Conditions Allow - Alaundo the Seer EDH

(Alaundo the Seer | Art by Aurore Folney)
In Suspense? Ask a Seer
Hello, and welcome back to Conditions Allow, where I take a legendary creature with a drawback and build a commander deck to turn it into a strength. Commander Legends: Battle for Baldur's Gate is finally out, with lots of new possibilities for us to explore. Between Backgrounds and new standalone commanders, the options seem endless and it can be difficult to know where to start. So why not turn to a seer for help?
Alaundo the Seer
These spells make a lot of sense with Alaundo the Seer
The two-mana variants could also be worth considering. While Alaundo can't immediately cast them, they can be layered with the one-mana effects to get double untaps. Saving a spell between turns also gives you some insulation against the combo fizzling out. It also gets you up to thirty spells that untap your commander. With cantrips and cheap draw as another third of your deck, plus thirty lands and Thassa's Oracle
Going Big
That isn't the kind of deck I want to build today, though. I want to put some bigger spells in exile and be able to cast them for free a turn or two later. So I will be keeping all seventeen one-mana untap spells. But what are they going to be powering me towards?
There are a lot of options. Being online, I've heard all about the powerful tools Simic decks have at their disposal these days, but I don't know if I like these creatures for Alaundo the Seer
Worldspine Wurm
I'm also including several creatures at more reasonable mana costs. These are more likely to be cast normally and protect your life total until you can launch a major attack with even bigger creatures. More importantly, they also serve as decoys to draw removal away from Alaundo the Seer
Paying the Piper
None of this really gets around the problem of having your spells stuck in exile, though. No matter how many untap effects the deck plays, Worldspine Wurm
Both of these cards let you cheat creatures from your hand into play. Do this during the end step before your turn and it'll be like they have haste. Do it during combat to create a surprise blocker. Monster Manual is a little more resilient as an artifact, and therefore isn't affected by summoning sickness, making it the more reliable of the two, but Alaundo the Seer helps mitigate that by casting Elvish Piper with haste. Building around these two cards also makes sequencing with Alaundo much easier. All you have to focus on is drawing as many cards as you can to pair a Piper effect with a big threat. No need to worry about lining up different suspended cards to be cast at the same time.
Holding all of this together is a selection of counterspells to keep Alaundo the Seer in play, cantrips to draw the cards you need, and a few ways to get rid of troublesome permanents across the board. In particular I've really been enjoying Mental Journey as a way to ensure you hit land drops early and late game.
Alaundo the Seer
View on ArchidektCommander (1)
Creatures (17)
- 1 Aggressive Mammoth
- 1 Ancient Bronze Dragon
- 1 Ancient Silver Dragon
- 1 Apex Devastator
- 1 Bane of Progress
- 1 Blightsteel Colossus
- 1 Carnage Tyrant
- 1 Elvish Piper
- 1 Ghalta, Primal Hunger
- 1 Impervious Greatwurm
- 1 Pathbreaker Ibex
- 1 Saryth, the Viper's Fang
- 1 Simic Sky Swallower
- 1 Steel Hellkite
- 1 Teardrop Kami
- 1 The Tarrasque
- 1 Worldspine Wurm
Enchantments (2)
Artifacts (2)
Instants (27)
- 1 Aetherize
- 1 Aetherspouts
- 1 Arcane Denial
- 1 Burst of Strength
- 1 Cerulean Wisps
- 1 Chain Stasis
- 1 Dig Through Time
- 1 Dream's Grip
- 1 Emerald Charm
- 1 Heroic Intervention
- 1 Mental Journey
- 1 Naturalize
- 1 Negate
- 1 Ornamental Courage
- 1 Pongify
- 1 Rapid Hybridization
- 1 Reality Shift
- 1 Resculpt
- 1 Return to Nature
- 1 Stony Strength
- 1 Sudden Spinnerets
- 1 Triton Tactics
- 1 Twiddle
- 1 Vault Skyward
- 1 Vines of the Recluse
- 1 Vitalize
- 1 Whir of Invention
Sorceries (13)
Alaundo the Seer is a prime example of a Simic commander who is primed to do a lot without actually doing anything. If you build your deck to untap Alaundo as much as possible, you will likely take long turns that don't affect the board as you build towards a win with Laboratory Maniac. I've tried to take this deck in a different direction, building to an explosive turn with huge creatures. If you take a long turn, there's a solid chance it ends with a 15/15 or 16/16 in play. Does that offset the annoyance some players express towards Simic? Is it the best way to play Alaundo the Seer? Let me know what you think in the comments below, and thanks for reading!