Tuesday Night Takeover

Caesar, Legion’s Emperor Tokens Brewed EDH

I showed them total warfare. Like I said, there’s a lot you can learn from old books.

Art:Caesar, Legion's Emperor by Alexander Gering

All the way from the Mojave, Caesar is here! Caesar is certainly a controversial figure within the Fallout games, but here they make for a very strong commander who is absolutely perfect for a token strategy. Caesar is an absolute powerhouse and is also in the perfect color combination for a token deck because we have a ton of support for tokens as well as a ton of strong sources of non-combat damage from the deck. I have been having a blast with this one, and while I think the deck is pretty strong, it’s certainly not oppressive or going to win in the first five turns. I personally love to pull this deck out at a table with other creature strategies as the combats get crazier and fun. I am very excited to showcase this one today; without further adieu, let’s get it!

The Deck:

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Caesar, Legion's Emperor Tokens!

Commander (1)
Caesar, Legion’s Emperor

Creatures (26)
Corpse Knight
Loyal Apprentice
MacCready, Lamplight Mayor
Skyknight Vanguard
Adeline, Resplendent Cathar
Anim Pakal, Thousandth Moon
Boomer Scrapper
Elder Arthur Maxson
Hanweir Garrison
Isshin, Two Heavens as One
Kellogg, Dangerous Mind
Krenko, Tin Street Kingpin
Mahadi, Emporium Master
Mentor of the Meek
Company Commander
Elenda, the Dusk Rose
Hero of Bladehold
Mirkwood Bats
Mondrak, Glory Dominus
Myrel, Shield of Argive
Neyali, Suns’ Vanguard
White Glove Gourmand
Aurelia, the Warleader
Captain of the Watch
Ojer Taq, Deepest Foundation
Moonshaker Cavalry

Planeswalkers (1)
Elspeth, Sun’s Champion

Instants (15)
Akroma’s Will
Anguished Unmaking
Call the Coppercoats
Deadly Dispute
Despark
Entrapment Maneuver
Fracture
Generous Gift
Grand Crescendo
Inkshield
Secure the Wastes
Stroke of Midnight
Terminate
Utter End
V.A.T.S.

Sorceries (8)
Damn
Finale of Glory
Forth Eorlingas!
Hour of Reckoning
Increasing Devotion
Night’s Whisper
Read the Bones
Song of Totentanz

Artifacts (6)
Skullclamp
Sol Ring
Arcane Signet
Talisman of Conviction
Talisman of Hierarchy
Talisman of Indulgence

Enchantments (8)
Goblin Bombardment
Impact Tremors
Bastion of Remembrance
Warleader’s Call
Anointed Procession
Battle of Hoover Dam
Assemble the Legion
Cathars’ Crusade
Lands (35)
Arid Mesa
Blood Crypt
Bloodstained Mire
Command Tower
Eiganjo, Seat of the Empire
Exotic Orchard
Godless Shrine
Luxury Suite
Marsh Flats
Memorial to Glory
Mountain
Plains
Sacred Foundry
Savai Triome
Sokenzan, Crucible of Defiance
Spectator Seating
Swamp
Urborg, Tomb of Yawgmoth
Vault of Champions

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Where does this deck fall on the power scale?

I would say this deck falls between six and seven. This deck is quite strong and can be quite oppressive in combat, but there are no infinite combos or loops within the deck, so it certainly pushes it down. This deck also has a ton of board wipes, which also pushes the power level up because completely resetting the board and, in the case of Hour of Reckoning, a one-sided board wipe can certainly leave lower-power decks in the dust. I think this deck works perfectly at a table with other six or sevens and will be way too powerful for anything lower. As always, have the conversation with your opponents; while this is a six or seven within my meta, it may be lower or higher in yours.

Why Caesar, Legion’s Emperor?

Caesar is a huge part of our deck and provides quite a bit. Caesar provides some token production and additional damage, and since the cost of this is cheap, we can easily sacrifice a creature and pay for the cost. Caesar also is strong source of supplemental card draw if we need it, and most importantly, we can deal a ton of non-combat damage, which, depending on our board state it can easily be a one-shot kill or at least half of our opponent’s health. Caesar is a great token producer who helps a ton, while we can absolutely win games without him, we typically prioritize casting him, and having his attack triggers benefits us a ton.

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 have some strong token payoffs like Mirkwood Bats, which can actually be quite a strong damage dealer for the deck. Since we create a ton of tokens and they die super often, we can get a ton of value out of Mahadi, Emporium Master, which works perfectly with Kellogg, Dangerous Mind, which is one my favorite cards to steal opponents commanders with. Isshin, Two Heavens as One is very strong in this deck, mostly for copying Caesar’s triggers and getting a ton of tokens, cards, or damage! MacCready, Lamplight Mayor is a very cool card for the deck that makes a majority of our tokens quite hard to block, and the lifeless and life gain for our us are pretty nice as well. Since we are a token deck we absolutely had to include Ojer Taq, Deepest Foundation // Temple of Civilization, and Mondrak, Glory Dominus, which are great ways to produce a ton of tokens, and when together or combined with Anointed Procession is just busted. A little less impressive but still a token producer is Skyknight Vanguard, which is a nice evasive creature with token production, and for only two mana, there is not much more we could ask for on this one. Neyali, Suns' Vanguard not only nets us a ton of damage but also allows us to play ahead from the top of our deck, which is very strong.

Planeswalkers:

We only have one planeswalker, but they are quite strong; I love Elspeth, Sun's Champion in the deck. They are a little expensive at six mana, but come down and can wipe the board if needed, and typically, this board wipe doesn’t affect us as much as it does our opponents. They can also come down and produce some soldier tokens, which is typically what we do when we cast Elspeth; last but certainly not least, Elspeth has a pretty sweet emblem; this is not something our opponents allow us to do, but hey, if the opportunity is there take it.

Instants:

Our instant package is where most of our removal resides, and we have some pretty strong ones in Despark, Fracture, and Anguished Unmaking, which are all strong and decently cheap removal spells. Inkshield may be a little expensive, but when an opponent goes for a huge late-game attack, we can prevent that damage and make an absolute ton of tokens and flying ones at that! We also have some instant speed token production which can represent a great mana sink, or we can make a ton of blockers, we are packing Secure the Wastes and Grand Crescendo, which are both great, I prefer Grand Crescendo because the indestructible can be great in response to removal or a board wipe.

Sorceries:

Hour of Reckoning is arguably one of the best board wipes in our deck since it heavily affects our opponents but doesn’t affect us as much, and since we can convoke it, we can cast it with ease. Damn is another one-sided board wipe for us, and just like Hour of Reckoning is perfect before we go to big combat. Our sorcery package isn’t all board wipes and we have some pretty strong token production like Increasing Devotion, Finale of Glory, and Song of Totentanz are all very strong token producers for the deck and all make the deck a lot stronger and make us pretty deadly in combat.

Artifacts:

Since we produce so many tokens and they are often 1/1’s Skullclamp was an auto-include in the deck and, just like in other formats, is an absolute card draw machine for the deck. Beyond that, our entire package is nothing more than mana rocks; we have every on-color talisman as well as format staples like Sol Ring and Arcane Signet, which are all great sources of additional color/mana production and allow us to get ahead of our opponents.

Enchantments:

Arguably, the two best enchantments in our deck are Impact Tremors and Goblin Bombardment, which are both strong sources of non-combat damage for the deck, and Goblin Bombardment is a great card to use in response to a board wipe or some board clear. Anointed Procession is pretty broken in our deck; now, for what it’s worth, this card is just broken, but getting four tokens tapped and attacking off of Caesar’s trigger is quite busted. Assemble the Legion is another card that gets absolutely out of hand with Anointed Procession and is just a bomb in this deck, constantly creating more and more tokens/attackers every turn and more creatures to sacrifice to Caesar! Battle of Hoover Dam is another bomb for the deck. Not only can we get recursion, but the buff from choosing Legion is crazy; for that reason, there are very few cases where we don’t pick Legion, as in our deck, it’s just way better than NCR in pretty much every way. The last card I want to talk about has been a boogeyman in EDH for quite a long time in Cathars' Crusade. Even if it is only out for one turn, it can be absolutely insane and make our board snowball or, more accurately, avalanche into an absolute powerhouse.

Land Base:

Our landbase doesn’t have a ton of interesting lands to talk about other than Urborg, Tomb of Yawgmoth, which allows us to get our colors established more easily. Beyond that, we are mostly using the most speedy lands we can, like all of the on-color fetches, shocks, and two opponents’ lands, which allow us to operate quite quickly and always have our colors established. Since we are a token strategy, our deck is primarily white, and that is the reason why we run so many plains within the deck. Our landbase may not be that interesting, but I find it to be quite strong and effective.

Strengths of the Deck:

  • We are pretty strong in combat because we have a ton of attackers/blockers through all of our tokens.
  • We have multiple sources of combat/non-combat damage which allows us to put a ton of pressure on our opponents.
  • If we do fall behind, we have quite a bit of removal/board wipes, which can help reset/restart the game and begin to build back our board.

Weaknesses of the Deck:

  • It can be a little slow in the early game.
  • We are generally pretty weak to creature hate.
  • We don’t have a ton of supplemental card draw in the deck, which in the mid-late game can leave us pretty low on cards.

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops within the deck. We are a combat deck that aims to fill up our board with tokens and have something to sacrifice so we are able to trigger Caesar every turn. Caesar himself can be a strong source of damage, especially his last ability, which, depending on our board state, can easily take away half an opponent’s life. We also have some strong sources of non-combat damage in Impact Tremors and Goblin Bombardment, which can dish out huge damage when we make some tokens, or we are faced with removal / a board wipe.

Conclusion:

Caesar is a fun and flavorful commander who I have been having a blast playing. This deck is pretty strong but certainly is not a CEDH deck. However, for regular EDH decks, it feels pretty strong and is against most creature-based strategies. Mardu is an amazing color combo for tokens, and this deck is just filled to the brim with support for the strategy. Apologies for the delay on this one; between being sick and having some technical difficulties, this has not been a great fallout week, but never fear; we will be making up all of the missed articles. Thanks for reading to the end and for all of your support!