Maybeboard

Sorcery (1)

Artifact (1)


I first got in to Magic at the tail end of the Scars of Mirrodin Block and the beginning of Innistrad, so some of my earliest memories in Magic revolve around sleeving up my "unbeaten" kitchen table mill deck and going to my FLGS for FNM and get smacked in the face by a Thrun, the Last Troll or Birds of Paradise wearing a Sword of War and Peace for all my games. Since then I've grown as a player, deck builder, and from a teenager with money from mowing the lawn to an adult with a disposable income and a job I'm blessed to have, and with each of these my love for the game has grown.
I built this deck to do one thing and one thing only, ramp out Thrun by at least turn 3 and then suit him up with the best equipment I can find so he can then beat face, allowing me to recreate my first Magic memories (just with me on the other side this time).

This deck came into existence after my playgroup got tired of playing against my Lin Sivvi, Defiant Hero's Rebel Alliance and my Emry, Lurker of the Loch - Artifact Combo. Thus I had my new challenge, where I would build something that I, a Spike and Johnny at heart, would enjoy playing, but without the threat of infinite combos whenever I untap. I then turned to Thrun and Voltron, as a way to figure out the puzzle of evasion and who to attack to semi-satisfy my urge to combo, and play strong cards to satisfy the Johnny in me.

As a result, this deck is for you if you enjoy:

  1. The challenge of playing a mono colored EDH deck

  2. Dropping creatures way ahead of curve

  3. Dealing with opponents threats by smashing in for Blackjack before they can come online

  4. Playing with some of the strongest equipment printed in Magic's history

  5. Playing with one of the most difficult to interact with creatures in Magic.

However, this deck is not for you if:

  1. Interacting with the stack is a necessity for you. Outside of Veil of Summer and Autumn's Veil we have no real way to interact with our opponents spells

  2. You don't enjoy the voltron strategy and its inherent risks. We do play, for the most part, one creature and try to get him to do the majority of the work for us.

  3. You like drawing cards. While this deck does have a few ways to draw cards in green such as Soul's Majesty or Garruk, Primal Hunter we often have fewer than three cards in our grip as the game goes on, especially after an explosive turn.

There is nothing more important to this deck than casting Thrun before turn four. Any later than that and we've already missed putting at least four damage onto one of our opponents which can give them another turn or two to find an answer to our silent troll. As you tinker with the deck I would caution against taking out any of the ramp we have that costs or less, as the deck should mathematically drop Thrun on turn three in at least 75% of our opening hands. It's so important to our deck, that we run Snow-Covered Forests, simply so we can have another piece of ramp in Into the North, to help power out an early Thrun.

A good opening hand as a result is a piece of ramp, 2-3 lands, a voltron piece, and some sort of protection for Thrun like Inkmoth Nexus or Tajuru Preserver to get around edict effects our opponents may have. The magical Christmas land hand for this deck contains Mana Crypt, Elvish Spirit Guide, Snow-Covered Forest, and a Voltron piece, as we can cast the crypt and play our land, tapping them for , and then exile the Spirit Guide for the final that we need for Thrun. Without a doubt Mana Crypt, Mana Vault, and Sol Ring are the MVP's of the deck enabling the aforementioned Turn 1 Thrun, or Turn 2, both of which place us in a great position for the game.

Coming soon

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Casual

95% Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

26 - 0 Rares

30 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.17
Tokens Beast 3/3 G, Clue, Insect 1/1 G, Wolf 2/2 G, Wurm 6/6 G
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