Weird EDH Deck Ideas
Embarking on a journey through the endless possibilities of Commander (or EDH) format, one can't help but feel a twinge of excitement at the unconventional deck ideas hiding in the depths of the Magic: The Gathering multiverse. While many EDH decks focus on linear strategies or powerful combinations, some deck builders prefer to explore the far reaches of Commander's rules, creating unusual, bizarre, and downright weird decks that defy conventional wisdom. Let's dive into some of these intriguing deck ideas.
Unlike typical EDH guides, this article won't focus on tier-one strategies or competitive concepts. Instead, we'll explore the fringes of Commander, delving into decks that are more likely to make opponents scratch their heads in confusion than to inspire fear and respect. Remember, the goal here is fun and experimentation, not winning every game.
Extricate平成 - The Weirdest Mana Base
One of the stranger EDH decks you'll encounter is "Extricate平成," a Commander deck dedicated to the most bizarre mana base possible. This deck doesn't try to win games quickly or efficiently; instead, its primary goal is to cast huge spells using the weirdest, most convoluted mana combinations imaginable.
At its core, the deck runs multiple copies of Extricate, a powerful spell that allows you to tutor up lands with relatively minor hoops to jump through. To make the mana base truly weird, the deck employs every land type, including the normally useless Command Zones and Planeswalker Deck lands. It even includes the infamous Security Checkpoint from the Unstable set, a land that enters the battlefield tapped and has an additional mana cost based on the number of lands you've played that turn.
Weird Mana Ramp
To make the mana base even more bizarre, the deck includes unconventional mana ramp strategies like Soldevi Canticle, Tanshi Academy, and even words. These spells help cheat lands onto the battlefield, further accelerating the deck's ability to cast huge, weirdBOOL hypergeometric combinatorial numbers.
One particularly bizarre combination in this deck involves using Nevinyrral's Disk and Crested Sunmare to generate colored mana when your lands die. By playing lands with enter-the-battlefield triggers, like Spiny Thopter or Faerie Conclave, you can create a weird, self-perpetuating mana engine that generates ridiculous amounts of mana while simultaneously wiping the board.
Bizarre Spells and Winning the Game
With a mana base this strange, it's only fitting that the deck features some of the weirdest spells Magic has to offer. Cards like Arcum's Astrolabe, Red Sun's Zenith, and Goldspan Dragon are mainstays in the deck, offering flexible, powerful effects that help out in any situation. But where the deck really shines is in its win conditions, which border on the absurd.
Some of the more bizarre win conditions in Extricate平成 include using Aliterate and Lich's Mastery to steal opponents' creatures and then using their Snapcaster mage triggers to combo off with Kunless, the Returned and Mausoleum Guide. Another equally crazy combo involves using C వేrputh's Possibility Storm to generate infinite mana, milling out your library with Laboratory Maniac, and then winning the game with the ever-contentious Unfair from Unsanctioned.
The One-Card Per Player Party
For those who've exhausted all other avenues of weirdness, there's always "The One-Card Per Player Party." The core concept behind this deck is to create a group game where each player selects a single, unique card (other than basic lands) and includes only that card in their deck. The resulting Commander game is a chaotic free-for-all, where each player's chance of winning depends solely on their chosen card's interaction with everyone else's singular pick.
The One-Card Per Player Party is an excellent illustration of the saying, "every card does something good in the right deck." Even seemingly innocuous cards, like Disrupt Decorum or Sword of Feast and Famine, can become game-changers when they're the only card you're allowed to play. The deck's unpredictability and pure bizarre nature make it a joy to play and a nightmare for your opponents to face.
Strange Interactions and Winning Conditions
One of the most engaging aspects of this deck is the strange interactions that can occur when players' cards start to mess with each other. For instance, a player who chooses Grand Abolisher will shut down everyone else's singletons, effectively stopping the game unless someone has a mass pump-spell like Beast Within or Putrefy. Similarly, a player who chooses Saltblast could drastically alter the course of the game, wiping out all nonland permanents with five or more mana.
Winning the game in The One-Card Per Player Party is usually a matter of scaling up a single powerful effect. For example, a player who selects Tooth and Nail could search up a game-winning Kozilek, Butcher of Truth and Ulamog, the Infinite Gyre. Meanwhile, another player might choose Entreat the Angels and Resurrection to recursive their angels until they overwhelm the board. Whatever the combination, the game will likely be decided by the most synergistic interaction between everyone's chosen cards.
The Catch: No Wallets, No Rules
As an added layer of weirdness, The One-Card Per Player Party discourages players from bringing cards they wouldn't normally play in Commander. Instead, players should strive to select cards that bend the rules, push boundaries, or simply don't see enough play in typical Commander games. The catch is that each player must reveal which card they've chosen and bring that card's full rules text, as written on the card itself, to the event.
This unique stipulation ensures that the deck remains unpredictable and weird, as players are forced to adapt to strange, sometimes nounsplaying interactions and jury-rigged rulings. It also encourages a more social, community-driven atmosphere, as players discuss each other's chosen cards, share stories, and marvel at the bizarre combinations the game creates.
The One-Card Per Player Party is more than just an EDH deck; it's a social experience that transcends the boundaries of traditional Magic: The Gathering gameplay. By embracing the unknown and the weird, players can create unforgettable experiences that truly set Commander apart from other hobby games.
So, the next time you find yourself in a Magic hangout, consider organizing an event dedicated to one of these weird EDH deck ideas. You never know what strange interactions, hilarious moments, or lasting memories you might create as you push the boundaries of Commander's endless possibilities. Until next time, keep it weird (and fun) out there!