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Convertible Commander: Selvala, Explorer Returned

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Selvala, Explorer Returned
Commander gives us lots of opportunities to express ourselves. We get to try different things just because we can. We can build a deck designed to create a feeling. We can build one just to have fun. Or, like today, we can do something just because we wanna. Today, we build Turbofog!

If you know what Turbofog is, you can jump down a paragraph. Turbofog is a style of deck which uses a bunch of effects so everyone draws lots of cards, then uses Fog effects to keep damage down. Ultimately, the deck does something to make sure the other player runs out of cards first (think Elixir of Immortality), and that’s the game.

In multi-player Commander, we have an advantage (each of our symmetrical card-draw effects works for everyone) and a disadvantage (each Fog works only for one combat step, and there are a bunch of them). We also have some specific problems — for example, the original Eldrazi titans shuffle themselves and the graveyard back into their owner’s libraries, and those cards show up in EDH decks all over the place.

There’s also the Angus Mackenzie of it all. Every discussion of Turbofog in Commander I read said there was no other way to do it. He has a built-in Fog and he’s in the right colors. Granted, he costs roughly a million dollars, but even if he didn’t, to all those who say it’s Angus or no one, I say thee nay! We can do whatever we want. It’s Commander. If we want to build a Turbofog deck in Selesnya (that’sgw), we can. Here we go.

Selvala, Explorer Returned ? Commander | Mark Wischkaemper


Font of Mythos
With a deck this specific, we can look at what the deck does and how each card fits in to that. This deck does precisely four things: makes everyone draw cards (Turbo), casts Fog effects (Fog), shuffles its own graveyard back into its library, and has a few ways to respond to potential problems, which include those Eldrazi and infinite combos. It also plays lands. We’re not really counting that, but let’s start with those, anyway.

40 lands, nothing else. No rocks, no ramp. We’re just going to play a land, hopefully every turn, until the end of the game. We’ve got dual lands, lands that gain us life or scry, a land which lets us hunt for an artifact (Inventors' Fair), and a few lands which destroy other lands, because we really want to destroy opposing Reliquary Towers.

Then we’ve got to get everyone drawing cards. Our Commander helps with that, because every turn everyone draws off the Parley effect — and we get extra mana and life. We’ve also got Howling Mine and Font of Mythos, which get everyone drawing, and Temple Bell and Otherworld Atlas, which require a tap. We probably want to get two or three counters on the Atlas before we start drawing, though. Rites of Flourishing is another Howling Mine. Geier Reach Sanitarium lets us use extra mana if we’ve got it. Horn of Greed will get the ramp player out of the game faster than everyone else. Then we’ve got a few more Parley cards, including Woodvine Elemental each time it attacks, Rousing of Souls, and Selvala's Charge. We’ve got a bunch of ways to get cards back from the graveyard, too, because if someone destroys one of our ways to keep the cards flowing, getting it back is pretty key. Green helps us out there, with Regrowth, Restock, Recollect, Nature's Spiral, and former Standard superstar Den Protector, and White does its part with the fantastic Sun Titan.

Arachnogenesis
Stayin’ alive happens with our Fog effects. We’ve got 30 of them, which is a lot, but sometimes we might have to cast them three or more times in a turn cycle. We’ve got one non-instant in Selfless Squire (though it does have flash), which can be quite the surprise. Arachnogenesis leaves us with a bunch of creatures; Comeuppance does a good job of wiping out the attacking player; Respite, Riot Control, and Blunt the Assault gain us a bunch of life. Encircling Fissure has Awaken. Moment's Peace has Flashback. Constant Mists may be the best one, because it has Buyback and we’ve got plenty of lands to sacrifice. Isochron Scepter is always a good find, because we can put one of our Fogs on it and use it over and over.

Two cards shuffle our graveyard back. Because we’re going to draw almost our entire library before the game ends, we’ll draw one of them. Elixir of Immortality can come down as soon as we get it and we can activate it at just about any time. As long as we get 10 cards or so, we should be good. Archangel's Light, on the other hand, is a big spell we’ll cast only close to the end, but we’ll gain a bunch of life to push through to the end and get our whole graveyard back. That should be enough to make sure we don’t draw out first.

Rout
Finally, we need an answer to a couple of specific problems. Tormod's Crypt and Rest in Peace both deal with the Eldrazi problem. Day of Judgment and Rout will blow up the board, and Rout is especially nice because we can cast it at instant speed. Nature's Claim and Krosan Grip will destroy a key artifact or enchantment. Most combos use one or the other, and Krosan Grip is especially nice because it can interrupt something which has already started. And Angel's Grace will keep us alive even if someone manages to pull off something crazy, like a massive Exsanguinate.

So we draw our hand and play out Selvala on turn three. That starts the card train going with Parley, and hopefully we can use some of the extra mana to play out some other form of card draw. Meanwhile, we probably take a few early hits and start some politicking. Once the first Fog happens, we can start talking about how we won’t Fog if they, y’know, don’t attack us. Measure the danger carefully; Fog when it’s a big crack, but don’t use one every time someone attacks into you. Constantly check your hand, count a few of the cards, and smile like you’ve got a grip full of Fogs just waiting to be deployed. Avoid playing lands until after every card has been drawn, because Reliquary Tower should come down as soon as possible. Don’t use an answer unless your opponent is going to win right then; just because something is threatening does not mean it needs to be dealt with. With any luck, your opponents will be milled out by turn 18 or so. This will be a good deck to teach patience.

But this is Convertible Commander. So what are we going to do? How about put in a batch of cards which turn our deck into an alternate win-con deck? Or maybe even an infinite combo?

Felidar Sovereign
Selvala gains us a bunch of life, so Felidar Sovereign can work; we might actually protect it through a turn cycle to get to our next upkeep. Darksteel Reactor, meanwhile, is this funny thing that’s hard to deal with and might actually get there if our opponents are somehow avoiding milling out. Stuffy Doll and Guilty Conscience work together to kill a single opponent in one move, which won’t win but can take out the blue player that counters all our Fogs or something.

The final one is complicated, but nifty and relies on our ability to draw our whole deck. We put Umbral Mantle on Viridian Joiner, and with 2 mana, we go infiniteg. (We tap him for ag, because he’s a 1/2. We use our extra two, combined with theg, to untap him, and now he’s a 3/4. We tap him again forggg, and use it to untap him again. Now he’s a 5/6, so when we tap him that time, we get ggggg, and now we have an extra two gwhen we untap him. Infinite!) Infinite mana can be helpful to cast our Fogs, but we can also use that infinite mana to cast and sacrifice Mindslaver. Crack Buried Ruin to return Mindslaver and recast it, then sacrifice it again. Then cast Sun Titan (we’ll need an additionalww) to return Buried Ruin, crack it again to get Mindslaver once more, then take control of yet another turn. With three opponents, we get three hits, which means no one controls their own turn for one cycle. Attempt to orchestrate at least one death during that process, because the next time around, we can go infinite again but we can only crack Mindslaver twice (we return Buried Ruin with our Sun Titan attack, but that’s our last chance). If someone’s dead (Stuffy Doll and Guilty Conscience?), we control the rest of the game. That probably wins. Complicated, but elegant.

There are some cards worth considering with a bit more juice. Memory Jar and Mikokoro, Center of the Sea both get the Turbo train rolling a bit faster, and without Blue, every bit helps. Heartwood Storyteller, too, will draw extra cards, especially because we cast a lot of non-creature spells. Finally, Helix Pinnacle would be a fun addition to the Optionboard, especially since we have a way to go infinite.

So we’re a Turbofog deck, which everyone thinks won’t work, and even if they do, think can’t possibly work without Blue. Then we transform it into a deck winning with a strange artifact, because we gain a bunch of life, or we take over everyone’s turns. Either way, we’re confounding expectations, casting spells rarely seen, and putting a new spin on this game we all play.

What have you done differently than normal? Do you think Turbofog can work in Commander? What did I miss? Sound off!

Meanwhile, go win a game with Holy Day.

Total cost of deck: $99.50

Total cost of optionboard: $17.45

Total cost of both: $116.95


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