The third is just a general beatdown strategy, hoping that with big efficient creatures it can amass the damage needed to kill everyone. The second is a tribal based deck, hoping to spew out a ton of creatures with tribal synergies. The first is a deck based around Commander damage, typically by pumping the Commander. But really an aggro deck has one goal in mind: Stomping the opposition quickly and efficiently.There are 3 main types of aggro decks that I see. They also typically know that it is basically them against the world and as such have back up plans to help out.There are plenty of tuck effects out there, such as Condemn, Hinder and Hallowed Burial, that can make their Commander inaccessible for a long time. Oftentimes these decks include equipment and other ways to boost the power of the Commander as well as provide evasion.The main weakness of these types of decks is their reliance upon their Commander. The thought is that this will essentially halve the amount of damage necessary to take out the entire table, from 120 total points to 63. Essentially these decks aim to rush out their Commander and kill the opponents through Commander based damage. This is probably the most common type of aggro deck you will see while playing online.You have to scroll down to the bottom of the page but you will see it. However you will still occasionally see decks that put all of their eggs into one basket.Let's take a look at a representative deck:A Commander deck by ooberutopia CreaturesI found this deck HERE. So these decks don't usually go "all in" with their Commanders as they realize one tuck effect will mean that they have lost the game.Most Commander decks aren't prepared for a threat that early, and Isamaru will likely be able to take out 1 opponent early with general damage. Just keep in mind that this deck would likely pack Kemba as well now due to the high amount of equipment it packs.So what we have here is a Commander that you pretty much know can be played on turn 1 every time. However I believe this is a fairly good representation of an Isamaru deck. Unfortunately I couldn't find a deck like that.
![]() ![]() ![]() Mana denial is a good way to make sure that you keep a lead or stay ahead. But the main way to make sure that it stays in control is through various mana denial strategies, such as Armageddon, Winter Orb, Sphere of Resistance and Smokestack. And as Isamaru has such a low casting cost, you should be able to re-cast him pretty easily.The deck includes some of the typical answers such as Austere Command and Story Circle. So you should be able to replay Isamaru and equip him again pretty quickly. The good thing about using equipment is that it stays around even if the creature is destroyed. Even something as innocuous as Bonesplitter will make Isamaru hit that much harder. Photo scanner app for macRafiq costs more than Isamaru, but in exchange you get a much more powerful commander. Again, the idea is to get Rafiq out, put a bunch of enchantments on him and beat down. But as you can imagine, that isn't the best plan.Let's take a look at another commander based aggro deck, built by yours truly.You may remember this deck from my article HERE. With a low creature count it won't be able to consistently get another threat out there and has to play the attrition route, hoping to hold people off with mana denial until it can find another threat. Sure, it has Akroma as a back up beater, but if you manage to take care of Isamaru the deck should fold fairly quickly. However he doesn't take as many hits to kill his opponents as Isamaru.This deck uses enchantress based card draw as its back up, hopefully keeping the player's hand full.
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