Karametra, God of Harvests
Legendary Enchantment Creature — God
As long as your devotion to green and white is less than seven, Karametra isn't a creature.
Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle your library.
|Have (3)||Bluboltar , Forkbeard , gildan_bladeborn|
|Want (3)||TheMagicFanatic , colind123 , Lightwatch|
Printings View all
|Commander 2020 (C20)||Mythic Rare|
|Secret Lair (SLD)||Mythic Rare|
|Born of the Gods (BNG)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Recommendations View more recommendations
Latest Decks as Commander
Karametra, God of Harvests Discussion
1 month ago
Desolation Twin Yeva, Nature's Herald Sigarda, Host of Herons Vexing Shusher Neheb, the Eternal Rampaging Baloths Caller of the Pack God-Eternal Rhonas Nylea, God of the Hunt Karametra, God of Harvests Quartzwood Crasher Proud Wildbonder Swiftblade Vindicator Champion of Lambholt Bloodbraid Elf Forgotten Ancient Vigor Selfless Squire Gyre Sage Scute Mob Managorger Hydra Legion Loyalist Dragonmaster Outcast Feldon of the Third Path Kiki-Jiki, Mirror Breaker Bramble Sovereign Thornscape Familiar Garruk's Packleader Runic Armasaur Sakura-Tribe Elder Wood Elves Springbloom Druid Birds of Paradise Whiptongue Hydra
1 month ago
My friend made a very similar deck to this using Morophon, But I definitely see Sisay being a much better option. I'm gonna give him that advice. The biggest difference between his and your deck is that he ran the whole suite of OG Theros gods. The early game can be kinda rough but once one god gets turned on generally all of them do. Karametra, God of Harvests was a huge power house for him.
2 months ago
They play creatures, I steal them and swing them back, should be fun, right?
Nope, mana screw hits hard. He's ramping and ramping and filling his board, and I've managed to drop a Goblin Bombardment. I eventually hit a Treacherous Urge for his Kozilek, Butcher of Truth, but I'm not doing well.
He's ramped enough now to throw down Storm Herd.
Hey, I get to do something. Reverberate.
Now we both got an army of 1/1 fly pegasus but he's got the advatage still. Hmmm...
Oh, right. I've got Goblin Bombardment.
I manage to win the game by throwing all my pegasus at his face.
4 months ago
I mean, you should probably include Xenagos, God of Revels for damage increase and Karametra, God of Harvests to drag all the lands out of your deck, but that's for spiky losers. Wurmhatching for the lols!
4 months ago
4 months ago
We would also need to firmly address which card is a tutor.
For example, does Karametra, God of Harvests count?
- "No, Timmy you F-ing moron! She doesn't count!"
- "A tutor let's you search your library for a card!! The best ones put them straight into your hand or even onto the battlefield!!"
Okay. Read her card again. Pretty sure she's tutoring out basic lands for you.
4 months ago
Hey, the manabase could use some improvements. To clear some deck price for land upgrades could cut Karametra, God of Harvests, Protean Hulk and Path to Exile. This would provide about $24 to use to improve the manabase.
- Command Tower
- Exotic Orchard
- Yavimaya Coast
- Prairie Stream
- Canopy Vista
- Sunpetal Grove
- Port Town
- Fortified Village
- Ash Barrens
More mana dorks are good here because they ramp and trigger Chulane. This kind of ramp is better than land ramp spells that only search for basic lands.
- Birds of Paradise > Hunting Wilds
- Faeburrow Elder > Far Wanderings
- Elvish Mystic > Explosive Vegetation
- Fyndhorn Elves > Circuitous Route
Whitemane Lion is a good creature with Chulane because it has flash. Eladamri's Call is a powerful budget creature tutor. Neoform is another powerful budget tutor that puts the creature you tutor for onto the battlefield. Wargate can tutor for any permanent card and put it onto the battlefield. Cards to consider cutting for these are: Baloth Woodcrasher, Moldgraf Monstrosity, Eternity Vessel, Walking Atlas.
Good luck with your deck.
5 months ago
That's what I was leaning toward, Dylan. Here's why:
Between all 10 Guild Signets, Arcane Signet and Fellwar Stone I have access to 12 stones that produce a wide array of colors. Now I could add in Coldsteel Heart, but this enters tapped and only allows me one color, so I'd rather not limit myself so heavily. There are about 10 or so lands I have identified that can also produce any color mana with little downside, on top of the 10 shocks and 10 fetches.
So I think I can build a robust enough mana base to pay for a 10cmc Commander relatively quick. What'd I'd need from to speed things up is draw.
Draw is the single most important aspect of this deck, because without it I'd eventually run out of cards in hand. So, for the purposes of this deck, I think high-impact draw spells such as Sphinx's Revelation are actually well worth it. There is, of course, Karametra, God of Harvests but unfortunately she seeks out basics. Between 10 shocks, 10 fetches and 10 that produce all colors, I already have 30 lands accounted for. If I go even just two of each basic, that's 40 lands in a 99 card library.
Add on top of this the 12 stones I've mentioned and I have a staggering 52 mana-producing cards, leaving me just 37 of them left available to me.
If I put in 25 Gods, this means I will be on average drawing a God every 3rd - 4th turn. This however leaves me with a mere 12 cards left to work around.
This is where the difficult part comes into play; Between the shocks and fetches, that's a staggering 30 life that could be paid into them over the course of a full game. So, naturally I'd want some cards to regain said life.
I want to plan for wraths, as with my Gods being Indestructible I want to blow up the battlefield and reset the game, allowing me openings to swing in for the win. I feel that in order to appropriately push this, I'd want at minimum 5 wraths or wrath-like effects. I think I have settled upon:
This leaves me with just three cards for draw. Bare in mind, Sphinx's Revelation is already listed and Karametra, God of Harvests effectively acts like draw. Something I think a lot of players miss is that there is a difference between draw and card advantage. What Karametra, God of Harvests does is give you card advantage by putting additional cards onto the battlefield. For each 1 creature you pay, you get an additional land for free. This means you remove a card from your deck, thereby increasing the percentages and chances of drawing into something better.
The same is true for fetch lands - Using one land to take another land out of your library is effectively removing 2 cards, meaning you improve percentages.
Between Sphinx's Revelation, Karametra, God of Harvests, Keranos, God of Storms and Ephara, God of the Polis there's a decent amount going on. There's also The Scarab God who I can use as an exile effect against graveyards to give me more bodies on the field, which in turn translates to scrying. The Locust God also works for draw, as well. So that's six already named in the base set. I still have 3 cards left to build into the +99.
Blue Sun's Zenith is an obvious must-have as it ensures replayability. With the insane density of mana in this deck, I'd be stupid to not play it.
I honestly feel Thopter Spy Network is a good choice as well, because not only does it give me 1/1 flyers as chump blockers while I wait on devotion to kick in, it also gives me card advantage when they deal combat damage. I think many players overlook the second ability on this card, as it rarely sees any play in any deck out there.
Finally, I think I rather enjoy the idea of Alhammarret's Archive. It gives me a guaranteed 2nd card per draw, gives me additional resources with all of the above-mentioned draw worked in by the Gods, doubles up all of the X-draw factors, and really helps me push forward the regaining of life.
Now I obviously don't "need" to run 25 Gods, however I want to ensure I am always able to put pressure on the boardstate.
So, for now, that's where I'm sitting. It's about shifting resources and honing in the design to make it both faster and more aggressive.
I know it won't be on par with Ur-Draogn, Scion, Jodah or some of the other more robust 5c Commanders out there, however it's a unique and fun design that's honestly really difficult to stop.
That's why I've settled on Progenitus. He's harder to get out at first, but he damn-near instantly turns all Gods into viable creatures. Morophon, the Boundless still needs to wait to turn them all on, and it could be several turns before any one of them come online.
Having said everything I did in here, the truth is I am building this deck as an excuse.
I really wanted the Stargazer Secret Lair pack so I bought it. I am in love with the artwork and the idea of it just felt so natural to me.
One of the biggest hurdles I've had getting into EDH more is the mana base. The lands in any deck, as we all know, can easily double the cost of it. So, I came to terms and bought all 10 shocks and all 10 fetches. Doing so set me back $430, but now it's a hurdle I no longer face. I can now build stronger mana bases and, therefore, play the game more confidently.
So since I have the Gods from Stargazer and I have the 20 lands, I figured why not combine them into something special and I can just move the lands into whatever deck I need later on.