Plane Dominating Conqueror

by Refugeanoth on 07 November 2018

Command Zone (1 card)

Creatures (1)

Main Deck (99 cards)

Sideboard (1 card)

Land (1)

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Deck Description

This is my current premium deck, with every card in the deck being the most expensive promo I can find, or a foil barring a promo existing. (DESCRIPTION FOR THE FORMAT THIS DECK WAS BUILT IN BELOW!)

The deck benefits heavily from the format it was designed to operate inside, being able to play 2 land and draw 2 cards per turn is a huge boon for putting this deck on a competitive level with much faster decks. There's little in the way of a cohesive central strategy that the deck aims to follow every game, it has multiple win-cons with dictate of the twin gods being flashable during a decisive warstorm surge trigger or sarkhan's unsealing. Some of the most fun to be had in the deck comes from the multiple interactions with sundial of the infinite, with insurrection becoming a permanent capture of every creature on the field, chance for glory and archangel avacyn giving your creatures indestructable permanently and giving you an extra turn with no downside, flameshadow conjuring, kiki-jiki, sneak attack, zirilan, xenagos, mirage mirror, scion of the ur-dragon, etc etc... So many cards in the deck have interactions with it that gives the card so much utility outside of it being able to just exile the stack if things get too hairy on your turn.

The deck also benefits heavily from cost reductions in the form of heartless summoning, goreclaw, ur-dragon, fist of the suns and jodah, and also has the benefit of quicksilver amulet, sneak attack, omniscience and kaalia to cheat creatures and other cards into play. It's not uncommon for the deck to spit out 1 or 2 large dragons and win with a combination of copy effects and combat tricks that are very difficult to predict or prepare for. The deck has multiple haste-enablers as well and with crucible and ranumap and windgrace and scapeshift, it's more than capable of playing land every turn to ensure that it rarely get's mana stuck.

The deck is an absolute blast to play and is extremely "fair" in the sense that it behaves much like a souped up battlecruiser magic deck and feels incredibly powerful to play. I've also played it in normal commander games and it's very fun there as well! Enjoy!

How to Play

PLANE DOMINATING CONQUEROR

In PDC, players take on the role of a powerful Conqueror who leads their army in a vast, multiversal conflict known as the Dominating. In the Dominating, Conquerors travel from plane to plane, driving entire civilizations beneath their heel and reaping the rewards of the planes they consume in their cataclysmic invasions, but they do not go unchallenged! Other Conquerors seek the riches of the planes and bring with them powerful archenemy machinations and schemes befitting their diabolical power! Only one Conqueror may harness the powers of the planes, win the Dominating and be named the Absolute Conqueror!

GENERAL RULES
Conqueror functions similarly to EDH in that there is a single, legendary creature or planeswalker who resides in your command zone over the course of the game who may be summoned to the battlefield by paying its mana cost. Cards in a players deck may only consist of cards with the same mana identity is their commander. At the beginning of the game, when you draw your starting hand, you may selectively mulligan your first hand up to the same amount as you begin with (7), and treat every mulligan that follows after the first as though it were a regular mulligan (reducing your starting hand by 1 card every time you mulligan). In PDC, you have no maximum hand size and draw 2 cards on your turn and may play 2 land on your turn. If your commander is on the battlefield, you may draw 3 cards and play 3 land on your turn.

The primary difference between standard Commander and Conqueror is the addition of a “Dominating Deck” Composed of planeshift planar cards and archenemy schemes and ongoing schemes shuffled together into a single deck (we encourage you to find a combination that is enjoyable for your specific playgroup, but we have found that maintaining a roughly even split between planechase cards and archenemy cards to work well). Before the game begins, all players are given 10 cards from the Dominating deck, they then proceed to draft to the left or right, one card at a time until everyone has selected 5 cards ( the leftover cards are put to the bottom of the Dominating deck) On each players turn, at any point during their turn, they MUST roll the Planar dice once and apply the effect of the die roll to the center deck. On a planeshift result, one of two things will happen, either A: a new card will drop from the center deck, and if the card that drops is a plane, it will affect the entire table with its planar effect, or B: The turn player will put a card from his hand of drafted planes and schemes into play. If the result is a chaos roll and there is a plane that has a chaos effect, that effect is applied. If the player rolls a blank result or rolls a chaos result for a center card that cannot use it, nothing happens. If a player rolls a planeshift card and an archenemy card drops from the Dominating Deck, that cards effect is applied as though the turn player were an archenemy and all other players will receive the negative affect of the card. If an ongoing scheme is revealed, that card remains in the turn players control until the qualifications of the card are met to have it removed. At the beginning of a new turn, if there is no card from the Dominating Deck in play, one of 2 things will happen. A: a new card will drop automatically from the center deck BEFORE the turn player draws a card, or B: the turn player will put a card into play from their drafted planes and schemes in their hand.

VARIOUS RECOMMENDATIONS
If a plane has remained active for longer than 2 rotations around the table, we recommend that it be put to a vote to forcibly shift to a new plane (variety is the spice of life!). We have found that combo decks, or decks that can wipe out the entire table in a single turn to be somewhat the antithesis to what this format represents. Our playgroup only allows any one player on their turn to be able to eliminate one other player at a time (forces the combo players to be smart about when and how they execute their combo so they can protect themselves after eliminating a player). Ultimately, at the end of the day, this is a casual format that allows even lower-end edh decks to stand up and fight against top tier competitive decks. The Planes are extremely fickle and the gamestate can swing wildly from turn to turn, shifting the balance of power multiple times. This anarchy is part of what makes the games so wildly enjoyable in conjunction with the general speed of the games due to the acceleration of draw and land play (we’ve played with 10 people at once and have never had a game go longer than 3 hours, with 2 person games usually being under an hour). At the end of the day, have fun with it! Adapt it to your playgroup as you see fit and play in pursuit of a FUN game!

MAY THE PLANES SHIFT EVER IN YOUR FAVOR!

Deck Tags

  • EDH
  • Aggro
  • Dragon
  • Copy
  • Mana Ramp
  • Fun
  • Burn
  • Land

Deck at a Glance

Social Stats

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This deck has been viewed 943 times.

Mana Curve

Mana Symbol Occurrence

1613135821

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 Plane Dominating Conqueror

Would love suggestions for fun cards to add to the deck that might benefit it within the context of the PDC format. I have a healthy group of commander players that bring their decks every week to the shop to play this format and they love the anarchy and wild swings that the center deck provides! It really puts every deck into an even playing field and always makes for incredibly interesting and fun plays!

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Posted 07 November 2018 at 17:24

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