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The Earth Trembles is a deck built to shake up the table with massive turns and big damage coming from your powered up army of Graveborn enabled by sacrificing your creatures and animating your lands for more sac targets. It looks to close games out through the use of cards effects like Warstorm Surge in conjunction with Primal Forcemage effects, with some infinite persist combos as an alternate win route.

If you like killing your own creatures, find it fun to blow up your own lands, and enjoy turning all of your creatures into an ETB Bolt, this is the deck for you.

This deck is inspired by the groundwork laid out by VesuvanDoppelbanger in their list Sek'Kuar, The Meat Master, which aims to create massive amounts of hasty tokens in one explosive land depriving turn. I've built this list to be less token focused and have some infinite combo lines, but a lot of the core is borrowed from them.

This deck is helmed by Sek'Kuar, Deathkeeper as they enable for some fairly explosive turns with the help of their power heavy and hasty 3/1 Graveborn tokens. Sek'kuar also gives us an interesting take on aristocrats with the use of green. This enables some of our persist combos, and really lets us ramp out to a large land base fairly quickly.
This deck breaks down into a phew core ideas, all of which work to try and help you win through our goal, which is to burn your opponents out by utilizing power matters etb effects and creating your Graveborn army along the way.

Nether Traitor Infinite Combo
Nether Traitor + Pyrexian Altar + Sek'Kuar, Deathkeeper -- Sac the Traitor to the altar and make a black, make a graveborn, sac the graveborn, trigger nether from graveyard and repeat for infinite mana.

If you've got an enchantment out with an ETB effect such as Pandimonium you can deal infinite damage to every player.

Persist Combos
All the persist combos rely on you having three pieces out, a sac outlet, a persist enabler, and a persist creature. If you can loop any persist creature with Sek'Kuar, Deathkeeper in play, you can make infinite 3/1s with haste. If you can loop any persist creature with a Warstorm Surge or similar in play, you can deal infinite damage. Most of these should either end the game, or put everyone very far behind.

Sac Outlets
Any will do, it's notable that if you use Viscera Seer you can scry through your library to find something you need. Don't use Greater Good unless the creature will be 3/3 or greater when you sac it.

Enablers
Melira, Sylvok Outcast makes it so your creatures can't have -1/-1, so you can always persist.
Rhythm of the Wild gives your creatures riot, they come in with a +1/+1 and a -1/-1 which will cancel out.
Mikaeus, the Unhallowed gives your creatures undying, so they come back with a +1/+1 and a -1/-1 which will cancel out.

Persist Creatures
Murderous Redcap will close a game by itself, dealing 2 dmg to any player time you loop.
Puppeteer Clique grabs you a creature from the grave. You can send the creature back to a grave by sacrificing it as well, and keep targeting the same creature to loop. Otherwise you animate everyone's graveyard.
Woodfall Primus will loop to destroy every permanent you don't control.
Because this is an aristocrat style deck, I chose to make most of my ramp come in the form of ETB effects on creatures. These give us some great bodies to throw away and convert into Graveborns when we need them, and help ramp specifically by giving us lands to sac. Sakura-Tribe Elder , Farhaven Elf , Solemn Simulacrum , and Wood Elves all give us a body and a land, so we're happy with that.

That being said, we also run some of the more common ramp spells just to make sure we're getting the most value. Nothing special here, just your Kodama's Reach , Harrow , and Farseek to grab your duals if you've got em.

Last we've got ramp that cares about us being an aristocrats deck, either sacrificing creatures to make mana, or getting us mana dorks when we sac something. Pawn of Ulamog , Sifter of Skulls , and Primal Growth . Primal growth can really help us out depending on what death triggers are on the board, ramping, drawing, and creating a token if things work out.
When building out your "Removal & Hate" package you should look at your own meta and build around that.

The one note here is that our deck benefits from having removal on creatures, so cards like Shriekmaw , and Reclamation Sage are nice as they double up as bodies to become Graveborne. Butcher of Malakir is a fantastic way to help you clear the board when you're sacing everything and making haste creatures so that they can get in unblocked.

Outside of that, Deathrite Shaman & Bajuka bog act as my two forms of graveyard hate, with the Shaman helping us ramp as well. The rest of my slots go to focusing on enchantment and artifact hate as it is very much needed in my meta.
In order to make sure our deck is doing what we want, we need to make sure we're keeping card advantage. With access to Black, we've got solid straight forward card draw. Red gives us ways to looting effects for card draw. Green wraps us up with some fun ways to draw based off our theme of high power, and creatures in general.

On top of your standard black draw, we're running Midnight Reaper and Harvester of Souls as card draw engines that pair well with our sacrifice plan. Harvester can also help us replenish if you've got board wipes coming in, as it's all non-token creatures. We also get Dimir Houseguard, which is a little weird, but it lets us transmute for our CMC cards which can help us find a Murderous Redcap to persist, Natural Emergence to animate, Splendid Reclamation to be safe, and worst case it's a free sac outlet. It weirdly hits a lot of different angles for us and fills the role of a budget friendly tutor.

Red is pretty straight-forward with Faithless Looting and Cathartic Reunion .

Green gets interesting with the help of Greater Good . We're trying to build out our creatures to be power heavy, and sometimes that means this card can draw us a lot of cards. It has the added bonus of being a sac outlet if you're in dire need for one, but be careful not to sac too many creatures with low power or you'll ruin your hand.

Last we've got colorless, which gives us our sad robot Solemn Simulacrum and a Skullclamp to clamp off our 3/1 Graveborns or 1/1 lands if we need to draw a few more cards.

So we want to be making our Graveborns, and any other creatures we have fairly front heavy so that we can get the most out of our plan to burn people out with ETB effects.

Buffing our Creatures
We run the Jund suite of ETB +x/+x creatures in the form of Primal Forcemage , Ogre Battledriver , and Ambuscade Shaman to help be redundant on the effect. Alternatively we've got more redundancy on Homura, Human Ascendant , In the Web of War , and to an extent Rhythm of the Wild which is nice as it's a combo enabler. Bloodspore Thrinax kind of acts as a sac outlet and a creature buffer on one card, which can be fantastic when you're eating all your lands.

Power Matters
We want our creatures to have high power so that we're maximizing the damage coming off of Pandemonium , Warstorm Surge , and Stalking Vengeance .

We also run Vicious Shadows to help us be redundant, though it doesn't matter what power your creature is, it can help make sure you've got triggers going to players. It's also nice that it triggers off all creatures.

Greater Good also helps a lot when you're going for explosive turns. If you're using it to sac power heavy creatures you can be drawing upwards of 5-7 cards to help you smooth out the rest of your turn.
We're utilizing lands as a way to find more "non-token" creatures that will trigger Sek'Kuar. My personal favorite ways to animate our lands would be Sylvan Awakening and Rude Awakening and Life / Death . All three of these are fairly mana efficient, which can help us if we've got to also be casting one of our safety cards. Rude Awakening being the MVP as the entwine lets you tap out, cast rude awakening, untap your newly minted creature lands, and tap them back down for a lot of mana.

Jolrael, Empress of Beasts and Natural Affinity are both fun ways for us to punish players who are very board wipe heavy. Joreal being a visible threat on the board that can pick on the player casting it, and Natural being something that can come out of nowhere and reset the game, if you want to....

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Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

43 - 0 Rares

20 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.75
Tokens Dragon 4/4 R, Eldrazi Horror 3/2 C, Eldrazi Scion 1/1 C, Eldrazi Spawn 0/1 C, Graveborn 3/1 BR
Folders My EDH Lists
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