This is currently my strongest deck. Its win percentage is greater than 1/N in a game with N players, partly because it has a LOT of combos in it.

This deck relies on a lot of small two- or three- card (finite) combos to generate tons of +1/+1 counters and creatures, and uses Ghave to switch between the two. The various pump effects allow a token-based kill, but killing with a gigantic Ghave works just as well.

Cards fall into several categories:


Token Generation:

Counter Generation: Noncreature Destruction:
  • Ghave, Guru of Spores + Woodfall Primus + "enter the battlefield" counter generation (Cathars' Crusade, Ivy Lane Denizen, Juniper Order Ranger)
  • Pay (1) and sacrifice Deadwood Treefolk, putting a +1/+1 counter on something; ST's persist ability triggers, returning it to the battlefield with a -1/-1 counter; the counter generator's ability triggers, putting a +1/+1 counter on WP (cancelling the -1/-1, leaving it with no counters) AND WP's "enter the battlefield" ability triggers, destroying a noncreature permanent.
  • Net result is (2): Destroy target noncreature permanent and put a +1/+1 counter on target creature.
Infinite Green Mana:
  • Gyre Sage (with 4 or more +1/+1 counters) + Sword of the Paruns
  • Tap Gyre Sage for mana; spend (3) to untap Gyre Sage; repeat. As long as GS has at least four counters, you'll net at least 1 mana each time.

While Ghave is involved in most of the combos, this deck can win even if you don't have him. The inherent synergies between the tokens, counter generation, and anthem effects is REALLY strong.


  • Swiftfoot Boots > Lightning Greaves: Hexproof is MUCH better than shroud in this deck, because you often want to put counters on the equipped creature.
  • Dictate of Erebos > Grave Pact: It's too hard to hit (B)(B)(B) reliably; DoE is with worth the extra mana for the ability to cast it most of the time.
  • Burnished Hart > Yavimaya Elder: The options are roughly (3)+(3) to put two lands into play tapped, or (1)(G)(G)+(2) to get two lands into your hand and draw a card. I ran into issues with [a] not getting (G)(G) early enough, ideally turn 3, and [b] not getting acceleration from YE since the lands go into your hand.
  • Coat of Arms: Coat of Arms is better in this deck, because about 85% of the tokens you'll make will be saprolings. (Spirits from Twilight Drover are next-most common, followed by Elves from Rhys which happens rarely; Garruk and Elspeth virtually never make tokens.)

    • I usually wait until the turn of the attack to drop Coat of Arms, Beastmaster Ascension, or Bellowing Tanglewurm - this prevents the opponent from knowing they'll need to kill it, and often gets a surprise-kill.
    • The mana base is a HUGE part of the monetary cost of this deck; this can probably get by without the duals, shocks, and fetches and running less-expensive lands.
    • Number of Treefolk (for Murmuring Bosk) is 4 excluding Ghave; Number of Elves (for Gilt-Leaf Palace ) is 5. Other common creature types (for Coat of Arms): 5 Humans, 4 Shamans (excluding Sakura-Tribe Elder, including Ghave), 4 Warriors. 6 cards that create Saprolings (including Ghave).
    • If I can determine that I can replace one land with Tower of the Magistrate without screwing up my colored mana generation, I'll do it. This card is really good at turning off creatures who are suited up with tons of equipment.

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Date added 11 years
Last updated 10 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

50 - 0 Rares

19 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.92
Tokens */* W Creature Avatar, Beast 3/3 G, Copy Clone, Elf Warrior 1/1 GW, Saproling 1/1 G, Soldier 1/1 W, Spirit 1/1 W
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