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Tolsimir Draw-Go

Commander / EDH*

rco


Maybeboard


I started trying to build something that would take advantage of the dies triggers that Tolsimir generates so easily (thanks, legend rule!). I also felt like a lot of my other decks were a little sluggish, so this is an attempt to build a draw-go style deck with a reasonably tight curve. While my original goal was to play the whole game at instant speed, I've wound up focusing on not having to play anything on my turn in the late game, and included a fair amount of sorcery-speed stuff that comes down early. Here are a few things I could use help with:

  1. All I've done so far is theorycrafting. I think I've cut the utterly useless cards out, but if you see an obvious cuts, please leave a comment.

  2. There are some cards that could rotate in listed in the Maybeboard. If you see an obvious additions, please leave a comment.

  3. Does the ramp look appropriate? When I goldfish, Tolsimir comes down turn 5-6, but I often haven't done much besides ramp before then.

  4. Would this deck be able to close out a game? There's a lot of explosive potential in Cathars' Crusade + instant-speed tokens, and a fair number of other ways to make my tokens respectable, but is it enough?

Thanks!

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Revision 1 See all

(8 years ago)

+1 Scout's Warning maybe
Date added 8 years
Last updated 8 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

1 - 0 Mythic Rares

36 - 0 Rares

23 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.34
Tokens 2/2 W Creature Reflection, Angel 4/4 W, Beast 3/3 G, Cat 2/2 W, Centaur 3/3 G, Elemental 8/8 GW, Elf Warrior 1/1 G, Elf Warrior 1/1 GW, Insect 1/1 G, Pegasus 1/1 W, Saproling 1/1 G, Shapeshifter 1/1 C, Soldier 1/1 W, Spider 1/2 G, Spirit 1/1 W, Voja, Warrior 1/1 W, Wurm 5/5 G w/ Trample
Folders ehd
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