Maybeboard


You're running through the woods... Away from those things... But no matter how loud your heart beats in your ears, it cannot drown out the snapping of twigs... The rustling of leaves... Your fear only escalates as you realize you can no longer run... You fall to your knees in futility, as the smell of rot fills your nostrils. The last thing you hear as you feel them begin to latch onto you... Is laughter... His laughter

Alright, now that the introductions are out of the way let's get down to business. Ghave, Guru of Spores is a commander that is just dripping with copious amounts of combo potential as many of you might know, but I've, for the sake of my own enjoyment and the enjoyment of others, decided to focus more on the token and counter aspects of this lovable lump of death and decay. I do have some combos, (Notably, Ashnod's Altar + Ghave, Guru of Spores + Primal Vigor , Ashnod's Altar + Cathars' Crusade + Ghave, Guru of Spores , and Karmic Guide + Reveillark ) but that's only if you can't win the game through combat. I used to run several combos and more than 5 tutors, but that just wasn't fun. This version has been a lot more enjoyable and is the testament to my Johnny side being just a bit more prevalent than my Spike side. I hope you enjoy it just as much as I do, especially once I've explained why it's constructed the way it is. So without further ado...

The Token Producers

As you might guess, the first section I want to talk about is the multitude of cards that make tokens in this deck. It's important to have ways to constantly advance your board because a lot of the games you'll win with this deck are the games where your team is just too wide to be dealt with. Not only do we have the ability to swarm our opponents, but even if they clear the board, we should have enough recursion and redundancy to quickly rebuild.

  • Ghave, Guru of Spores - Creates saprolings by pulling counters off of any of the creatures I control. Can also move counters around which is helpful for a few of my other cards which need counters to be at their best. It's my commander for a reason and if I'm doing my job right, you'll see why.

  • Avenger of Zendikar - Can get really out of hand since this deck can easily have about 11 lands by the time you cast this and can even put between 3-4 lands into play in later turns, (My "high score" being 6)... This and Kamahl are usually good enough for a game.

  • Twilight Drover - Makes flying tokens, (2 with each activation). The ability is expensive but can quickly kill people who can't defend the skies. Ghave also does a great job keeping counters on this guy.

  • Mycoloth - Acts as a way of putting utility creatures in the graveyard so they can be recycled. Also one of the best token producers as for each counter that is on him I can put a saproling into play during each of my upkeeps. A lightning rod for removal, but in the games where he isn't dealt with he is a huge threat. Also synergizes with Ghave since I can manipulate his counters as I see fit.

  • Elspeth, Sun's Champion - Makes three soldiers every turn and it's ultimate is insane in this deck. Is also another situational wrath effect.

  • Grave Titan - Very efficient threat that puts 2 tokens into play upon entering and attacking. It's powerful because even if you kill it, I still get a reasonable amount of value out of it. The tokens are even beefier than most in this deck.

  • Hero of Bladehold - Whenever this one attacks it pumps my swarms power and even puts two soldiers into play, attacking and pumped like the rest of my creatures.

  • Secure the Wastes - A token X spell... It was bound to happen. The fact it's an instant means that you can really steal some games if you can cast this on your opponent's turn, untap and have a few pump effects like Kamahl, Fiat of Krosa

Which leads us to our next section...

Pump Effects

Pump effects are the ways in which you make a sea of small creatures into sizeable threats. This is preferably done by putting a ton of counters on all of your creatures (which synergies with Ghave), but doesn't have to be, to be effective.

  • Cathars' Crusade - The most impactful card in the deck hands down and synergizes with Ghave as I can pull counters off of utility creatures. Gets out of control with almost no effort at all.

  • Mazirek, Kraul Death Priest - A new addition that upon being spoiled, made me instantly excited to give it a space. It's like getting a second copy of Cathar's Crusade that's even easier to find with my card filtering, ( Gather the Pack and Commune with the Gods), while also having the benefit of being a creature which I have more ways of getting back.

  • Gavony Township - A modern staple that does an incredible job providing a slew of counters and quickly making my token army a force to be reckoned with. Is basically free, seeing as how it occupies a land slot.

  • Hero of Bladehold - Not only does this card provide soldier tokens, it also pulls double duty since the Battle Cry trigger can easily make the damage I do, nearly double.

  • Mikaeus, the Lunarch - The "Light Side" of a certain combo piece that most decks similar to mine run, this card does an admirable job distributing tons of counters to my creatures and can come down pretty early. Works well with Ghave who can make sure Mick never runs out of counters.

  • Kamahl, Fist of Krosa - A budget Craterhoof Behemoth that has the added bonus of leveraging your opponents into not casting a wrath. "Cast Wrath of God, and those 4 lands become creatures." My primary wincon.

Next is what's known as the core of any commander deck: Ramp and Card Advantage... Barring an unexpected combo or something equally unforseen, you should never, and I mean NEVER lose to someone with less mana available and less cards drawn... Statistically you are a favorite if you have an advantage in both.

Ramp

  • Oracle of Mul Daya - Almost the best thing you can cast on turn 3-4... Or almost any turn for that matter. I honestly am happier to see this in my hand than Sol Ring, and that's saying something.

  • Fertilid, Solemn Simulacrum, Skyshroud Claim, Explosive Vegetation, Hedron Archive - Mid-game ramp that let's me cast my impactful spells ahead of my opponents.

  • Avacyn's Pilgrim, Nature's Lore, Sakura-Tribe Elder, Selesnya Signet, Wood Elves - All do basically the same thing: Smooth out my colors and Ramp me forward in mana. Each one does similar things, but I've found of all my options, these fit my deck the best.

  • Sol Ring - ... Because if it wasn't in the deck, someone would immediately suggest it. Also a turn one Sol Ring is basically the equivalent of casting Time Walk. You're already winning.

  • And honorable mention: Ashnod's Altar - This card allows you to make a burst of mana and if the opportunity arises, can be used in several... shudders intensely... combos. This is not a combo deck anymore, this is only if you really want to go for it

Card Advantage

  • Skullclamp - One of the best draw engines in the deck; it's very difficult to have anything less than a full hand if you manage to stick this. Works very well with Ghave.

  • Dark Prophecy - A new addition but it seems like being a one-sided Fecundity would be very, very powerful.

  • Fecundity - In almost every iteration of this deck, Fecundity has been an all star. Creatures die much more often for us than our opponents so being asymmetrical is hardly even noticeable.

  • Mentor of the Meek - So many of our tokens and utility creatures meet the requirements and 1 mana is such a low price for drawing a card; One of my favorite cards.

  • Bloodgift Demon - A beefy flier, attached to a Phyrexian Arena... While being a bit easier to remove, it does have the benefit of being not just an enchantment, but a threat in it of itself.

  • Phyrexian Arena - An extra card every turn and for such a low price; this card is almost unassuming in its power

  • Evolutionary Leap - Sacrificing a token to get a guaranteed creature is amazing for just 1 green mana per activation. Not amazing if all you want is land but I think this deck more often than not just wants more creatures to put on the board.

  • Soul of the Harvest - The most expensive of my draw engines, but considering it turns all the creature cards I have into cantrips (while it's a shame it's non-token), AND comes on a 6/6 with Trample... It's worth the investment.

  • And the honorable mentions: Courser of Kruphix - While not technically card draw per say, he does make less of your draw steps lands, gives you additional chances to hit land drops when you need to and even stems the bleeding from Arena and Prophecy. (Yes, it's also a bit of a pet card; sue me) What I do know is that every land he helps you play off the top is one more card in hand, and seeing the top card of your deck can help you make informed decisions on when to shuffle. It's really very useful.

  • Yavimaya Elder - Ik what you're thinking but in this deck, I've been very impressed with this card... It makes it easy to hit a couple land drop as I try to set up my draw engines and even "cantrips" letting you sacrifice it to draw a card. Like the creature version of Land Tax.

Suggestions

Updates Add

Some changes I've pondered over the last month:

  • Farseek will come out for Steve (Sakura-Tribe Elder); Farseek can grab shocks but fails to get basic forests. This and Steve's ability to be easily recurred and grabbable by Gather the Pack, Commune with the Gods, etc., are the deciding factors in the change... That and Steve is awesome.

  • Scout the Borders is coming out for something, perhaps Phyrexian Arena; I would feel better having a couple more ways of drawing cards and Scout just doesn't do as much as I'd like... However I must think about whether I have enough Mulch-type effects in the deck to warrant running the reanimator effects, left over from the deck's origin. This might change my decision.

  • Finally, Sigil Captain is coming out for the newest addition, a Cathar's Crusade on a stick known as Mazirek, Kraul Death Priest... This card synergizes so much better with the rest of the deck and has a lot more potential for growth... That, Sigil Captain's color intensive cost and the fact that not all my tokens are 1/1's all contributed to this decision.

These next couple are a lot less concrete in regards to whether or not I'll make these changes.

  • I'm considering the removal of Harvester of Souls and maybe even Soul of the Harvest for more early game draw cards like Dark Prophecy and Vampiric Rites, in an attempt to lower the curve a bit... Then again they're good enough threats... Not sure on these, but it warrants testing

  • Not sure if I have room or whether I have enough ways to fill the grave to make this card worth the slot, but I REALLY want to try out Meren of Clan Nel Toth... This probably isn't the deck for this card but... I can't help but think I should at least test it, perhaps in Ashen Rider or Unburial Rites' spot... Probably the latter

And as always, there's Blood Artist... You'll be in this deck someday, I promise. I just don't know when that day will be.

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Date added 9 years
Last updated 2 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

45 - 0 Rares

16 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.75
Tokens Emblem Elspeth, Sun's Champion, Experience Token, Plant 0/1 G, Saproling 1/1 G, Soldier 1/1 W, Spirit 1/1 W, Warrior 1/1 W, Zombie 2/2 B
Folders Multiplayer EDH, EDH decks
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