“Just saw a naturally spawned cactus.”
Art:Cactusfolk Sureshot by Artur Nakhodkin
Table of Contents
Today’s Featured Commander Is:
Welcome to Outlaws of Thunder Junction Week! All of next week, we will be bringing you deck techs for a bunch of the sweet commanders from the new set. I can’t think of a better way to start off this week than with Cactusfolk Sureshot; they are a Gruul powerhouse! Not only is Cactusfolk have reach and is quite hard to kill with ward two, they also give make a good majority of our deck better, all of that for four mana is honestly crazy. This deck is awesome, and as far as creature decks go, it’s quite strong and pretty quick as well. I have been having so much fun with this one and am very excited to share this one with you all! Without further adieu, let’s get it!
The Deck:
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Cactusfolk Sureshot Stompy!
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Why Cactusfolk Sureshot?
Cactusfolk Sureshot is a huge part of our deck, and they just do an absolute ton, not only do they give trample and haste to our other creatures with power four or greater they also are quite hard to kill with removal, and most importantly for Gruul they have reach and can block flyers which helps to reduce one of our colors combos biggest weaknesses. Cactusfolk Sureshot is a very strong commander, and honestly, this card feels crazy pushed; cast this one as soon as possible.
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:
What would a stompy deck be without key cards like Llanowar Elves and Elvish Mystic? Well, honestly, it wouldn’t work too well, so we, of course, had to include both of these cheap mana dorks. We also have Zhur-Taa Druid, which is a little bit more expensive of a mana dork, but damaging our opponents little by little is always nice, and extra damage is great. I am sure it comes as no surprise that we have a ton of huge creatures that are nothing more than a pile of stats, but we actually have some creatures that have strong abilities that can help push us over the top, like Flourishing Hunter who provides a great way for us to recover some of the damage we took in the early-game before we had our board fully established. Ivy Lane Denizen provides a ton of extra power and helps a ton of our smaller creatures become affected by our commander’s ability, and we will never say no to more haste and trample. Oliphaunt is a huge creature themselves and a great attacker being able to buff up our creatures further puts pressure on our opponents and can threaten their life total with just a few turns. Thresher Beast gets the trample and haste buff from our commander, and our opponents almost never block because if we can ramp them out early, sacrificing a land sets back our opponents and absolute ton. Since we ramp so often we have quite a few Eldrazi who hit like an absolute truck like Eldrazi Devastator and Ulamog's Crusher which in testing I have cast as early as turn five and after just a couple swings we can deal a ton of damage to our opponents.
Instants:
Two of the best card draw spells in our deck are at instant speed in Unexpected Windfall
Sorceries:
Sorcery speed is where we ramp with classics like Kodama's Reach
Artifacts:
Since we are a stompy deck, we only have mana rocks within our artifact package; there is not too much to say about any of these beyond that they are great additional ways to get ahead, and any ways to help us speed out our board is quite strong.
Enchantments:
Since we are a stompy deck, we absolutely have to ramp, and our enchantment package allows us to ramp nice and early in Utopia Sprawl
Land Base:
We are running above the average on lands at thirty-seven because we have a pretty high overall cost throughout the deck, further thinning our deck through ramp spells like Cultivate
Strengths of the Deck:
- Our commander provides a ton of utility and is quite hard to kill.
- Once we get a board established we can be quite hard to stop and just run through our opponents.
- We have quite a bit of artifact/enchantment removal.
Weaknesses of the Deck:
- We don’t have a ton of supplemental card draw within the deck.
- We are pretty weak to creature hate; we don’t have a ton of ways to protect them.
- Generally weak to control decks as we have no way to fight back against counterspells.
Deck Stats:
Sample Hands:
Main Win Conditions:
There are no infinite combos or loops within the deck; we are a stompy deck through and through and mostly focus on using our commander’s ability to be aggressive and hit hard; the trample and haste from our commander for a good majority of our deck allows us to hit hard and put a ton of pressure on our opponents. We have some pretty big creatures that hit hard, like Ulamog's Crusher
Conclusion:
Cactusfolk Sureshot does so much. I am honestly surprised they aren’t legendary; what a great commander to start off Outlaws Week with. I have been having fun with this one and have been testing since prerelease and had an absolute ton of fun, and even when I was dominating games, my testing group thought it was a fun deck that reminded them of regular EDH stompy decks. I hope you all enjoyed this one as much as I did! Thanks for reading to the end and for all of your support!