The idea behind this deck is wanting a lot of big stompy tokens consistantly instead of many 1/1s or a few big stompies.

I'm not going to talk about every card, just some important interactions.

Sundial of the Infinite + any "at the beginning of the next end step" effects is great to get maximum value out of your token population. Make sure to activate the Sundial when you are on your end step to remove the triggered "ability" from the stack, otherwise it will just remove the token at one of your opponents' end steps instead.

Cards that work well with Sundial of the Infinite: Feldon of the Third Path Ilharg, the Raze-Boar Kiki-Jiki, Mirror Breaker Rionya, Fire Dancer Seance Sneak Attack Mimic Vat. However, if you don't have the Sundial yet, these still work great with Ghired's ability. The populate ability will not recognize the "at the beginning of the next end step" clause.

Shaman of Forgotten Ways is great because you are casting a lot of big creature spells, helps pay for commander tax, and you will have the Formidable ability active a lot and probably many tokens.

Timeless Dragon is so good in this deck, not only can you tutor a dual land in this deck but also create a 4/4 flying token for you to populate later.

Utvara Hellkite seems like it should belong in a dragon centric deck, but not only does its ability stack on itself, but there are multiple other dragons in the deck for it to trigger. You can stack the triggers in a way that this resolves first then Ghired's ability stacks next.

If played right Akroma's Will can end games. You'll have so many large creatures, cast this before blocks are declared so it covers your populate triggers.

Planeswalkers are pretty fragile, but I see few Ghired decks running Elspeth Tirel which has got to be an oversight. And Domri, Chaos Bringer can simply be a card generator, a ramp/haste facilitator, and if you're lucky and get his ultimate off then your sitting in a crazy position to overtake the game quickly.

The ramp package is specifically tailored to get your dual lands. Refrain from grabbing your four basics. They are only there for Cultivate and other opponent abilities that benefit you from keeping a few basics in your deck.

Not only is Garruk's Uprising a draw facilitator that works well with your commander, but it also combos rather effectively with Quartzwood Crasher.

Sandwurm Convergence is a staple in this deck, but it's worth noting that it does add a little bit of protection for you and your planeswalkers.

Doubling Season. The only thing worth reminding about this is that it works with your planeswalkers upon entering the battlefield.

Esika's Chariot works with Mimic Vat making it a bit more robust. Remember that it is Legendary so unless you can get rid of the Legendary clause (which is possible), the interaction is more of a way of getting more small tokens and keeping your Chariot alive.

It is possible to get Phyrexian Processor out on turn 2 and be busted the rest of the game.

If Anger is in your opening hand and you have a bounce land in your hand, consider playing your bounce land on turn two without playing another spell and discarding your Anger to your graveyard.

Armada Wurm is a great target for any of your "at the beginning of the next end step" triggers because it will generate you a token without having to worry about having Sundial of the Infinite on the battlefield.

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96% Casual

Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

23 - 0 Mythic Rares

47 - 0 Rares

15 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 4.00
Tokens Beast 4/4 RG, Cat 2/2 G, Copy Clone, Dinosaur Beast X/X G, Dragon 1/1 RG, Dragon 6/6 R, Eldrazi 10/10 C, Elemental 5/5 RG, Emblem Domri, Chaos Bringer, Minion X/X B, Phyrexian Horror X/X C, Rhino 4/4 G, Soldier 1/1 W, Timeless Dragon 4/4 B, Treasure, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink, Wurm 5/5 G, Wurm 5/5 G w/ Trample, Zombie Warrior 4/4 B
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