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The Land of Opportunity

Commander / EDH RGWU

Theteebs


Welcome to the Land of Opportunity!

All are welcome here! Everyone is welcome to have the most fun they can with their deck, and the Kings are here to facilitate the game. Everybody (you included) is welcome to try and win the game, but if you try to hamper another player’s fun, You are here to stop that. The table came to play a fun game of Magic, so let’s make sure everyone can do just that.

Is this Just a Hug Deck?

Not exactly. This deck is a political adventure. You are using the goodwill of playing what is mostly a Hug Deck to leverage the other players to attack each other and leave you alone until you can create an opportunity to come out of nowhere into a commanding presence on the board. The main goal of the deck is to make sure that everyone is being treated basically fairly, only stopping things that are detrimental to the game plan of the board, and should you find yourself in a situation where you can run away with the game, being able to finish it out.

What’s the game plan?

In essence, you are a hug deck until two turns before you can win. At that point you become a threat dropping machine. How does this play out?

You want to drop Kynaois and Tiro as quickly as possible, because they are the most consistent hug card in the deck. Sometimes it happens that the first few turns are a lot of ramp and pillow forting, so people may begin to question how much you will actually help them. With Kynaois and Tiro on the field, everyone will be happy. Other than that, drop as many helpful cards early as you can. Borderland Explorer, Collective Voyage, Mana Flare, and even Tempt with Discovery all ramp the table. you may need to convince everyone that you won’t grab anything degenerate, rather that you are grabbing lands to keep helping the table Kami of the Crescent Moon, Howling Mine, Humble Defector, Selvala, Explorer Returned, Dictate of Kruphix, Fecundity, Edric, Spymaster of Trest, Temple Bell, and Rites of Flourishing all draw the table more cards each turn so they can play more fun cards. Lightmine Field protects from wide attacks towards other players, so everyone can keep building their board without too much fear of death. Assault Suit allows you to pass Kynaois and Tiro of Meletis around the table so they trigger each turn instead of just at your end step. This allows everybody (and importantly, you) to grow into bigger and bigger boards.
Once people start developing stronger board states, the role of police officer is bestowed mainly on your shoulders. This is a good thing, as you are now able to politic much more effectively and often with the board. Be sparing when using counterspells, board wipes, and removal spells. Only answer threats that directly affect yourself. This can be tricky, as the balance of the table is volatile during these times. If somebody is able to kill another player, then it may be best to get the other two to gang up against them and thus counter the spell; on the other hand if that player can kill the other two, then you won’t have to, so if you can guarantee that the others won’t be able to stop their doom, it might be best to let it resolve. What is most important in either case though, is to make sure you still have friends whichever way you decide to act. If you do end up needing to use counters or removal, then you can still try and keep them on your side by giving them something in return (Crib Swap, Beast Within, Swan Song, etc.). This will make the blow of countering the winning pieces less sharp, so they won’t be too mad at you. This policing is the main job of this deck during mid game, but it’s not the only thing you’re doing. Keep hugging the table, and start to drop some more dangerous cards under the guise of donating them with Zedruu the Greathearted, or simply by deterring attacks toward you. Omnath, Locus of Rage, Tatyova, Benthic Druid, and Nesting Dragon are a suite of cards that are very beneficial during this stage. You will hopefully be drawing enough cards to be able to consistently drop a land for turn, and one for the Kynaois and Tiro of Meletis triggers to get many landfall triggers. Other key cards in the mid-game are Oketra the True, Seedborn Muse, Ephara, God of the Polis, Kruphix, God of Horizons and other value cards. These allow you to continue growing your board with open mana that you might need for counters, board wipes by sinking them into valuable outlets. These cards can sometimes provide the opportunity you need to jump directly into the end game where you close it out.
When an opportunity comes up where you believe you can win, take it. Usually that comes in the following ways:

Board wipe into a strong board state Show

Dictate of Karametra Show

Avatar of Laughter Show

Combo on an Opponents Turn Show

Conclusion

This deck is all about the politics of making sure you are inevitably going to come out on top. Everything you are doing either helps you more than your opponents or helps you all equally. By emphasizing how much you are helping the table, you are often able to avoid being attacked or even meddled with at all before it is to late to stop the inevitable doom. This is a very fun deck to play, and if you don’t end up winning with a crazy end game play, then you at least played a fun hug deck, and the dynamic at the table when there is a hug deck there is always way more enjoyable

I hope you enjoy this deck! Be sure to +1 if you liked it, and leave any comments about how to make it different!

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94% Casual

Competitive

Date added 5 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

42 - 0 Rares

16 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.72
Tokens Ashaya, the Awoken World, Beast 3/3 G, Bird 2/2 U, Djinn Monk 2/2 U, Dragon 2/2 R, Dragon Egg 0/2 R, Elemental 5/5 RG, Kobolds of Kher Keep 0/1 R, Ogre 3/3 R, Plant 0/1 G, Shapeshifter 1/1 C, Soldier 1/1 W w/ Lifelink, Spirit 1/1 W, Warrior 1/1 W w/ Vigilance
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