SDH Decklist Database
Quintessential SDH Decks
These decks' commanders are greater than the sum of their parts, and enable unique and interesting value engines and win conditions. The hope is that the future SDH meta will resemble these.
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Strategy: | Control |
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Don't be fooled by the name: This is bar-none the strongest deck in SDH, and very likely to be banned as a pair in the first revision to the rules. With Norin and Candlekeep, you draw 2 cards every time your anyone does basically anything, so you draw 8 cards per turn cycle with a low enough CMC to almost always be out on turn 2, after which, your advantage will be so insurmountable that you can often blow interaction on all three of your opponents without running out. Goofy commanders, but serious business.
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Strategy: | Turbo |
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This deck will really torment your opponents by making your turn 3 last 20 minutes! The idea is simple: With Eruth and Vega together, every spell you cast impulse draws two more spells, and the deck is built so that you can rip through the whole thing this way with very little mana. The biggest bottleneck by far is casting the commanders themselves.
(Fun fact: This is probably the first SDH list ever made!)
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Strategy: | Turbo |
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Finally, an excuse to play Mox Amber in Urza! This deck really gets its money's worth from Rograkh, but in an unusual way: Rograkh is kept in the command zone until Tidespout Tyrant is out, and is then used to start the loop (and to participate in it) for zero mana. This makes the Tidespout combo much, much easier, and adding Red greatly increases the number of polymorph spells, which enables the deck to be much more committal with this strategy than is possible in mono-blue.
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Strategy: | Clock |
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The idea is simple: Skittles gives a player poison counters, and Kediss spreads the love. This kills the table in three swings, and casting Skithiryx is difficult, so the deck uses its library to buy time for the clock in the command zone.
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Strategy: | Midrange |
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It's kind of a gimmick deck, but it's also too good to be just a gimmick deck. Taigam turns every extra turn spell into an uncounterable Time Stretch, Vega makes every instant or sorcery cantrip (and turns actual cantrips into Ancestral Recall), and together, they enable a unique and uncounterable infinite turns combo. (Also, this deck gets to run Approach of the Second Sun!)
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Strategy: | Midrange |
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"Look Mom, all abilities!" Together, these commanders have five one-card combos, and all of them can win through Silence. Thoracle/Consult is in the deck as a backup plan because the main line is easier to assemble and harder to stop. This resilience compensates for the pair's lack of late-game value relative to other pairs, and this deck can often "steal" games through opponents' overwhelming value.
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Strategy: | Midrange |
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Magda and Malcolm make treasures, Magda consumes treasures, and Malcolm gets to have Glinthorn buccaneer: What's not to love? (There's also some more exotic stuff like Maskwood Nexus + Aphetto Alchemist, but many of these combo ideas aren't as good as they might sound.)
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Strategy: | Stax |
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Are you tired of all those goddamn under-30-year-old little kids playing "cEDH" in your local meta? Have infinite combos violated the sanctity of marriage Commander? Punish those little bastards with this hard stax/combat deck.
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Strategy: | Midrange |
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Brago's Strionic Resonator combo is very awkward and unreliable if you have to find a payoff in the deck, and Brago has no built-in value engine if you don't happen to land a permanent with a good ETB. Rilsa fixes both of these problems: She deals infinite damage as a combo payoff, and she Takes the Initiative twice each turn cycle if you attack with Brago, flicker her, then make it to the next turn with the initiative (and because she has deathtouch, and Brago flies, you probably will.) Also, Consultation.
"Bad" "cEDH" Decks
These are decks made to imitate popular cEDH decks that can't be run in SDH.
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Strategy: | Midrange |
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"Mom, I want Thrasios and Tymna!" "We have Gretchen and Dhalsim at home; they taste just as good." If you've come to SDH, but still want to live in value town -- Look no further. It's "sorta Tymna" with "kinda Thrasios".
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Strategy: | Stax |
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It's basically Blood Pod, but Tana makes exponential tokens once you get it started, and Tymna doesn't do anything until it gets started (but "does anything" exponentially. If you can land some tokens, you just need to buy time until you overwhelm your opponents with doubling value. (And, like its namesake, it has a 3-CMC and 4-CMC commander for a Birthing Pod line into Kiki-Jiki.)
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Strategy: | Midrange |
The ancient, forgotten Sisay returns to her full splendor with the perfect spouse: Ioreth. Aside from untapping Sisay, Ioreth also combos with either Sakashima to untap any legendary creature an infinite number of times. There's a legendary land in these colors that grants haste, and Reveka, Wizard Savant can turn those untaps into damage. (Old Sisay's ability to find noncreatures also means she can give you lands and removal for free, which nu-Sisay cannot.)
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Strategy: | Turbo |
Codie is a big book with the words "Ad Nauseam" in it, and it turns out that Kaho is a big reader who can only read "Ad Nauseam". Kaho is much harder to cast (thus slower) than Codie, but she imposes no deckbuilding restrictions, and has the versatility to find other, non-Ad-Naus spells if necessary, but she's mostly a backup to Cormela's Grixis Goodstuff plan.
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Strategy: | Midrange |
Unlike a lot of these "bad" lists, this one actually is just plain worse than the original. Its Tymna costs 5 instead of three, and impulse draws cards instead of drawing cards. There might be some clever way to make Liara's discount matter, but certainly no more than Liara's enormous cost and worse card advantage matters.
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Strategy: | Stax |
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Imagine Winota, but with activated abilities, and instead of getting a single Human from your library, you got up to three artifacts and creatures (from your hand) instead... As it turns out, the fact that those artifacts and creatures don't really give you more Kayla activations makes the deck a lot worse (also Kayla is summoning sick, and is thirsty for mana, unlike Winota). Vhal, though, pays for most of an activation by herself, and you get infinite Kayla activations with Umbral Mantle and Vhal together.
Totally Not Gimmick Decks
These aren't gimmick decks per se, but they are very distinctly built around a small number of cards in the 99, without which, the deck doesn't really work. (For real SDH gimmick decks, try figuring out the one-card combo for Ali from Cairo and Logomos. Or the 2-card-combo (with great redundancy for one of the pieces) for Adrix and Nev and Sakashima.)
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Strategy: | Turbo |
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As we all know, Double Masters was a very expensive set. Some might even say "extortionately" so. Thankfully, we have our own extortionist by the docks who will supply all the treasure we need! Barrin and Juri combo to deal infinite damage with a Dockside count of 5, and Barrin provides removal in the command zone for the deck's otherwise generic Grixis Goodstuff strategy.
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Strategy: | Stax |
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At long last, Ranar gets to use the card he was made for: Food Chain. He's an enabler, and his wife's a payoff; what more can a young couple ask for?
That's an irrelevant question because Ranar is very, very old, and just wants to Rest in Peace, which is the deck's other main combo pieace.
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Strategy: | Turbo |
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Squee finally showed up to work on time, so you no longer need to find him lounging around in the deck when you've got Food Chain; he's already ready to go! Harald is ... Not great, but he's the only available payoff in Golgari colors. (Since he's only an indirect payoff, Demonic Consultation and Tainted Pact somewhat risky plays, despite normally being A+ FC finders.) The deck is really fast though, and speed conquers all.
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Strategy: | Turbo |
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Sometimes, an Elf Ooze Wizard just needs a Goblin Shaman. Why doesn't Vannifar see play in cEDH? After all, she's Birthing Pod, but her ability costs no mana, and she's the most untappable type of permanent in the game. It's because she's missing her soulmate: Kiki-Jiki. Kiki's combo creatures are Vannifar's pod creatures, so it's very easy to reunite these lost lovers to deal infinite combat damage. This deck has a line to win from just Rograkh for no mana, and no spell casts.
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Strategy: | Persistence |
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Rocco loves to put fresh food on the table, and since Rocco and Emiel turn each other into mana outlets, he puts a lot of combos on the table, too! The deck can also win from just by casting Rocco to find Dockside, and can attempt wins over and over again in the face of interaction.
"Real" Decks
These are SDH decks that are built like cEDH partner decks in that the commanders don't have any direct synergy with eachother, but are still complementary enough (or individually good enough) to be good together. This is likely to be what tournament SDH eventually looks like, even if local-meta SDH will probably be very "quintessential".
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Strategy: | Midrange Pox |
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This is a midrange deck seeking to deny resources to opponents and grind the game out. Tergrid is used to recur value from opponents, while Gretchen is used for card advantage midgame.
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Strategy: | Midrange |
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Finally, Ob Nixilis is set free from his Rakdos color identity! Aside from providing treasures, Malcolm's combo piece in Glinthorn Buccaneer can also be found with black tutors, and the deck has access to the usual Grixis win conditions in addition to Ob's and Malcolm's unique win conditions.
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Strategy: | Stax |
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The tragedy of every hatebears list is that you still have to find some way to win the game through your own stax, so cuts ultimately get made... But almost nothing has to be cut for Dina with Exquisite Blood! You can freely run Root Maze, Hushbringer, Rule of Law, Collector Ouphe, and almost anything else you want! Dina also gives Tymna Green, which gives this farm deck the two primary creature colors. (Also, Dina gives you a rare excuse to run Academy Rector and Protean Hulk.)
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Strategy: | Midrange |
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"Acererak? Why would a Commander deck run Acererak?" In SDH, Acer has two one-card-combos in Aluren and Rooftop Storm, and can also function as a value engine in a pinch. Gretchen gives Acer access to his combo pieces, and also upgrades his value engine by letting you use her instead. Acer is also a Food Chain payoff and a mana sink (and unlike Gretchen, is a mana sink that deals damage, so he doesn't require any "payoff cards" in the deck.)
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Strategy: | Stax |
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Slicer's puts a clock on the game, but he's missing the best color in the game for buying time to let that clock run out (this metaphor is getting clunky). Ardenn provides that color (and equipment tutors) and makes Slicer's Voltron strategy just that much cheaper and better.