Strategies

Your goal is to lay low and ramp up. To lay low, make sure you have one of the many group hug cards in your opening hand. Some good ones to hope to have are Temple Bell, Walking Archive, Rites of Flourishing, Otherworld Atlas, or Ghirapur Orrery. You do not want to have a Myojin in your opening hand. You will more than likely want a source of green mana in your opening hand, though many of the lands can be tapped for multiple colors.

Once you have secured your position as a group hug deck, keep it up. Keep dropping out new group hug cards, and make sure other people begin whittling each other down. You should be looking for Edric, Spymaster of Trest, Ludevic, Necro-Alchemist, and/or Rite of the Raging Storm.

Hugging Methods

Group Ramp: Everyone ramps, including yourself. This includes letting players play additional lands every turn or search for more lands and put them into play.

These cards include Ghirapur Orrery, Kynaios and Tiro of Meletis, Rites of Flourishing, Tempt with Discovery, and Veteran Explorer.

Group Draw: Everyone draws cards, including yourself. This is straightforward, though there is some conditions added.

These cards include Edric, Spymaster of Trest, Temple Bell, Geier Reach Sanitarium, Ghirapur Orrery, Kynaios and Tiro of Meletis, Ludevic, Necro-Alchemist, Mathas, Fiend Seeker, Otherworld Atlas, Questing Phelddagrif, Regal Behemoth, Rites of Flourishing, Selvala, Explorer Returned, and Walking Archive.

Group Life Gain: Help people survive and maybe they will help you survive.

These cards include Beacon of Immortality, Mathas, Fiend Seeker, and Questing Phelddagrif.

Creating Targets: With these you make it more reasonable for your opponents to attack each other. Mix this with the politics behind getting people to get revenge for you, and you can easily convince someone to hit someone else.

These cards include: Edric, Spymaster of Trest, Ludevic, Necro-Alchemist, Orzhov Advokist, and Mathas, Fiend Seeker. Rite of the Raging Storm makes sure players are able to hit each other.

Win Conditions

There are a good bit of ways to win with this deck. That is, besides beating people to death naturally.

Approach of the Second Sun: Cast it twice and win. Due to the immense amount of draw, it is easy to cast it twice in one turn.

Laboratory Maniac: With enough draw, you are easily able to deck yourself. Play this guy and turn it into a win. Sneak it out before your draw step with Myojin of Life's Web.

Elixir of Immortality: Use this to make sure your deck remains larger than your enemies, and mill them out with enough of your 'group hug' friendly card draw.

Felidar Sovereign: Once there are not enough people to deal with it, play it and secure the win. Or, if you need to do it sooner, sneak it out with Myojin of Life's Web during your opponent's end step.

Aetherflux Reservoir: Gain a lot of life with Beacon of Immortality, Clearwater Goblet, and Venser's Journal and then burn your opponents down with Aetherflux Reservoir.

Questing Phelddagrif: Pump it up with its first ability to get it to high enough to kill, then give it flying with the last ability to swing with evasion.

Myojin Memes

By using Contagion Clasp, Winding Constrictor, Vorel of the Hull Clade, and Kindred Boon, you can give them many Divinity counters, and thus spam their abilities. Use these to push everyone behind and get ahead when you are ready to end the game.

Myojin of Cleansing Fire: Blow up the board over and over. Your Myojins will survive if they still have their Divinity counters (which they should), so you can hit people with them uncontested. Also, Heroic Intervention will keep the rest of your creatures alive after one use.

Myojin of Seeing Winds: Draw cards til you find a win condition or something that will help.

Myojin of Night's Reach: Keep your opponents hands empty and turn your group hug draw into self only draw.

Myojin of Infinite Rage: Blow up all of the lands over and over. Might add Splendid Reclamation for some crazy combo potential. Use this with Heroic Intervention to make sure you are the only one with lands.

Myojin of Life's Web: Dump a lot of group hug creature's out, or use it to sneak out a creature at instant speed.

Value Town

Sunbird's Invocation: This card is all value all the time. Once you get it out, use it to combo more and more group hug stuff together. Play a Beacon of Immortality and pull out a Ghirapur Orrery for free.

Legacy Weapon: Because we have access to all colors of mana, we can easily pay the WUBRG to use this card. Use this like you use your commander, as a vengeance tactic, or use it to protect your allies and put your enemies behind.

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Date added 6 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

40 - 0 Rares

25 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 4.12
Tokens 1/1 G Creature Hippo, Lightning Rager, Rat 1/1 B w/ Deathtouch, Spirit 1/1 C
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