WitherQuill

by noms74 on 15 August 2021

Command Zone (2 cards)

Main Deck (98 cards)

Sideboard (2 cards)

Creatures (1)

Artifacts (1)

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Deck Description

ever since Strixhaven came out i had an idea of merging the Witherbloom Witchcraft deck with the Silverquill Statement since they have a lot of parallels to them. So i finally managed to find time in my schedule to do just that, accept i wanted to make it a little more challenging to start off with.. i wanted to limit myself to using cards that were in the pre constructed decks only (outside of the commander/s of course , otherwise i wouldn't be able to merge the decks lol) . later i will go back and upgrade this deck with more streamlined / better cards .

what i decided to lean into with this deck is more of the gain life, as well as the gain life effects (benefits that happen if you gain life .. EX : Dina, Soul Steeper , Sproutback Trudge , Tivash, Gloom Summoner , Well of Lost Dreams) , as well as a small amount of grave yard recursion, and a splash of token gen. everything else is just what's left over from merging the 2 decks together.. i tried to streamline it as much as i could and make it as cohesive as i could while still using only what the 2 pre cons had to offer . i also didn't want the deck to focus on running only with the commanders on the field, so i made it work with or without them in play. it works either way, not going to lie, it is way more hilarious and faster with them in play, but it works just as well without them as well.

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 680 times.

Mana Curve

Mana Symbol Occurrence

26049023

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 WitherQuill

Abzan... ahhhh.. the best of all the triple color combinations! I love the concept you have done! BUT.. yes there's a but lol ...34... only 34! Lands?! And how many ramp? lets seeeeeeeeee .........9.. not bad at all! If you have consistency issues with mana though.... we know 34 reasons why ;-)

2
Posted 15 August 2021 at 04:57

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Thank you for the reply :) in all honesty the 34 lands hasn't been an issue, i won't lie i would personally put way better mana ramp in here if i was making this deck without the restraints i put on myself with only using the cards from both pre cons only (heck i'd be using way different cards all together like suture priest and soul warden just to to name a few lmao) and i would especially be using different lands instead of so many ETB tapped, but i wanted to challenge myself with the limitation of what the 2 pre cons had and mesh them together. a lot of my own personal decks run an average of 34 - 36 lands and they work fine. the mana rocks, mana ramp, and 1 mana dork help out and make it a little faster but not by much.. plus i had to keep some stuff in here while also trying to streamline what WOTC did to these decks.. lmao they were so all over the place when they released them.. this one still is to a degree but no where near as bad lol. Thank you for hte input , i always appreciate comments and insight :) Happy Gaming :)

1
Posted 15 August 2021 at 22:03

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I'm very glad to hear that the 34 count doesn't give you any issues most of the time! And you say that most of your deck have this count? Are you telling me?!! that I can take lands out of all my commander decks and put in actual cards?! OMG! (I run 35-37 ish lands in most decks)

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Posted 16 August 2021 at 00:50

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i know... it's funny :D it's as if this whole entire game is completely customizable to suit the play style of each person.. i know.. totally whacky notion :D 35-37 lands is good also. for me i like 34 - 36. i have 1 deck that runs 40.. been thinking of taking it down to 37 but idk, maybe.. we'll see.

1
Posted 16 August 2021 at 03:59

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The discrepancy in the number of lands is dependable on how early a deck is able to start stalling the opponent.
If for example a deck has cheap but efficient removal or aggression it will be able to "hold the fort" until more lands make the "next level" of castingcosts playable.

A deck can manage on unusually few lands if the aggression/removal is really well designed.

I'm used to spot these levels in non-edh decks, but I'm not enough of an expert to evaluate if an EDH deck have those qualities :)

0
Posted 16 August 2021 at 13:51

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