Life and Death

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Commander (1)

1x Oloro, Ageless Ascetic

Land (39)

1x Arcane Sanctum
1x Azorius Chancery
1x Celestial Colonnade
1x City of Brass
1x Command Tower
1x Dimir Aqueduct
1x Drowned Catacomb
1x Fetid Pools
1x Glacial Fortress
1x Godless Shrine
1x Halimar Depths
1x Hall of Heliod's Generosity
1x Hallowed Fountain
1x Irrigated Farmland
4x Island
1x Mana Confluence
1x Maze of Ith
1x Orzhov Basilica
6x Plains
1x Reliquary Tower
1x Scrubland
5x Swamp
1x Temple of Deceit
1x Temple of Silence
1x Tundra
1x Underground Sea
1x Urborg, Tomb of Yawgmoth

Enchantment (29)

1x Arrest
1x Authority of the Consuls
1x Blind Obedience
1x Copy Enchantment
1x Crackdown
1x Darksteel Mutation
1x Dissipation Field
1x Energy Field
1x Estrid's Invocation
1x Exquisite Blood
1x Humility
1x Imprisoned in the Moon
1x Karmic Justice
1x Lethal Vapors
1x Luminarch Ascension
1x No Mercy
1x Omniscience
1x Overburden
1x Painful Quandary
1x Pestilence
1x Prison Term
1x Propaganda
1x Rhystic Study
1x Righteous Aura
1x Sanguine Bond
1x Smothering Tithe
1x Sphinx's Tutelage
1x Spreading Plague
1x Test of Endurance

Instant (6)

1x Anguished Unmaking
1x Fated Retribution
1x Hatred
1x Pull from Tomorrow
1x Return to Dust
1x Stroke of Genius

Artifact (11)

1x Azorius Signet
1x Bolas's Citadel
1x Chromatic Lantern
1x Coldsteel Heart
1x Crawlspace
1x Darksteel Ingot
1x Dimir Signet
1x Fellwar Stone
1x Mind's Eye
1x Sol Ring
1x Talisman of Dominance

Sorcery (9)

1x Debt to the Deathless
1x Decree of Pain
1x Descend upon the Sinful
1x Exsanguinate
1x Fumigate
1x In Garruk's Wake
1x Merciless Eviction
1x Replenish
1x Terminus

Creature (5)

1x Academy Rector
1x Crested Sunmare
1x Erebos, God of the Dead
1x Magister Sphinx
1x Zur the Enchanter

An Enchantment pillow fort focused on gaining and taking life. Most games are won without casting Oloro at all. This is a mostly passive deck.

Start by casting just enough Enchantments to keep yourself from being in any real danger. Gain two life on the upkeep of each of your turns. An early game Energy Field, Dissipation Field, No Mercy, or Propaganda will usually be enough of a detterent. Don't worry if you have to take some combat damage early game, you'll be able to establish a stronger pillow fort and gain the life back.

The removal Enchantments like Darksteel Mutation, Arrest, and Prison Term should be saved for enemy Commanders or otherwise game winning threats. Zur the Enchanter is great for fetching these Enchantments during combat.

There are six board wipe spells in total. Terminus, Merciless Eviction, and Descend upon the Sinful can all work remove creatures with Hexproof / Indestructable. Use the board wipes strategically and try to be sure none of the Blue players are going to counterspell. If you have a decent pillow fort up, don't be afraid to hold the board wipe for a few turns.

Righteous Aura can keep you alive almost indefinitely late game if you have enough White mana. Humility + Pestilence is always fun. Estrid's Invocation and Copy Enchantment are extremely versatile and can be used to double the effects of things like Painful Quandary or Rhystic Study. Academy Rector is a great chump blocker and can be used to put Omniscience into play.

To win the game try casting Sanguine Bond + Exquisite Blood or Debt to Debtless and Exsanguinate for a lot mana. Replenish will usually win when cast late in the game. Magister Sphinx is great for taking down a player who has gained a lot of life. You can also try using Hatred during your opponent's combat phase when they are attacking someone else to get an unexpected killed.

Mostly just sit back and don't worry about doing too much or getting off your chair, just like Oloro, Ageless Ascetic.