There are few things in the game of magic more fun than drawing cards. One of those things is drawing more cards. Another one of those things is Panharmonicon . Not much makes me happier than Cloudblazer , except when that Cardblazer draws 4 cards, gains 4 life, and searches my library for another 2/2 thanks to Wild Pair ! Let's get to drawing cards! Bonus: All permanents!
Let me tell you a secret. I do not own all of these cards. This game is damn 'spensive friends. Most of them there fancy dual lands are replaced in my deck with the cheapo versions. That's fine. It slows you down a bit but honestly, our namesake card is a 6 drop that requires 2 green mana and a 4 drop lacking consistent ways to search it up. Your opening hands are gonna vary pretty wildly from "Amazing! I can go Island + Mana Crypt + Sol Ring + Trophy Mage + Cloudstone Curio into Thran Dynamo + Thrasios, Topdeck Hero bouncing Trophy Mage " to "I... guess this 4 lander has some of my colors and a 3 drop?" If your playgroup is hyper aggressive with fast mana and big bombs on turn 2 into wins on turn 3 or 4... you might want to look somewhere else for a deck. That's fine too! It isn't like I make royalties on you using my deck. Wait... do I?
The goal here is to play your creatures. Look I know it sounds silly and obvious but that really is the entire plan. We want to stick a Thrasios, Topdeck Hero for a few turns and use him to find something that helps us find our god and then we want to use those things along with Ravos, Metender and any bouncing effects we find to repeatedly generate value. Good things to search for with Recruiter of the Guard is anything that isn't too expensive to cast in the next 2 turns. I tend to go for ramp in the early game. You should too.
This is the part when we win. We don't really want players to make it to their end-game bombs because those usually kill our stuff. Hopefully by this point we've found our god and his weird uncle Wild Pair and have generated a fairly large board state. The number you're looking for is 7. 7 mana, and 7 creatures. Also techincally 5/5 because you're casting Steppy . Fun Fact! There are two creatures in our colors with power 2 and toughness 8 that could potentially Recruiter of the Guard + Wild Pair into Steppy and they're Rotting Mastodon and Jaddi Lifestrider , neither of which have useful abilities for our deck. There are various 5/5's that facilitate this as well, including Groot and Sharuum the Hegemon . Groot is probably the best for this as if you bounce either Steppy or Groot you can pump even higher. Maybe add Akroma's Memorial or Concordant Crossroads to give it haste. Anyway I digress, back to winning: Assuming your goal is to deal 40 damage to 3 other players you need to Steppy for at least 8. Worst case 7 1/1 creatures -> 9/9 trample -> 17/17 trample + Steppy at 22/22 (if you have haste) giving 136 trample damage without haste and 158 with haste. Naturally, if you Groot your way into the combo you'll make between 4 and 74 plants, and the more mana you have the less creatures you need to win. Still need at least 3 able to attack. The best part about our deck is that Steppy coming out of Wild Pair isn't casting it, and neither is bouncing it with any of our various bounce methods, letting our damage stack up higher and higher with relative safety. (probably try to have Spell Queller or Restoration Angel held back for Path to Exile Swords to Plowshares and any other instant speed exile that isn't split second.
So to put it all together, your goal is to find god, then exploit god in order to find and cast wild pair before anyone finds interruption, then use steppy or groot to find each other and win the game.

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Date added 5 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

46 - 0 Rares

20 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.98
Tokens Ashaya, the Awoken World, Clue, Emblem Venser, the Sojourner, Plant 0/1 G
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