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Thantis, Warweaver (EDH / Commander)

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This decks primary objective is to make all players attack, handing out creatures to do so and placing incentives (Thantis herself) to attack others.

==War makers==
Cards that force players to attack.

  • [[Thantis, Warweaver]], being an attack-enforcer from the command zone is huge. This means we don't need many others. Also her triggered ability is usually incentive enough to not be attacked.
  • [[War's Toll]], great card. Hoses control-players as they can't hold up mana properly and forces opponents to all-out attack or stay home.
  • [[Warmonger Hellkite]], big body that can block fliers and also pump opponent's attacking creatures if they go against someone else.

[[Fumiko the Lowblood]] can't block fliers and has not enough impact, so I cut her. Being able to recast Thantis is usually enough.
[[Avatar of Slaughter]] is very expensive and can backfire with the doublestrike.

==Attack-others==
cards that make opponents attack other players and not me. (apart from Thantis)

  • [[Elephant Grass]], the clause that black creatures can't attack me at all is great synergy with the zombie-token generators further below.
  • [[Curse of Disturbance]], triple duty: incentivize attack, attack others and create more attackers.
  • [[Marchesa's Decree]], serves double duty as at first it incentivizes to attack and later on the lifeloss and taking monarch from another player is enough reason to not bother me.
  • [[Kazuul, Tyrant of Cliffs]], nobody wants to give you an army of 3/3 ogres for the crackback.
  • [[Orbs of Warding]], attacking with small creatures becomes ineffective. Also protects me from some random weird effects.
  • [[No Mercy]], even works against hexproof/shroud/protection
  • [[Dread]], No-Mercy with many legs
  • [[Hornet Nest]], nobody wants to face a swarm of angry hornets.

==Token makers==
cards to give other players creatures so they can start attacking each other.

==Morbid==
cards that benefit from creatures dying.

==Ramp==

==Killing people==

The rest of the deck consists in card-draw, removal and boardwipes with upside.

==Slow-down==
I have been running into a few combo-decks lately, so I had to add some hate-pieces to slow them down as we're not the fastest deck at the table:

==Strategy==

  1. Ramp. Ramp. Ramp again. Try to mulligan until you can effectively ramp.
  2. Start incentivizing people to attack others and hand out tokens. Keep some for yourself as defence. Try to fill the board.
  3. Drop a morbid-abuser and play a war-maker to start the carnage

Being able to hand out tokens is a huge deal for politics. Try to manage the tides of war without getting yourself emerged too much. Remember to cast Thantis in your second main phase, otherwise your other creatures have to attack.

This deck has been a blast to play if you like politics and carnage.

Differences to edhrec suggestions:
Avoid mana-rocks as they get easily blown up by [[Rampage of the Clans]] and [[Wave of Vitriol]] or made useless by [[Titania's Song]] and [[Null Rod]]
Avoid Planeswalkers as they usually get hated out easily when the board is full of creatures.
Don't play many creatures to minimise colateral effects of boardwipes.
Not running any dual lands to be able to ramp easily and reduce effect of [[Wave of Vitriol]] and [[Blood Moon]] (you wouldn't believe how few basics some decks run). Fetches only to fix mana as you strictly require green mana to ramp. Not being able to ramp is the Achilles' heel.

Final thoughts: The hate cards resulted in creating a lot un unwelcome attention to our plan, so use with caution. They can easily transform the game into Archenemy. It's hard to balance between slowing down competitive decks and enabling politics with more casual decks.

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