Magic: The Gathering - Me, The Immortal Commander Deck Guide

Me, the Immortal, is a very unique commander in Magic: The Gathering's Commander format. Normally, when a card leaves the battlefield, any counters of it leave with it, but with Me, they stay with it when moving zones (so long as they aren't the hand or library).
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PostsMe, the Immortal, is a Temur (green/blue/red) commander that lets you play a ton of cards that support a countergame plan. Me's color identity helps you to make the most out of its effects, allowing for Me to become a massive threat. The deck is primarily a Voltron one, loading up Me with counters to make a formidable attacker.
Decklist
Commander: Me, the Immortal
Avian Oddity
Bristly Bill, Spine Sower
Danny Pink
Deepglow Skate
Elvish Mystic
Evolution Sage
Forgotten Ancient
Halana and Alena, Partners
Incubation Druid
K-9, Mark I
Kalonian Hyrda
Kami of Whispered Hopes
Llanowar Elves
Managorger Hydra
Master Biomancer
Ornery Tumblewagg
Scavenged Brawler
Slippery Bogbonder
The Thirteenth Doctor
Trygon Prime
Vorel of the Hull Cade
Blasphemous Act
Cultivate
Fangs of Kalonia
Farseek
Nature's Lore
Rampang Growth
Spectacular Showdown
Three Visits
Visions of Dominance
Wave Goodbye
An Offer You Can't Refuse
Arcane Denial
Beast Within
Chaos Warp
Counterspell
Gift of the Viper
Negate
Rapid Hybridization
Reality Shift
Repulsive Mutation
Slip Out The Back
Arcane Signet
Bone Sabres
Brotherhood Regalia
Commander's Sphere
Fellwar Stone
Lightning Greaves
Luxior, Giada's Gift
Ozolith, the Shattered Spire
Power Fist
Psychic Paper
Sol Ring
Sonic Screwdriver
Swiftfoot Boots
Talisman of Creativity
Talisman of Curiosity
Talisman of Impulse
The Ozolith
Vorrac Battlehorns
Whispersilk Cloak
Branching Evolution
Hardened Scales
Innkeeper's Talent
Simic Ascendancy
Cinder Glade
Command Tower
Dreamroot Cascade
Exotic Orchard
Fiery Islet
x5 Forest
Forge of Heroes
Hinterland Harbor
x4 Island
Karn's Bastion
Karplusan Forest
Mosswort Bridge
x4 Mountain
Opal Palace
Rejuvenating Springs
Rockfall Vale
Rogue's Passage
Rootbound Crag
Shivan Reef
Stormcarved Coast
Sulfur Falls
Tyrite Sanctum
Waterlogged Grove
Yavimaya Coast
The decklist consists of 21 creatures, ten sorceries, 11 instants, 19 artifacts, four enchantments, and 34 lands. There is a balance between most card types, but generally, most of them support Me, the Immortal.
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PostsKey Cards
Me, The Immortal
The commander of the deck, Me, the Immortal is also the most important card. It continuously puts counters on itself every combat, which stick around so long as it never gets bounced back to your hand.
If it ever gets put into the graveyard, be it through removal or combat, you can avoid paying commander tax by casting it from the graveyard anddiscarding two cards to do so. The only time you'll have to put it back into the command zone is if it ever gets exiled.
You'll likely have a lot of cards in your hand since most of your resources are supporting Me, the Immortal. As such, you will more often than not have a full hand with cards you won't mind discarding to re-cast Me from the graveyard.
Danny Pink
Danny Pink is one of the main ways you will be drawing cards. As a static ability, Danny Pink turns a counter being put on a creature into drawing a card. While Me can put counters on itself, the other creatures in the deck can put counters on themselves (and other creatures) too, letting you trigger Danny Pink multiple times a turn.
While Danny Pink only applies to the first time a counter is put on a creature each turn, there are ways to put on counters at instant speed. This lets you draw more cards with Danny Pink, all while growing the stats of your best creatures.
Kami Of Whispered Hopes
Kami of Whispered Hopes is the best mana dork (creatures that produce mana) available in the deck. It puts extra +1/+1 counters on a creature, but it's also a very good creature to put +1/+1 counters on. This allows it to potentially tap for a ton of mana, depending on how big its power is.
While at its base stats, one mana isn't a whole lot. However, with the cards that provided counters easily, if not essentially for free, Kami of Whispered Hopes can produce a ton of mana, enough to cast any card in your hand.
Simic Ascendancy
Most Voltron decks win exclusively through combat/commander damage, but Simic Ascendancy gives the deck an alternate win condition. It lets you put +1/+1 counters on creatures, which in turn puts counters on itself.
With how many cards in the deck have the ability to put counters on creatures, you can very quickly get to 20 growth counters to instantly win the game. Simic Ascendancy is prone to removal, but it being an enchantment makes it harder for your opponents to get rid of it, making it easier to win the game before they have the chance to stop it.
K-9, Mark I
K-9, Mark I is a very useful card for giving all your legendary creatures protection. More notable is the ability to make a legendary creature unblockable for the turn. Since the primary way to win with a Me deck is through commander damage, making it unblockable makes it hard to interact with.
The ability to give legendary creatures ward does require K-9 to be untapped. So, if you make a creature unblockable, it will cause all legendary creatures to lose their ward. It's usually worth it, but there may be a case you'd rather keep the ward if you know an opponent has removal.
Since K-9, Mark I only costs one mana, you can start taking advantage of the card very early on. While there are only a few legendary creatures in the deck, being able to enable Me, the Immortal by making it unblockable is more than worth it, since you want as many ways to make Me unblockable as possible.
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PostsHow To Play The Deck
A Me, the Immortal commander deck aims to load up Me with as many counters as you can, raising its stats while giving it keyword abilities like menace and vigilance.
This is done both through Me itself, as well as cards like Gift of the Viper, Repulsive Mutation, and Bristly Bill, Spine Sower.
While Me is the main card you want to load up +1/+1 counters on, there are other good options, such as Kami of Whispered Hopes, Halana and Alena, Partners, and Incubation Druid.
There are a ton of ways to double the number of counters on your creatures, with the abilities of Bristly Bill, Spine Sower, and Vorel of the Hull Clade
The deck primarily wins through combat. If an opponent takes 21 or more combat damage from a commander, they automatically lose the game. As such, you want to raise up Me, the Immortal's stats so that it can comfortably do 21 damage in one swing, thanks to how many counters it has.
While Simic Ascendancy is a nice secondary win condition, it shouldn't be chased and should act more as a "plan b" rather than the main goal.
A weakness of a Me, the Immortal deck, is you are prone to attackers. There aren't a ton of creatures in the deck, which can leave you open for your opponents to take you out before you can take them out.
Me does take a bit of time to setup, so you have to assess your threats and make sure to target the opponents who can amass large battlefields of creatures since you are often defenseless against those kinds of decks.
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