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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Me, 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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Key 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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How 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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