![]() If you're not too concerned with having the most absolute best cards (i.e. Jace's Archivist and Windfall are also going to be pretty great. Put a creature in the grave *and* draw cards. One card that kind of fits everything you really want is ]. Make sure you have plenty of ways to increase your resources, and get plain card draw to make sure you still have card advantage when you're looting. Be careful however to not treat this always as card draw, as your essentially tossing 4 cards for 1. Teferi, Master of Time is pretty great for this, and someone else mentioned Tortured Existence, that card is incredible. You're going to want any cards that will let you loot. Pretty much every other venture card, though, I wouldn't worry about keeping your deck. Acererak is not bad to just have as a pay 3 and venture, but I've opted to not include him. Midnight Pathlighter is great, as well as Radiant Solar. ![]() Barrowin of Clan Undurr kind of makes sense. I've been working on a Sefris list for a while, and I haven't gotten it down to exactly where I want quite yet, but I can share some insights.Ī lot of the adventure cards can help, but from what I can tell, you don't need most of them. I find decks have a lot more staying-power for my interest if they have weird deck building stipulations, and Sefris hit that on the head. The most enjoyable thing I found with building Sefris was finding creature-based alternatives to various needs (like ] in place of ]). The lessons I’ve learned with her have been to make sure any noncreature spell is valuable enough to really be worth running over another creature to loot or reanimate (mostly just things that can get multiple triggers efficiently, like ] or ]), and to avoid big splashy creatures that are just removal lightning rods with no immediate value, because there are better commanders for just reanimating Praetors and Angels. Sefris, in my experience, is all about outlasting and outvaluing over time with consistent dungeon and reanimation value, so you value trigger consistency rather than explosiveness. Things like Strionic Resonator are, in my opinion, inferior to just running more cards that can trigger her at instant speed, because they don’t do anything on their own, are open to removal, and aren’t usually creatures. I also do run a half dozen or so actual venture cards, because they’re the better way to accelerate Sefris’s timetable and get reanimation a little faster while still being creatures that play into her other strategies-things like ] and ] work as both enablers and good reanimation targets. ![]() Finally, I do also run some sacrifice cards, mostly either very powerful ones like ] or ones that can sacrifice themselves on others’ turns like ] or ]. I also run cycling creatures that do something when cycled, or that benefit from looting like ]. I’d say overall I focus on looting, and as a consequence my deck has an outrageous number of creatures (56 atm) to make triggering Sefris with looting as consistent as possible. We often seen 2+ boardwipes per game, and games mostly end around turns 10-12. We disallow infinite combos, and our threat assessment meta consistently gangs up on decks that win early or explosively, leading to something of a battlecruiser meta but while still running lots of efficient removal. If you want to see the full deck list, check out the Moxfield page.As a disclaimer, I’d rate my group’s power level at around a 5. I think this deck takes elements of the red/white artifact 'Voltron' decks and the green/white Populate decks and combines them to make something interesting and new to go with the new Venture mechanic! Outside of decks focused on heavy rule-setting ('staxx') or lifegain, white does struggle on its own. Mono-white is infamously Commander's trickiest color identity. ![]() Swap out Swords to Plowshares and Path to Exile for something like an Angelic Ascension, Dispatch or Chained to the Rocks – they get the job done, but aren't as flexible as the go-to choices. You could also reduce the quality of the removal (after all, white is allegedly the color of removal). It powers two different infinite blink combos, so removing it means you'll have to find ways to manually blink Nadaar each time for a slower win. If your table plays slower games, the best way to bring this deck down a touch is to remove Felidar Guardian. Akroma's Will is perfect for this, as you'll either have a lot of tokens ready to take out the whole table, or at least have enough buffs on your original Nadaar from your token copies that it can potentially deal lethal Commander damage in one attack. Focus on making as many copies of Nadaar as you can, and then go wild with the attacking. Assuming you're not wanting to win with infinite Ventures, the other way to win is pretty simply Nadaars Go Smash.
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