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The primary goal of the deck is ramp early to activate Rhys every turn and within 4-5 turns be able to tap her multiple times through various untap mechanics. From there the win conditions are cards like Overrun or Akroma's Will, etc. to empower my tokens to deal massive damage. By turn 5 I expect to consistently have 8-16 tokens. It's a glass cannon Rhys built meant to close the game out on turn 6 or 7 by combat.

Enough protection and removal should allow me to build up an army of little elves that become mega-mana generators with cards like Priest of Titania. Even if Rhys is removed, I should have enough mana and blockers to stall until she is active again. Protection should almost exclusively be used against board wipes.

Card draw is critical to finish out the game since 64 1/1s are formidable, but can't do anything if they can't attack or can't block etc.

Recommendations to make the deck more consistent (without necessarily increasing the power level) are welcome.

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Comments

92% Casual

Competitive

Date added 3 years
Last updated 3 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

41 - 4 Rares

21 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 3.17
Tokens Copy Clone, Dinosaur X/X G, Eldrazi 10/10 C, Elemental 8/8 GW, Elephant 3/3 G, Elf Druid 1/1 G, Elf Warrior 1/1 G, Elf Warrior 1/1 GW, Forest Dryad 1/1 G, Spirit 1/1 W, Ultramarines Honour Guard 2/2 W, Vampire 1/1 W
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