
Sen Triplets
Sen Triplets Commander Deck
Sen Triplets turns each of your upkeeps into a lockout on one opponent: that player can't cast spells or activate abilities, plays with their hand revealed, and you may play lands and cast spells from their hand for the turn. The deck aims to land the Triplets as early as possible, ideally on turn two, and it leans on a turn-one Smothering Tithe as the best opening: the tithe taxes opponents' draws, the treasure it makes pays for a turn-two commander, and it keeps paying out afterward. It supports that with prison and stax effects that tax or deny everyone else, and with ways to keep the Triplets on the battlefield so the lock keeps repeating. The deck stays within Bracket 3 limits and avoids the heaviest staples and combos that would push it above that bracket. How it wins: You lock down one opponent each turn while casting their best cards from their hand, then use their own threats and a stalled, resource-starved table to close out the game through combat damage and stolen finishers. Key cards: - Turn-one tax enchantment: Smothering Tithe is the ideal opening play, taxing opponents' draws and producing the treasure that makes a turn-two commander likely. - Fast mana: Cheap rocks and mana-producing artifacts that let a five-mana, three-color commander arrive on turn two most games, which the whole plan depends on. - Stax and prison pieces: Cards that restrict opponents' mana, spells, or attacks while sparing your own plays, so the Triplets' stolen-card turns face little resistance. - Commander protection: Counterspells, protection effects, and ways to recur or tutor the Triplets so the lock survives removal and keeps repeating every upkeep. - Mana fixing: Lands and artifacts that make white, blue, and black reliably available on the first two turns, including white on turn one for the tithe, so the commander is not stranded by color.
Sen Triplets decklist
- Academy Ruins
- Agent of Treachery
- Arcane Denial
- Arcane Sanctum
- Arcane Signet
- As Foretold
- Avacyn, Angel of Hope
- Azorius Signet
- Brainstorm
- Chromatic Lantern
- Command Tower
- Cyclonic Rift
- Dark Ritual
- Deadly Rollick
- Demonic Tutor
- Deserted Beach
- Dimir Signet
- Dovin's Veto
- Drana and Linvala
- Dream Halls
- Drowned Catacomb
- Elesh Norn, Grand Cenobite
- Exotic Orchard
- Fatespinner
- Fellwar Stone
- Flooded Strand
- Ghostly Prison
- Glacial Fortress
- Godless Shrine
- Gonti, Lord of Luxury
- Grand Abolisher
- Hallowed Fountain
- 2× Island
- Isolated Chapel
- Knowledge Pool
- Lavinia, Azorius Renegade
- Leyline of Sanctity
- Lightning Greaves
- Lotus Petal
- Mana Drain
- Marsh Flats
- Mindslaver
- Mnemonic Betrayal
- Morphic Pool
- Mystic Remora
- Negate
- Omniscience
- Orzhov Signet
- Paradox Haze
- Path to Exile
- Phyrexian Unlife
- 2× Plains
- Polluted Delta
- Praetor's Grasp
- Propaganda
- Raffine's Tower
- Reliquary Tower
- Rule of Law
- Sakashima the Impostor
- Scrubland
- Sea of Clouds
- Shattered Sanctum
- Shipwreck Marsh
- Smothering Tithe
- Snapcaster Mage
- Sol Ring
- Solemnity
- Sphinx of the Second Sun
- Strionic Resonator
- 2× Swamp
- Swiftfoot Boots
- Talisman of Dominance
- Talisman of Hierarchy
- Talisman of Progress
- Teferi, Time Raveler
- Telepathy
- Thriving Heath
- Thriving Isle
- Thriving Moor
- Tundra
- Underground Sea
- Urborg, Tomb of Yawgmoth
- Vault of Champions
- Vega, the Watcher
- Watery Grave
- Windfall
- Wizard's Staff
- Avatar's Wrath
- Deafening Silence
- Fierce Guardianship
- Swan Song
- Archon of Emeria
- Counterspell
- Siren Stormtamer
- Eidolon of Rhetoric
- Platinum Angel