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Dawn of the Haymakers (Child of Alara)

Commander / EDH Casual Multiplayer Ramp Theme/Gimmick

nickDigger


What's it all about?

Casting expensive stuff :)

It looks strange!

It's not the usual Child of Alara setup: not many ways to sacrifice the Child, not much emphasis on recurring it and in general not much focus on wiping the board every turn. Instead of keeping everybody down, I want everyone to put everything they have on the table. The benefit of Child as commander is that we don't need to waste room in the deck for any sort of mass removal or other purely control-ish cards and can instead stuff the deck with more monsters and big spells.

How does it work?

The deck consists of three parts: ramp, consistency and big spells. Ramp is there to allow us to play expensive cards without falling too far behind tempo-wise. The cards in the consistency category keep our hand filled, allow us to cheat out big spells ahead of the curve and to recover from disruption. Delve especially is useful to move the Child from the graveyard back into the command zone after we wiped the board with it (its effect only triggers when the Child actually ends up in the graveyard). The big spells are there to fill our enemies' hearts with fear and despair.

One aspect of the deck that might not be so obvious is that it leverages symmetrical effects to its advantage. Cards like New Frontiers, Oath of Druids and Hypergenesis are very strong for their cost but theoretically balanced because they advance every player equally. But because the average power level of the cards in this deck is almost always higher than that of the opponent, the benefit of using these kind of symmetrical effects is much bigger.

Symmetrical ramp effects also make me feel a bit less guilty about the overall amount of ramp the deck is running. Also it's much more fun if everyone's deck gets to do whatever it what built to do instead of having a single player taking huge turns while the rest of the table is sitting their twiddling their thumbs.

Is it fun?

The deck plays very well against all sorts of decks. It's not of the cutthroat-variety but rather geared towards friendly multiplayer rounds. The wide range, density and general size of its threats allow us to attack the game from many different angles and the ramp and draw spells make sure that we are pretty consistent and quick in what we are doing. It's definitely higher up on the power scale but tries not be too restrictive or punishing towards other players. It's all about the joy of casting big spells :)

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Date added 8 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

26 - 0 Mythic Rares

48 - 0 Rares

3 - 0 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 5.84
Tokens Copy Clone, Elemental 5/5 RG, Koma's Coil 3/3 U
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