Tuesday Night Takeover

Felix Five-Boots Attack Triggers Brewed EDH

Genuine ostrich, three payments.”

Art:Felix Five-Boots by Chris Rahn

Felix Five-Boots is a very sweet commander who has amazing art and flavor and is just overall an awesome fella Aesthetics aside, Felix is also extremely strong, and being able to double the triggers from dealing combat damage produces a ton of value and can allow us to decimate our opponent’s boards and hands. Felix is also pretty hard to stop with Menace and Ward Two, and when combined with a whole host of unblockable creatures we have in the deck, we are quite hard to stop. This deck is a ton of fun to play and something I love bringing out at a table that has a lot of other creature decks. I am very excited to showcase this list today; without further adieu, let’s get it!

The Deck:

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Felix Five-Boots Attack Triggers!

Commander (1)
Felix Five-Boots

Creatures (30)
Birds of Paradise
Changeling Outcast
Mist-Cloaked Herald
Slither Blade
Baleful Strix
Cephalid Constable
Drana, Liberator of Malakir
Hypnotic Specter
Trygon Predator
Ukkima, Stalking Shadow
Ashling, the Extinguisher
Cazur, Ruthless Stalker
Etrata, the Silencer
Gorm the Great
Grim Hireling
Schema Thief
Toski, Bearer of Secrets
Archpriest of Shadows
Gonti, Canny Acquisitor
Ohran Frostfang
Ojer Kaslem, Deepest Growth
Conclave Sledge-Captain
Hydra Omnivore
Necropolis Regent
Sakiko, Mother of Summer
Sun Quan, Lord of Wu
Ancient Bronze Dragon
Old Gnawbone

Instants (12)
Arcane Denial
Assassin’s Trophy
Beast Within
Cyclonic Rift
Decisive Denial
Krosan Grip
Nature’s Claim
Rapid Hybridization
Reverse the Polarity

Sorceries (6)
Driven // Despair
Nature’s Lore
Three Visits
Kodama’s Reach

Artifacts (9)
Sol Ring
Mask of Riddles
Power Fist
Silver Shroud Costume
Talisman of Curiosity
Talisman of Dominance
Talisman of Resilience
Trailblazer’s Boots
Chromatic Lantern

Enchantments (6)
Aqueous Form
Garruk’s Uprising
Coastal Piracy
Reconnaissance Mission
Lands (36)
Barkchannel Pathway
Breeding Pool
Clearwater Pathway
Command Tower
Darkbore Pathway
12 Forest
Misty Rainforest
Overgrown Tomb
Polluted Delta
Rejuvenating Springs
Undergrowth Stadium
Verdant Catacombs
Watery Grave

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Why Felix Five-Boots?

Felix Five-Boots is a huge and integral part of our deck; we are entirely built around Felix, and casting them as soon as we possibly can is extremely important to the overall gameplay and strategy of the deck. Felix not only provides a ton of utility and allows us to maximize the benefits we get from combat damage but is also quite hard to kill in combat and outside since they have menace and ward two. Since Felix is such a big part of the game plan, I like to try to protect them in any way, whether in combat or removal. We try to put Felix in situations where they can stick to the board for as long as they can, and we can double those sweet attack triggers. Felix does not leave much to the imagination; reading the card shows you exactly what you are getting out of this very sweet commander.

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!


Trygon Predator and Aberrant are both great ways to take out artifacts and enchantments, and in matchups that focus on these permanent, it can be devastating and allow us to fully disrupt their gameplan. Due to the fact that many of our creatures are quite big and get out of hand we tend to draw a lot of removal from our opponents; due to this, we have Archpriest of Shadows with our commander out being able to recur two creatures a turn can help us fight through the gauntlet of removal that typically comes our way in an average game. While we typically are faced with a bunch of removal from our opponents, we have quite a few ways to get back at them and disrupt their board, with one of the best being Ashling, the Extinguisher, slapping something like Aqueous Form and getting a double “edict” effect on every combat can absolutely devastate even the most populated boards and is a great way to take your opponents out of the game. In a perfect world, none of our creatures can be blocked ever, while this is not always the case. Of course, we do have a pretty sweet bomb in Sun Quan, Lord of Wu while this card does not give them unblockable, I find it pretty hard to find anyone who is running horsemanship creatures in EDH, if you are out there, shoutout to you and if I lost to it, I honestly wouldn’t be mad. While Sun Quan is a little expensive, it is absolutely worth it and can be game-ending if we land it with a full board, even without a full board just getting guaranteed attack triggers can be more than enough to make this card worth it. Hydra Omnivore is the first card that I thought of when Felix was spoiled and is just so good, talk about a huge damage swing, when combined with some of our other creatures like Necropolis Regent this card can easily kill every opponent in just a couple of swings.


Being in Sultai allows us to run a wide range of removal and ways to interact with our opponents we have a lot of EDH staples within our instant package, like Krosan Grip and Cyclonic Rift as well as some deck-specific cards like Reverse the Polarity not only do we get a decent counterspell that can be a great way to end a counter-war but I find myself most often using this card to make our creatures unblockable, this not only allows us to get some huge damage in but we can get an absolutely insane amount of value out of all of our creatures triggers. Aetherize is another card that I love in the deck. While not run within a ton of EDH decks, I find it works well to protect our board if an instant makes combat not in our favor or if we are against another creature-heavy strategy and are being attacked hard.


Our sorcery package is not very interesting and mostly consists of ramp spells, while these cards are boring to talk about, these cards are very important for the deck, and having these cards at our disposal can help us get all of our colors established early and cast our commander and any of the bombs we have in the deck early. We do have one card that is worth mentioning, and that is Driven // Despair, which is a great piece of double-trouble for our opponents and if we have our commander out, we can get double draws, and on a follow-up turn double discards just great cards to have at our disposal and very strong for not a ton of mana investment.


Our artifact package aims to do two things: ramp and make Felix triggers easier to occur. We, of course, have some strong mana ramp like Chromatic Lantern and Sol Ring, which need absolutely no introduction, as well as all three on-color talismans, these are great ways to get some extra mana early, having access to all of this allows us to speed out Felix quicker and get the core gameplan started, even starting this just one or two turns early can be extremely impactful and strong. We have quite a few ways to make our creatures guarantee to hit, like Silver Shroud Costume and Mask of Riddles, which are great cheap ways to guarantee a hit and a double trigger. While these are pretty cool by far the best artifact in our deck is Power Fist as this gives our creature trample, and the counters we get is doubled by Felix, even just one or two attacks with this, allowing us to hit like an absolute truck and this card can help us put a ton of pressure on our opponents. The nice thing about all of these equipment is they can be put on pretty much anything, while there are certainly better targets than others whatever is best on your board is a great target and as long as we can deal combat damage and get double-triggers these cards are all amazing.


Since we have a heavy emphasis on not only attack triggers but quite a few creatures that just cannot be blocked we get a ton of value out of both Coastal Piracy and Reconnaissance Mission even if we don’t have our commander out these are quite strong and with our commander, they are straight up busted. While we do have a lot of unblockable creatures some of our best are not unblockable which is where Aqueous Form comes in, being able to put this on an amazing creature like Ashling, the Extinguisher or Ancient Bronze Dragon can be very strong and help turn the game in our favor. We also have Invisibility. While there are certain matchups where this card is bad, there are not that many walls floating around most decks in the format because this two-mana unblockable is absolutely worth it. Garruk's Uprising is another very strong card. We have quite a few creatures that are bigger than four powers, so we can get some more card draws. Most importantly, we get to trample on all of our creatures, which guarantees hits and allows us to trigger Felix continuously. The nice thing about all of the cards in our enchantment package is that they are decently cheap and help to further the gameplan of generating value from our commander and out-damaging/valuing our opponents and taking the game over.

Land Base:

We don’t really have any non-basics of note within the deck; we do have a considerable amount of speed within our landbase because we have on-color fetches, shocks, and the opponent lands, which allows us to get all of our colors established early when combined with some of our creature based-ramp in the deck we can easily get our commander out quite early and begin the trigger doubling. Our landbase is strong and efficient and in twenty-five games of testing I did not have any issues, being able to establish most of our colors early is great, we are running a little bit above-average because we do have some higher-cost cards within the deck, I have tested a thirty-five land version and found it to be much less efficient.

Strengths of the Deck:

  • If we can stick our commander, we snowball extremely quickly and can end games with ease.
  • We are pretty strong against decks that focus on artifacts/enchantments because we have strong removal from our creatures like Trygon Predator as well as ways to copy their rocks like Schema Thief.
  • We have some pretty strong mana production from our creatures like Grim Hireling and Old Gnawbone.

Weaknesses of the Deck:

  • We are heavily focused on our commander, if we can’t resolve them or keep them on the board the gameplan can struggle.
  • We are generally pretty weak to creature hate.
  • We do have some ramp, but if we don’t hit those pieces, we will be quite slow in the early game.

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops within the deck. We are not a combo deck and don’t focus on that at all; we focus on using our commander as well as some support cards to put a ton of pressure on our opponents and get some big damage going. Some of the best of the best include Hydra Omnivore, which, with only a couple of hits, can easily take out every opponent at the table; this is a premier card within the deck and something I try to protect often. Necropolis Regent is another card that can accelerate the damage on our board and allow us to hit like an absolute truck!


Felix Five-Boots is so cool and just an absolute blast to play. While there are certainly downsides to playing a deck that focuses heavily on its commander, it feels very flavorful within EDH as a whole, and having our commander be a huge part of our deck, I am certainly willing to sacrifice combos and powers to build a fun and flavorful decks that I love to pull out with my playgroup or at my LGS and jam a fun game. Don’t get me wrong, this deck is certainly strong but not going to beat the best of the best; this deck, to me, feels like an old-school commander full of fun and interesting cards. Thanks for reading to the end and for all of your support!