Commander Deck Tech: Syr Carah, the Bold
07/01/22 0 comments
In this article, we will talk about a Group Slug with Syr Carah the Bold, a versatile commander option, capable of surprising explosive turns, reducing your opponents' life total to dust.Edit Article
Throne of Eldrainemade a huge impact in every format. Legendary cards from this set are The Great Henge, Oko, Thief of Crowns, Korvold, Fae-Cursed King, Questing Beast, Rankle, Master of Pranks, Embercleave, Chulane, Teller of Tales, among others. One of the highlights is the knights cycle, which are uncommon legends with different power levels and acceptance, the most popular being Syr Konrad, the Grim, and the most powerful Syr Carah, the Bold. The knight of
Emberethis a sleeper, that is, a card with immense potential to be discovered. Its particularities have been tested with greater commitment in the cEDH community, seeking to structure a deck that allows them to develop their skills to the fullest, having made interesting results in competitions and being little explored at casual tables.
Group Slugusing Syr Carah, the Bold to create a powerful
card advantageand, to the same extent, reduces the opponents' main resource: life totals.
About Syr Carah
Throne of Eldraine: The Wildered Questwe don't have the direct participation of Syr Carah, or any of the champion knights of the Eldraine courts, only the information that the best knights were sent on a search for the lost king with the twins Rowan and Will, The Royal Scions.
The Strategy: Group Slug
Burn, which consists of defeating opponents quickly using spells and abilities, Other archetypes that can be made are the
Spellslinger, which is centered around playing as many instants and sorceries as possible in quick succession, and the
Group Slug, which is meant to cause a huge resource reduction to all players in symmetrically, the
Spell Copy, which duplicate the effects of cast spells. We also have two creature-based archetypes, which are Treasures and Dragons, both of which may or may not be based on Dragon's Approach.
Group Slug, among the many existing ones, is the symmetrical spells that tend to have a lower mana cost, and the main one:
an additional draw. After all, drawing four cards is always better than drawing three. Syr Carah, the Bold permeates courage. This means that when we damage our life points, we also draw a card with her. Although we can classify the deck this way, we opted for a mixed and optimized approach so as not to give up excellent cards like Fiery Confluence, which triggers up to nine times in a standard game, or Delayed Blast Fireball, which when played from exile by our commander's ability deals 5 damage to all opponents and creatures they control, for just mana.
Steam-Kinwhich has a mana rate for every three spells, even if the resulting mana amount is the same. To keep up with the design changes, we have Storm-Kiln Artist which has one more subtle change when generating treasure tokens allowing mana to be stored for later use. It is also a more affordable option, due to its lower rarity and higher mana cost, compatible with token interactions, however, vulnerable to artifact destruction.
RitualsIn the initial turns we need to accelerate the available mana to the maximum and the rituals are perfect for this, allowing the game to develop quickly - whether by playing a larger number of or mana rocks, or to join our commander earlier and generate a greater advantage over opponents. Rite of Flame and other small rituals are ideal for this. As we advance the game, the major rituals correct our mana. Seething Song and Mana Geyser allow you to play a significant number of spells, while Geosurge is specific to artifacts, which in this deck is no problem at all.
Mana RocksMost of our artifacts are dedicated to producing additional mana, which is the fuel for our spells. We can divide our mana rocks into different groups according to their qualities. The first group is capable of generating mana, whether colored or colorless, these are our options in the initial turns.
Direct DamageMost of our interactions with opponents can be defined as direct damage, the famous
Burn. Our effects are global and aim to hit as many targets as possible, including our creatures and life total. Following the trend of Rakdos decks , here our life is a resource, and this is true from Syr Carah, the Bold's ability. Very much reminiscent of the
Spellslingersstrategy, with the difference that we are focused on causing damage, our primary objective is to play as many spells as possible and inflict small damage several times, allowing us to draw tons of cards.
Draw SpellsAll damage spells are potential deck draws when Syr Carah, the Bold is present on the battlefield. Dragon's Rage Channeler assists in filtering your draws, removing any unwanted card from the top of the deck, being preferred to Burning Prophet, not only for the mana cost, but for the advantage generated by
surveil, since putting cards into the graveyard reduces the possibility of drawing that card again after performing a shuffle. Her
deliriumrequirements are easily achievable, thus having equivalent resistances.
rummagingas it damages opponents by spawning up to three additional cards. Past in Flames and Bonus Round double the value of our spells, either by playing a copy, or by allowing us to use each one of them an additional time. Galvanic Relay maintains our gas by allowing for an explosive second turn if the first one fails for some reason.
WinconditionsThe deck is centered around our commander, and her ability is the engine for our flurry of spells. Since she is our main threat, it is natural that we are the target of our opponents. With that in mind we added Pyroblast and Red Elemental Blast, and to bypass enchantments and permanents Chaos Warp is always the best option. Other direct interactions with the commander can occur, especially damage from our own spells. Sword of War and Peace and Shield of the Realm have been added to deal with this eventuality.
The ComboThe deck has an infinite mana combo that allows you to keep your mana high, especially when we combine it with one of our Mana Dorks to generate red mana, creating an extremely favorable situation and possibly ending the game. The notorious interaction between Basalt Monolith + Rings of Brighthearth to generate infinite mana is widely recognized in the format and works as follows:
1.Tap Basalt Monolith to add mana to your mana pool;
2.Untap using the artifact's own ability;
3.Copy the untap ability with the Rings of Brighthearth trigger. You will start adding mana, using ( to untap and to copy).
4.Keep repeating to get infinite mana. When using the combo, we can end the game with Rolling Thunder or any cost spells, or alternatively keep playing spells until we win the game.