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MLD: Atla Palani's Eggs

Commander / EDH* RGW (Naya)

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The first MLD deck I will actually play IRL versus my friends.

Some additionals I want to add: Spider deathtouch/spider escape Enchantment ramp (make eldrazi spawn one for example)

Multiple deck notes: Since our commander (Atla Palani, Nest Tender) costs 4, we filled the deck with many 2 mana rocks so that we can very consistently drop a turn 3 commander. Not to mention, if we can start with a lot of mana rocks we can easily shift on turn 3 to a Armageddon'esc effect to manage our opponents mana sources. Since we play a couple of indestructible lands these might even keep some lands of ours on the board after resolving. Another early to mid game tempo play we can aim for includes a Scaretiller or Blossoming Tortoise into an early land wipe. This keeps us with a way of consistently bringing them back over time whilst our opponents' early land drops have all gone to waste. Splendid Reclamation can help for this same function in the mid game if you already established mana rocks/Selvala, Explorer Returned. Otherwise it's a good late game tool to both ramp and recover from a land wipe.

Often people will target you once they realize what you're doing. For this our commander has additional use as an engine to generate blockers that they might very much regret attacking into for as long as you control your commander. For this reason, we play a couple protective cards (like Arwen, Mortal Queen, Tamiyo's Safekeeping and the new all-star Royal Treatment) to keep our commander on board as long as we can to make sure they can't just attack into us as soon as we wipe their lands. We have a couple other cards that function towards this purpose: Heroic Intervention and Boros Charm which are both 2 mana which is what most of the time we want to keep open anyways when we control our commander so that we can generate an egg using her ability, but also do we have Teferi's Protection. These cards however also happen to very greatly fit into our mid- to late-game combo plan. We can either simply land wipe and use one of these to keep our own lands safe so that we're basically casting an asymmetrical Armageddon. Otherwise, way stronger, but with higher mana cost: Jokulhaups followed by either a Teferi's Protection, Heroic Intervention or Boros Charm. Basically winning the game on the spot if not dealt with. For the late game wipe plan we also included Avacyn, Angel of Hope, which we can accidentally polymorph into play thanks to our eggs, for the same purposes. World Shaper is another card that works good early or late as a recover mechanic from your own land wipes.

Otherwise, looking through the deck you can find some weird includes like Brash Taunter and Darksteel Ingot. I'll be honest, these cards really aren't that good, but they do function well in the later stages in the game for their purposes. Brash Taunter is there as yet another tool to keep opponents from attacking into us whilst also being a card that would survive any of our many board wipes. Same goes for Darksteel Ingot and his new and improved version being Skyclave Relic. Some other indestructible cards that hopefully will stick a little longer despite our board wipe heavy strategy are Klothys, God of Destiny, Mondrak, Glory Dominus (which doubles down as a sac outlet for our eggs and as an engine to generate more eggs) and the newly, hard to pass on The One Ring. Darksteel Plate is another card that I included for it's utility even though just like Darksteel Ingot and co is quite power crept and relatively inefficient, but worth the include for the later game due to our self destructive strategy.

Weathered Wayfarer, Elvish Reclaimer and Realms Uncharted are some of our early tools to gather some of our indestructible lands. These are: Cascading Cataracts, Darksteel Citadel, Rustvale Bridge, Slagwood Bridge and Thornblight Bridge. Some other lands come with the same utility; Drownyard Temple can bring itself back whilst Vesuva or The Mycosynth Gardens can be utilized to become indestructible 2. Outside of these early land-tools I also run Wrenn and Six which can guarantee our early land drops in combination with fetch lands or can function as yet another one of our tools to recover from our wipes. Important note here is also that planeswalkers don't get hit by the late game wipes like Obliterate. Partially for this reason I haven't cut Elspeth, Knight-Errant just yet. Another reason planeswalkers are appealing in a Atla Palani deck is because their big weakness is that you have multiple opponents who can each on their turn attack them which often means they barely ever get to survive an entire turn cycle making them very over costed cards for the one loyalty effect you got. And with your opponents not always being able to attack you or your planeswalkers out of fear of breaking an egg and polymorphing a big haymaker on the field.

Tempt with Discovery might be another card that only really works the first time you pull out this deck at a certain table, but is deceivingly strong when your opponents are tempted. Realistically they shouldn't fetch a land using this effect, which would make this a very expensive ramp spell to fetch one of our indestructible lands. However, in magical Christmas land, we cast this, probably turn 3, and 2 or even 3 of our opponents are greedy and want to fetch a specific land from their deck which means we get to fetch 2 or 3 extra indestructible lands. On the next turn however, our opponents would quickly regret fetching a land when they then see their lands in the graveyard after you successfully cast an Obliterate whilst all the lands you went grabbing all are still safely sitting on the battlefield as if nothing happened.

In this paragraph I'll briefly explain the card choices for our targeted removal package as these don't particularly synergies with the rest of the deck. Angelic Purge as our only sorcery speed targeted removal spell was included for the likes of The One Ring and other hard to deal with permanents. Not only that, but it can sometimes be used to sacrifice an egg which is nice. Chaos Warp and Tibalt's Trickery both have the same function of dealing with hard to deal with cards. Tibalt's Trikery has the nice advantage of only costing 2 mana which as mentioned before we most of the time want to keep available anyway to create eggs. Generous Gift and Beast Within are in my opinion for casual commander just great versatile pieces of removal that I find very hard to not include. Lastly we run the 2 most efficient white creature removal spells in history: Swords to Plowshares and Path to Exile to deal with a couple problem creatures as well. Otherwise we're kinda low on removal, but this is due to our deck being packed with board wipes since they work towards our plan. And ideally if we can pull of our strategy fast enough we should be denying our opponents resources enough for them to not be able to barf out problem card after problem card.

Our greatest arch-enemies are Farewell like board wipes since these don't cause our eggs to hatch nor do our many indestructible cards survive these types of wipes. Dockside Extortionist and Collector Ouphe'esc effects are also very good against us as many of our lands are artifacts as well as the fact that we run quite the long list of utility and mana artifacts.

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Date added 1 year
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 3 Mythic Rares

49 - 7 Rares

16 - 1 Uncommons

12 - 3 Commons

Cards 100
Avg. CMC 3.30
Tokens Beast 3/3 G, Copy Clone, Egg 0/1 G, Eldrazi 10/10 C, Elemental 5/3 G, Elephant 3-3 G, Emblem Elspeth, Knight-Errant, Emblem Wrenn and Six, Plant 0/1 G, Royal, Soldier 1/1 W, Treasure
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