Phelddagrif

Art by Amy Weber

Commander deckGUW

Phelddagrif

Maximize political wheeling, bribing opponents with cards and hippos, creating hilarious and chaotic board states, and redirecting attacks away from you until you pull off an alternate win-condition.

$187.02for all 100 cards at today’s prices
Built Aug 26, 202653 views

Asked for“Build a Phelddagrif Group Hug/Politics Commander deck for official Bracket 3. Make the deck intentionally ridiculous, funny, chaotic and highly political while still functional. The primary goal is NOT maximizing win rate; maximize table interaction, bargaining, bribery, temporary alliances, helping opponents, giving away resources, absurd board states and memorable multiplayer situations. Use Phelddagrif's ability to give opponents cards, life and Hippos. Include cards that let me selectively help players, make deals, encourage opponents to attack each other, vote, exchange gifts, and manipulate the table. Avoid hard locks, mass land denial, early infinite combos, chained extra turns and B4/cEDH optimization. Max 3 Game Changers. Include a few amusing late-game ways to actually win, but keep politics and stupid fun as the core strategy.”

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Some cards were dropped or normalized during validation because of legality, duplication, or color identity checks.

Deck anatomy

What this list actually runs on: how cheaply it casts things, and whether it has enough ramp, card draw and interaction to keep up at the table. Each block is one card — hover for its name.

Mana curve · 61 nonland cards

8
11
22
7
6
5
2
01234567+
RampCard drawInteractionThreats & synergy

The working parts

Ramp14
Card draw21
Interaction13
↳ board wipes2
Tutors6

Counted from Scryfall’s community card tags, not from the builder’s own labels. A card that does two jobs counts twice, so these add up to more than the deck. The hatched band is a common rule of thumb, not a law — combo decks run leaner, battlecruiser decks heavier.

Colored mana symbols

W 31U 27G 13
38lands · rule of thumb 35–38
3.25average mana value (nonland)
$187.02whole deck, today

The list

Commander

1
Phelddagrif

Phelddagrif

1GWU

Legendary Creature — Phelddagrif

Chosen commander for the requested strategy.

Ramp

10
Sol Ring

Sol Ring

1

Artifact

Essential commander mana acceleration staple.

Arcane Signet

Arcane Signet

2

Artifact

Fixes all three of Phelddagrif's colors efficiently.

Thought Vessel

Thought Vessel

2

Artifact

Provides mana and unlimited hand size when drawing massive amounts of cards.

Farseek

Farseek

1G

Sorcery

Fetches dual or tri-land types to fix mana.

Cultivate

Cultivate

2G

Sorcery

Ensures consistent land drops for casting big group spells.

Kodama's Reach

Kodama's Reach

2G

Sorcery — Arcane

Searches for lands to maintain steady mana progression.

Tempt with Discovery

Tempt with Discovery

3G

Sorcery

Encourages political cooperation for mutual land searching.

Collective Voyage

Collective Voyage

G

Sorcery

Allows the entire table to pool mana and ramp massively together.

Selvala, Explorer Returned

Selvala, Explorer Returned

1GW

Legendary Creature — Elf Scout

Provides parley card draw, life gain, and green mana.

Veteran Explorer

Veteran Explorer

G

Creature — Human Soldier Scout

Funny group-hug death trigger that ramps everybody.

Card Draw

10
Howling Mine

Howling Mine

2

Artifact

Classic group hug staple that gives everyone an extra card each turn.

Dictate of Kruphix

Dictate of Kruphix

1UU

Enchantment

Flash card draw engine for the entire table.

Temple Bell

Temple Bell

3

Artifact

Tap to make everyone draw a card on demand.

Folio of Fancies

Folio of Fancies

1U

Artifact — Book

Gives no hand size limits and lets players pay to draw together.

Minds Aglow

Minds Aglow

U

Sorcery

Join-forces spell allowing the table to draw huge amounts of cards.

Kami of the Crescent Moon

Kami of the Crescent Moon

UU

Legendary Creature — Spirit

Adorable spirit that gives everyone extra cards.

Well of Ideas

Well of Ideas

5U

Enchantment

Draws two extra cards for you and one extra for opponents.

Kwain, Itinerant Meddler

Kwain, Itinerant Meddler

WU

Legendary Creature — Rabbit Wizard

Gives opponents optional card draw and life gain.

Heartwood Storyteller

Heartwood Storyteller

1GG

Creature — Treefolk

Rewards players with card draw whenever anyone casts noncreature spells.

Font of Mythos

Font of Mythos

4

Artifact

Accelerates the game by giving everyone two extra draws per turn.

Removal

10
Swords to Plowshares

Swords to Plowshares

W

Instant

Cheap single-target creature exile that gives the controller life.

Beast Within

Beast Within

2G

Instant

Versatile spot removal that gifts the opponent a 3/3 Beast.

Generous Gift

Generous Gift

2W

Instant

Destroys any target permanent while leaving behind an Elephant token gift.

Council's Judgment

Council's Judgment

1WW

Sorcery

Political voting card that exiles nonland permanents target players choose.

Arcane Denial

Arcane Denial

1U

Instant

Counters a spell while giving the caster two cards as compensation.

Swan Song

Swan Song

U

Instant

Cheap counterspell that leaves behind a friendly 2/2 Bird.

Oblation

Oblation

2W

Instant

Tucks a threatening permanent while giving its owner two fresh draws.

Promise of Loyalty

Promise of Loyalty

4W

Sorcery

Political wipe that lets each player keep their favorite creature, which cannot attack you.

Tragic Arrogance

Tragic Arrogance

3WW

Sorcery

Allows you to select which single permanent of each type each player gets to keep.

Curse of the Swine

Curse of the Swine

XUU

Sorcery

Turns threatening opposing board states into a farm of funny Boar tokens.

Threats/Wincons

24
Approach of the Second Sun

Approach of the Second Sun

6W

Sorcery

Primary alternate win-condition after drawing tons of cards political style.

Eye of the Storm

Eye of the Storm

5UU

Enchantment

Turns the game into absolute chaotic madness whenever anyone casts an instant or sorcery.

Shared Fate

Shared Fate

4U

Enchantment

Forces everyone to draw from each other's decks for maximum chaos.

Duelist's Heritage

Duelist's Heritage

2W

Enchantment

Can give double strike to any attacking creature on the board to direct violence elsewhere.

Edric, Spymaster of Trest

Edric, Spymaster of Trest

1GU

Legendary Creature — Elf Rogue

Incentivizes all opponents to attack anyone except you for card draw rewards.

Gwafa Hazid, Profiteer

Gwafa Hazid, Profiteer

1WU

Legendary Creature — Human Rogue

Bribes opposing creatures so they cannot attack or block while drawing them cards.

Gluntch, the Bestower

Gluntch, the Bestower

1GW

Legendary Creature — Jellyfish

Passes out +1/+1 counters, Treasure tokens, and card draw every end step.

Nils, Discipline Enforcer

Nils, Discipline Enforcer

2W

Legendary Creature — Human Cleric

Puts counters on opposing creatures and taxes them if they try attacking you.

Windborn Muse

Windborn Muse

3W

Creature — Spirit

Pillowfort creature forcing opponents to pay mana to attack you.

Propaganda

Propaganda

2U

Enchantment

Classic pillowfort card discouraging opponents from swinging in your direction.

Ghostly Prison

Ghostly Prison

2W

Enchantment

Protects your life total while opponents fight amongst themselves with your gifts.

Sphere of Safety

Sphere of Safety

4W

Enchantment

Scales pillowfort protection based on your numerous enchantments.

Archon of Coronation

Archon of Coronation

4WW

Creature — Archon

Introduces the Monarch mechanic and prevents damage from reducing your life total.

Braids, Conjurer Adept

Braids, Conjurer Adept

2UU

Legendary Creature — Human Wizard

Lets every player cheat huge artifacts, lands, or creatures into play every upkeep.

Hunted Lammasu

Hunted Lammasu

2WW

Creature — Lammasu

Big flyer that gives a target opponent a free 4/4 token for politics.

Spurnmage Advocate

Spurnmage Advocate

W

Creature — Human Nomad

Returns cards from an opponent's graveyard to hand to destroy an attacking creature.

Pulsemage Advocate

Pulsemage Advocate

2W

Creature — Human Cleric

Returns cards from an opponent's graveyard to hand to reanimate your best creature.

Forced Fruition

Forced Fruition

4UU

Enchantment

Forces players to draw 7 cards per spell cast, leading to ridiculous hilarious mill threats.

Hive Mind

Hive Mind

5U

Enchantment

Copies every instant and sorcery for all players, sparking absurd political debates.

Wedding Ring

Wedding Ring

2WW

Artifact

Pairs you with an opponent so you share life gain and card draw on their turn.

Happily Ever After

Happily Ever After

2W

Enchantment

Silly alternate win condition that rewards having many colors, permanent types, and life.

Perplexing Chimera

Perplexing Chimera

4U

Enchantment Creature — Chimera

Lets you exchange control of the Chimera to take control of any spell cast by an opponent.

Noble Heritage

Noble Heritage

1W

Legendary Enchantment — Background

Allows opponents to put +1/+1 counters on their creatures if they agree not to attack you.

Coveted Jewel

Coveted Jewel

6

Artifact

Hot potato artifact that draws cards and generates mana while encouraging table wide combat.

Utility

7
Secret Rendezvous

Secret Rendezvous

1WW

Sorcery

Bribes a targeted opponent to draw 3 cards along with you.

Wrong Turn

Wrong Turn

2U

Instant

Gives control of a target creature to a different player of your choice mid-combat.

Benevolent Offering

Benevolent Offering

3W

Instant

Choose an opponent to gain tokens and life with you at instant speed.

Sylvan Offering

Sylvan Offering

XG

Sorcery

Generates Treefolk tokens and an impressive Commander for an ally and yourself.

Intellectual Offering

Intellectual Offering

4U

Instant

Lets an opponent untap nonland permanents and draw cards alongside you.

Split Decision

Split Decision

1U

Instant

Will of the council counterspell that forces the table to vote on copying or countering.

Model of Unity

Model of Unity

3

Artifact

Encourages players to vote with you and draws extra cards during voting.

Lands

38
Reliquary Tower

Reliquary Tower

Land

No maximum hand size.

War Room

War Room

Land

Card draw from the mana base.

Rogue's Passage

Rogue's Passage

Land

Makes a creature unblockable.

Temple of the False God

Temple of the False God

Land

Extra mana in the late game.

Command Tower

Command Tower

Land

Produces any color in your identity.

Exotic Orchard

Exotic Orchard

Land

Flexible multicolor fixing.

Path of Ancestry

Path of Ancestry

Land

Color fixing with scry on creature casts.

Myriad Landscape

Myriad Landscape

Land

Ramp from the mana base.

City of Brass

City of Brass

Land

Untapped five-color fixing.

Mana Confluence

Mana Confluence

Land

Untapped five-color fixing.

Reflecting Pool

Reflecting Pool

Land

Copies colors your other lands produce.

Castle Garenbrig

Castle Garenbrig

Land

Mono-color utility land.

Mystic Sanctuary

Mystic Sanctuary

Land — Island

Recurs an instant or sorcery.

Castle Vantress

Castle Vantress

Land

Mono-color utility land.

Castle Ardenvale

Castle Ardenvale

Land

Mono-color utility land.

Adarkar Wastes

Adarkar Wastes

Land

Nonbasic dual land for color fixing.

Glacial Fortress

Glacial Fortress

Land

Nonbasic dual land for color fixing.

Temple of Enlightenment

Temple of Enlightenment

Land

Dual land with scry.

Prairie Stream

Prairie Stream

Land — Plains Island

Nonbasic dual land for color fixing.

Port Town

Port Town

Land

Nonbasic dual land for color fixing.

Azorius Chancery

Azorius Chancery

Land

Bounce land — taps for two colors.

Plains

Plains 7x

Basic Land — Plains

Basic land allocated from mana pip counts.

Island

Island 7x

Basic Land — Island

Basic land allocated from mana pip counts.

Forest

Forest 3x

Basic Land — Forest

Basic land allocated from mana pip counts.