Tuesday Night Takeover

Armament Corps Counters Pauper EDH

“The world may crumble, but I shall remain.”

Art:Armament Corps by Steven Belledin

Armament Corps is an awesome Abzan commander, The only Abzan commander, but that’s alright! This card is super powerful and a ton of fun to build around. We have a deck full of awesome creatures who give and benefit us from having counters as well as a bunch of proliferation effects. I have had so much testing and playing with this one, and it’s a fan favorite amongst my playgroup, too, frequently getting passed around after games. This deck combines some of my favorite colors with one of my favorite archetypes in the format, this deck is a true win/win! For all of the Abzan lovers out there, this one is for you. Without further adieu, let’s get it!

The Deck:

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Armament Corps Counters!

Commander (1)
Armament Corps

Creatures (31)
Avacyn’s Pilgrim
Elves of Deep Shadow
Elvish Mystic
Ainok Bond-Kin
Gnarlid Colony
Gnoll Hunter
Ornithopter of Paradise
Pollenbright Druid
Adaptive Sporesinger
Chronicler of Heroes
Deepwood Denizen
Dreg Mangler
Hagra Constrictor
Llanowar Visionary
Slith Ascendant
Basri’s Acolyte
Bloom Hulk
Dramatist’s Puppet
Longshot Squad
Maulfist Squad
Peema Outrider
Prowling Felidar
Relief Captain
Saddleback Lagac
Spiteful Squad
Sporeback Troll
Urban Daggertooth
Entourage of Trest
Expedition Raptor
Anointer of Valor
Wrecking Beast

Instants (7)
Go for the Throat
Grasp of Darkness
Grim Affliction
Murder
Return to Nature
Unbounded Potential
Victim of Night

Sorceries (12)
Atraxa’s Fall
Courage in Crisis
Cultivate
Farseek
Inspiring Roar
Kodama’s Reach
Night’s Whisper
Read the Bones
Shoulder to Shoulder
Silverflame Ritual
Spread the Sickness
Thirsting Roots

Artifacts (8)
Arcane Signet
Armory of Iroas
Greatsword of Tyr
Selesnya Signet
Abzan Banner
Bonder’s Ornament
Golgari Locket
Selesnya Locket

Enchantments (6)
Forced Adaptation
Journey to Nowhere
Lignify
Master Chef
Oblivion Ring
Oubliette
Lands (35)
Blossoming Sands
Botanical Plaza
Cave of Temptation
Command Tower
Evolving Wilds
Forest
Jungle Hollow
Khalni Garden
Plains
Radiant Grove
Scoured Barrens
Sunlit Marsh
Swamp
Terramorphic Expanse
The Dross Pits
The Fair Basilica
The Hunter Maze
Thriving Grove
Thriving Heath
Thriving Moor

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Why Armament Corps?

Armament Corps is certainly expensive at five mana, but since it can buff two creatures and is a 4/4, we have no problem with that; we also have some ramp to help us get closer. We are a counters deck through and through, but we don’t need to cast our commander if we don’t need to, while it certainly helps if we can’t. For whatever reason, the gameplan will continue to do well.

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:

Let’s talk about some of our +1/+1 counter payoffs, like Ainok Bond-Kin, which makes us way better in combat. Longshot Squad, which helps address one of the biggest weaknesses in our deck in flying creatures. As well as Gnarlid Colony which makes us very strong in combat. My personal favorite payoff is either Hagra Constrictor or Deepwood Denizen because they can make us near unstoppable in combat and get us a ton of cards both of which are amazing. But let’s not get ahead of ourselves. We have some early game ramp like Avacyn's Pilgrim, Elves of Deep Shadow, and Ornithopter of Paradise, which are all great early game ways to establish all of our colors and ramp out our commander. Slith Ascendant is an amazing card that only gets better; if we can get this down early, we can have quite the attacker after only a couple of turns. The same is true for Spiteful Squad, which basically has “Modular” and is a great attacker/blocker because of death touch.

Instants:

Our instant package is pretty much all removal, with some of my favorites being Victim of Night, Murder, and Go for the Throat because they can hit a variety of targets. We also have Return to Nature, which is a strong artifact/enchantment removal and can be graveyard hate if we need it. Unbounded Potential is a card we almost always want to entwine, but either mode can be very strong in a pinch or in a combat.

Sorceries:

We have some ramp like Cultivate and Kodama's Reach as well as Farseek, which are great ways to get all of our colors established. We also have some very strong buffs for the deck in Silverflame Ritual and Inspiring Roar which can make us quite a threat when attacking and allows us to be great blockers. Atraxa's Fall and Spread the Sickness are two amazing pieces of removal for the deck and can help us take out flying creatures, which is one of our deck weaknesses and proliferate. To round it all out, we have some draw in Read the Bones and Night's Whisper, which lets us refill our hand and keep the counters coming.

Artifacts:

We of course, have format staple mana rocks like Arcane Signet and Bonder's Ornament but we also have some Abzan-specific ones like Abzan Banner which is a little expensive but gives us every color and can give us a card in a pinch. We also have Golgari Locket and Selesnya Locket, which are great rocks as well. The reason we are not playing Orzhov Locket is because of the percentage of white cards we have in the deck and the W/G combo is much better for us than W/B. We also have two equipment in Greatsword of Tyr, which is one of the best cards in the format and is perfect for our deck, as well as Armory of Iroas, which helps further our counter gameplan.

Enchantments:

To start off, we have removal in every color in Lignify, Oblivion Ring, and Oubliette. These all functionally serve the same purpose but are great ways to deal with problematic creatures/commanders from our opponents. I love Master Chef in this deck, as it makes all of our payoffs and proliferation hit even harder. Forced Adaptation is another amazing card that just makes a creature better every turn.

Land Base:

We have to have a decently complicated land base since we are in Three-Colors. We have all three on-color “thriving” lands which are great duals for the deck and adapt to what mana we need at any given point and are very good. We also have some draw in every color, like The Hunter Maze and The Dross Pits. We, of course, have some on-color tap duals like Radiant Grove and Scoured Barrens, which can help us get two out of three colors established early. I love this landbase and have not had much trouble with it, while being at common isn’t the best or quickest landbase it absolutely functions with no issues.

Strengths of the Deck:

  • We are generally pretty strong in combat since we can buff up our creatures and give them a leg-up.
  • We are a midrange deck, but since we can buff our creatures a lot, just one or two creatures on the board can be huge threats to our opponents.
  • Being in Abzan allows us to access the best of all three colors, like buffs, draws, and amazing removal spells.

Weaknesses of the Deck:

  • If we don’t hit our ramp pieces, we can be a little slow-going in the beginning, which leaves us open to aggressive decks.
  • We have a lot of mana fixing, but establishing all of our colors is the primary goal of the early turns; while we are majority green, establishing colors is key; this can be a little difficult depending on the hand we keep. Due to this, we need to be aggressive with our mulligans.
  • We have no real recursion so we are decently weak to creature hate.

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops within the deck. We win the game solely through combat. Granted, this is made easier by the fact that we have a ton of buffs and ways to proliferate counters, which allows us to threaten our opponent’s life totals with only a few creatures out. Combine that with a ton of payoffs for all of our counters, and we are quite the threat.

Conclusion:

Armament Corps is a very sweet commander who is the only option for Abzan, but hey, that’s alright; this card is quite strong and an absolute bomb when it hits the field. I love the counters, the Abzan colors, and all of the sweet cards they offer! I have been having an absolute blast with this one, and if anyone at Wizards is listening, please, more Wedge commanders in the next year! Thanks for reading to the end and for all of your support!