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This is a 5-color Cromat deck. It utilizes a lot of Mana Acceleration, card searching, draw power, and cycling and tries to make it relevant late-game. It's certainly no slivers, but it gets the job done. This deck is budgeted, trying to make sure it's less than 45-50 dollars on tcgplayer.

Mana Ramping:
There are several ways that this deck produces mana at an accelerated rate. Sakura-Tribe Elder and Rampant Growth are the first two, allowing me any missing basic lands required to summon Cromat . Next are Birds of Paradise (1-cost produce any color mana) and Elvish Aberration (produces 3 mana, or forestcycling). The mana-producing Myrs, Alloy Myr , Leaden Myr, Copper Myr , Iron Myr, Silver Myr, and Gold Myr , along with Palladium Myr and Plague Myr, are great at producing mana. Why Myrs instead of artifact rocks? Artifacts are indeed harder to destroy than artifact creatures, and I do weep when my board is wiped of my creatures, but these Myrs work extremely well with Myr Galvanizer or Jeskai Ascendancy, to the point where there are potential infinite combos with either of them. I do have some mana rocks, though. Darksteel Ingot, Chromatic Lantern (extremely helpful but expensive >.<), and Sol Ring are very helpful in this regard.
Why did I include landcycling instead of putting more mana rocks in here? They're cheap, for starters, they load up my graveyard for Krosan Restorer, and they thin my deck, allowing me to draw into more powerful cards sooner.Maze's End is similar in that regard, thinning my deck out while getting me a step closer to my win condition, especially if Cromat has been incapacitated or something.

Draw Power:
Counsel of the Soratami and Tidings are both straight draw power, drawing 2 cards and 4 cards alike. I happen to have them both in my binder already, so that's good. Beck / Call is late-game draw power, 8-cost card that gets me at least 4 cards and puts 4 tokens on the battlefield with flying. Give / Take falls under a similar category; late-game draw power AND/OR pump Cromat up. Unquestioned Authority and Traveler's Cloak both make a selected creature unblockable and replaces themselves. Esper Charm and Azban Charm both allow me to draw 2 cards as one of their potential effects, and I generally use it.. at least, in the case of Esper Charm. Bringer of the Blue Dawn, a normally 9-cost cost card turned 5 by spending mana of each color, allows me to draw two cards during my upkeep. Finally, since I already had it and I have ways to shuffle my deck through landcycling, Brainstorm is included to stabilize my hand. Temur Ascendancy is an enchantment that grants haste and whenever I summon a creature with power 4 or higher, I can draw a card. Jeskai Ascendancy also bears special mention as it allows me to draw and then discard a card.

Blowing stuff up:
Perhaps my favorite category. Legacy Weapon is my one-size-fits-all reusable destruction. Wear / Tear blows up both an artifact and an enchantment. Viridian Longbow and Voltaic Construct together deal 1 point of damage to target player or creature per 2 mana used. All of the charms have some sort of destruction in their effects, and those effects are what I use the most.

Tutoring:
I can't afford Demonic Tutor , so unless it somehow falls in my lap, I won't get it.

List of Tutors:
Conflux : grab 5 different cards.
Diabolic Revelation: 5X cost card that grabs any X cards. Extremely useful late-game.
Fabricate: Grabs an artifact and adds it to the hand.
Wargate : Puts any permanent onto the battlefield.

Graveyard retrieval:
Not much in this category. Necromantic Thirst is a card I already have, and it grabs any creature card and puts it in my hand when I attack with the enchanted monster. Yore-Tiller Nephilim does the same, except it puts the creature card onto the battlefield. Naya Charm and Down / Dirty both have the ability to grab any card from my graveyard. All Suns' Dawn grabs 5 cards once.

Typical cards grabbed by tutors and graveyard retrievers:
Naya Charm, Down / Dirty , Jeskai Ascendancy, Temur Ascendancy, Viridian Longbow, Fabricate, All Suns' Dawn , Paradise Mantle, Legacy Weapon .

Defense?:
Not much here. Cromat is a good blocker, but I use him to punch out people most of the time. Spirit of Resistance works when I have 5 colors of permanents, which usually means Cromat. Naya Charm can stop an attack along with other things for a turn. Boros Charm, along with its powerful Double-strike, can prevent a board-wipe once.

Win Condition: Cromat is the obvious Win condition, and so is Maze's End, but there is an infinite loop hidden within this deck. Myr Galvanizer + Voltaic Construct + Myrs that produce any four colors = infinite mana. Another Mana loop is Down / Dirty + Jeskai Ascendancy + Naya Charm + any four mana-producing creatures = infinite loop. Again, this deck is built to take advantage of having high amounts of mana, and that's why I included strange choices like the Viridian Longbow. Speaking of which, Plague Myr + Viridian Longbow + Voltaic Construct can poison people to death relatively quickly.

Charms are there for versatility, since this deck can take advantage of the multiple effects. Lacks board wipe effects; so a bit difficult to play in multiplayer without making some deals or putting someone on the Beep list (and getting put on theirs too).

I would like to know if there are any spells that this deck could take advantage of that others can't, especially if they're not as well-known, and especially if they are cheap.

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Date added 9 years
Last updated 6 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

30 - 0 Rares

24 - 0 Uncommons

29 - 0 Commons

Cards 100
Avg. CMC 3.84
Folders fun fun fun
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