How I'd Build Commander Decks If I Started Today

Source: Based Deck Department May 9, 2026 Optimized combo

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Summary

Builds a unique Henzie, Toolbox of Tori (Jund) Commander deck for high bracket-three/bracket-four play, avoiding the standard value-creature blitz shell. Core idea: blitz big Eldrazi (four-plus mana, since Henzie's blitz requires MV 4+) and generate Eldrazi Spawn/Scion as ramp, with Impact TremorsΓÇôstyle enter-triggers (Glaring Fleshraker, Molten Gatekeeper, Agate Instigator) as a ping wincon. Key includes: Basking Broodscale combo (Blade of the Bloodchief, Ghost Lantern, Tarrian's Soulcleaver = infinite mana/ETB), plus Skittering Precursor, Sifter of Skulls, Eyeless Watcher, Smothering Abomination, Malevolent Rumble for card draw. First draft underperformed (bracket-two feel) because spawn-makers appear too infrequently and reactive draw (Village Rites) was dead early. Pivoted to a setup-payoff combo deck: Eternal Scourge+Food Chain, Emrakul's Hatcher/Eyeless Watcher+Ashnod's Altar+Nim Deathmantle, Spawnsire+Mana Echoes, Sensei's Divining Top+Mystic Forge+Fleshraker. Added tutors (Survival of the Fittest over Worldly Tutor, Imperial Recruiter, Hoarding Dragon), flexible removal (Assassin's Trophy, Beast Within), and one-mana off-color ramp for turn-two Henzie. Heuristics: start with end board-state; run ~10 removal, ~10 draw, 6+ tutors, 4-5 win-effect copies; ~12 cards to see by early turns; cut anything not advancing the plan; higher power demands tutors/combo redundancy.

Key Clips

  • [06:33] I'll typically end up with a list of about 150 cards before I start removing and adding lands. And the better idea that I have in mind at the start about what I want, the shorter that my short list will be, and the easier it will be to cut cards out later.
  • [08:33] Spotting a card like Smothering Abomination is one of my favorite moments of building a deck like this, because it's absolutely wild if we start sacrificing a lot of spawns. But even if we're just blitzing in creatures, we're going to draw two cards for every creature we blitz.
  • [18:28] We have Grave Pact, Sol Tal the Supervoid, and Dictate of Erebos, all that could work here. Though I fear they will be good in bracket three, but not good in bracket four. Not to mention the triple black pips in Grave Pact's casting cost is again really tough to deal with.
  • [19:00] Many Henzie decks use creatures for removal like Ravenous Chupacabra. I think I'd rather have more flexible removal like Assassin's Trophy or Beast Within that work at instant speed and can deal with more flexible problems. Especially because at higher powers, the biggest threats aren't always creatures.
  • [21:14] If we want a type of card or effect on our opening hand, or we want to play it in the first few turns, we need about 12 of them. If we want a type of card by around turn six, we probably need about eight of them in our deck. And if we want to see a card by around turn 10, we typically need about five or six.
  • [24:20] These Village Rites-style draw spells fall into a reactive category because I first need something to sacrifice and other elements in play before these cards will work. And because I want card draw in the early game, it's unlikely that I'm going to have those elements in play on turns one to three.
  • [25:52] When one's playing combos at higher power, you almost certainly want to run some collection of tutors that can reliably find your different combo pieces. Having combo pieces present in creature form here in addition to artifacts widens the type or number of tutors that we can run.
  • [28:25] Eternal Scourge can be cast from exile. So when we pair it with Food Chain and a card like Impact Tremors, which is already a card that I wanted to use as my win condition, it'll create infinite damage.

Tags

Archetypes/Strategy: combo, tokens, aristocrats Format/Bracket: Optimized, Upgraded Card Categories: tutor, draw, finishers, ramp, removal

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