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How many X must we teach you this lesson old man.

Commander / EDH

KillbasaRage


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I love EDH, but I hate some of the people who hate certain strategies. This is to punish them. So, you hate land destruction. Fine, I will take full advantage of your weakness. Enjoy watching as you cannot stop me from winning with an 11 card combo, because you choose not to. I have lost my mind and am now both upgrading cards as new cards come out and foiling the entire deck out.

This deck is optimized to win as quickly as possible with Maze's End. I have only a couple of secondary win con's in this deck with Field of the Dead as a way to go wide and Door to Nothingness with my graveyard recursion to attempt to instant pop everybody. Those take time and are in case of exile of either Maze's End or 2 of my gates.

The main interaction in this deck is to field wipe the board with Child of Alara, Ondu Inversion  , Cyclonic Rift, or Ruinous Ultimatum to keep threats at bay until I can assemble my combo. I have targeted interactions in Path to Exile, Decimate, and Nature's Claim to deal with different things all at low mana cost to allow the optimization of activating something like Maze's End before my turn comes around.

Amulet of Vigor is a hero in here as it fixes the annoyance of lands coming into play tapped. This hurts early in the game, especially before I can set up multiple land drops with cards like Exploration and Burgeoning. So I have a couple of cards specifically to fish it out of the deck Enlightened Tutor and Trinket Mage. These cards while specific to getting Amulet of Vigor out of the deck first allow some flexibility to grab other really good cards if I have already played the Amulet. Cards like Sensei's Divining Top, Expedition Map, and the full array of enchantments are available for me to grab.

Playing a slow combo means I need to speed it up and keep my hand full. I have a very efficient card draw engine set up. Sylvan Library, Rhystic Study, Rites of Flourishing lead the way in getting me more cards quickly so that I always have a full hand. These plus specific card draw teamed with the land matters theme has me with a unique set of card draw engines in the deck. Tatyova, Benthic Druid and Aesi, Tyrant of Gyre Strait provide draw on land entry, something I will be doing a bunch of every turn. Lord Windgrace is a fantastic way for me to draw cards. Song of Creation + Manabond is a combo I accidentally put together, but makes drawing all those cards with my very low mana curve worth is when I can put all those lands into play.

Even with lands being the lead in this deck, I need live draws and a land is not always the right idea. I have a ton of filter cards Dryad Greenseeker, Into the Wilds, Mulch, and about every piece of efficient non-basic land tutors to get the best lands available Expedition Map, Circuitous Route, Crop Rotation for what I need in the right situation. Child is perfect to blow up, but without High Market, it stands to say he is just an empty threat.

This deck is over 50% green; which allows both my mana base to be easy to tune, and my issues with color availability in a 5 color deck almost non-existent. I have all the Forest fetch lands and my shock lands all are Forest + with the exception of one. This plus the check lands, tri-lands, lands that can copy other lands Vesuva, Thespian's Stage, and lands that can tap for all colors Command Tower, Cascading Cataracts, Gateway Plaza, Plaza of Harmony; going super heavy green keeps most of my games with the ability to play spells on curve.

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Date added 5 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

52 - 0 Rares

13 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 2.95
Tokens Cat Warrior 2/2 G, Elemental */* G, Zombie 2/2 B
Folders memes, Commander/EDH
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