MetaMox
COMMANDER · DECK
@dave-lo · 2024-02-06
Akiri, Fearless Voyager
134 CARDS (LIMIT 100)
DECK $
$2,509.26
MYTHIC
25
RARE
76
UNCOMMON
32
COMMON
18
COMMAND1 CARD

Creature

1 card
MAIN133 CARDS

Creature

30 cards
NAMECOSTPRICE

Enchantment

9 cards

Artifact

30 cards

Sorcery

9 cards

Instant

14 cards

Land

31 cards
MONEY CARDS·102 CARDS·$1,991.50
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Creature

26 cards
NAMECOSTPRICE

Enchantment

8 cards

Artifact

26 cards

Sorcery

9 cards

Instant

14 cards

Land

19 cards
SAMPLE HAND7 CARDS
NAMECOSTTYPEPRICE
CURVE
1016121227312455106+
COLOR
W: 54 pipsR: 34 pipsC: 189 pips
TYPES
Land41
Nonbasic29
Basic12
Plains10
Mountain9
Desert1
Saga1
Urza's1
Artifact39
Equipment26
God2
Cat1
Golem1
Human1
Kirin1
Rabbit1
Soldier1
Creature31
Human14
Warrior5
Equipment4
God4
Knight4
Kor4
Advisor2
Artificer2
Cat2
Cleric2
Dwarf2
Soldier2
Adventure1
Angel1
Barbarian1
Detective1
Faerie1
Giant1
Golem1
Kirin1
Rabbit1
Rebel1
Scout1
Party7
Instant14
Enchantment12
God2
Aura1
Class1
Rune1
Saga1
Urza's1
Sorcery11
Adventure1
Faerie1
Human1
Legends28
Historic56
LAND PROBABILITY
41 LANDS · 133 CARDS
OPENING HAND
MISS A LAND DROP

Assumes one card drawn per turn, one land played per turn, no additional draw or recursion, no discard, and only counting cards in Main. Select a different number of lands in opening hand to see the adjusted missed land drop distribution.

TURN 10.0%
TURN 20.0%
TURN 30.0%
TURN 423.3%
TURN 552.3%
TURN 674.5%
TURN 787.8%
COMMANDER BRACKET
Bracket 4 · Optimized
COMBOS9 COMBOS
Bracket 2
arguably two-card combo, for six mana or less, pieces included
  • Infinite artifact ETB
  • Infinite artifact LTB
  • Infinite artifact sacrifice triggers
  • Infinite artifact tokens
  • Infinite colored mana
  • Infinite combat damage
  • Infinite combat phases
  • Infinite mana creatures you control can produce
  • Infinite Treasure tokens
  • Infinite untap of creatures you control
Bracket 2
arguably two-card combo, for six mana or less, pieces included
  • Infinite combat phases
Bracket 1
doesn’t raise the bracket
  • Infinite LTB
  • Infinite ETB
  • Infinite combat phases
  • Put all Equipment cards from your library onto the battlefield
  • Infinite combat damage
  • Put all basic lands from your library onto the battlefield
  • Infinite untap of Samurai you control
ALSO NEEDS
Equipment That Gives Haste to a Creature
Bracket 1
doesn’t raise the bracket
  • Infinite LTB
  • Infinite ETB
  • Infinite combat phases
  • Put all Equipment cards from your library onto the battlefield
  • Infinite combat damage
  • Put all basic lands from your library onto the battlefield
  • Infinite untap of Samurai you control
Bracket 1
doesn’t raise the bracket
  • Infinite combat damage
  • Infinite combat phases
  • Infinite creature ETB
  • Infinite creature LTB
  • Put all basic lands from your library onto the battlefield
Bracket 1
doesn’t raise the bracket
  • Infinite draw triggers for all players
  • Infinite looting for all players
  • Near-infinite magecraft triggers
  • Near-infinite storm count
Bracket 1
doesn’t raise the bracket
  • Infinite combat phases
  • Infinite creature tokens with haste
  • Infinite creature ETB
  • Infinite mana creatures you control can produce
  • Infinite untap of creatures you control
Bracket 1
doesn’t raise the bracket
  • Infinite draw triggers for all players
  • Infinite looting for all players
  • Infinite self-discard triggers for all players
  • Near-infinite colored mana
  • Near-infinite Treasure tokens
Bracket 1
doesn’t raise the bracket
  • Infinite combat phases
  • Infinite death triggers
  • Infinite creature ETB
  • Infinite creature LTB
  • Infinite creature sacrifice triggers
  • Put all Equipment cards from your library onto the battlefield
LEGALITYCOMMANDER-FAMILY FORMATS
COMMANDER
Legal
CEDH
Not cEDH
  • 8 game changers — cEDH lists run 10 or more, and nothing names it cEDH
Group
Color
View
Comments · 1
  • # Strategy The idea is to get a few creatures out, each with 1+ equipment on them, so we can start drawing and impulsing into a bunch of cards every turn. This snowballs us faster into our win conditions. ## Win Conditions **Infinite alpha strikes** involve getting out multiple equipped creatures and swinging with them repeatedly. While there are certainly more cards involved in this, these loops are by far the most common way of our deck popping off because there's a ton of redundancy, practically everything in the deck feeds into these, and opponents will often let pieces stay on the board long enough to pop off. * Waves of Aggression and Akiri, Fearless Voyager can put us into near-infinite combat steps as we keep drawing, and keep untapping, and discarding lands to re-cast Waves of Aggression. This usually needs to be fed by Sword of Feast and Famine or Professional Face-Breaker. * Aggravated Assault with Sword of Feast and Famine is frequently going to be unlimited combat phases. * Aggravated Assault with The Reaver Cleaver will go infinite if it can connect and deal 5+ damage. * Aggravated Assault with Professional Face-Breaker does not go infinite as it caps out at 1 treasure per opponent, but you can usually get many off. Our **two-card infinite combos** can also close out the game but they're expensive on their own and they're usually removal magnets. These are combat wins if the opponents don't have instant speed removal, indestructible blockers, or fogs. * Aurelia, the Warleader with Helm of the Host. Every time the copy triggers, we get another combat step. Keep sending in the copies. * Godo, Bandit Lord with Helm of the Host. Every time the copy triggers, we get another combat step. Keep sending in the copies. **Draw the deck**: * Smothering Tithe, Underworld Breach, and Wheel of Fortune lets us just draw the entire deck if our opponents don't get instant speed removal. Note that Moraug, Fury of Akoum has a ton of limitations on it so it won't get us too many extra combat phases. * the landfall trigger specifically says it must happen during our main phase, so it does NOT work with Sword of the Animist or Sword of Hearth and Home. * Sword of Forge and Frontier will get a few extra attacks in but also won't go near-infinite. We can play the extra lands during our second main, but Moraug doesn't grant additional main phases to play lands in. ## Synergies * Use Sunforger to cast an instant, it goes to the yard, and then put it right back in the deck with Mistveil Plains. # Card Choices ## Maybe - Not Goldfishable These need to be tested more outside goldfishing: * Clever Concealment is fetchable off of Sunforger and often castable for free from the hand. However, that's often still not good enough. It ONLY protects against removal, nothing more. * Boros Charm is often fetchable with Sunforger but most of the time it's only being played for mass indestructible and we usually have better options. * Teshar, Ancestor's Apostle doesn't goldfish well for testing. * Reconstruct History doesn't goldfish well for testing. * Wild Magic surge is instant speed removal that doesn't goldfish well for testing. ## Maybe - Mass Haste * Purphoros, Bronze-Blooded costs more than other options but is very hard to remove and it is often a big dumb creature to smash also. * Hammer of Purphoros is one option for mass haste at only 3 CMC. * Rising of the Day is another option for mass haste at only 3 CMC. ## Nope - Ramp * Mind Stone is a single colorless that enters untapped, but we have so much other draw we rarely sacrifice it. This means it's usually just a 2 CMC for 1 colorless ramp card. * Liquimetal Torque is just underpowered vs our other ramp. We usually have metalcraft without it, and have no other synergy from turning things into artifacts, so it's virtually always just 2 CMC to ramp 1 colorless. Fellwar Stone is strictly better as we sometimes get colored mana from it. * The Irencrag is just underpowered vs our other ramp. * Thought Vessel is cut for the same reason as Anger. Some of our draw is actual drawing while other card advantage is from digging or impulsing. * Wayfarer's Bauble is overcosted. We'd rather have Bitterthorn, Nissa's Animus even though it's 1 turn slower, because it's repeatable, and it's equipment for anything that tutors or digs for equipment. ## Nope - Mass Haste We don't enough creatures per turn where mass haste is really necessary outside a Sword of Feast and Famine because we already have multiple haste equipment. * Urabrask the Hidden * Goro-Goro, Disciple of Ryusei is bad for mass haste because our creatures enter in cycles and we have to keep activating it over and over again. * Dowsing Device transforms too much to provide mass haste. * Ogre Battledriver adds haste when the other creatures ETB, not providing haste to anything that's already entered. This makes it strictly worse than a static ability, because our main loops will often dump creatures out on the board out of any particular order. * Anger often doesn't have any discard outlet other than over-drawing though. And sometimes it gets impulsed, which makes it completely dead -- we don't want to have to cast it and then find a way to kill it. * Fervor is worse than Rising of the Day and Hammer of Purphoros ## Nope - Voltrons We rarely want to suit up a single creature and swing with that. Instead of knocking out a single player, we'd rather knock out everyone with one of the win-con loops. * Valduk, Keeper of the Flame * Kemba, Kha Regent * Balan, Wandering Knight is significantly worse than Ardenn, Intrepid Archaeologist * Danitha Capashen, Paragon * Kazuul's Toll Collector * Champion of the Flame We are still playing Wyleth, Soul of Steel though, as he can keep the loop going on his own if we voltron with him. ## Nope - Big Dumb Stuff These are just generally good cards but don't have enough other synergy with the deck to make the cut, as there's other Big Dumb Stuff that's better. * Anim Pakal, Thousandth Moon * Gisela, Blade of Goldnight * God-Eternal Oketra ## Nope - Draw * Glimmer Lens is only a single card per turn on a 2/2 that's easy to kill. We're often already doing a lot more than that. * Reforge the Soul is just not a good fit. At 5 mana, it's overcosted -- prior to the deck doing its thing, this costs too much, and once the deck is doing its thing, it's ripping through 8+ cards a turn. We don't need to give opponents more cards for this cost. * The One Ring doesn't have any untap synergies for it, so its just plain draw + fog. We already have so much more draw. * Mangara, the Diplomat depends very much on the group it's being played in, but Nelly Borca, Impulsive Accuser is usually better as it prevents blocking, pushes those creatures through to force drawing. * Winota, Joiner of Forces doesn't have a good enough mix between humans and non-humans. * Minas Tirith is activated rarely if ever. We'd rather have a fetchable basic than *sometimes* being able to pay 1WW to draw a card. * Rohirrim Chargers usually only exerts once. These one-and-done diggers don't cut it. * Astor, Bearer of Blades is just too overcosted. Most other cards with similar effects can do this multiple times yet it only digs once. ## Nope - Tutors * Forging the Tyrite Sword is just too slow. Drawing it any time beyond turn 5 is just outright bad, and it's overcosted for the pace. * Axgard Armory - entering tapped is already bad, we have enough equipment tutors already. ## Nope - Other * Great Furnace and Ancient Den only synergize for metalcraft on a few cards, and we usually have metalcraft elsewhere anyways. Having more basics for fetching is much better. * Ethersworn Canonist is great for early and mid-game to slow our opponents down, but it's often a late-game nonbo as it shuts down our loops. * Zirda, the Dawnwaker is much worse than multiple better cost reducers already in the deck. * Goldwardens' Gambit is a win condition that just doesn't win enough. * Nahiri, the Lithomancer just doesn't do enough, especially not for 5 mana. * Battlefield Forge doesn't make the cut as we want more basics. * Blackblade Reforged is just raw stats and Kaldra Compleat gets fetched up instead. * Bloodforged Battle-Axe doesn't trigger enough on its own as it provides no evasion, and is on-hit (not attack). We'd rather just have a sword. * Open the Armory is overcosted vs the other tutors. * Sunhome, Fortress of the Legion is rarely if ever activated as we're not doing voltron. * Basri Ket is way better in 1v1 than 4P. He just doesn't hold his own here.