Hello and welcome to Daily Commander!

Today we are going to be talking about Errant, Street Artist!

Errant is a one mana 0/3 with flash, defender, haste and for one and a blue mana and tap, you can copy spell you control that wasn’t cast and you may choose new targets for the copy.

Errant is an interesting spell slinger Commander in that we need to play spells that aren’t cast, which usually means copying a spell, and while there is plenty of that in blue, the difficult comes in making sure that we get our timings correctly.

The goal of this deck is to cast spells, copy spells, and then get Errant out to copy the spell again. This is a much more reactive deck than I am usually used to playing, but this will definitely be interesting.

The first thing we need to look for are for ways to copy spells, ideally our spells but our opponents spells if we can.

Narset’s Reversal is a great card for thing because not only does it copy an instant or sorcery spell, it is counter spell of sorts because it returns the spell to the owner’s hand, meaning we can redirect a damage spell to another opponent or a one sided board wipe affects our opponents rather than us.

Twincast also allows us to copy an instant or sorcery spell allowing for new targets for the copy, Adaptive Training Post allows us to put charge counters on it whenever we cast instants or sorceries and we can remove three to copy our next instant or sorcery, and Psychic Rebuttal can counter a spell that targets us and if we have Spell Mastery then we can copy the spell we countered this way.

Split Decision is an interesting spell for us to include, because it is a card with Will of the Council that first has us target instant or sorcery spell, and the votes being to either counter the spell if denial gets more votes or to copy the spell if duplication gets more votes or the vote is tied, which we could potentially politic our way into copying a removal spell onto a different target or stopping it entirely.

One of the better ways for us to get use out of spells not being cast is through Taigam, Master Opportunist, which has a Flurry ability of the second spell we cast each turn to be suspended for four turns but also copies the spell when it is cast, meaning we can get an additional copy of the spell when we activate Errant.

The next thing that we want to do is to make sure that we have enough mana to activate Errant’s ability as well as way to potentially use it again.

High Tide is perfect for this sort of deck, especially since we are a monocolor deck, and if we happen to have some mana open then we can potentially copy it with one of the previously mention spells and then copy it with Errant, then we get four times the blue mana from our Islands, if my math is correct.

To help make it easier to activate Errant’s ability we can use Omen Hawker, who taps for exactly the cost it takes to activate Errant’s ability, meaning that we use less mana from our Islands to cast the spells we want to copy or spells that will copy other spells. There is also Training Grounds which reduces the cost of activated abilities our creatures control by 2, just so long as it doesn’t reduce it to zero, which works perfectly for Errant.

We can also take advantage of Eluge, the Shoreless Sea which when it enters or attacks puts a flood counter on a land we control, making it an Island in addition to its other types for as long as it has a flood counter, but more importantly discounts the first instant or sorcery we cast for one blue or one generic for each land we control with a flood counter on it.

If we want to make an additional copy of a spell by using Errant’s ability again, we need ways to untap her. One of the simpler ways to do this is with something like Freed from the Real, which for a blue mana can untap Errant, or we could also have Fatestitcher as a creature that can tap to untap Errant and can Unearth itself for a blue mana if we want to go for a big turn with Errant.

The last thing we need are the spells that we want to copy, which should help us win the game.

Cut Your Losses is a fun card that mills half of target player’s library, and also has Casualty 2 to copy itself, meaning that we have a way to get value from Errant without needing to cast a copy spell in order to mill a player’s library by half three times minimum, which we could use on the player that is drawing a ton of cards or is doing a lot of self mill.

If we happen to be casting a lot of spells any way, then we can potentially play some Storm cards to great effect, so something like Brain Freeze can mill a player out, especially since we can copy one of the Storm copies of the spell to get an additional copy to guarantee a deck out.

Speaking of Storm cards, we can also make use of an interesting way to cast even more spells using Mind’s Desire, which if we manage to cast a lot of spells we can cast spells we exile from the top of our library for free. While we won’t be able to use Errant’s ability because of how it’s worded, we can cast spells that copy other spells in order to copy more spells with Errant.

If we really want to get wacky with what spells to copy, we can use Eternal Dominion, one of the five cards in the game with the Epic ability, meaning that once we cast it we can no longer cast any other spells and only play copies of Eternal Dominion without the Epic ability.

Now the effect of the card allows us to look through an opponent’s library and play an artifact, creature, enchantment, or land from their library which is good, but it gets better because the Epic ability copies the spell without casting it, meaning that Errant can copy it, meaning we can tutor two things from a single opponent’s library or multiple libraries, especially if we manage to set up a Lithoform Engine to copy either Eternal Dominion or Errant’s ability to copy Eternal Dominion so we can steal all of our opponent’s best things or their win conditions.

Errant is a tricky Commander to play because it’s copy restriction makes certain spells that copy other spells not work since we need to copy spells that we control that weren’t cast, which narrows our options.

We also need to make sure we can secure a win condition when we start casting all of our spells because once we are done, if we haven’t won the game or secured a powerful position, we will most likely lose. The fun of Errant is understanding that this is a possibility and being able to find the lines to win, which are going to be complicated, but can lead to a wonderful Rube Goldberg machine that wins us the game.

Thank you for reading, see you tomorrow for the next Daily Commander!

Peace,

From, J.M Casual

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