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Deck Introduction

Green Tide was originally inspired by Travis Woo's Green Money Hunneds(http://www.channelfireball.com/articles/travis-woo/woo-brews-green-money-hunneds). If you haven't read the article, I recommend you do, it's hilarious and really sets up the mindset you should have piloting this deck. Some key changes were made to transition the deck from Modern to Commander, but I believe I've kept its spirit intact. Immediately you'll notice the deck's lack of Genesis Wave or even its counterpart Primal Surge. A big part of what makes the deck function in Modern is access to multiple copies of Genesis Wave to snowball advantage and Eternal Witness to retrieve things like Early Harvest that we lose when we cast G-Wave, as well as acting as G-Wave 5-8. In order to achieve the same consistency in Commander, we've had to employ a lot of instants and sorceries with same effects. These inclusions greatly reduce the effectiveness of both G-Wave and P-Surge. Before we go into those changes in the Gameplan section, lets discuss the pros and cons this deck has.

Pros and Cons

Pros

  • Can win consistently on turn 5-6, or even as early as turn 4
  • Hard to disrupt since land destruction is frowned upon
  • Very explosive when you decide to go off

Cons

  • No interaction against opponents
  • No real protection against attackers
  • Flops hard without a draw engine
  • Omnath occasionally hated out

Synopsis

Staying true to Green Money Hunneds, our goal is to put a bunch of our deck onto the battlefield, generate too much mana, and win with something over-the-top. Like Travis, we'll be using Vernal Bloom effects to help us make all that delicious mana to fuel our combo. Unlike Travis, we don't have Genesis Wave, so to achieve something similar, we will be running Greater Good effects that we can feed a beefy Omnath to. Once we've drawn our cards, we have a large pool of mana we can use to continue our combo or win. If doubling mana, drawing a bunch of cards, and then winning sounds familar, that's because it's the same strategy that High Tide decks use, hence the name of this deck.

Opening Hand

We run 37 Forests and 38 pieces of ramp, of the remaining 24 cards only 5 are efficient draw engines. Typically you'll want to mulligan until you find one of those since the deck stalls hard without it.

Winning

I really wanted to make Spawnsire of Ulamog work in Commander, but unfortunately it just doesn't have the same effect without Emrakul, the Aeons Torn. So instead picked something equally as silly. Dump all your mana into Helix Pinnacle so you have 100+ counters, then blow up your own Ugin's Nexus to win the game on your upkeep. The more counters on your Pinnacle, the more you get to gloat.

This deck was originally just supposed to be something fun to pull out against friends, but if I wanted to make it more competitive, here are some of the cards I'd add.
  • Candelabra of Tawnos - A staple of High Tide strategies, it allows us to go off earlier and with greater consistency.
  • Aetherflux Reservoir - A way more efficient wincon as we already generate a high storm count. It also takes up less slots in our deck, meaning we can dedicate more slots for protection. Additionally, once we get a large amount of mana, we can generate more storm count by looping Regrowth and Revive.
  • Autumn's Veil - Helps protect us on our combo turn so we don't get blown out by counterspells or removal.
  • Gaea's Cradle - Should usually generate at least 2 mana, which is a good enough reason to run it.
  • Nykthos, Shrine to Nyx - Has the potential to generate a ton of mana due to our high devotion to green. Might be a bit of a "win more" card, since high devotion usually means we have a bunch of Vernal Bloom effects on board.

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Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

29 - 0 Rares

11 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 3.33
Tokens Beast 3/3 G, The Monarch, Wurm 6/6 G
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