Introduction
This list was created by me and is a turbo deck. However, it has tools to stay relevant in the late game, generating value, and can be faster or slower depending on the table you are at.
Both commanders are relevant and even though white is an extremely powerful and relevant color in cEDH, unless you intend to use stax pieces, you end up not losing much by not running this color.
Commander, FELIPE

17 commons, 18 uncommons, 61 rares and 4 mythics


1
Rejuvenating Springs
6.7
1
Training Center
16.48
1
Undergrowth Stadium
15.25
1
Morphic Pool
20.69
1
Luxury Suite
19.42
1
Badlands
448.45
1
Forbidden Orchard
10.11
1
Ancient Tomb
148.78
1
Taiga
266.09
1
Underground Sea
528.99
1
Tropical Island
313.06
1
City of Brass
29.73
1
Bayou
234.01
1
Volcanic Island
499.47
1
Exotic Orchard
0.22
1
Marsh Flats
36.08
1
Bloodstained Mire
18.97
1
Blood Crypt
22.98
1
Watery Grave
22.12
1
Polluted Delta
23.09
1
Mana Confluence
62.6
1
Steam Vents
20.82
1
Command Tower
0.3
1
Flooded Strand
17.23
1
Wooded Foothills
19.66
1
Gemstone Caverns
73.02
1
Verdant Catacombs
30.22
1
Misty Rainforest
36.69
1
Scalding Tarn
34.01
1
Ragavan, Nimble Pilferer
54.77
1
Birds of Paradise
9.75
1
Dauthi Voidwalker
7.4
1
Thassa's Oracle
39.12
1
Dockside Extortionist
46.94
1
Dark Confidant
7.25
1
Opposition Agent
35.42
1
Elvish Spirit Guide
2.14
1
Simian Spirit Guide
2.05
1
Grim Hireling
20.57
1
Jeweled Lotus
90.77
1
Lion's Eye Diamond
1017.44
1
Chrome Mox
143.68
1
Lotus Petal
38.29
1
Mana Crypt
135.02
1
Mox Diamond
1173.97
1
Mox Opal
237.61
1
Sol Ring
1.92
1
Mana Vault
105.75
1
Wishclaw Talisman
3.68
1
Arcane Signet
0.28
1
Grim Monolith
626.11
1
Talisman of Indulgence
2.72
1
Talisman of Dominance
0.63
1
Grinding Station
23.46
1
Fellwar Stone
0.69
1
Bolas's Citadel
14.07
1
Carpet of Flowers
3.66
1
Mystic Remora
13.4
1
Underworld Breach
10.89
1
Sylvan Library
39.59
1
Rhystic Study
92.12
1
Gamble
10.21
1
Imperial Seal
150.72
1
Gitaxian Probe
8.48
1
Demonic Tutor
66.79
1
Diabolic Intent
16.31
1
Jeska's Will
37.55
1
Wheel of Fortune
354.73
1
Timetwister
1408.76
1
Windfall
4.1
1
Culling Ritual
1.05
1
Peer into the Abyss
5.01
1
Miscast
2.28
1
Vampiric Tutor
74.71
1
Flusterstorm
8.59
1
Demonic Consultation
28.16
1
Dark Ritual
5.42
1
Pyroblast
8.33
1
Mystical Tutor
16.23
1
Red Elemental Blast
5.46
1
Nature's Claim
3.12
1
Chain of Vapor
18.77
1
Swan Song
16.73
1
Spell Pierce
0.22
1
Mental Misstep
12.51
1
Noxious Revival
9.23
1
Assassin's Trophy
8.59
1
Cabal Ritual
25.03
1
Abrupt Decay
1.13
1
Brain Freeze
18.77
1
Tainted Pact
28.94
1
Fierce Guardianship
66.54
1
Deflecting Swat
62.71
1
Force of Negation
79.22
1
Fire Covenant
7.81
1
Deadly Rollick
29.18
1
Force of Will
87.92
1
Ad Nauseam
23.6
98 cards maindeck

Tierlist
No Rank
Grade it yourself
*This site contains affiliate links for which we may be compensated
Certainly, one of the most beloved commanders of cEDH, its card advantage potential is insane, and so that it doesn't happen, your opponents can only cast one spell per turn. If Kraum is respected, you should get 0-3 cards per turn, if not at most it should reach 5, with the amount of ramps in the deck, it's not difficult to play him kn turn one and start filling the hand since early game.

Ikra is a controversial commander in cEDH, some like her, some hate her, I, personally, love her. She plays a key role in longer tables, granting you extra life for Ad Nauseam, even if losing life to opponents' attacks, card effects, having an Ikra on the field helps keep Ad Nauseam a possibility.
Ad
The fact that we have a commander who gains life when you attack with any creature and damages a player, in addition to being able to attack with a big flying threat, gives the possibility to pressure your opponents' life totals, while yours gets bigger.
Winning Games
This deck has two different combo lines, which are Thassa Consult and Breach.
Thassa Consult
Combo Condition: Thassa's Oracle and Demonic Consultation/Tainted Pact in hand, and enough mana to cast them.
1. Cast Thassa's Oracle
2. Respond to her ETB by casting the other spell from your hand, naming a card you don't have in your library, exiling all cards from your library.
At Oracle's ETB resolution, you win the game.
Ad
Breach
Here, we have two ways to proceed with the usual one which is Breach + Freeze + LED, and we can also go to Breach + Station + Rock.
Breach Freeze
Combo Condition: Underworld Breach in hand, Brain Freeze, and Lion's Eye Diamond in hand or graveyard, and at least 4 mana available, one blue and one red, the others two do not need to be colored.
1. Cast Underworld Breach;
2. Cast Brain Freeze, targeting you and milling at least 6 cards;
3. Cast Lion's Eye Diamond, discarding your hand and generating 3 blue mana;
4. Repeat step 3 until you have only 3 cards in the graveyard, in addition to the cards you intend to cast, then repeat from step 2 to this step;
Ad
5. When the Storm Count is high enough, target your opponents until they have no cards in their deck and pass the turn, so they lose the game.
Breach Station
Combo condition: Underworld Breach and Grinding Station + one mana rock from the ones below, all on the battlefield and untapped + at least 3 cards in the graveyard.

All of the above mana rocks generate enough mana to be cast and tapped repeatedly.
1. Tap the mana rock to generate mana;
2. Sacrifice the mana rock using Grinding Station and mill 3 cards from your own library;
3. Cast the mana rock for the escape cost, putting it into play, and untap Grinding Station.
Ad
Repeat the process until you have no cards in your deck, switching the mana rock to one that generates colored mana, then cast Thassa's Oracle and win the game.
Analyzing the Deck's Packages
Ramps

Speeding up available mana is indispensable: the more mana, the easier it is to cast multiple spells in the same turn.
For this, the deck has all the positive mana stones, the mox that make sense to be in the deck, rocks that generate colored mana, in addition to cards that generate mana only once like Elvish Spirit Guide. In addition to rituals like Culling the Weak, it also includes Grim Hireling, which generates treasures as you deal combat damage to your opponents.
Tutors

Ad
Tutors are the foundation of a deck's consistency, together with a good density of working copies, being able to find the card you need for a situation.
As we have black mana, which helps a lot with one or two mana tutors like Vampiric Tutor, Imperial Seal, Demonic Tutor and Diabolic Intent, in addition to Wishclaw Talisman, which is a reusable tutor if you have bounces to respond to its effect before it resolves.
It is critical to comment that even though red is not the color of tutors, it gives us a great one mana tutor, Gamble Red Entomb, being an optimized tutor good enough to be included in the list, mainly due to its low cost.
Card Draw

In addition to owning Kraum, this list also has other tools to guarantee you additional cards every turn, such as Dark Confidant, which is falling into disuse, but is still a very efficient card, Ragavan, Nimble Pilferer, which steals cards from the top of the opponent's deck and generates treasures (I promise this is the last time I speak well of this monkey), and that good old set present in basically every deck that can use them: Rhystic Study and Mystic Remora.
Windfall, Wheel of Fortune and Timetwister are simple ways for you to draw many cards after using up everything important in your hand.
Bolas's Citadel, Ad Nauseam and Peer Into the Abyss serve to gain access to a massive number of cards, losing life for it.
Ad
Interactions

Free counterspells, optimized removals, ways to stop an opponent even if he resolves a spell and serious hate: everything , or almost everything, that a deck needs to interact with its opponents.
We also have Fire Covenant which removes exactly the creatures that need to be eliminated, for a small amount of mana and life, Culling Ritual which, in addition to taking away every nonland permanent with mana value 2 or less, also gives you mana equal to the number of permanents it destroyed.
The counterspell package of this deck is a bit greater than the standard farm decks, just to be used in other occasions than protecting your game.
Strengths & Weaknesses
Strengths
- It's an extremely adaptive deck, being able to respond and deal with different deck types.
Ad
- It is possible to cast Kraum on turn 1.
- The deck can handle opponents attacking you well, not to mention that the commanders are tough enough to kill or withstand many creatures.
Weaknesses
- It's not as fast as other farm decks.
- At tables where your game plan will be faster, Ikra loses its usefulness on the battlefield.
Conclusion
I close this article here, stay tuned as we will soon have another cEDH deck guide!
Thanks for reading!
Ad
— Comments0
Be the first to comment