Uldaros TheorixUldaros Theorix | Art by Alexander Mokhov
Previews for Reality Fracture are starting to roll out at a faster clip, and with that comes a plethora of new commanders to build. I didn't end up tackling a single legend from The Hobbit's preview cycle, and I'm excited to get back in the saddle with this set. First up is Uldaros TheorixUldaros Theorix, the Elder Sphinx representing Theorix (), the Hexhaven version of Strixhaven's Quandrix ().
What Does Uldaros Theorix Do?
Uldaros TheorixUldaros Theorix is a 5/5 with flying for . When he enters, if he was cast, you exile up to one card of each card type from your graveyard, copy them, and then cast any number of those copies with a total mana value of six.
There are a lot of ways to leverage that ability. The most common will likely be using Theorix to resolve two-card combos from the graveyard. Thassa's OracleThassa's Oracle and Jace, Wielder of MysteriesJace, Wielder of Mysteries can be paired with either Tainted PactTainted Pact or Demonic ConsultationDemonic Consultation to win the game on the spot, for example. At lower power levels, the two-card combos could be as simple as resolving Narset, Parter of VeilsNarset, Parter of Veils alongside a WindfallWindfall or TimetwisterTimetwister. My build of Uldaros won't be doing any of that! Instead, I'm building him as a Reanimator commander.
The closest analogue for my take on Uldaros Theorix is the MimeoplasmMimeoplasm deck I built for 60 to 100 - Modern Living End. A lot of the core engine is the same. The biggest difference is the creatures being ReanimateReanimated. Where that version of The Mimeoplasm is trying to bring back an army of individually inconsequential creatures, Uldaros is looking to build a smaller army of heavy hitters.
Key Cards For Uldaros Theorix
The core of the deck is comprised of Merfolk LooterMerfolk Looters and dredge cards. This package is quickly becoming one of my favorites to use in Commander, as the sheer velocity of cards they create for any deck that can utilize the graveyard is unparalleled. It's also incredibly resilient, as they can be activated at instant speed to save dredge cards from opposing graveyard hate.
One small trade-off that using this package in a Dimir () deck is that there's a greater disparity between the best and worst dredge cards without green dredgers like Golgari Grave-TrollGolgari Grave-Troll and Life from the LoamLife from the Loam around to pad the numbers. The gap between Stinkweed ImpStinkweed Imp and Nightmare VoidNightmare Void is cavernous! I've included all six cards with dredge that fit into Uldaros's color identity, and that low count can make them the hardest piece of this deck's engine to find.
Adding to the Merfolk Looter dredge engine, I've included a selection of permanents that trigger when cards leave the graveyard or get discarded. Teval's JudgmentTeval's Judgment and Monument to EnduranceMonument to Endurance are the strongest of the bunch, offering a choice between ramp and card draw on each instance of dredging a card with a looting effect. Unlike Monument to Endurance and Teval's Judgment, Tormod, the DesecratorTormod, the Desecrator doesn't have a limit to the number of times it can trigger each turn, which makes him a very effective army in a can in games where a steady stream of blockers is required to survive long enough to enact this deck's end game.
The end game for dredging over and over again and sculpting a massive graveyard is resurrecting game-breaking creatures, like Hullbreaker HorrorHullbreaker Horror, Toxrill, the CorrosiveToxrill, the Corrosive, Agent of TreacheryAgent of Treachery, and Summon: BahamutSummon: Bahamut. There are a variety of means to resurrect them from single-target staples, like ReanimateReanimate and Animate DeadAnimate Dead, to more extreme options, like Living DeathLiving Death and Rise of the Dark RealmsRise of the Dark Realms.
Bringing The Game Plan Together
After fiddling with the deck, I ended up getting to break away from the traditional Commander formula and cutting almost every traditional ramp spell. Why? Ramp spells actually muddy the waters when mulliganing and mapping the deck's early turns. This deck's ideal curve-out is a turn-two Merfolk LooterMerfolk Looter followed by a turn three Monument to EnduranceMonument to Endurance or Teval's JudgmentTeval's Judgment with a dredge card ready to discard. Paradoxically, casting a turn-two Arcane SignetArcane Signet would only slow this plan down.
A more aggressive version of this game plan is a turn-two Merfolk Looter followed by a ReanimateReanimate or Animate DeadAnimate Dead to resurrect a Hullbreaker HorrorHullbreaker Horror, Nezahal, Primal TideNezahal, Primal Tide, or some other big creature that heralds the end of the game unless the opponents band together to remove it. A 99th percentile game looks something like a turn-two Magus of the BazaarMagus of the Bazaar, discarding two of these game ending threats on turn three and casting a VictimizeVictimize to bring them both onto the board.
How Does Uldaros Theorix Win The Game?
Here, Uldaros TheorixUldaros Theorix isn't really looking to win the game in one shot. Rather, winning the game will be the end result of reaching critical mass. For this deck, that's going to mean resolving a mass reanimation spell, like Rise of the Dark RealmsRise of the Dark Realms, Living DeathLiving Death, or Living EndLiving End, and generating so much value that opponents can no longer compete. Of all those options, Rise of the Dark Realms will close games out the fastest. It's fairly trivial to mill opponents with the likes of Breach the MultiverseBreach the Multiverse and Singularity RuptureSingularity Rupture before Rise of the Dark Realms resolves.
Getting to cast these game-ending bombs is as simple as milling yourself as aggressively as possible. Uldaros is able to do all the work by himself with a big enough graveyard. He can cast Living Death and Living End from the graveyard naturally. Bigger spells, like Rise of the Dark Realms, are reachable via casting a ReanimateReanimate effect with Uldaros that then targets Scholar of the Lost TroveScholar of the Lost Trove.
The fallback win condition is burn via Syr Konrad, the GrimSyr Konrad, the Grim and PollutedPolluted. Syr Konrad is a staple of these self-mill graveyard decks, and there's a good reason for that: he's the best in class version of this effect. While in play, the deck's game plan of repeatedly looting with dredge cards can kill the table with relative ease.
Polluted Cistern is a weirder version of this effect that burns based on the number of card types milled. Both it and Uldaros Theorix heavily incentivize the deck builder to diversify their deck's card types. That's why this deck's mana base includes multi-type lands, like Valgavoth's LairValgavoth's Lair and Mistvault BridgeMistvault Bridge.
Uldaros Theorix Commander Deck List
Uldaros Theorix
View on ArchidektCommander (1)
- 1 Uldaros TheorixUldaros Theorix
Creatures (38)
- 1 Agent of TreacheryAgent of Treachery
- 1 Archon of CrueltyArchon of Cruelty
- 1 Baleful StrixBaleful Strix
- 1 Boggart TrawlerBoggart Trawler
- 1 Diluvian PrimordialDiluvian Primordial
- 1 Dragonborn LooterDragonborn Looter
- 1 Facet ReaderFacet Reader
- 1 Fang, Fearless l'CieFang, Fearless l'Cie
- 1 Fear of Sleep ParalysisFear of Sleep Paralysis
- 1 Golgari ThugGolgari Thug
- 1 GriefGrief
- 1 Hullbreaker HorrorHullbreaker Horror
- 1 Hydroelectric SpecimenHydroelectric Specimen
- 1 Kitsa, Otterball EliteKitsa, Otterball Elite
- 1 Likeness LooterLikeness Looter
- 1 Looter il-KorLooter il-Kor
- 1 Lore BrokerLore Broker
- 1 Magus of the BazaarMagus of the Bazaar
- 1 Marang River RegentMarang River Regent
- 1 Merfolk LooterMerfolk Looter
- 1 NecroplasmNecroplasm
- 1 Nezahal, Primal TideNezahal, Primal Tide
- 1 Noxious GearhulkNoxious Gearhulk
- 1 Oildeep GearhulkOildeep Gearhulk
- 1 Overlord of the BalemurkOverlord of the Balemurk
- 1 Rona, Herald of InvasionRona, Herald of Invasion
- 1 Rottenmouth ViperRottenmouth Viper
- 1 Scholar of the Lost TroveScholar of the Lost Trove
- 1 Sheoldred // The True ScripturesSheoldred // The True Scriptures
- 1 Stinkweed ImpStinkweed Imp
- 1 SubtletySubtlety
- 1 Summon: BahamutSummon: Bahamut
- 1 Syr Konrad, the GrimSyr Konrad, the Grim
- 1 Thought CourierThought Courier
- 1 Tidespout TyrantTidespout Tyrant
- 1 Tormod, the DesecratorTormod, the Desecrator
- 1 Toxrill, the CorrosiveToxrill, the Corrosive
- 1 Vohar, Vodalian DesecratorVohar, Vodalian Desecrator
Instants (9)
- 1 Cabal RitualCabal Ritual
- 1 CounterspellCounterspell
- 1 DarkblastDarkblast
- 1 DefabricateDefabricate
- 1 EntombEntomb
- 1 Fell the ProfaneFell the Profane
- 1 Sink into StuporSink into Stupor
- 1 Songs of the DamnedSongs of the Damned
- 1 Tale's EndTale's End
Sorceries (8)
- 1 Breach the MultiverseBreach the Multiverse
- 1 Living DeathLiving Death
- 1 Living EndLiving End
- 1 Nightmare VoidNightmare Void
- 1 ReanimateReanimate
- 1 Rise of the Dark RealmsRise of the Dark Realms
- 1 Singularity RuptureSingularity Rupture
- 1 VictimizeVictimize
Enchantments (4)
- 1 Animate DeadAnimate Dead
- 1 Black Market ConnectionsBlack Market Connections
- 1 Polluted Cistern // Dim OubliettePolluted Cistern // Dim Oubliette
- 1 Teval's JudgmentTeval's Judgment
Artifacts (4)
- 1 Coalition RelicCoalition Relic
- 1 Monument to EnduranceMonument to Endurance
- 1 Sol RingSol Ring
- 1 Worn PowerstoneWorn Powerstone
Lands (36)
- 1 Bloodstained MireBloodstained Mire
- 1 Clearwater PathwayClearwater Pathway
- 1 Command TowerCommand Tower
- 1 Crypt of AgadeemCrypt of Agadeem
- 1 Dakmor SalvageDakmor Salvage
- 1 Darkslick ShoresDarkslick Shores
- 1 Drowned CatacombDrowned Catacomb
- 1 Flooded StrandFlooded Strand
- 1 Hidden LairHidden Lair
- 4 IslandIsland
- 1 Marsh FlatsMarsh Flats
- 1 Mistvault BridgeMistvault Bridge
- 1 Misty RainforestMisty Rainforest
- 1 Morphic PoolMorphic Pool
- 1 Polluted DeltaPolluted Delta
- 1 Prismatic VistaPrismatic Vista
- 1 River of TearsRiver of Tears
- 1 Scalding TarnScalding Tarn
- 1 Seat of the SynodSeat of the Synod
- 1 Shipwreck MarshShipwreck Marsh
- 1 Sunken HollowSunken Hollow
- 1 Sunken RuinsSunken Ruins
- 3 SwampSwamp
- 1 Tainted IsleTainted Isle
- 1 Undercity SewersUndercity Sewers
- 1 Underground RiverUnderground River
- 1 Urborg, Tomb of YawgmothUrborg, Tomb of Yawgmoth
- 1 Valgavoth's LairValgavoth's Lair
- 1 Vault of WhispersVault of Whispers
- 1 Verdant CatacombsVerdant Catacombs
- 1 Watery GraveWatery Grave
Conclusion
I'd place this deck squarely into Bracket 2 (Core). Power-level-wise, I'd say it's on the higher end of the Bracket 2 spectrum, possible overlapping into the lower end of what I expect to play against in Bracket 3 (Upgraded). There are no Game Changers, none of the play patterns prohibited in Bracket 2, and the deck will reach critical mass most often on either turn seven or eight, usually taking an additional turn or two to win from there.
The beauty of this deck's engine is that I could very easily see changing 20-25 cards out while maintaining the Merfolk LooterMerfolk Looters and dredge cards and swapping to any number of other strategies. Want to play in Bracket 4 (Optimized)? Take out the Reanimator stuff and swap in more tutors, free interaction, and two-card combos.
Kara Blinebry
Kara is a bit of a TCG dual-classer. She's played the Pokemon TCG since 2012 and Magic since 2018. She lives for the thrill of competition, be it at a 3,000 player Grand Prix or a 30 person FNM. Her favorite formats are Pauper, Brawl, and Cube and her favorite card frame is the retro border.
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