The precon decks from the Doctor Who set brought new cards for Commander players which are very interesting.
This article focuses on one of the creatures released in this set: Me, the Immortal! She is a Doctor Who character who died saving her tribe, and, after this sacrifice, became immortal (I won't give you too many spoilers if you're still watching the series).
Do you want to get to know this commander? Let's discover her roots!
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Commander: Me, the Immortal
Me is originally from the Paradox Power deck, and has three abilities that awarded her slot as commander in this list:
- At the beginning of combat on your turn, put your choice of a +1/+1, First Strike, Vigilance, or Menace counter on Me, the Immortal.
- This creature doesn't lose counters, unless opponents return her to your hand or your deck.
- You can cast her from your graveyard by discarding two cards in addition to paying her other costs, besides respecting her casting timing (??).
An interesting piece of trivia is that Me, the Immortal is the second creature card that was released with this effect of keeping its counters even after it changes zones. The first creature released with this ability was Skullbriar, the Walking Grave, in 2011.
It's also worth noting that:
- Because the counters remain on Me as she changes zones, they aren't "put back on her" again, and effects such as Doubling Season's effect don't affect these counters.
Example: if Me goes to the command zone with a +1/+1, you cast a Doubling Season and cast Me again, she will still have only +1/+1 and be a 4/4 creature.
- To cast her from your graveyard, you'll need to pay and discard two cards, so you don't need to pay the iconic "commander tax".
- If Me is in the graveyard and your opponent casts a card like Yixlid Jailer, she'll lose all her abilities.
Decklist
This list focuses on counters, and, as it aims to help our commander, it brings several options to increase the variety and quantity of counters we place on Me.
Let's understand how this deck works and meet its main cards!
Counter Types
In the Temur combination, we have good support cards for this deck's strategy. Considering our commander already guarantees counters for First Strike, Menace and Vigilance, this list brings card options to add, furthermore, Deathtouch, Lifelink, Flying, Hexproof, Reach, Shield and Trample.
Most counters come from creatures, which helps us boost our commander while we fill the board.
Multiplying Counters
This Toothy, Imaginary Friend partner has the ability of doubling any counter that would be placed on a permanent. This is very beneficial to Me's strategy, because we can place two Vigilance counters on her and then transfer one of them to another creature.
Besides him, we have Evolution Sage and Karn's Bastion for support, Proliferating any type of counter on your creatures.
Other cards that help with buffs and useful effects to increase our commander's power and lethality are:
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Danny Pink is another creature that is included in the Paradox Power precon, and, if its Mentor ability already helps you grow your creature's power, its second ability helps you even more, because, in every combat phase, Me will get counters (even if Danny doesn't attack), and you'll be able to draw another card on your turn.
Another highlight is Uncivil Unrest, one of the cards with the higher mana cost in our list, which simply doubles the damage that would be dealt to permanents or players by creatures you control with +1/+1 counters.
Transferring Counters
The Ozolith deserves a slot in any deck that interacts with counters, because its effect hoards any type of counter that was in a creature that left the battlefield without removing it from that creature. Considering Me, specifically, if she has five +1/+1 counters and for some reason leaves the battlefield and goes to the command zone, this commander will keep her counters, as the card's effect dictates, and The Ozolith will have five +1/+1 counters. The same goes for counters with keywords, such as Flying, Hexproof and Lifelink.
Which means, this artifact doesn't remove counters from the creature that has left the field. It just gets the same type of counter that creature has and hoards them until you choose to transfer them to the target creature.
Unlike Ozolith, which transfers all counters at once, Goldberry, River-Daughter offers you the possibility of removing counters from another permanent and transferring them to her, and you can then transfer these counters to another permanent you control.
For instance: you can transfer a Hexproof counter from Me to the Swiftfoot Boots artifact, because it is a permanent.
Besides creating mana, Nesting Grounds has an effect similar to Goldberry's, and helps you transfer counters from one permanent to another, with the restriction of doing so at sorcery (???) speed.
By using mainly the two last cards in this section, we can take advantage of Me's effect to help other creatures on your board, transferring Vigilance, Menace, First Strike or even +1/+1 counters to them.
Protection
Unlike most decks, the cards that return creatures to one's hand are a huge concern to us - as well as spells (???) that force you to shuffle a permanent back into your deck.
You'll prefer Me to go back to the command zone or go to the graveyard than return to your hand. For this reason, our list of protection cards has cards that create value by sacrificing our commander as an answer to one of these possible removals.
Instants or permanents with effects that can be activated at this speed are important to protect her from possible removals that would force Me to lose her counters, or just to finish an opponent by sacrificing her to deal direct damage to their health points.
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A practical example of this is Fling, which deals damage equal to the sacrificed creature's power to a target creature or player. Only those of us who have cast this card know how good it feels to "fling" one of our creatures onto an opponent's health points.
Freyalise Supplicant has one of the nicest artworks I've ever seen on a Magic card, but, even still, its effect can really threaten opponents, considering you only need to tap it and sacrifice Me for it to deal half the damage equal to the creature's power rounded up onto a player or a creature.
And, for situations in which losing Me is an issue, we have Bear Umbra (which helps us untap lands you control and protects the enchanted creature), Heroic Intervention, Tamiyo's Safekeeping, Gaea's Gift and Inspiring Call.
Alternative List
Whereas this article's main list focuses on different types of counters, this alternative list has another focus: extra combat phases.
With several pieces supporting extra combat phases, the idea is to use them to help our commander deal 21 damage to our opponents. This list also has numerous card options to search for lands and mana rocks, which will help you cast these powerful spells.
Some cards in this article's main list repeat themselves here, but we added new interactions, such as Aggravated Assault, Nature's Will, which helps you have more combat phases, and the fearsome Agatha's Soul Cauldron.
Final Words
Me, the Immortal is a very fun and different commander who can be used for Aggro strategies, particularly by players who are interested in trying out a deck that uses different counters from the iconic +1/+1 counters.
Besides this, the story of this character, presented in Doctor Who, makes her very entrancing and brings a good dose of fanservice into the game.
Are you ready to have fun games with this commander?
Keep browsing Cards Realm to read more deck techs like this one! I'll see you in the next article!
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