• The main theme of this deck is a 5 colour god tribal deck. The reason I wanted to do this is because the Theros enchantment gods are so god damn hard to get rid of. When they do become creatures, they turn into massive beat sticks, not to mention the utility of them is awesome. Now there is only one exclusion from this (which I may decide to put back in for tribal sake) which is Nylea, God of the Hunt. I decided to take her out as she doesn’t really do anything too useful, aside from pump a creature +2/+2.

  • For the Subtheme it’s an enchantment deck. This is literally just because I needed a way to withstand board wipes that specifically blow up creatures (which can have a tendency to happen in my playgroup) but still work towards my devotion. Another reason for this is because with Opalescence effects, it cheats my gods into becoming indestructible creatures. It also allows for some really awesome synergy/ combos with the gods as they do often rely on creatures as their main/ secondary ability.

I came the conclusion the best way to make this deck work was to toolbox it as I find the only way to deal with the mana curve is to have the right cards when I need them. If there is a cheaper/ better card option, let me know in the comments. So on with the toolboxes!
  • Maze's End is a mana fix and win condition in one. This deck runs all 10 guild gates for this card so you have all the options to play mana wise.

Planar Portal is in here To fetch anything as a back up or (additional search)for Planar Bridge as well as tutor for the few sorcieries I do run. Specifically:
  • Approach of the Second Sun

  • Diabolic Revelation

  • Captain Sisay is an amazing tutor for this deck as it is filled to the brim with legendary permanents. What he can bring to the table is:
  • Every God Creature Card.

  • Planar Bridge

  • Teneb, the Harvester

  • Planar Bridge is the main engine behind this deck. Once it’s on the field it’s time to hit the ground running. It’s essentially a repeatable Diabolic Tutor and Quicksilver Amulet but for hitting the field for 6? Sure thing! There is no real point mentioning what this can bring out as it’s pretty much anything? Most of the time it will be used to bring out other tool boxes that can increase the board presence.
    Every once and a while you just need that one creature you don’t really care about to block that pesky creature attacking you, or activate an ability. In this deck the token generators we run are:
    Eventually things Die.... it’s a factor of life and MTG. So to prevent that from being a permanent state we have:
    So there is a few cards in this deck that let us cheat around the gods devotion mechanic, as they let us turn them from enchantments into creatures based on their converted mana costs. This also works for chump blockers if your in a pinch as your supporting enchantments can be block,then return to your hand through Athreos, God of Passage. But as your gods are still indestructible this should not be a problem. The cards that allow us to do so are:
  • Opalescence

  • Starfield of Nyx

  • Now the reason why this is great is because we also have a bit of protection in this deck for enchantments. This can make it rather annoying to deal with for your opponents as they can’t target any of your gods, nor most of the key combos. We run Specifically:

    As this deck has a slightly high average CMC, Ramp in every colour is key. Without it we get screwed. But that feeling of tapping a land for 8 mana is so worth it. We run these cards:

    -Zendikar Resurgent

    The one issue with this deck is you dont have room for counters or removal for those annoying creatures or combos that can just kill you or target your board state. so instead, lets just make the damage not affect you. cards like this are:
    So these combos aren’t “game winning” but they might just make our Opponent rage quit!

    there are a ton of synergy combos like this in this deck. I'll post up more as I find them or if anyone points them out.

    How do we win though? you would wanna start by getting Basalt Monolith + Rings of Brighthearth + Voltaic Key + Planar Bridge onto the battle field anyway you can, then take your pick from the rest!

    There are multiple ways to win in this deck. Most of the time its just outlasting everyone else then combo off or through creature damage. the fastest win would probably be a Earthcraft + Squirrel Nest combo as its realitivly cheap and quick to get with Zur the Enchanter.

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