Goals: This deck is about getting Ghalta in play by turn 4-5 and keeping her in play. We have a bit of ramp to get us going but rely more on generating high power creatures with the efficiency of green.

Draw Power: We are running almost every creature cantrip to keep our hand and board full of creatures. Two utility lands can help for slow games. There's also Rishkar's for an explosive turn to help close out games.

Ramp: We are only running a few staple ramp cards to make opening hands easier to keep. This is not an Elf tribal deck and Ghalta's ability actually makes casting big creatures preferable to ramp

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Comments

97% Casual

Competitive

Date added 2 years
Last updated 8 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

39 - 0 Rares

17 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.67
Tokens Beast 3/3 G, Cat 2/2 G, Copy Clone, Foretell, Human 1/1 W, On an Adventure, Phyrexian Germ 0/0 B, Plot, Spirit 4/5 G, Tyranid 5/5 G
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