I built some decks to teach newbies into EDH. They are all proactive and able to establish a board, with clean ways to close out a game and enough answers to keep opponents at bay.
Landfall might not be a piece of cake for everyone due to all its triggers, but this build tries to make it easier for the player: just ramp, pump and hit hard! It is resilient to commander removal (due to its huge ramp package), but it eventually loses its gas (unlike other landfall commanders). It is one of my favorites!
Links to all decks: || 7/15 || 7/15 || 5/15 || 7/15 || 9/15 ||
Special edition: || 5/5 || 2/5 || 2/5 || 2/5 || 2/5 ||
Leo's series: || 4/8 || 3/8 || 3/8 || 6/8 || 2/8 ||
Links to other decks I built:
I like toned down versions of landfall :-) Also, I'm hard-focusing on recursion, since draw power is low at the moment.
Hello! I saw your post on Reddit and I wanted to give my 2 cents on the topic. Obuun is a commander I came to love through playing. He isn't broken or unstoppable by any means, but he can punch hard if let alone.
I am not going to suggest expensive cards, because there are A LOT of cheap and strong landfall cards. Also, since you are not running blue or black, versatility (modal cards) and recurrability (Sun Titan, Emeria Shepherd, et cetera) are key to offset your shortage of card draw. Good thing ramp is not a problem, since it is the whole premise of the deck.
First of all: lands. I don't have access to the expensive fetchlands, yet I try to run as many as I can (as long as they are efficient) to maximize my landfall triggers.
- Cabaretti Courtyard, Brokers Hideout, Riveteers Overlook, Bant Panorama, Jund Panorama, Mountain Valley, Grasslands are all your (and your wallet's) friends here.
- Rith's Grove sets you back 1 mana for the rest of the game, but it is another bounceland (and you ramp a lot anyway in this deck). I believe it is worth it.
- Ghost Quarter is removal on a land that you can use on yourself to net more landfall triggers. Sun Titan and The Mending of Dominaria can bring it back for more shenanigans.
- Kessig Wolf Run and Rogue's Passage can ensure a clean hit on a giant Obuun. The former also scales with your available mana.
- You can remove Boros Guildgate, Gruul Guildgate, Cryptic Caves and Stirring Wildwood for the lands above. Circuitous Route's presence is not enough to justify the guildgates. Cryptic Caves is slow to reuse. Stirring Wildwood is on-theme, but it does not have any useful offensive keyword (unlike flying and double strike of the other two manlands).
- (Just a sidenote: in my Obuun deck, I don't run Command Tower, Exotic Orchard, Jungle Shrine or Path of Ancestry: I need my lands to either bounce lands (e.g. Boros Garrison), fetch lands, be fetchable (e.g. Canopy Vista, Sheltered Thicket, Alpine Meadow) or have a game-winning utility (e.g. Kessig Wolf Run, Rogue's Passage), while still having space for 12+ basics to not get out of basics to fetch.)
About evasion:
- Garruk's Uprising can replace Tuskguard Captain for evasion on all your creatures with added draw on your big creatures.
- Rancor can replace Abzan Falconer for evasion on Obuun stapled with a power boost for him and his animated land. Also, it recurs itself for further use.
About removal:
About protection:
- I believe Together Forever is not great on this deck, because you don't want Obuun to leave the battlefield and lose all his counters. Instead, Sejiri Shelter
, Swiftfoot Boots and Lightning Greaves can keep him on the battlefield (with a bonus effect of both boots giving him haste to beat faces, while Shelter can be a tapland if needed, recurrable with bouncelands).
About ramp: (I'm mostly suggesting creatures because of the synergy with Karametra, God of Harvests)
About draw:
About boardwipes:
- You might want to consider Tragic Arrogance over Vandalblast, since you run few artifacts and enchantments yourself and you get to choose what stays on the field.
Faster growth for Obuun:
Other win conditions:
I believe your deck will be more synergistic and versatile after those swaps. And remember: your landfall payoffs won't be useful if you don't guarantee landfall triggers at every stage of the game ;-)
How many basics on the deck?
More than on any other strategy, it depends on how many cards that fetch them you are running. My deck has 28 cards (including fetchlands) that search for them, and I run 12 basics. It might not look a lot, but I see less than half of those 28 cards each game, so I only run out of basics on a late, late game (turn 10+; most of my games end by turn 7 or 8), and I'm fine with that.
But, if you run massive ramp spells (like Boundless Realms, Traverse the Outlands, Celebrate the Harvest, Harvest Season, Jaheira's Respite, Rampant Rejuvenator), you want your deck to be almost all basics, so you can have their full effect when casted. But I believe the power of fetchlands (plus recursion: Ramunap Excavator, Crucible of Worlds, Sun Titan) is more valuable than those explosive ramp turns (your mileage may vary).
I play Obuun, Landfall Ancestor, and I came to realize the best removal in landfall is the one that can be used on myself to net more landfall triggers:
- Ghost Quarter is a Strip Mine that can be used on your own lands. Since you run a heavy recursion + extra land drops package, you can recur both in no time.
- Dire-Strain Rampage is another one. Unless instant speed removal is crazily needed, I would run it over Nature's Claim, for it can net you four landfall triggers and two lands in the graveyard, and has the extra benefit on being double-use removal whenever needed, even if milled or discarded.
If you don't mind lands entering the battlefield tapped, you might consider Riveteers Overlook, Cabaretti Courtyard and Brokers Hideout. They are easy double landfall triggers that immediately set themselves up for recursion. There also are Obscura Storefront and Maestros Theater, but I believe the green ones are the most important, since they can lead on turn 1 to guarantee a green spell on turn 2 without losing tempo.
- I since removed Command Tower, Exotic Orchard and lands like those, because I need my lands to either fetch others, be fetchable or have an amazing utility (e.g.: Field of the Dead). My deck runs smooth like butter ever since :-)
Another suggestion I had in mind was to split your basics between regular basics and Snow-Covered basics, to make it easier for Field of the Dead to trigger (with the added benefit of running Into the North as another spell to ramp into Omnath, Locus of Creation).
Great build! +1/+1 Counters is probably the most open-ended theme to build around, so you have plenty of options to choose from. Here are some suggestions:
To increase card draw in your build, consider Harmonize, Blessing of Frost, Garruk, Primal Hunter, Return of the Wildspeaker, Rishkar's Expertise, Shamanic Revelation, Hunter's Insight, Hunter's Prowess, Soul's Majesty.
If you want to bolster 's presence on your deck, consider Halana and Alena, Partners, All Will Be One, Grumgully, the Generous, Taurean Mauler, Boros Charm (another defensive spell), Naya Charm, Invigorating Hot Spring and Kessig Wolf Run.