Not all Commander questions come directly to me.

Question Elemental | Art by Edward P. Beard, Jr.
The boundlessly cheerful editor for DailyMTG.com, and fellow Commander fanatic, Mike McArtor shared this question from the Ask Wizards queue:
I have recently bought the Evasive Maneuvers deck and I have cards like:
- Rafiq of the many
- Finest hour
- Dauntless Escort
- Rhox War Monk
- Sigiled Paladin
- Battlegrace Angel
- Qasali Pridemage
And I have also some green, white, and blue spells, like big creatures, enchantments, and counterspells.
I think that Derevi, Empyrial Tactician is a great commander because she can always go back to the battlefield, paying
using her activated ability (3 if you untap a land after that). In spite of your enemy is always killing her, she can always return to the battlefield and she's cheap. She also has flying. My opponent plays a Jhoira of the Ghitu deck and he is always beating me.
I would like to make a budget exalted Commander deck with Derevi, Empyrial Tactician but I have no idea of how to do it. Could you help me?
It's possible you have a better idea of how to make a Commander deck with Derevi so I'm very interested in your opinion.
Thank you very much in advance and have a nice day.
Commander is a tough format to build decks in. While I've shared some general ways to build decks in the past, "budget" is not a word I've used in any of them. There used to be dedicated column for Building on a Budget and it approached defining what budget really means from a variety of angles.
For Commander, there are plenty of practical ways to define it:
- Updating a preconstructed Commander deck (such as the one including Derevi)
- Relying more (or completely) on commons and uncommons rather than rares and mythic rares
- Using only cards randomly found in other purchases (Born of the Gods Fat Pack, Theros Holiday Box, etc.)
- Being given or swapping spare/extra cards from friends
Since Derevi, Empyrial Tactician comes in a preconstructed deck, we'll assume we're starting with that, and focus on commons, uncommons, and offbeat rares that combine well with her as a commander. However, Commander is always what you want to make of it, so feel free to explore other avenues if that's what works for you.
Aerial Maneuvers
Let's start off with what comes in the "starter" Derevi deck:
Creature (29)
1 Acidic Slime 1 Aerie Mystics 1 Angel of Finality 1 Azami, Lady of Scrolls 1 Bane of Progress 1 Deceiver Exarch 1 Diviner Spirit 1 Djinn of Infinite Deceits 1 Dungeon Geists 1 Farhaven Elf 1 Fiend Hunter 1 Flickerwisp 1 Hada Spy Patrol 1 Karmic Guide 1 Kazandu Tuskcaller 1 Lu Xun, Scholar General 1 Mirror Entity 1 Mistmeadow Witch 1 Murkfiend Liege 1 Phantom Nantuko 1 Pilgrim's Eye 1 Roon of the Hidden Realm 1 Rubinia Soulsinger 1 Selesnya Guildmage 1 Skyward Eye Prophets 1 Stonecloaker 1 Thornwind Faeries 1 Winged Coatl 1 WonderInstant (6)
1 Æthermage's Touch 1 Arcane Denial 1 Blue Sun's Zenith 1 Krosan Grip 1 Selesnya Charm 1 Unexpectedly AbsentArtifact (13)
1 Azorius Keyrune 1 Basalt Monolith 1 Conjurer's Closet 1 Darksteel Ingot 1 Leonin Bladetrap 1 Selesnya Signet 1 Simic Signet 1 Sol Ring 1 Surveyor's Scope 1 Swiftfoot Boots 1 Sword of the Paruns 1 Thousand-Year Elixir 1 ThunderstaffEnchantment (8)
1 Control Magic 1 Curse of Inertia 1 Curse of Predation 1 Curse of the Forsaken 1 Darksteel Mutation 1 Flickerform 1 Leafdrake Roost 1 Presence of GondLand (38)
1 Azorius Chancery 1 Azorius Guildgate 1 Bant Panorama 1 Command Tower 1 Evolving Wilds 1 Faerie Conclave 6 Forest 7 Island 1 Opal Palace 7 Plains 1 Rupture Spire 1 Saltcrusted Steppe 1 Seaside Citadel 1 Secluded Steppe 1 Sejiri Refuge 1 Selesnya Guildgate 1 Selesnya Sanctuary 1 Simic Guildgate 1 Temple of the False God 1 Terramorphic Expanse 1 Transguild PromenadeWhite (13)
1 Aerie Mystics 1 Angel of Finality 1 Fiend Hunter 1 Flickerwisp 1 Karmic Guide 1 Mirror Entity 1 Stonecloaker 1 Curse of the Forsaken 1 Darksteel Mutation 1 Flickerform 1 Kirtar's Wrath 1 Tempt with Glory 1 Unexpectedly AbsentBlue (15)
1 Azami, Lady of Scrolls 1 Deceiver Exarch 1 Diviner Spirit 1 Djinn of Infinite Deceits 1 Dungeon Geists 1 Hada Spy Patrol 1 Lu Xun, Scholar General 1 Thornwind Faeries 1 Wonder 1 Arcane Denial 1 Blue Sun's Zenith 1 Borrowing 100,000 Arrows 1 Control Magic 1 Curse of Inertia 1 Wash OutGreen (9)
1 Acidic Slime 1 Bane of Progress 1 Farhaven Elf 1 Kazandu Tuskcaller 1 Phantom Nantuko 1 Curse of Predation 1 Krosan Grip 1 Presence of Gond 1 RestoreMulti colored (10)
1 Mistmeadow Witch 1 Murkfiend Liege 1 Roon of the Hidden Realm 1 Rubinia Soulsinger 1 Selesnya Guildmage 1 Skyward Eye Prophets 1 Winged Coatl 1 Æthermage's Touch 1 Leafdrake Roost 1 Selesnya CharmColorless (52)
1 Azorius Chancery 1 Azorius Guildgate 1 Bant Panorama 1 Command Tower 1 Evolving Wilds 1 Faerie Conclave 6 Forest 7 Island 1 Opal Palace 7 Plains 1 Rupture Spire 1 Saltcrusted Steppe 1 Seaside Citadel 1 Secluded Steppe 1 Sejiri Refuge 1 Selesnya Guildgate 1 Selesnya Sanctuary 1 Simic Guildgate 1 Temple of the False God 1 Terramorphic Expanse 1 Transguild Promenade 1 Pilgrim's Eye 1 Azorius Keyrune 1 Basalt Monolith 1 Conjurer's Closet 1 Darksteel Ingot 1 Leonin Bladetrap 1 Selesnya Signet 1 Simic Signet 1 Sol Ring 1 Surveyor's Scope 1 Swiftfoot Boots 1 Sword of the Paruns 1 Thousand-Year Elixir 1 Thunderstaff1 (1)
1 Sol Ring2 (14)
1 Hada Spy Patrol 1 Kazandu Tuskcaller 1 Mistmeadow Witch 1 Selesnya Guildmage 1 Arcane Denial 1 Darksteel Mutation 1 Flickerform 1 Restore 1 Selesnya Charm 1 Selesnya Signet 1 Simic Signet 1 Surveyor's Scope 1 Swiftfoot Boots 1 Unexpectedly Absent3 (23)
1 Deceiver Exarch 1 Farhaven Elf 1 Fiend Hunter 1 Flickerwisp 1 Mirror Entity 1 Phantom Nantuko 1 Pilgrim's Eye 1 Stonecloaker 1 Thornwind Faeries 1 Winged Coatl 1 Azorius Keyrune 1 Basalt Monolith 1 Blue Sun's Zenith 1 Borrowing 100,000 Arrows 1 Curse of Inertia 1 Curse of Predation 1 Curse of the Forsaken 1 Darksteel Ingot 1 Krosan Grip 1 Leonin Bladetrap 1 Presence of Gond 1 Thousand-Year Elixir 1 Thunderstaff4 (8)
1 Angel of Finality 1 Dungeon Geists 1 Lu Xun, Scholar General 1 Wonder 1 Æthermage's Touch 1 Control Magic 1 Sword of the Paruns 1 Wash Out5 (10)
1 Acidic Slime 1 Aerie Mystics 1 Azami, Lady of Scrolls 1 Diviner Spirit 1 Karmic Guide 1 Murkfiend Liege 1 Roon of the Hidden Realm 1 Rubinia Soulsinger 1 Conjurer's Closet 1 Leafdrake Roost6 (5)
1 Bane of Progress 1 Djinn of Infinite Deceits 1 Skyward Eye Prophets 1 Kirtar's Wrath 1 Tempt with GloryCommon (40)
1 Azorius Guildgate 1 Bant Panorama 1 Command Tower 1 Evolving Wilds 6 Forest 7 Island 1 Opal Palace 7 Plains 1 Rupture Spire 1 Selesnya Guildgate 1 Simic Guildgate 1 Terramorphic Expanse 1 Transguild Promenade 1 Farhaven Elf 1 Flickerwisp 1 Pilgrim's Eye 1 Thornwind Faeries 1 Winged Coatl 1 Arcane Denial 1 Borrowing 100,000 Arrows 1 Presence of Gond 1 Selesnya Signet 1 Simic SignetUncommon (33)
1 Azorius Chancery 1 Faerie Conclave 1 Saltcrusted Steppe 1 Seaside Citadel 1 Secluded Steppe 1 Sejiri Refuge 1 Selesnya Sanctuary 1 Temple of the False God 1 Acidic Slime 1 Aerie Mystics 1 Deceiver Exarch 1 Diviner Spirit 1 Fiend Hunter 1 Hada Spy Patrol 1 Mistmeadow Witch 1 Selesnya Guildmage 1 Skyward Eye Prophets 1 Stonecloaker 1 Azorius Keyrune 1 Basalt Monolith 1 Curse of Inertia 1 Curse of the Forsaken 1 Darksteel Ingot 1 Darksteel Mutation 1 Krosan Grip 1 Leafdrake Roost 1 Leonin Bladetrap 1 Restore 1 Selesnya Charm 1 Sol Ring 1 Swiftfoot Boots 1 Thunderstaff 1 Wash OutRare (24)
1 Angel of Finality 1 Azami, Lady of Scrolls 1 Bane of Progress 1 Djinn of Infinite Deceits 1 Dungeon Geists 1 Karmic Guide 1 Kazandu Tuskcaller 1 Lu Xun, Scholar General 1 Mirror Entity 1 Murkfiend Liege 1 Phantom Nantuko 1 Rubinia Soulsinger 1 Wonder 1 Æthermage's Touch 1 Conjurer's Closet 1 Control Magic 1 Curse of Predation 1 Flickerform 1 Kirtar's Wrath 1 Surveyor's Scope 1 Sword of the Paruns 1 Tempt with Glory 1 Thousand-Year Elixir 1 Unexpectedly AbsentDerevi, Empyrial Tactician's ability to tap or untap things is one half of the synergy equation. (We'll get to the "Put Derevi onto the battlefield..." half in a bit.) There are several awesome interactions already built into the deck for it:
- Selesnya Sanctuary, Azorius Chancery, and Temple of the False God all untap to give us "back" two mana.
- Basalt Monolith and Sol Ring also give us back more mana.
- Skyward Eye Prophets draws us an extra card.
- Leafdrake Roost gives us an extra, cheap 2/2 flying Drake creature token.
There are several easy-to-add cards that work similarly:
- Simic Growth Chamber can join its two friends already in the deck.
- Coalition Relic, Everflowing Chalice, and Dreamstone Hedron are artifacts that can also give us more mana for our untapping buck.
- Enclave Cryptologist can draw us extra cards, and enchantments like Ocular Halo and Oracle's Insight can let any creature do it for us.
- Mimic Vat and Spawning Grounds (available in another Commander (2013 Edition) deck!) can create awesome creature tokens for us.
But don't take just my word for it. Several of you shared similar ideas, like James:
In response to your question of the best commons and uncommons to use with Derevi, Empyrial Tactician, I had a few ideas:
Ocular Halo makes any creature have the option to turn some number or all of the triggers into a card. Oracle's Insight does essentially the same thing. Skyward Eye Prophet does an upgraded version of the same thing.
There are many other creatures with tap effects that could be used over and over with each trigger. Simic Growth Chamber, Azorius Chancery, Selesnya Sanctuary, and other lands that add multiple mana per tap let you get mana explosions, and Freed from the Realworks well with the type of cards you're likely to include. Something like Tidewater Minion or Kiora's Follower let Freed from the Real combo for infinite mana.
Blink effects could add a new wrinkle to things, letting you get extra triggers off of Derevi. Presence of Gond, Commander's Authority, and creatures that tap for creature tokens make another useful untap trigger that also likely expands the number of triggers you'll get the next time you attack. Tideforce Elemental is another effect to mix in and do crazy things.
Other than these, Auras that enhance mana production, like Utopia Sprawl and Fertile Ground, make some of the absurdity much more likely, and from Born of the Gods, many of the new inspired creatures, if you can find a way to tap them often, give a beneficial effect for the untap as opposed to the tap. For example, Arbiter of the Ideal with an Aura that gives it a tap ability, or maybe Viridian Longbow, could go totally nuts.
—James
Some of these are already commons that come alongside Derevi, but new cards like Arbiter of the Ideal and Kiora's Follower build up powerful combinations of cards to use. Since I'm also a personal fan of blink effects, such as Mistmeadow Witch and Roon of the Hidden Realm already in Derevi's deck, finding more ways to use that angle gives us variety opponents wouldn't expect.
With Born of the Gods, inspired arrives, and that goes well with Derevi. Aerie Worshippers, God-Favored General, and Pheres-Band Raiders are among the best. They get to untap thanks to Derevi and produce more creatures, which of course supports Derevi's strategy.
Also, sac outlets are really good with Derevi, since you can play with her ability. Culling Dais makes sure you don't run out of cards and Perilous Forays lets you get some duals, to fix your mana, or simply get more basics.
—Fabian
Perilous Forays is an excellent utility enchantment since it helps convert any creature, Derevi or not, that's about to die into more lands on the battlefield. Even better: it's an uncommon, just like Culling Dais. Using Derevi's "Put Derevi onto the battlefield from the command zone." ability isn't something to overlook.
Derevi, Empyrial Tactician likes Diviner's Wand. It equips itself whenever she comes into play and gives the player something to do with excess mana. Best of all, it makes Derevi a scarier threat and sticks on the battlefield when she's taking another stay in the command zone.
If playing with the Azami, Lady of Scrolls, then the Equipment can be tapped for a card as well.
—Matt
I've had a premium foil Diviner's Wand sitting in my Commander Box for ages, but Derevi, Empyrial Tactician is just the commander it has been waiting for all this time. (Aside from Azami, Lady of Scrolls, of course!) Putting Derevi back onto the battlefield during the end step of the turn before yours lets you untap controlling Derevi, and drawing your card for the turn pumps her up a notch to boot. I like it!
So where does that leave us? We have a pile of ideas, generally commons and uncommons, and a preconstructed deck we can tweak to taste. While what you want to swap in and out is something you should try for yourself first, here's how I'd take all these ideas and apply them to the deck Derevi comes in:
In | Out | Reason |
Perilous Forays | Restore | Ramping lands will help us use Derevi more |
Simic Growth Chamber | Thunderstaff | Ramping up mana will help us use Derevi more |
Everflowing Chalice | Leonin Bladetrap | Ramping up mana will help us use Derevi more |
Spawning Grounds | Presence of Gond | Lands tend to stick around more than creatures |
Freed From the Real | Diviner Spirit | Works as both "removal" and a combo piece |
Kiora's Follower | Thornwind Faeries | Works with Freed from the Real |
Tidewater Minion | Borrowing 100,000 Arrows | Works with Freed from the Real |
Cathars' Crusade | Tempt with Glory | Why share when you don't need to? |
Centaur Glade | Curse of Predation | Making tokens is a great mana dump |
Vitu-Ghazi Guildmage | Cure of the Forsaken | Making tokens is a great mana dump |
Aerie Worshippers | Curse of Inertia | Making tokens is a great mana dump |
Indrik Stomphowler | Phantom Nantuko | Artifact/enchantment removal |
Diviner's Wand | Sword of the Paruns | Card draw |
Dawn to Dusk | Æthermage's Touch | Removal and recursion for enchantments |
Dismiss | Arcane Denial | Why share when you don't need to? |
What you choose to do is ultimately up to you. Nudging your deck down a focused path with Derevi in mind will strengthen how your position plays out, and you don't need splashy rares and mythic rares or a hifalutin online columnist to do it. (But both would sure help, right?)
The Cause and Effect
Changing decks is always an exercise in self-exploration. What you want, and how you want to do it, isn't something anyone else can determine.
What's fascinating is that I constantly encounter discussions of what Commander "really is" and why others "don't play Commander right." It's a topic worth tackling, and we'll start at the highest level: Are monocolored commanders (such as Purphoros, God of the Forge and Kamahl, Fist of Krosa) in the spirit of the format, as opposed to multicolor commanders?
- Feedback via email
- 300-word limit to explain your point
- Sample decklist is requested (does not count against word limit)
- Decklists should be formatted with one card per line with just a leading number, such as "3 Mountain"
- Name and email required (non-personal information to be used in column)
While I have my own thoughts around whether many or few colors is in the spirit of Commander, I'm really excited to see how you handle it.
Join us next week when we get restrictive. See you then!