(Captain N'ghathrodCaptain N'ghathrod Art by Andrey Kuzinskiy)
Little Shop of Horrors
Ahoy! Andy here from the Scrap Trawlers, where we do EDH on a budget. We’re stepping back to the long, long ago of 2022 to check out the precons from Commander Legends: Battle for Baldur’s Gate. And today we’re demonstrating our Dimir Machinations with the Mind Flayarrrs deck, led by Captain N’ghathrodCaptain N’ghathrod. It’s going to be…horrific.
The Horror
If you want to watch the lights go out in your opponents’ eyes as they succumb to your horrors, and witness their sanity bleeding away while their libraries diminish, and also….pirates, then this precon is for you. The commander of your ship is Captain N’ghathrod (who I’ll simply refer to as “Captain” for this article, because I’ll lose it if I have to type out N’ghathrod 20 times), a 3/6 Horror Pirate that gives all of your Horror creatures menace. He also mills your opponents for each damage dealt to them by your Horrors in combat, and gives you something for free each turn from the stuff you milled.
Here’s the full decklist:
Mind Flayarrrs
View on ArchidektCommander (1)
- 1 Captain N'ghathrodCaptain N'ghathrod
Creatures (31)
- 1 Aboleth SpawnAboleth Spawn
- 1 Brainstealer DragonBrainstealer Dragon
- 1 Chasm SkulkerChasm Skulker
- 1 Consuming AberrationConsuming Aberration
- 1 Dark HatchlingDark Hatchling
- 1 Dauthi HorrorDauthi Horror
- 1 Dross HarvesterDross Harvester
- 1 Dusk ManglerDusk Mangler
- 1 Forgotten CreationForgotten Creation
- 1 Grazilaxx, Illithid ScholarGrazilaxx, Illithid Scholar
- 1 Grell PhilosopherGrell Philosopher
- 1 GuiltfeederGuiltfeeder
- 1 Hullbreaker HorrorHullbreaker Horror
- 1 Hunted HorrorHunted Horror
- 1 Mind FlayerMind Flayer
- 1 Nemesis of ReasonNemesis of Reason
- 1 NighthowlerNighthowler
- 1 NihilithNihilith
- 1 Overcharged AmalgamOvercharged Amalgam
- 1 Phyrexian RagerPhyrexian Rager
- 1 Phyrexian RevokerPhyrexian Revoker
- 1 Plague SpitterPlague Spitter
- 1 Psychosis CrawlerPsychosis Crawler
- 1 Ravenous ChupacabraRavenous Chupacabra
- 1 Sewer NemesisSewer Nemesis
- 1 Sludge MonsterSludge Monster
- 1 SpellskiteSpellskite
- 1 UchuulonUchuulon
- 1 Wharf InfiltratorWharf Infiltrator
- 1 Woe StriderWoe Strider
- 1 Zellix, Sanity FlayerZellix, Sanity Flayer
Artifacts (11)
- 1 Arcane SignetArcane Signet
- 1 Dimir KeyruneDimir Keyrune
- 1 Dimir SignetDimir Signet
- 1 Everflowing ChaliceEverflowing Chalice
- 1 Herald's HornHerald's Horn
- 1 Lightning GreavesLightning Greaves
- 1 Mind StoneMind Stone
- 1 MindcrankMindcrank
- 1 Sol RingSol Ring
- 1 Talisman of DominanceTalisman of Dominance
- 1 Thought VesselThought Vessel
Enchantments (5)
- 1 Black MarketBlack Market
- 1 Endless EvilEndless Evil
- 1 Haunted OneHaunted One
- 1 Leyline of AnticipationLeyline of Anticipation
- 1 Reflections of LittjaraReflections of Littjara
Sorceries (9)
- 1 Crippling FearCrippling Fear
- 1 Extract from DarknessExtract from Darkness
- 1 Feed the SwarmFeed the Swarm
- 1 Fractured SanityFractured Sanity
- 1 From the CatacombsFrom the Catacombs
- 1 HexHex
- 1 In Garruk's WakeIn Garruk's Wake
- 1 Psionic RitualPsionic Ritual
- 1 Syphon MindSyphon Mind
Instants (5)
- 1 Curtains' CallCurtains' Call
- 1 Drown in the LochDrown in the Loch
- 1 Fact or FictionFact or Fiction
- 1 Memory PlunderMemory Plunder
- 1 Pull from TomorrowPull from Tomorrow
Lands (38)
- 1 Ash BarrensAsh Barrens
- 1 Choked EstuaryChoked Estuary
- 1 Command TowerCommand Tower
- 1 Creeping Tar PitCreeping Tar Pit
- 1 Darkwater CatacombsDarkwater Catacombs
- 1 Dimir AqueductDimir Aqueduct
- 1 Drownyard TempleDrownyard Temple
- 1 Exotic OrchardExotic Orchard
- 9 IslandIsland
- 1 Myriad LandscapeMyriad Landscape
- 1 Nephalia DrownyardNephalia Drownyard
- 1 Path of AncestryPath of Ancestry
- 1 Port of KarfellPort of Karfell
- 1 River of TearsRiver of Tears
- 1 Rogue's PassageRogue's Passage
- 1 Sunken HollowSunken Hollow
- 11 SwampSwamp
- 1 Tainted IsleTainted Isle
- 1 Temple of DeceitTemple of Deceit
- 1 Temple of the False GodTemple of the False God
As with all precons, you get a backup commander, and all the precons for Baldur’s Gate used the Choose a Background mechanic for their backups. For this deck, we’ve got the pairing of Zellix, Sanity FlayerZellix, Sanity Flayer and Haunted OneHaunted One. Zellix gives you a 1/1 Horror token whenever a player mills one or more creature cards, and also taps to mill a player, while the background plays into the creature type theme of giving creatures that share a type with your commander +2/+0 when it attacks, as well as Undying. Sadly, this doesn’t work with tokens, which are a crucial part of the deck. As per the rules, when a token is gone, it’s gone. So I’m not sure this is a great background for the deck. But it’s what we have.
There’s Some Horrors in this House
So what are we doing with this deck? With Captain in the lead, we’re hoping to drop a bunch of Horrors, slap our opponents’ faces with them, mill them for a bunch of cards, and plunder their graveyard booty (oh yeah). To do this, you’ll need a lot of Horrors, and the deck delivers on that front. There are 32 creatures in this deck, including Captain, and exactly 32 of them have the creature type of Horror. Are all of those Horrors good? LOL, no. Many of them serve no function in the deck beyond their creature type. But we’ll get to more on that later.
In addition to the creature cards, there are also several ways to make Horror tokens, including: Reflections of LittjaraReflections of Littjara, Endless EvilEndless Evil, Zellix, Sanity FlayerZellix, Sanity Flayer, Wharf InfiltratorWharf Infiltrator, and UchuulonUchuulon. Hell, even Dimir KeyruneDimir Keyrune is in the deck because it can be turned into an unblockable Horror for 2 mana.
The deck isn’t just relying on Captain to provide all the mill. That wouldn’t be very effective, and would make it difficult to achieve the alternate win con of decking your opponents. In addition to the already mentioned Zellix, we’ve also got Extract from DarknessExtract from Darkness, Fractured SanityFractured Sanity, Nemesis of ReasonNemesis of Reason, Sewer NemesisSewer Nemesis, and two of the best mill cards in the biz, Consuming AberrationConsuming Aberration and MindcrankMindcrank. Still not quite enough to get the full mill win, but I suppose that’s what upgrades are for (hint hint).
The deck also plays with the sub-theme of O.P.P. (yeah you know me). In addition to Captain’s graveyard larceny, we’ve also got Psionic RitualPsionic Ritual, Memory PlunderMemory Plunder, From the CatacombsFrom the Catacombs, and Extract from DarknessExtract from Darkness. For a bit of icing on the cake, we’ve got the pain brought on by the new charmer Brainstealer DragonBrainstealer Dragon.
The New Face of Horror
Now let’s turn our attention to the most exciting part of precons: the new cards! The new creatures are, of course, all Horrors. But not just; we’ve got a wizard, a fish, a dragon, and a crab ooze (a crooze?). Aboleth SpawnAboleth Spawn is one of those fun cards that can pull off some amazing things in the right pod, or be just a 2/3 with ward in others. But if you’re up against a blink deck, expect some fun shenanigans. Grell PhilosopherGrell Philosopher is in the same boat. Sometimes you’ll be happy to just have a Sol RingSol Ring army, other times it won’t do much of anything. And once in a while the stars will align and you’ll get the abilities of something really fun, like a Steel HellkiteSteel Hellkite.
Brainstealer DragonBrainstealer Dragon seems like a worse Etali, Primal StormEtali, Primal Storm at first, because you have to pay for the stuff you exile. But it has flying, and, more importantly, you make your opponents lose life when you put their stuff into play. This works beautifully with Captain’s end of turn ability. GuiltfeederGuiltfeeder also has a really cool life drain ability when it goes unblocked. And with both fear and the menace that Captain provides, it’s gonna be unblocked fairly often. If you’ve got that player milled enough, this Horror will march in and smooch your opponent with the kiss of death.
Sewer NemesisSewer Nemesis and UchuulonUchuulon both have varying stats based on cards in graveyards or creatures on the field, respectively. Nemesis feels a little underwhelming with only milling one player one card for each spell they cast. Mathematically speaking, that’s probably only gonna be like 15 spells by the time you get it out. Uchuulon has a fun ability of copying itself at your end step if an opponent has a creature in their grave to exile. Look, it’s no Scute SwarmScute Swarm, but it’s trying, okay?
Now the noncreatures! Endless EvilEndless Evil, like Grell Philosopher, has some serious situational potential, and can really upend the game if you get it on the right creature. Think Avenger of ZendikarAvenger of Zendikar or Dockside ExtortionistDockside Extortionist, and you’ll see what I’m getting at. And speaking of making copies, Psionic RitualPsionic Ritual can be like the instant/sorcery version of Rise of the Dark RealmsRise of the Dark Realms if you’ve got enough Horrors, or even just a bunch of creatures and a Maskwood NexusMaskwood Nexus, and some full graveyards. But there are definitely going to be times where this thing just sits dead in your hand. Risk/reward, and all that.
And last is From the CatacombsFrom the Catacombs, a spell you can keep casting with its Escape cost to pull creatures out of graves. I think I prefer Beacon of UnrestBeacon of Unrest, but that doesn’t mean this one isn’t without its merits.
What’s My Horrorscope (I’m a Leo)?
I gotta give this deck credit; they really stuck to their guns on the whole Horror thing; every single creature is a Horror. This is, unfortunately, to the deck’s detriment. Horrors haven’t been built up over time to be a powerful creature type with lots of cross-creature synergy and anthem effects, like Zombies, Angels, and Elves, among others, have. So to fill a deck with Horrors, you’ve gotta have a few stinkers in there. Low-impact cards like Phyrexian RagerPhyrexian Rager and Dross HarvesterDross Harvester are generally not great in Commander, but in this deck they’re okay. Many are only propped up to a “functional” status because of the commander, like Dauthi HorrorDauthi Horror and Dimir KeyruneDimir Keyrune. Was it a mistake to only use Horrors in the deck? Yeah, I think so. Because it misses out on creatures that could really make the deck powerful, like Syr Konrad, the GrimSyr Konrad, the Grim or Duskmantle GuildmageDuskmantle Guildmage.
The deck has a respectable average mana value of 3.73, which is pretty low for precon. So mana-wise, the deck plays well with its 38 lands and 11 sources of ramp. But it does have some weak points. In particular, its removal package relies too much on creatures entering the battlefield, which means that there are very few cheap removal spells (Curtains’ CallCurtains’ Call can cost as little as 3 mana). The rest of the removal suite is creatures with 4+ mana values (Ravenous ChupacabraRavenous Chupacabra and Dark HatchlingDark Hatchling) and expensive mass removal (In Garruk's WakeIn Garruk's Wake and HexHex). So while you won’t have trouble casting spells, you will have trouble responding to threats without paying a lot of mana for it.
The other area you’re going to struggle with is card draw. With only 8 sources of card draw/advantage in the list, you’re really relying on the graveyard recursion aspect of the deck to get any kind of advantage over your opponents. Unfortunately graveyard recursion is simply not a reliable source of card advantage for most decks, and particularly not this one. With creature-heavy decks, more card draw is always crucial because you need to be able to recover from board wipes.
The MVPs of the deck are Nemesis of ReasonNemesis of Reason and Consuming AberrationConsuming Aberration. Both of these provide reliable, large-scale milling. They’re also both lightning rods for removal spells, but if you can get them to stick, they’ll create an endless supply of goodies for Captain to yoink. For noncreature spells, Fractured SanityFractured Sanity and MindcrankMindcrank are the tops.
I’m the Captain Now
While this deck knows what it wants to do, it doesn’t do it very effectively.
Verdict: Skip it
Much like goad decks, the “mill and steal” strategy has a serious late-game problem, being that you lose what you stole from a player when that player dies (a player’s cards leave the game when they lose). This can come at a very inopportune time if you've only got someone else's creatures to defend yourself against an opponent who is going off, and the owner of those creatures gets knocked out. Unfortunately there’s no way to fix this, short of making token copies of stuff we steal. It’s just an inherent flaw in this commander.
Captain N’ghathrodCaptain N’ghathrod has an interesting design, and I’m happy to see Horrors getting a commander, but he struggles to make a cohesive deck because he’s pulling you in two directions. One direction is a creature type-focused combat deck, and the other is a mill deck. Do the two work harmoniously? No, not really. Can they? That’s a great question, and one that I’m hoping to answer in my upgrade guide.
Speaking of which, keep your eyes peeled here for that, and other precon guides from your budget buddies in the Scrap Trawlers. Don’t forget to check out our other content on YouTube and Twitch. And remember to budget…before you buy it.
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