Sideboard


Maybeboard


Summary & Introduction

This deck looks to compete as a strong Ramp / Graveyard synergy deck with a focus on Creature ETB Effects and Flicker spells.

Here's some stuff this deck does and is good at:

  • Digging through its library to find answers and combo pieces

  • Using its graveyard as a sort of extra hand, to generate value and card advantage

  • Setting up and going off with complex but powerful combos from unintuitive board positions

Here's some stuff this deck doesn't really do or is bad at:

  • While this deck contains plenty of creatures, engaging in combat is usually not something that it wants to do

  • Ending games in its favor without a complex combo is difficult for this deck. It doesn't have any cards that win the game on their own

  • This deck struggles to deal with Exile-level removal. If an essential combo piece is exiled, the deck doesn't have too many redundancies

If these things sound interesting to you / don't immediately turn you off of the idea of playing this deck, then read on! If not, be glad I warned you here because this is about to get pretty intensive. This is a very fun deck to play, but it isn't very beginner-friendly or intuitive at first glance. This description will break down each of the different aspects of the deck, what they are, how they work, and how they interact with each other, as well as how this deck wins and generates value, with some things to watch out for at the end.

Let's start by explaining the unique categorization of the cards above you, and what each category means.

Card Category Explanations

"Fodder," in this case, is referring to creatures that provide some sort of benefit when flickered (usually by means of an ETB trigger to be doubled and abused by Yarok, the Desecrated).
Recyclers return other cards from your graveyard to your hand, generating card advantage via reuse, as well as resistance to non-exile removal. Recyclers are also an essential part of this deck's win condition(s), as they can be used in combination with Dual Flicker spells like Displace and combo pieces like Peregrine Drake to generate infinite mana. This combo, and the various routes to its completion, are explained in further detail following this part of the description.
Flickers are spells (usually instants) that remove Fodder from the battlefield for a split second, then return it to the battlefield, triggering any effects that would be caused by the Fodder's reentry, as well as fizzling any spells targeting the Fodder's prior form, and clearing the Fodder of any sort of counters, auras, or equipment.
Cards in the digging section are classified as such because, generally, they "dig" multiple cards deep into the top of your library to find the best options. Sometimes, digging cards will send the chaff to the bottom of your library. Other times, digging cards will send the chaff to your graveyard. The latter option is preferred.
Reanimators are spells that move cards from your graveyard directly to the battlefield. Generally, this is used to cheat creatures out for less than their normal casting costs, which this deck does do. However, because of the way this deck generates value (flickers and ETB trigger doubling), Reanimation is also used as a form of resilience against removal spells, and as a means of moving cards tutored with something like a Vile Entomber out of your graveyard and onto the battlefield for immediate use.
"Reanimated," in this context, is the word I'm choosing to use for the categorization of any cards that can be used or cast from the graveyard without first being returned to your hand.

Non-Essential Explanations Show

Win Conditions & Winning the Game

In this section, I'll be breaking down this deck's win conditions, how to set them up, and board states to look out for that might set you up to win the game. I'll also go over a couple other possible ways to win the game without going off in the event that some of your essential combo pieces have been permanently taken care of.

Value Engines & Non-Game-Ending Combos

content

Things to Watch Out For

content

Outroduction

Thanks!

Suggestions

Updates Add

Comments

94% Casual

Competitive

Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

26 - 1 Rares

26 - 2 Uncommons

23 - 5 Commons

Cards 100
Avg. CMC 3.58
Tokens Beast 3/3 G, Champion of Wits 4/4 B, Elk 3/3 G, Emblem Wrenn and Seven, Food, Timeless Witness 4/4 B, Treefolk X/X G w/ Reach, Zombie 2/2 B
Votes
Ignored suggestions
Shared with
Views