Maybeboard


The Goal

So I like big things, and I like interactive things. So lets take things, put interactive dice on them, and make them big!

Kill Conditions

We're going to be mostly just smashing things in the face with big things.

Ramp

Astral Cornucopia pulled up for 3 mana(We will be proliferating this later), Sol Ring, and Gilded Lotus will be what we are using to get ahead on the artifact mana.

Birds of Paradise, Gyre Sage, Omnath, Locus of Mana, and Rattleclaw Mystic is going to be our creature based mana acceleration.

Xenagos, the Reveler puts out a lot more mana than you would expect as well.

Animar, Soul of Elements works as psuedo accelleration as he lows costs of consecutive creatures.

We will be pulling through our deck faster with Tezzeret's Gambit, Fathom Mage, Domri Rade, Jace, Memory Adept, and Sarkhan Unbroken.

Don't be afraid to drop an early Green Sun's Zenith on a Birds of Paradise or Gyre Sage for mana early or even better a Fathom Mage.

Dealing with Counters

The majority of our creatures will be generating their own counters by default, but we need to be able to manipulate them.

Llanowar Reborn, Increasing Savagery, Soul's Might, Ezuri, Claw of Progress, Forgotten Ancient, Master Biomancer, Simic Fluxmage, Simic Guildmage, Spike Rogue, Spike Weaver, Bioshift, and Strength of the Tajuru let us get counters on the creatures that are otherwise difficult to get started, such as Master Biomancer.

Once counters are on the things we want, we have some powerful tools for increasing them. Contagion Engine, Contagion Clasp, and Inexorable Tide are going to be pumping proliferate constantly, which also affects our Planeswalkers.

Doubling Season, Primal Vigor and Kalonian Hydra make counters get out of hand real fast.

Staying Alive

We are running some enchantment and artifact hate with Calming Verse, Hull Breach, Vandalblast, and Naturalize. All of which should allow us to keep our Doubling Season, Inexorable Tide, and the rest of our own tools alive.

We have only two Counterspells in the deck, so hold on to them and only use them if something really nasty is hitting the table, or our win is being severly threatened.

Cyclonic Rift can either end a game, or just get rid of all the nastys temporarily.

Asceticism, Chasm Skulker, and Experiment One help against sweepers.

Clearwater Goblet is the only real life gain this deck has, but with proliferate it can get out of hand quickly if it goes undealt with.

Lux Cannon with proliferate is ridiculously strong at controlling the board.

Spike Weaver is a repeatable Fog. Beautiful.

Homeward Path keeps our creatures under our own control.

Maze of Ith can shut down a heavy hitter every turn.

Suggestions

Updates Add

Making major changes to the mana base. Cutting almost half the non-basic's, and some of the less harmony bringing additions for basics, ramp and fixing. This should help with consistency.

Cutting:

Land (12)

Flamekin Village

Gruul Turf

Hinterland Harbor

Izzet Boilerworks

Reliquary Tower

Simic Growth Chamber

Steam Vents

Stomping Ground

Sulfur Falls

Temple of Epiphany

Vivid Creek

Vivid Grove

Artifact (2)

Astral Cornucopia

Contagion Clasp

Instant (1)

Strength of the Tajuru

Planeswalker (3)

Domri, Chaos Bringer

Jace, Memory Adept

Xenagos, the Reveler

Creature (1)

Spike Weaver

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Date added 7 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

44 - 0 Rares

14 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.32
Tokens Beast 3/3 G, Experience Token, Saproling 1/1 G, Squid 1/1 U
Folders edh
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