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K&T, Landfall - Stolen from MegaMatt13

Commander / EDH Four Color Multiplayer Ramp RGWU Tokens

aphexed667


Matt's Original Deck where I started from.

Like Matt's deck, going wide is the main way to win. Outside the combos in the original I have also picked up some wins with Progenitor Mimic + Archaeomancer/Ewitness + Walk the Aeons

Lastly, there is a 4 card combo with Oboro, Palace in the Clouds + Sakura-Tribe Scout + Retreat to Coralhelm + Any Landfall card. Clunky, but if you can save the Retreat as the last piece to drop, few people can see it coming.

You can see this deck in a very casual game on MTGO in the drop down below this...

Karona - Kynaios - Gisa - Karador Show

Why This Deck is Amazing

I'd like to describe why this deck is so strong by explaining the strengths in the order in which they appear through the game phases and then snowball.

In the early stages of the game you're going to do one of the most powerful things in multiplayer.. be left alone. K&T benefits from preconceptions that it is likely to be a group hug deck, and because the commander gives benefits to all players, many will drop you on the threat level on the early turns of the game. This is why the deck purposefully does not run (too many) powerful 1 - 3 drops like Sol Ring. You want to maintain the idea you don't need to be dealt with. This is crucial during the start of the game as many players tend to build a threat assesment of everyone during this time and lock it in as they get dragged into emotional rivalries or bogged down with complicated lines of play, forgetting to re-asses.

In the mid-game 90% of the time I find myself playing my commander, and just ramping/drawing. I'd let aggression slide here, you're still not ready to pick a fight most of the time. Play setup cards for the landfall kill like Retreat to Emeria, Emeria Angel but remain defensive. Once your commander has seen a few turns on the board K&T's second strength is playing out... the game phases are accelerating. Every player is getting more Ramp/Draw hurtling the game towards those big finishing turns.

You're going to see the late game and it's going to be ahead of schedule. The players who run land lean decks will be a little nervous if everyone else put out their mana and those who did hit mana and played it through K&T will still be holding/drawing up cards with less impact. They built for a commander game with a certain pace and curve in mind, but you know K&T warps that and now your deck building for late game is what is going to get you to the win. Your landfall cards are going to go off multiple times a turn and you'll make wide swings against the most threatening player one after the next. GG.

Tips for playing this deck

  1. Hold landfall triggers on fetches for the late game if possible. This is one of the big utilities of Urborg/Chromatic Lantern
  2. Keep a cool head and don't get into grudges. This deck has an amazing ability to rebuild and explode so do your best to laugh it off.
  3. Think of all your landfall cards as having +1 CMC. Landfall gives much more value playing it a turn later when you get at least 1 trigger right after you played the card. Retreats are the only landfall cards on the list I'd consider playing on curve. This of course isn't the case if K&T is out, you're holding more lands, and you're confident K&T won't be removed as you move to end step.
  4. The land choice could probably be improved, but know that the relationship to the chosen lands and chosen cards in the deck is very tight. You'll run out of basics sometimes, run out of targets for fetches sometimes, so keeping a list of everything in the deck couldn't hurt. I play this deck on MTGO so it is easier for me to see what is coming down the line for my future fetches. On paper keeping track of that is a pain. I also realize the dual lands and fetches are loads cheaper on MTGO and on paper the expense of the lands puts this deck far out of reach of "casual". Matt's original version is very budget oriented and better suited for those budget/paper players.

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Date added 7 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

57 - 0 Rares

11 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.70
Tokens Beast 3/3 G, Bird 1/1 W, Bird 2/2 U, Clue, Copy Clone, Dragon 2/2 R, Dragon Egg 0/2 R, Elemental 5/3 G, Elemental 5/5 RG, Emblem Nissa, Vital Force, Kor Ally 1/1 W, Manifest 2/2 C, Plant 0/1 G
Folders EDH, Built and Loved, Decks, Interesting Decks (copied), immediate make, compare with mine
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