(Folio of FanciesFolio of Fancies | Art by Colin Boyer)
You Look Like You Need a Hug.
Hello! Welcome back to Nearly Identical, a series where I take a look at two commanders with similar designs and archetypes, find out what separates them, and help you find your next commander! Today, we're looking at two Azorius (blue, white) commanders that want our opponents to draw cards: Kwain, Itinerant MeddlerKwain, Itinerant Meddler and The Council of FourThe Council of Four.
Azorius is best known for its access to the best Stax pieces needed to lock opponents out of the game. Slowing opponents down while durdling for a win-con was all Azorius was capable of until we started getting commanders that sped up the game. Kwain, Itinerant MeddlerKwain, Itinerant Meddler allows our opponents to draw cards whenever we tap him, which flips the script on the usual Stax strategy, and gives us a Group Hug commander for the first time in these colors. The Council of FourThe Council of Four decks also run a number of group hug cards like Kami of the Crescent MoonKami of the Crescent Moon and Dictate of KruphixDictate of Kruphix which will trigger our commander and have us drawing more than the rest. But why do we want our opponents to have so many cards?
Smothering TitheSmothering Tithe will turn all that card draw into Treasure so long as our opponents don't have the mana to pay. Faerie MastermindFaerie Mastermind gives us card advantage whenever opponents draw their second card, while also being able to enable card draw. Folio of FanciesFolio of Fancies can be a potential win-con if we put enough mana into it, but mostly we'll be using it to mill our opponents and deny them cards.
Based on data provided by MtGDS, Kwain and The Council of Four have a similarity coefficient of 87%, meaning there's an 87% chance of a card in a Kwain deck appearing in a Council of Four deck. Group Hug isn't really Azorius' thing, so Kwain and Council of Four seem to be pulling from the same batch of cards. But I don't think Group Hug is actually the way to go for these commanders.
I think we can turn these Azorius commanders into legit aggro decks and win through combat. So for Kwain, I want to turn our card draw into creatures. And for The Council of Four, I'm leaning in on their ability to make Knight tokens and amass a scary board for us to swing with.
Go to My Second Draw
Let's see how we're building Kwain!
Kwain's a weird guy. He allows everyone to draw an additional card with no inherent downside. He even lets everyone gain life too. There isn't a clear build path with him, but we've seen an influx of new creatures that love when we draw cards. Minn, Wily IllusionistMinn, Wily Illusionist and Alandra, Sky DreamerAlandra, Sky Dreamer both create creatures when we've drawn our second card each turn, (an incredible value given that Minn's tokens are Illusions that get bigger the more we have), and the Alandra tokens have evasion. If we have ways to untap Kwain, we can make these tokens each turn.
Prince Imrahil the FairPrince Imrahil the Fair is the latest in this "Draw Two Trigger" theme. While Imrahil only gives 1/1 Soldiers, he can come down early since he's two-drop. The Watcher in the WaterThe Watcher in the Water, on the other hand, gives us a 1/1 Tentacle token whenever we draw on an opponent's turn. One BrainstormBrainstorm and we get three of these tokens at instant speed. Plus, they can keep annoying permanents tapped down whenever they die. Now let's see how we're untapping Kwain.
White Plume AdventurerWhite Plume Adventurer and Sting, the Glinting DaggerSting, the Glinting Dagger allow us to untap Kwain each turn. With just one of our token makers out, we can quickly flood the board with tokens and outvalue our opponents. Tolarian KrakenTolarian Kraken synergies perfectly with Kwain. Whenever we draw, we can pay one, uptap Kwain, draw and then do it again, so long as we have the mana for it. With any combination of these untappers, we should have no trouble meeting the draw-two requirement on each turn.
And here's the deck!
Kwain Casts Pot of Greed to Draw Two Additional Cards
View on ArchidektCommander (1)
- 1 Kwain, Itinerant MeddlerKwain, Itinerant Meddler
Creatures (23)
- 1 Alandra, Sky DreamerAlandra, Sky Dreamer
- 1 Archon of EmeriaArchon of Emeria
- 1 DrumbellowerDrumbellower
- 1 Ethereal InvestigatorEthereal Investigator
- 1 Faramir, Prince of IthilienFaramir, Prince of Ithilien
- 1 FlumphFlumph
- 1 Heliod, the Radiant Dawn // Heliod, the Warped EclipseHeliod, the Radiant Dawn // Heliod, the Warped Eclipse
- 1 Ioreth of the Healing HouseIoreth of the Healing House
- 1 Loran of the Third PathLoran of the Third Path
- 1 Minn, Wily IllusionistMinn, Wily Illusionist
- 1 Nadir KrakenNadir Kraken
- 1 Palladium MyrPalladium Myr
- 1 Pippin, Guard of the CitadelPippin, Guard of the Citadel
- 1 Prince Imrahil the FairPrince Imrahil the Fair
- 1 Rumor GathererRumor Gatherer
- 1 The Council of FourThe Council of Four
- 1 The Watcher in the WaterThe Watcher in the Water
- 1 Tidal BarracudaTidal Barracuda
- 1 Tolarian KrakenTolarian Kraken
- 1 TriskaidekaphileTriskaidekaphile
- 1 Vizier of Tumbling SandsVizier of Tumbling Sands
- 1 Wandering Archaic // Explore the VastlandsWandering Archaic // Explore the Vastlands
- 1 White Plume AdventurerWhite Plume Adventurer
Enchantments (9)
- 1 Cleric ClassCleric Class
- 1 Imprisoned in the MoonImprisoned in the Moon
- 1 Leyline of AnticipationLeyline of Anticipation
- 1 MirrormadeMirrormade
- 1 Ominous SeasOminous Seas
- 1 Pemmin's AuraPemmin's Aura
- 1 Smothering TitheSmothering Tithe
- 1 Teferi's Ageless InsightTeferi's Ageless Insight
- 1 Wizard ClassWizard Class
Instants (13)
- 1 AetherizeAetherize
- 1 An Offer You Can't RefuseAn Offer You Can't Refuse
- 1 Arcane DenialArcane Denial
- 1 BrainstormBrainstorm
- 1 Clever ConcealmentClever Concealment
- 1 Dovin's VetoDovin's Veto
- 1 Filter OutFilter Out
- 1 Flawless ManeuverFlawless Maneuver
- 1 Generous GiftGenerous Gift
- 1 NegateNegate
- 1 Path to ExilePath to Exile
- 1 Settle the WreckageSettle the Wreckage
- 1 Swords to PlowsharesSwords to Plowshares
Sorceries (3)
- 1 Approach of the Second SunApproach of the Second Sun
- 1 Austere CommandAustere Command
- 1 WindfallWindfall
Artifacts (15)
- 1 Alhammarret's ArchiveAlhammarret's Archive
- 1 Arcane SignetArcane Signet
- 1 Azorius SignetAzorius Signet
- 1 Decanter of Endless WaterDecanter of Endless Water
- 1 Folio of FanciesFolio of Fancies
- 1 Lightning GreavesLightning Greaves
- 1 Midnight ClockMidnight Clock
- 1 Mind StoneMind Stone
- 1 Patriar's SealPatriar's Seal
- 1 Sol RingSol Ring
- 1 Sting, the Glinting DaggerSting, the Glinting Dagger
- 1 Swiftfoot BootsSwiftfoot Boots
- 1 Talisman of ProgressTalisman of Progress
- 1 The One RingThe One Ring
- 1 Thought VesselThought Vessel
Lands (36)
- 1 Azorius ChanceryAzorius Chancery
- 1 Deserted BeachDeserted Beach
- 1 Geier Reach SanitariumGeier Reach Sanitarium
- 1 Glacial FortressGlacial Fortress
- 10 IslandIsland
- 1 Lonely SandbarLonely Sandbar
- 1 Minamo, School at Water's EdgeMinamo, School at Water's Edge
- 1 Mystic SanctuaryMystic Sanctuary
- 1 Otawara, Soaring CityOtawara, Soaring City
- 1 PlainsPlains
- 10 PlainsPlains
- 1 Port TownPort Town
- 1 Prairie StreamPrairie Stream
- 1 Reliquary TowerReliquary Tower
- 1 Sea of CloudsSea of Clouds
- 1 Secluded SteppeSecluded Steppe
- 1 Skycloud ExpanseSkycloud Expanse
- 1 Temple of EnlightenmentTemple of Enlightenment
The Council Has Spoken
Now let's move on to The Council of FourThe Council of Four.
The Council of FourThe Council of Four isn't the strongest Knight deck out there, but they do passively create Knights whenever a player casts their second. In Commander, this isn't a hard ask, especially if everyone is drawing extra cards. I think The Council's ability to make Knight tokens gives us a great excuse to throw in Knight synergies. Xerex Strobe-KnightXerex Strobe-Knight has an activated ability that makes more Knights whenever cast our second spell, which is conveniently something we already want to do.
Cavalier of GalesCavalier of Gales will draw us cards as it enters and trigger The Council's first ability while also manipulating the top of our deck. Finally, we have Herald of HoofbeatsHerald of Hoofbeats which brings back Horsemanship and effectively gives all our Knights unblockable. This is pretty fitting for a deck that wants to win through combat, but I think there's so something else we can do to make this deck more efficient.
Convoke! The easiest way to cast multiple spells a turn is by casting them for free. With the ability to create up to four Knights in a turn cycle, we can cast spells like Meeting of MindsMeeting of Minds for free and trigger The Council for us on an opponent's turn. While the tokens are white, we can typically use The Council to tap for blue if needed.
There are some great Convoke spells that I've added to the deck to enhance our game plan: Clever ConcealmentClever Concealment will protect our boardstate, Bennie Bracks, ZoologistBennie Bracks, Zoologist draws us cards when we make Knights every turn, and we even have Knight-Errant of EosKnight-Errant of Eos: a Knight that can help us dig for more Knights.
But what if we could Convoke any spell in our deck? Wand of the WorldsoulWand of the Worldsoul gives the next spell we cast Convoke which can be a game changer when we cast our bigger spells for free. Invasion of SegoviaInvasion of Segovia is another permanent that grants Convoke to spells in our hand. While limited to only noncreature spells, it does untap up to four creatures for us to help cast spells on opponents' turns. Convoke gets stronger when we have ways to untap our creatures with cards like ReconnaissanceReconnaissance. Now let's see how we plan to win with our deck.
Akroma's WillAkroma's Will has become my go-to win-con in white decks. Double strike and protection from all colors is a powerful combination, and it can save your team in a pinch when you need it most. Halo FountainHalo Fountain is our backup wincon that works well with our Convoke plan. Untapping our Knights to draw cards can help trigger The Council's first ability and it can lead toward a potential win if we have 15 tapped creatures.
Maybe this is wishful thinking, but I think Synthetic DestinySynthetic Destiny is pretty strong in this deck. Exiling all of our creatures obviously isn't appealing, but with all our token Knights we create, we could pull out every creature in our deck and end up with a huge army. And if we do this on an opponent's end step, we can swing with them the next turn. Six mana is a lot to hold up, but this becomes easier when we can potentially Convoke with Invasion of SegoviaInvasion of Segovia.
With all that said, let's check out the deck!
The Council of Knights
View on ArchidektCommander (1)
- 1 The Council of FourThe Council of Four
Creatures (25)
- 1 Acclaimed ContenderAcclaimed Contender
- 1 Bennie Bracks, ZoologistBennie Bracks, Zoologist
- 1 Cavalier of DawnCavalier of Dawn
- 1 Cavalier of GalesCavalier of Gales
- 1 Dauntless BodyguardDauntless Bodyguard
- 1 Faramir, Prince of IthilienFaramir, Prince of Ithilien
- 1 Guardian of FaithGuardian of Faith
- 1 Heliod, the Radiant Dawn // Heliod, the Warped EclipseHeliod, the Radiant Dawn // Heliod, the Warped Eclipse
- 1 Herald of HoofbeatsHerald of Hoofbeats
- 1 Hero of BladeholdHero of Bladehold
- 1 Kinsbaile CavalierKinsbaile Cavalier
- 1 Knight ExemplarKnight Exemplar
- 1 Knight of the White OrchidKnight of the White Orchid
- 1 Knight-Errant of EosKnight-Errant of Eos
- 1 Loran of the Third PathLoran of the Third Path
- 1 Lyev SkyknightLyev Skyknight
- 1 Mirror EntityMirror Entity
- 1 Pippin, Guard of the CitadelPippin, Guard of the Citadel
- 1 Prince Imrahil the FairPrince Imrahil the Fair
- 1 Skyhunter Strike ForceSkyhunter Strike Force
- 1 Thistledown LiegeThistledown Liege
- 1 Unsettled MarinerUnsettled Mariner
- 1 Valiant KnightValiant Knight
- 1 Worthy KnightWorthy Knight
- 1 Xerex Strobe-KnightXerex Strobe-Knight
Instants (11)
- 1 Akroma's WillAkroma's Will
- 1 Arcane DenialArcane Denial
- 1 Azorius CharmAzorius Charm
- 1 Banish into FableBanish into Fable
- 1 Clever ConcealmentClever Concealment
- 1 Fateful AbsenceFateful Absence
- 1 Meeting of MindsMeeting of Minds
- 1 Path to ExilePath to Exile
- 1 ResculptResculpt
- 1 Synthetic DestinySynthetic Destiny
- 1 Your Temple Is Under AttackYour Temple Is Under Attack
Enchantments (8)
- 1 Dictate of KruphixDictate of Kruphix
- 1 Inspiring LeaderInspiring Leader
- 1 Intangible VirtueIntangible Virtue
- 1 Kindred DiscoveryKindred Discovery
- 1 Monologue TaxMonologue Tax
- 1 ReconnaissanceReconnaissance
- 1 Reflections of LittjaraReflections of Littjara
- 1 Wizard ClassWizard Class
Battles (1)
- 1 Invasion of Segovia // Caetus, Sea Tyrant of SegoviaInvasion of Segovia // Caetus, Sea Tyrant of Segovia
Sorceries (4)
- 1 Austere CommandAustere Command
- 1 Distant MelodyDistant Melody
- 1 Irenicus's Vile DuplicationIrenicus's Vile Duplication
- 1 Valiant EndeavorValiant Endeavor
Artifacts (15)
- 1 Arcane SignetArcane Signet
- 1 Azorius SignetAzorius Signet
- 1 Decanter of Endless WaterDecanter of Endless Water
- 1 Halo FountainHalo Fountain
- 1 Herald's HornHerald's Horn
- 1 Heraldic BannerHeraldic Banner
- 1 Howling MineHowling Mine
- 1 Lightning GreavesLightning Greaves
- 1 Midnight ClockMidnight Clock
- 1 Mind StoneMind Stone
- 1 Sol RingSol Ring
- 1 Swiftfoot BootsSwiftfoot Boots
- 1 The Circle of LoyaltyThe Circle of Loyalty
- 1 Thought VesselThought Vessel
- 1 Wand of the WorldsoulWand of the Worldsoul
Lands (35)
- 1 Azorius ChanceryAzorius Chancery
- 1 Command TowerCommand Tower
- 1 Deserted BeachDeserted Beach
- 1 Eiganjo, Seat of the EmpireEiganjo, Seat of the Empire
- 1 Geier Reach SanitariumGeier Reach Sanitarium
- 1 Idyllic BeachfrontIdyllic Beachfront
- 7 IslandIsland
- 1 Myriad LandscapeMyriad Landscape
- 1 Mystic SanctuaryMystic Sanctuary
- 1 Otawara, Soaring CityOtawara, Soaring City
- 1 Path of AncestryPath of Ancestry
- 11 PlainsPlains
- 1 Port TownPort Town
- 1 Prairie StreamPrairie Stream
- 1 Reliquary TowerReliquary Tower
- 1 Rogue's PassageRogue's Passage
- 1 Sea of CloudsSea of Clouds
- 1 Skycloud ExpanseSkycloud Expanse
- 1 Temple of EnlightenmentTemple of Enlightenment
Too Much of a Good Thing
To my surprise, Kwain, Itinerant MeddlerKwain, Itinerant Meddler leads with 4,000 decks, which is twice as many decks than The Council of FourThe Council of Four with barely 2,000 decks. Kwain was a bit of a head-scratcher when he came out, but I think over time we received more cards that filled in the pieces of its puzzle. TriskaidekaphileTriskaidekaphile wins you the game if you have 13 cards in hand, and there's a growing list of cards that make creatures when you draw. He's gotten stronger and I think people have finally caught on to his rabbit's tricks.
And unlike Kwain's ranking, I'm surprised The Council of Four doesn't have more decks. They provide a ton of value just from your opponents playing the game. They're not necessarily a group hug deck, just not one that's trying to Stax your opponents. Now to put 2,000 decks in perspective, The Council did come out in Commander Legends: Battle for Baldur's Gate, which was a big Commander set with tons of new legends. With big hitters like Miirym, Sentinel WyrmMiirym, Sentinel Wyrm taking up the spotlight, I can see how The Council might've gotten overlooked. Maybe in time, they'll see a rise in decks just like Kwain.
Let me know what you think of these commanders. Do you prefer to draw cards and make creatures, or sit back and let the rest of the table give you all the value? Let me know down below, and I'll see you next time!
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