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A rebuild of one of my original EDH decks, piloted by Selvala, Explorer Returned I've avoided the whole Paradox Engine Umbral Mantle Sword of the Paruns route, and theres no real lifegain synergies, but the deck ramps fast and hard, and always has an answer for everything. Below are some of my thoughts and details on the deck, have a read if you want some ideas/are curious.

This is a rather typical GW midrange deck, piloted by Selvala, Explorer Returned. The typical plan is to get our commander out as early as possible, then use her ability on turn 3 or 4. This should gain us a fair amount of mana, allowing us to play either a large, powerful creature or a utility card of some kind, such as ramp or card-draw. The deck can then transition into an aggressive playstyle, hitting people with large creatures and huge threats, or a more controlling playstyle, policing the board and going for the late game. True to its name as a mid-range deck, both of these plans are totally viable, and the deck's power is usually showcased.
- You enjoy playing powerful creatures that impact the board

  • You enjoy a deck that has a lot of removal

  • You enjoy drawing cards in a deck without Blue

  • You would like a low cost commander that can be used politically

- You aren't a fan of winning with combat damage

  • You prefer more destructive strategies

  • You need to have counterspells in your control decks

Selvala is a low-cost, low-threat Commander that ramps us hugely in the early-game, as well as providing us with a steady source of card draw. She really shines in games with more players, as her mana and life per-turn increase with the number of players. She is also one of the few generals in GW that supports multiple strategies. Selvala was the one of first Commanders I ever used, and originally I went with a mess of lifegain, Angels, Wraths and Equipment. That deck lasted about a year, then was swiftly cannibalized for cards. Two years later, with a whole lot more EDH experience under my belt, I've rebuilt her into what I believe is my most competitive and consistent decks, and while it could still be more powerful, I like the deck where its at. If needed, the combo cards can easily be removed for value-cards if the current playgroup dislike combo.
Cast Selvala as fast as possible, then ramp out large threats. This is the go-to plan when starting a game, but it depends entirely upon your hand. Ideally you should be able to cast Selvala on turn two, which means you'll have a 6 drop down on turn three fairly often, or else you'll have played that much mana worth of spells.
Selvala often comes out on turn two, with the help of a variety of Mana-dorks. We also have a traditional land-ramp package to help us accelerate to our large threats even faster. Much of the creatures that ramp can also be re-used for value, Like casting Eldritch Evolution on cards like Wood Elves or Solemn Simulacrum that have already placed a land upon the battlefield.
The deck is very much midrange, and that means we need plenty of answers to the degenerate things the folks across the table are doing. Cards like Path to Exile and Swords to Plowshares exile creatures for minimal cost, allowing us to gain massive advantage. We also clear the board of artifacts and enchantments pretty cleanly with a whole host of creatures and spells, such as Sylvan Reclamation, Acidic Slime, Reclamation Sage and many more. As for mass removal, we have good old Wrath of God and the ever useful Austere Command.
The main part of the deck are the creatures. Our main goal is to ramp fast and hard,dropping powerful creatures ahead of the curve while building up resources for an eventual combo or Craterhoof Behemoth finish. Our key finishers are Avacyn, Angel of Hope, Craterhoof Behemoth, Nyxbloom Ancient and Sun Titan. All of these cards are insanely powerful, and Sun Titan in particular can generate a lot of value. One of my favorite synergies is to tutor for Dauntless Escort with one of the many creature tutors, then the following turns tutor for a Sun Titan. If both of these creatures are on the board, then you can Sacrifice the Dauntless Escort every turn to protect your board, and attack with Sun Titan to return the Dauntless Escort each combat. This board state is pretty powerful against most decks, and doesn't cost you too many resources.
More recently I've raised the power on the deck, and decided to finally introduce a couple of combo kills to provide a more clear route to victory. I did this to help stop grindy games where combat gets locked down and nothing much happens for far too long. These combo's can of course be taken out if you aren't a fan of them, and I often remove them when people don't want to face the threat of a sudden demise. If cutting them, just replace them with good value cards like Selfless Spirit, Selvala's Stampede or any other solid card.

One of our main combos is Devoted Druid and Vizier of Remedies. These two cards generate infinite Green mana, which we can then use to either cast a huge Finale of Devastation searching out Craterhoof Behemoth, or we can tutor up Walking Ballista and ping our opponents. There's also a combo interaction between Spike Feeder and Archangel of Thune, which makes our creatures infinitely big and gives us infinite life, which then allows us to use Aetherflux Reservoir or Walking Ballista to Deathstar our opponents. Theros Beyond Death also brought us the new Heliod, Heliod, Sun-Crowned, who works as a cheaper and more resilient Archangel of Thune for our Spike Feeder combo, and also wins the game with just a Walking Ballista on board. Use Heliod's ability to give the Ballista lifelink, then each ping triggers Heliod, putting a counter on the Baillista, allowing for infinite damage.

Thanks for giving the deck a glance. I really enjoy this deck, and it can be played in so many different ways. I also feel that you can build a list that's of a similar power level by using far less money. My original list was less than $20, and over time I've built this deck into something that's rather unique. Hopefully this list/explanation has given players some ideas or inspiration, as that's why I put these lists on the website. If you like the Deck, give it an upvote so more people can see it. Also, feel free to leave any suggestions; anything you think should be cut/added, but make sure to leave some reasons why. Even if I don't reply, I do check the site often, so I'll read all comments. Once again, thanks, and happy gathering guys.

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Revision 22 See all

(3 years ago)

+1 Emeria, Shattered Skyclave  Flip main
+1 Veil of Summer main
Top Ranked
  • Achieved #48 position overall 6 years ago
Date added 7 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

48 - 0 Rares

20 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 3.40
Tokens Angel Warrior 4/4 W, Plant 0/1 G, Treasure
Folders Cool Commander decks, Interesting Commander Decks, EDH, Others, Decks I Like, Current Decks
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