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COMMANDER(S)
The Council of Four
QR Code
U W
- Azorius
Created by  yareb
Bracket
5.0 - 5.5
Bracket 3
Average CMC Average CMC
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ANALYSIS

Overview:

This deck leverages The Council of Four to build a synergistic "group hug" strategy focused on forcing opponents to draw cards and cast multiple spells per turn, generating immense value through card draw and Knight tokens. The commander acts as the engine, rewarding opponents' natural gameplay with your own card advantage and token army. Secondary themes include Knight tribal synergies and token doubling, enabling win conditions through overwhelming board presence with cards like Moonshaker Cavalry, Knowledge Is Power, and Anointed Procession. The deck excels at generating resources passively but relies heavily on opponents cooperating with its game plan.

Primer:

Core Strategy Execution:

  1. Early Setup (Turns 1-4): Deploy mana rocks (Sol Ring, Arcane Signet, Fellwar Stone) and symmetrical draw engines (Howling Mine, Kami of the Crescent Moon, Dictate of Kruphix). Cast The Council of Four ASAP. Use protection (Ghostly Prison, Propaganda) to deter early aggression. Prioritize cards enabling hand size like Spellbook, Thought Vessel, or Reliquary Tower.
  2. Engine Amplification (Turns 4-7): Drop key enchantments that trigger the commander and draw engines: Rhystic Study, Trouble in Pairs, Teferi's Ageless Insight, Ominous Seas. Start doubling tokens with Anointed Procession or Mondrak, Glory Dominus. Utilize tutors (Idyllic Tutor) to find critical pieces. Cast Teferi, Time Raveler to lock opponents out of instant-speed interaction during your turn.
  3. Win Condition Execution (Turns 7+):
    • Token Overwhelm: Deploy Intangible Virtue, Caretaker's Talent (Level 3), or Knowledge Is Power to pump tokens. Swing wide with evasion (Horsemanship via Herald of Hoofbeats) and finish with Moonshaker Cavalry or a massive Finale of Devastation.
    • Draw Synergy Payoffs: Create huge threats via Chasm Skulker, Ominous Seas (8/8 Kraken), or Vodalian Wave-Knight counters. Use Teferi, Temporal Pilgrim to build an army of growing Spirits.
    • Knight Tribal: Leverage lords like Knight Exemplar (indestructible), Marshal of Zhalfir, and Haytham Kenway for tempo/removal. Prince Imrahil the Fair provides additional token generation.

Mulligan Priorities:

  • Keep hands with 2-3 lands (including color fixing like Command Tower, Seachrome Coast).
  • Prioritize early mana acceleration (Sol Ring, Arcane Signet) or a symmetrical draw engine (Howling Mine, Kami of the Crescent Moon).
  • Hands containing The Council of Four + protection (Ghostly Prison, Propaganda) or a hand size enabler (Thought Vessel) are ideal.
  • Avoid hands lacking early plays or relying solely on high-cost win conditions without setup.

Key Tips:

  • Control the Hug: Use Teferi, Time Raveler strategically to prevent opponents from casting spells on your turn, forcing them to cast their second spell on their turn to trigger your commander. Grand Abolisher/Myrel, Shield of Argive protect your critical turns.
  • Protect Your Board: Utilize phasing (Slip Out the Back, Clever Concealment, Galadriel's Dismissal) and indestructibility (Flawless Maneuver, Teferi's Protection, Flare of Fortitude) to dodge removal and wipes. These are crucial for preserving token armies and key engines.
  • Maximize Draw Triggers: Sequence draw effects carefully. Cast instant-speed draws (Reprieve, Remand, Faerie Mastermind's ability) during opponents' turns to force second draws and trigger your commander and cards like Trouble in Pairs/Faerie Mastermind.
  • Leverage Tutors: Use Idyllic Tutor to find essential enchantments like Anointed Procession, Rhystic Study, or Sphere of Safety. Urza's Saga can fetch Mishra's Bauble for extra draw or Sol Ring for ramp.
  • Timing is Crucial: Deploy token doublers before major token generation turns. Cast Moonshaker Cavalry only when you have a significant board. Hold up phasing/protection mana when threatening a win or when opponents have removal up.

Weaknesses:

Critical

  • Heavy Reliance on Opponent Actions: The deck struggles if opponents deliberately play slowly (avoiding second spells/draws) or utilize heavy stax (Rule of Law, Narset, Parter of Veils), severely crippling the primary engine.
  • Vulnerability to Board Wipes: Despite protection spells, repeated or uncounterable wipes (Toxic Deluge, Cyclonic Rift) can decimate the token-based win conditions and slow recovery significantly.
  • Enchantment/Artifact Hate: Targeted removal (Bane of Progress, Austere Command) or mass hate (Farewell) cripples the deck by removing key draw engines, token doublers, and protection pieces simultaneously.

Moderate

  • Limited Fast Mana: Lacks high-power ramp (e.g., Mana Crypt, Mox Diamond), slowing down the setup phase and delaying critical plays.
  • Inefficient Interaction: Removal suite (Path to Exile, Swords to Plowshares, Heliod's Intervention) is solid but lacks stack interaction beyond Remand/Reprieve. Struggles against resolved non-creature threats or combo protection.
  • Commander Dependency: While not the sole wincon, The Council of Four is essential for sustained value. High commander tax (8+ mana) makes recasting prohibitive after repeated removal.

Minor

  • Graveyard Recursion: Minimal graveyard interaction makes recovering from targeted discard or mill difficult.
  • Combo Matchups: Can be outpaced by fast, resilient combos before establishing sufficient defenses or stax elements.

Most Important Cards:

  • Rhystic Study (Primary draw engine, forces opponents into triggering your effects)
  • Anointed Procession (Doubles token output, critical for combat wins)
  • Teferi, Time Raveler (Locks opponents out of instant-speed, forces triggers on their turn)
  • Moonshaker Cavalry (Primary combat finisher)
  • Mondrak, Glory Dominus (Token doubler with indestructible potential)
  • Trouble in Pairs (Draw engine punishing multiple opponent actions)
  • Teferi's Protection (Mass protection against wipes/combat)
  • Grand Abolisher/Myrel, Shield of Argive (Protects critical turns)
  • Knowledge Is Power (Massive pump spell scaling with card draw)
  • Clever Concealment/Galadriel's Dismissal (Mass phasing to protect the board)

Attribute Ratings:

Speed: 5/10

  • The deck typically threatens wins around turns 8-10, relying on incremental value and setup. Fast mana is limited, and wins require building a significant board or leveraging draw synergies.

Resilience: 6/10

  • Features strong protection (phasing, indestructible) and multiple redundancy in draw engines/token producers. However, it remains vulnerable to coordinated disruption targeting its enchantment/artifact core and struggles if the commander is repeatedly removed.

Consistency: 7/10

  • Abundant card draw (symmetrical and asymmetrical) ensures access to key pieces. Tutors (Idyllic Tutor, Urza's Saga) provide targeted redundancy for enchantments/artifacts, though creature/instant tutors are sparse.

Interaction: 5/10

  • Includes efficient creature removal (Swords to Plowshares, Path to Exile) and versatile answers (Heliod's Intervention, Otawara, Soaring City). Phasing offers unique protection. Lacks robust countermagic and struggles with non-creature permanents beyond enchantment/artifact removal.

Rating Justification:

This deck demonstrates strong consistency through abundant card draw and solid resilience via protection effects, enabling a focused game plan centered around forced draw and token generation. However, its reliance on opponents' actions and moderate speed (T8-10 wins) caps its power level below optimized tiers. Its strengths align with the "Focused Casual" (5.0) to "Optimized Casual" (5.5) range on the rubric.

Power level: 5.0 - 5.5

DECK LIST
The Council of Four
Planeswalker: 3
($38.54)
1
Elspeth, Storm Slayer
3 W W
1
Teferi, Temporal Pilgrim
3 U U
1
Teferi, Time Raveler
1 W U
Creature: 19
($177.9)
1
Chasm Skulker
2 U
1
Esper Sentinel
W
1
Faerie Mastermind
1 U
1
Faramir, Prince of Ithilien
2 W U
1
Grand Abolisher
W W
1
Haytham Kenway
2 W U
1
Herald of Hoofbeats
3 U
1
Homunculus Horde
3 U
1
Kami of the Crescent Moon
U U
1
Knight Exemplar
1 W W
1
Knight of the White Orchid
W W
1
Mangara, the Diplomat
3 W
1
Marshal of Zhalfir
W U
1
Mondrak, Glory Dominus
2 W W
1
Moonshaker Cavalry
5 W W W
1
Myrel, Shield of Argive
3 W
1
Ocelot Pride
W
1
Prince Imrahil the Fair
W U
1
Vodalian Wave-Knight
2 W U
Artifact: 10
($69.69)
1
Arcane Signet
2
1
Fellwar Stone
2
1
Howling Mine
2
1
Ivory Tower
1
1
Mishra's Bauble
0
1
Sol Ring
1
1
Spellbook
0
1
Temple Bell
3
1
The One Ring
4
1
Thought Vessel
2
Enchantment: 17
($171.64)
1
Anointed Procession
3 W
1
Caretaker's Talent
2 W
1
Dictate of Kruphix
1 U U
1
Ghostly Prison
2 W
1
Intangible Virtue
1 W
1
Knowledge Is Power
3 W U
1
Land Tax
W
1
Leyline of Transformation
2 U U
1
Ominous Seas
1 U
1
Proft's Eidetic Memory
1 U
1
Propaganda
2 U
1
Rhystic Study
2 U
1
Sphere of Safety
4 W
1
Teferi's Ageless Insight
2 U U
1
Tenuous Truce
1 W
1
Trouble in Pairs
2 W W
1
Wizard Class
U
Instant: 13
($97.35)
1
Clever Concealment
2 W W
1
Dawn's Truce
1 W
1
Flare of Fortitude
2 W W
1
Flawless Maneuver
2 W
1
Galadriel's Dismissal
W
1
Heliod's Intervention
X W W
1
March of Swirling Mist
X U
1
Path to Exile
W
1
Remand
1 U
1
Reprieve
1 W
1
Slip Out the Back
U
1
Swords to Plowshares
W
1
Teferi's Protection
2 W
Sorcery: 2
($8.75)
1
Idyllic Tutor
2 W
1
Lórien Revealed
3 U U
Land: 33
($372.59)
1
Castle Vantress
1
Cavern of Souls
1
Command Beacon
1
Command Tower
1
Eiganjo, Seat of the Empire
1
Flooded Strand
1
Glacial Fortress
1
Hallowed Fountain
6
Island
1
Mikokoro, Center of the Sea
1
Otawara, Soaring City
11
Plains
1
Reliquary Tower
1
Seachrome Coast
1
Talon Gates of Madara
1
Tundra
1
Urza's Cave
1
Urza's Saga
Other: 2
($)
1
Hengegate Pathway
1
Ojer Taq, Deepest Foundation

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