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Hello, this is a friendly deck that can actually win games. I'm still in the process of refining the deck so do let me know how to improve it.

The Illusionary Veneer of "Friendliness"

1) Mana Ramp for Everyone: Eladamri's Vineyard , Rites of Flourishing . We haven't added too much mana ramp for everyone, as we still don't want them to be able to ignore our Sphere of Safety or get too far ahead.

2) Reducing/Negating the Casting Cost of Spells: Braids, Conjurer Adept and Helm of Awakening . Braids, Conjurer Adept is especially good for us as we want to get out our card draw artifacts ASAP, and most importantly Avacyn, Angel of Hope .

3) Card Draw: Dakra Mystic , Dictate of Kruphix , Font of Mythos , Howling Mine , Kami of the Crescent Moon , Kumena's Awakening (until we ascend), Rites of Flourishing , Selvala, Explorer Returned , Temple Bell and Walking Archive .

4) Beefing up Attackers (that can't hit us): Vow of Flight and Vow of Wildness

5) Lifegain: Phelddagrif

6) Tokens: Forbidden Orchard and Phelddagrif

With this illusion of "friendliness", your opponents probably won't prioritize hitting you. But what if they do? This is where the next part comes in.

Save the Hippo

1) Deter Attackers: Propaganda for early game and Sphere of Safety for mid-late game. Also, Crawlspace with Fog Bank makes it so that there's only one creature hitting you. How do you stop that other creature? Put a Vow of Flight or Vow of Wildness on them.

2) Enchantment Shroud and Indestructibility: Sterling Grove and Avacyn, Angel of Hope .

3) Counterspells: Arcane Denial , Counterspell , Fierce Guardianship and Swan Song

4) Control: Austere Command , Authority of the Consuls , Beast Within , Curse of Exhaustion , Generous Gift , Kenrith's Transformation , Nature's Claim , Path to Exile and Supreme Verdict .

5) No counterspells on our turn, please: Grand Abolisher

6) They can't hit you: Solitary Confinement , which can be sustained for quite a long time given that we can draw cards without our draw step ( Consecrated Sphinx , Rhystic Study , Walking Archive ).

Wincons

1) Lifegain: Alhammarret's Archive will double our life gain. We mostly gain life in two ways. The first is by creating tokens with Phelddagrif . The cards Authority of the Consuls , Essence Warden , Soul Warden will grant us life whenever we give someone a hippo token or when our opponent's creatures ETB. Secondly, we'll be drawing a lot of cards with this deck, so Horizon Chimera and Ivory Tower will grant us life whenever we draw/from the many cards in our hand ( Thought Vessel , Reliquary Tower give us infinite hand size). We then win with a flashed in Felidar Sovereign or Test of Endurance right before our upkeep, which is possible due to Leyline of Anticipation .

2) Draw/Mill: We want to mill our opponents/ourselves out (so we can win with Laboratory Maniac or Jace, Wielder of Mysteries . Certain card draw effects affect everyone and gives off the illusion that we're "friendly". These include: Dakra Mystic , Dictate of Kruphix , Font of Mythos , Howling Mine , Kami of the Crescent Moon , Kumena's Awakening (until we ascend), Rites of Flourishing , Selvala, Explorer Returned , Temple Bell and Walking Archive . To accelerate the rate of us decking ourselves out, I've added cards like Alhammarret's Archive , Consecrated Sphinx , Jace's Archivist , Rhystic Study and Teferi's Ageless Insight .

Take note that I've chosen not to run Folio of Fancies to ensure our opponents have to discard cards, which is bound to happen unless they have infinite handsize too. The major combo here would be Smothering Tithe plus Fascination / Minds Aglow / Prosperity / Skyscribing . For example, let's assume we have 3 opponents. If we cast a 11 mana Minds Aglow , this gives us 30 Treasure Tokens, so we can cast a 30 mana (or slightly less, if you want to make leeway for counterspells) Prosperity that we may have drawn into, which will net us 87 Treasure Tokens, which we can then use to cast another mass draw spell to net us EVEN MORE tokens. I've added 4 mass draw cards to increase the likelihood that you'll always draw into a mass draw card during this combo. If you are fortunate enough to get Smothering Tithe in the early game, you can save your treasure tokens to make your first mass draw spell massive and increase the likelihood that you'll draw into the other mass draw spells. Chances are, even if you get Smothering Tithe late, you will still have a reasonable amount of mana from the ramp I have put in to cast a pretty sizeable first mass draw spell. Just take note that for the combo to work, you need to have Smothering Tithe , which Sterling Grove can help tutor for.

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93% Casual

Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

36 - 0 Rares

21 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.92
Tokens 1/1 G Creature Hippo, Beast 3/3 G, Bird 2/2 U, City's Blessing, Elephant 3/3 G, Spirit 1/1 C, Treasure
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