Maybeboard


The idea here is to have an absurd amount of lands in play and then be able to use that mana every turn. The player that is able to spend the most mana has an advantage, right?

General Strategy: Ramp -> tutor for Karametra, God of Harvests -> ramp with mana doublers supported by removal and wipes -> play commander and begin creating 20/20s

MVP card categories:

  • Boundless Realms We play an enormous ramp package, and we don't care about "too many lands."

  • Karametra, God of Harvests This is what the enchantment tutors are most likely for, though all of the non-creature enchantments are fantastic too. Indestructible and lets us ramp like mad.

  • Llanowar Visionary Creatures that draw cards or ramp us. Ramp is great early, card draw is for not running out of steam. Several enchantments also let us draw when a creature plops down.

  • Druid of Purification Gotta have those ETB removal creatures. Remember that in this deck even a 1/1 can be a huge threat if our commander is out.

  • The Ozolith Ways to have a sticky board. This also includes things like Teferi's Protection and Heroic Intervention.

  • Mana Reflection Mana doubling effects for those additional +1/+1 counters

Of course, we run a little bit of "normal" targeted and mass removal too. We would prefer to do this with creatures, but sometimes it just isn't enough.

Notes:

  • Our goal isn't really to go wide. Our deck does well if we can make it to double digit mana, protect our commander, and play one big thing at a time. Dumping 3 dorks in a turn late game would be a huge mistake. We want to play one big threat and force people to deal with it. If we can get them to use board wipes on 1-2 creatures, we're sitting pretty with plenty of gas in hand. The trouble is getting to that point without being overwhelmed. White helps us a lot with that, providing us with plenty of board wipes to choose from.

  • We pump a lot of low CMC creatures to make our threats, so Austere Command can often end up wiping the threats of everyone except us. We'd need to watch out for our commander, of course.

  • Most of our threats will be low CMC tiny creatures that we pump up to outrageous levels. The benefit of doing this as opposed to running more high CMC creatures is that these utility and cantrip creatures are useful in the early game too, so they're never a dead card at any point.

Suggestions

Updates Add

This deck feels nice. Karametra is stupidly good, so much so that I might not need anywhere near as much ramp as I currently have. I'll be strongly considering getting rid of some of those ramping sorceries in favor of more creatures or tutors. I currently run 3 enchantment tutors and 1 Karametra, so I have 4 chances to have a shot at getting her. Not bad, but I could theoretically use green to tutor for my two enchantment tutors that are creatures.

There's a lot of deciding to hold back in this deck, which I really like. You can save creatures so you aren't overextended, save wraths for opponents to overextend, even save Boundless Realms if your next turn includes substantial ramp. It's very easy to keep a full hand , have a small board, and still be a threat. It almost feels like you have plenty of everything you need to win. We'll see if further testing feels the same.

The early game doesn't feel as bad as I thought it would. I have plenty of land fetching chump bodies to block with, so that definitely helps.

VERY EXCITED ABOUT THIS DECK!!! AND IT'S OF MY OWN DESIGN TOO!!! LESS THAN 71 DECKS ON EDHREC (RANKED #1200 IN POPULARITY) AND I CHOSE A DIFFERENT DIRECTION THAN THEY WENT!!! SILLY BREWERS GOING WIDE AND OVEREXTENDING INTO BOARD WIPES, I HAVE CREATED SOMETHING AWESOME!!!

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97% Casual

Competitive

Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

38 - 0 Rares

16 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.64
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