This is my favorite deck by far, and the only one on T/O that I own in paper. Feel free to suggest cards, all comments are cherished!

The point of the deck is to cheat big things into play, as quickly as possible. It's pretty important for us to get our commander out on turn three, so any 2 mana ramp spell is what we're going to want to mulligan towards.

We want to minimize our chances of whiffing with Atla by hitting a dork or utility 1-drop, so I've limited the amount of small creatures as much as possible. 4 CMC is the lowest I'll go at the moment (please keep that in mind while commenting ;D)

Atla Palani, Nest Tender 's main strength is cheating of mana costs, which would be very powerful by itself--but she also allows for token synergies, and provides sacrifice fodder: two very abusable things.

With Atla we are able to put multiple massive creatures into play very early very cheap... and in the best colors for stompy monsters, we can get some seriously massive things. The earlier your opponent has to deal with an army of 8/8s the better, and Atla--at such a low CMC--lets us begin very early, especially with the excellent ramp provided by our heavy green focus.

As mentioned prior, this deck begins the fabrication of eggs pretty early--around T4. That usually means we almost always (without crippling interaction from an opponent) over 40 damage on board by T7. Usually, at that point our boardstate is difficult to interact with: meaning after we alpha strike one player down, the rest are very much in danger of being next.

This deck is also able to switch to other modes of cheating out creatures pretty easily, if our first gameplan falls apart--but make no mistake, Atla is always the best way to win whenever possible.

As with every creature-based combat-damage strategy, this deck can be blanked with a few well-timed fogs or just a Mean Land effect. And with every commander-based strategy, if we're forced to sacrifice our general, or if she's removed before we can activate her once... the game slows down for us. At that point, depending on how the other decks are faring of course, we usually must turn our gameplan on a dime to ramping into hardcasting creatures and relying on our card draw to dig us out of any holes we get into.
...You like long, convoluted, wheel-spin-y, somewhat RNG-based, mentally taxing, number-crunching, mana-counting and recounting, tapping and untapping, skill-requiring games. With big monsters.
...You like concise, neat turns with organized boardstates, small, aggressive creatures, manadorks, or control.
You all made it happen, here's the breakdown for all the cards I run:

Altar of Dementia -free sac outlets are insanely good, and although this Altar doesn't do anything off sacking an egg (although try attacking with a Pathbreaker Ibex and then sacking 'em, that's fun!), it's still free and costs very cheap to cast. Also, alternative wincons are important in combat-damage-based strategies--ya never know when someone will pull up in their Pramikon, Sky Rampart deck.

Angel of Destiny -very interesting addition to the Pathbreaker/Kamahl+Moraug/Razer wincon, AoD is just a weird card in general. But it pulls its weight, and isn't as scary as the other wincons in the deck--ergo it doesn't draw as much hate and removal.

Anointed Procession -double the eggs? Why not! This card is a powerhouse, and probably one of the best 4 cmc enchantments in the game.

Apex Altisaur -indubitably the best boardwipe creature for this deck. The altisaur is different from other creatures of the like because

A. it's an optional trigger, unlike Sunblast Angel

B. it's one-sided, unlike Novablast Wurm

C. you don't have to cast it, unlike Myojin of Cleansing Fire or Wakening Sun's Avatar . Because of all that, the altisaur is a pretty busted card (don't even get me started on it with Avacyn, Angel of Hope , Pebbly Horse-Guy , or Pathbreaker Ibex ).

Arcane Signet -prooooobably shouldn't exist as a card, but we don't mind! Two mana ramp is what we want, and the ELD addition to the Ravnican signets is very top-tier.

Archetype of Endurance -Interesting card from an interesting cycle. This card's second ability doesn't matter most of the time, but when it does it's huge. The first is almost always useful, as for some reason people seem to want to remove our stuff ;)

Ashnod's Altar -in a deck with a bunch of creatures sporting 6+ generic mana pips, and with a commander who has a activated ability, this altar is a beast.

Austere Command -turns out there's a payoff for only running 4+ cmc creatures! Command can often act as a one-sided board clear in this deck, and that is truly a force to be reckoned with at 6 cmc.

Avacyn, Angel of Hope -Every deck needs protection (safe is sexy!), and Avacyn is the undisputed best source of constant board-wide indestructibility there is.

Bloodstained Mire -way back when I started playing magic, I bought a Khans of Tarkir fat pack (what are they called now? Bundles?) and cracked Mire and a Polluted Delta . When I first put Atla together around a year ago, I was annoyed to find that both my fetches were off-color--and that I couldn't play one of them at all. But since then, I've come to realize just how good fetches are, and that you should probably run all you can with suitable targets such as shocks, tangos, etc. EXCEPT JESUS THEY COST SO MUCH MONEY

Boros Signet -simultaneously the worst and best signet in the deck. B signet gives a better chance at letting us play Atla T3 off it because of how many green lands there are in the deck--but there are a lot of green sources for a reason: we play a lot of green cards. And so it does a little less work late-game, but still definitely not a negligible amount.

Bountiful Promenade -honestly probably worse than the shock lands, the Battle Bond land cycle is still quite good. I doubt they're good enough to warrant putting all three into the deck, but the colorfixing is very very solid and it's a good card to have (especially when your friend will trade their Expedition version (≥w≤)

Brutalizer Exarch -what a card this is! From tutoring a Zacama, Primal Calamity so we can devastate everyone to tucking that pesky Rhystic Study to ne'er-come-back, The Exarch is an all-star in so many ways. See the tutor section for how to use it.

Canopy Vista -the Tango Lands are basically OG duals in a deck with ~20 basics, and we know how important good colorfixing is.

Cavalier of Dawn -removal creatures are splendid because they can basically act as Force of Vigor s--that is, free. C dawn can also grab an Expensive Chair or Summoner's Egg (everyone loves more free creatures!) that's ended up in the GY.

Cavalier of Flame -it's important to have a creature to just straight-up draw cards off of (in opposition to cards like Garruk's Packleader , who need other pieces to work)--sometimes you really need to hit a land drop, and a one-man digger like CoF is important. Nevermind his other abilities... haste is always nice, especially when it firebreathes our whole team, and pinging our opponents on LTB is an inconspicuous advantage.

Cinder Glade -a pretty reliable fetch target, glade is good enough to be prioritized over the shocks sometimes. Just good ol' quality colorfixing.

Command Tower -all the colors. What more can you want? (Well, to be fetchable, but that would be busted)

Congregation at Dawn -I already have a very long tutorial about CaD in the Tutor section of this primer, but suffice it to say, putting Pathbreaker Ibex , Moraug, Fury of Akoum , and Seedborn Muse into play all at once ends games very quickly.

Cream of the Crop -bad names aside, CC basically reads "whenever a creature enters the battlefield under your control, scry 4". And being able to smooth our draws so efficiently is a hard thing not to want in any deck.

Elemental Bond -card draw is excellent when it comes down early and gives recurring value, and being able to draw off the ETB of every creature in the deck (besides Atla and Seedborn) has power untold.

Emeria Shepherd -although only being able to get permanents is annoying, putting them directly into play is necessary with getting back 7+ CMC things. Does some tricky things with a bunch of the guys in the deck, as well.

Fabled Passage -more fetchlands, except more affordable! And they don't ping you! What's not to love? Passage works well in a deck with ~20 basics, and although it can't get shocks and things it can get W, R, or G.

Farseek -nothing trumps the feeling of grabbing your pick of the shock-land-litter on T2. Basically guarantees having the right colors for the essential turn-3 Atla.

Flooded Strand -another day, another fetch. I know I sound like a broken record here, but getting our colors down is very important. Strand has an ZNR Art Card, so we can cheese the cost a bit (but don't tell anyone).

Force of Vigor -the premier Arti-Chantment removal spell. We have so many creatures in this deck that we will have no chance of hardcasting (Kamahl, altisaur, archetype) that pitching them to FoV is not a problem.

Garruk's Packleader -much of this deck's ability to spin its wheels for hours comes from cards such as this one. Crack an egg, draw a card. Play a creature, draw a card. Play a land, make an egg, crack it, draw a card. You can see how this leads to immense value.

Garruk's Uprising -similar to the packleader, but you don't have to crack it off an egg. The percentage of our creatures are 4+ power, and the trample buff+cantrip isn't to be underestimated.

Goblin Bombardment -very annoying to play against, very fun to play with. We can mow down token armies with this one, and going to the face with chip damage is never wrong nor insignificant.

Greater Gargadon -you haven't lived till you've put a gargadon into play off suspend on T5. Free sac outlets are very powerful, and 1 cmc ones are only better. Doesn't hurt that it turns into a beater in the late-game either.

Gruul Signet -yaaay more 2-mana ramp spells, how exCIting... the great thing about the Ravnican signets is that they can

A. generate of shitload of mana with Nyxbloom Ancient

B. be returned to play with Emeria Shepherd after a Vandalblast or Shatterstorm

C. provide two missing colors simultaneously (unlike a Farseek , which can get a dual land but that will only tap for one color or another).

Heroic Intervention -I can't tell you how many times this card has single-handedly changed a would-be loss to a win. People just don't expect such a catch-all (stfu Cyc Rift, we all hate you) answer.

High Market -sac outlets are great, and free ones are better... but having one on a land is a sort of excellence unparalleled in RGW. Colorless lands are dangerous, but as long as we keep the bare minimum we can run such great utility as the market.

Hostile Desert -considering we don't play any creatures sub 4-cmc, manlands are the only thing that allow us to get aggressive on the early turns. Between all the fetches we run, constantly sacking Mutavault , and discarding to Cavalier of Flame , this card is almost always active.

Hunter's Insight -a fun little draw spell, insight can be played preblockers to make your opponent rethink saving their Tatyova, Benthic Druid in the face of our Stony Horse-Man . Or just draw the 8 cards.

Jeska's Will -one of the best mono-red cards in the format. Jeska's Will provides so much generically powerful value that it really doesn't matter that it has no outstanding synergy with the rest of the deck--it just does its thing and increases our win-chance by a billion.

Kamahl, Heart of Krosa -another redundant piece in the Moraug-ibex synergy, Kamahl can also animate lands to act as sacrifice fodder, trigger Kodama of the East Tree so as to put basically anything from our hands into play, and act as a general menace in tandem with Nyxbloom Ancient .

Kodama of the East Tree -from cheating out baddies like Zacama, Primal Calamity to going semi-infinite with Nesting Dragon , Kodama is one of the creatures I most often hope to hit off an egg crack. Having a massive hand after a big turn with a Garruk's Packleader often means nothing without Kodama, as the average CMC of the deck is prohibitive of just casting everything (barring a Nyxbloom). But with Kodama, that huge hand dwindles as we throw it all down on the table following just a few smart plays. Powerhouse.

Krosan Verge -the best color-fixer in the deck by far, verge is far too underplayed. Double shocks? Yes please!

Moraug, Fury of Akoum -extra combat phases are best in sets of three, isn't that what they say? Although Moraug can give us even more if we play our cards right! Being able to untap Atla every time is an important thing to notice, too.

Mutavault -up there as one of the best manlands, vault serves triple purpose in this deck:

  1. As a land, to well... have lands

  2. As an early attacker when we don't run any low-cmc creatures to do the job

  3. To trigger Atla if we sac/block with it. And given that those are all important jobs, I think mutavault's spot is safe.

Myriad Landscape -getting some utility into your lands is a great way to improve a deck: but going to far is a great way to ruin one. We currently have a bunch of basics here, so ML should never be only getting one land. Landscape isn't strictly a 2=> ramp effect, because barring a Sol Ring we'll only be able to activate it T3+, but being able to run more "real cards" is a pleasure.

Nature's Chosen -don't underestimate the second half of this card! Untapping a Sol Ring can get us the gas we need to finish a combo line, and untapping a Mountain to let us cast Cavalier of Flame is amazing. But it also just lets Atla make another egg, and that by itself is wonderful.

Nature's Lore -see entry for Three Visits . They are functionally the same card, and given EDH is a singleton format, we'll take redundancy where we can get it.

Nesting Dragon -probably the most efficient way to get more eggs into play. Nesting Dragon goes nuts with land-based ramp spells or a good sac outlet. Also makes flyers, which is a nice, clean way to get around annoyingly large token swarms.

Nyxbloom Ancient -another card I oft find myself wanting to get off an Atla trigger. Getting an Ancient into play is sometimes the only way to make a set-up turn into a winning-by-a-lot-after-a-very-long-turn turn.

Once and Future -once is a recursion tool that shares something very important with the best card in this deck, Congregation at Dawn --it puts cards on top of my library. That is Atla's favorite zone. But Once and Future can also get value pieces such as an Expensive Chair that have been destroyed back to my hand (making it better than just a Noxious Revival ), and with my heavy green focus adamant isn't a hard bar to pass.

Pathbreaker Ibex -the first entry in the now ever-important ibex-and-friends+Moraug/Razer synergy, the ibex is almost certainly the best of that bunch on its own. All ya need is a large enough creature and couple others and you'll be swinging hard very fast.

Port Razer -essentially a second Moraug. ibex/Kamahl/angel combo aside, razer can do some silly things with Emeria Shepherd : sac it, recur it and give it haste, and reset the second clause. Gotta love it.

Prismatic Vista -Colorfixing: can't live without it. This is a very efficient way to grab the color we need, and the fact that there's an Art Card allowing me to not have to spend a billion dollars on it is nice, too.

Pyroblast -a very interesting interaction piece, and probably the best non-blue counterspell. It's a lot of fun to hit things on the stack in RGW, and even more fun to punch an Urza off his high horse for so cheap.

Rampant Growth -I want to say this is the original land-based ramp card, but that's probably not true. Whatever the case, fetching a basic on 2 is never bad.

Return of the Wildspeaker -draws us 6ish cards on average, which--especially at instant speed--is nothing to scoff at. The second option is usually not the correct play, but sometimes we can win on the back of it.

Rhythm of the Wild -the best instance of the Riot mechanic. The bad thing with haste enablers--sorry, the bad things with haste enablers is that they

  1. don't do much post-combat unless the creature given haste has a tap ability (rare in this deck)
  2. don't do anything when stacked. Double haste isn't a thing.

But Rhythm gets past both of those--it can put counters on things when haste just isn't what's needed. And making stuff uncountable will very quickly make the blue player at the table very uncomfortable.

Sacred Foundry -definitely the Shock I tutor for the least, it is still a shock nonetheless--it can trigger Emeria Shepherd , power Sneak Attack , and guarantee I can get the right colors with Krosan Verge . Good card.

Samut, Voice of Dissent -doublestrike is a beast with ibex effects--and flash is a boon with a seedborn in play. Haste to everything is a necessary evil on a pop-off turn, and untapping Atla is powerful when gas is needed.

Scroll Rack -I was on the fence about SR for a while, but then I opened it during a rare pack-cracking event and decided it was worth a test. Turns out top-deck manipulation is pretty great, especially in tandem with early-game card draw. SR needs shuffle effects to function properly a draw engine, but we have those in spades in this deck.

Seedborn Muse -The creature I tutor for the most in this deck, SBM is a one-spirit army--although the way in which it's good means it brings along some friends. Usually, with Seedborn out, we get back to our turn with 5ish more creatures on-board than we started with. And that wins games! If you're ever unsure what to tutor for, seedborn is the answer.

Selesnya Signet -I've said it before and I'll say it again: 2 mana ramp is a force to be reckoned with. The Ravnican signets are so good too because they allow you to have all our colors SO MUCH easier(ly?)

Sentinel Totem -the totem is GY hate that provides the omnipresent need for top-deck interaction. Granted, scrying one doesn't do a whole lot, but a T1 play that smooths draws and allows for hate later is good in my book.

Shalai, Voice of Plenty -a nice persistent protection effect. Shalai stops direct damage all over the place, even to the face! She works well in conjunction with Archetype of Endurance (Shalai's only weakness is that she doesn't give herself hexproof) and Seedborn Muse (activated abilities are great when you can use 'em over and over, the same trick works with Nyxbloom Ancient ).

Skullclamp -sac, draw, repeat. The practical only downside is the magic all has to happen at sorcery speed. But when you're drawing a bucketload of cards, who cares?

Sneak Attack -THE best 4 cmc enchantment in the game, SA can be a gameplan in and of itself. As long as we keep our hand stocked with a Garruk's Packleader or other, we can easily bring the game to a close neatly with this card.

Sol Ring -turn 2=> ramp is super important in this deck, as Atla really needs to hit the table T3. Having a lot of extra colorless mana laying around is nice when all your spells are so beefy as well.

Soul of the Harvest -card draaaaaw! This one has a bit of a relevant body though, and a useful keyword. Can do some attacking as well as drawing.

Stomping Ground -Dual lands are good, surprise surprise. Ground is by far the land I tutor for the most, as white is, shall we say, an afterthought past Gruul in this deck and Magic as a whole.

Stonehoof Chieftain -ol' rocky equine-bloke himself. Granting two very relevant combat keywords at once, as well as holding a sizable body himself... all-star.

Summoner's Egg -pairs well with Emeria Shepherd and/or Garruk's Packleader et al. Leads to your opponents not really knowing what to do, or playing around it so hard that they undercommit and hand over the W.

Sundering Growth -easy castability, makes another egg, and hits what we need it to. Underplayed card for sure.

Swords to Plowshares -proooobably the best removal spell in the format. It's very hard to have a white deck that doesn't want swords.

Temple Garden -useful in tandem with Krosan Verge , as it can function as either the forest or the plains, depending on your need.

Terror of the Peaks -this draconic Warstorm Surge -on-a-stick is perfect for closing out games against those annoying Propaganda players (you know the ones), or just removing threats across from us at the table. Also can be used to burn up eggs in a pinch if we're missing a sac outlet.

Thermopod -just a little Phyrexian Altar on a slug. Very easy to perpetuate winning turns with a thermopod out. Also works well with Sneak Attack .

Three Visits -two cmc ramp is key, padawans. Forests are the dominant land type in this deck, so it's really no issue to have to get one with visits.

Tragic Arrogance -We can save our commander in the early game with this, and a beater in the late. Never a bad card, everyone has a token or two laying around waiting to be chosen by this card. Gets around indestructible as well, which I think is of underrated importance.

Valakut Awakening  -one of if not the best MDFC IMO--wheeling the huge uncastable cards out of our hand for a fresh grip is incredible. Not to mention it helps us hit land drops!

Windswept Heath -this should come as no surprise: fetchlands are good. Like, really powerful. Heath happens to be the cheapest fetch on the market rn, and it's in my colors no less--I just had to pick one up. I want more, but they cost SO MUCH FUCKING MONEY OMFG WOTC REPRINT THESE CAAAAAAARRRDSS

Worldly Tutor -cheap, fast, reliable: it's not hard to forget that Worldly Tutor is an instant, as are most sac outlets in the deck... you can leave up a single green and nab an Apex Altisaur to clean up after combat before damage cleans up. Super good.

Zacama, Primal Calamity -mana syncs are usually limited in function, but Zacama seems to be able to do a bit of everything. From being an emergency "sac outlet" (with her red ability), to stabilizing our life total (with her white one), and ridding ourselves of burdening artifacts/enchantments such as Propaganda , etc. Let's also not forgot her incredible ETB: even though she has to be hardcast to trigger it, getting a "free" 9/9 vigilance reach trample without even having to crack an egg is great. Zacama works very well with Emeria Shepherd , as if we get net positive mana off her ETB we can loop her several times and get a million activations.

It's tempting to wait until someone's swinging in, and then casting a Congregation at Dawn in response and sticking a Zacama, Primal Calamity in the way of their attacker--but please refrain. Here's why: when we declare Eggs as blockers, there's a scary and unnecessary time when our opponent can remove Atla before we move to damage... and that leads to the very bad scenario of an Egg dying with no trigger to reward it from our Commander. And that is quite literally one of the worst feelings in Magic. (Second only to an opponent countering your Legion Conquistador )
A winning game usually involves putting Moraug, Fury of Akoum / Port Razer + Pathbreaker Ibex / Kamahl, Heart of Krosa / Angel of Destiny into play, either with Worldly Tutor , Congregation at Dawn , Brutalizer Exarch , or just spinning the egg wheel enough times with Nesting Dragon , Samut, Voice of Dissent , Seedborn Muse , or Nature's Chosen that we get lucky. The synergy between extra combats and a buff creature (or alt-win Angel, as it turns out) is pretty insane, and is hard to stop once it gets going.
The most powerful card in the deck by far is the aforementioned Congregation at Dawn , but how do you use it? Or, for that matter, Brutalizer Exarch ? or Worldly Tutor ? Let's start at the top.

Congregation at Dawn is best when fired off early--a great situation to use it on is in conjunction with an Atla activation on turn four, after hitting some sort of T2 ramp piece. If it's used in that scenario, the best targets are Samut, Voice of Dissent , Pathbreaker Ibex , and Moraug, Fury of Akoum . Unleeeesss, we don't have a sac outlet. Then swap Samut for Thermopod and see below. Once we shuffle our deck, we may realize that we don't know how to stack the cards we found. That's ok! I hardly ever do either, and I've been playing this deck for a year now. Provided we had a sac outlet and went with line A, Samut, Voice of Dissent should go on top, followed by Moraug, Fury of Akoum , and caboosed by The Ibex . Got it so far? Great.

Now we have to end our turn (it's probably been several hours of analysis by now). I know what you're thinking: "But Omni, we just tutored for a game-ending synergy right in plain day!" Yes. You are correct. But we just have to be patient here and hope the fact that it's only T4 dissuades our opponents from halting their set-up plans to stop ours.

Ok. The last opponent before us just cast their Solemn Simulacrum and passed. We get to take our turn! Untap, and draw Samut. Cast our sac outlet, and sac our egg from the turn prior to it. Put Moraug into play. Make another egg with Our Commander , and crack it into the ibex. Pass again. Next turn draw, hardcast Samut, swing all out, play a land, swing again, and win.

WELL. That sure was hard, wasn't it? Let's do another.

If we didn't get blessed by the Gods , and don't have a sac outlet in hand--well, never fear! The pneumonic song to remember this scenario is this: Thermopod goes on the top of the library, then we have Moraug, Fury of Akoum (who is not all that scary), finally, at the bottom, all neatly stacked, The Ibex lays its head, ready for an egg to be sacked. No, that didn't take me like 20 minutes shhhhhhh.

After we're done straightening the top of our library, we pass > wait for our turn > untap > draw Thermopod > cast Thermopod > sac our egg > put Moraug into play > make another egg > fry the egg into the ibex > pass a rotation to let summoning sickness wear off > win.

Now, onto the less complicated tutors! Yay!

Worldly Tutor is great for getting answers, all we need to leave up is three mana and our commander and we can flash out a Cavalier of Dawn or other. Outside of a situation where we need to react to something, Seedborn Muse is the best singular card to get an engine going and become a threat. If we have any sort of boardstate already established, Pathbreaker Ibex should take us to victory, and if we have half of the ibex/Kamahl/angel+Moraug/razer synergy then nabbing the other side should win us the game.

Brutalizer Exarch is obviously great as a tutor, but we mustn't forget that is has another mode--I can't tell you how many times I've searched for a Cavalier before realizing I can skip that whole process with the card itself. But as far as the tutor goes, it's pretty similar to Worldly.

In this deck, it's almost always better to wait to play our land-drop after sacking an egg, as we might hit one of our landfall payoffs, Nesting Dragon or Emeria Shepherd . Similarly, if we want to hardcast a creature, we should sac an egg first in case we get a Slightly Large Plant , Fucking Busted Plant or Garruk's Packleader off the trigger.

In the event that we get a Superpowered Plant out, it's always best to have a Signet left untapped so we can get the additional 4 mana off it, so whenever possible we should keep those open before sacking an egg. Apropos of leaving mana open, we should keep a white source open if we have 3 or more mana available to us, as we might hit a Samut, Voice of Dissent and be able to untap Atla with her.

If we have Nesting Dragon , it's usually best to stack the triggers when sacking the Dragon Eggs so that the Dragon comes into play after the creature we get from Atla, in case it's a Fucking Busted Plant or Terror of the Peaks .

I made a budget version of this deck, that only costs about 65 USD. That can be found here > Cheap Cracks (Budget Atla Palani EDH)
This deck could be better, that's no secret. And I am in no way the person to take this commander to its maximum potential, that's not a secret either... but I could have made this deck more powerful.

I have refrained from running infinite combos in this deck--I used to have one with Zacama, Primal Calamity + Paleoloth + Nyxbloom Ancient , but I got it too frequently and it wasn't all that much fun. I do believe however, if anyone cares, that a very cool version of this deck could be built with like, 2 creatures that combo together (maybe Heliod, Sun-Crowned + Walking Ballista ? Although you'd need a Grumgully, the Generous / Renata, Called to the Hunt for that to work). Just a thought :) DM me if you make that deck!

Of course, all suggestions are cherished like little flowers, but right now I'm mainly looking for cards to cut rather than add. I've done far too much research for this deck and if I'm not running a card it's most likely because I cannot afford it. If you think I'm missing something glaring, by all means let me know, still!

Upvotes make my day, if you don't have the time/energy to comment just know that it still is a form of support to click the button.

Thanks for everything :3

This section doesn't always have anything, make sure to keep an eye on it to see where I have mine!

Khalni Ambush  : The ZNR MDFCs (note I emphasized Zendikar) are SO fucking good that I want to put more in my decks. We have a bunch of creatures than can survive a fight, so I feel pretty safe running this as a straight-up 1-for-1.

Ashes of the Abhorrent : I own an Ashes, and have been considering adding it for a while to reap lifegain off egg cracks... but Sentinel Totem continually does so well that I haven't justified the switch just yet.

Scavenger Grounds : Another colorless land, another GY hate piece. This will go in as soon as my colorfixing improves enough to warrant it.

Deflecting Swat : Red's best answer in EDH, Swat probably will punch out Autumn's Veil . Just costs a lot of money, that's the only reason I don't have it in yet.

Sylvan Library : Library is just SUCH an engine, hard not to add it. Again, monetary concerns have thus far kept it out, but hopefully we'll see some Sylvan action sooner rather than later.

Emergent Sequence : Two mana ramp man... I just need as much as I can get. Getting a body in play early is great, too; considering we can't (read: won't) put any sub-4 CMC creatures in the deck.

If this deck gets to 100 upvotes, I'll build a high-powered budget version of this deck to share with you all. If you want to see that, give the button a gentle little tap ;)

Thanks for reading! Appreciate you all.


Updates Add

Hi everyone! My primer had been getting a little outdated in the Tutor/Winning categories, but it's all updated now. Feel free to take another look to see how the deck is evolving with all your feedback and support!

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83% Casual


Top Ranked
Date added 1 year
Last updated 4 months

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

32 - 0 Rares

21 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 4.08
Tokens 3/3 C Token Artifact Creature Golem, 2/2 R Token Creature Dragon, 0/1 G Token Creature Egg, 0/2 R Token Creature Dragon Egg
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