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X Marks the Spot (New Version)

Commander / EDH RG (Gruul)

krysto2012


A Rosheen Meanderer X-ramp deck. In it's current state, the deck is a little too dedicated to it's theme and (at least I feel) sacrifices too much functionality in the name of the gimmick. Lately I've been trying to cut back on the gimmick, trim the fat and make the deck run smoother, though it goes without saying that Rosheen still needs work.

The overall idea is the deck gets Rosheen online, cranks out fatties, whips out board wipes and aims for a combat centered victory, with either a hefty trampler or a burn spell for the finisher.

The Megaramp

Any deck can ramp up to 10+ lands, but Rosheen aims to spit out threats in bursts. Ramping via lands helps the deck stabilize in the late game, but it's the overwhelming threat that is the deck's primary objective. To that end, the deck has several key cards to help Rosheen jump from +4 mana to +8, +12 and so on.

The deck features Scryb Ranger , Quirion Ranger , Seeker of Skybreak and Thousand-Year Elixir as means to untap Rosheen for +4 mana. The Rangers double on defense, allowing me to open up hefty blockers or simply replay a tapped Forest for an additional +1 mana boost for the turn. The Elixir also doubles as a means of giving Rosheen pseudo-haste. Toss in a Doubling Cube and watch the numbers jump.

Magus of the Candelabra is included for several key reasons: First, he enables me to translate Rosheen's X-mana into normal mana which can be used on non-X costs, Second he enables utility lands to play double duty (Skargg, Kessig and Rogue's Passage), and Third he allows me to play the diplomat by donating mana to other players if the situation calls for it.

Astral Cornucopia may seem like a strictly worse Gilded Lotus (costing 9 instead of 5), however Rosheen's +4 mana mitigates that difference entirely, and the flexibility is more important, however having a CMC of 0 is a little hazardous. Regardless, the occasional 15-mana Cornucopia makes for some fun games.

Doubling Cube , aside from the obvious uses of supercharging my mana, also has the added side-effect of allowing me to, in fringe cases, "unlock" Rosheen's mana, as the duplicated 4-mana will not carry the spending restriction.

The Threats

The vast majority of creatures in this deck are either functional X/Xs or solid creatures that include abilities which have an X in their cost to best leverage Rosheen's mana - they are the deck's bread and butter and getting a 10/10 trample onto the board and starting to draw other player's threats and removals out is important. The deck has to be careful to commit to the board enough to make players react, but never overcommit enough to make take excessive losses. The selection of creatures limits itself to those that either are the most flexible, the most aggressive, have some amount of survivability, or provide some amount of utility. Some important highlights: Jiwari, the Earth Aflame and Arashi, the Sky Asunder double as instant-speed board wipes in hand, Arashi and Silklash Spider do double duty of keeping the skies clear while Arashi is a removal engine. Apocalypse Hydra and vicious hydra can double as spot removal, additionally Hungering Hydra can absorb the deck's own mass-burn spells as a means to buff itself. Lastly Lifeblood Hydra and Hooded Hydra also both provide juicy refund policies for dying in combat.

card:Gelatenous Genesis, Wurmcalling also function as additional threats.

Utility/Buff

A 10/10 isn't actually that much of a threat, some some amount of voltron is necessary to keep the numbers meaningful. Utility lands such as Rogue's Passage , Kessig Wolf Run and card:Skargg, the Rage Pits double as a means of turning a big creature into a gatecrasher. As far as artifact/enchantment removal go, Gorilla Shaman clears out rocks and rings in the early/midgame, kills off boots, shatters swords, and keeps opponents' creatures from threatening mine. Nylea, God of the Hunt provides mass trample - most of the time this deck is putting out 8/8s to 15/15s, sometimes bigger when Apocalypse Hydra hits the board, so keeping them a threat while occasionally also being a source of buffs and/or a fatty herself should go a long way to closing out games.

Azor's Gateway   is included as a means to cycle cards on the cheap - 1 mana to cycle through my deck each turn is a good deal - plus it's threatening enough to potentially draw artifact removal away from something potentially more valuable. In the very unlikely scenario that it flips, this deck is uniquely qualified to take advantage of Sanctum of the Sun's insane mana production. Green Sun's Zenith fetches a selection anti-fliers as well as Nylea, God of the Hunt , Xenagos, God of Revels , Vigor and Gargos, Vicious Watcher Hull Breach is my only source of enchantment removal, while Release the Gremlins and Gorilla Shaman are artifact removal. Solidarity of Heroes potentially turns an unblocked threat into an instakill, and at it's worst is just 2 mana to give a hydra 4 +1/+1 counters at instant speed, which should be good enough. As for voltron pieces, my weapons and armors of choice are Darksteel Plate (for Rosheen, if necessary), Lightning Greaves (ditto, but gives free haste to Hydras for the kill), Sigil of Distinction for a reuseable Hydra and Rancor to keep the threats threatening.

The Burn

I've tried to focus this deck's burn spells to be either the most flexible, the most destructive, or the most efficient as possible. To that end, I've narrowed the list down as best as possible.

Starstorm beats Savage Twister and has cycling. Windstorm adds an extra layer of anti-flying defense, since ground superiority should be easy to maintain. Bonfire of the Damned is a natural choice for wiping out a single player's board. Clan Defiance knocks out two creatures and then domes a player or planeswalker for some free face damage, which is always useful with Hostility. Burn from Within is a difficult call, but my local meta has some pretty annoying indestructible creatures floating around and being able to pick off one target for good can be useful. Comet Storm is a powerful, selective removal spell Subterranean Tremors clears out small, annoying creatures on the ground and sometimes destroys pesky artifacts and rarely summons an 8/8 Gojira. Heaven/Earth Is a two-for one Windstorm and Earthquake.

Other Creatures and Planeswalkers

As previously mentioned, Vigor, Nylea and Xenagos are all included, as well as Gargos - they should all hopefully be self explanatory in function and purpose. Domri, Anarch of Bolas doubles as a mana rock, counter-prevention and removal. Vivien, Champion of the Wilds is both an excellent defensive tool versus fliers, enables flashing in big threats and also can draw threats in a pinch.

Utility Spells and Enchantments

Momentous Fall lets me trade a doomed creature for draws and life. Reverberate either duplicates a nasty spell of my own, or gives me a copy of an opponent's spell. Wildest Dreams and Reap the Past both offer reload options. Bonds of Mortality is my best way to deal with indestructible or hexproofed threats, and conveniently replaces itself with a card draw. Rhythm of the Wild functions as both a means to buff creatures, give haste when needed, and protect against counterspells. Chaosphere neutralizes flying threats completely. Unbound Flourishing is an autoinclude.

Suggestions

Updates Add

This has been one of my pet decks for ages so I figured it was time to really overhaul it with a lot of the new cards that have come out.

I've made a number of semi-painful cuts and taken some time to give some good, hard thinking into what cards are pulling their weight and what cards are there just to support the theme. While I'm all for going all-in on the theme (that's half the point to commander, I feel sometimes), there's now so many available options that I no longer have to just take what I can get, I can afford to be picky with my selections.

Here's a list of some choice cuts/additions to help illustrate my decisions: Protean Hydra for Hungering Hydra I feel like hungry, hungry hydra fills the same niche as Protean but for a faster payoff.

Squall Line and Fault Line for Windstorm and Subterranean Tremors - The whole reason I opted for the former cards were because, with old rules, they could hit Planeswalkers via redirect. That rule has since been changed, so paying the 1 mana premium over Windstorm felt unnecessary - I'm not aiming to kill players via AoE damage, just keep the skies clear. As for Fault Line, while it IS instant speed over Tremors, I felt like I had enough fast removal to justify the change. Tremors adds the benefit of Artifact removal (and while that will hurt me, it'll usually hurt my opponents more) and sometimes an 8/8.

Endless One out - this card always felt kinda boring to me. The 1-mana discount for a vanilla hydra just wasn't nearly as good as the other options.

Citanul Flute out, Azor's Gateway  Flip in. With Endless One gone, Flute was slow, clunky and an inefficient way to generate threats. Why spend 6-7 mana to draw 1 card when I can spend 2 to get a cycling engine online. Realistically, Gateway will never flip, let's be honest here, but if it ever does, this deck has the unique capability of also leveraging the mana efficiently.

Sword of Vengeance out, Rhythm of the Wild in - why pay 6 mana to give one creature haste when I can pay 3? Unlike Fires of Yavimaya, Rhythm has even better upsides.

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Date added 8 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

49 - 0 Rares

14 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 2.41
Tokens Gremlin 2/2 R, Hydra */* G, Lizard 8/8 R, Morph 2/2 C, Snake 1/1 G, Thopter 1/1 C, Wurm */* G
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