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A landfall deck, with a side of creature toolbox. The ramp consists in a ton of mana dorks and cost reducer, to get Karametra out on turn 3/4. Then every creature becomes a land drop that triggers the landfall payoffs (scute swarm, felidar retreat, avenger of zendikar, primeval bounty, field of the dead), and the deck includes a fair amount of card avantage engines that trigger from casting creatures. This helps to make the mana dork matter later in the game, where they would suck in most decks.

The deck has 6 creature tutors, either for synergy/combo pieces, win conditions, card advantage engines, or for silver bullets : hatebears (drannith, collector ouphe), removal (skyclave apparition, kogla, cathar commando, silverback elder), wrath (cataclysmic gearhulk), protection (guardian of faith, selfless spirit, destiny spinner, mother of runes), ...

That was the "fair" aspect of the deck, but there is also multiple combo engines, where each engine piece has a lot of synergies with the deck even when you don't have the full combo.

The combo aspect is based on whitemane lion (and 2 other slightly worse creatures with the same effect), that bounces itself back to hand when you play it, so you can replay it again and again as long as you have enough mana, netting you a land drop on every cast, and the landfall triggers that go with it.

Then there are various ways of making it cost 1 or even 0 to cast: cost reducers like cloudkey, thorn familiar, oketra's monument for the colorless part, and things that make mana from land drops for the W part (lotus cobra, tireless provisioner, tiller engine). Or just Aluren. Then you get to put every forest and plains from the deck in play, and make a million scute swarms/huge cat or plant tokens in the process.

Overall the deck is very consistent, has answers to a lot of common situations, and is very resilient since its commander is very hard to kill, your ramp is in the form of lands (so no artifacts to be sniped), and you tend to draw a lot of cards/have tutors to find what you need to keep going after a wrath.

It is however not particularly fast, since you need 3-4 turns to get Karametra out, then 2-3 turns to setup by ramping a lot, drawing/tutoring cards and playing combo pieces, then one more turn to make a huge board and another to swing with it. So you're only lethal turn 7 to 10 (and you're not locking the game up before that either), so you'll still lose to efficient combo decks or just the table ganging up on you. Which was what I was looking for, a good smooth deck but not oppressive to a table of tuned but not competitive decks.

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90% Casual

Competitive

Date added 1 year
Last updated 11 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 2 Mythic Rares

44 - 13 Rares

15 - 4 Uncommons

11 - 1 Commons

Cards 100
Avg. CMC 2.82
Tokens Beast 3/3 G, Beast 4/4 G, Cat Beast 2/2 W, Clue, Copy Clone, Food, Illusion */* U, Insect 1/1 G, Plant 0/1 G, Soldier 1/1 W, Treasure, Warrior 1/1 W w/ Vigilance, Zombie 2/2 B, Zombie Warrior 4/4 B
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