Underworld Coinsmith is an awesome Orzhov commander who is the perfect leader for a deck full of enchantments. Underworld Coinsmith not only allows us to be quite strong against aggressive strategies but more life is always good whether we use it to pay for Coinsmith’s ability or to withstand attacks from our opponents. Our deck has a mix of aggressive and defensive enchantments, which can help us control our opponent’s boards and keep them in check while buffing our creatures super high! I had a ton of fun with this one, without further adieu lets get it!
The Deck:
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Underworld Coinsmith can come down super early since they only cost two mana and have an almost immediate impact giving us life for every enchantment. They also have a secondary ability where we can pay life and mana to make each opponent lose life, which in a few games in testing, I got opponents low and took them down with Coinsmith’s ability. Underworld Coinsmith is a key part of our deck and almost always our turn-two cast.
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:
Since we gain a ton of life, we have some payoffs for gaining life like Celestial Unicorn, Epicure of Blood, and Marauding Blight-Priest which are great ways to bleed out our opponents and make a creature huge, we are already gaining a ton of life anyways and any benefits are welcome. Lotus-Eye Mystics and Ironclad Slayer are great pieces of recursion for the deck and can be a great way to get key enchantments back. Harvestguard Alseids is one of my favorite cards in the deck since we can get protection for one of our creatures until the end of the turn, which is great for when we want to attack. Starnheim Courser and Transcendent Envoy are awesome cards that reduce the cost of the majority of the cards in our deck which allows us to cast more and more and get more Underworld Coinsmith triggers.
Instants:
We have a ton of instant speed removal like Unmake, Murder and Cast Down which are all great ways to take out threats that our opponents control. Deadly Dispute is an awesome card that we can sacrifice an artifact or creature and get some cards and mana out of the deal. Perfect to use when someone is trying to use removal on one of our creatures/artifacts. Karametra's Blessing is a sweet protection spell that can help most of our deck from falling victim to single-target removal.
Sorceries:
We mostly draw cards at sorcery speed with cards like Night's Whisper, Sign in Blood, and Read the Bones, which are all strong and cheap draw spells. Mine Excavation is an awesome card that allows us to recur an artifact or enchantment and we can very easily trigger the conspire ability and get another one.
Artifacts:
We only have mana ramp in our enchantment package with sweet rocks like Marble Diamond and Charcoal Diamond, which allow us to get ahead on mana just the same as Arcane Signet and Orzhov Signet. Bonder's Ornament is mana ramp with card draw attached, and while being the most expensive, is no doubt the strongest rock within our deck.
Enchantments:
We have a ton of enchantments, with two of the strongest being All That Glitters and Ethereal Armor, which make an absolutely crazy attacker and blocker and just puts our damage output through the roof. Another one of my favorites is Gift of Orzhova, which not only provides a buff but flying and lifeline making us nearly unbeatable against aggressive decks and making our creature much more evasive. I have personally one-shotted an opponent with this aura equipped. We also have some defensive enchantments like Oblivion Ring, Journey to Nowhere and Reprobation, which are all great ways to deal with opponents threats for very cheap and up our enchantment count for things that count the number of enchantments. Shade's Form is a huge damage enchantment that can be a great combat trick for the deck.
Land Base:
We have a pretty simple landbase with a bunch of Pauper EDH classics like Polluted Mire and Mortuary Mire. We have a pretty basic land base with cycling lands, the drawlands, and many basics. As I always prefer, 35 lands is the perfect number for an efficient landbase. I have found this landbase to be strong and efficient in testing.
Strengths of the Deck:
Strong against aggressive strategies
A lot of enchantments to lock down the board
A decent amount of removal
Weaknesses of the Deck:
Weak to creature hate
Weak to enchantment hate
Weak to control strategies
Deck Stats:
Sample Hands:
Main Win Conditions:
There are no infinite combos or loops in the deck. We win by buffing up creatures with cards like All That Glitters and Ethereal Armor, as well as controlling the board with cards like Journey to Nowhere and Oblivion Ring. While we are not aggressive, if we get some key enchantments, we can pressure our opponents and squeak out an earlier-than-normal win.
Conclusion:
Underworld Coinsmith is an awesome commander perfect for a deck full to the brim with enchantments. Being able to gain life positions strongly against many of the aggressive decks in the format allows us to activate Underworld Coinsmith’s ability a lot as well. I have had an absolute blast with this deck and have enjoyed it a ton. Thanks for reading to the end and for all of your support!
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