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COMMANDER(S)
Geralf, the Fleshwright
QR Code
U
- Mono Blue
Created by  Metamorph
Bracket
5.0 - 5.5
Bracket 3
Average CMC Average CMC
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ANALYSIS

Overview:

This mono-blue deck leverages Geralf, the Fleshwright as a synergistic engine for a spell-slinging zombie token strategy. The primary game plan revolves around casting multiple instants/sorceries per turn to generate 2/2 Zombie tokens, which then grow exponentially via Geralf's +1/+1 counter trigger. Secondary themes include proliferation (Inexorable Tide, Flux Channeler) to amplify counters and spell recursion/copying (Lier, Disciple of the Drowned, Ojer Pakpatiq) for sustained value. Threats are deployed primarily through token generation and occasional creature cloning (Quantum Misalignment). Geralf acts as the core enabler, making his survival critical; his low cost aids recasting, but the strategy falters significantly if he's repeatedly removed.

Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-4): Cast cantrips (Opt, Consider), cheap interaction (Pongify, Snap), or ramp (Sapphire Medallion, Replicating Ring) while developing mana. Prioritize casting Geralf on curve (T2-T3). Use early spells to trigger Geralf's token generation.
  2. Token Engine & Value (Turns 4-7): Cast multiple spells per turn (leveraging rebound/flashback from Ojer Pakpatiq/Lier) to create Zombie tokens. Deploy proliferate engines (Flux Channeler, Tekuthal) to grow Zombies rapidly. Draw heavily via Rhystic Study, Archmage Emeritus, or The Bath Song. Protect Geralf with bounce/counters.
  3. Win Condition Execution (Turns 7+):
    • Combat: Attack with a massive army of buffed Zombies (often 5/5+). Use Deepchannel Mentor for unblockability or Quantum Misalignment to copy key threats.
    • Token Overrun: Resolve Rise from the Tides or Poppet Stitcher flipped into Poppet Factory for a lethal board.
    • Combo Potential: Intruder Alarm + Geralf + token generator (e.g., Poppet Stitcher) creates infinite Zombie ETBs/counters.

Mulligan Priorities:

  • Keep hands with 2-3 lands (including blue sources) and Geralf or a way to find him.
  • Prioritize early plays: Cantrips, ramp, or protection (e.g., An Offer You Can't Refuse).
  • Look for at least one card draw engine or proliferate piece.
  • Avoid hands lacking early spells or with only high-cost cards.

Key Tips:

  • Sequence Spells Wisely: Cast a "setup" spell first each turn (e.g., cantrip), then follow with impactful spells to trigger Geralf.
  • Protect Geralf: Use bounce (Snap, Unsubstantiate) or counters (Pact of Negation, Remand) to keep him safe. Command Beacon helps mitigate commander tax.
  • Maximize Proliferate: Target Geralf's +1/+1 counters, Replicating Ring, or planeswalkers (Jace, Unraveler of Secrets). Tekuthal doubles proliferate triggers.
  • Leverage Recursion: Lier grants flashback to all instants/sorceries. Mystic Sanctuary rebuys key interaction.
  • Timing is Crucial: Cast Rise from the Tides late-game for maximum tokens. Use Cyclonic Rift defensively or to enable a lethal swing.

Weaknesses:

Critical

  • Board Wipes: Mass removal (Blasphemous Act, Farewell) decimates the token army and resets Geralf's counter synergy. Limited recovery tools.
  • Graveyard Hate: Rest in Peace/Leyline of the Void cripples Lier, Rise from the Tides, and Mystic Sanctuary.
  • Commander Reliance: Repeated Geralf removal (3+ times) severely hampers token generation and counter scaling.

Moderate

  • Anti-Token Tech: Cursed Totem/Torpor Orb shuts off Geralf's ability. Elesh Norn, Grand Cenobite negates tokens.
  • Mana Constraints: High spell density with limited ramp; reliant on artifacts vulnerable to removal. Slow lands (e.g., Saprazzan Cove) delay early plays.
  • Stack Interaction: Struggles against heavy counterspell decks; limited protection for combo turns.

Minor

  • Artifact/Enchantment Focus: Key engines (Sapphire Medallion, Inexorable Tide) are vulnerable to targeted removal.
  • Hand Disruption: Thoughtseize effects can strip critical combo pieces or draw engines.

Most Important Cards:

  • Lier, Disciple of the Drowned (Spell recursion enabling massive value/combo turns)
  • Intruder Alarm (Combo enabler with Geralf + token generators)
  • Ojer Pakpatiq, Deepest Epoch (Rebound amplifies spell count for Geralf triggers)
  • Rhystic Study (Primary card draw engine)
  • Cyclonic Rift (Board reset enabling alpha strikes)
  • Tekuthal, Inquiry Dominus (Doubles proliferate, critical for scaling)
  • Poppet Stitcher // Poppet Factory (Token generation and finisher)
  • Flux Channeler (Cheap proliferate engine)
  • Rise from the Tides (Late-game token finisher)
  • Sapphire Medallion (Essential ramp for spell density)

Attribute Ratings:

Speed: 5/10

  • Can threaten wins via combat or Rise from the Tides around T7-9, but lacks fast combos or explosive early plays.

Resilience: 4/10

  • Some protection/recursion for Geralf and spells, but tokens and counter synergy are highly vulnerable to disruption; slow recovery from wipes.

Consistency: 6/10

  • Solid card draw (Rhystic Study, Archmage Emeritus) and spell redundancy, but limited tutors for combo pieces or Geralf.

Interaction: 7/10

  • Extensive bounce/counterspells (Cyclonic Rift, An Offer You Can't Refuse, Remand) disrupt opponents well, though lacks permanent exile/answers.

Rating Justification:

The deck operates at a casual-optimized level, leveraging strong interaction and synergistic value engines to win via combat or token overruns around T7-9. Its reliance on the commander and vulnerability to board wipes caps resilience, preventing higher-tier placement despite solid card draw and interaction.

Power level: 5.0 - 5.5

DECK LIST
Geralf, the Fleshwright
Planeswalker: 2
($20.65)
1
Jace, Unraveler of Secrets
3 U U
1
The Aetherspark
4
Battle: 1
($0.77)
1
Invasion of Segovia // Caetus, Sea Tyrant of Segovia
2 U
Creature: 14
($39.47)
1
Archmage Emeritus
2 U U
1
Archmage of Runes
3 U U
1
Deepchannel Mentor
5 U
1
Dreamtide Whale
2 U
1
Eluge, the Shoreless Sea
1 U U U
1
Flux Channeler
2 U
1
Geralf, Visionary Stitcher
2 U
1
God-Eternal Kefnet
2 U U
1
Kaho, Minamo Historian
2 U U
1
Lier, Disciple of the Drowned
3 U U
1
Nezahal, Primal Tide
5 U U
1
Ojer Pakpatiq, Deepest Epoch // Temple of Cyclical Time
2 U U
1
Poppet Stitcher // Poppet Factory
2 U
1
Tekuthal, Inquiry Dominus
2 U U
Artifact: 6
($47.65)
1
Astral Cornucopia
X X X
1
Contagion Engine
6
1
Jeweled Lotus
0
1
Replicating Ring
3
1
Sapphire Medallion
2
1
The Magic Mirror
6 U U U
Enchantment: 7
($54.94)
1
Imprisoned in the Moon
2 U
1
Inexorable Tide
3 U U
1
Intruder Alarm
2 U
1
Rhystic Study
2 U
1
Teferi's Talent
3 U U
1
The Bath Song
3 U
1
Wizard Class
U
Instant: 31
($73.19)
1
An Offer You Can't Refuse
U
1
Arcane Denial
1 U
1
Blink of an Eye
1 U
1
Cerulean Wisps
U
1
Commandeer
5 U U
1
Consider
U
1
Cyclonic Rift
1 U
1
Focus the Mind
4 U
1
Frantic Search
2 U
1
High Tide
U
1
Illusionist's Gambit
2 U U
1
Opt
U
1
Pact of Negation
0
1
Perplexing Test
3 U U
1
Pongify
U
1
Rapid Hybridization
U
1
Reality Shift
1 U
1
Remand
1 U
1
Repulse
2 U
1
Resculpt
1 U
1
Retraction Helix
U
1
Ripples of Potential
1 U
1
Sink into Stupor // Soporific Springs
1 U U
1
Snap
1 U
1
Snapback
1 U
1
Storm of Forms
3 U
1
String of Disappearances
U
1
Thwart
2 U U
1
Turnabout
2 U U
1
Unauthorized Exit
1 U
1
Unsubstantiate
1 U
Sorcery: 3
($9.65)
1
Quantum Misalignment
4 U
1
Rise from the Tides
5 U
1
Windfall
2 U
Land: 35
($43.48)
1
Command Beacon
1
Halimar Depths
26
Island
1
Karn's Bastion
1
Mistrise Village
1
Mystic Sanctuary
1
Reliquary Tower
1
Saprazzan Cove
1
Three Tree City
1
War Room

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