60 to 100: Caw-Go

Kara Blinebry • April 1, 2025

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

-sized hole in my heart in this manner. The release of Tarkir: Dragonstorm finally offers a solution to my incredibly specific problem. Enter: Tempest 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.

What is Caw-Go?

In 2010, Magic's Standard format included a lot of powerful cards. Worldwake brought us Jace, the Mind Sculptor

, an absurd card that dominated the game until its banning in 2011. Caw-Go was an Azorius() control deck centered around Jace, the Mind Sculptor
.

The strategy was elegant: stall your opponent out in the early game with interaction like Condemn

and Mana Leak
, clear the board with a Day of Judgment
, deploy Jace, the Mind Sculptor
, protect Jace until you inevitably win the game. Squadron Hawk
is a multi-tool in this strategy. This Bird fills your hand and provides a blocker, a potential win condition, and even a way to shuffle away cards you put on top of your deck with Jace's +0 ability.

Flying Into the Command Zone

Since I want to maximize my Tempest Hawk

equity, I need a commander that will help me get extra value out of my Birds. Kastral, the Windcrested is just that. She can recover Tempest Hawk
s, draw cards when they deal combat damage, and make them bigger. I suppose those benefits could also be extended to other Birds, but that's not what I'm here to do.

The Birds

I've chosen to include eight copies of Tempest Hawk

, which is enough that we'll have access to one to begin the summoning of hawks by the point that it is needed in most games. In my excitement after seeing this card spoiled, my initial draft included 12 copies of Tempest Hawk
. Unfortunately, you really don't want to draw more than one over the course of the game, and the iteration that played 12 copies often found itself flooded with Tempest Hawk
s without enough interaction to power through an entire game.

Our kettle of 2/2 Tempest Hawk

s needs a little bit of support to get the job done. Sephara, Sky's Blade
is here to make sure our Birds stick around through opposing board wipes. Kangee, Sky Warden
helps them pump out additional combat damage. Moonshaker Cavalry
is a white Craterhoof Behemoth
that will let me fulfill my dreams of swinging out at my opponents with massive Birds to close out a game.

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

at sorcery speed, but that simply won't do here. I've included four cards that will let us cast spells as though they had flash. Tidal Barracuda
even has the added bonus of being a Grand Abolisher
effect.

Caw-Blade

The release of Mirrodin Besieged transformed Caw-Go into Caw-Blade, adding copies of Stoneforge Mystic

to tutor for Sword of Feast and Famine
. I've included a small Stoneforge Mystic
package consisting of Sword of Body and Mind
, Sword of Feast and Famine
, and Kaldra Compleat
. The two Swords are also searchable via Drift of Phantasms
.

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

's +1/+1 counter ability because I'd prefer that my Tempest Hawk
s survive wraths, like Retribution of the Meek
.

As with any control deck, countermagic is essential for fending off threats that our removal can't answer. Lofty Denial

and Dazzling Denial
are both superior to Mana Leak
in a deck that's flooding the board with Birds. Cryptic Command
's best days are certainly behind it, but it's so flexible that I couldn't justify leaving it out. The option to tap all creatures your opponents control comes up very often as a way to force your team of Tempest Hawk
s through for those last few points of damage.

On the more powerful side of the spectrum, we have Force of Will

and its little cousin Force of Negation
as free counterspell options. I really like holding these up on awkward turns where I'm forced to tap out to cast Kastral or some other engine piece.

Keeping our Tempest Hawk

s in play is imperative to this deck's success. Flare of Fortitude
and Clever Concealment
act as effectively zero-mana protection spells if we have creatures to tap or sacrifice. Echoing Truth
is my favorite inclusion in this deck's suite of interaction.

It acts as both a removal spell and a way to bounce all of your Tempest Hawk

s back into your hand in response to a board wipe. It isn't often I get to make use of cards like Echoing Truth
or Maelstrom Pulse
in a singleton environment, so it really gets the serotonin flowing.

Draw

One of my goals for this deck is to maximize the value of Tempest Hawk

's shuffle effect. If you're unfamiliar with the play pattern in other formats, draw spells like Brainstorm
that put cards back on top of your library are often accompanied by a way to shuffle your library afterwards. This theoretically gets rid of those cards and gives you a chance to draw new and hopefully better cards.

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

, Brainsurge
, and Jace, the Mind Sculptor
.

Jace, the Mind Sculptor

is noteworthy as the Brainstorm
effect is repeatable provided you can defend him.

We have a pretty diverse mixture of additional draw effects. Enduring Innocence

draws a card the first time one of our low-power creatures enter. You can get a lot of value from this effect by using cards like Leyline of Anticipation
to cast a creature on each of your opponents' turns as well.

Enduring Curiosity

and Reconnaissance Mission
draw cards when your creatures connect, something that shouldn't be difficult with our evasive flying creatures. Airborne Aid
is a very niche card that draws a card for each Bird you control. All of these in combination with Kastral, the Windcrested
's draw ability should provide us with enough card advantage to keep up with our opponents.

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

, but you have to be ready for anything. Mistrise Village
and Cavern of Souls
can protect your spells on the stack so you can avoid fighting counterspell battles over your most important permanents.

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

and Eiganjo, Seat of the Empire
are lands that can be used as single target removal in a pinch. Blast Zone
can provide mass removal; just be careful not to set it to three and mistakenly blow up your own Tempest Hawk
s.


60 to 100: Caw-Go

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Kara is a bit of a TCG dual-classer. She's played the Pokemon TCG since 2012 and Magic since 2018. She lives for the thrill of competition, be it at a 3,000 player Grand Prix or a 30 person FNM. Her favorite formats are Pauper, Brawl, and Cube and her favorite card frame is the retro border.