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A while back, I saw a friend use buy the Prossh deck, then proceed to take out Sek'Kuar. When I asked why, he simply told me, "I can use better cards in Commander." For some reason, it bothered me that he said that and for a very long time I've been trying to find a way to make Sek'Kuar work. Before my break with Magic, I thought I found something special with Sek'Kuar. When I came back, I hated my idea. So I tossed it, and rebuilt keeping what I liked. Then....I had a revelation about how his ability worked. It all came together, and here we are. After a very long time, this in my opinion is how you play Sek'Kuar with the big boys. Enjoy.
Let's go ahead and get the obvious out of the way. Compared to Prossh, or Shattergang Brothers sadly, Sek'Kuar has some tough competition to prove that he's worth it as a Commander. For started, nontoken is a rough keyword. Another big issue is that the tokens he makes are Graveborn, which isn't a tribe Wizards has added too. So....how the hell do you make him work? By offering him lots of sacrifices that aren't tokens. Saying that by itself is easier said than done, as Sek'Kuar has reminded me over the years. Some classics, like Endrekh Sar and Ophiomancer, don't do diddly for your Commander, and other cards like Razaketh are too hefty in certain colors to run. However...there is a way.You see, first of all we have access to Red, Black, and Green. Meaning we get the legendary SQUEE, the single greatest troll of Goblin to ever exist. Squee (as well as Endless Cockroaches) goes right back to your hand from your grave every turn, so he is easy sacrifice fodder to stuff like Scarland Thrinax and Falkenrath Aristocrat. So he's one of our obvious outs. But....the best part of Sek'Kuar is that he just needs nontoken creatures. So....make your lands creatures. Blinkmoth Nexus and Hissing Quagmire are two lands you just get to do that with already, but cards like Waker of the Wilds and the Life half of Death (which also gets some recursion value on the other half) turn lands into creatures. So technically, you can say you have access to over 2/3 your deck as creatures. Not enough? Whisperwood Elemental let's you manifest other stuff as creatures, even instants and sorceries. So you can turn even more of your stuff into creatures. The last part of your gameplan is Sek'Kuar's other power. Token generation, which you can do in plenty. Stuff like Open the Graves, Gutter Grime, and Dragon Broodmother keep pushing out tokens, which may not go towards Sek'Kuar but do build a board quickly. They also make great fuel for Goblin Bombardment, which can annihilate a life total quickly with tokens. Or, just put them all on the offensive with Ogre Battledriver. In the end, between your sacrificing shenanigans (including the ol' Mikaeus Redcap combo you can abuse) and your token spawning rampage, it's pretty easy to pull out something to win the war.
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NOTE: Set by owner when deck was made.
Wow, cool work!
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