Maybeboard


Mono-green storm with Ghalta at the helm.

C H A D S T O R M

Introduction

Chadstorm is a powered down variant of the cEDH deck 'Brostorm' designed to function well in a 75% environment without being oppressive. While our 'plan A' remains the same, create infinite mana and draw the deck, the change from Selvala, Heart of the Wilds to Ghalta, Primal Hunger alters the deck in two significant ways:

1) We are far slower than than Brostorm, averaging turn 5-6 wins compared to 3-4. This gives the rest of the table more time to deal with one or more of our pieces.

2) Our commander can easily eliminate one or more players via commander damage, as Ghalta consistently hits the field turn 4 and usually kills in two hits.

Ghalta is also incredibly resiliant against spot removal as the cost reduction lets us ignore command tax most of the time. In the case of wraths, which are far more common in 75%, there is no easy way to mitigate the damage it does to our board, but the best ways are to either resolve a mass draw spell with Ghalta before the wrath hits, or if the hand is too slow for that, play conservatively until we can combo off in a single turn.

Pros and cons

This might be more appropriate to call 'if you like/dislike'. In any case, the pros are things the deck does that I think people want to do, even if they can't admit to it in public.

Pros:

  • You have multiple ways to win the game.
  • You get to draw an obscene amount of cards and generate an obscene amount of mana.
  • You get to play big green beaters.
  • You will often be the threat at the table.
  • This deck has very complex lines that may take a while to identify, and often feels like a storm deck when trying to go off.

Cons:

  • Due to being mono green, you have very little efficient interaction with the rest of the board.
  • If you feel that infinite combos or tutors break the spirit of the format, this deck is not for you.
  • You will often be the threat at the table, so expect a lot of hate if you are too scary too early.
  • This deck has very complex lines that may take a while to identify, and often feels like a storm deck when trying to go off.


Gameplan

In the first three turns we attempt to ramp into Ghalta in order to enable one of our draw spells, Selvala, Heart of the Wilds, or a Berserk kill. A couple sample lines could be:

  1. Turn 1: Forest, Wild Growth.
  2. Turn 2: Forest, Wayward Swordtooth, Forest.
  3. Turn 3: Surrak, the Hunt Caller.
  4. Turn 4: Ghalta.
  1. Turn 1: Forest, Boreal Druid.
  2. Turn 2: Forest, Yisan Chord.
  3. Turn 3: Forest, activate Yisan finding Arbor Elf
  4. Turn 4: Forest, Activate Yisan, finding Lupine Prototype, cast Ghalta.

Note that you can win without Ghalta out, it just makes it easier to generate the mana and cards needed to get the combo going.

At this point, we should tutor for Selvala and/or cast a mass draw spell to get the remaining pieces needed for the combo win.



Wincons

Plan A - Combo Win

Step 1) Generate infinite mana:

Concordant Crossroads can also help generate infinite mana by giving haste to the dorks bounced by the cat.

While this seems clunky, the amount of draw and tutors makes it fairly easy to find the right pieces.

The most common dork is Selvala, Heart of the Wilds as she taps for 12 with Ghalta out.

Step 2) Draw the deck:

Requires Sabertooth and Selvala -

With infinite mana, Temur Sabertooth bounces Ghalta, recast to trigger Selvala to draw a card. Repeat X times where X is your library size.

This step isn't nececary if an outlet is already in hand/on board.

Step 3) Win the game:

Temur Sabertooth can bounce Eternal Witness to retrieve anything from the grave. Use this to destroy all opponent's permanents via Beast Within and Somberwald Stag.

This also allows you to cast infinite Berserks.

Rhonas the Indomitable can also make the rest of the team infinitely large.

Umbral Mantle can pump any creature with a tap ability, though they won't get trample.

Turn dudes sideways.

Plan B - Ghalta

Step 1) Beat face until it no longer moves:

I don't think I need to explain this one...

Berserk makes this quite a bit easier. Just aim Ghalta at whoever is the threat or whoever seems to be treatening a wrath and voila, problem gone.

Plan C - Biorhythm

Shaman of Forgotten Ways can sneak in wins through it's formidable ability which is nearly always active. The mana is most commonly produced by Selvala + Ghalta or Priest/Archdruid with a board full of elves.



Notable Exclusions

Staff of Domination: This card is stupid good in this deck and I've chosen not to include it for power level purposes. If you were to upgrade, this should be the first card to get.

Otherwise, all of the cards in the maybeboard are cards I have either tested and found to be decent, or cards I want to test but haven't yet. Either way, they could all potentially make it into the final list.

It should be noted that my meta runs fewer board wipes than most, so I've dedicated less slots to protect against that. If your meta differs, Heroic Intervention and Yavimaya Hollow is a good start for protection. Similarly, Autumn's Veil, Savage Summoning and Boseiju, Who Shelters All are good against counterspells.


Suggestions

Updates Add

So, gonna list the changes and then go though some of the thoughts behind em'.

Cuts:

Adds:


I don't think its better, in fact its prolly worse, but I've come to prefer Tooth and Nail over Weird Harvest. This will be a common theme with this 'update'.

So let's get to the second one that's a definite downgrade, replacing Umbral Mantle with Great Oak Guardian. They fill the same role, create infinite mana, but GOG requires an additional piece (Sabertooth or Cloudstone Curio).
Main reason for this change: I found Umbral Mantle extremely boring. I usually don't mind these combos, hell, I play several Kiki decks, but this one just... felt bad.

Karametra's Acolyte is here as another mass producing dork, she does that well, real well. Vines of Vastwood gave way for this. Cutting the protection might be a bad idea, but Vines was often a dead card and so far I haven't missed it.

KailDaemon got me intrigued with his Aetherflux Reservoir testing, so I decided to try it aswell. I don't think it's all that effective, but its real fun, and I have won some games with it that would have been lost otherwise, simply due to the continuous life gain.
Cloudstone Curio was also added to make the storm lines more reliable and just as another copy of Sabertooth. Tireless Tracker and Whisperwood Elemental gave way for this, I can't really say I've missed them much.

Now, some lands! I got a Championship Gaea's Cradle for fairly cheap, so its going in! Reliquary Tower is also going in because sometimes you draw 20 cards and run out of mana, so being able to Crop Rotate for it might be useful, hasn't so far though.

Voyaging Satyr is also going in since it can produce a bunch of mana with either Cradle of Nykthos. I cut three forests for the two new lands and Satyr, and its worked out great.

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Casual

99% Competitive

Revision 20 See all

(5 years ago)

-3 Forest main
+1 Gaea's Cradle main
+1 Great Oak Guardian main
+1 Karametra's Acolyte main
-1 Tireless Tracker main
-1 Vines of Vastwood main
+1 Voyaging Satyr main
-1 Whisperwood Elemental main
Top Ranked
  • Achieved #3 position overall 6 years ago
Date added 6 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

33 - 0 Rares

21 - 0 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.88
Tokens Beast 3/3 G, City's Blessing, Faerie 1/1 U, Wolf 2/2 G, Wurm 6/6 G
Folders Moderately Priced Over $100 EDH, Interesting Commander Decks, 75%, EDH Decks, Deck, EDH, Baller decks for doing baller shit, Decks to Consider, Omnath, Neat
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