Whole again in honor and horn.
This is a competitive EDH deck that I've spent several months creating. It's a fast-paced, aggro / midrange build that utilizes ramp, control, and aggressive cards all in one little package. This deck is made for a competitive environment with other competitive players. Playing this deck against causal players may aggravate them to the point where they don't want to play with you anymore.
There are a few ways to win with this deck, most of them being fairly easy to execute efficiently. Here are a few ways:
- Overwhelm your opponents with mass amounts of tokens, then keep attacking with wave after wave of them.
- Combo out with Earthcraft + Squirrel Nest
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- Commander damage when Rhys has many counters on him.
Disclaimer I: This deck tends to receive excessive amounts of hate, mostly due to the mass amounts of tokens that you are pumping out every turn. To keep the game fun for other players, I highly advise playing a little less aggressively.
Disclaimer II: Always make sure you have a lot of tokens / dice when playing this deck. This deck has the potential to generate hundreds of tokens, and sometimes it gets difficult to keep track of all of your tokens and counters.
I chose Rhys as a general, because he is what I like to call "Doubling Season on a stick." Yes, I am completely aware that his ability technically isn't Doubling Season, but essentially, you can get it to act similar to it. Rhys's ability has the capability to generate mass amounts of tokens in a very short time. Combine him with something like Doubling Season or Parallel Lives, and you've got a pretty impressive board state buddy.
Originally, this was a Captain Sisay goodstuff / aggro / combo / I don't even know deck that kinda sucked. It had no consistent wins at tournaments or online. Then I found Rhys, and I was blown away by what he could do. In a token deck, Rhys is amazing and has the capability to win very early in the game.
Utilizing both and , Rhys has access to two very powerful colors in EDH. White has control, token generating, tutors, and many other badass things, while green has aggro, beefers, and yes, other badass things. I typically don't like to play green nor white, but in this case, I love it. It works out so well in this type of deck, and I couldn't imagine a better color combination this general could be.
Also, Rhys's casting cost being is a huge advantage. You could have either a forest or a plains out on turn one to play him! That's AMAZING!
The best decks to play against are combo and decks that don't run a lot of board wipes. That's really all there is to know. Combo decks usually take a bit of time to get their combo to go off, and by that time, you'd have already won. If for some bizarre reason you hadn't won yet, you could always destroy their combo pieces with your removal spells.
Basically, the other strength of this deck is against any deck that doesn't run board wipes. Yeah, I know it's pretty specific, but after my friend telling me this over and over again, I decided he's right. This deck is really strong against pretty much everything, but that leads me to the weaknesses...
There are few weaknesses to this deck, and I haven't really encountered many, but one main weakness was boardwipes. Boardwipes have the capability to wipe all creatures, lands, artifacts, enchantments, anything, off of the battlefield, and that is NOT what we want.
In order to prevent that from happening, I included in this deck many protection spells to help defend those pesky board wipes.
But you may be asking something like,
Hey lotus! You're running a boardwipe in your deck now! Didn't you say boardwipes were the main weakness?
Yes, I did say that. But first, let me explain.
I am including a boardwipe in the deck to wipe you opponents' board(s) and then swing with all of your creatures. First, you want something like Dauntless Escort out or a card that makes your creatures indestructible before you wipe. Then you use the boardwipe and save your creatures. Or, if you don't have any creatures or very few, you could just wipe the board and not really give a shit about your creatures.
But let's get back on topic.
Another weakness to the deck is heavy control decks based around counterspells. They'll counter everything you try to play, and trust me. It's really annoying. That's why when playing spells, you need to be careful and look around the table for any blue players with untapped lands.
So there it is. I put as much work into that as I do to take a shit. So help all shits out there and upvote the deck.
In all seriousness though, please take into consideration leaving a comment on how I could improve the deck. I would love to hear your feedback.
Thanks!