Maybeboard


Just a sprinkle of EDH staples, Legends tribal with a human sub-theme, and finally followed up with permanent goodstuff. Almost everything has a synergy with something else.

In a world where net-decks run rampant, one absolute gamer that still builds his own decks has made it his mission to take Aragorn, the Uniter from an horribly over-rated charms deck created by a whiny influencer and turn it into a complete unit of a deck. Jokes aside, Aragorn charms is garbage, most charms are stronger played on opponents turn where giving Aragorn +4/+4 doesn't matter where as other permanents that provide the same buffs as well as other permanent bonuses and protection. Stack that with free casts, card draw and mana production this deck goes from play 1-2 charms a turn to playing 5-12 permanents a turn allowing for 1 shotting two players at once.

So let's start off with the very obvious "why not's"

Why not have a good mana base? I'm working on it, I'm trying to decide if this deck is worth adding OG duals to it or not. When I built this the original answer was "hell no" but Goldfishing this deck, it's cracked out of its mind, so faster unconditional mana is currently back on the table.

Why not add Triomes? Honestly... completely over-rated, totally fine in casual EDH where playing on curve doesn't matter but here every mana counts. I'm not saying they're bad just people think they're way better than they are and if you're on a budget they honestly might fit in this deck for you.

Why no Mana Crypt? Honestly fair question, I just took it out, there's so many color requirement that the rare time I need colorless was out weighed by the 1.5 damage a turn. I feel like if I needed a colorless mana rock Honor-Worn Shaku would get put in before mana crypt.

Why no tutors? I hate tutors, they make the game utterly boring and systematic, searching for the same 1-2 cards every single time you get a tutor to play your deck out the same way isn't fun for me. To that point, you're probably asking "well why do you have Captain Sisay?" and to that I say you do ask a lot of questions don't you? By the time Sisay is out and available the game is typically at a state that you generally never tutor the exact card additionally she is relatively restrictive, granted in this deck, she is capable of grabbing 27%~ of the the cards.

You claim tutors are so sweaty and triomes are too casual, which one is it? Great point, however like most aspects of life, it's not all Orzhov. Some things, including power levels of decks, are a spectrum, the idea of this deck is not to be cEDH but not to be a precon either. Though the magic community likes to pretend there are no power levels, even though there mathematically is, the score this deck is going for is between a 7 and an 8.

Pretty basic stuff in here but we'll quickly go over it for the sake of completion.

Inclusions:

Ink-treader fetches- standard

Ink-treader shocks- standard

Reflecting Pool, Mana Confluence, Exotic Orchard, and Command Tower- Pretty standard array of gold lands for a 2+ color deck

Yavimaya, Cradle of Growth- Requirement for any deck with green in it (yes, that includes mono-green decks making your Gaea's Cradle a forest is huge.)

Plaza of Heroes- Pretty decent, almost a non restrictive 5(4) color land, especially in this deck. Haven't played with it enough to see if there's ever a problem, however it seems like the most unrestrictive of the following bunch with additional late game protection.

Pillar of the Paruns- Not sure about this card, can't tap for 24 of the 66 applicable spells (36%) in the deck, however through testing, it's never really been an issue most of the mono colored spells are either ramp or 1-2 mana anyway. Still needs testing for a definitive decision.

The Grey Havens- Another one I'm iffy about, I have no idea how often this will be turned on or not, probably the most iffy of the gold lands.

Path of Ancestry- I'm weirdly worried about this one, it's the only land in the deck that enters tapped* however, afterwards it's probably one of the best unrestricted mana of any color on any spell with an additional scry on 18 of the 66 applicable spells (27%) in the deck which is marginal.

Bond lands- Not sure how I feel about these, can't be fetched and have been screwed before.

Check lands- Another one that are a mild feels bad, not sure if I should replace these or the bond lands.

The Shire- Meh, I was going to include a food matters card but it wasn't worth it, additionally this is hard to get in untapped. Probably replacing with Cavern of Souls.

Notable exclusions:

City of Brass- I refuse to let someone tap this and kill me, that would end my magic career.

Cavern of Souls- Thinking about this more I actually might bring this in, protects 19 of the 67 applicable spells (28%) if humans is chosen.

Standard array.

Inclusions:

Sol Ring- Don't include if you're the edgiest boy at the table and then explain to everyone in detail about why you don't include it and why it's unhealthy for the format. Me personally, I have real problems to care about.

Arcane Signet- It's cute, don't think it's an auto-include and there's probably better stuff.

Chromatic Lantern- My favorite mana rock 3+ color is almost an auto-include.

The Great Henge- Costs 4 minimum in my experience, 2 mana is fine, 2 life is negligible, drawing on ETB is nutty.

Notable exclusions:

Mana Crypt- No reason not to add it, the colorless wasn't always useful, the Lightning Bolt has been relevant to me in the past.

Honor-Worn Shaku- One of my favorite rocks in legend decks, super super amazing in superfriends you should check out my insert deck here {editors note find out how to link decks it's been a while}

Inclusions:

Swiftfoot Boots- simple protection it's mid.

Notable exclusions:

Lightning Greaves- Aragorn, the United's green ability targets, not winning with commander damage is bad 'mkay?

Mostly just personalized goodies either card draw or mana

Inclusions:

Elven Chorus- An alright card, expensive Cryptolith Rite with pseudo-card draw for 40 of the 99(40%) of the deck, there's a decent enough top of the deck manipulation to warrant this over Cryptolith Rite however there's another argument to include both.

Mirari's Wake- An old favorite of mine, the anthem is nice because we have a token sub theme, gives us more mana since we're pretty mana hungry, and is multicolored.

Sunbird's Invocation- Wait a minute, who are you? This isn't mana, yes, but it is a free cast which is technically like mana, it works really well trust me. The big part is X or less, a lot of 4 and 5 drops almost always hit at least one. Again, with all the top of the deck manipulation we can almost always hit something. This card is also a little personal spice. Last thing I promise, it's also also kind of card draw since you're casting from your library so that's neat.

Trace of Abundance- Eh, it's a 3 color two drop that ramps a bit, with added protection to a land. I like it.

Smothering Tithe- Jeeeeeeeez I almost forgot this house of a card, holy moly, if you have white you need this.

Notable exclusions:

Cryptolith Rite- Maybeeee, we have a hefty hefty hefty amount of creatures, it's cheep so it debatably good, additionally it's why we add a ton of haste so more redundancy.

Inclusions:

Rhystic Study- Boring... but I'm not dumb so I added it.

Temur Ascendancy- ETB draw because there's a surprising amount of cheating, it's not the best but it's 3 colors, triggers on 13 of the 41(31%) applicable spells unconditionally, if this card works how I think anthems, will trigger this as well.

Notable exclusions:

N/A

Inclusions:

Fires of Yavimaya- Why Haste you ask?

Rhythm of the Wild- Allow me to answer; Elven Chorus, Katilda, Dawnhart Prime, Inga and Esika, and haste is just good, being able to swing out on the turn I pop off instead of eating a board wipe on the go around.

Flowering of the White Tree- Meh, two drop anthem and ward is spicy. Mono-color is meh.

Assemble the Legion- Super underrated card that gets out of hand quickly if not dealt with and people need use removal on it while you do spicier things.

Notable exclusions:

N/A

I'm a sucker for permanents but we need some of these sometimes for ramp and not getting our board wiped.

Inclusions:

Farseek- Straight to battlefield can grab non-basics, es gut.

Nature's Lore- Cheaper Three Visits I pray a Youtuber doesn't point out this card and skyrocket the price, I thank God everyday 95% of the playerbase can't think for themselves.

Three Visits- Nature's Lore but for sheep.

Growth Spiral- Meh, it's rarely put an extra land into play in my testing but two colors and triggers Aragorn's Scry so idk.

Safewright Quest- Eh, again it's fine two color 1 drop get's a dual to hand, not horrible.

Notable exclusions:

Skyshroud Claim- In the current iteration there isn't enough forest's so maybe when I switch out for OG duals it might be worth another look, however the 4 drop slot is where we want to be so idk, we'd probably rather play value or our commander.

Inclusions:

Teferi's Protection- Standard

Heroic Intervention- My pet card, was slept on for far too long glad it's getting it's due recognition, however 10 buck is 'spensive glad I picked up a ton when they were 2 bucks, get financed nerds.

Everybody Lives!- Heroic Intervention but worse? No clue how I feel about this, worth testing at least maybe not worth $20 but hey.

Cyclonic Rift- Dirty card in every sense of the word, except literal.

Notable exclusion:

N/A

Inclusions:

N/A

Notable exclusions:

Mystical Tutor- See below.

Enlightened Tutor- See below.

Worldly Tutor- See below.

Sylvan Tutor- Idk tutors just make the game too easy IMO, let that bad boy rip, put your fate into RNGesus' supple hands, let his light inside you, cleanse your soul!!

Eladamri's Call- I originally had this in but I found myself tutoring the same 1-3 cards which wasn't fun.

mmmmm yummy yummy welcome to the meat of the deck I have no clue how I'm going to organize it because all creature fill multiple roles

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85% Casual

Competitive

Revision 9 See all

(2 months ago)

+2 Xyris, the Writhing Storm main
Date added 4 months
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

24 - 0 Mythic Rares

53 - 0 Rares

11 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 3.52
Tokens Cat 2/2 G w/ Haste, Dog 3/1 G, Food, Golem 4/4 RW, Human 1/1 W, Human Knight 2/2 R, Human Soldier 1/1 GW, Human Soldier 1/1 W, Knight 2/2 W, Soldier 1/1 RW, Soldier 1/1 W, The Monarch, Treasure
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