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This is a Vorthos-oriented Orzhov EDH deck, constructed as part of a Guilds of Ravnica deckbuilding challenge I am doing with my friends, for casual and semi-competitive play. (Deckbuilding challenge rules will be included at the bottom of the description) The objective is to make the deck as tuned as possible using ONLY cards which are thematically and aesthetically appropriate for the Orzhov guild on Ravnica. If it doesn't seem like it fits in the guild, it won't be going in the deck. I'm also trying to retain a 50/50 color split for thematic purposes. I'm aware that I'm jumping through a lot of hoops here, but that's part of the fun!

The deck aims to create synergies throughout several key areas which will provide resource value over time. Firstly, an army of spirit tokens will serve to both protect you from enemy attacks and to maintain offensive pressure, while providing plenty of expendable bodies to sacrifice for various effects. These sacrifice outlets are supported by a handful of repeatable sources of graveyard recursion, so that you can take advantage of your best creatures over and over again. Lastly, the deck has a healthy spread of life drain synergies to help keep your coffers full and your opponents begging for mercy. All of this is supported by a sampling of traditional control elements.

RAVNICA DECKBUILDING CHALLENGE RULES:

1) The Commander MUST be from Ravnica (the plane, not the set).

2) Every card (including lands) must "fit in" with the guild, both visually and thematically. So no Phyrexian Altar in your guild deck, no tribal-looking zendikar vampires in your Orzhov aristocrats deck, etc. Just because something would be good in your deck, or has the same creature type as other creatures in your guild, doesn't mean it fits in. The goal is to make the deck feel 100% visually cohesive, as though plucked right out of Ravnica.

3) Every card must have at least one printing available with the modern-era black border. For some cards, this can be tough-- older cards that were printed with white borders may only have black borders available in foil, but this is fine-- as long as it's AVAILABLE, it qualifies.

4) The deck must be an even 50/50 split between its colors. Each guild is the marriage of 2 colors, and should represent them equally. Generally speaking, to make this easier, I run mono color cards in "pairs". For example, Damnation and Wrath of God; Smothering Tithe and Greed; etc.

5) There is a list of cards which EVERY guild deck must contain: -Lands: Guildgate, Shock Land, Bounce Land, Guildhall -Creatures: One Guildmage (from any block) -Artifacts: Guild Signet, Guild Locket, Guild Keyrune, Guild Relic from original block -Instants/Sorceries: Guild Charm -Other: At least one card for EACH of the printed Guild mechanics (eg. Haunt, Extort, Afterlife)

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99% Casual

Competitive

Date added 11 years
Last updated 3 years
Exclude colors URG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

38 - 0 Rares

21 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.06
Tokens Bat 1/1 B, Human 1/1 W, Human Cleric 1/1 BW, Human Soldier 1/1 W, Servo 1/1 C, Spirit 1/1 W, Spirit 1/1 WB, Treasure, Vampire 1/1 W
Folders Commander
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