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Make Like A Tree And Leaf Them In The Dust

Commander / EDH* Combo Mono-Green Ramp

aloofmilk


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My personal Selvala deck, as well as my favorite deck and favorite commander. This deck is semi-competitive. What this means is that the deck will lack some of the key pieces for a fully competitive deck, while still including a lot of powerful pieces.

Selvala is a fast and powerful creature based combo deck. If you are a fan commanders like Yisan, the Wanderer Bard, than you'll find this deck quite enjoyable.
  • Pros)
  • -Explosive turns: Your turn 1 is almost always a ramp piece, so that Selvala can always come out on turn 2. By turns 3 and 4 you can have an absurd amount of power in play, ready to kill.
  • -Built in ramp & card draw: Our commander is ramp. On an empty board, she nets you 1 mana. But with any creatures in play you begin to explode. You will pretty much always have the biggest creature in play, and your commander lets you draw cards for that.
  • -Powerful Creatures: Literally. I'm not sorry. Because of the creatures you want to be running to work with your commander, you will have a board full of fatties most of the time. Even when you're not comboing off these creatures are threatening, so you can always be chipping in.
  • -Easy Recovery: Due to a breadth of creature based card draw, large amounts of ramp, and decent recursion, sticking one fatty after a board wipe can often be enough to completely reclaim your board position. This deck can generally sustain multiple full field wipes and still survive.
  • -Everything's a threat: Including our commander, we run 40 creatures, and it adds up. Everything can chip in, and when so many other competitive decks use their life totals as a resource, getting in with a couple of mana dorks for a few turns can add up.
  • Cons)
  • -Commander focused: Your deck is built around your commander. The deck can function without her, but it slows down significantly. It may seem like sticking 1-2 under-costed 5/5s a turn is still good enough, it's a steep drop off from what you can do when your commander is out. Because your commander is such a target, protecting her can be hard.
  • -Everything's a creature: The most common type of removal is creature removal. Every color has it. This means your deck is especially vulnerable to removal.
  • -Removal: Speaking of the above, our removal options are very limited. Green has access to a few pieces of insane removal, but our options are very limited, and by extension predictable.
  • -Fuel: The main reason to play Yisan over Selvala. Every card you play in This deck, other than your commander, is a card out of your hand. This makes us especially vulnerable to discard, flooding on lands, or just outright running out of resources. Our commander's built in card draw is helpful, but not perfect, and it means most of our cards have to be devoted to powering us forward rather than protection. Compare this to Yisan, who pulls cards out of its deck; that deck may not be as fast, but it can run more tech pieces and is overall more consistent.
If you're looking for a complex combo, this deck, or really mono green in general, isn't for you. The deck wants to always have its commander out on turn 2. This opens us up to an explosive turn 3, followed by a combination of more fatties and overrun effects over the next 3 turns. The decks average win is turn 5 or 6 in my experience, although a more optimized version can easily win on turn 4 or 5 consistently. There are 6 creatures in the deck with 5 or more power for 3 or less mana. Playing those on turn 3 allows us to run out a followup threat, some protection, or some card draw. Going T1 Llanowar Elves into T2 commander, into T3 Ghalta, Primal Hunger + Phyrexian Soulgorger + Rishkar's Expertise is one of the most explosive plays you can make in the format.
It's no secret that cards are missing, and I am constantly upgrading the deck as I come into more pieces. Despite this, there are intentional omissions per my own personal enjoyment and/or wallet. If you want to make this deck more competitive, add:
  • -Staff of Domination + Sword of the Paruns + Umbral Mantle : These are probably the most glaring exclusions. They let you make infinite mana and, in the case of staff, draw your deck. I'm personally not fond of infinite, hence the exclusion, but if you're looking to tune the deck completely, they're a must. If you do add them, also consider adding Walking Ballista, as it wins instantly with infinite mana and gets around a lot of answers.
  • -Various undercosted fatties: If the one you're thinking of isn't in yet, it either isn't good enough (see Gigantosaur), or I know about it and just haven't gotten it yet. If you want to include one, just cut a more expensive fatty for it.
  • -Gaea's Cradle: While it's an important include, I do occasionally have to make car payments. An eventual include, but don't hold your breath.
  • -Cavern of Souls: One of the deck's biggest weaknesses is people trying to stop your commander. Drawing this early makes most of your dorks, as well as selvala, uncounterable, and drawing this late makes hoofdaddy uncounterable. It similarly wasn't included because of available funds, but it will be added sooner rather than later.

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Casual

95% Competitive

Date added 6 years
Last updated 5 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

35 - 0 Rares

21 - 0 Uncommons

4 - 0 Commons

Cards 100
Avg. CMC 3.66
Tokens Beast 3/3 G, City's Blessing, Elephant 3-3 G, Wurm 6/6 G
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