Killer Bees is a silly fella and is here to bring some huge damage; even though the small bee arms can only carry a small sword and shield, we have a ton of different auras to slap on our commander. Buffing up our commander is quite easy to do and allows us to achieve a commander damage kill much easier, especially when we ramp and have a ton of extra mana. I have been having so much fun with this deck. It is cheap to build, and you will certainly get a few laughs when you sit down with this bomb of a creature. I hope you all enjoy this one as much as I did. Without further adieu, let’s get it!
The Deck:
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Killer Bees are a huge part of our deck; we cast them as soon as we possibly can, and we often attack and block them. Because of Killer Bee’s ability, if we have the mana, we are able to buff up our commander to win a combat phase, whether that’s through commander damage and trample or just killing a big creature. This is quite huge. Killer Bee’s also has flying and that natural evasiveness is amazing and allows us to get free hits against a variety of decks.
Deck Overview:
This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!
Creatures:
We do have a few other strong Voltron creatures, the best being Aura Gnarlid. This card can get pretty crazy, just like our commander. I also like Gorilla Berserkers, which is a little expensive, but luckily, we can ramp into it, and when it lands, it quite the menacing creature and is a great way to take out opponents’ boards, whether buffed up or not this card is strong. Bramble Elemental is a card I like to put at least a couple auras on just to get some more chump blockers for our board. Elvish Aberration is quite expensive but is a great way to get some additional activations for our commander which helps further the primary gameplan. We also have quite a few mana dorks like Elvish Mystic and Llanowar Elves which can help us get the gameplan going early. Shrine Steward is a card we can run out very early, and most often, we use it to grab Ancestral Mask and start pumping out a ton of damage. Taunting Elf is a great way to clear the way for our commander and allow us to hit for that sweet, sweet commander damage.
Instants:
Since we are quite susceptible to damage in the early game, we absolutely had to include some ways to protect ourselves in combat, like Moment's Peace and Fog. Tangle is by far the best fog effect we have since it taps down our opponent’s creatures for the next turn, which can often be just enough time for us to commander damage and kill an opponent. Since we have a removal magnet for a commander we are packing both Snakeskin Veil and Tamiyo's Safekeeping which can protect us against single-target removal, sadly green doesn’t have a ton of these effects and we can’t waste a ton of slots on these either way. While we are a removal magnet, we do have some removal ourselves, which mostly consists of fighting effects like Prizefight and Bite Down as well as a few others that help us take out opponents key creatures/commanders. Invigorate is so good in this deck, a free deck and a decently sized buff can help us get a commander damage kill easily.
Sorceries:
Broken Bond can be quite devasting against other strategies that are focused on artifacts and enchantments, and the ramp is quite strong as well; we also included Explore because extra mana allows us to use our commander’s ability more which is great! Kodama's Reach and Cultivate are more ramp for the deck and allows us to cast more during a single turn and activate our commander more. We do have a couple of bigger creatures in the deck, but if an opponent is close on commander damage, we can easily use Metamorphosis to give us the green mana to finish the job. I also love Thrive and Soul's Might as a great way to permanently buff our commander.
Artifacts:
We do have a few equipments for our commander like Bramble Armor and Rosethorn Halberd the best part about both of these is that they instantly equip when coming in, and it works very well with our commander and can allow us to be quite aggressive. Brass Knuckles is pretty great as well, and if we get it equipped to our commander, we are easily able to one-shot an opponent with commander damage. Wedding Invitation is one of my personal pet cards. How could it not be? A card draw and a one-turn unblockable creature are perfect for our deck.
Enchantments:
Ancestral Mask is by far the best of the best in our deck, and even with just a couple of auras out, it gets out of hand so quickly. Rancor and Cartouche of Strength are two enchantments I like a lot because trample can be very strong if our opponents can even block. Fists of Ironwood is pretty strong as well, and the creatures it creates are quite good because they can be great chump-blockers for the deck, and since we have a pretty low creature count, this is quite important. I like Snake Umbra a lot because more card draw is always good, and in mono-green, it’s basically critical. Our commander is quite the removal magnet so Broken Fall and Regeneration are both great ways for us to fight through removal. While it is a similar effect, the best for regeneration is Savage Silhouette which just does an absolute ton for only three mana.
Land Base:
We are running a little below the average at thirty-four lands, but since we have a low overall cost within the deck, it works perfectly fine. Being in mono-green, we need as much card draw as we can get, so that’s why we are running lands like Slippery Karst, Tranquil Thicket and The Hunter Maze which are all great sources of supplemental ard draw. There isn’t a ton to say about our landbase. The landbase is strong and works quite well for the deck; while we certainly aren’t flashy and mostly consist of forests, it still works great.
Strengths of the Deck:
We are able to buff up our commander a ton, which allows us to kill with commander damage quite quickly.
Once we have a big creature, we have quite a few ways to fight opponent’s creatures, and these act as removal within the deck.
We can ramp quite early and use that mana to buff our commander or keep on casting Auras.
Weaknesses of the Deck:
We are weaker if our commander keeps getting killed as the gameplan gets much slower.
Weak to enchantment hate
We can take a ton of damage early because we don’t have much of a board established, especially early.
Deck Stats:
Sample Hands:
Main Win Conditions:
There are no infinite combos or loops within the deck. We are a Voltron deck that focuses on using our commander to kill our opponents through commander damage. We are a deck that seeks to only deal sixteen damage to our opponents and take them out. Our commander can be buffed up for only one green, and this also works quite well with our strong auras like Ancestral Mask and Elephant Guide. Because our commander is naturally evasive, it can be quite easy to hit hard. We also have a few Voltron creatures that are not our commanders, like Aura Gnarlid and Gladecover Scout, and Gorilla Berserkers, which are all very great options if our commander is not available for any reason.
Conclusion:
I love featuring decks and commanders that no one really plays, and Killer Bees needs some more love for the community; this being the third deck on the internet is quite the shame; the art is funny, and the deck is just a blast to pilot. I hope you all enjoyed this one as much as I did. Thanks for reading to the end and for all of your support.
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