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Conditions Allow – Medomai the Ageless
Medomai Said It’s My Turn Next
That time is upon us, once again. A new set just came out, and your playgroup is testing out new commanders like, , and . But what are we to do if none of the new legends piqued our interest? It doesn’t make sense, but it always feels bad to feel left out when others are getting new toys. We’ve been to Theros a couple of times now, though, and not every major character made a reappearance this time. One such character that I heard mentioned more than any other was .
Medomai’s absence is only made more noticeable by, a very powerful Sphinx that seems to have stolen our ageless friend’s spot in the set. Unless you think Medomai is in the set, being devoured by on . Whichever theory you subscribe to, doesn’t get much love on EDHREC, either, with only 74 decks, just below both and . All three are popular Sphinx Tribal commanders, but I think Isperia is much more straightforward, in either of her incarnations. Medomai, on the other hand, can be deceptively difficult to take full advantage of.
There are several combos that use blue creatures, rather than instants or sorceries, to take infinite turns.and are both supposed to have limiters in place so they can’t go infinite, but and easily find workarounds. Neither of those creatures have a built-in line of text that makes going infinite explicitly impossible. isn’t so lucky. This is probably why effects that grant double strike are so popular on his page. Since his ability triggers on combat damage, giving double strike will give you two extra turns every time Medomai can attack. Unfortunately, Medomai still isn’t a great Voltron commander because he can’t take advantage of all those extra turns (and extra combat steps). You could, of course, simply put all the Equipment on a different creature, but that doesn’t sound like fun at all.
The other option is to forgo havingas our commander in order to use to sneak Medomai into play attacking. This skips around the restriction that prevents Medomai from attacking during extra turns and grants you infinite turns. Again, though, I really want to build as my commander. We’re going to need to find another option.
Oh Captain, My Captain
As it turns out, finding an effect to put a creature into play in Azorius isn’t that difficult. There is exactly one creature, from Morningtide, that has the potential to do exactly what we need.is a 2/2 Soldier that can put another Soldier into play tapped and attacking from your hand when it attacks. The only downside now is that is very much not a Soldier. Blue is a tricky color, though, and things are not always as they appear on the surface.
For this deck, these two cards give us the ability to take infinite turns withand , either by naming Soldier with or changing the ‘s text to “put a Sphinx into play tapped and attacking.”
Just like any deck that tries to assemble a set combo of cards, we’re going to want as many tutors as possible.and both make the cut, alongside the just reprinted . Unfortunately, blue and white aren’t great at finding creatures. can find , along with a couple of other utility creatures, but that’s pretty much the only option.
Another vital part of our combo is puttingback into our hand to continue using , and searches for to let us do just that. and are both three-mana artifacts that fulfill the same purpose, and each are searchable with . We can fill out the rest of the deck with card draw to make sure that we find these cards as reliably as possible, along with counterspells to protect the combo once we have it together. Fill any remaining slots with artifact ramp, and we have ourselves a deck!
When Everything is Tribal, Nothing Will Be
Well, not quite. That would be much too straightforward.opens up a lot of possibilities when imprinted on an , and I want to explore as many of them as I can. The real inspiration for this deck is , who commonly plays a collection of the best lords blue has access to, making Mistform a huge threat. also makes a top appearance on ‘s page, alongside Tribal powerhouses like and .
We don’t have to limit ourselves to Tribal synergy cards, however. This deck is focused around sneaking big creatures into play, and there are plenty of great options.and both work if we’ve hacked to say Sphinx, and each offers an incredible amount of value. is great surprise removal, while shuts down a lot of the best interaction we’ll face. is a slightly more precise option, or you can take the “player removal is best removal” approach with .
But if you’d rather play for value,can be a great kick-start for a flicker strategy, as well. With , , and , we can continuously trigger and . and both let us reuse if we don’t have another flicker engine, while (and ) doubles the effects of every single creature in this category. As long as they’re Wizards, at least.
I’ll Take One of Each
A potential problem for the deck is that it’s possible that none of this could ever come together. The core combo of the deck, sneaking inwith for infinite turns, relies on a lot of pieces of an engine being in play at the same time. In actuality, it isn’t difficult to find either or . Azorius colors are very good at finding instants, artifacts, and enchantments. The hardest card to tutor for is actually .
The rest of the deck, however, is largely not dependent on type.and are at the most risk of being dead cards, but there are a fair number of Wizards in the deck. At its core, this is a flicker deck, aiming to get as much value from the repeated triggers of creatures like and as possible. Both cards are powerful alone, but triggering Unesh when enters the battlefield is gross, especially since those triggers get doubled with .
With plenty of ramp so we can cast all the expensive creatures we have, if needed, here’s the full list.
Medomai the Ageless
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It feels like there’s a lot going on here, but it is deceptively simple. The main goal of the deck is to get a flicker engine (mainly) into play and start following it up with powerful effects like . If you happen to find early on, naming Wizard to get the most out of is often the best option. Sphinx is also a good choice with . With all the card draw those two can generate, however, it usually isn’t too hard to find and to make him a mini- for Wizards. After that, all you need is ways to get back to hand every turn, which the deck is packed full of.
Do you play? What strategy do you use? Double strike could be a fun keyword to focus on, alongside a suite of aggressive Azorius fliers, perhaps. Let me know your thoughts and experiences down below, and thanks for reading!