ALL CMD [1] ANH CMD [1] NN CMD [2] DUO CMD [2] OM

Commander [Bracket 2] Operation Mindfunk

I first thought about this deck before I even really had heard of 'group hug' decks. I just wondered how long I could stay in a commander game by (seemingly) posing no threat - by way of having no creatures on the battlefield - and keeping myself from harm with a variety of fog effects; until the moment when I was able to take everyone down?!

And in order to enable the most options, I needed a five-colour commander to helm the deck; and - at the time - there were literally a handful-or-two of options. This was certainly before Scion of the Ur-Dragon came along in 2017, which is why I then picked Karona, False God. Which still kind of works, as I don't really ever play them - although I have the option to do so if circumstances require it - and looking at the other five-colour options these days, Karona is still one of the best for these purposes.

The deck plays out as you can see below; a variety of Fogs intended to keep me alive; Ramp & Additional Draw plus Cost Reduction - all often with beneficial effects for all players (to keep them on-side); a few options to get my Graveyard into Library [a favourite mechanic of mine to include]; and a few cards for Playing God with a particular table interaction; Chaos to simply throw things up in the air for everyone; and a few Win Conditions - both in terms of draining all opponents' life; stealing all of their creatures in some form; or returning all lands from my graveyard to the battlefield - which goes nicely with my other gates-led win condition: Maze's End.


COMMANDER

Win Conditions

Fogs

Graveyard into Library

Ramp & Additional Draw

Cost Reduction

Playing God

Chaos

Gates Endgame

Other Lands