It's like Magic: The Gathering

BUT YOU DON'T HAVE TO KILL ANYONE

...

UNLESS YOU WANT TO

- This is a deck that can "win" as early as turn two, but it chooses not to. I'm not sure why you would go to the trouble to set this combo up and not win, but that's for you to decide. Maybe, like me, you have an LGS that punishes you for winning too early, or maybe you just like setting up a metric tonne of answers and card advantage so that you can sit quietly in your pod and let your opponents' think they can do anything you don't want them to.
  • A quick side note: the commander here is pretty much random, as it's only the access to five colors that matters
- The first part of this combo is the same as any Hermit Druid combo: I run 0 basic lands in this deck, so that when I activate my main man's ability, I put my whole library into the yard. From there, Narcomoeba comes out automatically, and we use one mana to unearth Fatestitcher. Next, all three are sacrificed to cast Dread Return targeting Angel of Glory's Rise. She in turn reanimates all of the humans in the deck, and that's where the combo differs from more competitive variants.
  • My humans almost uniformly provide mana in some form or other. You only need four mana for the next part of the combo (but you'll have much more), and only one of it needs to be . OG Angel here will also bring back hopefully at least 2 out of E-Witz, Archaeomancer, or Izzet Chronarch, and they will target both Splendid Reclamation and Praetor's Counsel.

  • With the 4+ mana from earlier, you will then cast Splendid Reclamation, but only after Renegade Rallier's effect has resolved, targeting Amulet of Vigor. All of your lands bounce back, netting you roughly 30-32 mana. Subtract 8 from that to cast Praetor's Counsel, and now your entire deck is either on your field or in your hand. Drop a Chromatic Lantern so your fetches can actually do something, drop an Elixir of Immortality so you don't draw out, and sit back, reassuring your opponents you never meant to win in the first place, etc, etc, etc...

- To protect the druid and to get him doin his thing faster, I have Lightning Greaves, Concordant Crossroads, and Swiftfoot Boots. Using Silence or Grand Abolisher is good too, but at the cost of extra mana on the turn you want to combo off.
  • Pull from Eternity is also here to help ya boi out if he gets hustled. (I realize Pull also requires some kind of reanimation to work, so I'm working that).
- The combo requires AT LEAST 4 mana to set up, and that's only if you have a way of giving druid haste to begin with. Specifically, you'll need at least (to cast Druid, activate his ability, and bring back Fatestitcher)
  • This increases by one if you have Swiftfoot Boots as your haste enabler, and another 1-2 if you want to protect your combo. To help with this, there are mana rocks, dorks, and the two spirit guides for acceleration.
- Because so much of the deck is combo pieces (working on cutting it down), there isn't much room for good control spells once your combo is set up. I will have the maybeBoard set up later with a list of potential includes.
  • If you want to just win with this deck and go the genocide route, just throw in a Torment of Hailfire or go with the original Druid combo, with LabMan and Hapless Researcher. Or just build something faster and better than Hermit Druid. Don't waste your time doing things you don't want to. Live your life. Don't let anyone tell you what to do. Word.

  • Also, yeah, this deck is expensive, and that's even without the OG duals. IF PACIFIST RUNS WERE EASY EVERYONE WOULD DO 'EM.

- This requires a SIGNIFICANT number of cards to NOT be in your opening hand or any of your draws, so prepare to do a lot of mulligans if you want to get the combo right. Cards like Winds of Change are there but only go so far. Also, a good hand should contain a tutor and some ramp.

you IDIOT

IN THIS WORLD...

IT'S KILL OR BE KILLED

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

51 - 0 Rares

17 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 2.15
Tokens Bird 2/2 U, Treasure
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