My latest iteration of Freyalise, Llanowar's Fury, my favorite commander. A hyper aggressive combo oriented deck backed up by the power of every mono green planeswalker ever printed.

I have been playing Freyalise as my main commander ever since she was printed. At first I was playing her in a straight forward elf aggro deck, but I decided in that shell Azuri is just better. Then I moved into a hybrid ramp aggro deck that looked to play big threats, and push damage through over time. I felt like this was going in the right direction but it still seemed like you might as well play someone like green Kamal for that. Then I worked in some other walkers and tokens and felt like I was really on the right track. However if strict tokens is the goal Rys is still probably better at that. So what I ended up deciding to do was go with a superfriends route, and back that up by the massive mana generation available with elves.

Now I don't play commander just to play busted cards so I also wanted a theme to fit everything together and so I did some thinking about what each of the green walkers does and who they are as characters. Firstly there are all of the Nissas. Probably the easiest one to include since Freyalise and Nissa are both elves, both care about creatures, and more off are basically serve the same function in their respective stories. Then there was Garruk, a druid like Freyalise but one that focuses more on the raw power of green mana and calls upon beasts to his aid. So to that end I needed something that tied those things together. Enter Wirewood Savage an elf that cares about beasts, and the Soul of Zendikar the pure spirit of raw power that summons beasts to the battlefield. Then there was Vivien, and Jiang. They are also druids but neither one focuses on any particular tribe and instead focus more on clarity and all forms of life. Then I saw it tokens, Wren's Run Packmaster, Lys Alana Huntmaster and champions for all things green Kaysa and Paragon of Eternal Wilds.

With that set I thought about how to actually make all of this work. I wanted to make it powerful but every card needed a thematic reason to be in the deck as well. To help me ramp I wanted to untap my elves and recast creatures to draw more cards and get more triggers so Wirewood Symbiote seemd like a clear choice, he's done a lot of work for me over the years in Legacy so I figured why shouldn't he be here. However he's an insect and therefore not part of the primary tribes of elves and druids, but Wirewood Hivemaster is an elf that cares about insects so he got a special pet in the symbiote. I wanted to use my tokens to make mana so Cryptolith Rite came in and so did Earthcraft now with that card in I wanted desperately to play Squirrel Nest I loved that combo back in the day and so I needed a way make the squirrels work. Then I remembered Nut Collector a druid that makes squirrels and can lord them with threshold. After that the deck basically built itself.

Now what does the deck actually do? Well the idea is to play out our hand and get to one of the many infinite combos as quickly as possible to overrun all of our opponents at once. To that end we have several ways to make infinite mana and more than a few ways to generate obscene amounts until we can go infinite. Umbral Mantle goes infinite with several of our dorks like Priest of Titania and Karametra's Acolyte plus a few others. Once that is achieved it can then be used to make all of out dudes infinitely powerful with Immaculate Magistrate. Other than that, Argothian Elder can go infinite with a Wirewood Lodge and a Gaea's Cradle or a flipped Growing Rites of Itlimoc  . Elvish guidance helps to make nuts mana with Earthcraft and under the right conditions also goes infinite once you add one of pay off cards. The end goal is to make infinite dudes and kill everybody in a single combat step. We do this using Wren's Run Packmaster and Soul of Zendikar and to help us get there Lys Alana Huntmaster, Wirewood Hivemaster, Imperious Perfect, Squirrel Nest and several of our walkers and Primeval Bounty along with all of the available doublers.

However there are 100 cards and only one of each of those things so we needed card draw and tutoring. Wirewood Savage, Gilt-Leaf Archdruid, and Garruk's Packleader backed up by the additional access to the top of your deck form Garruk's Horde do the brunt of the work but our commanders ultimate as well as primal hunters middle ability and Shamanic Revelation get us the rest of the way. For tutoring we play the whole sweet of Primal Command, Green Sun's Zenith, and Chord of Calling.

As you can see we don't play much in the way of protection or interaction. We are trying to outpace the board wipes not play around them. Even with the hyper aggressive 27 land mana base we can pretty consistently combo off by turn 5 sometimes 6 and as early as turn 3.

Now all that is not to say that we just fold once the wipe happens. We are actually pretty well prepared to rebuild and keep the pressure on the whole game. Our many walkers give us tokes, ramp, filter our draws, gain us life, let us fight threats, give us graveyard recursion, and really everything a green deck could want to do. Plus we have some utility in cards like Bow of Nylea and Primal Command's other modes. In testing the only card I was typically stone dead to was immortal sun since it just blanked too much of our deck, hence why added Reclamation Sage plus with Wirewood Symbiote we get to blow every turn if we need to.

Lastly in a pinch we can turn into a more traditional aggro deck and utilize our lords and cards like Nissa's Chosen to get the beats in early if we have to.

Of course like all big mana decks there can be some sort of awkward hands but excpet very rarely we can work through those in a few turns. Pretty much as long as you can cast Freyalise you'll eventually get out from almost anything. Plus our other filters give us a bit more game than most pure ramp style decks.

Lastly and most importantly, the deck is fun. Playing our little green friends, and making absolutely insane board states that only photos could describe is fun. Plus it definitely rewards you for familiarity and skill. There are a lot of lines and being able to count how each play is going to affect your mana count five turns later can be hard. It is very possible to fizzle yourself by tapping things in the wrong order or sequencing spells incorrectly. So if you want to have a ball doing big maths, making big plays, and looking cool doing it, I think you would like this deck.

Let me know what you think. I am always open to suggestions, questions, or anything so long as its not intentionally derisive. I love criticism because that's how we get better, but being a dick helps no one.

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Revision 2 See all

(3 years ago)

Date added 5 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

26 - 0 Rares

16 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.49
Tokens Ashaya, the Awoken World, Beast 3/3 G, Elf Druid 1/1 G, Elf Warrior 1/1 G, Emblem Garruk, Caller of Beasts, Emblem Nissa, Vital Force, Emblem Vivien Reid, Insect 1/1 G, Morph 2/2 C, Mowu, Plant 0/1 G, Squirrel 1/1 G, Wolf 2/2 G, Wurm 6/6 G
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