Commander Exercise 67 – Lord of Tresserhorn

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 my friend shapeofimaginationdotcom to build a deck with Lord of Tresserhorn as Commander.

Ten is surely a nice number for a Commander’s power (especially if paired with certain keywords) and so we are going to take a Voltron-style approach while ensuring to be able to cast our Commander.

When Lord of Tresserhorn comes into play we will have to pay 2 life (in Commander it is almost nothing), give two cards to an opponent (we can play it political and maybe make a friend) and sacrifice two creatures; this last part is the most painful one as we will have to ensure to have two other creatures if we don’t want to have to sacrifice our Commander to its own ability.
So the first part of our game will be ensuring to have all the right resources to be able to cast our Commander. The second phase will start once our Commander is on the field: we will give him Infect or Double Strike and go for the win via Commander Damage or Poison counters.

The deck was built with a 250$ budget in mind and you can find the full decklist by clicking here.

Ramp
The focus of the ramp is mostly on the few mana dorks we can have in the Grixis colors as they are a good way to ramp into our Commander and then sac them to his enter the battlefield effect.
Sword of the Animist is another nice way to ramp while it gives that extra +1 in power to our Commander to help us one-shot our opponents while giving double strike to him.

The Lord’s Underlings
The Underlings are the poor creatures we are going to sacrifice to let our Commander remain on the field. These are creatures that come with a buddy or spells that will generate two tokens for us to sacrifice. They are all with Mana Value 3 or less so to play our Commander perfectly on curve.

The Lord’s Armory
These are all the cards we are going to use to make our Commander lethal for our opponents. Mostly these cards are to give him Double Strike or Infect but we are also going to run various other power-ups.
Anger and Wonder are perfect when in the graveyard and we also have the possibility to cast them and then sacrifice them to our Commander to dump them there.

Card Advantage
Apart from the classical cards from card advantage, we also have a bit more focus on creatures that will net us some cards and equipments that can do the same thing.
We don’t have reanimation spells and so Entomb is here only to get the aforementioned Anger or Wonder into the graveyard.

Interactions
The interactions of the deck are something you will probably see in any other Grixis deck.
The only peculiar card we have is Chandra’s Ignition, which works really well with our Commander, making scorching earth of the whole field while also dealing some nice damage to our opponents thanks to the high power of our Commander.

Protection
As usual, when we focus a lot on our Commander, we will also need a wide range of protection spells to be able to keep it on the field. Unfortunately we don’t have either green or white spells but we can use artifacts to cover… plus our Commander already has a Regeneration ability.

Other
Seize the Day is perfect for our deck that usually needs to attack with only one creature as it could possibly let us deal with the whole table in a single turn. The Flashback also gives us the possibility to tutor it with Entomb and get an extra combat from the graveyard.
Torpor Orb will let us play our Commander without having to sacrifice and give cards to our opponents. It will act as a nice piece to hinder many of our opponents but also stop our other enter the battlefield abilities and it could slow us down on some occasions.

Lands
Together with the mana producing lands we also ran utility ones to make our Commander harder to block (with Rogue’s Passage or Shizo) or react to (like by giving him Haste with Flamekin Village).
Cathedral of War will give to the Lord the extra power to be lethal with the double strike, while Witch’s Clinic will give us some life to deal with other aggro decks.

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.

Advertisement

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s