Klipdas

by NAMDEVIL on 11 July 2017

Command Zone (1 card)

Creatures (1)

Main Deck (91 cards)

Sideboard (8 cards)

Land (8)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This is my favorite commander deck. Tested this deck out a lot just so much fun. Thought I would share this with all of you. Only sucks I had to remove primeval titan and emrakul, the Aarons torn. Feel free to comment on this deck and options for side board

How to Play

Get lands out and cause havoc

Basicly get colorless creatures and destroy the rest of the creatures on the battlefield. All I can say is annihilator.

Ps. All is dust!

Deck Tags

  • Counters
  • Commander
  • Combo
  • Colorless
  • Mana Ramp

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,147 times.

Mana Curve

Mana Symbol Occurrence

0102070

Deck Format


Commander

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Klipdas

Surrak has been one of my favorite commanders since he was printed: you get a lot of use out of him early on and he blots blue out of the question. I really like the way this deck is heading, but I do have some questions and suggestions about it. Before I ask those, though, I should ask: Do you only utilize cards you have for this deck without intention of purchasing others for it?

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Posted 12 July 2017 at 03:43

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Well I have millions of cards laying around. And build this commander deck the one day. It was so good for some reason. But to answer your question if it will make it better I would source those cards most impossibly.

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Posted 12 July 2017 at 05:45

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sorry i meant possibly dam auto correct lol

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Posted 12 July 2017 at 07:03

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Lol, it's all good, autocorrect screws me over all the time.

Firstly, I have some questions regarding some of the cards in here.
(* indicates more direct suggestions, ** less direct but still useful)

1. There are some creatures in here that seem a bit out of place (i.e., Aethertorch Renegade; Kalonian Twingrove;
Grazing Kelpie; Arbor Elf). What made you choose them over others?

2. Your land count is rather low. How does your hand fare when it comes to mana?

I have some suggestions that I think you'll not only like, but will also make it run more effectively.

1. Creatures - It seems to me that the overall theme of the deck is BFM (Big F**kin' Monsters), so here are a few that
would fit into this category:

* Deadwood Treefolk - Sure, he's not that massive at a 3/6 for 5G, but his ability is what sets him as important: when
he enters/leaves the battlefield you get to recoup a creature from your graveyard.

* Bane of Bala Ged - A new Eldrazi face to fit in with your old friends. Instead of forcing them to sacrifice permanents,
however, this one forces them to exile permanents instead. Painful.

* Altered Ego - What's better than a 9/9 with Annihilator 3? How about an 11/11 (or worse) with Annihilator 3 that
can't be countered and costs half! Or any other creature you'd like (minus your own legendaries, of course). Clever
Impersonator and Progenitor Mimic fall under this as well (with the Progenitor making even more versions!).

These next few creatures are on the smaller side, but they pack a good deal of utility.

* Prophet of Kruphix - Utility, utility, utility! Not only does your commander have Flash, now all your creature spells
do! Additionally, you will have your lands untapped (and creatures) every turn for some extra added benefit.

* Sylvan Caryatid - The best answer you can imagine for needing a mana chicken. Hexproof, low-cost and provides any
mana color you want. Another good alternative would be Rattleclaw Mystic.

* Coiling Oracle - Cheap and either nabs you another land (untapped), or you get to draw a card.

** Realmwright - If you wanted to keep Kalonian Twingrove, this guy would make him suddenly and incredibly viable.

** Aetherplasm - Four mana four a blocker that can potentially give you one of your huge creatures even quicker.

2. Enchantments - So you're not heavy on them, but there are some that may prove beneficial.

* Warstorm Surge - Gains you additional damage based on your creature's power as it resolves onto the battlefield.
Easily dish out massive damage just by playing your big fellas.

* Bounty of the Luxa - A bit more recent an addition, but not less effective. Either nails you a card, or three free mana.

* Rites of Flourishing - Opponents are less likely to destroy an enchantment that helps them as well. An extra card
and an extra land is good for them, better for you.

3. Instants and Sorceries

* Sylvan Scrying - This gets you any land you want from your deck, making it indispensable in Commander.

* Guided Passage - This card was made for this deck. What better way to seal your opponent's fate than to have them
choose it themselves? This gem forces them to search your library and choose a land, a noncreature nonland card,
AND a creature, all for three mana. Everything you have is big and nasty, and it all helps, so virtually no downside.
The lazy man's tutor.

* Explosive Vegetation and Cultivate - Both of these are possible upgrades on mana ramping, for just a slight raise in
cost.

These are just a few suggestions, let me know your feedback and I can gladly offer others.

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Posted 12 July 2017 at 18:54

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