Is Ojer Axonil The Best Burn Commander? - $50 Ojer Axonil, Deepest Might Deck Tech

Ojer Axonil, Deepest Might | Illustrated by Clint Lockwood & Viko Menezes
Ojer Axonil, Deepest Might | Illustrated by Victor Adame Minguez
Hello everyone! Welcome to another installment of BathroomBrews. For this week's deck tech, I wanted to provide you lovely people with a budget brew of one of the most popular commanders from The Lost Caverns of Ixalan: Ojer Axonil, Deepest Might
Increasing The Might
The deck is pretty simple: 36 Dragon's Approach
Obviously I'm kidding, Dragon's Approach is, like, $3 each. Instead, I went with a more traditional mono-red burn deck with some specific inclusions to buff Axonil's power. There were three Equipment that stood out to me right away: Runechanter's Pike
If you want to give this god fire-breathing, Dragon Mantle
Burn Baby Burn
You might think that having only 14 creatures in a deck is wild, but with a deck as focused as this, we don't need any other body aside from our commander. There are only two types of creatures we want to add to this deck: ramp and burn. The best burn creatures are Cinder Pyromancer
There is also a class of creatures that burn when we cast instant and sorcery spells. We have Erebor Flamesmith
The last batch of creatures is more utility-focused. Livaan, Cultist of Tiamat
Burn Baby Burn, But With Spells
Because our commander's ability only increases damage done to players, we want spells that can go to the face and we want them to be as efficient as possible. Cards like Lava Dart
Burning out one player at a time, while fun, isn't the most efficient way to win. Instead, we want to burn out the entire table all at once, which is pretty easy to do on a budget. I am 99% sure you can cast Earthquake
Burn Them Slowly, Sometimes
If you were to go to EDHREC and look at group slug, you'd see a pretty similar suite of enchantments across the board. These are usually included to prevent players from gaining life while helping get chip damage in, like Roiling Vortex
Getting More Cards
And finally, let's talk card advantage. In recent years WOTC has be been giving red more impulse draw, or exiling cards from your library for a turn, instead of traditional draw. Red does have access to wheels, which are in the deck, but we don't always want to give our opponents more cards. Our best impulse draw effect is Virtue of Courage. This five-mana enchantment isn't only a burn spell, but it's also a way to generate massive card advantage, for a single turn. It's unfortunate that you can only play the cards for one turn, but it is a may trigger, which means you be more selective when you want to exile cards. Return the Past is another great option that gives your instant and sorcery spells flashback for their mana cost on your turn, and Standard all-star from years ago, Chandra, Torch of Defiance, is either burn or card selection.
My favorite card in the deck, and honestly one of my favorite cards ever, is Dance with Calamity. With an average mana value of 2.56, you should be able to flip about four to five cards whenever this spell resolves. Honestly, you haven't lived until you copied Dance with Pyromancer's Goggles. While a bit of a meme card, this can end games out of nowhere with the right setup.
It's a trap!
There is a very important rule I'd like to share with you, rule 616.1. "If two or more replacement and/or prevention effects are attempting to modify the way an event affects an object or player, the affected object's controller (or its owner if it has no controller) or the affected player chooses one to apply..." This basically means, if you have two or more replacement effects, the person being targeted picks the order they will apply. This means cards that either add additional damage or double damage aren't great with this commander. In my opinion, you only want to add damage-triplers to this deck; cards like Fiery Emancipation and City on Fire, which are only $4 at the time of writing
Other Brew Ideas
I don't usually do this with deck techs, but as I was writing I had a few ideas for some unique brews with this commander. The first was a Goblin deck that focused on noncombat damage. You can sacrifice Mogg Fanatic and Fanatical Firebrand to deal four damage. Or sacrifice Goblins with Siege-Gang Commander, Pashalik Mons, and Goblin Bombardment or attack with Raid Bombardment.
The other option is to just go pure mono-red token burn with Purphoros, God of the Forge as your hidden commander. This makes Raid Bombardment that much better, and you buff all of your Impact Tremors effects. I'm not sure how viable either of these ideas are, but it is something to keep in mind when brewing! You never know what weird deck you might stumble into.
Upgrades
If you're looking to spend just a little bit more money to push the deck that much further, my first pickup would be Jeska's Will. This card is a powerhouse in every red deck, and Axonil is no exception. Next is Ruby Medallion to help ramp out spells. While this isn't the most exciting inclusion. the amount of mana it can ramp over the course of a game is massive. And finally Neheb, the Eternal is one of the best creatures for this deck. It gives you more mana to cast other spells and can even be a backup commander in this deck.
Mono Red Burn - $50 Budget Ojer Axonil
View on ArchidektCommander (1)
Instants (12)
Creatures (14)
Sorceries (11)
Artifacts (15)
Planeswalkers (1)
Final Thoughts
So is Ojer Axonil, Deepest Might the best mono-red burn commander? Honestly, I don't think so. Do I think they are incredibly powerful and fun? Of course! My biggest issue with Axonil as a commander is how reliant the deck is on him. He is resilient, which is a plus, but Solphim, Mayhem Dominus is the same mana value, can become indestructible, and doubles damage to opponents and permanents. I think the best way to put it is that other commanders have a higher floor but Axonil has a higher ceiling.
Let me know your thoughts on the deck and how strong you think Axonil. Are you excited to build him, or is he just going to slot into the 99 of a deck?