Welcome to Eden

Welcome to the Garden of Eden, home of Karametra, God of Harvests, one of my favorite legendary creatures that has ever been printed in Magic: The Gathering. Here, her army comprised of a menagerie of different creatures including cats, birds, and angels make their home here. Hello all! Welcome to a deck that I love, Karametra, God of Harvests. For some odd reason, people tend to go either a enchantress theme or a landfall theme. I'm not a fan of either builds, so I paved the way for a third path that should've been the most obvious, Karametra creatures!

Also, it should be noted that the deck isn't fully tuned. The deck is built for surviving high-powered metas, but probably won't win. However, the deck can fairly easily crush lower-powered decks.

Note for Suggestions: I absolutely hate the landfall mechanic. Only reason Lotus Cobra is in the deck is it generates mana and I love fast mana generators. If it wasn't for that, I wouldn't of even considered it. Please DO NOT suggest landfall things!

When building my decks, I try and fit cards into a multitude of different catagories. These catagories include Enablers, Card/Mana Advantage, Hate, Protection, Removal, Tutors, and Win-Cons. Some of these cards could only fit into one catagory (Fauna Shaman and Acidic Slime) or cross over into several different catagories (Elesh Norn, Grand Cenobite and Solemn Simulacrum).

  • Lands: Self explanitory.
  • Protection: Cards that protect our stuff.
  • Tutors: Allow us to search our library for what we require at any given time.
  • Wincons: Self explanitory; cards that allow us to win the game on the spot most of the time.
  • Mana Advantage: Cards that give us an advantage mana-wise over our opponents.
  • Card Advantage: Cards that give us an advantage card-wise over our opponents.
  • Hate: Cards that say "F*ck you!" to opponents and not allow them to do things.
  • Stax Effects: Cards that make the game harder to play for our opponents.
  • Removal: Cards that let us, well, remove or stop what an opponent is doing. They have a scary creature? Spot removal! They have a scary board? Boardwipe!
  • Enablers: Cards that enable us to combo off or let us get more out of our cards.
  • Anthems: Cards that give a positive boon to our entire board.
  • Sideboard: Cards that could easily go into the deck and will probably swap out with certain cards depending on the game.
  • Maybeboard: Cards I am thinking about throwing into the deck.

I chose because I already had a large amount of staples for both colors and it involves my favorite color, green. Thats it, really!

The deck is quite strong at getting lands out quickly, especially after getting our commander out. In addition, once we get a decent board, it is quite hard to take down. Plus, since we're usually 7-15 lands ahead of our opponents most of the time, we can usually recover a lot quicker. In addition, a majority of the deck is two or three drops, so a Cyclonic Rift doesn't hose us as much as it should!

Our deck is weak to certain cards being countered, tis why I threw in more cards like Dragonlord Dromoka and Grand Abolisher. In addition, our deck is weak to wrath effects, specifically cards that put -1/-1 counters on our creatures. Usually, if you have something like Whitemane Lion, we can save one or two creatures, or with Aluren and Cloudstone Curio we can save our entire board. As well, the deck is also much slower than most of the competitive tier one and two decks.

Needless to say, Toxic Deluge and Black Sun's Zenith screw us over.

The general stratagy of the deck is to get our general out, and then proceed to play lots of creatures, and get out more lands. There exist two different paths to victory really; Aluren + Cloudstone Curio + Wall of Blossoms/Wall of Omens to draw our entire deck or good ol' classic Genesis Wave into Craterhoof Behemoth.


Updates Add

On June 13 I took the deck to my LGS, and played two games; one against a Thrasios and Kydele grouphug and a Reaper King scarecrow tribal deck. I won by infinitely blinking Craterhoof Behemoth using Temur Sabertooth. The second game was with the same people, except with a freshly brewed Rith, the Awakener deck included. The Reaper King deck managed to combo off using my Aluren, which is always a possibility using that card.

For now, I've noticed once we get a general engine going, we have problems closing out the game. As such, I've begun to test Regal Force in the place of Sigarda, Host of Herons, who has yet to make a significant impact. In addition, I'm currently testing Greater Good in the place of Solemn Simulacrum. I'm running into the issue of not having any enchantments I can tutor with Sterling Grove that allow me to further my board state and refill my hand after emptying it with our large amounts of mana we produce.

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Date added 10 months
Last updated 9 months

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.79
Tokens 3/3 Beast, Clue
Folders Fun Deck Ideas, Karametra
Top rank #41 on 2017-06-19
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Revision 20 See all

9 months ago)

-1 Uncage the Menagerie main
+1 Uncage the Menagerie main