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The Corruption of Bala Ged

Commander / EDH BUG (Sultai) Landfall

Tinnuki


Overview

I notice that I seem to build decks that have an "engine" to them, usually aimed all-in at a specific mechanic, synergy, or interaction. I wanted to exemplify this deck-building strategy in a deck that is built solely to generate value. Yarok is a great catalyst to enable all sorts of trigger-centered strategies, so I decided to focus on the Landfall keyword.

This deck plays like a typical ramp-y midrange deck that utilizes a Landfall theme to generate a huge amount of value. It's a fairly straightforward strategy with little "trick" to it; the most complicated part is keeping track of our multiplying triggers.

Card Rundown

Being solidly in Green, many of our creatures and spells are aimed at accelerating our land, and hopefully allow Yarok to get us multiple copies of triggers in a turn.

Ancient Greenwarden not only lets us re-use our fetchlands, but also gives our Landfall a bit of extra punch.

Augur of Autumn and Courser of Kruphix let us peak ahead for some lands.

Azusa, Lost but Seeking gives us two extra lands per turn.

Cultivator Colossus lets us empty our hand of lands and draw extra cards in the process.

Exploration is an ideal turn-one play for some extra lands.

Genesis Wave and Reshape the Earth can be used as late-game mass ramp, which will hopefully net a LOT of triggers.

Oracle of Mul Daya is like Augur or Courser, but also gives us an extra land.

Ramunap Excavator, like Greenwarden, lets us re-use our fetchlands.

We also have some typical ramp spells:
Cultivate
Growth Spiral
Kodama's Reach
Three Visits

Avenger of Zendikar: Make plants and boost 'em.

Embodiment of Insight: Turn your swath of lands into creatures, with vigilance.

Eternity Vessel: Life Reset Button

Nissa of Shadowed Boughs: Build toward an ult in record time.

Ob Nixilis, the Fallen: Drain your opponents' life.

Rampaging Baloths: Create some handy 4/4 tokens.

Roil Elemental: Gain control of our opponents' permanents.

Scute Swarm: Annoying in standard, no less so in EDH.

Tideforce Elemental: Tap down those pesky blockers, or creatures with annoying abilities.

Tireless Provisioner: Gather extra life, or extra mana.

Undergrowth Champion: Big ol' body, plus a decent defender.

Zendikar's Roil: Create some less handy 2/2 tokens.

And a couple cycles:
Ior Ruin Expedition
Khalni Heart Expedition
Soul Stair Expedition

Retreat to Coralhelm
Retreat to Hagra
Retreat to Kazandu

If all goes to plan, we should be accumulating an absurd amount of mana in no time. Why not channel it into a large X-spell like:
Torment of Hailfire
Villainous Wealth
Genesis Wave

Winning the Game

As long as we can consistently hit our land drops and keep our "engine" running, we should be able to build up a solid on-board presence. Our main wincon is overpowering our opponents with combat damage, but if this plan starts to fall short, we can pour our excessive mana into one of the endgame spells outlined above.

Thanks for reading! I'm always open to any helpful suggestions.

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99% Casual

Competitive

Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

42 - 0 Rares

21 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.56
Tokens Beast 3/3 G, Beast 4/4 G, Copy Clone, Elemental 2/2 G, Food, Insect 1/1 G, Plant 0/1 G, Rhino Warrior 4/4 G, Treasure
Folders Tinnuki's EDH Decks, intersting decks
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