If there’s one thing I’ve learned in my life, its that any empire that rises will fall, they all come crashing down
Art:Volo, Guide to Monsters by Zoltan Boros
Table of Contents
Todays Featured Commander is:
Volo is a really fun simic commander that does a bunch of Simic things! Being able to copy a creature spell on cast not only lets us play a deck with many unique creature types it also has a bunch of combo potential! Volo is an underrated commander that I normally don’t see too often at playgroups or LGS’s it is a ton of of fun to pilot and is an interesting take on the familiar combo-based play styles a lot of EDH decks follow. While a lot of the combos are similar to others there is combos that use unique cards! Volo is a ton of fun to pilot and sweet deck to bring to the table!
The Deck:
Volos Copies!
Why Volo, Guide to Monsters?
The main reason we chose Volo is that he allows us to play a toolbox style deck with a bunch of uncommon creatures that are typically not seen in EDH. Combined with the fact that we can easily copy some of our bomb creatures, Volo is just a sweet commander all around!
Deck Overview:
The Deck Overview section features highlighted cards from the deck.
Creatures:
Since Volo cares about unique and different creatures types to what we control the deck is packed full of some unique cards that you wouldn’t see in many other commander decks like Amphin Mutineer
Our early game consists or mostly just mana creatures we typically don’t get Volo triggers off of these but either way they assist us with getting Volo out which in many ways is the main goal of our deck. Birds of Paradise
Augmenter Pugilist // Echoing Equation
Our top end creatures have some real bombs like Consecrated Sphinx
Instants:
We are a blue deck so of course we have counterspells! Some of our most impactful are Mental Misstep
Some of our bigger counterspells include Fierce Guardianship
Cyclonic Rift
Sorceries:
We are a deck that wants a lot of mana so our sorcery package has EDH staples like Kodama's Reach
One of the most impactful sorceries is Rite of Replication
Triumph of the Hordes
Finale of Devastation
Artifacts:
Our artifact package typically focuses on mana production highlighted by cards like Mana Crypt
Our other two artifacts are Twinning Staff
Enchantments:
Since we are very much a creature deck Concordant Crossroads
Wild Growth
Parallel Lives
Rhystic Study
Land Base:
You may think we are running a little light on lands at 32 but since we are able to produce lands through other cards in our deck we found in testing that 32 was the perfect number! Yavimaya, Cradle of Growth
Other than that our land base is overall pretty simple comprised mostly of basics and simic dual lands!
All-Stars of the Deck:
These cards are some of the best in the deck and the gameplan is slower / worse without them!
Strengths of the Deck:
- Easy to amass a bunch of impactful creatures
- Easy to combo off
- Strong against aggressive strategies, never usually afraid of dying through combat
Weaknesses of the Deck:
- Weak to targeted creature hate
- Deck is noticeably weaker without Volo
- Control decks can be bad matchups for us
Deck Stats:
Sample Hands:
Main Win Conditions:
We can almost always win through a big Craterhoof Behemoth
Infinite Combos explained below:
Volo, Guide to Monsters
Requires:
Peregrine Drake in hand. All other permanents on the battlefield. You control up to five lands that can tap to produce at least 2GU. You have no other Drakes on the battlefield or in your graveyard. 1 available.
Steps:
- Activate up to five lands by tapping them, adding at least 2GU.
- Cast Peregrine Drake by paying 4U.
- Volo triggers, creating a token copy of Peregrine Drake.
- The token Peregrine Drake enters the battlefield, untapping up to five lands.
- Activate up to five lands by tapping them, adding at least 2GU.
- The nontoken Peregrine Drake enters the battlefield, untapping up to five lands.
- Activate Temur Sabertooth twice by paying 2GG, returning the token and nontoken Peregrine Drake from the battlefield to your hand.
- Repeat.
Results:
Infinite mana lands you control can produce. Infinite ETB. Infinite LTB. Infinite storm count.
Peregrine Drake
Requires:
Panharmonicon on the battlefield. Peregrine Drake and Man-o’-War in hand. Lands that can produce 7UU. 4U available to begin with.
Steps:
- Pay 4U to cast Peregrine Drake.
- On ETB, Panharmonicon triggers and Peregrine Drake untaps 10 lands.
- Tap the lands to for at least 7UU.
- Pay 2U to cast Man-o’-War.
- On ETB, Panharmonicon triggers and Man-o’-War returns itself and Peregrine Drake to hand.
Results:
Infinite colored mana. Infinite ETB. Infinite LTB.
Deadeye Navigator
Requires:
All permanents on the battlefield. Deadeye Navigator is paired with Peregrine Drake. You control up to five lands that can tap to produce 2U. 1U available.
Steps:
- Activate Peregrine Drake by paying 1U, blinking itself.
- Peregrine Drake enters the battlefield, triggering itself and Deadeye Navigator.
- Resolve the Peregrine Drake trigger, untapping up to five lands you control.
- Resolve the Deadeye Navigator trigger, repairing Deadeye Navigator and Peregrine Drake.
- Activate up to five lands you control by tapping them, adding at least 2U.
- Repeat.
- Once you have infinite mana, you may use Deadeye Navigator’s abilities to blink any number of creatures you control any number of times.
Results:
Infinite mana lands you control can produce. Infinite ETB. Infinite LTB. Infinite blinking.
Biovisionary
Requires:
Biovisionary on the battlefield. Rite of Replication in hand. 7UU available.
Steps:
- Cast Rite of Replication with kicker by paying 7UU, creating five token copies of Biovisionary.
- At the beginning of your end step, each Biovisionary triggers.
- Resolve the first Biovisionary trigger, causing you to win the game.
Results:
Win the game.
Biovisionary
Requires:
Echoing Equation in hand. Biovisionary on the battlefield. You control at least three other creatures. 3UU available.
Steps:
- Cast Echoing Equation by paying 3UU, causing all creatures you control to become copies of Biovisionary until end of turn.
- At the beginning of your end step, each Biovisionary you control triggers.
- Resolve the first Biovisionary trigger, causing you to win the game.
Results:
Win the game.
Conclusion:
I think from all of the above information, you can see how fun and complex Volo is as a deck. Volo is just a ton of fun to play, whether you lean into more of a combo strategy like we did or towards more of a stompy creature style deck Volo is a super sweet commander!
Thanks for reading to the end!