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TL;DR: A God tribal deck that makes a hard to deal with board, extremely complicated board state during late game, and then very big creatures to win. (you WILL miss triggers)

To start, you'll want to play ramping rocks as quickly as possible, and cast things like to reduce the cost of the commander, and all the God's in the deck. Other creature ramp includes Kethis, the Hidden Hand, Nylea, Keen-Eyed and Herald of the Pantheon + Starfield Mystic . With only a few of these pieces on the board, you can quickly start casting God's for one mana or less. It is important to also know when to cast Dictate of Karametra + Mirari's Wake , as those will immediately make you a target. Something slower like using Karametra, God of Harvests to put lands into play might be more subtle, but just as powerful. Don't ever pass up hands that have things like Traveler's Amulet or Cultivate unless there aren't nearly enough lands to cast them.

Your upkeep and end of turn phases will rapidly get VERY complicated with enough Gods on the field, and it will be very important to keep track of what God's trigger when during every turn. As well, several cards have "When you cast a creature" written on them, like God-Eternal Oketra, Karametra, God of Harvests and a few others.

For value and card draw, there are a few card combos to keep and eye out for. Primarily, Thassa, God of the Sea allows you to scry at your upkeep, and should NOT be underrated how powerful this is. Ephara, God of the Polis + The Locust God will give you insane value, allowing you to draw during EVERY player's upkeep. To search up a God from your library, Call to the Kindred lets you search the top five of your library and put a God into play for FREE, while Heroes' Podium and Kamahl's Druidic Vow lets you look at the top X cards of your library for a legendary creature (all Gods are legendary) to put into your hand. And finally, Erebos, Bleak-Hearted + The Scorpion God combo ESPECIALLY well, and with Locust God on the field, you can very quickly start drawing three cards per activation of Erebos. (And don't forget to flash Dictate of Kruphix in on your opponents endstep)

One problem with this deck, is 2/3'rds of the creatures are enchantments unless you reach devotion, and while it keeps your board safer for longer, it makes it hard to attack or block during combat (The Eternals and Raze-Boar are the only five who have no restrictions on combat). So things like Altar of the Pantheon can really shine, and is a good subtle threat to outlast your opponents. Enigmatic Incarnation also lets you sacrifice an enchantment to birthing pod for a creature, potentially allowing you to 'devotion fix' if you have a bad board state. If all else fails, Starfield of Nyx can force your Enchantment Gods to become creatures, but most of them will be at lower power and toughness.

For winning strategies, it all depends on what you have on board. Since the deck has little tutoring ability, sometimes you have to improvise. There are three cheap wrath type spells in the deck that let you destroy your opponents board, while keeping all of your indestructible creatures. But for even more fun, casting God-Eternal Rhonas + Xenagos, God of Revels out can make you super threatening in a single turn, even more so with a Dictate of the Twin Gods or using Thassa to make your commander unblockable. Heroe's Podium will buff your creatures through the ceiling if all else fails, and against mill decks, a Primevals' Glorious Rebirth puts nearly your entire graveyard onto the field.

This deck has a few MASSIVE weaknesses however. There is ONE powerful counter spell, Whirlwind Denial, and I have had serious trouble squeezing much more than two board interaction spells into here. Heliod's Punishment allows you to shut down an enemy commander or threat for five turns (and other combo's let you tap creatures, so even longer), and Heliod's Intervention is a cheap instant to blow up things you don't like, or gain life if things look bleak. To fix this, if you were to build the deck, I would recommend switching out five of the scry temples for fetch lands, a flavor choice I made to include them. And just side board Pharika, she is good in literally ONE scenario, and is otherwise just a body on the field or a devotion dork.

Let me know how you would improve this, God tribal has a hard time getting to a 7/10, and this pushes the high end of 6 most days, but it's able to punch WELL above its weight due to it being unorthodox to deal with. (Like, who is ACTUALLY running Shadow Spear just INCASE someone starts casting all the gods?)

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Top Ranked
Date added 6 months
Last updated 2 weeks
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

37 - 5 Mythic Rares

32 - 0 Rares

10 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.82
Tokens 0/1 Insect, None Copy Clone, 1/1 Snake, None Treasure, 2/1 Cleric, 4/4 Zombie Warrior
Folders Cool deck, edh, Fun Commander Decks, MAZZI COMMANDER, gods, Ideas for future Decks
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