136
4/12/2024
Rhoda and Timin, Fun Control?
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $56.46
Salt Sum: 28.29
136
4/12/2024
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Commander

Quantity: 2Price: $1.28
Rhoda, Geist Avenger

Partner with Timin, Youthful Geist (When this creature enters the battlefield, target player may put Timin into their hand from their library, then shuffle.) Vigilance Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, put a +1/+1 counter on Rhoda, Geist Avenger.

Creature
Rhoda, Geist Avenger (voc) 8
1
Timin, Youthful Geist

Partner with Rhoda, Geist Avenger (When this creature enters the battlefield, target player may put Rhoda into their hand from their library, then shuffle.) Flying At the beginning of each combat, tap up to one target creature.

Creature
Timin, Youthful Geist (voc) 16
1

Counterspells

Quantity: 8Price: $5.22
Disdainful Stroke

Counter target spell with mana value 4 or greater.

Instant
Disdainful Stroke (woe) 47
1
Jwari Disruption

Instant
Jwari Disruption // Jwari Ruins (znr) 64Jwari Disruption // Jwari Ruins (znr) 64
1
Lofty Denial

Counter target spell unless its controller pays {1}. If you control a creature with flying, counter that spell unless its controller pays {4} instead.

Instant
Lofty Denial (m21) 56
1
Negate

Counter target noncreature spell.

Instant
Negate (mom) 68
1
Spell Rupture

Counter target spell unless its controller pays {X}, where X is the greatest power among creatures you control.

Instant
Spell Rupture (gtc) 52
1
Stubborn Denial

Counter target noncreature spell unless its controller pays {1}. Ferocious — If you control a creature with power 4 or greater, counter that spell instead.

Instant
Stubborn Denial (ktk) 56
1
Unwind

Counter target noncreature spell. Untap up to three lands.

Instant
Unwind (dom) 72
1
Urza's Rebuff

Choose one — • Counter target spell. • Tap up to two target creatures.

Instant
Urza's Rebuff (bro) 71
1

Draw

Quantity: 10Price: $5.52
Betrayal

Enchant creature an opponent controls Whenever enchanted creature becomes tapped, you draw a card.

Enchantment
Betrayal (vis) 26
1
Borrowing 100,000 Arrows

Draw a card for each tapped creature target opponent controls.

Sorcery
Borrowing 100,000 Arrows (a25) 45
1
Commander's Insight

Target player draws X cards plus an additional card for each time they've cast a commander from the command zone this game.

Instant
Commander's Insight (c21) 23
1
Gadwick, the Wizened

When Gadwick, the Wizened enters the battlefield, draw X cards. Whenever you cast a blue spell, tap target nonland permanent an opponent controls.

Creature
Gadwick, the Wizened (eld) 48
1
Hylda's Crown of Winter

{1}, {T}: Tap target creature. This ability costs {1} less to activate during your turn. {3}, Sacrifice Hylda's Crown of Winter: Draw a card for each tapped creature your opponents control.

Artifact
Hylda's Crown of Winter (woe) 247
1
Scroll of Isildur

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to one target artifact for as long as you control Scroll of Isildur. The Ring tempts you. II — Tap up to two target creatures. Put a stun counter on each of them. III — Draw a card for each tapped creature target opponent controls.

Enchantment
Scroll of Isildur (ltr) 69
1
Sharae of Numbing Depths

When Sharae of Numbing Depths enters the battlefield, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you tap one or more untapped creatures your opponents control, draw a card. This ability triggers only once each turn.

Creature
Sharae of Numbing Depths (woe) 213
1
Silundi Vision

Instant
Silundi Vision // Silundi Isle (znr) 80Silundi Vision // Silundi Isle (znr) 80
1
Theft of Dreams

Draw a card for each tapped creature target opponent controls.

Sorcery
Theft of Dreams (exo) 49
1
Verity Circle

Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card. {4}{U}: Tap target creature without flying.

Enchantment
Verity Circle (voc) 116
1

Land

Quantity: 33Price: $15.25
Azorius Chancery

Azorius Chancery enters the battlefield tapped. When Azorius Chancery enters the battlefield, return a land you control to its owner's hand. {T}: Add {W}{U}.

Land
Azorius Chancery (clu) 229
1
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (mkc) 256
1
Desert of the Mindful

Desert of the Mindful enters the battlefield tapped. {T}: Add {U}. Cycling {1}{U} ({1}{U}, Discard this card: Draw a card.)

Land
Desert of the Mindful (j22) 812
1
Desert of the True

Desert of the True enters the battlefield tapped. {T}: Add {W}. Cycling {1}{W} ({1}{W}, Discard this card: Draw a card.)

Land
Desert of the True (c20) 268
1
Drifting Meadow

Drifting Meadow enters the battlefield tapped. {T}: Add {W}. Cycling {2} ({2}, Discard this card: Draw a card.)

Land
Drifting Meadow (dmr) 245
1
Glacial Fortress

Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.

Land
Glacial Fortress (pip) 266
1
Irrigated Farmland

({T}: Add {W} or {U}.) Irrigated Farmland enters the battlefield tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

Land
Irrigated Farmland (mkc) 267
1
Island

({T}: Add {U}.)

Land
Island (vow) 399
8
Lonely Sandbar

Lonely Sandbar enters the battlefield tapped. {T}: Add {U}. Cycling {U} ({U}, Discard this card: Draw a card.)

Land
Lonely Sandbar (mkc) 273
1
Mystic Sanctuary

({T}: Add {U}.) Mystic Sanctuary enters the battlefield tapped unless you control three or more other Islands. When Mystic Sanctuary enters the battlefield untapped, you may put target instant or sorcery card from your graveyard on top of your library.

Land
Mystic Sanctuary (mkc) 277
1
Path of Ancestry

Path of Ancestry enters the battlefield tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Land
Path of Ancestry (mkc) 279
1
Plains

({T}: Add {W}.)

Land
Plains (vow) 398
8
Port Town

As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped. {T}: Add {W} or {U}.

Land
Port Town (cmm) 1019
1
Prairie Stream

({T}: Add {W} or {U}.) Prairie Stream enters the battlefield tapped unless you control two or more basic lands.

Land
Prairie Stream (mkc) 281
1
Remote Isle

Remote Isle enters the battlefield tapped. {T}: Add {U}. Cycling {2} ({2}, Discard this card: Draw a card.)

Land
Remote Isle (dmr) 254
1
Secluded Steppe

Secluded Steppe enters the battlefield tapped. {T}: Add {W}. Cycling {W} ({W}, Discard this card: Draw a card.)

Land
Secluded Steppe (mkc) 289
1
Sejiri Steppe

Sejiri Steppe enters the battlefield tapped. When Sejiri Steppe enters the battlefield, target creature you control gains protection from the color of your choice until end of turn. {T}: Add {W}.

Land
Sejiri Steppe (ddg) 36
1
Skycloud Expanse

{1}, {T}: Add {W}{U}.

Land
Skycloud Expanse (mkc) 294
1
Temple of Enlightenment

Temple of Enlightenment enters the battlefield tapped. When Temple of Enlightenment enters the battlefield, scry 1. {T}: Add {W} or {U}.

Land
Temple of Enlightenment (mkc) 302
1

Protection

Quantity: 7Price: $6.65
Bastion Protector

Commander creatures you control get +2/+2 and have indestructible.

Creature
Bastion Protector (mic) 80
1
Beyeen Veil

Instant
Beyeen Veil // Beyeen Coast (znr) 46Beyeen Veil // Beyeen Coast (znr) 46
1
Dawn Charm

Choose one — • Prevent all combat damage that would be dealt this turn. • Regenerate target creature. • Counter target spell that targets you.

Instant
Dawn Charm (cmr) 371
1
Glaring Spotlight

Creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof. {3}, Sacrifice Glaring Spotlight: Creatures you control gain hexproof until end of turn and can't be blocked this turn.

Artifact
Glaring Spotlight (gtc) 229
1
Loran's Escape

Target artifact or creature gains hexproof and indestructible until end of turn. Scry 1.

Instant
Loran's Escape (bro) 14
1
Sejiri Shelter

Instant
Sejiri Shelter // Sejiri Glacier (znr) 37Sejiri Shelter // Sejiri Glacier (znr) 37
1
You See a Guard Approach

Choose one — • Distract the Guard — Tap target creature. • Hide — Target creature you control gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

Instant
You See a Guard Approach (afr) 85
1

Ramp

Quantity: 9Price: $7.27
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (mkc) 223
1
Azorius Signet

{1}, {T}: Add {W}{U}.

Artifact
Azorius Signet (clu) 219
1
Everflowing Chalice

Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.) Everflowing Chalice enters the battlefield with a charge counter on it for each time it was kicked. {T}: Add {C} for each charge counter on Everflowing Chalice.

Artifact
Everflowing Chalice (mkc) 227
1
Marble Diamond

Marble Diamond enters the battlefield tapped. {T}: Add {W}.

Artifact
Marble Diamond (clb) 320
1
Mind Stone

{T}: Add {C}. {1}, {T}, Sacrifice Mind Stone: Draw a card.

Artifact
Mind Stone (mkc) 232
1
Sky Diamond

Sky Diamond enters the battlefield tapped. {T}: Add {U}.

Artifact
Sky Diamond (clb) 337
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (mkc) 237
1
Talisman of Progress

{T}: Add {C}. {T}: Add {W} or {U}. Talisman of Progress deals 1 damage to you.

Artifact
Talisman of Progress (mkc) 243
1
Thought Vessel

You have no maximum hand size. {T}: Add {C}.

Artifact
Thought Vessel (mkc) 245
1

Removal

Quantity: 3Price: $2.43
Kabira Takedown

Instant
Kabira Takedown // Kabira Plateau (znr) 19Kabira Takedown // Kabira Plateau (znr) 19
1
Ondu Inversion

Sorcery
Ondu Inversion // Ondu Skyruins (plst) ZNR-30Ondu Inversion // Ondu Skyruins (plst) ZNR-30
1
Slash the Ranks

Destroy all creatures and planeswalkers except for commanders.

Sorcery
Slash the Ranks (cmr) 47
1

Repeat tappers

Quantity: 15Price: $7.53
Aboshan, Cephalid Emperor

Tap an untapped Cephalid you control: Tap target permanent. {U}{U}{U}: Tap all creatures without flying.

Creature
Aboshan, Cephalid Emperor (plst) ODY-58
1
Citadel Siege

As Citadel Siege enters the battlefield, choose Khans or Dragons. • Khans — At the beginning of combat on your turn, put two +1/+1 counters on target creature you control. • Dragons — At the beginning of combat on each opponent's turn, tap target creature that player controls.

Enchantment
Citadel Siege (mic) 81
1
Giant Killer

Creature
Giant Killer // Chop Down (eld) 14
1
Gideon's Lawkeeper

{W}, {T}: Tap target creature.

Creature
Gideon's Lawkeeper (e01) 11
1
Goldmeadow Harrier

{W}, {T}: Tap target creature.

Creature
Goldmeadow Harrier (ddf) 3
1
Greatsword of Tyr

Whenever equipped creature attacks, put a +1/+1 counter on it and tap up to one target creature defending player controls. Equip {W} ({W}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Greatsword of Tyr (clb) 22
1
Hammers of Moradin

Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.) Whenever Hammers of Moradin attacks, for each opponent, tap up to one target creature that player controls.

Creature
Hammers of Moradin (clb) 25
1
Hidden Strings

You may tap or untap target permanent, then you may tap or untap another target permanent. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

Sorcery
Hidden Strings (dgm) 12
1
Law-Rune Enforcer

{1}, {T}: Tap target creature with mana value 2 or greater.

Creature
Law-Rune Enforcer (clu) 64
1
Leonin Bola

Equipped creature has "{T}, Unattach Leonin Bola: Tap target creature." Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves.)

Artifact
Leonin Bola (dst) 127
1
Minister of Impediments

({W/U} can be paid with either {W} or {U}.) {T}: Tap target creature.

Creature
Minister of Impediments (dis) 144
1
Niblis of the Urn

Flying Whenever Niblis of the Urn attacks, you may tap target creature.

Creature
Niblis of the Urn (dka) 16
1
Sentinel of the Eternal Watch

Vigilance (Attacking doesn't cause this creature to tap.) At the beginning of combat on each opponent's turn, tap target creature that player controls.

Creature
Sentinel of the Eternal Watch (ori) 30
1
Sunstrike Legionnaire

Sunstrike Legionnaire doesn't untap during your untap step. Whenever another creature enters the battlefield, untap Sunstrike Legionnaire. {T}: Tap target creature with mana value 3 or less.

Creature
Sunstrike Legionnaire (lgn) 22
1
Topplegeist

Flying When Topplegeist enters the battlefield, tap target creature an opponent controls. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, tap target creature that player controls.

Creature
Topplegeist (soi) 45
1

Single use tappers

Quantity: 13Price: $5.31
Aether Shockwave

Choose one — • Tap all Spirits. • Tap all non-Spirit creatures.

Instant
Aether Shockwave (sok) 1
1
Blustersquall

Tap target creature you don't control. Overload {3}{U} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Instant
Blustersquall (c15) 89
1
Bond of Discipline

Tap all creatures your opponents control. Creatures you control gain lifelink until end of turn.

Sorcery
Bond of Discipline (war) 6
1
Cone of Cold

Roll a d20. 1—9 | Tap all creatures your opponents control. 10—19 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. 20 | Tap all creatures your opponents control. Those creatures don't untap during their controllers' next untap steps. Until your next turn, creatures your opponents control enter the battlefield tapped.

Sorcery
Cone of Cold (clb) 61
1
Deluge

Tap all creatures without flying.

Instant
Deluge (10e) 79
1
Ensnare

You may return two Islands you control to their owner's hand rather than pay this spell's mana cost. Tap all creatures.

Instant
Ensnare (nem) 32
1
Githzerai Monk

Flash Flying Psychic Defense — When Githzerai Monk enters the battlefield, tap all creatures you don't control.

Creature
Githzerai Monk (clb) 20
1
Regna's Sanction

For each player, choose friend or foe. Each friend puts a +1/+1 counter on each creature they control. Each foe chooses one untapped creature they control, then taps the rest.

Sorcery
Regna's Sanction (bbd) 30
1
Sleep

Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.

Sorcery
Sleep (m19) 74
1
Solitary Sanctuary

When Solitary Sanctuary enters the battlefield, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you tap an untapped creature an opponent controls, put a +1/+1 counter on target creature you control.

Enchantment
Solitary Sanctuary (woe) 30
1
Tempest Caller

When Tempest Caller enters the battlefield, tap all creatures target opponent controls.

Creature
Tempest Caller (xln) 86
1
Thoughtweft Gambit

Tap all creatures your opponents control and untap all creatures you control.

Instant
Thoughtweft Gambit (shm) 154
1
Turnabout

Choose artifact, creature, or land. Tap all untapped permanents of the chosen type target player controls, or untap all tapped permanents of that type that player controls.

Instant
Turnabout (dmr) 70
1

Deck Stats

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Description

{"ops":[{"insert":"I'll let you in on a little secret: I love playing control decks. Doesn't matter the format, doesn't matter the meta, doesn't mater the color, there is nothing more fun to me in the game of Magic than being able to just look at your opponent and say \"No\", then slowly disassemble their board state Furthermore, in the format of Commander I firmly believe that at least one control-oriented, interaction heavy deck is good for the table as a whole, helping to prevent more degenerate combos and keeping the playing field more even while also incentivizing the social elements of a multiplayer format.\n\nWith that said, I am fully aware that many (or even most) EDH players dislike playing against control decks. Because of the multiplayer format control in EDH always tends to lean in a stax-y direction, and many players find games that involve stax decks slow and boring. As such, I have set out with the goal to craft a deck for myself that, while it is undeniably a control deck, is still fun for everyone at the table.\n\nFor the commander(s), I settled on Rhoda and Timin for a few reasons. Their colors are obviously fantastic for control, and I suspect that control through tapping down creatures will help avoid some of the traditional feel-bad of control decks by not actually being removal. Moreover, the nature of Timin's ability (and the various tap abilities in the deck) make it not only useful in keeping myself safe by tapping down enemy attackers, but also a strong offensive and political tool, offering to tap third party blockers if an opponent leaves me alone for the turn while mass tappers have interesting implications based on seating order. Finally, Rhoda offers something many control decks lack; a clear threat that should allow the deck to win the game quickly if I get into a position where I am effectively controlling the entire board, but that can still be interacted with by my opponents if I am not careful.\n\nNow that I have had a little time to tinker with the deck, I'd like to break each category of card down here so people can see my thought process and gameplan, as well as have better insight for any suggested changes or upgrades:\nLands: Can't have a deck without lands. The land count may look light, but that's just because all the MDFC lands are sorted into other categories. In general I'm running a good number of basics or various two color lands that can come into play untapped, but also a large suite of cycling lands and MDFC's. While lots of mana is good, tapped lands on turn 1 typically don't hurt the deck at all, and in the late game there are many times where I am holding mana open for an instant anyways that I may not end up needing, so being able to spend that on cycling right before my turn is actually very helpful. Similarly the MDMC's may not always be the best cards, but there is very little downside here for using them in place of more basics."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ramp: Not too much to say about ramp. In general, I want one mana rock that I can play on turn 2 in order to sneak Rhoda out a turn early., otherwise rocks become the thing I just play when I need to fix for a certain color or don't have something better to do with my mana on a given turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Repeat Tappers: If anything is hitting the board before Rhoda, this is usually it. Repeat tappers give me a lot of political tools in the early game, and if my opponent lets me amass too many they can become pretty potent in their own right. These along with Timin are also how I'm usually getting a critical mass of counters on Rhoda."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mass Tappers: While repeat tappers are usually about being defensive and political while building Rhoda up, these cards are usually played offensively, opening n opponent's entire board while getting the last few counters on Rhoda to swing for lethal. If one of these resolves, someone at the table is about to die. Those that hit all opponents also offer interesting political interactions with the player opposite us in the turn order, since if they are played on or just before our turn which opponent we try to take out means the difference between them getting a turn where one of our mutual opponents has all blockers down, or one where they themselves are fully open to attacks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Protection: This category is a bit of an odd grab-bag. The main idea is that Rhoda getting removed is very bad for the primary gameplan, so these are mostly cards that can protect him with Hexproof or Indestructible to weather whatever comes our way. There are also some cards here that just protect me from damage or spells, but those methods are pretty varied."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Counterspells: Can't play control without counterspells. These act as a second form of protection for Rhoda, as well as a way to shut down game winning combos by our opponents or just to stop them from worming out of our own win conditions. The types of counters obviously vary, but are mostly focused on countering non-creatures at a reasonable mana cost."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Removal: Currently more of an incidental category created by the MDFC lands, but also one that I will consider expanding in the future. Doesn't hurt to have a good way to remove things from the board if they snuck though your counterspells and can't just be tapped out of the way."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Draw: Arguably one of the most potent and important categories of the deck, these let us actually play control by keeping our hands full of interaction. Several cards int his category draw just an absurd number of cards when used, greatly increasing our access to counters, protection, and more mass tappers to close a game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFinally, I'd like to discuss just a few notable things I have found while working on the deck thusfar:\nTimin is a way better partner for Rhoda than I had initially assumed. I thought he would be overcosted at 5 CMC, but between the timing of those taps and that it repeats every round I'm realizing he is a better tapper than most of the cards in the deck. He's also particularly good at messing with the player who goes directly after me, while most of the tappers are most potent against the person who goes right before me."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Verity Circle is the GOAT. I hadn't really considered the ramifications here, but with Timin in play this is letting me draw an extra 4 cards per cycle minimum, mostly during other players turns. For a control-oriented deck, the huge hand sizes and selection are great and can often chain mass tapper into mass tapper until I just win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"There are way more mass tappers then I expected, which often make the single tappers feel like bad draws by comparison. Where I can sometimes just chain mass tap into mass tap every turn and that is quite potent, I may need to consider going down on single target tappers as I tweak the deck in favor of things like more removal and card draw."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The protection category feels... unfocused. Some like the MDFC's I don't mind, but it feels like the protection for Rhoda and the protection for me are both too small a category to matter independently. This is definitely an area that needs more work, with either improved focus or just cutting n favor of other defensive measures like more removal/counterpsells"},{"attributes":{"list":"bullet"},"insert":"\n"}]}
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