Captain (EDH / Commander) [Revision 28]

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Zeige Revision 28. There is a more recent version of this deck.

Hello!
It finally happened :). I build a Superfriends Deck. I mean it had to happen right? At some point every edh player considers this idea.
Maybe you know me I build quite a few decks by now so thanks if you came to this by looking around really appreciate it! If not leave... nah just kidding it doesn't matter of course I hope you still enjoy my style and maybe have a look at my other brews.
Leave any recomendations and questions in the comment section.

Let's get going then.

You should like this if
Planeswalkers. YES
Long games are your thing
Controlish play feels good to you
Having big flashy turns
You are into table politics

You probably dislike this if
Being an easy target bothers you
Not having a big impact in the early to mid game
Planing out things, thinking ahead alot, predicting and playing around stuff is to much for you (no insult! EDH can get difficult on it's own)
Want to win alot of games

The last disclaimer before starting. This is my take on the so called 75% building "challenge". That implies that I take a step back and make a deck less powerfull than possible by excluding some cards.
If you want to go 100% you'll have to play different Walkers, you should play brago king eternal and the best extra turn spells the game has maybe land destruction even countermagic infinite mana stuff etc.

I opted for a less powerfull version because I have quite a few very strong decks and I wanted a slower control deck to enjoy strechted out edh games. Still that of course doesn't mean I left all the goodies out I still wanna win in the end and you need powerfull cards for that. The general idea is to keep getting value from the walkers to finish with a big turn at some point by using 15 or so mana to cast some loyalty doubler and ult 1-3 walkers.

Walkers=Planeswalker
Ult=The last ability on some walkers that usually cost alot loyaliy and does something insane.
Ok so here we go.

So superfriends. With Ramos Dragon Engine. huh. Why?
Why Superfriends?
In my opinion planeswalkers are the coolest card type in magic. I like the concept of them and also from a lore standpoint.
They give you constant value, give your opponents targets to attack and interact with. You normally can't use them that well in edh.
They are perfect for a control style deck because the value they provide while being wanted to be protected.

Why Ramos Dragon Engine?
Well three main reasons.
1.I 10000% wanted to play 5 color no matter what. I just didn't see myself not having access to all the planeswalkers in the game so excluding a color was not an option.
2.He has nice synergy.
Planeswalkers want counters, ramos wants counters nice!
Ramos wants many colors, most of the good walkers are multicolor!
We want a lot of mana at some point he provides that and there is the potential to go off early in the game if he goes unchecked. A turn 5 ramos that is left unchecked can provide you a turn 6-8 win by just ulting one walker.
He is an awesome blocker!
He provides a win condition in itself since he gets big so fast you usually need only 2-3 combat phases with him to defeat one opponent already.

  1. There is simply not that many good options in five color and he clearly is the best one in my opinion.

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Dieses Deck scheint nicht in EDH / Commander legal zu sein!

Probleme: Golos, Tireless Pilgrim ist banned.

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