pie chart

Organized Atla, Geez

Commander / EDH RGW (Naya)

xJerish


Maybeboard


We'll start with some easy rules to follow for optimizing: 8 by 8 Theory, you can think of 8 cards as a "package" of effects, you want redundancy basically.
The thing is, there are three "packages" that are essential, Ramp, Draw, and Removal (Or, Interaction).

  1. 8 - 10 Ramp spells, and we want mainly Land Ramp, Green is the only color that gets it, and Green is the strongest color in EDH for that reason, Land Ramp can't be Board Wiped (usually).

  2. 8 - 10 Draw spells, preferably ones that we can reuse over and over, though spells that draw us a grip are also very good.

  3. 8 - 10 Removal Spells, preferably ones that aren't narrow, Beast Within is excellent, and a Staple, because it can target any permanent, and the 3/3 they get out of it is negligible.

  4. 36 Lands, any more and you have a higher risk of flooding, any less and you risk mana screw. It also depends on your ramp though, the more ramp, the less lands you can potentially run. For instance, I run 33 Lands in my Millimar Deck.

  5. That leaves 40 card, 5 "packages" of 8 cards essentially, and those 5 can be whatever you want. Though, cards that have over lapping effects are most efficient. I.e.:Skullclamp is both Draw, and a Sac Outlet for Atla Palani, Nest Tender.

Like I said, the best Ramp is indisputably Land Ramp, because it can't be removed. Though, depending on how you want to play, we'll use different ramp. Sol Ring is the exception in most decks though, since you have one, we should run it, and maybe Arcane Signet since you have one and because it's quickly becoming a Staple as well. We're not Mono-White, so, we don't have to run the bullshit that is Kor Cartographer, or Cartographer's Hawk, or even Boreas Charger, which can be good, but, we'll most likely always have more lands than our opponents.

I'm going to give you options down below, but they come with a word of warning. You should not run Mana Dorks, at all, in this deck, in my opinion. There are ways that we can Ramp out, effectively, WITHOUT hurting Atla Palani, Nest Tender's ability. The creatures in the deck should be ones that are terrifying when they land, that are overly expensive and powerful, right? If we lose an Egg, but gain Vorinclex, Voice of Hunger or Avacyn, Angel of Hope, we're in a much better position then hitting Avacyn's Pilgrim.

These are all playable, some are more budget than others, some are faster, and some are more efficient. I've gotten to the point where I'll run 8 - 10 Land Ramp, usually 3 CMC or below, but I have included some viable 4 Drops, if you want them.

  • Two Cost Land Ramp:

Rampant Growth, Nature's Lore, Into the North, Farseek, Wayfarer's Bauble, Edge of Autumn, Three Visits.

Also, Thunderherd Migration works, if you have a Dino in hand.

Nature's Lore and Three Visits can grab any Forest.

Farseek can grab bass icly any Typed Land.

Into the North can grab any Snow Land.

  • Three Cost Land Ramp:

Kodama's Reach, Cultivate, Harvest Season, Harrow, Roiling Regrowth, Deep Reconnaissance, Primal Growth, Grow from the Ashes, Far Wanderings, Search for Tomorrow, Spoils of Victory.

The best of the bunch are the ones that get you at least two lands: Harvest Season takes some work to get going, but can be powerful.

Roiling Regrowth fixes your mana.

Harrow gets you the lands untapped so you can follow up with a Rampant Growth.

Deep Reconnaissance can be cast twice, which is cool.

Primal Growth works well with the Eggs from Atla Palani, Nest Tender.

The absolute best are Kodama's Reach and Cultivate because they guarantee your next Land drops as well.

  • Higher Cost Land Ramp, though, I consider these cards slow, they're still played in many a deck, they can usually be played Turn 3, and get you two lands:

Circuitous Route, Hunting Wilds, Migration Path, Ranger's Path, Vastwood Surge, Peregrination.

Circuitous Route can get you two gates, which can be very useful, they ETB tapped anyway, so it's feels pretty good.

Hunting Wilds and Ranger's Path both get you two Forest cards, fixing your mana while also ramping, and the rest just get you two basics.

Now, some Mana Dorks are super efficient, I'll list them here, but like I said, I wouldn't run ANY of them.

  • 1 Cost Dorks:

Arbor Elf, Llanowar Elves, Avacyn's Pilgrim, Birds of Paradise, Fyndhorn Elves, Gilded Goose, Elvish Mystic.

Each one comes down early, and ramps well.

  • 2 Cost Dorks:

Bloom Tender, Gyre Sage, Overgrown Battlement, Lotus Cobra, Beastcaller Savant, Drover of the Mighty, Incubation Druid, Zhur-Taa Druid, Radha, Heir to Keld, Dockside Extortionist.

Each of these peeps add more mana then they should:

Bloom Tender + Atla Palani, Nest Tender equals 3 Mana, 1 of each of your colors.

Gyre Sage taps for more Mana, the longer the game goes.

Lotus Cobra works well in Landfall decks, especially if you plan to play ALOT of lands in a single turn, but it also works with Land Ramp spells.

Beastcaller Savant has Haste, so you can use him as soon as you play hum, but only for creatures.

Drover of the Mighty is decent, and can be a body if you have Dinos.

Incubation Druid can tap for 3 Mana later in the game.

Zhur-Taa Druid is interesting because it can abused for big damage.

Radha, Heir to Keld taps for Green, but if you attack with her she gives you Two Red, which leaves your mana pool as soon as the phase ends.

Dockside Extortionist is hella good, though I still wouldn't run it.

The most interesting Dork is probably Overgrown Battlement, because the Eggs Atla Palani, Nest Tender are Defenders, Axebane Guardian is similar.

Higher Cost Mana Dorks:

Somberwald Sage, Selvala, Explorer Returned, Selvala, Heart of the Wilds, Faeburrow Elder, Karametra's Acolyte, Fyndhorn Elder, Llanowar Tribe, Llanowar Visionary, Shaman of Forgotten Ways, Whisperer of the Wilds, Azusa, Lost but Seeking, Oracle of Mul Daya, Wayward Swordtooth, Dryad of the Ilysian Grove, Leafkin Avenger.

Each one of these cards net you large amounts of mana depending on what you need them for:

Azusa, Lost but Seeking, Oracle of Mul Daya, Wayward Swordtooth, and Dryad of the Ilysian Grove let us play multiple lands, the problem usually being, having said lands in hand.

Selvala, Explorer Returned can net a good amount of mana, and also draws you a card, but it also lets your opponents draw.

Selvala, Heart of the Wilds can net you huge mana on later turns.

Faeburrow Elder is the new Bloom Tender.

Karametra's Acolyte works well in Green heavy decks.

Llanowar Tribe pays for itself essentially.

Llanowar Visionary draws you a card.

Shaman of Forgotten Ways taps for two, for rainbow, but only for creatures, those his second ability has won me games flat out.

Both Whisperer of the Wilds and Fyndhorn Elder tap for two, though one will probably happen later in the game.

Leafkin Avenger can tap for huge mana if your board has a lot of 4/4 or higher, though you probably are already winning and don't need the mana.

The only other form of Ramp I'd consider is Enchantment Ramp, Enchantment are the second hardest permenant type to remove, so they tend to be very safe options form ramping, no one want to destroy your Utopia Sprawl when you're going to play Doubling Season right?

  • Land Enchantments:

Utopia Sprawl, Wild Growth, Trace of Abundance, Fertile Ground, Overgrowth, Market Festival, Dawn's Reflection.

Each of these let you tap a land for more manna then usual. Very good IMO, I feel like a lot of people sleep on cards like these, especially the first 4.

  • Ramp Enchantments:

Exploration, Burgeoning, Carpet of Flowers, Klothys, God of Destiny, Sanctum of Fruitful Harvest, Druids' Repository, Frontier Siege, Elemental Resonance, Karametra, God of Harvests.

Green Sanctum Synergies: Honden of Cleansing Fire, Honden of Infinite Rage, Honden of Life's Web, Sanctum of Shattered Heights, Sanctum of Tranquil Light.

Klothys, God of Destiny is interesting because it's a creature, so we can cheese it with Atla Palani, Nest Tender, Karametra, God of Harvests is similar.

Carpet of Flowers is good if you play against a lot of Blue.

Druids' Repository is good if you're swinging with a lot of creatures.

Frontier Siege gives you 4 Green a turn.

Elemental Resonance I think is super cool in this deck, because you can cheese something out with Atla Palani, Nest Tender and throw it on it.

Each one of these is interesting, because we can use our Eggs as mana, especially in the case of say Skullclamp, or Perilous Forays.

We also have Smothering Tithe to think about as well.

Rocks are used by the colors who don't have access to Land Ramp, though some Rocks can be very efficient. You don't really want to run any Rock that doesn't give out at least half of its cost in Mana. Chromatic Lantern is great at Fixing, but is inefficient when it comes to actual Ramp, there are much better ways of Fixing now in Magic. They can be Shattering Spree'd or Vandalblast'd though, which are both staples in Red, so their not safe.

Emerald Medallion, Pearl Medallion, Ruby Medallion. Though I wouldn't use them in 3 or more color decks.

There's also: Semblance Anvil, Thornscape Familiar might actually be good in the deck, but I still wouldn't run it.

Otepec Huntmaster, Knight of the Stampede, and Kinjalli's Caller all reduce Dinos though.

Everflowing Chalice, Mox Amber, Gilded Lotus, Thran Dynamo, Nyx Lotus, Mox Tantalite, Lavabrink Floodgates.

  • Rainbow Stones:

Star Compass, Coldsteel Heart, Fellwar Stone, Arcane Signet, Springleaf Drum.

Fast Mana Show

I wanted to keep it budget, and close to what you already had, I have a Mana Vault for instance, so I'd probably run it, I also have a Nature's Lore, and luckily for you Three Visits was just reprinted, I got it when it wasn't, so.... yeah. If you're going Token Strat, Smothering Tithe is a must. Green Sun's Zenith + Dryad Arbor is also a sick Turn 1 Ramp play.

Sol Ring goes in the deck.

Arcane Signet as well.

Rampant Growth

Farseek

Cultivate

Kodama's Reach

Into the North, just run your basics as Snow Basics, and you're all set.

Harrow

Roiling Regrowth

Primal Growth

I chose 10, the deck is going to have a lot of creatures with high CMC, so, might as well have a bunch of Mana for them.

The more Creatures the Deck has, the better Karametra, God of Harvests looks, especially because it can be cheesed out.

Draw is pivotal to use all the Mana you've accumulated across the game, which is why you should always dedicate a "package" to it. Now, Blue and Black have all the best draw spells. White? White is known as the worst color in EDH because of this exact problem, it has no Draw. Red? Similar issue, second worse color. Red has more then White, but luckily, Naya contains Green, and Green, Green, is the strongest color in EDH.

That being said, before I delve into Grip Draw, and Repeated Draw, I want to talk about a card.

Scroll Rack, I think this card, is an absolute necessity in this deck. Draw a Avacyn, Angel of Hope and don't have the mana to play it, well, it's stuck in your hand, but if you can put it back on the top of your library, suddenly you can Egg it out. Granted, I know, its expensive, but it's pinnacle. Sensei's Divining Top also works, it's fantastic, but, not as good as Scroll Rack.

Budget alternative that I think is playable: Congregation at Dawn, very interesting Tutor.

This refers to cards that Draw you a "Grip" which typically means 7 cards, or hand size, it's also refered to as Burst Draw. Harmonize is a great Green Grip Draw card, a staple, and used in a lot of decks. Faithless Looting is a famous Red Draw spell, used in Modern to dig deep in 60 card decks, but it's much worse in EDH. We won't be using any White draw spells.

Grip Draw, Green Show

Grip Draw, Red Show


The most useful kind of Draw, is the kind that you can use more the once. Red has some interesting things, but, obviously, Green has the best. Also, there's a one White card that I think is playable.

Luckily we don't need to run Mind's Eye.

Green Repeatable Draw Show

Red Repeatable Draw Show

The One White Repeatable Draw I'd Use Show

So I think we'll run just 9 Draw spells, we don't need a whole lot of them in this deck honestly because we'll be cheesing most of our stuff out right? Scroll Rack, Sensei's Divining Top are probably out of the question, so budget but good we go.

(Skullclamp isn't in this section because it's better specifically as a Sac Outlet.)

Ohran Frostfang is great, and you have it.

Abundance is good, we can just grab Land until we actually need something else.

Harmonize, might as well.

Combustible Gearhulk I think works very well with the deck.

Etali, Primal Storm I think is absolutely great in this deck, and pretty cheap.

Garruk's Horde is also pretty good, it gets the small creatures off the top we don't want to cheese.

Skullmulcher seems pretty good as well.

Regal Force works with the Eggs, they're Green you know.

Garruk, Primal Hunter makes us Tokens if we don't want to Draw, so, good.

None Budget, but I think are excellent. Show

This section is actually the easiest to break down, because we only really want removal that sticks, and that is effective. This is also where White really strives. Could run Duplicant, and Meteor Golem.

These are all the removal spells in Atla Palani, Nest Tender's that are useful, in my opinion.

Red Removal Show

White Removal Show

Multicolored Show

Board Wipes aren't absolutely necessary, though most Deck Builders recommend running 3 or 4 of them. I'd would say one thing about Atla Palani, Nest Tender, she sees the Eggs die, if anyone tries to fight you on this, punch them in the throat, I'm a judge, YOU WILL GET HER TRIGGERS EVEN IF SHE DIES TOO.

Another thing I want to bring up real quick is the combo of Avacyn, Angel of Hope + Armageddon/Ruination/card:Jokulhlaups. You'll blow up all your opponents Lands, which usually wins you the game on the spot. Though, trust me, you won't make any friends doing this, as people like to be able to play Magic.

Should also look at Steel Hellkite, not really a total Wipe, but super powerful.

My Choices If You Don't Wanna Look Through Them All. Show

Austere Command: Modal Wipe, EDH Staple.

Slaughter the Strong: Decent, nothing with Power 5 or greater survives it and you can save Atla, gets around Indestructible.

Fell the Mighty: Decent, Target Egg, blow up all creatures, or, Target Atla, keep her and Eggs.

Elspeth, Sun's Champion: Is interesting, though the Wipe part of her is bad IMO.

Solar Tide: Modal, can be pretty good.

Martial Coup: Can be good in Token decks.

Planar Collapse: Conditional card:Wrath of Good that can be removed.

Winds of Abandon: White's Cyclonic Rift, but also, hyper Ramp for your opponents, gets around Indestructible.

Day of Judgment: Efficient board Wipe, not the most efficient, but good.

Shatter the Sky: Replaces itself if you have a 4 Power or greater Creature.

Wrath of God: Most efficient Board Wipe in the game other then Damnation.

Cleansing Nova: Can also be used to Wipe Artifacts and Enchantments.

End Hostilities: Also deals with Equipment attached to Creatures.

Fumigate: Gain Life for Wiping.

Hallowed Burial: Gets around Indestructible.

March of Souls: Can be good in a Token deck, Elesh Norn, Grand Cenobite takes care of the Token though.

Rout: Can be an instant speed card:Wrath of Good for 7 Mana.

Winds of Rath: Good in Enchantress decks.

Descend upon the Sinful: Gets around Indestructible, can also make a Token.

Final Judgment: Exile before it was a Key Word, gets around Indestructible.

Kirtar's Wrath: Expensive Wrath of God, but cam make two 1/1 Spirits.

Phyrexian Rebirth: Good in Token decks.

Terminus: Can be cast for a single , gets around Indestructible.

Fated Retribution: Also gets Planeswalkers, lets you Scry 2 at Sorcery speed.

Sublime Exhalation: Can be Day of Judgment if you have 3 live opponents.

Sunscour: Has an interesting Alternative Cost.

Myojin of Cleansing Fire: Can't be cheesed out, has a decent body.

False Prophet: Gets around Indestructible if it dies.

Wakening Sun's Avatar: If not cheesed out, blows up all non-Dinos.

Realm-Cloaked Giant: Giant isn't a very common Creature Type, will Wipe most boards.

Urza's Ruinous Blast: Gets around Indestructible, but doesn't deal with Commanders. Blows up all Nonlands though.

Planar Outburst: Dryad Arbor survives, and other Land Creatures.

Magus of the Disk: Nev's Disk the Creature.

Akroma's Vengeance: Nev's Disk the Sorcery.

Fortunate Few: Cataclysmic Gearhulk but different.

Tragic Arrogance: Cataclysmic Gearhulk but YOU choose all the choices.

Hour of Revelation: Can cost , blows up all Nonlands.

Planar Cleansing: Blows up all Nonlands.

Play of the Game: Exiles all Nonlands, and your opponents can help pay for it.

Hour of Reckoning: Blows up all nonToken creatures, good in token decks.

Cataclysmic Gearhulk: Cheese-able.

Scourglass: Everything but Lands and Artifacts.

Subterranean Tremors: Interesting, misses Flyers though.

Earthquake, Fault Line: Misses Flyers, hits Players.

Rolling Earthquake: Misses Horsemanship, hits Players.

Magmaquake: Missed Flyers, hits Planeswalkers.

Molten Disaster: Misses Flyers, hits Players, can be Split Seconded.

Starstorm: Hits everything, can also be Cycled.

Chain Reaction: Interesting?

Desolation Giant: Is reallllly bad if Cheesed.

Descent of the Dragons: Can be good in a Token deck?

Fire Tempest, Inferno: Interesting.

Star of Extinction: Deals with anything that not x/21 or higher, also Planeswalkers, meteor-ing the Dinos the MTG card.

Blasphemous Act: Deals with anything thats not an x/14 or higher, cheaper as the game goes on.

Disaster Radius: Can be very good depending on what's in your hand.

Martyr of Ashes: Misses Flyers, better in Mono-Red.

Gates Ablaze: Need a bunch of Gates, you can only run 4 in this deck.

Thieves' Auction: Not really a Board Wipe, but hella funny.

Warp World: Insta-Different-Board.

There's really only two good ones....

The Great Aurora: Basically restarts the game, if you have a bunch of Tokens, you come out much farther ahead.

Apex Altisaur: Very good in conjunction with Avacyn, Angel of Hope.

Novablast Wurm: Reusable Board Wipe

Savage Twister: Not great.

Oblivion Stone: Recur-able with Sun Titan.

Boompile: Blows up all Nonlands.

Nev's Disk

Perilous Vault Exiles all Nonlands.

I think using the creature based Removal for this deck works the most efficiently, you could cheese it off the top with Atla Palani, Nest Tender if we really need too, and there a couple that are really good for hitting hard targets, I'm also a paranoid freak, so I run 10. So:

Acidic Slime, Reclamation Sage, World Breaker also deals with Indestructible, Meteor Golem, Terastodon, Woodfall Primus, Duplicant for the creature based Removal.

For the last three, Beast Within, Generous Gift, Song of the Dryads.

The hardest permanent type to remove is Land, most of the Removal above deals with them if needed, incase your opponents have say Maze of Ith, or Gaea's Cradle. The second hardest is Enchantment, so most of these hit them, and Artifacts. Some can also be used to deal with problem creatures as well, as well as Planeswalkers if you need them too in a pinch, though Planeswalkers are the easiest permanent type to get rid of, just swing at them.

Wipe Choices Show

This is probably the most important section honestly, the Mana Base of any deck is the thing I optimize the most. I'm kind of crazy when it comes to the Lands I run, I like lands that are quick, and efficient, I hate Tap Lands.

Basics are important, but it really depends on what you're trying to accomplish with your deck. Though, the bane of say the Animar, Soul of Elements, is absolutely Blood Moon, it's built in such a away that the deck can run on two lands, you heard that right, two lands, I've won a game with one land before.

The two sections below cover the colored mana producing lands, and breaks down which are good and which are trash.

There are two types of "Rainbow" Lands we will run, ones that actually tap for a mana of any color, and ones that tap exactly for Atla Palani, Nest Tender's colors. A good mix of these means that you'll always have the colors you need regardless of whats in your hand, that way we don't need to run things like Chromatic Lantern or Prismatic Omen, or even Joiner Adept. We can use those slots for better things.

City of Brass, Mana Confluence: 40 life enables the abuse of cards like this, you're not worried of losing 1 life every time you tap it, because frankly, you've got a lot to spare.

Tarnished Citadel: Major Pain Land, a little more scary.

Forbidden Orchard: You can play the politics game and give someone the 1/1, which is a tiny little creature, in exchange for not attacking you for instance.

Pillar of the Paruns: Functional in decks heavy with multicolored spells.

Ancient Ziggurat: Functional in decks heavy with creatures.

Unclaimed Territory, Cavern of Souls: Functional in Tribal decks.

Lotus Vale, Lotus Field: Functionally Rainbow, but can hurt if you need to cast something of two or more colors more often then not.

Gemstone Caverns: Risky, but fun.

Gemstone Mine: Rainbow for three turns, then you're down a land, can be very good.

Cascading Cataracts: Heavy mana fixing.

Nykthos, Shrine to Nyx: Very powerful in one or two color decks, works in my card:Animar, Soul of the Elements deck because it's 60% Blue.

Glimmervoid: Sac if you have no artifacts, can be abused with Ancient Den, Great Furnace, and Tree of Tales, similar to Spire of Industry.

Thran Quarry: Sac if you have no creatures, basically board wipe weak, which is kinda funny, like Dryad Arbor, good in creature heavy decks.

Survivors' Encampment, Holdout Settlement: Would only run in like Emmara, Soul of the Accord like deck, could work with Eggs?

Grand Coliseum: Tapped Rainbow Pain land.

Transguild Promenade, Rupture Spire, Gateway Plaza: Tapped Rainbow Lands, great in Budget Rainbow Land Bases.

Vivid Meadow, Vivid Creek, Vivid Grove: Enter tapped, temporarily Rainbow, but still tap for Colored Mana after.

Mirrodin's Core: Sometimes Rainbow.

These Are Bad, Or Very Situational Show

That's pretty much every single one.

Now "Functional" refers that these lands aren't specifically "Rainbow", but end up doing the trick. Command Tower is the best example of this because it taps for mana of cards specifically in your deck. You don't need any of the others colors.

Command Tower: Duh.

Path of Ancestry: Tapped Command Tower.

Jungle Shrine: Naya Tapped Command Tower.

Exotic Orchard: Rainbow if your opponents have Rainbow.

Reflecting Pool: Rainbow if you already have Rainbow.

Meteor Crater: Rainbow if you have Commander, or permanents on board that make up your Commander's colors.

Rith's Grove: Called the "Lairs", wish it was good honestly, there's one for each of the 3 Colors, only effective if you can play multiple lands a turn or have Burgeoning. Basically you'll be a land drop behind for the rest of the game otherwise, unlike other Bounce Lands.

Now, this section is going to cover a bunch of lands that tap for two colors specifically. Some are expensive, some are cheap, and I'll break them down by section, but these will probably make up the rest of your colored Lands count.

True Duals: Taiga, Savannah, Plateau: Original Duals printed in Alpha/Beta, hellllaaaaa expensive.

Shock Lands:Stomping Ground, Temple Garden, Sacred Foundry: The next best thing to True Duels, like their older brothers, then can be Fetched, or Farseek'd, Nature's Lore'd.

Battlebond Lands: Spire Garden, Bountiful Promenade, Spectator Seating: Excellent in Classic EDH 4-for-alls.

MDMF Land: Cragcrown Pathway  , Branchloft Pathway  , Needleverge Pathway  : New and fresh, seem decent enough for budget Mana Bases.

Check Land: Rootbound Crag, Sunpetal Grove, Clifftop Retreat: Work well with the Shocks.

Reveal Lands: Game Trail, Fortified Village: Lesser known or played, which makes them cheaper, I think they're being slept on honestly.

Battle Lands: Cinder Glade, Canopy Vista: Decent early game, better in decks with alot of Basics, they have Basic Land Types though, so they can be Fetched or Ramped.

Fast Lands: Copperline Gorge, Razorverge Thicket, Inspiring Vantage: Good in the early game, become Tapped Lands after Turn 2, I play them in Millimar because I want him usually on Turn 2, so, it works out.

Pain Lands: Karplusan Forest, Brushland, Battlefield Forge: Very good in all honesty, if you need colored Mana then use other lands first, and use them for Generic Costs. Though, the 1 Damage is negligible.

True Filter Lands: Fire-Lit Thicket, Wooded Bastion, Rugged Prairie: Also slept on I think, unlick other Filter Lands they produce extra mana, so you're not down a land. I use them in Millimar because I want as little Red Sources as possible, while still being able to actually cast my Commander. They serve this purpose amazingly.

Old Filter Lands: Mossfire Valley, Sungrass Prairie: Not as good as the True Filters, but still, very playable.

Future Shifted Lands/Horizon Lands: Grove of the Burnwillows, Horizon Canopy, Sunbaked Canyon: Interesting bit of MTG history, card:Grove of the Burn Willows is the only one of the Horizon Lands that doesn't Sac to Draw cards. Tt was Futureshifted back 2007, which means that it's printing "Predicted" other Land cards that would do the same thing some time in Magic's Future. Horizon Canopy was printed at the same time as Grove of the Burnwillows, it also was Futureshifted, BUT, we were printed a set called Modern Horizons which gave us the Enemy(Opposing Color Pie Parings) "Horizon Lands". Which have the design of Horizon Canopy. Which means, that eventually, we should be able to have all the Allied Horizon Lands. Grove of the Burnwillows is still the only Land of its kind, which means we could still get a Set of them in all the Color Pairs eventually.

Storage Lands: Fungal Reaches, Saltcrusted Steppe: Not as useful as Mirrodin's Core in my opinion, though, sometimes you have Mana you can't spend, so why not through it in one of these guys.

Kamigawa Lands: Pinecrest Ridge, Tranquil Garden: Very slow, and taxing in my opinion, though, I've never played with them, they could be better then I give them credit for, but I highly doubt it.

Tempest Lands: Mogg Hollows, Vec Townships, Scabland: Same as the card:card:Pinecrest Ridge|Kamigawa Lands, except card:Sabland which is a Tapped Pain Land, which is slow, IMO.

Depletion Lands: Timberline Ridge, Veldt: Bad, again, IMO.

Tribal Land: Ancient Amphitheater: Giants?

True Bounce Lands: Gruul Turf, Selesnya Sanctuary, Boros Garrison: Unlike the Lairs, these don't set you back a Land because they tap for Two, they're absolutely playable.

Bi-Cycle Lands: Sheltered Thicket, Scattered Groves: Can be Ramped or Fetched, and later in the game when you don't want to Draw Lands, you can Cycle them, all and all better then you'd think.

Thriving Lands: Thriving Heath, Thriving Bluff, Thriving Grove: Fairly new, not terrible as far as a tapped land, better if you need more of one color then another, budget.

Gain Lands:Rugged Highlands, Blossoming Sands, Wind-Scarred Crag: Better then Tapped Lands that don't do anything else.

Scry Lands: Temple of Abandon, Temple of Plenty, Temple of Triumph: Better then the Gain Lands, IMO, more expensive usually.

Guildgates: Gruul Guildgate, Selesnya Guildgate, Boros Guildgate: Can be Ramped. Food for thought.

Generic Tapped Lands: Timber Gorge, Tranquil Expanse, Stone Quarry: There are better Tapped Lands.

Man Lands: Raging Ravine, Stirring Wildwood, Needle Spires: Can be decent in the right decks.

Refuges: Kazandu Refuge, Graypelt Refuge. There are better Tapped Lands.

Snow Tapped Lands: Highland Weald, Arctic Flats. Can be Ramped, though not as efficiently as the Gates.

Invasion Tapped Lands: Shivan Oasis, Elfhame Palace: There are better Tapped Lands.

These sections cover Fixing Lands, and other Utility Lands

True Fetches: Wooded Foothills, Windswept Heath, Arid Mesa: In conjunction with the Shock Lands you get the most effective Mana Fixing in the game.

Slow Fetchs: Mountain Valley, Grasslands. MUCH cheaper then the True Fetches, slower, BUT STILL HYPER PLAYABLE.

Naya Fetch: Naya Panorama fixes well, though it does specify only BASICs, still decent.

Neutral Fetches: Prismatic Vista, Fabled Passage, Terramorphic Expanse, Evolving Wilds, Warped Landscape, Terminal Moraine, Thawing Glaciers: Listed in order of power Prismatic Vista being the MOST POWERFUL by far, 1 life to get ANY BASIC untapped means that it's useful regardless of the stage of the game, each card after essentially loses efficiency, I think they're all playable in the right deck.

Ramp Lands: Krosan Verge, Myriad Landscape, Blighted Woodland: Lands that Ramp, not bad. Another good Ramp Land mention, that isn't a Fetch is Terrain Generator.

Fetches an Artifact: Inventors' Fair.

Gavony Township: Buff your Board.

The Tabernacle at Pendrell Vale: Anti-Creature Land, is good because it gives a free way of sac-ing Eggs, while keeping the Board clear-ish. Is 2000$ Dollars though.....

Command Beacon: get around Commnader Tax once, or more with cards like Crucible of Worlds.

Clone Lands: Vesuva, Thespian's Stage. Good for doubling up on utility lands, plus there's the card:Thespain's Stage + Dark Depths combo.

Board Wipe Land: Blast Zone. Is suprisingly good actually, Pay 0, blow up all Tokens, just set it to what ever people have that's problematic for you, and threaten to Wipe it.

Strip Mines: Strip Mine, Wasteland, Ghost Quarter, Memorial to War, Dust Bowl, Encroaching Wastes, Tectonic Edge, Field of Ruin. For if you want to be mean, they all work pretty well with Crucible of Worlds and Ramunap Excavator. It's also nice to be able to deal with Maze of Ith, or Gaea's Cradle with Lands instead of spells.

Hideaways: Mosswort Bridge, Windbrisk Heights, Spinerock Knoll: All of them seem very easy to activate in Atla Palani, Nest Tender, might be worth playing.

Castles: Castle Garenbrig, Castle Ardenvale, Castle Embereth: Castle Garenbrig is very good, it's basically Ramp. I don't think the White Castle is really worth it even with doublers. Castle Embereth seems ok when you already have a big board, might be playable.

Anti-Protection: Arcane Lighthouse, Detection Tower: Good in protection heavy Metas.

Untap Land: Deserted Temple: Good with cards like card:Nykthos, Shrin to Nyx, or Maze of Ith.

Reliquary Tower: A classic, no max hand size.

Evasion Lands:

Haste Giving:

Protection Lands: - Sanctum of Eternity: Commander protection.

Draw:

Grave Recursion:

Token Makers:

Sac Lands:

Good for a number of reasons, Eggs for instance, or if someone tries to Mind Control your Creatures, OR if you Act of Treason a Creature and don't want to give it back.

Flash Lands:

So, I have a lot of the pricey Rainbow Lands, which is why I don't run a lot of Basics most of the time. Basically, I run enough for Ramp to work. I only run over 36 Lands in Landfall decks, or when I want a good amount of Utility Lands but still want a good amount of Colored Mana.

Rainbow Lands:

  1. City of Brass

  2. Mana Confluence

  3. Gemstone Caverns

  4. Ancient Ziggurat and

  5. Thran Quarry because I think think this deck will run a bunch of Creatures.

  6. Grand Coliseum

Functional Rainbow Lands:

  1. Command Tower

  2. Path of Ancestry

  3. Jungle Shrine

  4. Exotic Orchard

  5. Reflecting Pool

  6. Meteor Crater

Dual Lands:

  1. Stomping Ground

  2. Temple Garden

  3. Sacred Foundry

  4. Spire Garden

  5. Bountiful Promenade

  6. Cinder Glade

  7. Canopy Vista

  8. Sheltered Thicket

  9. Scattered Groves

Fetches:

  1. Wooded Foothills

  2. Mountain Valley

  3. Naya Panorama

  4. Prismatic Vista

  5. Fabled Passage

  6. Evolving Wilds

  7. Terramorphic Expanse

  8. Krosan Verge

  9. Myriad Landscape

  10. Blighted Woodland

32 - 36 Basics.

This section is basically gonna break down what Lands you should think about adding to your collection on a budget while moving up to the better lands.

Rainbow Lands:

  • Thran Quarry: It's pretty cheap, and you'll run creatures in almost every deck right?

  • Grand Coliseum: Cheap, and effective.

  • Vivid Lands: There is one for each color, and they're actually highly effective, I use them in a fair number of decks.

  • Mirrodin's Core: Very cheap, and surprisingly effective, there are a lot of times where you don't need to use all your lands, so just use it last and throw counters on it when you can.

  • Ancient Ziggurat: Though it's only useful in creature saturated decks, it's worth every penny.

Effectively Rainbow:

  • Path of Ancestry: It's always nice to have a second Command Tower, and for the price, it's too good to pass up.

  • Jungle Shrine: There's one for each of the Shards(Three Color Pairs), and extremely cheap, there used in all three color decks, and are great in 5-Color.

  • Exotic Orchard: So. Good.

  • Meteor Crater: Is kinda of a sleeper, I don't think a lot of people know about it, or are scared by it. It. Has. Never. Failed. Me.

Pathways  : Currently they only have the 3 Allied Color Pairs, and 3 Enemy but we'll get the rest in the future. They're also brand new (Two months old) which means they're cheap, get them while they stay that way.

Check Lands: Highly effective, worth every penny.

Reveal Lands: Also slept on, I feel like the "Reveal" scares people because it gives opponents information about their hands, but, you'll be playing the land you reveal shortly after, so it's not a problem in my opinion. They're gaining some traction, so get them while they're cheap.

Fast Lands: Highly effective early game, worth every penny.

True Filters: One for each Guild(Two Color Pair), slowly rising in prise, played more and more as time goes on.

Old Filters: One for each Allied Color Pair, dirt cheap.

Pain Lands: There's one for each Guild, and are of Mid-Range Price.

Bounce Lands: Cheap, effective.

Bi-Cycle Lands: Very good in my opinion, one for each of the Allied Color Pairs.

Thriving Lands: One for each color, currently cheap, but also very knew, price is growing every day.

Slow Fetchs: One for each of the Allied Pairs, the True Fetches are not cheap, but these do very well themselves.

This section is going to deal with the other "packages". It's going to be the most in-depth, with the most sections. Really, this part of your deck signifies your own personal style and what makes the deck your own. The most important thing of deck building isn't Removal, or Draw, or even Ramp. The most important thing is that you love the deck, and playing it. That what Magic means to me, and I want to instill that in you as well. I have a lot of great memories of playing back when we first started, and that's kind of what's been keeping me going. Having found countless friends who also love the game, and getting friends into the game has been a super rewarding experience, so that's why I threw this whole thing together. To give you a little bit of an edge by giving you some of the knowledge I've accumulated from my years of playing and absorbing a lot of media surrounding Magic.

So the sections below are kind of a list of the ways you can take the deck, you don't have to use any of them, I'd look at the "High-Synergy" and the "Tokens" Sections regardless because there are some wacky things in there, but all in all, the rest of the deck is up to you.

The above sections are just optimized for your commander essentially, so you didn't have to play test the deck into oblivion. I'm not saying they're perfect, but they're a very good baseline to start off of, the Percons usually just to cut it.

You already know about Skullclamp so we can just the that out of the way.

**If you look online at all for Bigg Momma Decklists you'll find this combo.

This combo puts all your creatures from your library into play. It goes like this:

  1. With Bigg Momma Equipt with Thornbite Staff, with Ashnod's Altar in play.

  2. Make an Egg, Sac it with Ashnod's Altar, making 2 Generic, triggering Thornbite Staff, untapping Atla Palani, Nest Tender.

  3. Make an Egg with the two Generic floating mana from Ashnod's Altar, and Sac it.

  4. Repeat until all your Creatures are in play. **

Helm of the Host:

Gives you a NON-LEGENDARY Atla Palani, Nest Tender every turn, yes, they each Trigger separately for each Egg.

Mirror Entity:

MAXIMUM OVER CHEESE, easy, stick this thing on board when you have Atla Palani, Nest Tender, pay 0, and ALL YOUR CREATURES BECOME EGGS AND IMMEDIATELY DIE. Sick.

Nesting Dragon:##

Another way to generate Eggs, play a land, get an Egg, not to mention you get added benefits from loosing the Eggs this boi makes.

All on a 5/4 Flying Body, not bad at all.

Indomitable Creativity:

Pay X, where X is the amount of Eggs you control and basically get DOUBLE the Bigg Momma Triggers, also works as Removal, very good.

Ghired's Belligerence:

I think it's fairly intersting, pay X where X is the amount of Eggs you control and get their triggers, and idk, make a whole bunch of Giant Adephage copies, or more Eggs. All and all, pretty good IMO.

Strionic Resonator:

Doubles the amount of Creatures you get off of a Atla Palani, Nest Tender Trigger.

Illusionist's Bracers:

Doubles the number of Eggs created from Atla Palani, Nest Tender. There's also Rings of Brighthearth, but I think the two generic cost seems steep, though it's basically like tapping Atla Palani, Nest Tender twice in one turn.

I'd build this deck Combo, because I'm a Johnny, but this is the Timmy way to play the deck. Very powerful, and very fun.

The obvious includes from running the deck this way would be the Doublers.

Doubling Season, card:Paralell Lives, Anointed Procession, and Primal Vigor. Perfect. Should also get an Smothering Tithe and Dockside Extortionist in here then.

Second Harvest seems pretty good as well.

You're already running Giant Adephage, which I think is absolutely sick in the Tokens build, did you know about Utvara Hellkite? The spoiler below consists of of Creatures that generate tokens by themselves that would work in this deck.

A group of Creatures I want to talk about before we move on to the Spoiler below are the Myriad Creatures:

ESPECIALLY good with the Doublers because the Tokens you get from their Triggers DON'T GO AWAY, essentially making them HYPER powerful Giant Adephages.

Token Generators Show

Now this list below are things that aren't specifically generating Generic Tokens, they have effects similar to Mimic Vat.

Mimic Vat-likes. Show

Now, I do like Populate and I'm making a deck around it with Ghired, Conclave Exile, but it's a Stax deck (which is frowned upon).

Populate works really well with abusing Tokens that you make of your own creatures, and also with the Myriad Creatures.

Populate Show

Evasion and Overrun effcts Show

Limiting the deck into Tribes is a good way to focus it into something you love and hold dear, luckily you're in good colors for a couple of cool Tribes, you can even focus into your own if you want.

Also, it enables the use of both Unclaimed Territory, and Cavern of Souls, and other fun cards like Descendants' Path and Shared Animosity.

Shapeshifter Tribal Show

Dino Tribal Show

Wurm Tribal Show

Giant Tribal Show

Angel Tribal Show

Dragon Tribal Show

Eldrazi Tribal Show

So, this is how I'd play the deck, specifically because of the Combo mention in "High-Synergy". I love Combo-ing out on opponents before the know what hit them, I love going Infinite. Even my Millamar deck has a couple accidental Infinites in it.

Let's break down a couple of different ways this deck can actually combo out.

Traditional Atla Palani Combo Show

The Other Atla Palani, Nest Tender Combo Show

Infinite Combat Steps Show

Other Infinites Show

This section encompasses the big bois that you might want to run, like Vorinclex, Voice of Hunger, and Elesh Norn, Grand Cenobite, good stuff is generally defined by things that can stand alone be good. The "Good Stuff" Build usually just contains "Toolbox" Lists that deal with most problems, are hard to deal with, or provide great "Value".

The last of the Praetor Cycle in you colors is Urabrask the Hidden which isn't bad itself.

Pelakka Wurm would count in this section.

Darksteel Colossus and Blightsteel Colossus are both great here.

Cards like It That Betrays, Artisan of Kozilek, Void Winnower

The Eldrazi big bois themselves: Ulamog, the Ceaseless Hunger, Ulamog, the Infinite Gyre, Kozilek, the Great Distortion, Kozilek, Butcher of Truth, Emrakul, the Promised End. Emrakul, the Aeons Torn is unfortunately banned. You could also run Brisela, Voice of Nightmares, you'd have to run Bruna, the Fading Light and Gisela, the Broken Blade though.

Cards like Elderscale Wurm are "Good Stuff", so Platinum Emperion and Platinum Angel.

Classic "Good Stuff" Hydras: Apocalypse Hydra, Hydra Omnivore, Primordial Hydra, Lifeblood Hydra all provide extra "Value" by themselves, for instant Apocalypse Hydra is a huge body that can also be used for targeted Removal, or direct damage. Primordial Hydra gets bigger one it's own with no further investment. Lifeblood Hydra provides Life and Cards one death like Pelakka Wurm.

Inferno Titan provides repeatable Targeted damage, while Sun Titan Recurs things, while Primeval Titan IS BANNED.

Another good "Good Stuff" Cycle are the Primordials: Molten Primordial, Luminate Primordial and Sylvan Primordial THE LATTER BEING BANNED, NO GREEN CYCLES APPARENTLY.

You know about the Gearhulk Cycle: Combustible Gearhulk, Cataclysmic Gearhulk, though Verdurous Gearhulk is bad except in like, Animar, Soul of Elements and Hamza, Guardian of Arashin, so....

The big ones are Elvish Piper, and Quicksilver Amulet.

There's also Thran Temporal Gateway.

A couple of cool cards for Cheese:

The best Sac Outlets are the ones that are free, and that act at Instant speed:

card:Phyrezian Altar, Ashnod's Altar, card:Alatar of Dementia, Goblin Bombardment, Fanatical Devotion: are the best, obviously.

Martyr's Cause seems decent, but situational.

Greater Good is good if you're not Sac-ing Eggs.

Then there are ones that have an additional cost, but provide additional benefits:

Skullclamp, Birthing Pod, Perilous Forays, Evolutionary Leap.

Theres also Eldritch Evolution that's kind of Tutor/Cheese.

Stax is named from the Card linked. It's based completely around Resource Denial, and traditionally runs Cards like Winter Orb, and Stasis.

Blue is super good for Stax, but White has some pretty stuff, and Sylesnia does too, even Red has good Stax pieces.

the whole Strat would be jamming your deck full of cards like this and cheesing them out so they don't effect you as hard, which actually doesn't seem like a bad idea. You get bodies out of the Library, and slow down your opponents' game plans. Sounds like a win-win.

Void Winnower was a card mentioned above, and it's a Stax card, its a 9 Drop, but we can cheese it out.

  • Search Hate:

Aven Mindcensor, Stranglehold, Leonin Arbiter.

  • Anti-Cheese:

Containment Priest: I wouldn't run this.

  • Slow Casting:

Eidolon of Rhetoric, Ethersworn Canonist, Gaddock Teeg, Spirit of the Labyrinth, Deafening Silence, Archon of Emeria, Ward of Bones, Rule of Law.

  • Tax

Glowrider, Linvala, Keeper of Silence, Peacekeeper, Vryn Wingmare, Sphere of Resistance, Thorn of Amethyst, Aura of Silence, Ghostly Prison, Vryn Wingmare, Spelltithe Enforcer, Windborn Muse, Baird, Steward of Argive, Lodestone Golem, Cindervines, Ruric Thar, the Unbowed, Cindervines, Karmic Justice. Suppression Field, Sphere of Safety, God-Pharaoh's Statue, Norn's Annex, Defense Grid, Zo-Zu the Punisher.

  • Anti-ETB

Hushwing Gryff, Tocatli Honor Guard, Torpor Orb

  • Artifact Hate

Kataki, War's Wage, Stony Silence, Null Rod, Collector Ouphe, Manglehorn, Root Maze, Karn, the Great Creator.

  • Anti-Grave

Tomik, Distinguished Advokist, Rest in Peace, Ashes of the Abhorrent, Grafdigger's Cage.

  • Stax:

Magus of the Moon, Grand Abolisher, Loxodon Gatekeeper, Thalia, Heretic Cathar, Choke, Kismet, Hokori, Dust Drinker, Winter Orb, Stoic Angel, Suppression Field, Orb of Dreams, Ensnaring Bridge, The Immortal Sun, Damping Matrix, Authority of the Consuls, Price of Glory, Smoke, War's Toll, Static Orb, Damping Sphere, Tangle Wire, Trinisphere, Cursed Totem, Meekstone,Crawlspace, Mana Web, Boil, Haktos the Unscarred.

  • Anti-Counters

Solemnity: Combos with Dark Depths.

You have Torbran, Thane of Red Fell, and Fiery Emancipation in the Maybe Board, and if you want to go this route, here's some more help.

Insta kills EVERYONE, even you, with Fiery card:Emancipation, though you can give him Lifelink, and instead, gain a ridiculous amount of life with like Loxodon Warhammer or Behemoth Sledge.

Malignus is similar, theres also Quietus Spike and Scytheclaw

  • Damage Doublers:

Angrath's Marauders, Fiendish Duo, Gisela, Blade of Goldnight, Goblin Goliath, all Cheesable.

Bitter Feud, Curse of Bloodletting, Dictate of the Twin Gods, Quest for Pure Flame, Furnace of Rath.

Incidental Damage:

The best, and Cheesable, is Purphoros, God of the Forge.

There's also Warstorm Surge, Impact Tremors, Pandemonium.

This section is super intersting because it contains two cards; Swiftfoot Boots and Lightning Greaves. Which are the MOST PLAYED Cards in EDH behind Sol Ring. I'd run them both, they protect Atla Palani, Nest Tender and let you use her as soon as you play her usually.

Like I mentioned above, Avacyn, Angel of Hope is probably the best Protection you could run, also Archetype of Endurance, kinda of a Win Condition.

One-Off Protection Show

There isn't a whole lot of Untapping shinanigans to be had in Naya, it's typically a card:|Blue thing, but theres a couple. You want Untappers that can be reused over and over again, so none of the one off spells are very good.

Tutors are the key to maximum consistency, most of the stronger decks contain some ammount of Tutors. I'll list my favorites down below, but also supply as list of all the possible Tutors in EDH.

List of EDH Tutor Cards

Worldly Tutor and Sylvan Tutor which are super good in this deck.

Mwonvuli Beast Tracker and Brutalizer Exarch are also super good. Put the best Creature in the Library on top, and Cheese it out with Atla Palani, Nest Tender: Super powerful considering you can also Cheese them out.

Conduit of Ruin works on Eldrazi.

Fierce Empath, Primal Command, Imperial Recruiter, Green Sun's Zenith, Gamble, Finale of Devastation are all super playable.

Tooth and Nail is a Green staple, SUPER POWERFUL. So is Congregation at Dawn

Uh, you could try...?

There's the Grindstone + Painter's Servant Combo.

And cards like Keening Stone, and Sands of Delirium.

There's also Altar of Dementia. So it's do-able, but would be real hard.

I was making a Mono-Green Mill Deck, which is near impossible, with Grothama, All-Devouring.

The Pre-Cons were built with the intention of getting news players into Magic. They're not supposed to be powerful, they're meant to be fun to play with, against each other. You can get pretty far just making 10 small changes even, if you wanted.

There's always a super budget way to build, so you don't have to break the bank, with that in mind, it's also cool to start building a collection, and getting cards you love and want to play with.

Personally I think these cards:

They can easily be pulled out because they have easy upgrades that are within a budget.

Other cards I think slow the deck down, but, can possibly be played in decks:

Cards in the Aquire Board you said you want to make room for that I wouldn't run:

Honestly this Deck can be optimized in two ways, run ALLLLLL the Creatures, the biggest scariest ones, OR, run like 4 Creatures, because then you'll always hit them, the former is probably the strongest way to build. but then you're getting into CEDH territory, aiming to Combo out on like Turn 3, which is possible in this deck, (Thanks Fast Mana).

So i'd say play with the Deck, and really make some hard choices, cutting some cards you love even because they get stuck in your hand, or they don't work out well most of the time. Optimization is difficult, it takes time. Everything that I shared above, throughout this whole Deck Description is the cullmination of years of playing Magic, optimizing my own decks, and looking up thousands of Cards. I remember a time when you'd always beat me (Still gives me PTSD, so does this babe.). So have fun with it, read as much as you can, and if you have any more questions, I promise it won't take three weeks to answer them.

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98% Casual

Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

25 - 0 Rares

25 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.80
Tokens Angel of Sanctions 3/4 W, Beast 3/3 G, Beast 4/4 G, Copy Clone, Dragon 5/5 R, Egg 0/1 G, Eldrazi 10/10 C, Gargoyle 3/4 C, Heart-Piercer Manticore 4/3 W, Insect 1/1 G w/ Flying, Deathtouch, Phyrexian Horror X/X C, Rhino 4/4 G
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