Karametra, God of Harvests

This deck is somewhere around 6-8 powerlevel. By turns 8-10 you should be able to close out the game or you should be close to it. This may seem a bit late in the game, but this is a battlecruiser of sorts, so we pack removal to keep our opponents on a clock that is more similar to ours.

Karametra, God of Harvests will always hold a special place in my heart. It was my first deck that I constructed 100% from scratch, and is pretty reliable. I had been looking around enchantress decks when I stumbled upon her, but I felt like enchantress didn't take advantage of her ability well enough. Instead, this deck focuses on playing creatures at all points in the game to ramp into the late game and curb stomp anyone who dares stand against the unbridled power of nature.

As this primer will show, this deck has a decent amount of interaction with green excelling at combat and white excelling at removal. You basically want to ramp out the early game, biding your time until you can drop fatties and swing for lethal. Having a commander that is both an enchantment early game and indestructible lends a resilience that really helps keep the deck running smoothly.

You may like this deck if:

  • You like having an unassuming commander that has built in protection
  • You like playing lots of creatures
  • You enjoy Craterhoof Behemoth-esque wincons
  • You don't mind taking a bit more time to execute your strategy
  • You like spending 20+ per turn late game

You may not like this deck if:

  • You want a flashy/low cmc commander
  • You don't like combat based strategies
  • You like playing things on other people's turns
  • You like fast paced decks
  • You don't like spending 20+ mana per turn late game :(

How It Plays

As you may have noticed, there are exactly two artifacts in this deck. This is more of a personal flavor win than anything, but it only makes sense that anyone who holds Karametra, God of Harvests as their patron would only ever acquire mana from the lands she has blessed unto them, not from any man made trinkets. Because of this, we run no real artifact ramp (besides Sol Ring because, well, Sol Ring).

Environmental Conservation

Not much to say here besides we primarily run lands that have the Forest or Plains subtype, so we have as many targets as we can for Karametra's ability.
Early game is pretty slow, you just want to try to ramp into Karametra on or before turn 4. Most of the ramp is cheaper than 4 cmc so you can get that 1 extra mana to play Karametra a turn early. Cards like Smothering Tithe obviously won't be immediately useful.

You'll also notice we don't run actual land tutors. This is because with Karametra out, every dork (every creature for that matter) becomes a Rampant Growth on a stick.

Harvest Season

The tutor package is pretty standard for a creature based deck. You generally want to grab a dork early game (Birds of Paradise, Llanowar Elves, etc), interaction midgame (Shalai, Voice of Plenty, Linvala, Keeper of Silence, etc), or a finisher late game (Craterhoof Behemoth, Thunderfoot Baloth, etc). All of the draw triggered by creature cast is pretty strong, but my personal favorite is Shamanic Revelation, as you often have at least 3 creatures that count towards the ferocious ability.
This where we find our removal and protection. Selesnya has very good colors for removal of pretty much every permanent type. It has the added benefit of being in the color that has the easiest time getting around indestructible, though that is not relevant often in my meta. Having lots of interaction is good for battlecruiser; since our game plan has us build up over a long period of time, we can't have our opponents leaving us behind in terms of board state. Special shout out to Aura Shards; it's cheap and triggers off of the most abundant permanent type in the deck. It also triggers off tokens!

Here is how we try to protect our woodland friends from deforestation and pollution. Since we usually build up our mana pool until we can vomit multiple threats all on one turn, we don't need to consistently have protection throughout the game. We have a little bit of something for a little bit of everything. We have anti-boardwipe, anti-counter magic, anti-sacrifice, and even anti-activated abilities. Of course, Teferi's Protection is the be-all-end-all of 'playing it safe'.

Smelling the Roses

The cards in the Theme category are the just that, the theme. It's the general feel we want the deck to give off; big bois that hit hard and pump spells that make them hit harder.

As many of these creature are on the higher end of the curve, they also have more mana symbols in their cost which helps our commander turn on and fight alongside them. You'll find more often than not that Karametra has been on the board since turn 4-5 and probably never been removed.

I give Serra Ascendant crown as MVP simply because it's so funny to drop a 6/6 flying lifelink T1.

Finally we have cards that go well together.

I want to preface this by saying there are no infinite combos; they are frowned upon by both myself and my playgroup.

Avacyn, Angel of Hope + Hour of Revelation make for a nice one sided boardwipe

Avacyn, Angel of Hope + Shalai, Voice of Plenty make it so your opponents need to mass bounce, mass exile, or exile Shalai

Craterhoof Behemoth + Avenger of Zendikar is a classic and doesn't need an explanation

Tooth and Nail and Defense of the Heart are both versatile and both can assemble any number of strong synergies. One that I personally enjoy is grabbing Elesh Norn, Grand Cenobite and Thunderfoot Baloth; it's a P/T difference of 6 plus you get trample. It's never not a good idea to grab Craterhoof however, as it's probably solely responsible for a majority of my wins with this deck.

So there you have it! This deck is fun to play if you don't mind the build up, and once it hits, it hits hard. As we depart, two things. First, if you enjoyed the deck, please consider upvoting: +1 Upvote

You and your playgroup may become aggravated with the number of times you have to search through your deck for lands or creatures. You've been warned!


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Top Ranked
Date added 2 years
Last updated 6 months

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

33 - 0 Rares

9 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.68
Tokens 4/4 Angel, 0/1 Plant, 2/1 Cleric, 3/3 G Token Creature Beast, Treasure, Clue
Folders Fellow Karametra Homies, IRL Decks, buy, Gute Decks BUDGET, edh table top, Decks, EDH Examples
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Revision 48 See all

7 months ago)

+1 Whitemane Lion maybe