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EDH Brew Primer: Alesha, Who Smiles at Death (and Taxes)

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Introduction

I just got back into Magic: The Gathering after about 9 years away! I played for a few years (obsessively) in high school, but sold my cards when I was in college to fund a study abroad semester in Korea. Getting back into it, learning the new cards and mechanics, but having a lot of fun!

This Alesha deck is an EDH version of Death and Taxes, a Legacy/Modern archetype that I was a big fan of when I watched and played Magic back in the day.

Itā€™s built to be a decently mid-powered EDH deck (maybe around 6/7) but does not include all the tutors it could run, does not include original duals, and tries to keep things decently on theme. Iā€™m planning on bringing this deck to local card shops playing against people I donā€™t know well, so I tried to stray away from hard Stax pieces and Mass Land Destruction.

Theme

And what is the theme? There are multiple!

Alesha, when she attacks, allows you to return a creature with power 2 or less from your graveyard to the battlefield tapped and attacking. She generates a ton of value recurring small creatures with strong effects, so this deck makes sure to use creatures with power 2 or less to both maximize our recursion and bring down the deckā€™s power level slightly. Iā€™ll call these small creatures Hatebears even though some of them arenā€™t 2/2s.

Weā€™re in RWB (Mardu), so weā€™re playing relatively fair Magic in a format where blue and green can. Weā€™re not ramping, playing counters, or drawing cards without a lot of effort, so we need to have a strategy to slow the game down so everyone has to play on our terms. For this, weā€™ll incorporate some Death and Taxes ideas with some Stax elements so we can force our opponents to use their mana less efficiently and choose what they play carefully.

Since Alesha puts creatures on the battlefield tapped and attacking, we canā€™t rely on abilities that trigger on creatures attacking ā€“ they donā€™t actually attack when they are put on the battlefield. However, we can cash in on any enter-the-battlefield triggers, so weā€™ve packed this deck with those as well as a few flicker and recursion effects to get these multiple times.

Since the D&T + Stax elements might annoy our opponents, we can reassure them that weā€™re playing fairly since weā€™re not running all the tutors we could (notably Demonic and Vampiric) and our D&T/Stax effects are all on creatures, the most interactable permanents in Magic! They should be running removal (even though we can always recur our creatures from the graveyard šŸ˜¬). We also wonā€™t mess with their lands, though we might mess up their ramp or mana rock strategies.

Breakdown

Letā€™s start with what makes the deck different!

Death and Taxes/Stax

These cards help us put our opponents behind while we pull ahead making creatures and getting in for small amounts of damage.

Weā€™ll start with cards that keep our opponents from casting spells.

Next, we have cards that make spells more expensive to cast. While they donā€™t completely stop our opponents from playing Magic, they slow down their strategies and make them think about whether they really need that spell this turn.

We have some more taxing effects as well:

We round this section off with some more D&T/Stax effects that donā€™t fit with the categories above.

Reanimation/Creature Cheating

We want to get our creatures back from the graveyard, whether we discarded them, sacrificed them, or our opponents put them there through removal or blocking.

Sacrifice Outlets

Dodging exile effects on our creatures is key, since we want our creatures in the graveyard where we can play them. We also can easily get them back, so why not get some value from them.

Flicker Effects

Getting things to trigger without necessarily having to get them from the graveyard is great.

Combo

Iā€™m not a huge fan of combos that are the main part of a deck, but there are some good cards in this one that just happen to create infinite loops.

We can also get infinite mana or mill our opponents with our two altars as well. Again, this isnā€™t the point of the deck, but if Iā€™m late game and the pieces come up, Iā€™ll win with this if I can.

Other Win Conditions

We could combo off, but letā€™s say we want to win with fair Magic. We run 4 creatures that provide our hatebears with a little more oomph to whittle our opponents down.

All of these will let us get decent amounts of damage in each turn.

Now, letā€™s move onto some standard pieces of an EDH deck:

Card Draw/Advantage

Ramp

Weā€™re out of the traditional ramp colors ā€“ however, while we could lean on artifacts, we run a few wraths that would hit our own mana rocks. Luckily, there are some cards in white that help us ramp with lands.

Evasion

Avoiding blocks is important for this deck. While we can get creatures back, itā€™s nice to connect and not have our creatures die through combat. Especially important is protecting Alesha so we can get in for commander damage and continue recurring in future turns.

Protection

We want Alesha to stick around as long as possible. Additionally, while we donā€™t care about destruction, we do care about our permanents being exiled.

Removal

Thereā€™s bound to be some things that we donā€™t want our opponents to keep on the board. Weā€™re leaning towards the theme of removal being on creatures, but sometimes we just need to reset the board.

Tutors

Iā€™ve decided to keep this section of the deck very light since having free reign on tutors would make this deck both faster and more powerful than Iā€™d like it.

Graveyard Hate

We want to use our graveyard, but we donā€™t want our opponents to use theirs.

Lands

Finally, we can round it off with lands! Unfortunately, weā€™re in three colors which means our landbase is fairly complex. While we only have a few red cards, we want to be reliably cast our commander.

Iā€™m playing:

Still Considering

Iā€™m considering some cards in case the level of Stax Iā€™ve chosen is too much for casual play.

If I could just play more cards, Iā€™d include:

Whatā€™s Missing?

There are few cards that would be great in this deck, but Iā€™ve left out because of price or because I think they would be too oppressive for a more casual table.

There are some cards that just didnā€™t synergize quite right:

There are a lot of Stax pieces Iā€™d love to fit in, but couldnā€™t justify.

Some cards are just too underpowered to take up a card slot.

Some cards have strong effects, but would take the deck in a different direction than I chose:

Whatā€™s Next?

I think Iā€™ll brew a bit more before putting this deck together in paper. While Iā€™m excited to play it, I feel like the manabase is a little expensive for the amount of White thatā€™s in the deck. Itā€™s really mono-White splashing Black for a few cards and Red for even fewer.

I also need to consider some options for maximizing value from Knight of the White Orchid, Weathered Wayfarer, Land Tax, and Oreskos Explorer. Weā€™re rewarded by having fewer lands than our opponents, but ultimately still want to keep ramping. There are some bounce lands and Lotus Field/Lotus Vale that are worth looking into.

Looking over the cards I was considering, I realized that Carmen, Cruel Skymarcher might do almost the same thing as Alesha, without the restriction on the cards not being useful if they have triggers on attacking. It would also reduce the manabase requirements and reduce the power restriction somewhat. However, if I realize that I badly need Dockside Extortionist, Iā€™d stay in Red for just that one card.

I also thought about taking the deck away from reanimation in Black and focusing on more of the cheating creatures into play through Rule of Law effects with Birthing Pod by using a Naya commander like Rocco, Cabaretti Caterer or Jetmir, Nexus of Revels.

All in all, though, I think Iā€™ve made a fairly unique deck with a heavy Death and Taxes/Stax component that utilizes my commander ā€“ something that I usually ignore when building EDH decks.