









Overview:
This is a political control deck that uses Pramikon, Sky Rampart to manipulate combat and protect itself while building toward alternative win conditions through planeswalkers and cards like Approach of the Second Sun and Azor's Elocutors.
Primer:
The deck's primary gameplan revolves around establishing a strong defensive position using pillowfort effects like Ghostly Prison, Propaganda, and Norn's Annex alongside the commander's direction-limiting ability. The early game focuses on setting up mana rocks and defensive enchantments, while the mid-game transitions into deploying planeswalkers and card advantage engines.
Ideal opening hands should contain 3-4 lands (including at least one of each color), 1-2 mana rocks (Sol Ring, signets), and either defensive pieces or card draw. Key decision points include choosing the direction for Pramikon (typically choose the direction that forces opponents to attack each other), timing board wipes like Supreme Verdict, and protecting your planeswalkers. The deck wins through either Approach of the Second Sun, planeswalker ultimates, or establishing an unbreakable defensive position with Azor's Elocutors.
Weaknesses:
The deck is vulnerable to enchantment removal and mass permanent destruction, as many of its defensive pieces are enchantments. It can struggle against decks that can go wide with tokens or employ alternative win conditions. The reliance on expensive planeswalkers makes it susceptible to aggressive strategies that can deploy threats before defenses are established.
Most Important Cards:
- Ghostly Prison
- Propaganda
- Rhystic Study
- Supreme Verdict
- Approach of the Second Sun
- Narset, Parter of Veils
- The Wanderer
- Omniscience
- Chromatic Lantern
- Oath of Teferi
Attribute Ratings:
- Speed: 4/10
- Resilience: 7/10
- Consistency: 6/10
- Interaction: 8/10
Rating Justification:
This deck operates at a focused casual power level, sitting between 5.0 and 5.5. While it has strong control elements and multiple win conditions, its relatively slow speed and reliance on expensive spells prevents it from competing at higher power levels. It's more powerful than a typical precon due to its interaction suite and win conditions, but lacks the fast mana and efficient combos needed to push into the 6+ range.
Final power level rating: 5.0 - 5.5
The deck has a solid defensive strategy and multiple paths to victory, but its primary win conditions require significant setup time. The inclusion of premium interaction and board wipes helps it maintain control, but the lack of fast mana and reliance on expensive spells keeps it firmly in the optimized casual range. The deck can effectively handle multiplayer politics through its defensive capabilities and forced combat direction, making it well-suited for casual Commander pods.
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