Please consider supporting us by adding EDHREC to your adblock's whitelist.
Archetune-Up – Whips and Chainers Excite Me
Brewing with One Chainy Boi
Hello, and welcome back to Archetune-Up, a weekly article series devoted to tweaking a deck with the help of the EDHREC Theme pages! This week we’re going to craft a slightly different shell for a relatively recent commander: !
In previous articles, we’ve quite often radically changed decks, or have pulled them in different directions to help serve a theme’s needs. Today we are going to be doing the opposite. We will not be straying from a Chainer Reanimator deck, but instead changing how quickly and efficiently we can get our game plan moving using a secondary theme. Before I get too ahead of myself though, let’s take a look at the averagelist generated by EDHREC:
Average Chainer List by EDHREC
Overall, aside from a glaring lack of mana acceleration, the average list looks pretty solid. There are definitely ways we can improve it though. The question is: what theme could help supplement this kind of deck?
Chainer, Take the Wheeeeeeeeel!
Often, when people think of wheel decks, their minds go to Wheel Theme for the back-end of these spells: the discarding of cards. We are already running and , so cards that let us throw our entire hand into the yard seem like a logical next step.or (and for good reason). These are both incredibly powerful commanders that seek to take advantage of drawing cards. Conversely, Chainer is interested in the
Let’s start with the most obvious cards from this theme: the wheels!, , , , , , and all help us get our most important cards where we want them: in our graveyard. The strength and effects of these particular cards can vary wildly despite being so similar. For example, is an instant-speed that can surgically throw creatures or unwanted cards into the yard, while will cause everyone to dump their whole hands, but also let them refill back to seven.
There’s a good diversity of wheels and card filtering spells added from this theme. This is to make sure we always have what we need in the yard or in our hand, as well as to keep our opponents on their toes, since they will have a hard time keeping any long-term plans together when we force them to discard their hands a few times. What is always most important with effects like these is ensuring that we are the ones getting the most bang for our buck. It always feels awful to let our opponents get more advantage from our cards than we do, after all.
Most if not all of the next cards could be cut if you wanted to add a bit more interaction or reanimation spells, but I thought that, , and would be fun cards to try since we are already wheeling. The reason what I wanted to try these is because we have the ability to recast them every turn. These creatures have respectable bodies for their mana cost, and if we end up wheeling and discarding a bunch, the damage from these will definitely add up. plays in a similar vein as the previous three cards. While it can’t be recurred with Chainer, when it is paired with wheels, the life discrepancy between you and your opponents grows very quickly, very fast.
The final three selections are a mixed bag of cards that synergize with wheels, and with Chainer himself. Because we care about what we have in our graveyard,is a great way to relieve our opponents of their hands. This gets rid of their answers and keep our yard stocked full, allowing us to pull away with a game relatively easily.
is an MVP in this deck, due to having flash, allowing us to cast it from the graveyard with Chainer even on an opponent’s turn. This means can function as a , a ramp spell, or even a way to double a wheel or two. Any creatures with flash are incredibly valuable here.
Our final entry is. Hidetsugu suffers from not being able to tap as soon as he comes out, but if we are casting him from our graveyard, he will enter with haste and allow us to dome every player for half their life! This is brutal, especially when combined with all of the incremental damage and disruption from and friends!
Let’s Whip it into Shape
From here, we move into the, a potpourri section where I can talk about whatever I’d like, whether it is highlighting specific cards, interactions, or just my personal includes! Today will be a mix of both.
I’m going to start off with the most boring cards I added: mana rocks. I’m not going to list each one of them here since you can find them in the list below, but it was definitely important that I mentioned them. The original deck only had five ramp cards, which is definitely a no-go. Chainer does not circumvent the cost of creatures in order to reanimate them, and as such, the deck can be quite mana-hungry. In the final list, there are eleven rocks, but we could honestly go up to fourteen or fifteen in my opinion.
Speaking of artifacts, this deck is also running both, and . Despite the similar names, these provide very different effects. was included after realizing the interaction that had with Chainer. With this Orrery out, we will be able to cast one creature per turn from our graveyard as long as we have the cards in hand and the mana available to do so. will allow us to abuse Chainer to the fullest, refilling our hand on our turns if we are out of cards, and also allowing us to play extra lands to cast our spells with. Yes, this card helps our opponents too, but we will be getting much more use out of it a majority of the time.
, , and can all draw you multiple cards when they enter the battlefield. This helps us immensely since we need to discard a card whenever we bring a creature back from the yard. We need to make sure that we have multiple, consistent ways to keep our hand stocked, and these cards do exactly that.
While we are talking of powerful, repeatable abilities,allows us to loop our wheels and other powerful sorceries over and over again. With a sac outlet like or , we are able to play each turn! This will allow us to disrupt long-term plans if we choose buy back one of our wheels, or just generally disrupt the board if we choose something like or other removal.
“Cleanup Step” is our Safeword
Despite swapping nearly 30 cards from this deck, the core value has remained the same: reanimate our creatures. Now we just have new ways to get there! A majority of the tutors such asdid end up coming out since I figured it would be more fun to lean into wheeling through our deck instead of tutoring things out of it. I also cut cards like in favor of keeping mass reanimator spells like and since Chainer himself already focuses on reanimating a single target.
is a surprisingly deep commander that only has about 450 decks to his name at the time of writing. He has a strong central theme to utilize so you don’t get too lost when deck building, but also has the ability to branch out and utilize tools and parts from other themes to bring his deck together. If I didn’t already have a deck with at the helm, I’d have built a Chainer deck myself after this article. He seems incredibly fun.
If you’d like to reach me I’m quite active on Twitter (@thejesguy), and have an email that I do my best to respond to (firstname.lastname@example.org). If you have any comments, questions, concerns, or anything else of the sort, please don’t hesitate to leave them below or get in touch!
As always, thanks for you time, and thank you for arche-tuning in!
Wheelin and Dealin
Buy this decklist from TCGplayer