Magic: the Gathering
Orvar, the All-Form, a list which is courtesy from the player Luis Eduardo Nunes.
Orvar, the All-Formis a great commander to lead a Frog tribal, but let's look at his abilities which makes him a viable option on cEDH. "Whenever you cast an instant or sorcery spell, if it targets one or more other permanents you control, create a token that’s a copy of one of those permanents." The idea here is clear, use cheap spells that target permanents that you control to create copies and storm to win the game.
Cavern of Soulswithout pushing too much its monoblue mana base.
controldeck most of the time. However it pivots well to storm, so we are talking about an
adaptivedeck. The commander's static ability is used in conjunction with other blue staples to establish card advantage. After a few leaps and bounds in the early game, the mid to late game consists of establishing some infinite mana combo and using an outlet to close the game. The deck does not have such simple lines that they offend the pilot but instead uses several interchangeable effects to assemble a combo in an extremely adaptive way.
spice: "Orvar is an adaptive deck that wants to control the game and establish advantage on cards or permanents using Orvar in the early game, to transition to a robust win in mid-game. The game plan involves generating infinite mana with any of the combos present in the deck and sinks the mana in a draw outlet, first so you can draw your entire deck, then your opponents die from overdrawing. The combo lines are many, and as the deck, they are extremely adaptive, changing dramatically with your board state and with your hand. I particularly liked Orvar because it offers a viable game plan in an unprecedented way. Of course, I'm not talking about winning with
High Tide, this has been used for millennia, but how we arrive at it is very interesting and new. The deck uses very obscure cards and has very dense strategies, which, by itself, already makes the interaction with him hell. Add that to the fact that Orvar’s ability makes all interactions extremely awkward and you have a surprising resilience in mono U, which does not usually protect permanents."
Treacheryand Orvar in play,
Whim of Volrathin hand, four lands in play
Finale of Revelationor a tutor for an outlet like
Spellseeker. Notice that some card advantage engines such as
Rhystic Studywork as outlets for Orvar since after the combo is assembled we can use Whim to make an arbitrary amount of copies of those enchantments and when the opponent casts a spell, we can draw our entire deck.
Another combo.Initial Condition: Orvar in play,
Spellseekerin hand and 6 mana available.
High Tideno ETB.
Hidden Stringsno ETB.
Snap. Untap your Island.
Muddle the Mixtureand untap an Island.
Whim of Volrath. Spellseeker goes back to your hand, untap two islands.
Cloud of Faeries.
Finale of Revelationto draw your deck deck.
Blue Sun's Zenithto 101 targeting an opponent. He loses, Zenith is shuffled back and is the only card on your library.
Ponderto draw BSZ and repeat the process
Let's go into another one:Initial Condition: Orvar in play,
Coveted Jewelin play, and
Whim of Volrathin hand.
Transmute Artifactwith the copy.
spiceof the deck is in the cards that only play here and in how the combos are complicated to
decorate, but not to execute.
WeaknessesThe deck is entirely dependent on the commander! Having the commander removed or countered is troublesome and that's where the quick metagame helps us: there are more urgent threats at the table. The deck also uses
Whim of Volrathin various combos, losing it is a little bit annoying. We can use
Clockspinningas a substitute, but we need a
Sapphire Medallionto offset the additional cost.
StrengthsThe deck is fringe. Even experienced players may find it difficult to interact at the right time. Everyone knows the time to launch their counter in Oracle + Consultation, depending on the type of counter, open mana, decks on the table, priority, and all possible permutations. With Orvar, those "oh crap" moments happen much more often, where the ideal moment to interact has passed or has not yet arrived. This allows the deck pilot, instead of trying to go over the top (like a stax) or underneath (like a turbo), to pass through the middle of the other decks on the table. This ends the second article of the series, soon we will come back with another deck for you who got tired of piloting the usual decks of cEDH.