I'll get into the specific interactions soon, but this is probably the craziest EDH deck I've come up with to date. It's based on two decks that I've built, one for Standard and one for Modern. It is mostly about Landfall triggers and some crazy synergy between cards that can ramp you to a nearly unlimited supply of cards and mana which should be yielding an army of creature tokens and direct damage. The main theme is land recursion and ways to move land from your hand to the battlefield or graveyard, and then back to your hand or battlefield. Fully set, you can simply cast up to six extra lands per turn from your hand and/or graveyard which should be drawing you even more cards to dig for whatever you need.

Probably my favorite janky little combo is playing Scouting Trek on turn 2 with a Countryside Crusher in hand and ready to play on turn 3. On your fourth upkeep you will be guaranteed up to 32 basic lands dropped to the graveyard which will put up to 32 +1/+1 counters on him. Your commander can now be cast and it's ability used to give the Crusher Trample and someone is likely already dead. Next turn you'll be on more of a timer because there won't be a ton of lands left, but enough to where you should be fine. This also means that you've weeded out the majority of your land which leaves your draws to non-land permanents and spells. Nothing left in the deck would be wasteful other than a few "search for basic land" cards which means you should be drawing into creatures. This gives you a good reason to leave a few behind so that you aren't drawing dead, you just won't be able to one-shot someone if you don't. If not, you still have an enormous Crusher that you can easily give Trample to and wipe out another opponent. Obviously this is going to be weak to spot removal, but that's fine. Once you've dumped all your basics into the yard you can focus on the meaty draws and eventually you'll just be able to play those land from your graveyard with Crucible of Worlds or return them to your hand three at a time with Life from the Loam. It would be smart to have these in hand already, but either way it's a big play that should be funny as hell.

The most amazing part about the Crusher is that it doesn't matter how the land gets into your graveyard, it's from anywhere. This means ditching land to Seismic Assault , Molten Vortex , Borborygmos Enraged, Scapeshift, Zuran Orb, Land's Edge , or even Cosmic Larva will buff the guy up. Recurring land drops like Terramorphic Expanse, Blighted Woodland, Evolving Wilds, or Wooded Foothills is sweet by playing them for one landfall trigger, using them to create another, then replaying them from the graveyard with Crucible of Worlds because of any "additional" land drops and sacrificing them again. This will grow your mana pool while also dishing out damage as you see fit from the Assault (or whatever you are discarding with) and also triggering all kinds of landfall. This can be face damage from Valakut, the Molten Pinnacle or Akoum Hellkite for dropping Mountains, or even Tunneling Geopede. It should also be creating all kinds of tokens from Zendikar's Roil , Omnath, Locus of Rage , or Rampaging Baloths.

Land acceleration cards like Ghirapur Orrery and Rites of Flourishing that can be used by everyone works doubly in your favor thanks to Burgeoning and Tunnel Ignus . You get to play two or more lands on your own turn, then if your opponent decides they want to play an extra land then Burgeoning lets you play an extra one for each land they play. Horn of Greed adds temptation since they get to draw a card when they play a land, but so do you. Tunnel Ignus says, well, if you want to ramp that extra land that's fine but it'll cost you. In the end it shouldn't matter what they are drawing into. Board wipes turn lethal when Omnath is on the job and all of your Elemental tokens are ticking time bombs worth three damage each. They make great chump blockers too. You'll have a target on you for sure. A big, scary target.

Without getting into specifics on each and every single card, the final little combo at play besides triggered abilities (which are plentiful) involved Dark Depths. Thespian's Stage, and Vesuva. Now, Vesuva doesn't work with Dark Depths. Not like the Stage does. You play the stage, copy Depths, kill the Depths to the Legend Rule, Stage has no counters because it didn't ETB with any so you get to sac it immediately to make the 20/20 token. If it somehow dies, eventually you get to just replay them from your graveyard as land drops for the turn and do it again. Vesuva is there to pretty much just copy Valakut to double the damage output. The cool part is that it is two separate instances of 3 damage that can be concentrated on one target or divided among two. Being able to pitch Mountains from your hand for 2 damage a piece and then play them from your graveyard for up to 6 damage a piece is sweet. But then Mina and Denn come in and let you pick land back up to your hand which can be tossed to the yard again for even more damage. Way better than casting spells. These are way harder to counter. Obviously the critical component here is the Crucible since it doesn't have multiple effects like being able to pitch cards does. This is where Buried Ruin comes to the party. As long as it doesn't get exiled it serves as basically unlimited recursion for Crucible if it gets destroyed. You can crack it open to bring the Crucible back to hand, play it, then play the Ruin from your graveyard and wait for the Crucible to die to some kind of removal and just do it again.

Anyway, that's the gist of it. Check out


Avalanche!

Standard Hobbez9186

SCORE: 10 | 11 COMMENTS | 1586 VIEWS | IN 8 FOLDERS


and

Mountain Doom

Modern* Hobbez9186

SCORE: 1 | 3 COMMENTS | 201 VIEWS


for the original inspirations for this deck. Let me know what you think, I can't wait to put this into test mode and see it in action for real. Ramp has always proven to be both strong and reliable and I love what this builds up to with crazy tokens and easily repeatable face damage. Thanks for reading, don't forget to vote and comment!

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Date added 7 years
Last updated 6 years
Exclude colors WUB
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

39 - 0 Rares

15 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.06
Tokens Beast 4/4 G, Elemental 2/2 G, Elemental 5/5 RG, Marit Lage
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