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Kynaios and Tiro, Lovers of Landfall

Commander / EDH Four Color Multiplayer Ramp Tokens

MegaMatt13

Maybeboard

Sorcery (1)


Description

This is a landfall version of Kynaios and Tiro of Meletis. The deck creates a landfall value engine: ramping lands, bouncing lands, reanimating lands...all the lands! It eventually wins through a token swarm, a massive Kessig Wolf Run boost, or a terrifying Multani, Yavimaya's Acolyte stomping in. Why these guys and not more traditional landfall commanders like Angry Omnath, Mina and Denn, or Asuza? Two reasons:

1) This commander gives access to blue and white as well as the more traditional landfall colours of green and red. Emeria Shepherd, Retreat to Coralhelm, and Admonition Angel are all great landfall cards we now have access to. Plus we get White's boardwipes and Blue's card draw.

2) This commander is far less overtly threatening than the other landfall commanders. I love Gruul, but its powerful aggro makes you a target. This commander allows us to hide behind group hug and control until we're ready to strike.

Read the sections below for more details on how the deck works.

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In a four colour deck, mana fixing is vital so that we can cast our beautiful commanders ASAP. This will start to turn on our "engine" of slowly out-valuing our opponents with the extra card draw and land drop. While it's a symmetrical effect, we're going to be gaining more value off of it due to our multiple landfall cards and the fact that we get to do both the ramp and card draw while opponents have to choose one.

All of the ramp and mana fixing in the deck involves bringing in extra lands as that is the theme of the deck. Some of the key early game ramp and fixing cards:

Lands

Blighted Woodland, Thawing Glaciers, Misty Rainforest, Flooded Strand, Wooded Foothills, Windswept Heath, Terramorphic Expanse, and Evolving Wilds: All of these fetch the types of mana we need. Since they either end up back in our hand or in the graveyard, they will also be helpful later game for more landfall triggers.

Green Ramp

Lotus Cobra, Crop Rotation, Rampant Growth, Grow from the Ashes, Hour of Promise, Khalni Heart Expedition, Cultivate, Kodama's Reach, Sakura-Tribe Elder, and Harrow: These green ramp spells help colour fix and begin to fuel the landfall engine.

Amulet of Vigor is very useful as we're ramping. Most ramp spells bring lands into play tapped. The amulet untaps them, speeding us up tremendously.

Now for the fun part: bringing out the landfall permanents and abusing landfall triggers. Bigger ramp spells and land bouncing helps maximize the value of landfall permanents.

Token Generators: Omnath, Locus of Rage, Rampaging Baloths, Zendikar's Roil, Meloku the Clouded Mirror, Primeval Bounty, Emeria Angel, Retreat to Emeria, Titania, Protector of Argoth, and Avenger of Zendikar, give us tokens from either lands entering or leaving the battlefield.

Board Control: Admonition Angel and Retreat to Coralhelm are landfall permanents that temporarily exile or tap down threats so that our army can get through.

Bouncing Lands: The Ravnica "bounce lands" (eg. Gruul Turf), Thawing Glaciers and Ghost Town all bounce lands back to our hand in order to get more landfall triggers. Having 2 of the "bounce lands" is very useful as we can continually use one of them to bounce back another.

Kefnet the Mindful, Meloku the Clouded Mirror, Multani, Yavimaya's Acolyte and Mina and Denn, Wildborn also bounce lands cheaply for more value.

Extra Land Drops: Oracle of Mul Daya, Azusa, Lost but Seeking, Wayward Swordtooth, Exploration, Mina and Denn, Wildborn, and Burgeoning add to our Commander's ability to spit out extra lands. They synergize well with either the "bounce lands" or Ghost Town in enabling extra landfall triggers.

Opponents aren't going to sit back and allow us to stomp them. Even though this isn't a control deck, It's important to have ways to disrupt opponents' game plans. Also, by this point we're probably running out of cards in hand and lands for landfall triggers. Card draw and land recursion help keep us fueled.

Card Draw:

Pull from Tomorrow and Sphinx's Revelation provide card draw mana sinks for when we have tons of lands in play. They massively refuel us.

Kefnet the Mindful and Thrasios, Triton Hero: mana sinks on a stick that help maintain gradual card advantage.

Nissa, Vital Force, Tatyova, Benthic Druid, and Tireless Tracker: all give us cards from lands simply landing on the battlefield.

Urban Evolution provides smaller card draw and gives an extra land drop for good measure.

Nissa, Vastwood Seer  Flip does a Coiling Oracle impression every turn.

Land Recursion:

Ramunap Excavator, Sun Titan and Titania, Protector of Argoth bring individual lands back from the graveyard for extra landfall value.

Life from the Loam is quite busted in the deck, dredging lands into the grave and then bringing them back to hand for more value.

Splendid Reclamation does this on mass and is discussed in the final section.

The Mending of Dominaria also brings lands back on mass and UNTAPPED. Offers nice creature recursion while waiting for the third lore counter.

Targeted Removal: Swords to Plowshares, Path to Exile, Sundering Growth, Beast Within, and Decimate remove threats.

Board Wipes: Elspeth, Sun's Champion, Martial Coup, and Supreme Verdict help us if an opponent starts getting out of hand.

By this stage we probably have more than 20 lands in play. So how does this deck actually win? It's not a lightning fast aggro deck. The landfall value accrues over time. It can take a while to build up the necessary lands and board presence to win. Once we have a ton of lands, the following cards help to finish off opponents:

Multani, Yavimaya's Acolyte: a massive trample beater that just keeps on coming back. This thing is a serious problem for opponents if they don't have an exile effect.

Retreat to Emeria: Anthem effect that pumps the token army it helped to create.

Kessig Wolf Run: Pumps and gives trample to a creature. With all the mana floating around, even a 1/1 token can swing in for lethal.

Avenger of Zendikar: Another typical green win condition. Get a large army of plant tokens and then drop a few lands to pump them up.

Martial Coup: A one-sided boardwipe that can give you a ton of tokens in this deck.

Mirror Entity: Turns all your tokens into massive beaters. It also combines nicely with Omnath, Locus of Rage. All your creatures will turn into elementals. Pay 0 for Mirror Entity's activation cost, turning them into 0/0 elementals and doing a massive amount of damage.

Overrun: Classic green finisher. I opted for it over Overwhelming Stampede as sometimes I find I only have 1/1 or 2/2 tokens and Overwhelming Stampede wouldn't give as much of a buff in those instances.

Suggestions

Updates Add

This deck gets the most love from Dominaria of all my decks. There are some great "lands matter" cards I am trying out in the deck:

Tatyova, Benthic Druid replaces Nissa, Vital Force . Tatyova is just a great card draw engine. Having to wait a turn before getting Nissa's emblem was sometimes problematic. Nissa is still solid though. I may try to find room for her again.

Multani, Yavimaya's Avatar replaces Ulvenwald Hydra. Multani comes with trample, something the hydra lacked. Also she can recur herself and bounces lands, stuff this deck wants.

Grow from the Ashes replaces Farseek. I love the flexibility of this new card being able to fetch 1 or 2 lands depending on how late in the game it is.

Sylvan Awakening replaces Beastmaster Ascension. Sylvan Awakening can either be a win condition in the deck or protective, giving me an army of blockers with reach and indestructible until next turn. I may try to find room for Beastmaster Ascension again though as it is a good anthem.

Not from Dominaria but Swan Song replaces Rootborn Defenses. Swan Song is just 1 mana and is more flexible. I liked Rootborn Defenses so this is another card that may find its way back in.

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5 days ago)

-1 Overrun main
+1 Eldrazi Monument main
+1 Sylvan Awakening maybe