Commander Overview
Emil is one of the most interesting commanders to come out of Secrets of Strixhaven. He is an extremely unique take on the +1/+1 counters strategy, the different named lands requirement for Emil’s second ability truly shapes the way we build our deck and how we play, while +1/+1 counters are a big part of our deck strategy the differently named lands and cards that overall help with lands are what powers this deck, this is an extremely unique mono-green deck. Emil is absolutely in a primary role in this deck and is the main way it works. Theoretically, we would be able to close out games without them, but overall, it is a lot more difficult. If you are a player who loves dumb green stuff or counters, I would absolutely recommend this deck; it’s a blast to pilot.
How to Play the Deck
Overall, playing the deck is extremely simple; there are very few complicated interactions within the deck. The most complicated aspect of the deck is the timing of the lands with cards like Sakura-Tribe Scout. Mono-green is a great teaching tool for new players, and I don’t think this would be a bad deck to help someone learn. Based on all of this, I would recommend this deck to a player of any skill level.
Synergy’s in the deck
Our biggest synergy is around our lands and landfall, obviously Emil is one of the biggest synergies/enablers within the deck since they not only give our fractals and all buffed up creatures trample, but they are the main engine to produce the best creatures we have. Cards like Territorial Scythecat can be great attackers in the deck and get passively huge. We also have other helpful land synergies, like Sakura-Tribe Scout and Scaled Herbalist, which are easy ways to get extra land drops for our deck. We also have a minor untap synergy package, which is also directly related to Emil and has cards like Seeker of Skybreak and Fyndhorn Brownie, which can be great late-game ways to untap Emil and re-activate them, or we can always use them to untap a fractal that attacked to have a huge blocker.
Phases of the Game
Early-Game: The early-game is great for us! While we aren’t aggressive or swinging a lot, we are ramping a lot and preparing for Emil and the Fractals. Being able to play cards like Elvish Mystic and then following them up with extra land drops like Explore allows us to get ahead quite quickly and accelerate our game plan overall. I always spend the early turns establishing and getting Emil out as quickly as we can.
Mid-Game: By the time the mid-game hits, we should be ahead on mana and have at least a few fractals on the board that are huge and a true nightmare to deal with. The game plan becomes very simple when we have enough mana and can make big fractals, turn them sideways!
Late-Game: As the game goes on and we keep hitting our land drop, we get better! Because of this, we are perfectly ok with going to the late-game; we often have the biggest creatures on the board anyway. The best way to close out games in this deck is swinging with our big trample fractals and truly running over our opponents.
Card Breakdowns
Ramp
Ramping is one of the best parts of our deck and something we do good and do a lot, whether its creature based like Elvish Mystic or cards that allow us to get free land drops like Sakura-Tribe Scout or even some traditional ramp like Cultivate and Kodama's Reach. Either way, we have a lot of different ways to increase our land count and ensure that we can have a ton of fractals. Ramp is one of the strongest aspects of our deck, and we are simply great at it.
Card Draw/Card Advantage
This is not the strongest aspect of our deck, but we do have a few sources that can be helpful, like Spare Supplies and Bonder's Ornament. While these aren’t the most efficient sources of card draw for our deck, that is perfectly fine, as we typically have a ton of mana floating around anyway. Snake Umbra can be a consistent source of card draw for the deck, and even just the one extra card a turn can be helpful for us. We aren’t going to be drawing a million cards in this mono-green deck, but we have enough to get by.
Removal
This is a pretty rough aspect of our deck. Outside of combat, we don’t really have a way to remove any opponents’ stuff, while we do have cards like Return to Nature, which can be a good way to take out artifacts/enchantments. We don’t have a ton of ways to kill creatures. Smell Fear is a very good card for our deck and can help make our whole board bigger, and as long as they aren’t indestructible, there is not much our fractals can’t kill when fighting. We have some artifact/enchantment removal that works great with our game plan in Broken Bond, which is effective even in the early game and can slow an opponent while accelerating us. Removal outside of combat is certainly not a strength of this deck.
Protection
Emil is a humongous removal magnet for our opponents; they realize quite quickly how powerful they are and how ridiculous the fractals can be. Because of this, they tend to be targeted a lot, so we need to be ready for it, and for the most part, we are! Cards like Gaea's Gift, Tamiyo's Safekeeping and Snakeskin Veil ensure that Emil can stick around. While we aren’t ready to go up against three other control decks, we can protect ourselves as needed. If we swing hard and tap ourselves out, we can be left open. We can also fall victim to aggressive decks that hit hard while we are still setting up, so we have a fog effect that can be helpful in Thwart the Enemy. A great way to protect ourselves, and can always be used as a political pawn to make a good old deal.
Utility / Support
Let’s highlight some of my favorite cards in the deck. Flying decks like Kangee often pose a huge threat to our low-to-the-ground mono-green deck, so Spidersilk Armor is a cheap and easy way to address this problem. The toughness boost also gives us the ability to block a bit better. I had a ton of success with Crash of Rhino Beetles in my testing games as well. Ten Lands is shockingly easy to get to in this deck, and a 15/15 with trample is nothing to sneeze at and, combined with our fractals, can often be a death sentence for our opponents. If Emil keeps getting killed, and we have to rely on the creatures we have in the deck Duskshell Crawler and Drix Fatemaker give the same trample ability that Emil does, and can be a great way to swing out some big damage even without our commander.
Mana Base
While we have a ton of different non-basics, our landbase isn’t super interesting overall for our deck. We are running as many different-named cards in our deck so we can get the fractals bigger; it’s the main reason we are running both Forest s and Snow-Covered Forests in the deck. We do have a lot of tap lands within the deck, but cards like Scaled Herbalist and Sakura-Tribe Scout allow us to play them out for free, so that isn’t a super big concern. Drawing lands in this deck really doesn’t feel bad since we know it will grow our fractals. I also went with a higher than average land count in this deck, mostly for the fractals, and being able to activate Emil multiple times in a turn with the help of cards like Seeker of Skybreak is great for us.
Win Conditions
Our only win condition in the deck is combat, turn those fractals sideways!
Strengths of the Deck
Once we get a few fractals on the board, it’s quite hard to stop.
We can ramp hard early and accelerate our game plan quite quickly.
Weaknesses of the Deck
Our deck is absolutely reliant on Emil, and we are a lot less explosive without them. We also have a much smaller board presence without them.
Since we have a lack of removal, we have a very tough matchup against Voltron decks since we really can’t stop the main thing they do outside of combat.
Deck Testing/Matchups
I tested this deck against three different decks
Game 1: Vs Drogskol Captain. Matchup Record: 1-3
A pretty rough matchup for our deck, if we don’t have or draw into Spidersilk Armor, almost all of their creatures are unblockable. There really isn’t much we can do about it. If we have a very aggressive ramp hand, we can hit them hard, and if we are able to survive till the mid-late game, we can run them over, but that is easier said than done.
Cards that worked really well in this matchup:
Spare Supplies, Spidersilk Armor and Thwart the Enemy.
Game 2: Vs Aberrant Manawurm. Matchup Record: 4-0
A true mono-green SOS powerhouse matchup. This is a great matchup for our deck. By the time they get set up, we are pretty big and have some big fractals on the board, and as long as we can avoid the early one-shot, we have nothing to worry about here. Keeping a ramp-heavy hand is crucial to this matchup; you don’t have a to mulligan super aggressively, but you want Emil and his gang of fractals out as early as you can.
Cards that worked really well in this matchup:
Cultivate, Scaretiller and Wedding Invitation
Game 3: Vs SP//dr, Piloted by Peni. Matchup Record: 3-1
This is a good matchup for our deck, they are a +1/+1 counters focused deck too, but in my testing games, they weren’t able to keep up with the size of our fractals, just run them over, watch for counters, and do your best to keep up protection for Emil, and you should breeze through this one.
Cards that worked really well in this matchup:
Snakeskin Veil, Copper Longlegs and Smell Fear.
Conclusion
Thanks so much for reading to the end! Emil is a very fun commander who provides a unique take on an archetype that, for the most part, plays a lot of the same cards. I enjoyed playing and building this one, even though I’ve built so many +1/+1 counters decks for Pauper EDH. Emil is a deck I fully built on paper after testing, and it’s been a big hit with my playgroup.
