Maybeboard


I've been wanting to use commanders lately that don't get much love, and I've been having a good time lately with this deck. This deck has two main goals:

  1. Keep everyone's hands full (especially you) with stax and card draw
  2. Win with overwhelming commander damage or regular damage, and exploit Multani's rediculous numbers.

Multani's shroud ability is a drawback we have to work around if we want to give him trample, but it is a huge win for keeping our commander around from hate even though he will be the biggest creature on the board. Luckily there are quite a few ways to give him buffs indirectly. Overwhelming Stampede will obliterate a table if you have a big enough Multani and a few elves out. Siege Behemoth lets you send Multani's damage directly, and also has hexproof, making responses limited. Monstrous Onslaught can wipe a board leaving you with vulnerable opponents.

We have a couple of draw spells based on our biggest creature, netting us 10-20 cards

We have plenty of card draw for us, as well as some group hug stuff like Howling Mine and Horn of Greed. Mostly the group hug will be only after you lay out some stax so people can't unload all the cards they are getting. Coveted Jewel is really fun. It nets you some cards and some mana, and if you lose control of it, don't bother getting it back. Just sit back and watch people attack each other and draw cards, powering your Multani.

For stax, we have stuff like Winter Orb and Storm Cauldron, mostly we can avoid drawbacks from these by using elves. Make stuff expensive, limit mana, keep hands full. Hall of Gemstone is hated by everyone not playing mono decks, and Ritual of Subdual is even worse for people with no mana rocks. We are also going to be pretty weak against other mono green decks at the moment though.

Usually in a 4 player game if players are having a hard time casting spells, Multani ends up being somewhere close to 20 points and can get up to 28 if everyone has 7 cards. We will want to take out the most dangerous players first, as when we lose people's hands, we lose power, and our Multani will be smaller when we face our last enemy, so we don't want to be facing the biggest threat at that moment. Consider sparing opponents that are keeping large hands and attacking those that are burning cards.

So far it has been a fun build, and rewarding in my playgroup because people run so much targeted removal for commanders, but they have to pass Multani by and blow up something else. It's easy to drop a 3rd or 4th turn 20/20 creature that nobody will be able to do much about.

Looking for ways to improve the deck, increase card counts, and cripple our opponents' ability to cast spells. Suggestions are welcome?

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93% Casual

Competitive

Top Ranked
  • Achieved #25 position overall 5 years ago
Date added 5 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

31 - 0 Rares

16 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.52
Tokens Beast 3/3 G, Saproling 1/1 G, Wurm 6/6 G
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