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Primer on how to play:

Early game:

Opening hand is very important, you need ramp and ways to get lands into the graveyard. All the cycling lands should be cycled only unless you are getting bad draws and you really need a land.

The goal is to cast lumra ASAP. The first cast will get you a decent amount of lands ideally, so you can start getting into the midgame. Scroll rack can be used to put late game cards away, then use a fetchland to shuffle them away. Or, put lands from your hand on top of your library right before casting Lumra for extra value. If your opponent plays something that stops you from playing Lumra (such as Drannith Magistrate), there are backup cards with the same effect, which are:

Aftermath Analyst

Summon: Titan

World Shaper

The Mending of Dominaria

Depending on what commanders you are facing and how dangerous you are, taking a turn to Lignify, song of the dryad, etc the commander is ok, if it helps you survive.

Mid game:

The goal of this deck is not about commander damage. However, opponents who don't know about how this deck works will think you are about to throw some equipment on lumra and give him trample. So, they might waste time building a pillowfort. If that's the case, don't say anything and let them waste turns doing that :). On that note, there is only one card in the deck that could make Lumra a one-hit KO: Will of the Sultai as it basically doubles it's power and gives trample.

In this phase, you want to play spells that draw you cards based on Lumra's high power and toughness to get your library to empty as fast as possible. At the same time, you also need to be aware that people might come after you, so taking a turn to drop a mass kill spell like Monstrous Onslaught or Apex Altisaur (or Mindslaver/Emrakul can act as a board wipe in a sense) is perfectly fine.

If you happen to hit a combo where you can cast Lumra infinitely (you need Zuran orb, untap land effect, and Sanctum of Eternity or some sack outlet+ Command Beacon), then go ahead and do so. Then you will have infinite mana.

Untap land effects:

Amulet of Vigor

Stone-Seeder Heirophant

Spelunking

Tiller Engine

End game:

Supposing now you have infinite mana and an empty library, cast Seasons Past. If Seasons Past is in your graveyard, you can Eternalize the Timeless Witness or flashback the Dryad's Revival.

Play Kozilek the Great Distortion while your whole library is in your hand and no max hand size (Reliquary Tower, Thought Vessel or casting Praetor's Counsel). Now, basically you have 50 Force of Wills in your hand. This will help protect your combo.

Play Scute swarm and infinite cast lumra, sack lands, bring lands to get infinite landfall getting infinite scutes. Play Mindslaver targeting one opponent. Play Seasons Past getting back Mindslaver. Play Life's Legacy or Soul's Majesty targeting a Scute Swarm drawing 1 card, which is Seasons Past.

Repeat this process for each opponent. On each opponent's turn, draw a card, wreck their field as needed, then pass. Repeat this process for however many cards are left in each opponents library.

Each opponent loses the game when they run out of cards to draw. Meanwhile you will not lose since you will keep drawing Seasons Past. Now you have experienced a mono green mill deck :)

If somehow Seasons Past is exiled (could be from hand, or it got milled and then you got hit by graveyard hate), then option 2 win con is go for Field of the Dead, Scute Swarm, or Avenger of Zendikar.

If you want to play this deck in Bracket 4, then the following game changers fit the theme:

Mox Diamond

Crop Rotation

Worldly Tutor -> for Lotus Cobra early game, anything else late game

Wave of Vitriol -> technically legal in bracket 3 but people might rage quit. Lumra gets you back all your nonbasic lands.

Notes:

Lotus Vale and Scorched Ruins were cut because if your opponent destroys it or bounces it, it can seriously set you back.. Lotus Field has hexproof so it stays.

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95% Casual

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