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Nature's Uprising

Here's my hand at a Trostani, Selesnya's Voice Commander deck with a heavy focus on mana ramp into huge creatures/tokens. Selesnya, along with Azorius are my favorite MTG color combinations and this deck encapsulates everything I love with Selesnya. That being said, here's a little about the deck and how I intended for it to be played.

This deck has three main focuses:

1) Huge creatures.

2) Land/mana-ramp.

3) Really good enchantments.

Tokens and life-gain are two "sub-focuses" for this deck which just happens to make this deck even better. I'll give a breakdown on all 5 of these so that you get a sense of how it works.

Huge creatures:

If you look through the creature list and you'll notice tons of already big creatures like Armada Wurm , Giant Adephage , Sun Titan , Sigarda, Host of Herons , etc. On top of all of that, there are also cards that make huge creatures like Phyrexian Processor and Luminarch Ascension . These guys will be your main ways of dealing damage since Trostani isn't that strong and there aren't really burn spells in G/W.

Land/mana-ramp:

To cast big creatures, we need lots of mana! Although you could cheat out creatures with Quicksilver Amulet or Elvish Piper , I don't like depending on those cards in particular (even with tutors) and would rather go the old-fashioned route of ramp. Cards like Cultivate , Kodama's Reach , Sol Ring , Karametra, God of Harvests , Oracle of Mul Daya and many others ensure that you should be able to cast what you want when you want.

Enchantments:

This deck almost depends on you getting good enchantments. Enchantments in this deck are both your answer to big threats as well as your power spikes in this deck. Aura Shards , Privileged Position , Rest in Peace , Doubling Season , Parallel Lives , Primeval Bounty , and probably a few that I'm missing are cards that give you a significant spike in defensive/offensive capability. Because of this, I have Sterling Grove and Plea for Guidance in here to help you get those enchantments easier, and I may even add more enchantment tutors as time goes on.

Life-gain:

As I'm sure you know by now, life isn't that important in commander. You have a lot more of it and rarely die to losing it all. At least in my experience, you either lose to voltron/aggro commanders through commander damage or you lose to some crazy combo that allows for infinite damage or destroys all of your lands or something of that nature. Because of this, I don't have a strong focus on life-gain in this deck, but it's not completely forgotten. Rhox Faithmender and Angelic Accord help make sure your life total is at a comfortable amount while pumping out 4/4 flying angel tokens as well.

Tokens:

While the token theme in this deck might not be as prevalent as it is in other decks, I still can't deny the value possible from Parallel Lives , Doubling Season , and populate effects through things like Trostani or Sundering Growth . Even though I don't have the token generating capabilities of Rhys the Redeemed I like to play off of Trostani's strength of making one HUGE token rather than using her ability to make a copy of a 2/2 or something like that. So, for huge tokens, I have cards like Phyrexian Processor , Armada Wurm , Advent of the Wurm , Luminarch Ascension , Angelic Accord , Rampaging Baloths , Mimic Vat , Phyrexian Rebirth , and Hydra Broodmaster .

Yeah sure, that's all fine and dandy, but how do you win?

To be honest, it's good-ole'-fashioned-beat-down. Essentially you develop a strong land base through your ramp spells, a strong creature base, and then enchantments to help protect your creatures and control your opponents. After that it's a matter of getting evasion cards like Nylea, God of the Hunt or Champion of Lambholt so that you can swing in for the win. That's the ideal scenario. The REALISTIC scenario is that 99% of your wins are going to be coming from one card.

Craterhoof Behemoth .

This card, especially when tutored up with Tooth and Nail in conjunction with Avenger of Zendikar absolutely wrecks your opponents if they don't have a counter to it. While I feel like this deck will work fine without it, I don't really know because I draw this card and it's just basically game over.

Cards to Consider:

On that note, there are two cards that I've intentionally left out of this deck due to my playgroup's style of play. Test of Endurance and Felidar Sovereign . Naturally these cards are perfect for this kind of deck, but my friends aren't fan of straight-up "you win" cards. They're fine with being trampled over with Craterhoof Behemoth but not a hexproof Felidar Sovereign . If your playgroup is fine with these cards, I would suggest finding a place for at least one!

You might like this deck if...

I feel like this deck encapsulates that same feeling you get when played mono-green for the first time. That feeling of having more land than your opponents, having stronger creatures than your opponents, and just overall being this massive force to be reckoned with.

If you like to play more combo-based decks than this one probably isn't for you. However if you like the idea of gaining massive amounts of life and getting huge creatures on the field, I'd check this deck out.

Suggestions

Updates Add

Hey all, I got rid of a few old updates that only included taking out/adding in 1 or 2 cards. From now on I'll try and only post updates if I feel they're substantial (some game changing cards like Doubling Season or Seedborn Muse) or if they're like 5+ new cards I'm adding in. I'll also only list the new cards being put in and not the ones being taken out for brevity's sake.

+1 Windswept Heath, +1 Novablast Wurm, +1 Qasali Pridemage, +1 Heliod, God of the Sun, +1 Elvish Piper, +1 Explosive Vegetation, +1 Dauntless Escort, +1 Frontline Medic, +1 Glory, +1 Karmic Guide, +1 Odric, Master Tactician.

There are so many new cards that I'll pull a bit of a cop-out and say the reason why I put them in is because they're good. In other decks they've been proven time and time again (with the exception of maybe Novablast Wurm) and many of these cards are EDH staples. Heliod, God of the Sun, Novablast Wurm, and Explosive Vegetation are just experimental cards for play-testing and I'll see if they deserve the slot that they're currently filling.

I worry that I might need much more creatures/tokens and less shenanigans, but once again, I'll see during play-testing. :)

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Revision 31 See all

(4 years ago)

+1 Trostani, Selesnya's Voice main
Date added 9 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

42 - 0 Rares

13 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 4.43
Tokens Angel 4/4 W, Beast 3/3 G, Beast 4/4 G, Copy Clone, Elemental 8/8 GW, Minion X/X B, Horror */* C, Plant 0/1 G, Soldier 1/1 W, Wurm 5/5 G w/ Trample, Wurm 6/6 G
Folders possible deckls, Commander Decks I Like, commander, other people's EDH decks, decks to build, yup!
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