This EDH deck is one I mainly play in my three, mostly-casual, play-groups. I purposely keep certain cards out of the list, Craterhoof Behemoth is a good example, because I want this deck to be tuned and focused, but not as powerful as it can possibly be. That is also why I have no done a lot to upgrade the manabase to the best it can be, or to add tutors.

Nonetheless, there's about 7 different ways to win in this deck, and it's an absolute blast to pilot with the amount of synergy and stacking triggers that happen. It's never NOT fun to cast Torment of Hailfire for 60 because of Squandered Resources and Splendid Reclamation . It's very difficult to stop this deck in its tracks due to the sheer number of threats it plays, and being able to keep up it's strategy even without it's Commander or it's graveyard. The deck has also reached a point where I'm hesitant to add or subtract cards due to how synergistically it plays.

All of this is based on the experience I have from my three playgroups, of course, so this deck will not do perfect in every situation. Most it will, though; it's lands matter, after all.

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Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

24 - 0 Rares

20 - 0 Uncommons

21 - 0 Commons

Cards 100
Avg. CMC 3.82
Tokens Beast 4/4 G, Cat Warrior 2/2 G, Clue, Dragon 5/5 R, Elemental 5/3 G, Elemental 5/5 RG, Emblem Nissa, Vital Force, Plant 0/1 G, Wurm 5/5 G
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