Vraska, the Silencer Commander Deck Tech

Welcome to Thunder Junction, pardner! It's a frontier so wild that you can pretend you never had the bottom of half of your torso replaced with a metal centipede. Tarnation!
Having been cured of her Phyrexian affliction (according to my headcannon) by smoking copious amounts of Dr. Batty's Asthma Cigarettes, Vraska is back in the form of Vraska, the Silencer
Not recommend for children under 6. Children 7 and up, though? Very legal and very cool. I want my Dr. Batty secret lair, and I want it now.
Frontier Psychiatrist
Let's start with the Golgari Gorgon herself, Vraska Annabell Medusavich. She's a mere three mana, requiring just a single green and black pip to cast. Additionally, her ability only requires colorless mana to activate. That's means we can be a little sloppy with our mana base, especially given this is a two-color deck. For the list I'm building here, I'm not going to add too many pricey utility lands, but in two colors with a commander like this there's plenty of room for cards like Ancient Tomb
A 3/3 with deathtouch for three mana is reasonable, but the real selling point here is her triggered ability. Basically, when a nontoken creature an opponent control dies, you can spend {1} to return it to play under your control as a tapped Treasure artifact with no other card types. In other words, when your opponents' stuff dies, you can bring it back as a Treasure that has whatever activated or triggered abilities that creature had before being petrified. As it's no longer a creature, it's harder for them to remove and get back, and it's also not vulnerable to Homeward Path
There's a couple different ways you could build this list, but I'm going to go for a hybrid of a few of them. I feel like this is the kind of commander that needs to stretch her newly asthma-cigarette-reformed legs to get a feel for what works best for you and your meta. As such, we're going to be mixing up a token strategy combined with some forced sacrifice and one-sided fight effects to put opposing bodies in the 'yard. The tokens give us fodder to sacrifice for symmetrical sacc effects, and they also give us a wincon when combined with your creatures and Overrun
That Boy Needs Therapy
All told we have about a dozen effects that force your opponent to sacrifice their creatures. Some are symmetrical and some asymmetrical, some are on bodies, like Chain Devil
The recursion effects mentioned, like Feign Death
You're Crazy in the Coconut
Not all these forced sacrifice effects are asymmetrical, however, and the spell-based ones, like Innocent Blood
There are another dozen or so ways in the deck to either generate tokens or to provide you with sacrifice fodder that can be reused repeatedly. The two Eldrazi token-generators, Awakening Zone
Szat's Will
The Man with the Golden Eyeball
There are a handful of different ways to draw cards in this deck as well. Both God-Eternal Bontudollars cards if you have the life to spare.
Deadly Dispute
Then we have a couple of examples of black's efficient small draw, cards that let you trade a few life for a few cards in the form of Sign in Blood
The ramp package in the deck is fairly boring. Cards like Glimpse the Core
The removal package is also fairly straightforward. The sacrifice effects should work to keep most bodies off the field, and the rest of the spells are things like Beast Within
Let's Have a Tune
So how does this deck win? Gaining a significant resource advantage by casting a lot of three-for-one removal spells that put Treasures with added abilities into play isn't going to hurt. At the very least it should make it easier to find other win conditions. The first and perhaps least interesting way will be turning bodies sideways enhanced by various buffs like Overrun
After that we also have a couple of standalone options. First, Agent of the Iron Throne
Revel in Riches
Last we have Rise of the Dark Realms
Sometimes a Parrot Talks
So that's Vraska, cured of cables for hair and maybe hay fever, if Dr. Batty is to be believed. I'm glad to see her on a creature cards as opposed to on yet another roughly interchangeable planeswalker, and I'm looking forward to seeing more of her as a creature down the road.
How about you? Do you like seeing creature versions of long-established 'walkers? Sound off about that, the deck, or anything at all in the comments below. Thanks, and thanks for reading!
Vraska, the Silencer
View on ArchidektCommander (1)
Creatures (15)
- 1 Academy Manufactor
- 1 Archfiend of Depravity
- 1 Bloodghast
- 1 Chain Devil
- 1 Fleshbag Marauder
- 1 God-Eternal Bontu
- 1 Henrika Domnathi // Henrika, Infernal Seer
- 1 Jaheira, Friend of the Forest
- 1 Mazirek, Kraul Death Priest
- 1 Merciless Executioner
- 1 Plaguecrafter
- 1 Reassembling Skeleton
- 1 Slum Reaper
- 1 Tendershoot Dryad
- 1 Tergrid, God of Fright // Tergrid's Lantern
Enchantments (10)
Sorceries (19)
- 1 Bala Ged Recovery // Bala Ged Sanctuary
- 1 Extract a Confession
- 1 Farseek
- 1 Glimpse the Core
- 1 Innocent Blood
- 1 Make an Example
- 1 Monumental Corruption
- 1 Nature's Lore
- 1 Night's Whisper
- 1 Overrun
- 1 Overwhelming Encounter
- 1 Overwhelming Stampede
- 1 Rampant Growth
- 1 Read the Bones
- 1 Reprocess
- 1 Rise of the Dark Realms
- 1 Sign in Blood
- 1 Syphon Flesh
- 1 Three Visits
Instants (17)
Lands (36)
- 1 Command Tower
- 1 Darkbore Pathway // Slitherbore Pathway
- 1 Deathcap Glade
- 1 Demolition Field
- 10 Forest
- 1 Ghost Quarter
- 1 Llanowar Wastes
- 1 Nurturing Peatland
- 1 Overgrown Tomb
- 1 Scavenger Grounds
- 11 Swamp
- 1 The Mycosynth Gardens
- 1 Treasure Vault
- 1 Undergrowth Stadium
- 1 Viridescent Bog
- 1 War Room
- 1 Woodland Cemetery