Jeskai Infinite Combats [EDH]

by Acrinos on 04 November 2023

Command Zone (2 cards)

Main Deck (98 cards)

Sideboard (8 cards)

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Deck Description

Budgetless Jeskai, Kraum + Ishai Commander Deck

Flying theme, infinite combat step combo deck, with minor sphinx synergy.

Deck as an expensive and abundant mana base with 3 original dual lands, 9 fetch lands, many untap "any color" lands, and no lands that must come into play tapped, though this is unnecessary for the build to function. Deck also runs every single 2-cost untap mana rock, and a few tapped mana rocks, these are necessary for the deck to function.

Lots of card draw, plenty of protection effects, a few board clears, and no single target removal. Deck is built to be reliable, as such proactive interactivity is low and reactive interactivity is high.

Has some fun cards but for the most part, redundancy is preferred over card diversity.

How to Play

The goal of this deck is to ramp into your commanders early, follow-up with 6 and 7 cost card draw creatures, and finally win through infinite combat steps using flicking effects on additional combat triggers.

Infinite Combo work through any pair of card from the following two groups:

Additional Combats - Aurelia, Bloodthirster, or Scourge of the Throne
Flickering - Sword of Hearth and Home, Meneldor, or Brago

Basically, you attack into an opponent who can't block and use a flickering trigger to reset the additional combat creature and attack again. Archetype of Imagination can be quite helpful to stop blockers, though the evasion plus protection effects will frequently be enough to accomplish the decks game plan.

When mullaganing this deck you are always looking to hit one of your ramp sources as a 2-cost rock which ramps you right into Ishai, which can be followed up by Kraum the following turn to start accumulating card advantage. Ishai will often scout for removal as it can get big quite quickly and threaten damage, so Kraum will be free to sit on the board and draw for cards.

There is a minor Sphinx theme to the deck with the only real synergy card in Unesh to support it. Sphinx Ambassador is a card that could be removed as it doesn't explicitly progress the game plan, it just seems really fun so I run it. Between Sphinx Ambassador, Unesh and Sphinx of Uthuun, there are three cards that rely on your opponent's judgment to determine your card draw, wise selection on which opponent you select for these cards can be vital in many games.

Extra combat and flickering effects can both work on their own to repeat the card draw present on most Sphinxes meaning combo pieces can still be useful throughout a game and not purely in tandem with each other. Since there are so many different ways to build the same type of infinite combination, you don't have to be stingy with combo pieces and can use them for value if needed.

Deck has a few board clears, one sided ones with Cyclonic Rift and Austere Command, the latter of which can always be used to clear MV -3 creatures without any consequence to this build's board state. Mass phasing effects in Teferi's Protection, Clever Concealment, ensure the board protection and keep it safe from Farewell's exiling if need be. Flawless Maneuver can do the same work if the MV +4 creature mode needs to be chosen for Austere. With so much protection the build can be quite resilient and stay safe from it's own, and enemy board clears while getting consistent value from imbalanced board states.

Mass artifact destruction might be good too, but for now I opt for a copy of Hellkite Tyrant to deal with artifact strategies, which pairs well with Liquidmetal Torque. Additionally the torque can make any card a target for Sword of Sinew and Steel. Other than this combo, enchantment removal is at a minimum with board clears being the only way to deal with them. I don't see this as much of a problem though as this build runs no enchantments so picking those modes on Farewell and Austere Command are always good.

Single target removal is lacking as I find it to be bad value. Notably no copies of Swords to Plowshares or Path to Exile. Instead this deck opts to execute its own game plan and rely on board clears when things get out of control. Besides the aforementioned, Liquidmetal Torque plus Sword of Sinew and Steel combo, the closest thing to single target removal here are the counter spells and Cyclonic Rift. Generally if a card is going to end the game immediately and these won't stop it, Teferi's Protection should, but the game plan is to beat them too the punch if possible.

Overall this deck isn't too strong its more flashy and combo-y than anything. It can be quite reliable due too an overabundance of lands and 2-cost mana rocks, but due too the high top-end curve and reliance on creature based combos, it can be a boom or bust deck that relies on good timing it win games. Definitely not a competitive deck but quite strong. Even without the expensive mana base could give any 7 or 8 power level deck a run for their money. Without interruption, this deck could win between turn 6 and turn 8 due too the high number of combo pieces, high card draw, and low required materials to go infinite. In a usual game though 7-10 turns seems more realistic to pull out a win.

Special note for Arcane Denial: I have heard some contention that this card is weak as you don't want to be drawing your opponents more cards however, when fully understood this card is the best counter spell in commander. At one blue and one generic mana to counter any spell it has the power per mana of classic Counterspell but with more flexibility. Due to its ability to replace itself it actually drops you down -1 against the table because the person you counter replaces their lost card plus another one while your hand goes net 0 on card advantage, but regular counterspells takes you -2 against the table as your hand loses a card versus the two opponents you didn't counterspell, meaning it is better card advantage than a one for one counterspell usually is. When you add on that the person drawing the cards doesn't get access to those cards until their next turn and just lost one of their best cards, this means they should have a weaker hand overall. For these reasons it is the only counterspell in this deck that can't be cast for free, but also the best counterspell in the commander format.

Deck Tags

  • Commander
  • EDH
  • Jeskai
  • Blue
  • Red
  • White
  • Combo
  • Infinite Combo

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

1527060

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

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