Maybeboard


Hello Internet!!!

enter image description here

Just your run of the mill constructed Spike looking to have a little fun with the first foray into cEDH! Seeing as this is my first attempt at a cEDH level deck there's going to be flaws and kinks to workout. To note, the choice of commander is a completely biased one. I am fully aware that The Gitrog Monster is the superior combo lands commander. That's why I'm not a dedicated, full speed, MAN THE TORPEDOES combo deck. This deck is going to have combo elements and finishers but will also be able to sit back, watch how the game plays out, use disruptive elements to slow winning players, and eventually strike when the window is open.

Before moving on to combos and card choices it's good to note the actual role that Lord Windgrace plays as the commander. He is a land recursion engine that also has the ability to draw a few cards. His primary use whenever I played him in my previous iteration of this deck, was to -3 and get 2 fetches, triggering 4x landfall triggers in 1 turn, or to reset the Thespian's Stage + Dark Depths combo if the 20/20 token is answered. I hardly ever needed to +2 him for card draw, but it's a nice option if needed.

  1. Scapeshift at 7 lands grabbing Valakut, Field of the Dead, and Vesuva + Prismatic Omen or Dryad of the Ilysian Grove = 2x bolt opponents to death or overrun with zombies

    1a. Also works with Scapeshift + Ob Nixilis, the Fallen already on the field to bolt down a player.

  2. The more clunky line in the deck. Skirge Familiar discarding Dakmor Salvage + The Gitrog Monster = Repeatable black mana and indefinitely drawing/milling with Dakmor Salvage's dredge 2.

    2a. If you need to cycle the graveyard back in to your library to keep the mana flowing, either mill or discard Kozilek, Butcher of Truth 2b. Once you've ran through the loop enough times and have enough black mana you can sink it into a Cut / Ribbons to wipe the table out. Advantages of using Cut / Ribbons over Torment of Hailfire, one is a kill spell and a wincon that can be used when milled by the loop. It's just a superior manasink all-around.

  3. A new one with Zendikar rising has been Valakut Exploration by itself. It synergizes with every card in the deck and can draw more cards than an active Necropotence if built around. Important interactions come from the many "extra lands' effects in the deck, this allows you to play the natural land drop and play the 2nd or 3rd land from the card exiled with Valakut Exploration.

    3a. Other fun shenanigans come from mass sacrificing and recurring land, Lord Windgrace's -3, active Lotus Cobras, or going off with scapeshifts. When the turn ends Valakut Exploration will pitch the unused cards to the graveyard, dealing damage to each opponent. We can use this to deal massive amounts of damage to the table and recycle everything back into the deck when or if the exploration hits Kozilek, Butcher of Truth.

  4. The queen Titania, Protector of Argoth + land sac outlet (Sylvan Safekeeper, or Squandered Reources) = a slow-ish, Game ending army of 5/3 Elementals

    4a. Titania, Protector of Argoth is the beat-em-up plan. Simply making giant armies of zombies off of Field of the Dead or 5/3's Titania, Protector of Argoth. Then just alpha striking the opponents or grind the opponents to dust in the late game.

Escape to the Wilds = Was running into an issue of getting low on cards but had plenty of mana. Figured a 5 mana draw 5, that has incidental synergy with the "additional land" effect is good. Been trying it out while goldfishing but will need to keep it in mind when in actual game before leaving it as a concrete inclusion.

Courser of Kruphix = this one is simply a pet card. If I'm honest, it's the first cut if I find something that does it's job of being awesome.

Deflecting Swat = This one is taking a slot for a removal spell, in the hopes that I can use it to protect Windgrace or a precious combo piece when needed. If it doesn't perform, I'd cut it for a Maelstrom Pulseor Nature's Claim level of effect.

Cut / Ribbons = I've liked this as a removal spell and a dump for infinite mana. Having the Ribbons side work in the graveyard makes this a premium discard target and can come out of nowhere to finish a game if you play your cards right.

Jokulhaups and Wildfire = These are the spicy tech that I think will keep us in the game. If you ramp to this spell or have a World Shaper on the field when it resolves, you can set the board back to zero and you keep everything! In addition, Lord Windgrace can simply -3 to get back 2 land to help rebuild before the table does. I don't personally think it's the best at this level of play, but it's leveraging the fact that our deck uses land in a unique way and the table may not be able to recover.

Titania, Protector of Argoth = I know we all agree that this card is amazing. Just want to note it's special interaction with both Wasteland and Strip Mine. Fun Fun land destruction!

Wasteland and Strip Mine = Our deck uses these cards very aggressively and can crack them numerous times without slowing our game plan down. Examples being using Lord Windgrace's -3 to get 1 or both back to nuke the crap out of the winning opponents mana base, setting them back a lot or outright shutting them out of the game. We can also loop them with Crucible of Worlds, Ramunap Excavator, and Wrenn and Six. All while playing them additional times from the graveyard with one of the four "additional land" effects.

We are already at a huge disadvantage by not playing blue or streamlining and simply playing The Gitrog Monster. So we need to keep plays close to the vest, help disrupt the table, interfere with winning player's manabases, and bide our time until it's time to combo off. There's certainly enough mana ramp and fast mana to have an explosive combo game, but most games this should play out like a legacy lands deck or like modern jund. We're going to play smart, play resourceful, and use the other blue players at the table to keep the other decks in check.

When using Lord Windgrace, remember that he normally plays out like a 5 CMC sorcery that returns any 2 lands UNTAPPED! This leads to busted plays with any of the landfall enablers like Lotus Cobra because we can do an insane amount of ramp off of the additional landfall triggers. When Windgrace sticks to the board for more than 1 turn it's nice to have an outlet to draw cards, even if we usually only do it once or twice per game. And the ult, come on. We don't grade walkers on that. To note if we want to get spicy, Evolution Sage could lead to some really quick walker emblems and I'm curious to see if that's playable or just an idea for fun.

10/8/2020 Too many changes to list. See revision history. Swapped cards in and out. Updated maybe board and streamlined the deck with it's combo focused roots in mind.

9/5/2020

OUT:

Courser of Kruphix :(

Sylvan Safekeeper = We don't really have any creature worth protecting. The Gitrog Monster is the only one and TBH, he's pretty good at making instant value.

Regrowth

Realms Uncharted = Have never really liked it, even in the "casual" deck. Just always felt slow and too low impact. We can in general get out lands off Crop Rotation and other tutors

Liliana of the Veil = Too slow, replaced for a more instant "Screw you" effect like Stranglehold

Farseek

IN:

Orcish Lumberjack = Wanted more explosive starts to games. Figured it was better for the game plan than Sylvan Safekeeper

Dockside Extortionist = Is faster ramp than Farseek, even if it's awkward with Null Rod and Collector Ouphe

Runic Armasaur = Breaks my heart, but trying over Courser of Kruphix. The incidental card draw is more useful than 1 life per land.

Tectonic Break = Embracing the land destruction routes more. Want to directly attack each player and drastically slow other game plans.

Noxious Revival = Free spells are more useful than slower effects like Regrowth. Instant speed is also nice.

Stranglehold = Needed more hate pieces to stall out game.

9/6/2020

IN

Courser of Kruphix = Gaining life of landdrops seems more important when the deck is using Necropotence and pinging life a lot off of fetchlands and shock lands.

Elvish Reclaimer = Is all around good in a land combo deck. Can tutor Ancient Tomb for ramp, fetches for synergy/fixing, and Dark depsths/other combo lands when needed. All around good, can be slow but still very good.

OUT

1x Forest = Cutting to leave room for Tranquil Thicket. This leaves me down to 2x Forest, 1x Swamp, and 2x Mountain

1x Birds of Paradise = Seemed low impact with all of the "fast mana" that the deck already has. It's replacement, Elvish Reclaimer can tutor for Ancient Tomb for ramp if needed.

So that's the V1 of the deck. I'm going to try to find a community to actually play cEDH with and I'll begin some testing with the deck. Any updates will be documented and noted also. Please feel free to comment on improvements, ideas, stories with similar decks, or really anything you like!

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Casual

91% Competitive

Revision 18 See all

(2 years ago)

Date added 3 years
Last updated 2 years
Splash colors R
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

58 - 0 Rares

13 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 2.79
Tokens Cat Warrior 2/2 G, Clue, Elemental 5/3 G, Emblem Wrenn and Six, Marit Lage, Zombie 2/2 B
Folders Windgrace, Cool, X - EDH Inspiration - LAND MATTERS
Votes
Ignored suggestions
Shared with
Views