Vohar, Vodalian DesecratorVohar, Vodalian Desecrator | Art by Nino Vecia
Epic Preparations
Hello, EDHREC fans! I’m Bernardo, and this is Epic Experiment, a series where we throw all common sense aside and experiment with some unusual strategies, changing how we normally build our deck. Is it going to work? Who knows?! We’re making science here. When you’re an Izzet mage, blowing things up is half the fun.
Let's talk about Vohar, Vodalian DesecratorVohar, Vodalian Desecrator
Vohar is a surprisingly powerful commander for its cost. In a way, he works very similar to Jace, Vryn's ProdigyJace, Vryn's Prodigy, but we get a more front-loaded value effect from the Flashback effect in exchange for the flexibility of JVP's flipped side. The card filtering aspect alone can more than replace the need to play cheap cantrips, and while the ping damage won't make that much difference, gaining a few points of life can make the difference throughout a longer game.
The biggest draw to Vohar, however, is his second activated ability. The ability to play an instant or sorcery from the graveyard is very powerful and easy to build around. Even when going for a more 'goodstuff' type of build, it's possible, together with strong self-mill support, to build a toolbox that's just hanging out in our graveyard waiting for us to need it.
One of the most impressive things about Vohar is how both parts of his kits complement each other and his color combination. Reanimation decks, for example, get to Dredge away without the fear of milling a reanimation spell.
So, how will we give Vohar a twist?
Epic Ingredients
I'm a bit surprised that we don't have all that many Gyruda, Doom of DepthsGyruda, Doom of Depths Companion Vohar decks out there. This combination seems so good! They both straightforwardly complement each other, making up for each other's deficits.
The core of the deck (as is the case in many Gyruda lists) is CloneClone effects to duplicate the Gyruda effect over and over, constantly grabbing new copies to redo the effect and churn through tons of cards. Spark DoubleSpark Double and Sakashima of a Thousand FacesSakashima of a Thousand Faces may be the most important Clones because they allow us to keep more than one Gyruda on the board. Damage isn't our main gameplan, but multiple blockers or 6/6 attackers is a nice way to stay safe or eliminate players with damage if we need a backup plan. Undercover OperativeUndercover Operative's shield counter makes it a lot safer to pass the turn, which can help us go off when we untap, and Mirrorhall MimicMirrorhall Mimic and Vizier of Many FacesVizier of Many Faces provide value when they hit the graveyard.
Once we've triggered Gyruda a few times, we're ready to start phase two, which is to finish milling our opponents with the big mill spells that wound up in our graveyard from all the Gyruda milling. Cards like Maddening CacophonyMaddening Cacophony and Cut Your LossesCut Your Losses mill a ton of cards, and a big Mind GrindMind Grind has a lot of variance, but usually does the trick. We're also packing Mesmeric OrbMesmeric Orb and MindcrankMindcrank as other mill sources, which are particularly useful to finish players off after playing our big spells.
It's often best to let Gyruda die to the legend rule to avoid leaving it open to exile-based removal. This makes it important to include some reanimation effects in the deck. Blood for BonesBlood for Bones is a powerful effect that gives us access to two creatures, one to hand and one to the battlefield, and this can be used to put Gyruda safely into our hand to dodge graveyard exile effects. Ever AfterEver After is a bit expensive, but the power-to-card ratio makes it a great option to top deck or to use our commander's ability. PersistPersist and ExhumeExhume are cheap reanimation effects with a few small disadvantages, but given how our deck operates, we tend to either pass over them very quickly or just go over the top of their downsides (for instance, using PersistPersist on a CloneClone to copy the Gyruda we already have in play).
The Mixture
Voharuda
View on ArchidektCommander (1)
- 1 *Vohar, Vodalian Desecrator*Vohar, Vodalian Desecrator
Companion (1)
- 1 *Gyruda, Doom of Depths*Gyruda, Doom of Depths
Creature (18)
- 1 *Phantasmal Image*Phantasmal Image
- 1 *Snapcaster Mage*Snapcaster Mage
- 1 *Clone*Clone
- 1 *Evil Twin*Evil Twin
- 1 *Gigantoplasm*Gigantoplasm
- 1 *Mirrorhall*Mirrorhall
- 1 *Mocking Doppelganger*Mocking Doppelganger
- 1 *Phyrexian Metamorph*Phyrexian Metamorph
- 1 *Sakashima of a Thousand Faces*Sakashima of a Thousand Faces
- 1 *Sakashima the Impostor*Sakashima the Impostor
- 1 *Sakashima's Student*Sakashima's Student
- 1 *Spark Double*Spark Double
- 1 *Stunt Double*Stunt Double
- 1 *Undercover Operative*Undercover Operative
- 1 *Vizier of Many Faces*Vizier of Many Faces
- 1 *Wall of Stolen Identity*Wall of Stolen Identity
- 1 *Wonder*Wonder
- 1 *Sakashima's Protege*Sakashima's Protege
Artifact (14)
- 1 *Everflowing Chalice*Everflowing Chalice
- 1 *Mox Amber*Mox Amber
- 1 *Arcane Signet*Arcane Signet
- 1 *Coldsteel Heart*Coldsteel Heart
- 1 *Dimir Signet*Dimir Signet
- 1 *Fellwar Stone*Fellwar Stone
- 1 *Liquimetal Torque*Liquimetal Torque
- 1 *Mesmeric Orb*Mesmeric Orb
- 1 *Mind Stone*Mind Stone
- 1 *Mindcrank*Mindcrank
- 1 *Talisman of Dominance*Talisman of Dominance
- 1 *Hedron Archive*Hedron Archive
- 1 *Panharmonicon*Panharmonicon
- 1 *Thran Dynamo*Thran Dynamo
Enchantment (1)
- 1 *Animate Dead*Animate Dead
Instant (11)
- 1 *Arcane Denial*Arcane Denial
- 1 *Cyclonic Rift*Cyclonic Rift
- 1 *Drown in the Loch*Drown in the Loch
- 1 *Infernal Grasp*Infernal Grasp
- 1 *Mission Briefing*Mission Briefing
- 1 *Narset's Reversal*Narset's Reversal
- 1 *Negate*Negate
- 1 *Twin Cast*Twin Cast
- 1 *Empty the Pits*Empty the Pits
- 1 *Memory Deluge*Memory Deluge
- 1 *Wheel and Deal*Wheel and Deal
Sorcery (17)
- 1 *Exhume*Exhume
- 1 *Feed the Swarm*Feed the Swarm
- 1 *Maddening Cacophony*Maddening Cacophony
- 1 *Mind Grind*Mind Grind
- 1 *Persist*Persist
- 1 *Scour All Possibilities*Scour All Possibilities
- 1 *Stitch Together*Stitch Together
- 1 *Blood for Bones*Blood for Bones
- 1 *Bond of Insight*Bond of Insight
- 1 *Damnation*Damnation
- 1 *Deep Analysis*Deep Analysis
- 1 *Irenicus's Vile Duplication*Irenicus's Vile Duplication
- 1 *Rite of Replication*Rite of Replication
- 1 *Blood on the Snow*Blood on the Snow
- 1 *Cut Your Losses*Cut Your Losses
- 1 *Ever After*Ever After
- 1 *Army of the Damned*Army of the Damned
Land (38)
- 1 *Bojuka Bog*Bojuka Bog
- 1 *Command Tower*Command Tower
- 1 *Creeping Tar Pit*Creeping Tar Pit
- 1 *Drowned Catacomb*Drowned Catacomb
- 1 *Faerie Conclave*Faerie Conclave
- 1 *Fetid Pools*Fetid Pools
- 1 *Ghost Quarter*Ghost Quarter
- 1 *Hall of Storm Giants*Hall of Storm Giants
- 1 *Hive of the Eye Tyrant*Hive of the Eye Tyrant
- 1 *Morphic Pool*Morphic Pool
- 1 *Shipwreck Marsh*Shipwreck Marsh
- 1 *Sunken Hollow*Sunken Hollow
- 1 *Tainted Isle*Tainted Isle
- 1 *Tectonic Edge*Tectonic Edge
- 1 *Temple of Deceit*Temple of Deceit
- 1 *Underground River*Underground River
- 1 *Urborg, Tomb of Yawgmoth*Urborg, Tomb of Yawgmoth
- 1 *Watery Grave*Watery Grave
- 10 Snow-Covered IslandSnow-Covered Island
- 10 Snow-Covered SwampSnow-Covered Swamp
With the amount of self-mill we're doing, it's important that we don't overwork our commander. Snapcaster MageSnapcaster Mage and Mission BriefingMission Briefing are copies of our commander's sacrifice ability, and they give us the opportunity to access our spells effect even without Vohar around.
In addition, Flashback effects are great ways to help us grind through some types of interactions. Card draw spells, like Deep AnalysisDeep Analysis and Memory DelugeMemory Deluge, can help us dig for any other cards we need. Oh, and Army of the DamnedArmy of the Damned is a neat opportunistic threat stored in our back pocket.
Methodology
Our opening hands are very forgiving; we mostly just don't want to have many CloneClone effects. Between playing our commander and paying the Companion tax, we're pretty much tied up in the early turns.
Our first Gyruda trigger is a key moment in the game; most games we'll chain into a couple of Clone effects and keep one, but, if we hit any of our nonlegendary Clones, we can also gather a small army. Getting to untap with a Gyruda out can be pretty good, but we can always use one of our reanimation spells to get the chain started all over again.
Our late game is great, too! Between our commander and some of our graveyard recursion effects, we have a lot of potential for winning the attrition war. Just watch out for graveyard hate! That's the main way this deck shuts down, and losing access to Gyruda can be a challenge to overcome. As long as we stay focused, though, our commander and our Companion will help us 'even' the odds!
That’s it for this Epic Experiment! What do you think of this list? Do you have any questions about the deck? Which cards did you like? Which did you not? Was this experiment a success? Please let me know in the comments below!
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