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Meletis Landfall - "We Built This City"

Commander / EDH Four Color RGWU

NorrYtt


Maybeboard

Instant (1)


Kynaios and Tiro of Meletis build their city on landfall. Use various land combos to build your fort and eventually win by attacking.

K&T help you make land drops while blocking and keeping opponents happy. This deck needs lots of turns to do its landfalls to gain incremental advantages - it won't win quickly or suddenly. Try to keep a low profile.

Enablers - These are you bread and butter that keep the lands flowing beyond the commander.

Payoffs - These give you rewards for the lands.

  • Landfall - I'm using a large landfall package to give me advantage. Fetchlands can use them at instant speed.
  • Emeria Shepherd - This is probably the strongest card in the deck when left unchecked. Try to deploy it when you can use it immediately. It will draw fire.
  • Dragonmaster Outcast - We easily have 6 lands since our commander kindly jumps us from 4 to 6 early game.
  • Rubblehulk - Usually a huge surprise pump effect. You can help one opponent kill another. Can be cast as a creature in a pinch but it's better bloodrushed.
  • Kefnet the Mindful - The blue Amonkhet god can sometimes function as a spectacular blocker early game, but usually as a draw engine late game that also reuses utility lands like Mosswort Bridge. You must be careful about using this card too much or too little. Sometimes you can stop a Swords to Plowshares by casting an instant going below 7 cards in hand.

Control - We want the game to go long so our land theme powers up, but we don't want to die to infinite combos or damage along the way.

  • Torpor Orb or Hushwing Gryff - We've eschewed ETB triggers in favor of landfall, so these two cards help prevent opponent's infinite combos.
  • Stony Silence - Artifact ramp competes for the same deck slots as our land theme and doesn't really help K&T either, so we've cut them and run this hoser instead. It also stops some infinite combos. And yes, I don't have a Sol Ring on purpose.
  • Maze of Ith - Extremely powerful, can be a surprise with Knight of the Reliquary. Just having this untapped is enough to keep multiple opponents from attacking you with their best creature because none of them want to "waste" an attack against you.
  • Glacial Chasm - Stops you from being damaged but you can't attack. Could be Constant Mists instead.

Combos - these help kill your opponents much quicker than usual:

  • Dark Depths + Thespian's Stage - If you copy a Dark Depths with a Thespian's Stage, the stage has no counters and dies creating a 20/20 Marit Lage token. This is the main offense of the deck and can be repeated.
  • Knight of the Reliquary + Retreat to Coralhelm - This combo untaps and pumps the Knight many times as she fetches and sacrifices all your Plains and Forests while triggering landfall.

Tips

  • Use full art or white bordered basic lands so you can quickly find them in your library. This deck searches for lands almost every turn so save everyone time. I also prefer Revised dual lands instead of beta because the revised duals have white borders which are quick to find in the black bordered deck.

Thanks and enjoy building your city!

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Date added 6 years
Last updated 6 years
Exclude colors B
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

57 - 0 Rares

16 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.94
Tokens Beast 3/3 G, Beast 4/4 G, Bird 1/1 W, Bird 2/2 U, Clue, Dragon 5/5 R, Elemental 5/5 RG, Insect 1/1 UR, Kor Ally 1/1 W, Marit Lage, Squid 1/1 U
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