Well Origins has given me biggest hard-on with some of the green cards we get to toy around with for EDH. So mainly I'll be adding in the cards for Origins that excites, particularly Nissa, Vastwood Seer   as Azusa, Lost but Seeking can flip Nissa very quickly.

So in essence this is a big creature ramp deck utilising Kamahl, Fist of Krosa and Craterhoof Behemoth as standard win-cons. Further win-cons include Caged Sun + Helix Pinnacle + Vorinclex, Voice of Hunger to quickly fill the enchantment with 100 tokens. Or my personal favourite, Alpha Striking with the big creature team, and if they leave Azusa unblocked, Primal Bellow to swing for a straight 21 commander damage.

I've added more than average lands to make use of Azusa's ability and allowing several activations of Rampaging Baloths and Avenger of Zendikar's Landfall mechanic.

One of my favourite interactions of the deck is Abundance + Horn of Greed Allowing you to either milk your 4 land drops per turn - with assistance from Oracle of Mul Daya - or when you feel you have enough land, or you hand is stacked with lands, draw into useful creatures or spells.

The big beat sticks involve most creatures that power up for having more forests and/or lands on the battlefield like Kalonian Twingrove, Molimo, Maro-Sorcerer, Dungrove Elder and Allosaurus Rider , or making use of generally big creatures like Worldspine Wurm or Thunderfoot Baloth to give everything trample.

Seedborn Muse + Yeva, Nature's Herald allows a Prophet of Kruphix style of effect in Mono Green allowing you to flash in blockers, or just empty your hand during your opponents turns.

Because you play a lot more lands per turn, you tend to empty your hand very quickly so I include quite a few draw engines like Harmonize, Soul of the Harvest, Shamanic Revelation, Regal Force, Garruk's Packleader and Garruk, Primal Hunter to keep you afloat and the core artifact Sensei's Divining Top

Green is notorious for having limited non-flying removal making cards like Acidic Slime and Woodfall Primus to get rid of pesky non-creature permanents and song of dryads to take care of any annoying creature. The addition of The Great Aurora will give this deck access to a board wipe, especially if your can't hold your place on the board, as long as you ramp quick early.

And finally numerous search engines like Green Sun's Zenith, Genesis Wave and now the new land search Animist's Awakening allows you to try and find the creature/ permanent you need to react to the enemies' board state.

And just as I finish up, I'm very interested in the 75% theory, so if people having a look understand that theory, maybe some suggestions on how to improve or tone it down so it meets that would be really nice and helpful. This is the first EDH deck that I've build specifically to stand a chance a my LGS. So feedback is really appreciated.

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Updated Description also.

Will be looking at adding in several new cards with the origins spoilers, including:

Nissa, Vastwood Seer

Animist's Awakening

Nissa's Revelation

The Great Aurora

Nissa's Pilgrimage

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Date added 9 years
Last updated 3 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

31 - 0 Rares

11 - 0 Uncommons

1 - 0 Commons

Cards 100
Avg. CMC 4.65
Tokens Ashaya, the Awoken World, Beast 3/3 G, Beast 4/4 G, Plant 0/1 G, Treefolk Warrior */* G, Wurm 5/5 G w/ Trample, Wurm 6/6 G
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