Fallout · example deck

Dogmeat, Ever Loyal

One possible 100-card build for Fallout. Use it for inspiration, change the commander, or build something different.

100 cards1v1 Commander20 starting life
Dogmeat, Ever LoyalDogmeat, Ever Loyal

Visual decklist

Visual decklist

Cards are stacked to keep the deck compact. Hover to preview a full-size card; tap to enlarge it on mobile.

Open on Moxfield

Commander

1 card

Creatures

13 cards

Artifacts

19 cards

Enchantments

12 cards

Instants

10 cards

Sorceries

8 cards

Lands

37 cards

Deck guide

How the example deck works

This guide explains the list above. It is an example, not a required way to build this universe.

Deck thesis

Dogmeat is not built here as an all-in Voltron commander. The deck is a low-curve Naya aggro-tempo deck that distributes Auras and Equipment across efficient attackers, converts those attacks into Junk tokens, and uses the Junk to keep applying pressure after the initial hand is exhausted.

The list contains 24 cards that Dogmeat can return from the graveyard:

  • 21 Auras and Equipment
  • 3 land Auras

That gives Dogmeat approximately a 75.9% chance of finding at least one valid card in the top five cards of a fresh 99-card library. The card returned does not need to be one of the five cards milled, so an attachment already in the graveyard also guarantees value.

Every nonland slot serves at least one of five functions:

  1. Fix the demanding Naya mana requirements.
  2. Modify or protect an attacker.
  3. Convert attacks or attachment spells into cards, Junk or damage.
  4. Interact efficiently with the opponent.
  5. Preserve a lead through Winter Orb, Wasteland or Ravages of War.

Why Dogmeat?

Dogmeat provides both card selection and a repeatable resource engine from the command zone.

When Dogmeat enters, it mills five cards and returns an Aura or Equipment from the graveyard. Whenever one of our enchanted or equipped creatures attacks, Dogmeat creates a Junk token. A Junk token can be sacrificed at sorcery speed to exile the top card of the library and allow that card to be played that turn.

This is particularly strong in a 20-life duel because the deck does not need to build an elaborate late-game engine. It can create immediate pressure, force the opponent to spend removal, and use Junk to avoid running out of cards.

The main alternatives were Grand Arbiter Augustin IV and Dr. Madison Li.

Grand Arbiter offers the strongest raw prison opening, but it has no intrinsic connection to Auras, Equipment or Junk. The available Azorius pool also lacks conventional cheap counterspells and has difficulty closing games without adding a separate threat package. Its prison pieces frequently tax its own artifact-heavy draws.

Dr. Madison Li provides red interaction and an artifact-energy engine, but her activated abilities require energy, tapping and additional setup. Dogmeat produces value immediately, supports a more aggressive clock and makes the legal Aura and Equipment pool part of one unified strategy.

Deck composition

  • 37 lands
  • 10 ramp or fixing cards
  • 24 Dogmeat hits
  • 12 other creatures
  • 13 dedicated interaction cards
  • 3 resource-denial cards

The deck deliberately avoids a large number of expensive Commander staples. The average game should be decided by mana efficiency and combat pressure, not by resolving a seven-mana value engine.

Mana base

Dogmeat costs exactly red, green and white, so colour access matters more than total mana.

The 37-land base contains:

  • 15 direct green land sources
  • 13 direct white land sources
  • 11 direct red land sources
  • 8 additional conditional, filtering or basic-fetching lands
  • 2 colourless lands

Green is prioritised because it unlocks the deck's fixing:

  • Abundant Growth
  • Wild Growth
  • Fertile Ground
  • Farseek
  • Rampant Growth

Arcane Signet and Talisman of Conviction provide additional coloured mana. Wayfarer's Bauble finds the missing basic. Sol Ring and Mana Vault do not cast Dogmeat by themselves, but they pay for Equipment, equip costs, Mantle of the Ancients, interaction and the resource-denial package.

A hand with three lands is not automatically functional. It must have a credible route to all three colours. Reflecting Pool, Mossfire Valley, Sungrass Prairie and Spire of Industry are conditional sources, not substitutes for independent coloured lands.

Only Wasteland and Command Beacon are purely colourless. Adding more utility lands would make casting Dogmeat on time too unreliable.

Mulligan guide

Keep

The best hands normally contain:

  • Three lands with a route to red, green and white
  • Two lands plus a green fixer or reliable mana rock
  • An early creature or Dogmeat
  • One cheap attachment or interaction spell

Strong examples include:

  • A green source, another land and Farseek or Rampant Growth
  • Two coloured lands, Arcane Signet and an attachment
  • Three colours, Dogmeat and a one-mana Aura
  • Two or three lands with Swords to Plowshares or Lightning Bolt against a fast commander

Mulligan

Send back:

  • One-land hands without exceptional acceleration
  • Hands with no path to green
  • Filter lands without the mana needed to activate them
  • Slow hands containing several four-mana cards
  • Multiple Equipment cards with no creature or commander plan
  • Resource-denial hands that cannot first establish a battlefield advantage

Casting Dogmeat on turn three is desirable but not mandatory. A turn-two carrier followed by Dogmeat and a cheap attachment can be better than exposing Dogmeat without protection.

Early turns

Turn one

Prioritise fixing or efficient development:

  • Abundant Growth
  • Wild Growth
  • Wayfarer's Bauble
  • Sol Ring
  • Mana Vault when there is a productive use for the colourless mana

Rancor or Sticky Fingers can be correct on an early creature, but do not expose a valuable Aura without a clear reason.

Turn two

The preferred plays are:

  • Farseek or Rampant Growth
  • Arcane Signet or Talisman of Conviction
  • Gunner Conscript
  • Mister Gutsy
  • Puresteel Paladin when white mana permits it
  • Interaction against a commander that must be answered immediately

Turn three

Dogmeat is usually the priority. Other strong plays include Armory Paladin, Codsworth and Moira Brown when they create a better sequence or protect Dogmeat from known interaction.

Turn four and later

Begin distributing attachments and attacking with more than one modified creature. Use Junk after making the normal land drop whenever possible, since the exiled card must be played that turn.

The deck should not spend every available mana equipping one creature when developing a second attacker would create another Dogmeat trigger and reduce exposure to a single removal spell.

Attachment package

Cheap pressure

Rancor is the ideal aggressive Aura. It is cheap, grants trample and usually returns to hand when the creature dies.

Sticky Fingers grants menace and creates a Treasure when the creature deals combat damage. Its death trigger also provides card selection.

All That Glitters converts Equipment, Junk and other enchantments into a very large power boost.

Animal Friend turns the first modified attack each turn into another attacker. The token also provides a future Equipment carrier.

Well Rested provides counters, untapping and card advantage when the enchanted creature attacks.

Protection and evasion

Lightning Greaves, Swiftfoot Boots, Champion's Helm and Silver Shroud Costume protect the creature carrying the largest investment.

Silver Shroud Costume is especially valuable because it can be cast with flash to give temporary shroud, then makes the equipped creature unblockable on later attacks.

Spirit Mantle makes a creature effectively unblockable in creature combat and protects it from many creature-based effects.

Heroic Intervention protects the entire permanent base from most sweepers and removal sequences.

Mana efficiency

Strong Back reduces the generic portion of Aura spells targeting the enchanted creature and equip abilities targeting it. It can make expensive Equipment and Mantle of the Ancients substantially easier to deploy.

Puresteel Paladin turns Equipment spells into cards and can remove equip costs once metalcraft is active.

Codsworth protects Dogmeat, produces white mana for Auras and Equipment, and moves an attachment without paying its normal equip cost.

Recovery

Dogmeat, Brotherhood Outcast, Pre-War Formalwear and Mantle of the Ancients recover attachments or creatures from the graveyard.

Mantle of the Ancients is the largest rebuild. It returns every legal Aura and Equipment from the graveyard attached to one creature, often creating an immediate lethal threat. It should usually be held until the opponent has already spent meaningful removal.

Creature package

The creature count is intentionally compact. The command zone always provides one attacker, while several included creatures generate additional bodies or become dangerous attachment carriers.

Attachment payoffs

Armory Paladin turns every Aura and Equipment spell into temporary card advantage.

Gunner Conscript gains +1/+1 for every Aura and Equipment attached to it and already has trample.

Mister Gutsy grows whenever an Aura or Equipment is cast. When it dies, it converts its counters into Junk tokens.

Puresteel Paladin, Codsworth and Brotherhood Outcast provide cards, mana, protection or recursion rather than merely adding statistics.

Junk engines

Moira Brown, Guide Author creates an Equipment token on entry and adds quest counters whenever we attack.

Veronica, Dissident Scribe filters the hand on attack and creates Junk from the first nonland card discarded each turn.

Crimson Caravaneer has double strike and trample. When modified, its two combat-damage steps can create two Junk tokens, in addition to the Junk created by Dogmeat when it attacks.

Independent threats

Ian the Reckless turns an attachment-based power increase into creature removal. Basilisk Collar gives the damage from Ian's attack trigger deathtouch and lifelink, allowing a small Ian to kill almost any opposing creature and gain life.

Loyal Apprentice creates a hasty flying artifact creature whenever Dogmeat is in play. It provides an evasive Equipment carrier without requiring further cards.

Securitron Squadron is an efficient artifact creature early and a scalable threat later. Squad copies reinforce one another through their token-entry triggers.

Key interactions

Dogmeat and multiple attackers

Dogmeat triggers once for each attacking creature that is enchanted or equipped. Spreading three attachments across three creatures normally produces three Junk tokens. Stacking all three on one attacker produces only one Dogmeat trigger.

Concentrate attachments when a fast commander-damage kill is available. Otherwise, distribute them to increase resources and reduce vulnerability to removal.

Crimson Caravaneer

A modified Crimson Caravaneer can produce:

  • One Junk from Dogmeat when it attacks
  • One Junk after first-strike damage
  • One Junk after regular combat damage

Because it has trample, it is difficult to prevent both combat-damage triggers with a single blocker.

Ian the Reckless and Basilisk Collar

When modified Ian attacks, it deals damage equal to its power to a creature controlled by the defending player. Deathtouch from Basilisk Collar makes any positive amount of that damage lethal in most cases. Lifelink also applies to the triggered damage.

Puresteel Paladin and Equipment tokens

Bloodforged Battle-Axe and Brass Knuckles create additional Equipment permanents, helping reach metalcraft. Moira Brown's Wasteland Survival Guide token also counts.

Once metalcraft is active, Puresteel allows Equipment to move freely before combat, letting the deck maximise Dogmeat triggers or concentrate power for a lethal attack.

Junk Jet

Junk Jet creates a Junk token when it enters. Its activated ability can sacrifice another artifact to increase the equipped creature's power. Spare Junk, Equipment copies and artifact creature tokens can therefore become direct combat damage.

Do not sacrifice a Junk token to Junk Jet when its own card-exile ability would be more valuable. One permanent cannot pay both costs.

Inventory Management

Inventory Management has split second and redistributes Auras and Equipment among creatures we control. It can:

  • Move attachments away from a creature that is about to die
  • Create several modified attackers before combat
  • Concentrate all attachments on an unblocked creature
  • Reassign protection or evasion to the creature that matters most

It does not counter a removal spell, but it can preserve the attached cards by moving them before that spell resolves.

Grim Reaper's Sprint

After a creature has died, Grim Reaper's Sprint costs only two mana. During a main phase it untaps the team and creates an additional combat phase. The first attack can generate Junk and force blocks, while the second attack converts the newly gained resources and damaged battlefield into lethal pressure.

Interaction

The deck uses cheap interaction because Universes at War is a 20-life one-on-one format.

Creature removal

  • Swords to Plowshares
  • Path to Exile
  • Lightning Bolt
  • Dispatch
  • Valorous Stance
  • Commander Sofia Daguerre
  • Ian the Reckless

Dispatch becomes a one-mana exile spell after metalcraft, which is realistic through Equipment, Junk and artifact creatures.

Commander Sofia is expensive for ordinary removal but is a flash answer to any legendary permanent, including opposing commanders and noncreature engines.

Artifact and enchantment removal

  • Wear // Tear
  • Vandalblast
  • Break Down
  • Chaos Warp
  • Council's Judgment

Break Down is preferred to Crush Contraband. It costs one less mana, destroys the relevant permanent at instant speed and creates a Junk token. Crush Contraband frequently has only one useful target in a duel and is too inefficient at four mana.

Broad answers

Council's Judgment answers difficult nonland permanents without targeting them.

Single Combat is the principal catch-up spell against wide creature boards. The deck can keep its best modified attacker, and the casting restriction gives time to exploit the remaining battlefield.

Resource denial

This is not a dedicated prison deck. The denial package contains only cards that can preserve an existing lead.

Winter Orb

Winter Orb is strongest after the deck has established Dogmeat, another attacker and nonland mana. The deck can operate through:

  • Sol Ring
  • Mana Vault
  • Arcane Signet
  • Talisman of Conviction
  • Land Auras
  • Pip-Boy 3000

Pip-Boy can untap up to two lands when the equipped creature attacks, allowing the deck to use substantially more mana than the opponent under Winter Orb.

Do not cast Winter Orb while behind merely because it is available.

Wasteland and Crucible of Worlds

Crucible allows the deck to replay:

  • Wasteland
  • Fabled Passage
  • Evolving Wilds
  • Terramorphic Expanse
  • Lands milled by Dogmeat
  • Lands destroyed by Ravages of War

Repeated Wasteland activations are particularly effective against opposing three-colour and five-colour decks.

Ravages of War

Ravages is a finisher, not a recovery spell.

Cast it when:

  • The deck already controls the better battlefield
  • Dogmeat or another substantial attacker is protected
  • Artifact mana is available
  • Rustvale Bridge or Crucible improves the recovery
  • The opponent relies more heavily on lands

Ravages destroys lands enchanted by Wild Growth, Abundant Growth and Fertile Ground, so those Auras do not survive. The spell is included because the deck can convert a battlefield lead into a short, decisive game, not because it is inherently good in every hand.

How the deck wins

Distributed pressure

The normal win comes from two or three modified attackers. Dogmeat creates Junk from each one, allowing the deck to continue casting spells while forcing the opponent to answer several threats.

Commander damage

Dogmeat can become lethal through All That Glitters, Junk Jet, Power Fist, Rancor and other attachments. Protection and trample make two or three commander attacks a realistic plan.

Alternative carriers

Gunner Conscript, Crimson Caravaneer, Ian the Reckless and Mister Gutsy can become more dangerous than Dogmeat. Moving attachments away from the commander is often correct when commander tax or removal makes recasting Dogmeat inefficient.

Extra combat

Grim Reaper's Sprint is the burst finisher. A modified board can attack, generate Junk and trigger morbid through combat or removal, then attack again with +2/+2 and haste on the enchanted creature.

Mana denial

Winter Orb and Ravages do not win directly. They reduce the opponent's opportunity to recover while the existing creatures finish the game.

Matchup guide

Fast aggression

Prioritise Lightning Bolt, Swords to Plowshares, Path to Exile and cheap blockers. Do not spend the first turns developing a slow Equipment when the opposing commander is already creating a lethal clock.

Basilisk Collar and Well Rested help stabilise life totals. Single Combat is the emergency reset.

Control and repeated removal

Do not place every attachment on one creature unless it creates an immediate kill.

Prioritise:

  • Rancor
  • Dogmeat's recursion
  • Brotherhood Outcast
  • Pre-War Formalwear
  • Mantle of the Ancients
  • Champion's Helm
  • Silver Shroud Costume
  • Heroic Intervention

Command Beacon limits the cost of repeated commander removal.

Combo

The deck has no conventional counterspells. Its plan is to establish a fast clock, remove critical permanents and use Winter Orb, Wasteland or Ravages to restrict the opponent's mana.

Combo decks that operate cheaply through the stack remain one of the hardest matchups.

Artifact or enchantment sweepers

Mass exile is the most dangerous answer because it can remove the attachment package and Junk simultaneously.

Avoid deploying every Equipment when the current battlefield already represents a sufficient clock. Heroic Intervention protects against destruction but not exile.

Graveyard hate

Graveyard hate weakens Dogmeat, Brotherhood Outcast, Pre-War Formalwear, Mantle of the Ancients and Crucible of Worlds. The deck can still win through ordinary combat, but hands that depend entirely on recursion become much weaker.

Cards deliberately excluded

Crush Contraband

Four mana is too much when a duel often presents only one relevant artifact or enchantment. Break Down, Wear // Tear, Vandalblast and Chaos Warp are more efficient and better integrated into the deck.

Idolized

Idolized rewards attacking alone. Dogmeat rewards attacking with several modified creatures. Its ceiling is high, but it pushes the deck away from its best resource pattern.

Academy Manufactor

Academy Manufactor only replaces the creation of Clues, Foods and Treasures. Junk tokens are none of those types, so it does not multiply Dogmeat's output.

C.A.M.P.

Three mana to cast and three more to fortify is too slow for the tempo of the format.

Overencumbered

It can tax attacks, but it also gives the opponent a Clue, a Food and a Junk token. In a one-on-one resource battle, that compensation is too dangerous.

Lucy MacLean

In a duel, Lucy's token-copy ability generally has to give the only opponent a copy. The symmetry is unsuitable for this strategy.

Three Dog, Galaxy News DJ

Three Dog requires an Aura on himself, two additional mana, multiple attackers and the sacrifice of that Aura. The ceiling is impressive, but the setup is too fragile and slow.

Almost Perfect

The effect is powerful, but six mana is too much for an Aura that still exposes the deck to exile, sacrifice and bounce. Mantle of the Ancients provides a stronger recovery effect at five mana.

Test-sensitive slots

The core of Dogmeat, fixing, cheap attachments, efficient carriers and interaction is stable. The most metagame-dependent cards are:

  • Winter Orb
  • Crucible of Worlds
  • Wasteland
  • Single Combat
  • Brass Knuckles

Possible adjustments after testing:

  • If Winter Orb repeatedly harms this deck more, replace it with Wild Wasteland.
  • If graveyards dominate the metagame, replace Command Beacon with Scavenger Grounds.
  • If colour problems remain significant, replace Wasteland or Command Beacon with a basic land or Sunscorched Divide.
  • If attrition is more important than speed, Super Mutant Scavenger can replace Brass Knuckles.
  • If wide creature decks dominate, add another broad answer in place of Bloodforged Battle-Axe.

Final sequencing principles

  1. Fix all three colours before treating a hand as functional.
  2. Develop a carrier before committing multiple attachments.
  3. Spread attachments to maximise Dogmeat triggers unless a concentrated attack is lethal.
  4. Use Junk after the normal land drop whenever possible.
  5. Preserve recursion against removal-heavy opponents.
  6. Play Winter Orb or Ravages only from ahead.
  7. End the game quickly once the opponent's mana is restricted.