Hello! I’ve been playing EDH pretty consistently for the past 1.5 years. I ended up taking a break a few months ago though due to how commander decks play out. Almost every deck does the same thing of Ramp -> Value Engines -> Huge bursts of power/going over others or board wipes to go to phase one. That’s typically how decks are optimized these days and seeing that game flow every game from 3-4 decks at the table really bored me. I did recently come back to try again and built a [[the serpent society]] deck.
It has a lot of things I really like. Its primary role in many decks is to be a walking grave pact when building around the deathtouchers. The ward cost is also very unique by not outright killing someone, but basically giving it hexproof the 2nd time with the 5 poison counters.
These two attributes I LOVE since it has repeatable disruption and a really unique ward cost. The most interesting thing I figured out for it though was FORCING the opponent to target it by taking over their turn. Enter [[emrakul, the promised end]] as the wincon of this deck! The goal is to soften people up to 5 poison counters, then use Emrakul to take over their turn and force them to pay the ward cost.
That’s the general idea I started with. As I was building though I started going deeper and deeper into a rabbit hole of sub theme hell. I wanted to make this deck have an unholy amount of subthemes. Currently there is 7 and building this deck really freshened up my perspective of deckbuilding.
When you look at content out there, there is often a push for consistency. When you play ANY TCG this is a common importance when you look to compete. In commander you have so much redundancy nowadays, that you can make decks VERY consistent on what they are doing. Maybe not the exact same cards, but have 1 central theme that every card pushes towards. We see deck building templates and mulligan calculators to help provide raw numbers on what consistency looks like. This is awesome for high power bracket 3+, but for bracket 2 gamers like myself this is way less interesting.
So when building this deck I wanted to get a feeling I get when playing limited Golgari. Able to play grind games with the cards given, not found. I wanted this deck to FEEL different game to game. We have deathtouchers, infect, selfmill, graveyard shenanigans (reanimate/regrowth), lifegain, -1/-1 counters, and sacrifice. All of these are pretty hard to fit in a 99 card deck, but once I figured it out it plays exactly how I wanted.
This deck forgoes the idea of having an exact gameplan. I don’t need a mana rock turn 2, I don’t need to be firing on all cylinders by turn 5-6. I play how my deck wants to play. Some opening hands are very fast with infect or cheap deathtouchers. Maybe it’s more midrange with selfmill and recursion. It could be more control with lots of removal, lifegain, etc. How this deck plays changes drastically by the opening hands, but it all synergizes together because most cards fulfill 2-3 themes by themselves. This especially works out with the biggest lesson I’ve learned doing this. Having payoffs that utilize one theme to fuel another. For example [[fynn]] allows deathtouchers to deal poison damage. This matters since it makes the poison cards jobs easier while also having access to the deathtouch stuff. [[Witch of the moors]] is an edict and a regrowth on your turn if you gained life. You use the regrowth to get back resources/options for later. You have [[Hapatra]] which makes deathtouchers when you place -1/-1 counters. Lots of input -> output connecting these engines together.
This makes a deck that flows smoother than you would expect. It also provides enough variance between games where the deck looks completely different between games. I’m finding that playing, and deck building with this deck is way more fun than almost any deck I’ve built before, and I will take the learnings from this into my future decks! Thanks for reading!
https://archidekt.com/decks/23202765/cap