Introduction

As it says on the tin, this deck involves ramping up mana to summon forth the mighty Eldrazi army (and friends <3) to utterly obliterate anyone who dares to stand in your way.

This deck is my first crack at the EDH/Commander format, and also my first attempt at building my own deck from near-scratch in general. What could go wrong? (Probably a lot of things, but we're not gonna worry about that now, are we? Nah.)

NOTE! This deck is currently under construction! (Hence it being a Prototype.) For further information on the deck's current state (and how you can help change that), read on!

Decklist

This is by no means fine-tuned, but here is where I'd like to list off the 'categories' of the deck by function rather than type. (Some cards will wind up on multiple lists!)

Mana, Mana Ramp, and Cost Reduction. These cards are the ones that provide you with the mana and summoning power needed to bring in the big baddies to crush your opponents with. This can be done through generating extra mana, putting mana into the mana pool, searching the library for more land cards, and other such means.

Card Draw. If you're busy laying down lands and conjuring up creatures, you're gonna have a small hand rather quickly. To prevent this, some cards help you draw more, so you can keep 'em coming consistently to wreak havoc upon the field.

Tutoring. Sometimes there's just a certain card in your deck you want out, and you don't know where it is in that 99-card stack of yours. Well.. these aren't them. However, they can go fetch them for you!

Buffing. Sometimes you may think your cards are big.. but sometimes you just want them BIGGER. So, these cards can help do just that, adding numbers into your creatures and giving them cool things like trample! A lot of the creatures in this deck are already big, so we don't need a lot... but a little bit more can always help.

Protection. Great, you finally got your commander out- and they're gone. But you had this big baddie up your sleeve- wait, they're gone too. Removal can be heartbreaking, and these cards help to prevent just that, to keep your guys going to crush theirs.

Removal, Countering, and Annihilator. Did your enemy just play their big baddie or greatest enchantment? Did they finally get that commander back on the field? Poof. Now it's gone. These cards can remove things you don't like, stop things you don't like from happening, and forcing your enemy to remove what you don't like. But after these cards, they certainly won't like you.

Graveyard Recurring, Regeneration, and Creature Cheating. With these cards, you can raise the dead and bring back your favorite slain baddies. Either that, or you can cheat baddies from your hand, graveyard, deck, and even cards out of the game onto the field for cheaper.

Big Baddies, Fattys, Heavy Hitters, whatever you wanna call 'em. While some of them are more swoll or weak than others, the fact remains that these guys are your win-con. These are the guys you want out ASAP to wreck face and Hulk Smash your opponent to the time when Valve makes Half Life 3.

Another Settlement Needs Your Help!

And by settlement, I mean myself. (Side-note, I have no clue what that's from; a friend joked about it and it made everyone in the room cringe simultaneously, so that made it sound good enough for this. I'm so sorry.) Terrible jokes aside, yeah, I need help. As I mentioned earlier, this is my first time building commander/EDH, and my first time.. well.. building a deck (mostly) on my own. As such, I'm an amateur; I'm bound to make a ton of mistakes. So, I need the assistance of the wonderful Commander community to finish this thing. To help the people who want to help me, here are things I need.. uh.. help with. (And a few things to keep in note with those.)

  • Ratios. I'm terrible with them. How many creatures, lands, instants/sorceries, artifacts/enchantments.. it gives me a headache just thinking about it. I know this varies from deck-to-deck, but I'd like help figuring this stuff out. Do I have too many of one type of card, or too little?

  • More Ratios. But this time, with the mana-base! How many special lands should I include compared to basic ones, etc?

  • Even. More. Ratios. For this kind of deck, what's the ideal number of card drawers, mana rampers, protection gear, and heavy hitters to include? Do I have too much of one kind of card, too little, or just right (again)? Sorry that this is repetitive, but this is where I tend to struggle currently.

  • Any other suggestions are welcome! If you feel that X card isn't needed, or that X card would fit in nicely, let me know! However, while this isn't quite budget, if there's a great card like Ulamog, the Ceaseless Hunger that isn't in here, it's probably because it is way too expensive for my taste. I'll likely be trying to knock the price down as I continue working on this deck, so be slightly wary of that.

  • If you do have a suggestion, telling me why it's good or bad greatly helps the process of everything, if you can take the extra time to do so!

  • One last thing; please, play nice! Be respectful of others' suggestions and opinions, even if you don't agree. Instead, be constructive, and explain your reasonings calmly. This is a just-in-case part here, but I thought I'd still include it, I guess, for me and others. In other words, please be gentle...

. . .

Oh, you're still here? If you are, thanks for reading this far, I greatly appreciate it! Award yourself a pat on the back, because I can't exactly send a cookie through the Internet. Well, that's it, for now! I'll be sure to respond to suggestions when I can, and highlight updates if I update this! So.. uh.. bye..? Yeah. Bye!

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Date added 6 years
Last updated 6 years
Exclude colors WUBR
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

32 - 0 Rares

30 - 0 Uncommons

12 - 0 Commons

Cards 108
Avg. CMC 4.93
Tokens Beast 3/3 G, Eldrazi 10/10 C, Eldrazi Spawn 0/1 C, The Monarch
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