









Overview:
A control-oriented deck built around Jon Irenicus, Shattered One's ability to give away dangerous creatures while drawing cards and maintaining control. The strategy revolves around donating problematic creatures to opponents and forcing them to attack each other while maintaining card advantage.
Primer:
The deck operates on a unique political strategy, using Jon Irenicus to give away creatures with significant drawbacks or powerful effects that become more beneficial when controlled by opponents. Key creatures like Desecration Elemental, Plague Reaver, and Abyssal Persecutor become weapons against opponents while providing card draw through the commander's ability. The deck includes various protection pieces to keep Jon safe and multiple ways to control the board state.
The secondary strategy involves using shapeshifters and copy effects to duplicate problematic creatures or steal opponents' best creatures. The deck maintains control through bounce spells, removal, and board wipes while setting up its primary gameplan. Card advantage is generated through forced draws, the commander's ability, and various utility pieces like Midnight Clock and The Reality Chip.
Weaknesses:
- Heavy reliance on the commander for the primary strategy to function
- Vulnerable to graveyard hate and enchantment removal
- Limited ability to handle multiple threats simultaneously
- Can struggle if opponents have sacrifice outlets for donated creatures
Most Important Cards:
- Diplomatic Immunity
- Cyclonic Rift
- Heartless Summoning
- Plague Reaver
- Desecration Elemental
- Perplexing Chimera
- Homeward Path
- No Mercy
- The Reality Chip
- Archfiend of Depravity
Attribute Ratings:
- Speed: 5/10
- Resilience: 6/10
- Consistency: 7/10
- Interaction: 8/10
Rating Justification:
This deck operates at a focused casual to optimized casual level, typically establishing its gameplan around turns 8-9. While it contains powerful interaction pieces and can create significant board impact, it lacks the explosive speed and consistency of higher-powered decks. The political nature and reliance on creature-based strategies place it firmly in the 5.0-5.5 range, as it can't consistently threaten wins before turn 8 but can create meaningful board states earlier.
Final power level rating: 5.0 - 5.5
The deck's mana base is relatively well-constructed with 36 lands and appropriate fixing, though it could benefit from more efficient ramp options. The utility lands provide good flexibility and emergency options, but the deck's color requirements sometimes conflict with their usage. The deck shows no signs of artificial power level manipulation and represents a genuine casual-optimized strategy focused on political play and control elements.
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