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This is how you play EDH.

Commander / EDH*

Leafbladefighter


Maybeboard


This deck is quite a lot of fun to play. Just ramp and then cst your huge spells. You have enough card draw keep playing huge spells. There are no combos, but there are plenty of synergies. Just play the deck a little and you will see how it works. I'm currently working on the ramp spells, which feel like they could be stronger and are a bit all over the place.

Card Choices Show

Artifact

Akroma's Memorial: Haste, Allows you to attack and have blockers up, basically makes your creatures unblockable, and gives them protection. Very useful.

Chromatic Lantern: Fixes your colors.

Door to Nothingness : Push any player out of the game, no questions asked.

Gilded Lotus: Once you hit five mana, it jumps you to 8, and let's you cast more one-color intensive spells, like Avacyn, Angel of Hope, and Myojin of Seeing Winds .

Grim Monolith: Helps you bridge the gap between small ramp spells and large bombs.

Mana Vault, Sol Ring: Allows you to have very explosive starts.

Thran Dynamo : See Grim Monolith.

Creature

Academy Rector: Let's you find Omniscience. Alternatively, if you don't have it in your deck anymore, or you have it out, Dream Halls and Mind Unbound are great targets.

Avacyn, Angel of Hope: Great card all around, allows you to be aggressive while keeping everything alive.

Azusa, Lost but Seeking: You run 40 lands. You want as many lands drops as you can get.

Blightsteel Colossus: One of a small number of instant kill cards.

Captain Sisay: There are a lot of juicy targets, especially if you run out of threats, but she can find rampers too.

Consecrated Sphinx: Pure card draw. If it survives a round you are going to win the game.

Craterhoof Behemoth: Another instant kill card. It normally is used with masses of small creatures but groups of large ones are also effective.

Diluvian Primordial: Your opponents cards are strong. Play them in your deck. The strongest not-banned primordial.

Iona, Shield of Emeria: It can just lock some players out the game. Bonus points for taking out 2 at once.

Jin-Gitaxias, Core Augur: Lots of card draw. Forces your opponents out of the game.

Joiner Adept : Fixes your mana.

Kozilek, Butcher of Truth: Card draw, raw power, and the ability to deal with problem permanents all in one.

Lotus Cobra: Fixes your mana and ramps.

Maelstrom Wanderer: Card advantage, grants haste, which allows you to kill in one turn.

Mina and Denn, Wildborn : Gives blockable creatures trample and has a weak Azusa affect. Findable with Captain Sisay.

Myojin of Seeing Winds : Indestructible power or pure card draw, your choice.

Narset, Enlightened Master: There are quite a few powerful spells that are fun to cast for free.

Oracle of Mul Daya: More ramp.

Prime Speaker Zegana: Lots of card draw and power. Do you see a pattern here?

Solemn Simulacrum: Ramp and card draw, sad robot still holds up.

Vorinclex, Voice of Hunger: Double our mana and lock down opponents. Exactly what you want from a card.

Xenagos, God of Revels : Haste, double power, allows for a post-combat Prime Speaker Zegana.

Enchantments

Burgeoning: Ramp.

Defense of the Heart: Because nothing feels better than dropping at turn 3-5 Blightsteel Colossus and Xenagos, God of Revels .

Dream Halls: Our own mini-Omniscience.

Exploration: A slightly weaker Burgeoning.

Khalni Heart Expedition : Ramp, and we run multiple ways to get a couple lands out per turn.

Mana Reflection: Once we get it out, we never run out of mana.

Mind Unbound : Given 2-3 turns, it will give you the game.

Mirari's Wake: Powerful, one-sided doubling.

Omniscience: If you play it you win the whole game.

Prismatic Omen: Mana fixing.

Sneak Attack: Surprise! It's a Kozilek! For free! On turn 4!

Instants and Sorceries

Boundless Realms: Double your mana permanently. Not weak to removal.

Conflux: Early game, this spell can set you up for the whole game. Late game it can let you find a Xenagos + Eldrazi and kill someone in one shot.

Cultivate: Ramp spell, generates advantage.

Demonic Tutor: Let's you find anything, adds to consistency.

Enter the Infinite: A wincon and generally fun spell to resolve.

Explosive Vegetation: Ramp, generates advantage.

Far Wanderings : In testing. In theory, it good, but I'm not super into it.

Gamble: Red demonic tutor.

Genesis Wave: Get enough mana, and you can get a ton of huge creatures out.

Imperial Seal: Another demonic tutor.

In Garruk's Wake: One sided board wipes are fun.

Insurrection: Another instant win card.

Plague Wind: Slightly worse In Garruk's Wake.

Rise of the Dark Realms: Late game, I've had a lot of folds to this card.

Show and Tell: Drop an Omniscience turn 3? Sounds pretty good.

Tooth and Nail: Pick 2 creatures to get out. Seems pretty good.

Worst Fears: Fun card, you can kill off one player with another.

Vampiric Tutor: Another demonic tutor.

Suggestions

Updates Add

Honestly not much. Removed Griselbrand and replaced him with Myojin of the Seeing Winds. Switched out two other underperformers. Deck is constantly tuning so let me know if you have suggestions. Have my eye on the black and white preators, but I'm not sure what to cut.

Comments

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Date added 8 years
Last updated 7 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

23 - 0 Mythic Rares

49 - 0 Rares

5 - 0 Uncommons

2 - 0 Commons

Cards 100
Avg. CMC 5.37
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