Super gimmicky deck that abuses gods having indy and board wipes.

Alright, so I have put alot of thought into this deck, doing it and redoing it about a dozen times now. The idea of a 5 color EDH god deck isn't intrinsically new, but I had fun making it and playtesting it so far, and I hope you do as well.

One of the biggest mechanics of the deck is getting the cards you need exactly when you need them. It boasts all of the pain fetch lands, allowing you to grab any land type you need at the given moment. Now, the trick with this is you grab the color you need now, but also where the deck uses shock lands, you can plan ahead and also grab a secondary color you will need anywhere from next turn to the end game. It also has plenty of tutor cards, so lands aren't the only thing you can search your library for.

Tips that I can provide: If you are given the choice in the early game, play the Egyptian god, not the Greek. In turn 3, you won't have the devotion to make your gods into creatures, but the chances of having 2-4 creatures, all with P/T 3-6 is much better, allowing Snek and Cat to attack or block, as needed. Gator is a bit harder, as you definitely don't want to sac other gods to attack with her, as well as Jackal and Ibis, depending on your current hand. Regardless, they come online sooner and still add to devotion for the later game.

Turn 5 is crucial. If you have the mana spread to, play Child. It is a threat. A huge, massive, glowing-neon-sign of a threat. 6/6 trample that nukes the field of everything but lands and your indy gods if it dies, to which you just bring it back next turn anyways. It also provides a massive devotion boost across the board. No matter the god played, between itself and Child, it only needs 3 more, which is an easy feat anywhere after turn 5 if you had even a half decent hand.

Now for the wild cards: spirit avatars, the demigods. 5 devotion is nothing to sneeze at for a single play, plus I put in the ones I thought had the best rider effects: extra draws, extra power when swinging, land destruction, just to name a few. I also added the bringers, as they are as easy to cheat to the field as it is for you to simply play your commander. While not the most impressive creatures, being able to draw 2 or use vampiric and traitor every turn is rather nice. Now these creatures are indeed vulnerable to board wipes unlike the gods, but that is a simple judgement call to make. Is it currently worth the mana to lose a few creatures in order to have a completely empty field of opposition.

I also left in all the demigod's enchantments. Anywhere from 1-5 mana is at least +2 to Child (or others) plus rider effects. My personal favorite is Shield, giving flying and indy, meaning you don't have to worry anymore about losing him, so feel free to bomb the field to Hell and back.

Overall, like I said before, its gimmicky. Its not perfect, and there are very solid counters. But it runs well, in every playtest I have ran thus far, and is enough that on turn 10 my friends are crapping their pants. Give it a look, give it a like if you want, and hopefully you can get some joy or ideas out of it as well.


Updates Add

Oh shit. They decided to print even more god cards, another board wipe, and a godly artifact that tells all gods to go fuck themselves. I love it. Update inbound!


Date added 3 years
Last updated 4 months

This deck is Commander / EDH legal.

Rarity (main - side)

30 - 0 Mythic Rares

46 - 0 Rares

4 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.91
Tokens 0/1 Insect, 1/1 Spirit, 1/1 Elemental, 3/3 Golem, 2/1 Cleric, 4/4 Zombie Warrior
Folders Cool
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