Oxidda Finisher is a very cool Voltron-focused commander that I overlooked during Phyrexia: All Will Be One’s spoiler season; I completely forgot how good this card is and how much of a powerhouse it can be in Pauper EDH. Being able to cast a 7/5 with trample on turn four or five can absolutely overwhelm our opponents, and commander damage kills are extremely easy to achieve. Not only do we have a very strong commander, but we also have an absolute ton of cheap equipment that gives buffs and keyword abilities to our commander and our various Voltron creatures throughout the deck. This deck is an absolute blast and I am very excited to showcase it today. Without further adieu, let’s get it!
The Deck:
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Oxidda Finisher is a huge part of our deck. They are an extremely aggressive creature that hits like a truck and can come down much earlier than turn seven. Combine this with all of the buffs from our extremely cheap equipment, and we can easily commander damage kill an opponent. Oxidda Finisher is a huge part of our deck, and even though they come down a little bit late into our game plan, they are still our main damage dealer and win condition.
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:
To start off, let’s go over our alternative Voltron creatures. The premier other Voltron creatures are Champion of the Flame, Goblin Gaveleer, and Myr Adapter because they get huge buffs from all of the equipment we attach to them. Pyroceratops and Spellgorger Weird get smaller buffs from all of our equipment and non-creature spells but don’t have to be equipped to be strong attackers/blockers, so they are great options as well. We also have some ok but not great Voltron creatures like Two-Headed Cerberus and Raging Redcap. These are selected solely because they are relatively cheap and have double strike, making even just a few buffs on them quite strong. Kazuul's Toll Collector is arguably one of the best creatures in our deck because, on our turn, they make all of our equips to them free, which is perfect if one of our buffed-up creatures falls victim to removal. Reckless Fireweaver and Ingenious Artillerist are both great ways to get some additional damage from all of the artifacts we create and the ones in the deck. One of my personal favorite creatures in the deck is Stirring Bard, which not only lets us venture into the dungeon, but the menace and haste can be huge for the deck and allow us to deal a ton of damage.
Instants:
Abrade, Galvanic Blast, and Lightning Bolt are the few pieces of single target removal in the deck, so save them for key creatures/commanders because they are quite valuable within the deck. Big Score and Unexpected Windfall are two amazing draw spells that also give us some additional mana, just two great pieces of supplemental card draw for the deck. Temur Battle Rage and Uncaged Fury are great finishers in the deck. Whether we are going for commander damage kills or just raw damage, these can be great ways to close out a game.
Sorceries:
We are quite light on sorceries, only having three, Cathartic Reunion and Tormenting Voice are both strong card draw spells that allow us to refill our hand but they do have the downside of requiring discard so if we are low on cards this can be a dead draw. Go for Blood is one of the few ways we have to remove an opponent’s creature, and we can cycle it as needed and get additional card draw.
Artifacts:
To start off, we have a couple of mana rocks in Fire Diamond and Arcane Signet, which help us get a bit ahead on mana. We have an absolute ton of equipment in the deck, so let’s go over some of the best. Whispersilk Cloak and Haunted Cloak allow us to get a ton of damage in. We also have some equipment that auto-equips when it enters, like Dueling Rapier and Javelin of Lightning, which can be great at any stage of the game, and free equips are always nice. Blight Sickle is the perfect equipment for our commander since they have trample, and when combined with wither, we can kill even an indestructible creature that blocks. Brass Knuckles is another extremely strong piece of equipment that gives us two pieces of equipment for one, and double strike on any two creatures is quite strong. Golem-Skin Gauntlets is arguably one of the best equipment in the deck since it provides a huge buff and, when equipped on our commander, can allow us to one-shot commander damage and kill an opponent. Goldvein Pick and Prying Blade are not the strongest equipment, but being able to generate some additional mana is quite strong, especially with some of our higher-cost equipment. In direct contrast to our high-cost equipment, we have a few zero-cost equipment like Cathar's Shield, Bone Saw, and Spidersilk Net these are not the strongest equipment but give us quite an advantage since they are free and reduce the cost of our commander.
Enchantments:
Claws of Valakut and Granite Grip are two extremely strong cards that allow us to get bigger and better as the game goes on. We typically put these on our commander since they have trample. Dragon Breath is a great card that we can put in anything to give it a Firebreathing effect, and the biggest benefit is that when our commander enters, it will come back from the graveyard. Sticky Fingers rounds out our enchantment package and has the dual benefit of making the equipped creature more evasive with menace and allowing us to produce quite a bit of mana off of the treasure tokens we create on hit. This card is a powerhouse, especially for only one mana.
Land Base:
Since we are in mono-red, there isn’t a ton to talk about in our landbase. We have a ton of supplemental card draw throughout our land, like Smoldering Crater, Desert of the Fervent, and The Autonomous Furnace are all amazing lands that we can freely sacrifice for additional card draw. There isn’t really a ton else to say about the rest of our land, mostly consisting of basics. I have found this landbase to be quite strong, and because of the overall low cost in the deck, we typically don’t need a ton of mana to operate, so we can freely keep one to two land hands.
Strengths of the Deck:
We are quite aggressive and can put a ton of pressure on opponents early in the game.
Our commander may cost seven mana, but because of their affinity ability and a ton of cheap equipment, we can have one of our best Voltron creatures out on the fourth or fifth turn typically.
We have many different cards that are strong Voltron creatures, like Champion of the Flame and Goblin Gaveleer. Having a ton of options means we can spread the love and hit hard from many different creatures.
Weaknesses of the Deck:
We are quite weak to artifact hate.
We don’t have a ton of ways to stop opponents creatures outside of combat.
We do have some sources of supplemental card draw, but due to the low-cost nature of our deck, we can run out of cards in hand during the game.
Deck Stats:
Sample Hands:
Main Win Conditions:
There are no infinite combos or loops in the deck, and we have a few creatures that can be strong equipment targets. Of course, our commander is one of them. We also have Champion of the Flame and Goblin Gaveleer as well as Two-Headed Cerberus or Pyroceratops all of these are great strong attackers that can put a ton of pressure on our opponents.
Conclusion:
Oxidda Finisher is a very cool commander whom I have been having a blast with. I have done a decent amount of equipment-focused decks on the site, and this is certainly one of my favorites. I have been having a ton of fun with this one, and who doesn’t love some classic mono-red gameplay? I hope you enjoyed it as well; if you have a list for Oxidda Finisher, let us know, and we’d love to see it! Thanks for reading to the end and for all of your support.
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