Commander Exercise 45 – Shadrix Silverquill

Welcome back to Commander Exercise, the series where I build EDH decks for fun and to improve my deck building skills.

This time I got asked by Reddit user EsperLich to build a deck with Shadrix Silverquill as Commander!

I had the occasion to play against a Shadrix deck in one of our Commander Boxing League and so I know how scary it can get if it starts going wide and then pumping its army with the +1/+1 counters! This is how I built the deck: we are not following the political route but we are going to fill our board and then power up all our creatures. Shadrix is going wide!

Shadrix can help fulfilling your plan in many way thanks to its modal ability but surely the one that will turn most games in our favor is the one that puts +1/+1 counter on creatures… especially as it puts it also on Shadrix itself and a Commander with flying and double strike can knock out opponents really quickly. The downside of the ability is that we also have to give something to our opponents: at the beginning of the game we can use it to make some friends and then, when we have reached a dominating position (where nobody will want to strike a deal with us) we are going to use it smartly to give the less advantage possible to our opponents. Usually the Inkling is the best thing to give to one of our opponents as our main plan is to go wide.

The deck main plan is to go wide thanks to spells that will fill our board with tokens that will then get powered up by Shadrix with +1/+1 counters, getting some more bonus from other synergies.

The deck has a cost around 250$ and you can find the decklist by clicking here.

Ramp
Most of the ramp part is composed of mana rocks that will accelerate our game and fix our mana.
Strixhaven Stadium also doubles up as a win condition that goes really well with our strategy of going wide; it can be especially useful against lifegain decks that get really hard to knock out with sheer damage when they get their game set.
Pawn of Ulamog‘s Eldrazi Spawns can be used to get some mana, but with Shadrix’s counters they can also become dangerous creatures to attack with.

Going Wide
These are all the cards that come with friends or generally generate tokens, nothing much to say about them.
Elspeth, Sun’s Champion and Sorin, Lord of Innistrad‘s emblems can act as a way to substitute Shadrix if we get it blocked in some way; they are harder to pull off than our Commander but they can still get the job done.

Anthems
After filling our board with creatures is time to get them that extra punch makes them even more dangerous.
We have two categories here: the anthems that will simply power up the stats of our creatures, like Intrepid Adversary, and the ones that will add extra keywords to our creatures, like Ainok Bond-Kind.
The second category comes mostly from Khans of Tarkir, where the Abzan had a lot of synergy with the +1/+1 counters, and, despite not increasing the sheer power of our creature, they can be really clutch to wins games thanks to the evasiveness they can give to our creatures, like Flying from Abzan Falconer and Menace from Hagra Constrictor.

Death is not the End
Orzhov colors are well-known for their aristocrats synergy and we are going to take part of those to ensure us to have more resiliency against removals thanks to cards that will create tokens when one of our creatures dies. Most of these cards will check for a nontoken creature dying but Basri’s Lieutenant will produce a token each time a creature with a +1/+1 counter dies! With Shadrix as our Commander this means that most of the time we will get a creature back with it for each of ours dying.
Nadier and Nested Shambler will get bigger and bigger thanks to Shadrix and all our other synergies and then create tons of tokens when dying.

Card Advantage
Not many card advantages in the deck both because I decided to go heavily on the main plan and also because our Commander can give it to us. Esper Sentinel also has some nice synergy in the deck as it could become huge and it’s tax really hard to pay for our opponents, resulting in a nice amount of card draw for us.

Removals
Orzhov colors have probably the best removals and so we are packing various of them. Wraths effects are not the best for our plan but we need to run some of them as some situations can only be resolved by them.
A card that I really liked in this deck is Szat’s Will: with Shadrix on the field you can use it to kill some of the best creatures of your opponents and also get a nice amount of tokens.

Lands
Aside from the classic Orzhov lands with Castle Ardenvale and Memorial to Glory to produce even more tokens.
This is totally a basic manabase so feel free to upgrade it if you have fetchlands and the other pricey Orzhov lands.

I hope you enjoyed this post. Let me know how you would have built it differently, what you will have added and what not…
Also don’t forget to tell me what I should try to build next.

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