Rocking and Rolling
Art:Mr. Orfeo, the Boulder by Justin and Alex Hernandez
Table of Contents
Todays Featured Commander is:
Mr.Orfeo is a very sweet Jund commander who plays more like a stompy deck, full of big creatures ramp and having absolutely huge combat swings! Mr.Orfeo is a great commander since he can allow us kill our opponents with either commander damage or combat damage. Mr.Orfeo allows us to make one of our creatures very big, with ways to copy this trigger and make all of our creatures big Mr.Orfeo is a super fun commander that can allow for some really stompy wins!
The Deck:
Mr.Orfeo Power!
Why Mr. Orfeo The Boulder?
Mr.Orfeo is a great choice since his ability allows us to play like a stompy deck while having the flexibility and interaction of being a Jund Commander. While Mr.Orfeo isn’t the biggest stat creature on his own we can use multiple ways to buff him and make his trigger targeting himself or anyone else to hit for a ton of damage! Mr.Orfeo is a great choice for any Jund player who is looking for more of a stompy style deck in Jund.
Deck Overview:
Our creature package is full of huge-game ending creatures as well as bunch of smaller utility / toolbox creatures! Our ramp package is highlighted by format staples like Ignoble Hierarch which is a great card since it taps for all of our colors and since it has exalted can be an asset with Mr.Orfeo on the field! Goblin Anarchomancer may not produce any mana but can hit an absolute ton of spells in our decks and if played early can provide a huge discount throughout the game! Sakura-Tribe Elder is just a great early blocker and whenever it gets into trouble you can just sacrifice it and get a land! For some of our bigger creatures in addition to our ramp we have ways to make them cheaper as well like Goreclaw, Terror of Qal Sisma is perfect for our top-end creatures since it discounts creatures with power 4 or greater and reduce its cost by 2. Hydra Omnivore is one of our best targets for Mr.Orfeos ability since it will hit all of our opponents and with only Orfeos buff will be a 16/16. Archetype of Finality is another great creature that gives all of our creatures deathtouch and take it away for our opponents this can make our impressive combat step even better! Yargle and Multani is very easy for us to cast and when combined with Mr.Orfeo’s trigger can deal 36 damage to someone which will allow us to end an opponents game very quickly. Wulfgar of Icewind Dale is one of our most important creatures since Wulfgars ability allows us to double Mr.Orfeos trigger this can be great with really any of our creatures or Mr.Orfeo himself!
Our planeswalker package is full of sweet damage dealers! Jeska, Thrice Reborn is great since she can come down early as turn 4 or 5 depending on when we can cast Mr.Orfeo and her 0 allowing us to do triple damage can be absolutely devastating especially if we have ramped early. In the late game Jeskas minus ability can be effective but we don’t typically use this! Minsc & Boo, Timeless Heroes not only creates a trample/haste hamster and the plus allows us to buff it we can even draw cards with Minscs second ability, overall a great card no matter what ability we use! Our last planeswalker is Garruk, Primal Hunter
Our spell package is full of buffs protection and interaction, for buffs one of our best cards is Berserk
Our artifact package is pretty small but there are some awesome cards to highlight Two-Handed Axe // Sweeping Cleave is basically another copy of Mr.Orfeo and is good when equipped on really any creature in our deck. Mage Slayer
Our enchantment package has a bunch of amazing cards one of our great game-enders is Phyresis
Our land base is full of some pretty cool lands, some of my favorite are Bojuka Bog
Strengths of the Deck:
- Can very easily kill opponents
- Combats are very easy since are creatures are quite large even without buffs
- When we find our ramp pieces can cast large creatures many turns early
Weaknesses of the Deck:
- Not a ton of interaction
- Weak to creature hate
- Games can be rougher without our ramp pieces
Deck Stats:
Sample Hands:
Main Win Conditions:
We typically win through commander damage or combat damage but we have a few infinite combos as well.
Malignus
Result: Each opponent loses the game. Near-infinite damage.
Requires: Chandra’s Ignition in hand. All permanents on the battlefield. 3RR available.
Steps: Cast Chandra’s Ignition by paying 3RR, causing Malignus to deal damage equal to three times its power to each other creature and each opponent. Each opponent loses the game due to having zero or less life.
Malignus
Result: Each opponent loses the game. Near-infinite damage.
Requires: Chandra’s Ignition in hand. All permanents on the battlefield. 3RR available.
Steps: Cast Chandra’s Ignition by paying 3RR, causing Malignus to deal damage equal to three times its power to each other creature and each opponent. Each opponent loses the game due to having zero or less life.
Blightsteel Colossus
Result: Each opponent loses the game.
Requires: Blightsteel on the battlefield. Chandra’s Ignition in hand. 3RR available.
Steps: Cast Chandra’s Ignition by paying 3RR, causing Blightsteel Colossus to deal damage equal to its power to each other creature and each opponent. Each opponent loses the game due to having ten or more poison counters.
Minsc & Boo, Timeless Heroes
Result: Target opponent loses the game. Near-infinite damage to target opponent.
Requires: All permanents on the battlefield. Minsc & Boo has at least two loyalty counters on it.
Steps: Activate Minsc & Boo’s second loyalty ability by removing two loyalty counters from it, sacrificing Malignus and dealing damage equal to three times Malignus’s power to target opponent.
Result: Target opponent loses the game.
Requires: All permanents on the battlefield. Your commander is on the battlefield and can attack this turn. Phyresis attached to your commander. An opponent is unable to block and kill your commander.
Steps: Deal combat damage to an opponent with your commander, causing the opponent to get ten poison counters. The opponent loses the game due to having ten or more poison counters.
Conclusion:
In Conclusion I think that Mr.Orfeo is a wonderfully flexible jund stompy deck with various ways to end the game. The flexibility afforded by being in Jund allows us to play a dynamic deck that can adapt to various situations and adjust as needed. Mr.Orfeo is a ton of fun to pilot and doesnt require a ton of advanced knowledge of the game. This deck can be played new players or returning players!
Thanks for reading to the end!