Everything in the Odds and Ends Commander deck: all 100 cards with current prices, what the deck is worth against the sealed price, the 0 new cards, and whether it is worth buying.
Flying, vigilance, menace Whenever Yennett attacks, reveal the top card of your library. You may cast it without paying its mana cost if its mana value is odd. If you don't cast it, draw a card.
This is the original decklist from Odds and Ends. Yennett, Cryptic Sovereign is a commander that lets you cast spells with odd mana values (1, 3, 5, etc.) for free when it attacks. Ideally, you want to attack with your 3/5 flying commander, reveal a 9-drop, and cast it for free. If you reveal a land or an even-costed card, you’ll at least draw it. But to get the most out of the deck, you want to attack often, and you want a deck that’s mostly odd-costed cards.
The themes in this deck are mixed because as a Secret Lair deck, WotC has a place to reprint some weird cards to go with the “odd” theme. Not just mathematically odd; they want you to play like a mysterious sphinx that’s manipulating the battlefield and doing enigmatic stuff. There are many cards in this precon with a “spin the wheel” style that look to reveal some cards and see what happens. Pure chaos.
This is the original decklist from Odds and Ends. Yennett, Cryptic Sovereign is a commander that lets you cast spells with odd mana values (1, 3, 5, etc.) for free when it attacks. Ideally, you want to attack with your 3/5 flying commander, reveal a 9-drop, and cast it for free. If you reveal a land or an even-costed card, you’ll at least draw it. But to get the most out of the deck, you want to attack often, and you want a deck that’s mostly odd-costed cards.
The themes in this deck are mixed because as a Secret Lair deck, WotC has a place to reprint some weird cards to go with the “odd” theme. Not just mathematically odd; they want you to play like a mysterious sphinx that’s manipulating the battlefield and doing enigmatic stuff. There are many cards in this precon with a “spin the wheel” style that look to reveal some cards and see what happens. Pure chaos.
The biggest problem when playing a 5-mana commander and a bunch of 5-9 MV cards is that sometimes the deck will be slow. Improving the ramp and card draw is a must to make sure we don’t miss a land drop. I think that the mana base and the mana fixing are very playable right out of the box, so upgrading them is a matter of changing some dual lands case-by-case, if you want.
Draftsim's upgrade guide makes 18 changes to this deck. The first picks (hover for the card):