A Monument Most Perfect
Hello, and welcome back to Conditions Allow, where I take a card with a drawback and build a Commander deck to turn it into a strength.
When I first started playing Commander,immediately grabbed my attention. I could win the game by just playing lands, but it would require some creativity and craftiness, two things I really enjoy in Magic. I took my Gates deck apart when was printed however, because it simply made the strategy too easy, and with the extra support from our most recent visit to Ravnica and Commander Legends: Battle for Baldur's Gate, the Maze is once more becoming a little too easy to navigate, which is why I'm excited to build around .
A recently discovered New Phyrexian artifact,becomes a deadly attacker once you have a certain number of Basic, Sphere, and Locus lands with different names in play. That scratches the lands matter itch that made Gates so satisfying, but doesn't just win the game as soon as you meet its conditions. This actually makes the card more appealing to me, for several reasons. First, and most importantly, it means that four- and five-color decks don't have too easy a time making this card work. Thanks to snow-covered basics and , you can easily have the nine lands required to animate in just basics. Even in a three-color deck, this means you can fetch a significant number of the lands you need with and .
This also means that the first difficult choice we'll face is choosing a commander. Thanks to all the Spheres in Phyrexia: All Will Be One and basic lands, even a mono-color deck has access to ten Sphere, Locus, and Basic lands, more than enough to animate, so let's start off with the tools we'll need to make into a lethal threat.
First, and most importantly, we need to finditself. It helps us to find the lands it needs to wake up, so as long as we get it into play, everything else should follow. , , and all ensure we find the Monument. I'm also including to Transmute for it, and to put it directly into play. Along with a healthy amount of card advantage, these will ensure we find our as reliably as possible.
Power From The Land
Speaking of card advantage,and are excellent ways to draw cards and get lands into play. offers more substantial card advantage. They also pair extremely well with and to really dig through your deck. I'm even including , although and would be more powerful if you don't mind spending a few extra dollars.
You can also go directly for the lands you need without usingas an intermediary. s and s cover our basic lands, with and grabbing any land you need. I'm also including to help search for lands, and to copy and keep the lands flowing into your hand.
I also want to shout outfor any deck with . Especially in mono- or two-color decks, being able to steal basics from your opponents lets you get up to nine differently named lands much faster.
Trample Past the Competition
While we're getting everything in place to turninto a 9/9 with indestructible and Toxic 9, we're also going to need to make sure that actually kills our opponents. It takes ten poison to kill an opponent, and our Monument will have to actually connect in combat.
Luckily, it doesn't really matter how much damageactually deals, since Toxic 9 will give the opponent nine poison counters regardless of the damage dealt. This makes trample an incredibly powerful mechanic for this deck. There are lots of ways to give your creatures trample, but and are some of my favorite. The extra power from Balmor isn't super relevant in this case, but it helps make sure that blockers really can't stop you from trampling over to the player behind them. Double strike is also very good with Toxic, and it turns into a one-hit kill.
Flying is the premiere form of evasion in Magic. If your opponent controls approximately a million tokens, then flying over the top helps in situations where trample won't let you get damage through.ensures there won't be any opposing fliers to get in your way. only gives your creatures flying, but should be enough, especially in conjunction with trample.
In fact, trample is so important for this deck that I want to make sure we always have access to it, so I'm going to chooseas the commander for this deck. Perhaps more importantly, having Surrak in the command zone means that we don't have to dedicate any extra cards to finding or , so can spend those slots on finding and synergizing with [/el]Monument to Perfection[/el].
Counting to Ten
Of course, even with flying and trample,still only gives your opponents nine poison counters, one short of a lethal dose. They won't sit around to get hit a second time either, so we're going to need to figure out how to get one more poison counter on each opponent too. The simplest and most straightforward solution is, of course, to add some of the beefiest Toxic creatures from Phyrexia: All Will Be One.
Giving each opponent even just one or two poison counters before you animatemakes it a much, much more threatening card. I'm not going all-in on a full Infect creature package, however. The real star here is , and I don't want the game to become a race. Luckily, and most of the Toxic creatures are relatively expensive, so you can spend some time setting up and then attack with them and together.
Proliferation is also a powerful way to finish opponents off once they've been hit by. feels like a perfectly flavorful add for this deck, along with . and Contaminant Grafter[/el] also help make sure really can achieve a perfect victory. It also turns out that instances of Toxic stack, so giving the animated Toxic 1, with or , also lets it deal lethal poison damage in a single hit.
Rounding things out with a little removal gives us this final list.
Monument to PerfectionView on Archidekt
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When I first realized thatcould work in theoretically any color combination, I was stuck for a long time. I considered a lot of different versions, but I'm very happy with this list. It supports well while still capturing the feeling of old decks that I wanted to capture. Most importantly, though, it actually functions, hopefully without drawing too much hate for relying on poison to close out games.
But what do you think? Have you tried building around, and are there any cards I've overlooked? How would you build around it? Let me know what you think, and thanks for reading!