Tuesday Night Takeover

MR. Orfeo The Boulder Power Brewed EDH

Rocking and Rolling

Art:Mr. Orfeo, the Boulder by Justin and Alex Hernandez

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!

Commander (1)
Mr. Orfeo, the Boulder

Creatures (28)
Birds of Paradise
Elvish Mystic
Ignoble Hierarch
Goblin Anarchomancer
Sakura-Tribe Elder
Archetype of Aggression
Combat Celebrant
Managorger Hydra
Tuya Bearclaw
Goreclaw, Terror of Qal Sisma
Seedborn Muse
Wulfgar of Icewind Dale
Xenagos, God of Revels
Aggressive Mammoth
Archetype of Finality
Combustible Gearhulk
Etali, Primal Storm
Hydra Omnivore
Kogla, the Titan Ape
Surrak and Goreclaw
Yargle and Multani
Zopandrel, Hunger Dominus
Archetype of Endurance
Craterhoof Behemoth
Blightsteel Colossus
Ghalta, Primal Hunger

Planeswalkers (3)
Jeska, Thrice Reborn
Minsc & Boo, Timeless Heroes
Garruk, Primal Hunter

Spells (13)
Feign Death
Heroic Intervention
Temur Battle Rage
Chaos Warp
Essence Harvest
Natural Order
Chandra’s Ignition
Overwhelming Stampede
Blasphemous Act

Artifacts (6)
Sol Ring
Arcane Signet
Mage Slayer
Two-Handed Axe
The Great Henge

Enchantments (14)
Garruk’s Uprising
Phyrexian Arena
Rhythm of the Wild
Tribute to the World Tree
Blood Mist
Frontier Siege
Whip of Erebos
Berserkers’ Onslaught
Unnatural Growth
Fiery Emancipation
Raised by Giants
Warstorm Surge
City on Fire
Lands (35)
Blood Crypt
Bloodstained Mire
Bojuka Bog
Command Tower
Deathcap Glade
Dragonskull Summit
Exotic Orchard
Haunted Ridge
Kessig Wolf Run
Luxury Suite
Mosswort Bridge
Overgrown Tomb
Riveteers Overlook
Rockfall Vale
Rogue’s Passage
Rootbound Crag
Spire Garden
Stomping Ground
Undergrowth Stadium
Verdant Catacombs
Wooded Foothills
Woodland Cemetery
Ziatora’s Proving Ground

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 is a planeswalker we typically use just to instantly draw a bunch of cards but occasionally if we can play this early enough that we make the beasts or ult and make the 6/6 worms.

Our spell package is full of buffs protection and interaction, for buffs one of our best cards is Berserk this can be an absolute game-ender on the right creature but it is only temporary in my experience we used this for a killshot! Fling is one of our best damage dealing spells and when combined with recursion like Feign Death we can do a ton of damage and get a bigger creature back! Terminate is just a very simple kill spell that we can use early since we are not plentiful on interaction this is typically best saved for the highest value target! Essence Harvest is a pretty rare card in commander but in our deck can deal an absolute ton of damage and gain us a bunch of life the only downside of Essence Harvest is that it does target a single player! Natural Order is a card that is basically an instant cratehoof tutor but can be great to grab creatures like Kogla or Yargle and Multani, really just a way to change our birds of paradise into something bigger and better!

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 is a great way for us to deal damage even if we cant actually do combat damage to our opponent! Embercleave is a great card since we can cast it quite early and it can be absolutely devastating on the right creature really anything big can be used effectively with embercleave. The Great Henge is a very easy card for us to cast and not only acts as a mid-game mana rock but gives us cards and counters as well overall a great card for our deck.

Our enchantment package has a bunch of amazing cards one of our great game-enders is Phyresis giving one of our creatures infect and with the large amount of huge creatures that have trample or other forms of evasion this card can end the game really quick! Since we are swinging out most turns we leave ourselves vulnerable to attacks so cards like Whip of Erebos can allow us to recover some of that life that we lost! Fiery Emancipation and City on Fire essentially do the same thing and when either of them come down it is not long before one of your opponents fall. Both of these are just great ways to deal a ton of damage whether that be from combat or noncombat damage! Raised by Giants is a great way for us to enable a commander damage kill with Mr.Orfeo. Unnatural Growth is another way for us to make our creatures absolutely huge! Since our average creature is naturally really big cards like Warstorm Surge can be really effective ways for us to deal non-combat damage. Rhythm of the Wild can be great against any blue deck or control strategy since it will allow us to land all of our most important creatures!

Our land base is full of some pretty cool lands, some of my favorite are Bojuka Bog which is very strong against really any graveyard focused deck or flashbacked instant or sorcerys. Mosswort Bridge is very easy for us to trigger the hideaway ability and in testing I was able to get hideaway triggered as early as turn 5, mosswort bridges success does depend on what you can hit with the hideaway trigger but its really the luck of the draw on that one! Kessig Wolf Run can be a great mid-late game mana dump and can buff one of our creatures and when combined with all of the other buffs in our deck can be huge, kessig wolf run giving it trample is another great advantage of it!

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 + Chandra's Ignition + Fiery Emancipation

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 + Chandra's Ignition + City on Fire

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 + Chandra's Ignition

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 + Malignus + Fiery Emancipation

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.

Raised by Giants + Phyresis

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.


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!