What this deck wants to do: ramp, generate and store mana, cast big creatures, protect them and yourself, draw lots of cards and win.

And here's how it goes.

This part is pretty obvious but one of the most important ones, we want Kruphix, God of Horizons out as soon as possible. He's a 5 drop so he's not the easiest commander to cast. Our goal should be to cast him on turn 3 if things are going well, or turn 4 if things are mediocre.

Notable mentions here are: Sol Ring, Mana Crypt, Cultivate and Harrow.

Mana Drain can act as a pseudo ritual of sorts, counter a big spell early to slow down your opponents and cheat out Kruphix early is a valid strat, and I'm all for it.

Victory Chimes although at 3 cmc it isn't the best rock to ramp, the potential gain afterwards makes it both a decent ramp tool and a great mana generator before and after Kruphix.

So with Kruphix out we can start getting to work, we need mana, lots of mana. So we have cards that help us generate a lot of it and Kruphix won't let anything go to waste.

While the lands we gain from our regular ramp are a great and all, we should have our sights set on more effective methods like the previously mentioned Victory Chimes that gain us 4 mana a round at a 4 player table.

But it doesn't end there, Wilderness Reclamation basically doubles our lands each round, same as Mana Reflection and Frontier Siege grants us 4 green mana each of our turns.

MVP here is Seedborn Muse giving us 4 times the mana each round.

Good job so far, if everything went well we should have more mana than any reasonable player would ever need. Lucky for us, we are not reasonable.

Casting stuff like Vorinclex, Voice of Hunger, Void Winnower, Jin-Gitaxias, Core Augur and Kozilek, the Great Distortion (besides being huge) will cripple our opponents ability to deal with our shenanigans and make them realize that the great salt flats aren't the most salty thing on the planet.

Ulamog, the Infinite Gyre, Blightsteel Colossus, Emrakul, the Promised End and Kozilek, Butcher of Truth are the beating sticks of this deck and will regulary break peoples backs and could be considered our wincon.

So we got our big baddies out on the field, but what is this? Our puny opponents hold on to a small 1 cmc removal spell in an attempt of rebellion? We have to make sure our decidedly non-hasty creatures survive to swing at them, by making them harder to target or giving them haste, maybe both, why not?

Swiftfoot Boots and Lightning Greaves are both cheap and make our creatures that much more deadly and durable.

Asceticism and Neurok Stealthsuit doesn't make our creatures hit faster but it does make basically all of them untargetable, nice.

and now for the most versatile spells, Counterspells, blue isn't the strongest and most annoying color for no reason, counterspells are extremely strong but their strenght lies in the knowledge of when to cast them. I'm gonna tell you right now, countering their Commander isn't gonna cut it. Save them for the spells that will blow you out of the water or make winning borderline impossible for you.

So that being said here's a few notable ones:

Counterspell the classic.

Mana Drain The Good.

Unwind The Bad.

Fierce Guardianship and the Ugly.

So we did our best defending and countering every roadblock our opponents mustered. But sadly we can't deny it all, some stuff managed to squeeze through and made it onto the board ... so now what? Don't cry little one, cause even a blue and green deck has ways to deal with this.

First things first, some of our creatures ARE removal spells, how convenient. Ulamog, the Infinite Gyre and Ulamog, the Ceaseless Hunger namely.

Some board wipes if we don't feel like having creature on the battlefield Evacuation, Displacement Wave or Cyclonic Rift for biased board wipes.

A single pesky permanent ruining your day? Beast Within, Song of the Dryads or Reality Shift will solve the issue.

and last but not least Ugin, the Spirit Dragon. You would be forgiving for thinking, he's a planeswalker, but don't judge a card by its frame! He's in fact a board wipe and everything else is just the icing on the top.

Having lots of mana is one thing, but we need cards to spend it on. So to make sure we are never out of options, here's card advantage! Don't be afraid to spend it all in one place, Kruphix will lend us one of his many helping hands to prevent us from having to discard.

We got all kinds of card draw.

Big burst of cards Finale of Revelation, Hydroid Krasis and Fact or Fiction

Steady supply of cards Rhystic Study and Loyal Drake

Big Scary Creature that gifts us cards Kozilek, Butcher of Truth and Kozilek, the Great Distortion

and the "absurd amounts of cards" category Consecrated Sphinx and Jin-Gitaxias, Core Augur

While playing our cards the old fashioned way is our primary goal, cheating our devastating creatures out early or searching our deck for a specific card can be strong, and I mean REALLY STRONG. It's almost cheating but not really, so here's a few details.

Defense of the Heart is terrifying and 9 times out of 10 you'll just search for strongest creatures in your deck. This will probaly be the Ulamog twins, Blighty or Void Winnower

Spellseeker will mostly fetch you Cyclonic Rift or Mana Drain and your opponents will hate you for it.

Tooth and Nail is very similar to Defense of the Heart and you should try to cast it with Entwine, but don't be afraid to cast it early for 7 and just cheating out big creatures from your hand, if you're already holding a lot of big creatures that is. This can close out a game surprisingly easy.

and let's end this guide with a bang, a finale of sorts, something like Finale of Devastation. This card is not to be underestimated, spend more than 10 on X and the creature in question get's a power and toughness buff in addition to haste. Cast it for X = 12 and watch your opponents shiver in fear as you search your deck for your Blightsteel Colossus and ponder over which player you'll be deleting with your 23/23 Indestructible, Trample, Infect, Hasty MVP.

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95% Casual

Competitive

Date added 6 years
Last updated 2 years
Exclude colors WBR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

22 - 0 Mythic Rares

37 - 0 Rares

14 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 4.32
Tokens Beast 3/3 G, Bird 2/2 U, Koma's Coil 3/3 U, Manifest 2/2 C
Folders Deck Models
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