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Convertible Commander - Tromokratis...or Thada Adel, Acquisitor

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On our first run through Convertible Commander, we looked at how swapping out a few cards here and there can make a difference in the way the game, and our experience, turns out. This time, though, let’s look at a time-honored tradition of building a commander deck with multiple commanders and see if we can double the fun by changing out a few cards.

As a budget writer, I like how a Convertible Commander deck adds value to our cards by giving us two decks which will play in very different ways without even the need to carry two deck boxes, and all for the cost of a single inexpensive deck. With today’s deck, we can thump our opponents hard with a giant sea monster, or we can change 11 cards to use a scalpel to take the good stuff from our opponents’ stacks for our team. It gives a lot of value for a few bucks over $100.

While we’re at it, let’s have some fun with a commander most folks won’t expect.

Tromokratis

As Mono-Blue commanders go, this guy doesn’t even come close to the top of most players’ lists. With powerhouses available like Arcanis the Omnipotent or Azami, Lady of Scrolls, it’s hard to imagine a high-cmc dork that’s just sort of big and smashy being particularly interesting. However, the kraken we’ll unleash is tough to remove and quite the challenge to block. It kills in three hits; with some power-boosting, two; with some extra power and double-strike, one. That’s sure to get our opponents’ attention. So we can do something most people won’t expect from a Mono-Blue player and get seriously aggressive, exploding our mana and hitting really hard out of nowhere. Before the optionboard, this deck plays on Blue strengths without using traditional directions.

Mirrorpool
Anyone who reads my columns knows I love large mana bases, and this is no exception. We have a 7 mana commander with a bunch of equipment we’ll want to be able to cast and equip, plus an army of sphinxes and other big mana spells, so 40 lands are here. 25 of them are Islands. Then we’ve got a bunch of other lands that answer some problems without using a non-land spell slot. Mirrorpool is a new example; we’ve got quite a few great creatures to copy, and sometimes just copying a Stolen Identity can be the death of an opponent. Thanks to Eternal Masters, we’ve got Maze of Ith. It’s $10, and therefore our most expensive card, but getting one now will never be regretted. It’s a strong card for your collection, and a great way to survive another Voltron deck, particularly with Arcane Lighthouse. Tack on a bevy of mana rocks, including a Caged Sun, and we’ve got a whole bunch of mana to work with.

We’ll also draw plenty of cards. Mulldrifter is just great, Mind Unbound gets nutty fast, and Rush of Knowledge with a commander like Tromokratis refills the hand quickly. Last Thoughts draws over and over. Bident of Thassa does great work, considering our opponents’ difficulty in blocking our general. Sphinx of Magosi is a great use of extra mana. That said, unlike the traditional Blue deck which draws all the cards, we don’t actually need to. We want to get our commander out, put a piece of equipment or two on it, and start killing opponents. It’s funny to watch how our commander changes combat for opponents because they are afraid to have even a single tapped creature.

Breaching Leviathan
Fortunately, we’re not completely knocked out if someone manages to do something to our commander we can’t stop. We’ve got another kraken (Scourge of Fleets), a leviathan (Breaching Leviathan), a flight of sphinxes (Guardian of Tazeem, Sphinx Ambassador, Master of Predicaments, and Sphinx of Magosi), and a dragon (Steel Hellkite), all of which beat face, mess with opponents, and carry equipment or auras well. (Imagine Argentum Armor on a Steel Hellkite? With Aqueous Form? Ouch.)

While we’re at it, we’ve got a bunch of ways to punch our big dudes through. A few cards like Flood and Hands of Binding focus on our commander. Soaring Seacliff gives our commander flying, big trouble for the opponent with even a single creature lacking flying or reach. Other spells can help any of our big guys — Aqueous Form and Whispersilk Cloak make our creature unblockable, and Trailblazer's Boots does the same almost always. Loxodon Warhammer gives trample. Meanwhile, Neurok Steathsuit gives us the chance to protect our guys, and we can even move that thing around at instant speed. Fireshrieker and Grappling Hook both give double strike, which is terrifying with most of these guys, and either of those plus three counters from Ring of Evos Isle make Tromokratisa one-hit-kill.

Mind Control
We’ve got some fun answers, too. Answers usually remove problems, but Volition Reins and Confiscate let us steal something — anything — and make them problems for our opponents. Mind Control, too. Mystic Restraints and Stasis Cell let us lock up a troublesome creature, which is great because if they control a creature but can’t block with it, our commander is unblockable to them. Stasis Cell can be especially useful, because its activated ability may be used at instant speed and multiple times in a turn, so you could prevent a block then move it to another opponent’s creature before you kill the player with commander damage, or you can move it from a creature which is being sacrificed or removed. We’ve even got Frost Lynx (which is hilarious on Mimic Vat, by the way) and Icy Blast, which can tap down something (or a bunch of somethings) for just long enough to get our commander or our other beaters through. Echoing Truth handles token players, plus we’ve got a couple of counterspells for that occasional need.

Since we’re sneaking our guys through, Cipher spells are great. We’ve also got plenty of enters-the-battlefield effects, so that Mimic Vat and Deadeye Navigator pull their weight. Sphinx Ambassador can be comical — choose carefully!


This looks like fun. It’s going to ramp up, answer a couple of problems, and smash pretty hard. I made a choice for Maze of Ith over Rhystic Study, but with a few more bucks, I’d probably put them both in. Lightning Greaves and Swiftfoot Boots (or any haste-granter) would be very strong, but seemed too linear and not as fun. A turn six double striking Tromokratis is really strong. One with haste and hexproof seems like a bit much.

But the optionboard really changes the flavor to focus differently. Rather than having a few different options for a couple of cards, instead we’ll swap in all 11 to have a different deck, including the commander, and instead of winning with our own creatures we plan to punish our opponents with their own resources! Here’s what we’re going to carry with our deck and be ready to drop in:

Homeward Path
By changing these 11 cards, we back way off of our super-aggressive style and move into a playful, mess-with-our-friends’-heads kind of deck. We can use our Voltron pieces to help get Thada Adel through, but once we do, we get to start stealing stuff right out of our opponents’ stacks. We still need plenty of mana to play our opponents’ big artifact spells, so that part of the deck stays. We still need the card draw and the Voltron suite will work well with the stuff we steal. We need to keep our opponents off their own Homeward Path or Hammerheim (and as long as you’re looking at their deck to find an artifact, check to see if an opponent has those threats), but we have multiple ways to do that. We add a few things that start turning lands into Islands, which turns on Islandwalk. Etherium Sculptor makes opposing artifacts a touch easier to cast. And while Draining Whelk only steals the power from another spell, Mind's Dilation and Knowledge Exploitation just steal outright. Think of your smile when you play the Mayael the Anima player’s Titanic Ultimatum at the beginning of her first main phase. If you are gracious, you might apologize as you play it, but if she doesn’t want it played it should not have been in her deck . . . 

What to take out for the optionboard? A good question. I’d start with Breaching Leviathan, Scourge of Fleets, Loxodon Warhammer, and Sword of Vengeance. Tromokratis comes out, too, and Homeward Path for Strip Mine. But that leaves five more, so I’ll leave that to you. What would you remove? What would you add to the original deck? Would you do more to transform the deck? And while we’re at it, what commanders would you like to see get the Convertible treatment?

Now get out there and beat down with your Mono-Blue deck! Or steal your friends’ stuff. Your choice.

Total cost of deck: $86.88

Total cost of optionboard: $18.08


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