Having never delved into planeswalker tribal before and having inexplicably opened TWO of this bad boy in prize packs from my MH2 draft this past weekend, I decided now was the perfect time to scratch superfriends off my EDH deck bucket list.

Having ordered the remaining cards for the deck and played a few games, I was able to figure out a solid gameplan for the deck:

  1. Ramp early and often with mana dork to get to your heavy-hitters more quickly. Many more powerful walkers cost 6 or more mana and you NEED to stick some ASAP.

  2. Drop Carth as soon as you hit 4 mana unless there is some kind of threat to dispose of. The cheap ramp allows for an average of turn 3 Carth, but you can sometimes drop him on turn 2. His ETB trigger USUALLY hits a planeswalker, but you ideally won't need to rely on that to draw one.

  3. Grief the entire freaking table. No, for real. Someone is building an army? Drop a wrath. Another player got their voltron commander back out but failed to find a greaves? Pick it off with one of the many walkers that can kill a creature. Artifact and Enchantment removal also finds a home here, predominantly as instant and sorcery cards so as to dodge effects like The Immortal Sun.

  4. Using Carth, proliferate effects and The Chain Veil in conjunction with your army of super friends; snowball your advantadge and crush your opponents under an army of tokens, backbreaking emblems, and the spectacular recursion found in the Golgari color combo.

This is a grindy deck. You absolutely cannot afford to let anyone take off too far ahead, or you won't be able to keep up. Slow everyone else down until you overwhelm them with advantage.

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91% Casual

Competitive