Commander 2021: Quantum Quandrix Upgrades and Review

Sean Cabral
May 14, 2021
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Well I finally had the opportunity to open one of the new Commander 2021 Decks. I ended up picking one at random by rolling a d20. I'll usually get at least one whole set of every commander deck when they release. I'll choose one to open and play with that my play group has not already opened. I like to see the variety of strengths and interactions between all the decks. Luckily the deck I rolled at random was not one that my play group is actively playing. It turned out a little better than I thought but it can still use some improvements!

I ended up randomly rolling the Blue / Green Quantum Quandrix Deck.

My first Impressions were that the deck is not the most powerful out of all the Commander 2021 decks, but it’s still pretty darn good. After combing over all the deck lists it looks like most of the decks are a fantastic value. Price is what you pay, but value is what you get. Most of these decks are floating between $35-$45 at most online retailers and local gaming stores. If you are a sealed product investor this is one Commander set I'm personally putting some extra funds into for a long term hold. The product reminds me a lot of the Commander 2017 decks as far as flavor, interaction, and again value.

                                       

In Quantum Quandrix your main choices are Adrix and Nev, Twincasters or Esix, Fractal Bloom. Both seem like great cards, but I went with Adrix and Nev, Twincasters for my Commander of choice during play. It seems stronger overall, and it costs 2 mana less than Esix, with some built in protection via the Ward ability as well. At first you would think that a blue green deck would have some counterspells or control going on but this deck doesn't have much on that front. The deck plays out like a mid-range mana ramp deck that strongly benefits from having a late game board state. Your goal is to jam out Adrix and Nev then start making token creatures or copying creatures as tokens and doubling them up, then Overrun your opponents through combat.

 

The deck has several strengths straight out of the box. For one it has great replacement removal effects at relatively low costs within the simic guild. We have Rapid Hybridization, Beast Within, and Incubation // Incongruity which ended up winning me a game vs. Lorehold Legacies. The five converted mana cost cards Perplexing Test and Oversimplify are great in the deck. I really like how Perplexing Test is very versatile in this deck. It feels very similar to Crux of Fate and how it was used in the Commander 2017 Draconic Domination. It is not tribal like Crux of Fate, but it has a similar effect essentially letting you keep all your creature tokens while bouncing everything else to their owners hands. My personal favorite in this deck is Curse of the Swine, man did I forget how good of a card this was!

                                       

Did I mention the Simic Guild is known for copying stuff? This deck is definitely not lacking in that regard. We have a new card in Theoretical Duplication I ended up playing a few times just for value to make a creature, but I can also see some crazy interactions with this card during game play. Rite of Replication has the ability to almost be a game winner in lots of scenarios if you have the mana to cast it with kicker. The other copy effects are Replication Technique and Spitting Image and both work great in the deck.

     

The new Fractal's can be made by various creatures and spells within the deck. The most noteworthy of them is the enchantment Paradox Zone while having Adrix and Nev in play. If you were to add other cards to the deck like Doubling Season or Parallel Lives you exponentially will see how you can easily overwhelm everyone with fractal tokens. The other cards that I liked but were not as powerful are Fractal Harness and Sequence Engine.

The main weaknesses that I've seen during play testing so far are:

1) Having enough mana to cast multiple spells or higher casting cost spells

2) Having another board reset like Cyclonic Rift.

                                       

You would think that with nine different mana fixing cards in the form of: Sol Ring, Arcane Signet, Simic Signet, Rampant Growth, Kodama's Reach, Nissa's Expedition, Quandrix Cultivator, Coiling Oracle, and Incubation Druid you would not have mana issues. However, I did have some issues at being able to cast multiple spells or the higher casting cost stuff efficiently. Adding a few more artifact ramp cards, and spending a little money to upgrade the mana base will help the deck.

The Verdict:

Quantum Quandrix gets a 8.0 out of 10.0 from me.

The deck is fun to play and has some interactions that don't happen in all commander games. It is probably not the best out of the five decks, but worth every penny of what they go for retail. You get a lot of bang for your buck, and you'll have plenty of fun playing, and eventually upgrading this deck.

I'll post an update article after I've had the time to further play and upgrade the deck. I think it has potential to be a more competitive commander deck.

Long live the Simic Guild!