Cromat has always had a soft-spot in my heart (he's eating polar bears) and because I have been playing the game for a long time I have the lands to support 5-colour, so why not?
I used to call this 5-colour good stuff, but I realized that although the deck uses a lot of powerful cards, I specifically avoid degenerate combos. The ultimate plan is a nice consistent overall power level and a commander damage kill with the man. I am constantly swapping cards in and out when I want to try something new, so let's call it 5-colour fun stuff (haven't you ever wanted to Door to Nothingness someone on one turn and then fire off a giant Last Stand the next?).
You mana fix and ramp, playing out whatever fun spells the deck gives to you. Because of the variety of spells the deck is very resilient and can usually find an answer to any board state. Cromat himself is just as resilient; make sure you always leave mana open to protect him with his abilities when he is on the board. You've got exalted triggers to make him bigger and a couple ways to give him double-strike.
Always happy for suggestions and +1's, thanks for looking!
The wake is just better, my experiment with Unexpected Results has come to an end. I like the idea of having the Ravine in there as an extra creature.
With the legendary rule changing Vesuva isn't as useful. Also, my fixing is pretty nuts in this deck now, don't need Vesuva to clone for fixing anymore. Picked up the Volcanic island and would rather run it since I can fetch and it vibes better with Collective Restraint etc.
Replaced Numot and the Sphinx with Treva and Prime speaker mainly because I wanted more green targets for GSZ and Natural Order. Also a nice bit of life gain and card draw from those two. The collective restraint looks nice here since it should almost always be 5 by the mid game.
Thanks for the comments.
Bathory, I like Crystal Quarry and Fist of Suns. I will pick up a copy of each. Coalition Victory is banned in the format, unfortunately! That would be a pretty sweet way to win.
Lhurgyof, those are both good choices. I don't own a Maelstrom Wanderer, but I would like to. I used to run the Red Bringer, but swapped him out when I got the black one. I can see myself putting him back in some day, it's a very powerful effect.
I like what you have, wouldn't remove anything. Some of thing things I'm toying with include Charmbreaker Devils Hex Genesis Wave Clan Defiance (meh) Recurring Insight Aurification Collective Restraint and if you feel like it Howling Mine and Temple Bell ect... good luck.
Hey, thanks for the compliment Rofelos. I like the idea of Collective Restraint a lot, I should be taking advantage of all my land types. Charmbreaker Devils could be good for the late game too as I usually have a lot of decent spells in my bin by then. My only concern with the devils is that my group runs a lot of GY hate.
In my experience Hex can be a bit of a trap, it just does nothing if there aren't six targets. You may also find yourself targeting your own creatures to make up the difference, which sucks. Decimate has the same issue, but it's too good not to run.
I usually have enough of my own card draw that I think I will avoid the 'each player draws' route.
Added Last Stand to my maybeboard (to acquire!). Will give it a shot.
Thanks, but the deck was built for the Cromat. I like using all of his abilities.
Hey rathalos3000, I really want to include a Maelstrom Nexus , I've been keeping my eye out for one in trades. I think I would throw it in there in place of the Conflux , even though Conflux can set up big wins in the late game.
Thanks for the comment!
Disregard my last comment, I didn't see it listed in your deck but I do now.
Yup, Chromatic Lantern is a must! Thanks for looking.