Karametra, God of Harvests
Legendary Enchantment Creature — God
As long as your devotion to green and white is less than seven, Karametra isn't a creature.
Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle your library.
Printings View all
|Secret Lair (SLD)||Mythic Rare|
|Born of the Gods (BNG)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Karametra, God of Harvests occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
GW (Selesnya): 0.86%
Recommendations View more recommendations
Latest Decks as Commander
Karametra, God of Harvests Discussion
23 hours ago
That's what I was leaning toward, Dylan. Here's why:
Between all 10 Guild Signets, Arcane Signet and Fellwar Stone I have access to 12 stones that produce a wide array of colors. Now I could add in Coldsteel Heart, but this enters tapped and only allows me one color, so I'd rather not limit myself so heavily. There are about 10 or so lands I have identified that can also produce any color mana with little downside, on top of the 10 shocks and 10 fetches.
So I think I can build a robust enough mana base to pay for a 10cmc Commander relatively quick. What'd I'd need from to speed things up is draw.
Draw is the single most important aspect of this deck, because without it I'd eventually run out of cards in hand. So, for the purposes of this deck, I think high-impact draw spells such as Sphinx's Revelation are actually well worth it. There is, of course, Karametra, God of Harvests but unfortunately she seeks out basics. Between 10 shocks, 10 fetches and 10 that produce all colors, I already have 30 lands accounted for. If I go even just two of each basic, that's 40 lands in a 99 card library.
Add on top of this the 12 stones I've mentioned and I have a staggering 52 mana-producing cards, leaving me just 37 of them left available to me.
If I put in 25 Gods, this means I will be on average drawing a God every 3rd - 4th turn. This however leaves me with a mere 12 cards left to work around.
This is where the difficult part comes into play; Between the shocks and fetches, that's a staggering 30 life that could be paid into them over the course of a full game. So, naturally I'd want some cards to regain said life.
I want to plan for wraths, as with my Gods being Indestructible I want to blow up the battlefield and reset the game, allowing me openings to swing in for the win. I feel that in order to appropriately push this, I'd want at minimum 5 wraths or wrath-like effects. I think I have settled upon:
This leaves me with just three cards for draw. Bare in mind, Sphinx's Revelation is already listed and Karametra, God of Harvests effectively acts like draw. Something I think a lot of players miss is that there is a difference between draw and card advantage. What Karametra, God of Harvests does is give you card advantage by putting additional cards onto the battlefield. For each 1 creature you pay, you get an additional land for free. This means you remove a card from your deck, thereby increasing the percentages and chances of drawing into something better.
The same is true for fetch lands - Using one land to take another land out of your library is effectively removing 2 cards, meaning you improve percentages.
Between Sphinx's Revelation, Karametra, God of Harvests, Keranos, God of Storms and Ephara, God of the Polis there's a decent amount going on. There's also The Scarab God who I can use as an exile effect against graveyards to give me more bodies on the field, which in turn translates to scrying. The Locust God also works for draw, as well. So that's six already named in the base set. I still have 3 cards left to build into the +99.
Blue Sun's Zenith is an obvious must-have as it ensures replayability. With the insane density of mana in this deck, I'd be stupid to not play it.
I honestly feel Thopter Spy Network is a good choice as well, because not only does it give me 1/1 flyers as chump blockers while I wait on devotion to kick in, it also gives me card advantage when they deal combat damage. I think many players overlook the second ability on this card, as it rarely sees any play in any deck out there.
Finally, I think I rather enjoy the idea of Alhammarret's Archive. It gives me a guaranteed 2nd card per draw, gives me additional resources with all of the above-mentioned draw worked in by the Gods, doubles up all of the X-draw factors, and really helps me push forward the regaining of life.
Now I obviously don't "need" to run 25 Gods, however I want to ensure I am always able to put pressure on the boardstate.
So, for now, that's where I'm sitting. It's about shifting resources and honing in the design to make it both faster and more aggressive.
I know it won't be on par with Ur-Draogn, Scion, Jodah or some of the other more robust 5c Commanders out there, however it's a unique and fun design that's honestly really difficult to stop.
That's why I've settled on Progenitus. He's harder to get out at first, but he damn-near instantly turns all Gods into viable creatures. Morophon, the Boundless still needs to wait to turn them all on, and it could be several turns before any one of them come online.
Having said everything I did in here, the truth is I am building this deck as an excuse.
I really wanted the Stargazer Secret Lair pack so I bought it. I am in love with the artwork and the idea of it just felt so natural to me.
One of the biggest hurdles I've had getting into EDH more is the mana base. The lands in any deck, as we all know, can easily double the cost of it. So, I came to terms and bought all 10 shocks and all 10 fetches. Doing so set me back $430, but now it's a hurdle I no longer face. I can now build stronger mana bases and, therefore, play the game more confidently.
So since I have the Gods from Stargazer and I have the 20 lands, I figured why not combine them into something special and I can just move the lands into whatever deck I need later on.
1 day ago
Doombeard1984 I love the deck! Karametra, God of Harvests is one of my favorite commanders and I always thought she would make a great elf commander but I've never seen any builds and never put on together myself. So I'm a big fan. I wonder if maybe you should run a couple more of the 1 drop elves like Fyndhorn Elves and Arbor Elf? That way you could ensure Karametra comes out on turn 4 or hopefully 3. Wirewood Channeler and Llanowar Tribe are favorites of mine that can produce a ton of mana. I think any of those could be swapped in for Ivy Lane Denizen and Elvish Vanguard which are good but I think getting Karametra out faster or dumping more mana into Ezuri, Renegade Leader would serve you better than the counters. But other than that I love the deck it looks super fun and you might have inspired me to build a version myself.
2 weeks ago
I never really thought about how Emeria, The Sky Ruin and Karametra, God of Harvests interact because you are right you are ramping a lot of plains with Karametra. How quickly are you ramping in this deck because when I ran Karametra as my commander I found by the time I was able to cast her most of my small support creatures had already been cast from my hand.
I also agree going a Voltron style of play in EDH is risky unless you are using creatures like Uril, the Miststalker or Sigarda, Host of Herons with built in strong evasion / protection. However, I found using Ancestral Mask as one of the cards in the 99 makes for a strong secondary wincon. Sure, the Maze of Ith and boundless instant speed spot removal exist but, if you time that Voltron alpha strike correctly you can typically knock one opponent out the same turn you play Ancestral Mask. Not sure how good you are at politicking at your table but, even if someone at the table has an answer to your big Voltron creature you can typically talk your way into letting the creature live until combat resolves. This is assuming the person with the answer is not the person you are trying to kill. If that is the case then you are screwed!
Anyways, glad I was able to give you some advice.
1 month ago
2 months ago
Karametra, God of Harvests is a good addition to this deck. You should perhaps also consider one of the Nylea cards as well. Managorger Hydra, Polukranos, World Eater are two worthy considerations; Greek mythology plus Renata's counter ability. Archon of Sun's Grace should also be in this deck. Daxos, Blessed by the Sun works well with your tokens. Season of Growth may also be of use to you. Destiny Spinner should also be considered. The First Iroan Games may also be worthy to consider. Sol Ring is a must in Commander (unfortunately). Setessan Champion is must. Bronzehide Lion is a creature and eventually an Aura. Staggering Insight is useful here too.
2 months ago
Go fer Omnath, Locus of Rage ! ! ! (Assuming you want to focus on lands)
Karametra, God of Harvests is cool tho. The wife ran her for a minute when we first got into EDH with friends. I'd say she's more of a support commander that helps you dig for lands as you play creatures from the 99
If casting creatures get you lands... then play creatures that toolbox! Lotus Cobra , Beast Whisperer , Reclamation Sage , Thalia, Heretic Cathar , etc. Duplicant is one of my pet cards. Temur Sabertooth for the winmore
2 months ago
Dreamsplitter enters the battlefield tapped.
, : Exile target instant, sorcery or nonland permanent. It's controller reveals the top card of their library until they reveal a card that shares a type with it. If it is a permanent, it enters the battlefield tapped under their control. If it is an instant or sorcery, they may cast the new instant or sorcery without paying it's converted mana cost. They may choose new targets, but they can not target you or permanents you control. Then, they shuffle all revealed cards that were not put into play or cast back into their library.
So you can remove giant threats and horrendous spells, but you could also accidentally make them go off even worse.
The reason there is no "good way" to "fix" something like this is because of the inherent design of needing to actually explain what you're doing. Honestly, in my opinion, if a card like this bothers someone it's merely because they are too lazy to actually read the damn thing and follow it's instructions.
This is also why oracle text exists. For example, suppose you exile their Karametra, God of Harvests . What happens?
Well, first of all "Legendary" is not a type, it's a supertype. Supertypes are Legendary, World and Tribal. This means that no, you do not get to find the first Legendary permanent and put it into play. Okay, so move onto "Enchantment Creature". What happens? Do you find the first "Enchantment Creature" and bring it into play? No. You're looking for something that "shares a type with it." This means if they find an Enchantment, it comes into play. If it's a creature, it comes into play. It doesn't need both.
As for Instant and Sorcery, suppose you exile their Wrath of God , they then reveal cards until another Sorcery is revealed.
It's very simple. You just need to actually read the dang thing.
Are you disappointed with Theros: Beyond Death? I am. I have no interest in buying this set. Make a card that you'd like to have seen made. It could be one of the other Gods, it could be a new Demigod, it could be something else with Devotion or Constellation. Whatever. Maybe you wanted some better removal? Maybe some new God Artifacts, such as Spear of Heliod ? Whatever you wish was in Theros: Beyond Death, now's your chance to make it.
3 months ago
Deck Update 12/11:
- -2X Mountain
- - Plains
- - Karametra, God of Harvests
- - Forerunner of the Empire
- - Thornscape Familiar
- - Archangel of Thune
- - The Immortal Sun
- - Aurelia, the Warleader
- + Sanctum of Eternity
- + Castle Garenbrig
- + Rhythm of the Wild
- + Wilderness Reclamation
- + Marauding Raptor
- + Knight of the Stampede
- + Shifting Ceratops
- + Urza's Incubator
- + Atla Palani, Nest Tender
I reduced the mana count by 1. But in return added a little more cost reduction and do not see too much of an impact from this particular change. Removed Karametra, God of Harvests , Archangel of Thune , and Aurelia, the Warleader due to them being a bit pricey and slow. Added Wilderness Reclamation , Shifting Ceratops and Atla Palani, Nest Tender in their place. As these cards are faster and synergise a bit better with the deck. Forerunner of the Empire was replaced by Marauding Raptor as it fits into the tribal portion of the deck better and has again more synergy. The Immortal Sun was dropped due to being to pricey and slow as well. Replaced by Urza's Incubator , a cheaper cost reduction. Thornscape Familiar replaced by Knight of the Stampede . This is due to Knight being a bit better of a cost reducer. Rhythm of the Wild added due to being a better weapon against control and has the option to make the dino's bigger or have haste.