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This deck's basis lies mostly upon Commander 2016's Breed Lethality and 2015's Plunder the Graves and Swell the Host, focused on the partner commanders' synergy with Greater Good. The deck sacrifices creatures with counters on them for various effects, activating Reyhan, and the common draw-based effects charge Kydele with colorless mana to allow hydras and other X-cost spells to be cast at their most potent. Outright victory can be secured with the few Overrun effects and combat tricks on powerful creatures, but the deck is designed more for interaction and not built with intense competitive play in mind.

The early game is the time for slowly building up forces. With rather limited options on turn 1 and mostly mana-based options for CMC 3 or lower, you may not find that you have a strong presence on the battlefield. With three colors, it is advantageous to settle any color-fixing early on with the help of lands and creatures like Kiora's Follower, Chromatic Lantern, and Urborg, Tomb of Yawgmoth. Considerable ramp also exists in Gyre Sage, Elvish Mystic, Rishkar, Peema Renegade, and a handful of artifacts. Low-cost instants and sorceries can shield you during this time, and unassuming low-cost enchantments are helpful to have earlier rather than later.

Things will begin to speed up in the mid-game. Here, you should start building up creatures and counters. The average converted mana cost is about 3, which means that you will have no shortage of options at this point. Make note of the following: - Cast meeker creatures first, especially those that would benefit from being on the battlefield first (see evolve). - As more intimidating creatures may be targeted, know when to cast them to avoid untimely deaths. - Since untimely creature removal will likely be a considerable issue for you, always have Reyhan and other on-death effects present to reap as much as you can from the deaths. - Avoid sacrifice effects until your position is favorable. - Save recursion and protection for the strongest creatures at your disposal.

The late game, which will likely be most of the game in Commander, starts around turn eight, by which point you should have amassed a significant army or at least a few powerful creatures. For cashing in these creatures for value, you should follow this pattern: 1. Use an effect that sacs a creature for cards, especially if it is about to die (for instance, in the attack step, which would require something instant-speed). 2. Once you draw the cards, either cast a drawn instant immediately, or wait until you can cast creatures and sorceries and continue to step 3. 3. Tap Kydele to cast something that requires considerable mana (like Walking Ballista, Hangarback Walker, or a hydra (Gyre Sage can aid with colored mana)), or cast multiple things--playing cards that benefit from being casted first first and cards that benefit from being cast last later. 4. If possible, sacrifice again for more cards and untap Kydele with Kiora's Follower to repeat this process.

Once you gain enough momentum, you will usually be left with a few creature-based paths to victory: trampling opponents to death, sending in an unblockable giant, attacking post-board wipe, pulling a surprise kill with combat tricks like Bioshift, burning down life totals with Walking Ballista, etc. Make sure to save win conditions like Bioshift, the Ballista, one-sided board wipes, and Overrun effects for these purposes, though you're quite likely to have at least one of them if you've drawn enough cards.

The tags originate from the deck-building template devised by the Youtube channel The Command Zone in Episode 151 of their Command Zone podcast (https//www.youtube.com/watch?v=yJ6m_3J1hjI). Some cards fit multiple categories, so if you want to see the decklist without repeated cards, sort by another category, like type. - The Lands category is lands. - The Ramp category denotes any card that accelerates mana, and does not include things such as manafixing. - The Card Draw category includes any card that directly draws cards. - The Board Wipe category indicates cards that can in some way get rid of a vast array of cards. - The Targeted Removal category denotes cards that can deal with individual threats; I used it to apply to counterspells as well. - The Standalone tag is for any card that does well on its own and does not require another specific card in the deck (except either commander, since those are readily available). - The Enhancer tag includes cards that work with other cards to achieve best results, by either giving or receiving extra value from the interaction. - The Enabler tag denotes cards that cover the deck's weaknesses or otherwise protects the deck from threats it isn't otherwise equipped to deal with.

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Updates Add

I noticed that I tend to win games (by playtesting online) on turn twelve as a general rule, as I have drawn so many cards that I can essentially play anything I want. The addition of Laboratory Maniac helps give the deck a definite win condition.

And I just playtested it now; I cast my first creature on turn five but still won by turn 12. It must be a theme.

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Date added 7 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

46 - 1 Rares

19 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 2.98
Tokens Bird 2/2 U, Morph 2/2 C, Plant 0/1 G, Snake 1/1 G, Spider 1/2 G, Squid 1/1 U, Thopter 1/1 C
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