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Me, the Immortal, is a very unique commander inMagic: The Gathering’sCommander format. Normally, when a card leaves the battlefield, any counters of it leave with it, but with Me, they stay with it when moving zones (so long as they aren’t the hand or library).
Me, the Immortal, is a Temur (green/blue/red) commander that lets you play a ton of cards that support a countergame plan. Me’s color identity helps you to make the most out of its effects, allowing for Me to become a massive threat. The deck is primarily a Voltron one, loading up Me with counters to make a formidable attacker.

Halana and Alena, Partners
Gift of the Viper

x5 Forest
x4 Island

x4 Mountain
Waterlogged Grove
Yavimaya Coast
The decklist consists of21 creatures, ten sorceries, 11 instants, 19 artifacts, four enchantments, and34 lands. There is a balance between most card types, but generally, most of them support Me, the Immortal.
Key Cards
Me, The Immortal
The commander of the deck,Me, the Immortalisalso the most important card. Itcontinuously puts counters on itself every combat, which stick around so long as it never gets bounced back to your hand.
If it ever gets put into the graveyard, be it through removal or combat, you canavoid paying commander taxby casting it from the graveyard anddiscarding two cards to do so. The only time you’ll have toput it back into the command zone is if it ever gets exiled.

You’ll likely have a lot of cards in your hand since most of your resources are supporting Me, the Immortal. As such, you will more often than not have a full hand with cards you won’t mind discarding to re-cast Me from the graveyard.
Danny Pink
Danny Pinkis one of the main ways you will be drawing cards. As a static ability, Danny Pinkturns a counter being put on a creature into drawing a card. While Me can put counters on itself, the other creatures in the deck canput counters on themselves(and other creatures) too,letting you trigger Danny Pink multiple times a turn.
While Danny Pinkonly applies to the first time a counter is put on a creatureeach turn, there are ways toput on counters at instant speed. This lets you draw more cards with Danny Pink, all while growing the stats of your best creatures.

Kami Of Whispered Hopes
Kami of Whispered Hopesis the best mana dork (creatures that produce mana) available in the deck. It puts extra +1/+1 counters on a creature, but it’s also a very good creature to put +1/+1 counters on. This allows it to potentiallytap for a ton of mana,depending on how big its power is.
While at its base stats, one mana isn’t a whole lot. However, with the cards that provided counters easily, if not essentially for free,Kami of Whispered Hopes can produce a ton of mana, enough to cast any card in your hand.

Simic Ascendancy
MostVoltron decks win exclusively through combat/commander damage, butSimic Ascendancygives the deck an alternate win condition. It lets you put +1/+1counters on creatures, which in turnputs counters on itself.
With how many cards in the deck have the ability to put counters on creatures, you can very quickly get to20 growth counters to instantly win the game.Simic Ascendancy is prone to removal, but itbeing an enchantmentmakes it harder for your opponents to get rid of it,making it easier to win the game before they have the chance to stop it.

K-9, Mark I
K-9, Mark Iis a very useful card for givingall your legendary creatures protection. More notable is the ability tomake a legendary creature unblockable for the turn. Since the primary way to win with a Me deck is through commander damage, making it unblockable makes it hard to interact with.
The ability to give legendary creatures ward does require K-9 to be untapped. So, if you make a creature unblockable, it will cause all legendary creatures to lose their ward. It’s usually worth it, but there may be a case you’d rather keep the ward if you know an opponent has removal.
Since K-9, Mark I only costs one mana, youcan start taking advantage of the card very early on. While there are only a few legendary creatures in the deck,being able to enable Me, the Immortal by making it unblockable is more than worth it, since you want as many ways to make Me unblockable as possible.
How To Play The Deck
A Me, the Immortal commander deck aims toload up Me with as many counters as you can, raising its stats whilegiving it keyword abilities like menace and vigilance.
This is done both through Me itself, as well as cards likeGift of the Viper,Repulsive Mutation, andBristly Bill, Spine Sower.
WhileMe is the main card you want to load up +1/+1 counters on, there are other good options, such asKami of Whispered Hopes,Halana and Alena, Partners,andIncubation Druid.
There are a ton of ways to double the number of counters on your creatures, with the abilities ofBristly Bill, Spine Sower,andVorel of the Hull Clade
The deck primarily wins through combat. If anopponent takes 21 or more combat damage from a commander, they automatically lose the game. As such, you want toraise up Me, the Immortal’s stats so that it can comfortably do 21 damage in one swing,thanks to how many counters it has.
WhileSimic Ascendancyis a nice secondary win condition, it shouldn’t be chased and should act more as a “plan b” rather than the main goal.
A weakness of a Me, the Immortal deck, isyou are prone to attackers. There aren’t a ton of creatures in the deck, which can leave you open for your opponents to take you out before you can take them out.
Me does take a bit of time to setup, so you have to assess your threats andmake sure to target the opponents who can amass large battlefieldsof creatures since you are often defenseless against those kinds of decks.