60 to 100: Caw-Go

Now There's Eight of Them...
Welcome to 60 to 100, the series where we take beloved decks from 60-card formats and convert them to Commander.
I often find myself feeling nostalgic for eras of Magic: The Gathering's history that I wasn't present for. Of the many decks I did not get to play in Standard, Caw-Go is the one I'm saddest to have missed. Most of the Commander decks in my personal collection are attempts at recreating an old 60-card deck that I miss dearly.
For many years, the singleton restriction of Commander prevented me from filling the Squadron Hawk
At long last, a Caw-Go Commander deck is within reach. But before we build the deck, we need to look at our source material.
Caw-Go by Brian Kibler
View on ArchidektLands (26)
Creatures (4)
Instants (11)
Sorceries (7)
Planeswalkers (8)
Enchantments (4)
What is Caw-Go?
In 2010, Magic's Standard format included a lot of powerful cards. Worldwake brought us Jace, the Mind Sculptor
The strategy was elegant: stall your opponent out in the early game with interaction like Condemn
Flying Into the Command Zone
Since I want to maximize my Tempest Hawk
The Birds
I've chosen to include eight copies of Tempest Hawk
Our kettle of 2/2 Tempest Hawk
The "Go" in Caw-Go
"Draw-go" style gameplay is exactly what it sounds like. You draw you card for turn, maybe play a land or attack, then pass and hold up your mana for casting spells on your opponents' turns. Caw-Go was satisfied with casting Squadron Hawk
Caw-Blade
The release of Mirrodin Besieged transformed Caw-Go into Caw-Blade, adding copies of Stoneforge Mystic
Interaction and Removal
This deck needs to keep big creatures off of the battlefield. We're primarily looking to win the game by dealing damage with small creatures, which makes finding asymmetrical board wipes really easy. I'm often very hesitant to use Kastral, the Windcrested
As with any control deck, countermagic is essential for fending off threats that our removal can't answer. Lofty Denial
On the more powerful side of the spectrum, we have Force of Will
Keeping our Tempest Hawk
It acts as both a removal spell and a way to bounce all of your Tempest Hawk
Draw
One of my goals for this deck is to maximize the value of Tempest Hawk
When a player casts a Brainstorm and doesn't have a way to shuffle their library afterword, they are referred to as "Brainstorm Locked." There are three Brainstorm effects that are powerful enough to warrant inclusion: Brainstorm
Jace, the Mind Sculptor
We have a pretty diverse mixture of additional draw effects. Enduring Innocence
Enduring Curiosity
Lands
As always, the core of our manabase is our seven fetch lands, accompanied by a shock land and a surveil land for them to find. Our fetches get further utility as shuffle effects to follow up cards likeBrainstorm
It seems fairly unlikely to me that anyone would dare to counter a Tempest Hawk
One of the fun things about two-color decks is that you can cram an obscene amount of utility lands into them without affecting mana consistency too much. Otawara, Soaring City
60 to 100: Caw-Go
View on ArchidektCommander (1)
Instants (18)
- 1 Brainstorm
- 1 Brainsurge
- 1 Clever Concealment
- 1 Condemn
- 1 Counterspell
- 1 Cryptic Command
- 1 Dazzling Denial
- 1 Echoing Truth
- 1 Flare of Fortitude
- 1 Force of Negation
- 1 Force of Will
- 1 Lofty Denial
- 1 Mystic Confluence
- 1 Remand
- 1 Settle the Wreckage
- 1 Sink into Stupor // Soporific Springs
- 1 Swords to Plowshares
- 1 Wash Away
Creatures (26)
- 1 Cartographer's Hawk
- 1 Drift of Phantasms
- 1 Enduring Curiosity
- 1 Enduring Innocence
- 1 Final-Word Phantom
- 1 High Fae Trickster
- 1 Kangee, Sky Warden
- 1 Keeper of the Nine Gales
- 1 Knight of the White Orchid
- 1 Loyal Warhound
- 1 Moonshaker Cavalry
- 1 Sephara, Sky's Blade
- 1 Snapcaster Mage
- 1 Solitude
- 1 Stoneforge Mystic
- 1 Subtlety
- 8 Tempest Hawk
- 1 Tidal Barracuda
- 1 Witch Enchanter // Witch-Blessed Meadow
Planeswalkers (1)
Artifacts (10)
Enchantments (2)
Lands (33)
- 1 Adarkar Wastes
- 1 Arid Mesa
- 1 Blast Zone
- 1 Cavern of Souls
- 1 Celestial Colonnade
- 1 Command Tower
- 1 Eiganjo, Seat of the Empire
- 1 Flooded Strand
- 1 Floodfarm Verge
- 1 Hallowed Fountain
- 1 Irrigated Farmland
- 3 Island
- 1 Marsh Flats
- 1 Meticulous Archive
- 1 Mistrise Village
- 1 Misty Rainforest
- 1 Mystic Gate
- 1 Otawara, Soaring City
- 3 Plains
- 1 Polluted Delta
- 1 Prairie Stream
- 1 Prismatic Vista
- 1 Scalding Tarn
- 1 Sea of Clouds
- 1 Seachrome Coast
- 1 Skycloud Expanse
- 1 Sunken Citadel
- 1 Tectonic Edge
- 1 Windswept Heath