This deck is decent consistency (usually winning on or around turn 8) if you give it enough time, but most of the combos are fairly card intensive or rely on a card with limited redundancy. Tatyova offers a pretty non-threatening boardstate for the early game, but can quickly gain a lot of steam if not interacted with enough. This deck can't handle interaction, but it does have some countermagic of it's own to use, mostly to protect our win attempts. There is a reasonable amount of interaction in this deck to try spanner the works of someone else's combo. I'm not sure how I'd rate the strength of this deck, but as I'd pointed out before, it's a bit like a steamroller, or a hydraulic cylinder, in that it's slow but fairly guaranteed the win if you give it enough time, almost regardless of what you set up to interfere. One of the niftiest parts is how many combos can generate infinite resources at instant speed, so I can possibly win a counter war, even if I have to play out every counter in my deck (after drawing my deck). I find this deck quite fun, and I feel like it's pretty fair for infinite combo, and that most decks should have a fair chance against the deck. In 1 v 1 it tends to win a lot of games I find, but in larger pods it wilts quite dramatically to any sustained attention (2 cycles of everyone swinging at you and you're probably out, as you likely can't block with this deck), again making it feel more fair arguably. This deck wins in part by not becoming the arch-enemy, so I tried to avoid stax or obnoxious effects. It's probably not a bad thing to be able to say you're not running Cyclonic Rift if it makes anyone less likely to target you early. Looking innocuous is probably your best bet at staying alive, and this deck can readily have the mana to go infinite from only having a dork or two out, and it does have some early combo potential.

If you're interested, I have done preliminary Custom Headings to sort the deck somewhat, and make it more clear what things are in here for.

These combos are the main win cons of the deck. I felt like it might help people get what I'm trying to do a bit better. As noted, this deck isn't especially fast, but it is thorough. If it goes infinite, even if it's been milled a bunch it can still win in plenty of cases.

Tatyova, Benthic Druid + any of the many dorks that put a land into play + Any of the 4 ways to untap a creature repeatedly + Any of the ways to repeatedly bounce lands is pretty much game over. It is a lot to get out, but the deck features 4 ways to do the hardest thing, the untap, though 3 of them require U to work, which can necessitate the addition of Lotus Cobra or Stone-Seeder Hierophant .

Variants include using Simic Growth Chamber , which can make the combo tighter, and using Patron of the Moon can also work, but might need Amulet of Vigor to truly shine. There is also Ghost Town for infinite bounce, though it'll be on an opponent's turn, so you probably want Alchemist's Refuge to make use of your cards and mana right away.

Freed from the Real + Ley Weaver + Lore Weaver is infinite cards and mana, which should end the game. This can come out early enough to be relevant in a higher power meta actually, but I only have 2 enchantments to untap. In the event you just want to end the game immediately, you can deck everyone else rather than bothering to draw, since Lore Weaver can target anyone, rather helpful!

Another decent use of the untap enchantments is in combination with Stone-Seeder Hierophant , either on the Hierophant for infinite mana, or if the Hierophant is out I can just put the untap enchant on a Llanowar Scout type card and Hierophant's ability can pay for the untap (or better if I have a 2 or 3 mana land), and this can go infinite.

If I have out War Room , it can be worth untapping if I have infinite mana and enough life to draw some cards. Hierophant more or less needs to have Lotus Field out as well, but I do have redundant land tutoring, should this happen. Ley Weaver works better with War Room, but it's not as good as her partner would have been, costing me life to draw.

The much lesser version of this is to use any untap on Arixmethes, Slumbering Isle to just get infinite green, which can provide mana to make some of the jankier bounce/put into play combos able to win, so I felt it is reasonable in here.

Using Mystic Sanctuary to recur my extra turn spell can win the game. I am less fond of this method of winning because it is very open to being interfered with, but once it is set up, if nobody can do anything, I definitely win.
Various cards that can be used to win the game, or thoroughly take control over it.

Altar of Dementia Show

Psychosis Crawler Show

Lab Man Show

Field of the Dead Show

Sunscorched Desert Show

Memnarch Show

Capsize Show

Rampaging Baloths/Roil Elemental Show

Blue Sun's Zenith Show

Elixer of Immortality Show

The Great Aurora Show


Updates Add

Field of the Dead is in, along with a heap of other lands that are not basic lands... I'm really unsure how this will go, but it seems fine to try out. I may need to remove some of the worse fetch options, but most of my 'bad' fetch lands can just tap for colorless, so those aren't dead cards if I'm out of basics, they just aren't getting the extra landfall. I feel like that is acceptable, but we'll see.

I would like to get Psychosis Crawler and Ley Weaver along with Lore Weaver .I'm thinking Avenger of Zendikar can go, not sure about the other two cards to remove, though I was thinking of some ramp spells, because 3 ramp spells are not exactly making a difference very often, and the deck is considerably thinned of basics to fetch, making those less appealing. It's not that Avenger is bad, but I usually am happy with Baloths anyways, especially if I need to combo kill via Altar of Dementia , so with Field in, I can probably take out Avenger and be technically a fair bit better off. The Weaver gals offer infinite mana/draw with either of my untap enchantments, which feels decent, since either Weaver tutors up the other one, making the combo considerably more lean than would be expected for a 3 card combo.

Is Psychosis Crawler good enough to include? It is only in for it's life loss payoff, which I like because it bypasses a lot of protections, including damage prevention, untargetability, and protection from colored stuff, as it's a colorless artifact. It's a dead card when it's not winning the game, so it's not as good as Memnarch , who can sometimes do serious work if I've got a pile of mana on hand, but it is a solid win con as long as I can count on drawing cards... I suppose with access to Capsize and some deck recycling effects I can, in theory, cycle everything back into the yard when I have to discard, use Alchemist's Refuge if I need to, recycle my yard into my library, then just draw until everyone is dead. Honestly, this feels a teeny bit better than just mill, because life loss requires no targeting (all my mill targets I think), and kills at instant speed, while mill kills only when they have to draw.

Haha, just realized that if you can set up the Weavers with the untap enchant you can just win on the spot without more spells too, since you can mill target player completely. Not that that is especially broken, it's just funny that the combo is such that you don't need to draw any cards yourself off of it, as long as you can target people, which you usually can. Too bad I don't have B or W to find the enchantments more easily, but Simic is already good enough at enough things.

Edit: So, for the Weavers, I'm not 100% on what should go. Cultivate , Kodama's Reach , Ramunap Excavator , Parcelbeast , Tireless Tracker , Soratami Mindsweeper , Harrow , and Azusa, Lost but Seeking could all go I feel like and not really hurt the deck (assuming I add in better cards). Avenger of Zendikar is almost certainly out for Psychosis Crawler , which is just a better card when I combo off, and if I'm not comboing off, this deck is going to lose anyways as a rule. I feel like the ramp spells look a lot worse with the sharp drop-off in basic lands, but I'll likely end up with ~6 of each, so I feel like with my fetches, I don't benefit from more ramp especially. Azusa feels amazing when she works out, but that requires me to get flooded with mana, which ultimately ends up being a durdle-fest, while Mindsweeper is pretty much the worst mill option I have, but it can still combo off with either card that adds mana, or card:temple of the forgotten god, which I can fetch, while Parcelbeast is actually great dig with any way to untap it. Ramunap was just a mistake I think, but it could be good if I get more fetch lands (and more fetchable lands are printed in Simic I guess, because there are not many), though if I get it and Azusa out, it felt pretty good, with the caveat that I now have way less basic lands to fetch out, so this feels like a valueless synergy. Tireless is good dig tbh, but it doesn't win the game for me, which this deck is apparently trying to do, so I feel like it might go.

I'm sure most people would just kick out Multani, Yavimaya's Avatar , but he is amazing with Altar of Dementia . I feel like he's better than Avenger, because Avenger just dies and stays dead, and for this deck, it is usually fine to bounce a land now and then, since I only run 45, and do fall short reasonably often.

At some point I will be slipping in a Parallax Tide . because draw 5 for 4 feels pretty playable, even if it's open to removal when it's sitting there most of the time. I do have theoretical ability to flash the card in during an opponent's endstep, but I'm not sure I really need to. If someone blows the enchantment up, I can bounce lands with have payoffs when they return, so it is reasonably stable.


93% Casual


Date added 1 year
Last updated 1 week
Key combos

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

30 - 0 Rares

30 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 3.40
Tokens */* Elemental, Boar 2/2 G, Zombie 2/2 B, 1/1 U Token Creature Illusion, 4/4 Beast
Folders Casual, other's decks
Ignored suggestions
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