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This deck SLAMS. I've labelled this deck as cEDH, as it seems to handle Breya, Kess, Geist, and Baby-Jace, all really well and consistently (given that you don't keep a total $h1t hand).

Here's the plan, and it's really simple to pilot. We just do not care what our opponents do in terms of their own board state, or counter magic. All we care about is how they use their mana, so we can strike and launch far ahead when they cannot afford to stop us. We ramp hard and early. We don't use every single mana dork, but the key examples are in here (Llanowar, Manabirds, Pilgrim, plus a few other more utile creatures that also provide land if needed). We have the signet and usual rocks such as Sol Ring, Fellwar Stone, and the ridiculous Mirari's Wake... but we need not rely on them. YES!, they do help advance us, but we really only need to get to 4 or 5 mana. I have played some matches where I get to 4 on turn two and drop a Troll while my opponent is tapped out, or cast Sigarda on turn 3 with some protective equipment already waiting for her on the field.

The above statements are obvious standards for any EDH build, but here's why it's key in this deck. Let's say we are playing heavy control. If our opponent uses turn two or three to tap their mana and cast their own rock, we let them. This is prime, as we have the same rocks, plus dorks, to launch us ahead. Turn 2 or 3 are ideal for something like a Dosan, the Falling Leaf, or a Serpopard. Once one of them sticks, and they usually will if opponent is tapped out, it makes it really difficult for them to stop us from forging forward on our own turn. So as mentioned earlier, we really just don't care what they do, because we are going to out-tempo them quickly. You can Stoneforge into a Batterskull on turn 3 and start smashing face, or you can ramp and prepare. Almost every heavy hitting creature in this deck is either uncounterable, Hexproof, or near impossible to deal with. If we suffer a board wipe, we can still generally recover faster. It seems so easy, and straightforward, but at least in my meta nobody sees it coming. There aren't enough bounce spells in singleton control decks to deal with the barrage of beasts we are dropping. We don't really need Ulamog or Kozilek (even though we can get to them), because in EDH or 1v1 EDH, Ulamog doesn't really seem so game ending, other than being huge. But still, I'd prefer to cast an uncounterable/hexproof Carnage Tyrant on turn 5, rather than wait another turn or 2 for Ulamog. Tyrant get's removed somehow? Maybe a forced sacrifice, or a wipe... Just drop a Bane of Progress next turn.

These creatures are just too much to deal with, even when the opponent has heavy creature removal.

Take a look. You may be pleasantly surprised. I never see Sigarda decks anymore, and haven't found a single build for 1v1 at all. I've tried the high cmc artifacts and enchantments that either pump all my creatures to insane stats, or grant me mana doubling... but I've found that the ramp alone is enough, and we don't need to waste valuable mid-late game turns durdling with Akroma's Memorial. No need to give anyone a chance to catch up, just for a "could be" scenario. Just keep the bombs dropping, and push onward to your victory.

Another quick note on this deck. It used to be Karador/Abzan. I also had a Meren Golgari multiplayer build, and had the spells from both of those combined. I felt that dropping to 2 colors, and removing Black destruction spells would make it much easier to get our needed colors online, and to maximize the chances of casting multiple spells per turn, especially since that equated to double creature drops quite often. Utility almost went away entirely, unless it was attached to a good value body like Acidic Slime or Scavenging Ooze. Other than the utility bodies, or enabling bodies, almost every other heavy hitter is super difficult to get rid of. So go on, make sure your starting hand gets you anything decent to start off with, and you will have a competitive match. The only 2 games I've lost so far, were due to keeping obviously bad hands, just to see how long the deck could survive by pretty much only relying on top-decking.

Lastly, since Selesnya is not exactly known for good card draw effects, we've included a few spells to help you thin the lands from the deck instead, so you get better quality draws and can consistently put lands down as well. It seems to be working like a charm. Enjoy, and feel free to discuss. I'm always open to try suggestions and test ideas.

Updates Add

Ramp really wasn't a problem, but 36 creatures was a bit much. I often realize how easy it is for an opponent to remove one of the other angels, so have decided to remove both Avacyn and Gisela, in trade for a Mana Crypt and a Mana Vault. This brings our CMC down nicely, and just helps us hit our commander faster on an even more consistent basis. I love the angels, but they always seem underwhelming. Let's just beat their faces in a turn earlier if we can with Sigarda or an uncounterable Troll or Tyrant. Easy stuff.

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Revision 3 See all

(4 years ago)

Top Ranked
  • Achieved #32 position overall 5 years ago
Date added 6 years
Last updated 4 years
Exclude colors UBR
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

49 - 0 Rares

14 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 2.84
Tokens Ashaya, the Awoken World, Clue, Eldrazi Spawn 0/1 C, Elemental */* GW, Emblem Huatli, Radiant Champion, Phyrexian Germ 0/0 B, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink, Zombie Warrior 4/4 B
Folders decks, 1v1, selesnya, favorites, Ideas, EDH Multi-Player or 1v1, Need decks, Test these first
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