Hello and welcome to Daily Commander!

Today we are going to be talking about Liberty Prime, Recharged!

Liberty Prime is a five mana 8/8 with vigilance, trample, and haste and whenever they attack or block, sacrifice it unless you pay two energy counters and for two mana, tap, and sacrifice an artifact, you get two energy counters and draw a card.

I haven’t done to much about energy Commanders, but there has been a ton of support for the archetype just in the past few years, so I think that exploring it would be pretty interesting, and Liberty Prime provides an interesting dichotomy of getting a very strong creature in play with amazing abilities, all at the cost of two energy counters to attack or block.

The goal is to get an absurd amount of energy counters so that Liberty Prime has no issues with staying in play, while also playing around with other energy payoffs.

The first thing we need are consistent ways to get a ton of energy, ideally as cheaply as possible.

Guide of Souls is a great card in this regard because whenever another creature enters under your control you gain 1 life and get an energy counter, which can be pretty good but it also has that whenever you attack you may pay three energy to put two +1/+1 counters and a flying counter on target attacking creature, while also making it an Angel in addition to its other types.

We can also take advantage of Izzet Generatorium, which if you would get one or more energy counters you get that many plus one energy counter instead, and you can tap it to draw a card if you have paid or lost four or more energy this turn.

As the game goes on then one of the best ways for you to get even more energy would be Aether Refinery, which would give you double the amount of energy counters and you can tap it to get an energy counter (two technically) and then pay any amount of energy to make an X/X Aetherborn creature token where X is the amount of energy you paid.

If you need additional counters sooner then there is also Lae’zel, Vlaakith’s Champion who adds one additional counter onto creature, Planeswalker, or yourself if you would happen to add a counter of any type onto any one of those.

As far as ways to get energy counters, we have a wide swath of options. Roil Cartographer gets an energy counter whenever we play a land and can tap and pay six energy to draw three cards, Sphinx of Revelation allows you to get energy equal to the amount of life you gained while it also has lifelink and flying and pay 3 mana, tap, pay X energy to draw X cards, and Electrosiphon to counter a spell and get energy equal to the mana value of the countered spell.

The next thing that we need to look at are the energy payoffs we can start accumulating.

Aetherflux Conduit is one of the best mass energy generators in the game simply because whenever you cast a spell you get an amount of energy equal to the amount of mana spent to cast it, which for our Commander is five energy whenever we cast them, more if they die, and if we happen to have fifty excess energy, we can use it to draw seven cards and cast any number of spells from our hand for free.

Wheel of Potential is also a fun way to make use of any excess energy we accumulate because we get three energy and then can pay any amount of energy to have everyone exile their hand and then draw X cards, but if we happen to pay seven or more energy we may play the cards we exiled this way until the end of the turn.

This also goes well with Unstable Amulet, which gives us two energy counters when it enters and whenever we cast a spell from somewhere other than our hand then it deals 1 damage to each opponent, and we can tap it and pay two energy to exile the top card of our library and we can play that card until we exile another card with Unstable Amulet.

That also happens to lead well with Aether Revolt, which if a permanent we control left the battlefield then if a source we control would deal noncombat damage to a player or permanent then it deals that much damage plus two instead, and if we get one or more energy counters then it deals that much damage to any target.

Static Prison gives us two energy counters and exiles a nonland permanent an opponent controls and keeps it exiled so long as we pay one energy at the beginning of our precombat main phase, Phyrexian Ironworks gets you an energy whenever you attack and you can tap it and pay three energy to make a 3/3 Phyrexian Golem as a sorcery, and Confiscation Coup which gives you four energy and you pay an amount of energy equal to the mana value of target creature or artifact to gain control of it.

The last thing we need are ways to win, and ideally we use Liberty Prime as our primary win conditions since it is an 8/8 with trample, vigilance, and haste.

Lightning Runner is a great way to potentially loop a ton of extra combat spells since whenever it attacks we get two energy counters, then we may pay eight energy and if we do we untap all creatures we control and gives us an additional combat phase, which if we can manage at least two extra combats then Liberty Prime can win through Commander Damage.

If we have a ton of energy then we can also make use of Razorfield Ripper, which when it or the creature it is equipped to attacks then we get an energy, and the creature gets +X/+X until end of turn where X is the amount of energy we have and we can Reconfigure it onto a creature for two mana or for three energy.

Salvation Colossus gives other creatures we control +2/+2 and indestructible whenever we attack, Brotherhood Scribe can tap to give us an energy if we have three or more artifacts and whenever we get one or more energy on our turn then it gives creatures we control +1/+1 until end of turn, and Assaultron Dominator gives us two energy counters and whenever an artifact creature we controls attacks we may pay an energy to put either a +1/+1 counter, first strike counter, or trample counter on that creature.

We also have two energy based board wipes in Localized Destruction and Wrath of the Skies, with Localized Destruction letting us pay energy to give creatures we control with power equal to that amount of energy indestructible while it destroys all creatures, and Wrath of the Skies giving us X energy and letting us pay any amount of energy to destroy each artifact, creature, and enchantment with mana value less than or equal to the amount of energy we paid.

And if Liberty Prime happens to end up in the graveyard, we also have Jolted Awake, which lets us choose an artifact or creature in the graveyard, gives us two energy, and lets us pay energy equal to the mana value of the target card in the graveyard and returns it to the battlefield from the graveyard.

Liberty Prime is a solid energy Commander, which is partially due to all the additional support over the past few years, in which Liberty Prime may have struggled previously.

That isn’t to say that this deck won’t struggle, there are plenty of ways our opponents can beat us if they somehow delay the amount of energy we can make, as well as continuously getting rid of Liberty Prime, who acts as our primary win condition in dealing Commander Damage to win the game.

Liberty Prime plays a more aggressive style as an energy Commander, needing energy to stay working in order for us to keep on the offensive once they come into play. If we do have a ton of energy though, then that issue does become moot and Liberty Prime can punch faces until we win.

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

Peace,

From, J.M. Casual

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