Hello and welcome to Daily Commander!
Today we are going to be talking about Commodore Guff!

Guff is a four mana Planeswalker with 5 starting loyalty that has a passive ability of putting a loyalty counter on another Planeswalker you control, a +1 of creating a 1/1 red Wizards creature token that can tap to make a red mana that can be only be used to cast a Planeswalker, and a -3 of drawing X cards and dealing X damage to each opponents where X is the number of Planeswalkers you control.
Obviously Guff was made to be a Planeswalker Commander, but from my understanding of the character is that he can break the fourth wall and has changed the outcome of events at least once in the history within Magic.
So, I thought, what if we do a little bit of a change up and actually play a bit into a Chaos strategy, especially since there is a flavorful card that fits into the strategy. The Planeswalkers that we will use will help us stay relatively stable, but they are mostly there to help us get to the chaos cards, so this ends up more as a “Controlled Chaos” strategy.

The first thing we want to do is look at the Chaos cards that will be used, especially since one of them is what inspired the deck.
Guff Rewrites History is one of the cards that was made for the Commodore Guff precon and it fits perfect for the theme. It targets a nonenchantment, nonland permanent that each player controls, shuffles them into the deck, and exiles the top cards of their deck until they hit a nonland card, puts the rest on the bottom of their library in a random order, and the cards that stayed in exile can be cast for free.
When this card came to mind, what instantly came to my mind was the idea of a chaos deck, so naturally Chaos Warp is a card that can go in the deck and fit well since it is also versatile removal of any permanent. While it does have the chance to give the opponent something better, it is still incredibly versatile.
This then put out the idea of using Transmogrify in our deck as a way to cheat out a creature for us, especially since we can use Guff and our Planeswalkers to generate creature tokens to use the Chaos effects on ourselves in order to get massive creatures in play.
We can also use a card like Divergent Transformations to cheat two huge creatures into play by using two tokens we control, Indomitable Creativity to target X number of artifacts or creatures to cheat either into play, and Reweave is something we can use to cheat most any permanent out.

Now that we have a game plan in using Chaos effects to get some sort of value, we need Planeswalkers to get these effects active and provide some protection in the meantime.
Kasmina, Enigmatic Mentor is something that can help protect targeted effects against our creatures and Planeswalkers by adding a two mana tax to any effects that target them, and they happen to make a Wizard creature token and has us draw a card and then discard a card.
If we want a bit more of a variety of what sort of permanent we want to get rid of for a better benefit, then Saheeli, Sublime Artificer can be used as a way to get an artifact creature token into play and Niko Aris as a way to get an enchantment token into play.
Teyo, the Shieldmage can give us hexproof to protect ourselves while also making a creature token to protect us from combat, Tibalt, Rakish Instigator as a way to stop life gain strategies while making a creature token that can deal damage to any target, and Chandra, Spark Hunter can be used to make a Vehicle token that can become a creature every turn while also getting cards in our hand.
As we continue looking at Planeswalkers, we should also be able to protect ourselves, so if you don’t mind having a Game Changer in the deck, then Narset, Parter of Veils is definitely an option to consider as a way to stop our opponents from drawing too many cards while also allowing us to dig through our deck for what we need.

Now that we have ways to cheat things into play and Planeswalkers to provide the fodder and protection, what are we actually getting into play?
This is really where you can get creative in what you want to play, and one that seemed interesting to me was Salvation Colossus, a massive eight mana 9/9 with flying, vigilance, trample and whenever you attack other creatures you control get +2/+2 and indestructible until the end of turn.
If you are looking for a creature to potentially win the game while also thinning the deck to improve your chances on getting a decent hit from your Chaos effects, then Trench Gorger is a choice to get lands out of your deck to make a massive creature that can swing for a massive amount of damage.
To help facilitate an aggro victory using the massive creatures we cheat out, then we can use Blast-Furnace Hellkite as a decent body that gives all creatures attacking our opponents double strike, which can certainly help when combined with the Salvation Colossus and Trench Gorger.
You can choose any of the big Eldrazi to get a huge body in play that has a powerful effect, an artifact like Reaver Titan to get a difficult to interact with Vehicle that can close out the game quickly, or even something like Spark Double to get a copy of Guff for potentially more shenanigans.
Guff can definitely be played as a straightforward Planeswalker Commander with no issues, but using Planeswalkers to facilitate a Chaos strategy is definitely not something I had originally considered until I saw Guff Rewrites History.
It is optimal? No. Is it interesting? I believe it is one of the more out of the box deck ideas I have had. Sometimes playing a Commander “wrong” is a fun challenge to build a deck that I love doing, and Guff can be an aspect to facilitate that playstyle.
Thank you for reading, see you tomorrow for the next Daily Commander!
Peace,
From, J.M. Casual





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