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|Eighth Edition (8ED)||Rare|
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(6), Tap: Search your library for a card and put that card into your hand. Then shuffle your library.
Planar Portal Discussion
4 days ago
5 days ago
I'd keep Meren of Clan Nel Toth if recursion is a theme here. Karador, Ghost Chieftain might be good to slide in for that theme, too. They are too good for it. If you're looking to stay on the legendary theme, Planar Portal is legendary tutoring.
You should have about 10 ramps spells. Birds of Paradise is good, and so is Azuza, Lost but Seeking (especially for fixing). The rest I think you're good on. Instead of Demonic Tutor , you could run Final Parting or Jarad's Orders (or both), because they both get a card to your hand and a card to your graveyard to recur.
1 week ago
If you think you can do enough damage before your second main phase then cards like Planar Bridge , Planar Portal , and Citanul Flute could be something to add into the deck to get some of the good stuff out of your deck.
Pretty much the goal of the deck shouldn’t solely be burn, the game plan should be “How much damage can you get done before your postcombat main phase?” since all that burn that happens during your opponents turns won’t matter as much since you are not getting mana out of it.
3 weeks ago
Stomping Ground , Beast Whisperer , Essence Warden , Marwyn, the Nurturer , Mina and Denn, Wildborn , Banefire , Finale of Devastation , Rolling Thunder , Animist's Awakening , Savage Twister ?, Volcanic Geyser , Crater's Claws , Molten Disaster , Blaze , Burn from Within , Collective Voyage , Devil's Play , Zhur-Taa Druid , Fire-Lit Thicket , Ring of Three Wishes , Diviner's Wand , Planar Portal , Freyalise, Llanowar's Fury , Garruk, Caller of Beasts , Insurrection
1 month ago
Alright, let's get back in the field.
Lords and Anthems
A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.
Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general
Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high
Metallic Mimic - A de facto Lord, and is prime for ETB abuse
Etchings of the Chosen - Making your general hard to deal with should always be welcome
Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering
Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost
Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work
Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option
Kindred Boon - Mostly just protection for King and at least is worth considering
Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it
That Which Was Taken - Protection for anything, plus synergizes with Artifact support
Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.
Deep Analysis - Its initial cost can be rough, but Flashback is great,
Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable
Distant Melody - A decent choice for any EDH tribal
Thoughtcast - Solid in anything Artifacts
Greed - It's an option
Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game
Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless
Tutors and the Like
Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.
Scheming Symmetry - Better with more people at the table, but is an option
Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite
Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck
Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap
I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.
Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting
Command Tower - Don't question it
Glimmervoid - Staple for Artifact EDH
Mirrodin's Core - Super budget and requires some planning, but is flexible
Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game
Path of Ancestry Color fixing with perks for casting your general
What to Ditch
This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.
Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.
3 months ago
It depends on what you're trying to achieve. I've taken most of the tutors out ( Planar Portal and Planar Bridge fit the theme), and am trying to eliminate any infinite combos. Some cards like Lux Cannon are in for flavor, since every mad scientist needs a ray gun...
The five cards in my maybe board will be replacing Brainstorm , Basilisk Collar , Rings of Brighthearth , Clock of Omens , and Unsubstantiate . Endbringer is also too mana intensive and Urza needs a mount, so Nezahal, Primal Tide will replace it. Hope that helps.
4 months ago
CREATURES - I've already told you this, but due to the nature of your deck and simply due to the sheer amount of elves at your disposal, I'd suggest ~35 creatures to put in your deck, although there are more good elves out there that aren't currently in your deck (such as Skyshroud Poacher ), a non-elf creature that has great synergy in your deck is Protean Hulk .
Wild Pair , this card is GREAT in a tribal deck, nonetheless a mono-green Elf deck. As once this card is on the battlefield anytime you cast an elf you'll search your deck for another and put it directly on the battlefield; this works for all your elves except for the following four elves Druid of the Cowl , Sylvan Advocate , Talara's Battalion , Steel Leaf Champion ).
An alternative to Wild Pair, or another great enchantment to have, is Hibernation's End as it does what Wild Pair does but better as it guarantees a creature on your field every turn that it's on the field.
Possible cards to get rid of:
Warped Landscape , Evolving Wilds , and Terramorphic Expanse these cards are, despite their commander staple nature, entirely unnecessary as you're mono-green and every land you have minus one is a forest. Ideally, in my opinion, you want 33 lands in your deck.
Presence of Gond , as it's only creatures one elf, and your better off attacking with the tapped elf (or tapping one of your mana dorks for mana) due to your commander
Desert Twister , this spell is too high of a cost for it's simple removal, and while mono-green doesn't have much creature removal, creature removal in green is your own creatures.
Prism Ring , this artifact is also necessary as it more so helps early game and while it works well in tandem with your commander, in an average game it'll gain you 10-15 life on your own. And while it's a nice artifact, and a cheap one at that, it doesn't progress you towards any sort of tactic or strategy towards winning.
Tutors: What you really need are ways to speed up your deck and get out specific cards that you need/want. You already have Primal Command which is great, but you specifically need ways to get any of your artifacts out as all of them are great and help you get going to smash faces in. As such, some ways to tutor are:
Inventors' Fair , this is a land, that I think you should swap with Temple of the False God , as you already have so much mana and mana dorks that an extra 2 colorless isn't that much of a loss in comparison to a have to tutor for Bow of Nylea , Rhonas's Monument , or Door of Destinies .
4 months ago
Hey, thanks for stopping by my deck!
I was considering adding Kuldotha Forgemaster and Myr Turbine to my deck but was wondering if you find the tutor to be relevant enough to justify it over something like Planar Portal or Ring of Three Wishes . Is the sacrifice outlet more important than I seem to think?
Planar Portal occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%