This is my non-crippling debt very competitive selvala deck.

The deck has 5 things it is trying to do and about 10-15 cards that do each one very well.

Ramp: Essential for every commander deck. This deck in particular has almost every single one mana dork. These are some of the best ramp in the deck for there low cost and ability to be pumped. The deck also has a few mana doublers, most notably, Regal Behemoth and Zendikar Resurgent , since they both double your lands and draw cards.

Card draw: Another mandatory part of every commander deck. This deck has about 14 spells that have the text draw a card. Most of them allow you to draw a card for each creature you control like Camaraderie . Your commander also draws cards and often is able to tap multiple times in a turn due to the next section.

Untap effects: This is all the cards devoted to untapping selvala so you can use her ability as many times as possible in a turn cycle. These cards vary from mass untap like Awakening , Curse of Bounty , and Reveille Squad . These will untap your entire team so you can attack and have sudo-vigilance. Other untap effects are for only selvala like Instill Energy , these are generally cheaper.

Removal: Another staple for commander. These cards are rather standard gw removal pieces, Path to Exile , Beast Within , Lignify and other similar cards.

Tutors: The deck has many creature tutors to find your big game ending creatures. Most of the tutors are lighter on the wallet like Eladamri's Call and not Worldly Tutor , if you can afford more then you should get the one mana tutors. Usually you just want to tutor for Regal Behemoth to draw cards and ramp or Craterhoof Behemoth for the kill.

Big baddies: Pretty self explanatory, it’s basicaly just creatures that are large and win you games, like Craterhoof Behemoth and Terastodon .

Your first 3 turns are your most important in this deck sense they set up the rest of your game. Playing the wrong cards first or keeping a bad hand can spell your doom.

turn 0: Your opening hand should be able to cast your commander by at least turn 3, so mulligan accordingly. Generally you want to have 2-4 lands. This number can be lower if you have alot of ramp in your hand, your opening hand as a minimum needs 3 sources of mana for it to be keepable, though 4-5 is optimal. Your commander draws cards so you shouldn't worry if you don't have much action in your hand, just get your commander down early and start drawing. You also usually want 1 piece of interaction in your hand. It doesn't really matter what it is, but alot of people despise group hug decks like selvala and will target you. good politicking can also help if your being hated out (remember to bring up that your opponents get to draw extra cards for free because of you).

turn 1: if you have a mana dork then play it turn one, if not then its a good opportunity to get down a tapped land and not be punished.

turn 2: If you played a mana dork turn one then go ahead and cast your commander, if you didn't play a mana dork then play more tapped lands to get them out of the way.

turn 3: Hopefully by now you have your commander out, if you don't then thats not good. The deck isn't incredibly commander reliant but your commander is your best early game ramp and games with it are always better. after you get selvala out then it up too you on how to play the game out from there. try to get a large number of creatures so your Craterhoof Behemoth s and Camaraderie effects are better. Remember that you are playing a group hug deck, use that to your advantage when politicking, giving people free cards makes them like you.

Disclaimer- This very purposely contains no infinite combos. I have nothing against infinite combos I just wanted to make this a stompy deck (Hence the name). Comments and suggestions welcome.

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Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

45 - 0 Rares

15 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 3.50
Tokens Beast 3/3 G, Elephant 3-3 G, Emblem Huatli, Radiant Champion, Emblem Nissa, Who Shakes the World, Plant 0/1 G, Spirit 1/1 C, The Monarch
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