This deck goes wide and tall. It's not really concerned with doubling tokens or anything like that since most of our efforts on early turns is ramping. This deck is also mainly green with a red splash. I'm also new to Tapped Out and not sure how it calculates how competitive it is.

Mana & Fixing

Sac & Fetch cards like Harrow/Roiling Regrowth/Entish Restoration/SpringBloom Druid are important for sacrificing duals that have already fixed our mana and getting our basic count up.

Arid Archway: Can be a source of card advantage, as it was intended, but it can also just be a repeatable landfall trigger that can be tutored by Map the Frontier. It can also bounce Disciple of Freyalise to our hand if we're forced to play it on an earlier turn.

Plant Sub theme

Having plants out on the battlefield before Phylath comes down allows us to immediately utilize Phylath's buff and get into the red zone. Most of these creatures fly under-the-radar and aren't removal magnets (excluding Bill).

Supporting +1/+1 Counters

2 Card Combos

Winning the Game

Aside from accruing lethal damage via normal combat, this deck is capable of KOing out of nowhere.

Calculating & Winning with Devilish Valet

Our cheapest line to eliminate an opponent is with Valet. Calculate by:

Valet's Power = p * (2^c)

Where p = [Valet's starting power] & c = [number of creatures that have entered this turn]

No Power Bonus/Domri's Anthem

You'll need at minimum of 5 basic lands out, creating 5 plants + Phylath get the Valet's power to 64.

Battle Ogredriver or Enduring Courage's (+2/+0)

3 Basics = 3*2^4 = 48 damage

Card Advantage and Tutors

  • Disciple of Freyalise   - An absolute all-star in this deck. It allows us to turn our fatty boom-booms into sweet sweet card draw and life too. Also, it has added utility of a green sac outlet in the case something gets dressed down.
  • Nissa's Triumph - I feel like a lot of people sleep on this card. Essentially, 2-mana draw two lands. In Magical Christmas land, it's gravy when we have Nissa, Who Shakes the World out.
  • Nissa's Pilgrimage - With our density of ramp sorceries, getting spell mastery isn't uncommon.
  • Radha, Heart of Keld - Seeing the top card of our library is, at minimum, knowledge.
  • Seek the Horizon - 4-mana draw 3
  • Shamanic Revelation - Phylath hedges this card's worst case scenario and makes it extremely reliable - often drawing a fresh 7.
  • Escape to the Wilds - It's escape to the freakin' wilds! Ramp, Card Advantage, and also plays around OBM and other stax, if relevant.
  • Archdruid's Charm - The Swiss Army Knife of cards. Removes the one ring, fights, and tutors for wincons.
  • Tooth and Nail - Not running Hornet Queen/Hoof Combo, since I don't have a hornet queen/it goes against the deck's flavor imo, but you do you.

Removal & Interaction

We're not running any sweepers and are light on interaction since we'll likely be the threat.

Haste Enablers

Anti-Blue

As Gruul, our pledge of the allegiance includes taking a fat dump on blue. Thus, we must. As Dave Chappelle so eloquently put it, "Cause F*** 'Em, That's Why!"

Include if you can/want:

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Comments

90% Casual

Competitive

Date added 3 weeks
Last updated 3 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

32 - 0 Rares

19 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 2.95
Tokens Beast 3/3 G, City's Blessing, Emblem Nissa, Who Shakes the World, Fanatic of Rhonas 4/4 B, On an Adventure, Plant 0/1 G, Treasure
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