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Green EDH: "Where they @?"

Commander / EDH



DISCLAIMER: Just so you know where I'm going with this deck, defense and longevity isn't the goal at all (I am killing myself, I draw a lot of cards, my record is getting decked-out turn 5) even if it's a commander. I know some people play competitively, and tend to win out of combo turn 4, which is pretty rare in my meta. This deck can look like one of those, but it wasn't my goal at any point, my playgroup is more forward fun than this. But nonetheless, the goal here is to play creature REALLY fast and attack before the opponent can do anything, in a snow ball effect. But fairness is a thing I rely on a lot (if I play fair, people won't have any reason not to play against me, so It's more fun overall), so I use no Sol Ring or any illegal cards in duel commander. I will talk about this legal/illegal thing more in the P.S. at the end, so stay tuned if you care enough.

Anyway, this deck is kind of complicated. It ramps like hell, it needs only a few creatures to attack. The goal is simple; ramp, draw, cheat creatures in and Repeat. We need to have a complete control of the deck to achieve it, so come here boys and girls, here's what you have to do to cheat Kozilek, Butcher of Truth (even thought you better cast it than cheat it in) or something turn 4.

Here are the steps to achieve such snow ball effect:


Every spells is not super relevant and everything build up to something explosive. A lot of spells have special effect in background, rare are the cases when one card is used for only one purpose. The major mechanic you will see then is shuffling effects, which has alone a remarkable power. If you'd play older format like vintage or even legacy, you'd know shuffling (with fetches and such) is an important part of magic, even if it can be bothersome. The deck is in other words, and pretty funnily, super blue-tainted, if you know what I mean.

Example: Traverse the Ulvenwald or Caravan Vigil are tutor for basic land that cost only 1 green mana (same as Land Grant which cost 0 mana 90% of the time), but the majority of time I use them exclusively to shuffle my library. You will see why I need to shuffle in a moment. Here is a "kind-of" exhaustive list of shuffling cards to keep in mind (with interesting combo in some cases):

Draw/cycling mechanics

Then, while setting the deck the way we want it to be (or more frankly making it NOT like we don't want it to be (double negative logic)) by shuffling, we work our way trough the deck by drawing cards and/or actually seeing them (whether you draw them or not, as long as you can pass aside them). Knowing our futur plays is one of the key mechanics. There is not a lot of win-co, so you need to choose wisely when to stop ramping and start creating a good creature base.

Example: Scroll Rack is an incredible new-hand maker if you are not ok with the one you are dealing with. You shuffle after tapping it so the next cards you will draw will be a totally new hand. Exile all your lands if Courser of Kruphix is in play and you literally draw 2-3 cards for 1 colorless mana (playing the lands directly from the library instead of your hand). There's a reason why Courser of Kruphix is a tutor target for turn 1 or 2. This way, you can look for a good and bigger tutor to cheat creature in (or directly the creatures themselves, you have the mana to cast them). Here is a exhaustive list of all the top-deck play and draw mechanic making the shuffling job useful:


And finally, interaction between cards. Having the right amount of mana for any given spell is easy. Whenever you dig for a good spell, you probably have the mana needed to play it at the moment you find it. It gives A LOT of potential shenanigans. There is a million different synergies it the deck, looks like each card was made for all the others in a perfect, living, complete way.

Example: Sensei's Divining Top (Considering you can play it in the format, again, see the P.S.) first ability over and over again between each land drop given by Courser of Kruphix or Oracle of Mul Daya is non-ending. What I mean is that if you have no land in your hand but you want to put some on the battlefield, you can use Sensei's Divining Top first abilities to look at the 3 first card and put one (or more) land on top, creating a non finishing flow of lands, considering each land played gives you the mana needed to replay the ability again. It even gives you the right to choose the land you want, shuffling the rest after it. Just remember to tap Sensei's Divining Top when you got what you want, don't be greedy, you will be overflowed by lands and we don't use it the same way we use it in a control deck. Now imagine this with Lotus Cobra on the board. Here is a list of some interesting synergies in the deck:

There is a lot of undergoing in this deck and even if it looks like the deck plays each time the same from the opponent viewpoint, every game is different from our side (from the opponent's side it looks like an explosion, just seeing the face of the opponent is a treasure itself).

With these information, you can find your way into the deck after a lot of practice. Remember to never play lands if you don't need it because there is a lot of cards that triggers when you play a land or a land enters the battlefield (example: Nissa, Vastwood Seer  Flip which needs a land drop to transform). You must play them at the last moment possible, and only play the ones you care about, don't play a basic forest when you already have 4 and you could play Deserted Temple for instance. There is a lot of "landfall" effect and similar stuff. And lastly, Lotus Cobra can be harsh to use, it's a great poisonous gift; sometimes you tell yourself you don't have the mana to play a certain spell, but in fact you could have 3 times what you need; counting mana is a burden.

Plan your turn in advance if you want to maximise the outcome.

I'm all ears if you have any suggestion :D

P.S. or "all the other detail you can skip if you're lazy"

P.S.1: There is not a lot of defense, nor disrupt, in the deck, it is VERY combo-ish. So I've put as much as I can to protect my stuff from removal or disrupt without slowing the deck, totally. If I can't attack it's permanent, at least I can part-protect mine. This is a list of some of them:

I know they all have a very high CMC, or they are lands, but it's the minimum/maximum I can do. Beside that, you will see that 50% of the deck is lands, and, as simple as it is, 50% of the time they don't work as mana-producing lands; they deck has a lot of interaction within itself, you can't just vomit your hand on the battlefield, you need to think of your plays. If you have ideas to boost my defense WHILE also not decreasing my effectiveness, I'm all ears.

P.S.2: In the "normal" deck list (very confusing and arbitrary name), I use banned cards in duel commander (which is pretty much only Sensei's Divining Top at the time). Here is a list of illegal cards, whatever the format, and categorized by their price range:

I had some of those cards some time ago (Sol Ring for instance), but I thought I could do my best and put them away. Beside that, some are VERY expensive (I look at you, The Tabernacle at Pendrell Vale). I'm not saying that I would use all of them in the deck, but this exercise of thought is nonetheless interesting. After all some aren't even that good, Mishra's Workshop would not even see play 95% of the time, considering I only run 10 or so artefact in the deck. If I had to choose some cards, whatever their current state, I would definitely run Fastbond before any other one. It is definitely the best card in the list, it's also super cheap to my content.

Anyway, Sensei's Divining Top is WAY too good and I like it way too much. So I just change this card when I play against a player who plays duel commander. The deck works as fine without all those broken cards. The "plan-B card" is Primeval Titan (it is legal in duel commander), which is incredibly good.

P.S.3: the maybe board contains the legal expensive cards or mana rock I don't run in the deck for if one day I want to make it more "competitive". I would get rid of Rampaging Baloths and another random card for the 2 legal mox, Kozilek, Butcher of Truth for Blightsteel Colossus (which is a more "I win" card, but more risky) and finally Magus of the Candelabra for the good old Candelabra of Tawnos.



I love green decks that act more like blue decks.

I think some of your description goes into a little more detail than you need to - but at the end I'm still a little confused as to how we win. Lots of different ways presumably?

September 19, 2016 2:16 a.m.

mahdik says... #2

There is a lot of ways to win indeed. Most of the time you cheat everything with Tooth and Nail or Defense of the Heart (or even Green Sun's Zenith and Genesis Wave), but it's very common we hard-cast our win-co.

September 19, 2016 8:55 p.m.

Gabtuls says... #3

sweet deck, i run a somewhat similar list in Omnath, Locus of Forests

Thoughts on Thawing Glaciers, Gauntlet of Power, Caged Sun, Mana Reflection, Helix Pinnacle ?

October 29, 2016 2:30 p.m.

Gabtuls says... #4

also upon second inspection, i think The Great Aurora, is a must in your deck, float a crazy amount of mana, and dig yourself out of a crazy board state where because of your lands you have the most permanents by far

October 29, 2016 2:35 p.m.

mahdik says... #5

Gabtuls, you have some good suggestion.

Thawing Glaciers: I also run some time ago Terrain Generator (which is similar but way less effective) and I thought they were not that interesting. But considering I've thrown away Ancient Tomb + Strip Mine for legal reason in exchange of legal lands, I could greatly reconsider it. The shuffling effect of Thawing Glaciers is really interesting.

Caged Sun + Gauntlet of Power + Mana Reflection : mana isn't close to be a problem. Really. I only run 2 of those "doubling" effect (which are Vernal Bloom (for its CMC) and Vorinclex, Voice of Hunger (because it's simply OP)) and I don't think I need more of them. If I would choose a doubling effect, I would take Heartbeat of Spring, for its CMC again, even if it's helping others (playing it turn 2 and having 10+ mana turn 3, casting Tower of Fortunes and going nuts turn 4).

Helix Pinnacle: I don't like "you win" cards (unless their deck is based on it, which is kind of funny) I think its WAY less flabbergasting than attacking turn 6 with 10 15/15. With all the "doubling" effect its viable but nah... I don't need this.

The Great Aurora: this card thought could be SUPER cocky. The problem is that if Reliquary Tower is not on the board, I could be in trouble. But nonetheless, super card, I will greatly consider it. Thanks!

October 30, 2016 4:16 p.m.

Hey! I love what you've got going on! I've got a competitive mono-green combo deck of my own that I absolutely love! The land base is definitely WAY different, but I see quite a few of the same concepts in here! I wouldn't run nearly as many non-basic lands, mainly because you can't ramp them out with most land ramp spells (also, price XD). Check out Nissa's Lands and let me know what you think!

November 19, 2016 9:40 p.m.

mahdik says... #7

NINJAxPENGUIN92, the amount of basic land is 20 only because it is a round number and I think it looks good this way XD. Same idea behind the 30 non-basic lands. The mathematics needed to count every variable and different outcome of possible games is SO big and complicated, there is no way to know if I really need more or less of whatever lands from whatever type there is. It's totally arbitrary. If you look at my sorcery, there is not a lot tutor for basic lands, the majority of the time I play my lands with Courser of Kruphix from the top of the library or whatever. Basic aren't has necessary as lands in general. My record for land drop in one turn was, fourth turn, 12 lands which 9 weren't basic.

You see where I'm going, the deck is 100 cards of singleton, and the amount of tutor (and their cost) isn't normalized enough to be calculated in percentage of chances to drop. I can't really know if I do good, the only results I can notes is that, whatever happens, turn 5 I have 20+ lands on the battlefield, which is incredible.

FINALLY, the budget isn't a problem for everyone, and it is indeed for me as well as you, it's just that it's my favorite deck I'm putting together since a while, so it's a matter of taste.

And I don't know if it's competitive because I don't really care, but I hope it is xD

Thanks for the comment, it's appreciated :D

November 19, 2016 10:44 p.m.

venok says... #8

Some anti counter cards City of Solitude and Leyline of Lifeforce

December 27, 2016 1:49 p.m.

mahdik says... #9

venok I'll consider card like those after playtest, this time of the year I can't really play magic so I don't have the time to test everything. But I will surely consider them whenever I get the chance

City of Solitude, Dosan the Falling Leaf, Tajuru Preserver, Asceticism, all great cards tbh.

December 27, 2016 6:31 p.m.

ibstudent2200 says... #10

I've found Woodland Bellower to be quite useful. Being able to cheat out either Eternal Witness or Courser of Kruphix is sweet.

What are your thoughts on Recycle?

While Hermit Druid is most commonly used as a combo enabler, it's also quite effective as a draw engine.

You're running Avenger of Zendikar and Tooth and Nail. Craterhoof Behemoth is definitely warranted.

Chord of Calling is a slightly worse version of Green Sun's Zenith.

How has Liege of the Tangle treated you?

How important is the low cost on Caravan Vigil? Is it worth playing over something like Gaea's Bounty?

January 1, 2017 9:39 p.m.

mahdik says... #11

ibstudent2200 that is some really good questions.

Woodland Bellower is good, searching for Courser of Kruphix, Lotus Cobra or Yavimaya Elder, or Magus of the Candelabra/Eternal Witness, but only tutoring 1 card is kinda lame. There is better cards.

Recycle: that is hard. Playing lands does count as playing, so it's really good, but sadly there is a lot of cards that needs a certain propice moment to enter; Eternal Witness, Avenger of Zendikar (or any landfall cards), Nissa, Vastwood Seer  Flip or any sorcery that shuffles considering I play a lot of top deck play. Also, it doesn't work with Sylvan Library, which is a incredible card. The CMC isn't a problem. We should also remember that I run only 2 instant cards, so the opponent's turn aren't touched by it. Overall, the card is very interesting but needs a lot of working around so it's not optimal. If the opponent makes you discard in instant speed you're in big trouble, so we must play around really carefully. I will grandly consider it, it's very cool and special and unknown.

Hermit Druid: I hate to loose cards to graveyard; its a good card, combine with Eternal Witness (or any "Regrowth" stuff), or even Splendid Reclamation, there is a lot of exemple, but I hate to loose cards, totally subjective.

Craterhoof Behemoth is good, but only "good". I don't think it's over the top and it doesn't interest me in the slightest. Also, don't forget that the token from Avenger of Zendikar don't have haste, so the combo isn't as good as you may think with Tooth and Nail.

Like you said, Chord of Calling is a worse version of Green Sun's Zenith, and the reason why I don't run it. Also, I don't run a lot of creature, so the Convoke ability is 90% of the time useless. It can tutor Blightsteel Colossus, but that's the only plus.

Liege of the Tangle is awesome. I have seen better cards, but I really like the cards itself, it's just really nice, especially when you have 50 lands. Not a lot of player knows that card, and its always interesting to show it.

Caravan Vigil is entirely made to shuffle the deck. I don't need lands, I always have some in my hands. I ran Sprouting Vines (which is really good), but it wasn't as good as I thought it would be. There is no Brainstorm, or Ponder, in green, I need cards that shuffle.

January 1, 2017 11:15 p.m.

ibstudent2200 says... #12

I suppose that if you aren't running Fierce Empath or Reclamation Sage, Woodland Bellower gets significantly worse. I've just found that a 6-mana creature that is a Courser of Kruphix in the early game, Eternal Witness in the midgame, and Fierce Empath in the late game is worth the mana cost.

Classifying Craterhoof Behemoth as only "good" makes me cringe a little. It's one of the best fatties in the format. With the Tooth and Nail comment, I'm well aware of the tokens having summoning sickness. However, it's pretty easy to add 50+ power in attacking creatures if you have anything else onboard at the time, and that's nowhere near the average case I have in my Azusa list (which also runs 50 lands).

One point you might have missed with Recycle: you can recast your commander to get out of the draw lock.

What do you think of Panglacial Wurm?

January 1, 2017 11:59 p.m.

mahdik says... #13

ibstudent2200 I know the fatties concept is well assimilated in commander, especially in mono-green, but I don't need a lot of fatties, I already have 5 or 6 (Avenger of Zendikar, Blightsteel Colossus, Liege of the Tangle, Rampaging Baloths, Ulvenwald Hydra, Vorinclex, Voice of Hunger or even Marit lage), and the deck is pretty combo-ish, tending to create an explosive turn 5 or 6. I don't need this many fatties, like, beginning with one in my hand is kinda bad, I don't want too many. Beside this, the deck is SUPER aggressive and never hopes to keep the creature on the board. Like I play stuff, and if the other player hasn't died because of it, he will die because of the next one. They will surly be removed. Simple as that.

So about Craterhoof Behemoth: it's good only if you have an army of token, or overall a good creature bass. I have 2 to 3 creature on the field at most, all 2/3 or 1/2, some shitty stat like this, so it's not very interesting. The other fatties all comme with a good side which make them good whether they enter at the right moment of not, they mix well with the deck, they ain't simply fatties. It gives 20-25 attack, AT MOST. Also, all my fatties have in mind to kill the first (or second) shot, not after 3-4 attack phase. In the deck, Craterhoof Behemoth wont do it as good as it could.

About the recasting of the commander because or Recycle: nobody gives a shit about Azusa, Lost but Seeking xD More seriously, she rarely get killed or disrupted, so she's always on the board. She's not a big enough treat to be killed, and considering it's my commander, and that her CMC is pretty low, they know it's not interesting to kill her. But knowing its pretty cool!

And about Panglacial Wurm, nah.... only a big fattie, there is better out there. With Journeyer's Kite you can enter it in instant speed tho, during a fight, that's pretty cool!

January 2, 2017 12:56 a.m.

loopsorspool says... #14

Squirrel Wrangler, Titania, Protector of Argoth and Constant Mists would be perfect additions to this deck

January 25, 2017 3:49 a.m.

mahdik says... #15

loopsorspool, they would be if Titania, Protector of Argoth was the commander itself, and in a more casual playgroup, but I can assure you an army of squirrel isn't good, it sure is funny, but no where near good. And defense is not even close to it neither.

January 26, 2017 10:03 p.m.

loopsorspool says... #16

Well. I would disagree, but you have more experience. I thought it would be good as after you pull out enough lands you can start saccing them and using crucible of worlds to pull them back out again, effectively making a fog engine with the added bonus of getting multiple 5/3s, but the odds cause the problem. I concede the point.

January 27, 2017 12:14 a.m.

Thorbogl says... #17

Nice work, really like your deck!Have you ever considered Garruk Wildspeaker?Seems like he fits just perfect in this deck.

February 16, 2017 10:21 p.m.

mahdik says... #18

Thorbogl it was, but I figured untaping wasn't good enough late game; I already have lots of card that do similar. Even more, th deck is pretty overkill, fast and fulgurating, untaping certain non basic land is good but not enough. The creature buff also isn't interesting too.

I used to also play Nissa, Worldwaker which is in the same idea but with basic forest.

Thanks for the good words :D

February 17, 2017 12:26 a.m.

wyatt0781 says... #19

Honestly with all this ramp, Hangarback Walker, Walking Ballista, and Endless One could be bombs

April 7, 2017 3:37 p.m.

mahdik says... #20

wyatt0781 I see a standard player, is it true?

Not to sound cocky, but in commander you work with creature with value, not only simple attack stat. Considering any creature in green have their stats roughly equal to their mana cost, whatever their B-side effect helping on the long run is, like drawing cards, preventing your opponents to go crazy, or interaction with the gameplay (like seeing the library for instance). Having simple attack stat is kinda lame and under-productive, winning in a constant beat down isn't normally the goal, you normally win with a single and overwhelmingly big attack (ex: Blightsteel Colossus killing in one turn cost as much as a 12/12 Endless One, this one taking 3 turns).

Follow me, if your commander works around counters, with modular for instance, those cards can be really good, but in this deck it's not enough. Walking Ballista can deal damage to creature or player, which is nice because you can interact with the board, or kill the opponent in instant speed with an infinite mana-combo, but other than that, these 3 creatures are just barely making the cut. In a Vorel of the Hull Clade deck, along side hydras and enchantment making them trample or anything, they will shine, but here they just can't reach the full potentiel of the deck.

If you are interesting in creating 40/40 Hangarback Walker, I strongly encourages you to look for Vorel of the Hull Clade decks, this commander can be dope with any type of counters, so you can do infect, planeswalker, experience, any counter works so do +1/+1. Any "you win the game" like Helix Pinnacle or Darksteel Reactor works too. But for this deck, I prefer value cards then over the top creature; destroying a 10/10 Walking Ballista is less forgiving than a Lotus Cobra, considering you will always get disrupt for being as fast as you are.

April 8, 2017 1:59 a.m.

wyatt0781 says... #21

Nah, I hate standard rn, most of my games don't last a while and I usually don't have anything to use my mana for so I thought they might be useful

April 8, 2017 4:01 p.m.

mahdik says... #22

wyatt0781 I heard of it too, looks as shitty as it ever was. It won't beat summer 98 nor Tolarian Academy thought xD

April 9, 2017 4:20 p.m.

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Compare to inventory
Date added 7 months
Last updated 3 days

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.30
Tokens 0/1 Plant, Copy Clone, 3/3 Beast, 20/20 Avatar, 4/4 Elemental
Folders EDH, Mono Green, other azusa, Commander, commander, sigarda, EDH, Interesting Commander Decks
Views 5663

Revision 47 (3 days ago)

-1 Lantern of Insight maybe
+1 Primeval Titan maybe

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