Tuesday Night Takeover

Reveka, Wizard Savant Control Pauper EDH

“Knowledge through… disintegration.”

Art:Reveka, Wizard Savant by Susan Van Camp

Reveka is a such a fun Pauper EDH commander that doesn’t get nearly enough love. I only found two other players on moxfield rocking this sweet commander. I think this card is quite strong and well-positioned within the format; while control certainly isn’t the most popular archetype within the format, I think it interacts well with the high-density of midrange decks that are popular. I have been loving this one and being able to tell my opponents no constantly! If you like control in other formats or just like the feel of blue as a color, I think you will love this one. Without further adieu, let’s get it!

The Deck:

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Reveka, Wizard Savant Control!

Commander (1)
Reveka, Wizard Savant

Creatures (18)
Trickster Mage
Corridor Monitor
Stonybrook Angler
Clever Conjurer
Hydromorph Guardian
Tandem Lookout
Vizier of Tumbling Sands
Breaching Hippocamp
Murmuring Mystic
Nimbleclaw Adept
Mnemonic Wall
Shipwreck Dowser
Cryptic Serpent
Mirrorshell Crab
Sword Coast Serpent
Tolarian Terror

Instants (24)
Arcane Denial
Behold the Multiverse
Blink of an Eye
Keep Safe
Logic Knot
Lose Focus
Mana Leak
Muddle the Mixture
Select for Inspection
Stern Dismissal
Turn Aside

Sorceries (9)
Fade Away
Hands of Binding
Hidden Strings
Lórien Revealed
Rooftop Nuisance
Serpentine Curve
Step Through

Artifacts (4)
Sky Diamond
Thought Vessel
Bonder’s Ornament
Decanter of Endless Water

Enchantments (9)
Witness Protection
Alexi’s Cloak
Kasmina’s Transmutation
Stasis Field
Fall from Favor
Freed from the Real
Lands (35)
Desert of the Mindful
Evolving Wilds
27 Island
Lonely Sandbar
Mystic Sanctuary
Remote Isle
Skyline Cascade
Terramorphic Expanse
The Surgical Bay

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Why Reveka, Wizard Savant?

Reveka is a huge part of our deck and the reason we run cards like Freed from the Real. Reveka is quite strong across the board; whether we are using them on huge creatures or using them to whittle down an opponent, it’s still quite strong; combine that with a ton of different ways to untap Reveka, and there are not that many creatures we can’t kill with our commander. Reveka is a huge part of our deck and should be cast as early as possible.

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!


Since we are a control deck, we are quite low on creature count with only eighteen creatures; even though we are susceptible to some early-game damage, we can easily stabilize through our spells and slowly build our board. Just like the rest of our deck, our creature package has some strong ways to untap our commander, like Breaching Hippocamp and Clever Conjurer, as well as quite a few others. Murmuring Mystic is probably one of the best cards in the deck because it produce a ton of creatures and can help fill out our board. Shipwreck Dowser and Mnemonic Wall are both great ways to recur instants and sorceries, which can matter a ton with some of the best spells in the deck. We also have quite a few late-game creatures that are big, decently hard to remove or kill in combat and can help us put pressure on our opponents like Tolarian Terror, Sword Coast Serpent // Capsizing WaveMirrorshell Crab[/scrylink].


We have a ton of counterspells, with some of my favorites being the namesake Counterspell, Essence Scatter, and Deprive, which are all cheap and efficient ways to stop opponents. We also have quite a few bounce effects; whether we use these to protect our creatures or bounce our opponents is entirely situation-dependent, but having the option is always good. Some of the best bounce effects in the deck are Blink of an Eye, Snap, and Stern Dismissal all of these are quite cheap and having the ability to bounce an opponent’s huge creature even with a low amount of mana up is always good.


While we do like to commit some creatures to our board, we don’t have nearly as many as a ton of the decks in the format do and after an opponent has a big turn and taps out, we can get a ton of value out of Fade Away which can absolutely devastate an opponents board. We also have some pretty strong card draw at sorcery speed like Ponder, Preordain, and Lórien Revealed, which are all great ways to get extra cards and keep on controlling our opponents. Since we are a control deck, we typically have very few creatures on the board until at least the mid-late game. We can get huge late-game value out of Serpentine Curve, which, in my testing, I made a 20/20 or bigger a couple of times when the deck gets low, this card can help you easily finish off opponents. Because our commander is a huge part of our deck, we also have some more ways to tap and untap, like Hidden Strings, which can be great to use for ourselves or an opponent.


We only have mana rocks, but they are quite strong; I like both Decanter of Endless Water and Thought Vessel because they are supplemental mana for the deck and, more importantly, give us no maximum hand size which is awesome because we tend to draw a decent amount of cards through the deck. We also have Bonder's Ornament which is an expensive mana rock but also gives us some card draw.


Our enchantment package is where a lot of our lockdown lies, like Fall from Favor, which can be a great way to weaken an opponent. I also love both Witness Protection and Kasmina's Transmutation, which are a great way to turn the best of the best into small and insignificant creatures. Arguably, the best enchantment we have is Freed from the Real, which can untap our commander a bunch and whittle down our opponents or kill their creatures either way we put quite a bit of pressure on them, I have untapped our commander seven or eight, times and killed opponents. We have a couple of other enchantments that interact really well with our commander, like Alexi's Cloak, which is one of the best ways to protect our commander from removal. We also have Betrayal, which can allow one of our opponent’s creatures to be on our side and give us some sweet card draw.

Land Base:

Our landbase mostly has islands, but since we are a mono-color deck, we are perfectly okay with that. We do have some impactful nonbasics that provide a ton of utility, like Skyline Cascade, which is perfect in the early-game to lock down a mana dork or can be great when used in the late-game to lock down a strong creature/commander. We also have Mystic Sanctuary, which can be a great way to recur a counterspell or really any key spell in the deck, even card draw. The Surgical Bay, as well as the cycling lands, give us some strong supplemental card draw, which we don’t really need because we are in blue, but hey, extra cards are extra cards. I have loved this landbase and think it works very well within the deck.

Strengths of the Deck:

  • We are great at locking down opponents’ boards, allowing us to swing in and hit decently hard when we have our board established.
  • We have an absolute ton of counterspells and can counter most things opponents play in the early game and late-game.
  • We are pretty strong against other strategies; while a control mirror can be a little tough as we just counterspell war each other, we are well-positioned against most decks in the format.

Weaknesses of the Deck:

  • Turns where we don’t have any mana up can really be bad because once things resolve we don’t have ways to kill them outside of our commander.
  • We can take some damage in the early game especially from aggressive strategies.
  • We can struggle in the control mirror, especially with decks like Dimir control which has much better removal than we do.

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops within the deck; while we are packing the extremely powerful Freed from the Real, we don’t have anything to infinitely combo with and mostly use it to get a ton of value out of our commander and put additional pressure on our opponents. We are a control deck that can ping down our opponents using our commander or attack with some of our bigger creatures like Cryptic Serpent, Mirrorshell Crab, and Tolarian Terror we are definitely not fast but can easily lock down opponents boards and keep the game at a standstill for quite a while!


This is a super sweet deck and honestly needs a ton more love; control players stand up and build this absolutely sweet commander; while a little bit different than many control commanders, it is so much fun to play, and who doesn’t love burning down creatures? I have been having a ton of fun with this deck and enjoying it; if you haven’t built Reveka yet, I highly recommend it. It’s an absolute blast! Thanks for reading to the end and for all of your support!