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Centered around using cards like Faithless Looting and Mulch for card selection & incidental self-mill early, both to enable good targets for Horde of Notions' ability and to set up big mass-reanimation turns with Patriarch's Bidding / Living Death / Eerie Ultimatum.

Strong backup plan of just casting elementals the fair way, since most of them are good on their own and provide value along the way, plus the commander attacks & blocks quite well.

Note there are no artifacts and minimal enchantments; not strictly necessary, but this makes things like Austere Command and Bane of Progress a lot stronger. You could rework this, or could even lean harder into it with things like Fracturing Gust. I personally also just like adding constraints like that to make deckbuilding more interesting.

Some of the ramp effects, and the manabase in general, is built around getting multiple s, to cast + activate your commander, or activate multiple times in a turn. Since there is no generic in the commander's costs colorless mana in general is not very useful, and cards that provide full on their own are premium, like Bloom Tender or Overabundance.

During gameplay, you should be conservative when you can with cards like Buried Alive, to avoid putting all of your best threats into the yard and risking getting them all exiled. Fortunately the deck is pretty good at naturally refilling the yard while keeping your hand stocked.

Notes on a few 'random' individual cards:

  • Territorial Kavu is a solid body and a nice way to discard Anger and Wonder etc, but really I just wanted another good cheap spell; this could be whatever you want.

  • Villainous Wealth is a bit of a pet card, but it's a great late-game win condition that doesn't require the graveyard at all; since this is a graveyard deck it's important to have some haymaker effect that don't get nerfed by graveyard hate, but it doesn't have to be this specific card.

  • Greater Good was initially just a way to get a little advantage & discard key cards that are stuck in hand, but it also gives you a bit of a combo finish letting you sac your whole board to draw ~30 cards, stock your yard, and put most of your deck into play with a mass-reanimation effect, maybe by sacrificing Cavalier of Thorns or Greenwarden of Murasa to grab that reanimate effect.

On Budget:

  • If you want to make the deck cheaper, definitely focus on the manabase. I think the tri-lands are very important for Nature's Lore and friends, but you could play with budget fetches like Evolving Wilds, Riveteer's Outlook or Bad River (still want that landfall) and budget duals like Canopy Vista or Irrigated Farmland, and more basics.

  • If you want to go hard and put more money into the deck, the next upgrade I'd suggest are some of the Modern Horizons evoke elementals like Endurance, Fury, and Solitude. Beyond that you could always spring for original duals like Tropical Island etc. Endurance in particular is the next upgrade I'm planning to make, since it synergizes with Living Death / Patriarch's Bidding and protects from decking if you're going off with Greater Good, on top of just flexible GY hate.

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98% Casual

Competitive

Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

51 - 0 Rares

12 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.70
Tokens Elemental 5/5 RG, Elemental */* GW, Elk 3/3 G, Food, Manifest 2/2 C, Plant 0/1 G, Rhino Warrior 4/4 G, Shapeshifter 1/1 C
Folders EDH
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