Maybeboard


Selvala Storm is a fast and powerful cEDH deck that uses untap effects on our commander to draw and cast a large number of spells in a single turn.

Strategy

The goal of this deck is to generate infinite mana, which it uses to untap Selvala an unlimited number of times. Angel's Grace keeps the deck alive while everyone is forced to draw their library. If Angel's Grace is exiled somehow, the deck survives by looping Noxious Revival , Reclaim , Salvage , or False Mourning .

Infinite Mana

Combine:

with:

In large multiplayer games (five or more players), Selvala, Explorer Returned can be a combo piece as well.

How the Combo Works

With Umbral Mantle ...

  1. Equip Umbral Mantle to a creature that produces or more.
  2. Tap the creature for mana and use to untap it with Umbral Mantle , leaving you with . Repeat this step for infinite mana.
  3. Equip Umbral Mantle to Selvala, Explorer Returned .
  4. Parley with Selvala, Explorer Returned , untapping her after each activation. Repeat this step until you draw Angel's Grace .
  5. Cast Angel's Grace .
  6. Parley with Selvala, Explorer Returned until everyone dies.

With Staff of Domination ...

  1. Tap for mana a creature that can produce or more.
  2. Pay to activate Staff of Domination 's third ability to untap the mana-producing creature.
  3. Pay to untap Staff of Domination , leaving you with . Repeat steps 1-3 for infinite mana.
  4. Pay to activate Staff of Domination 's second ability to gain one life.
  5. Pay to untap Staff of Domination . Repeat steps 4-5 for infinite life.
  6. Parley with Selvala, Explorer Returned . Use Staff of Domination to untap her after each activation. Repeat this step until you draw Angel's Grace .
  7. Cast Angel's Grace .
  8. Parley with Selvala, Explorer Returned until everyone dies.
  • Alhammarret's Archive - It's a Doubling Season for Selvala! Okay, maybe it's not that good but this allows the deck to grind like no other and feeds the combo very well.
  • Chrome Mox - Extremely efficient mana rock, and one of the few that can result in a first turn Selvala with the right opener. In general, accelerating the gameplan is terrific, and feeding Paradox Engine for free can sometimes be relevant.
  • Jeweled Amulet - An underrated gem that's in need of a reprint, this mana battery works just as well as Llanowar Elves in terms of achieving turn two Selvalas. Keep in mind that colorless is a type of mana, so it doesn't need to store only and .
  • Lightning Greaves - Protection is nice but basically giving every creature haste is even better. Passing these kicks from creature to creature for makes this almost like a one-sided Concordant Crossroads .
  • Lotus Petal - This card is just as good as an extra land on the opening turns, and can make it possible for turn one Selvala in conjunction with Chrome Mox , Mana Crypt , or Mox Diamond , or Gemstone Caverns with a luck counter.
  • Mana Crypt - The Sol Ring that costs , somehow WotC decided this needed to exist. The life loss isn't important, as we make so much life from Parley, and even if it was this card would still be too good not to run.
  • Mana Vault - For the same reasons as the other hyper-efficient rocks, this increases the number of explosive starts available to the deck.
  • Mox Diamond - I used to run Exploration instead of this card, but one costs and one costs . Parley diminishes the upfront cost of this rock, by refueling our hand once we land Selvala.
  • Mox Opal - The artifact count may be slim, but this is at it's best when we're comboing off, drawing our deck and needing access to , or just for another Paradox Engine trigger.
  • Paradox Engine - If there ever was a deck that proved how broken this card is, you're looking at it. Paradox Engine is very good in many situations but here it opens up the deck up to perform a practically infinite number of Parleys. For example, this plus any two of Noxious Revival , Reclaim , Salvage or False Mourning results in practically infinite mana, life, creature untaps, and ability to deck each opponent without affecting ourselves. I could go on, but this card is the most dangerous permanent in the deck, bar none.
  • Sensei's Divining Top - It`s hard to overstate how good this card is. It fixes our draws, it plays great with fetches and tutors, it sets up Parley, and can grab any card and still ensure the lifegain/mana from the Parley ability.
  • Sol Ring - Here's an easy one. A P9-level available for $3 at almost any card shop, it can help land Selvala on turn two, it nets mana on the turn you play it, and it's even great to draw late. EDH decks need a good reason not to run this card.
  • Staff of Domination - Used to generate infinite mana with Priest of Titania , Elvish Archdruid , Wirewood Channeler or Karametra's Acolyte before making infinite life and then putting infinite untap triggers on the stack targeting Selvala. An absolutely essential combo piece.
  • Thousand-Year Elixir - Most of the creatures in this deck have activated abilites and this allows them to be used on the turn they enter the battlefield. That alone might be good enough to make the deck, but the added creature untap makes this effect very powerful here.
  • Umbral Mantle - Used to generate infinite mana with Priest of Titania , Elvish Archdruid , Wirewood Channeler or Karametra's Acolyte before passing over to Selvala to set up the win. An absolutely essential combo piece.
  • Carpet of Flowers - One of the best reasons to play in cEDH, this is hard to kill, efficient, and able to generate a ton of mana. Absolute worst case scenario? It's 1 devotion for Karametra's Acolyte and an almost free spell for Paradox Engine .
  • Concordant Crossroads - This is a dangerous card, but one that benefits Selvala much more than any other commander I've come up against. It may not accerate into turn-two Selvala, but it lets Selvala begin to Parley on turn three, and makes creatures like Llanowar Elves pay for themselves, to say nothing of Priest of Titania .
  • Instill Energy / Nature's Chosen - Two cards that give Selvala one additional Parley for each untap step. Be careful with Instill Energy , it doesn't actually give a creature Haste, it just allows it to attack as though it had Haste, a big difference.
  • Sylvan Library - Another EDH all-star that simply cannot be overstated, this card draws us two additional cards every draw step, and Selvala offsets the life lost.
  • Angel's Grace - The best and most efficient wincon in the deck, this card has singlehandedly led the deck away from clunky wincons like Walking Ballista and Aetherflux Reservoir . Casting it on our combo turns prevents the deck from killing itself when everyone draws their library. This spell is uncounterable and it can also be used defensively against some other gamewinning combos, buying you a turn.
  • Beast Within - An instant speed, less restrictive Vindicate is worth a slot, especially when it requires only .
  • Benefactor's Draught - A Vitalize that cantrips is very appealing. Not only can this net mana from Selvala and mana dorks, it effectively says draw two cards.
  • Chord of Calling - An unrestricted creature tutor (white creatures too!) this usually finds either Stoneforge Mystic or Priest of Titania depending on the combo piece we need. It's nice that this only requires .
  • Eladamri's Call - Can you believe that this card is only just OK in this deck? Putting a card directly into your hand is nice and the fact that it finds white creatures (unlike some other tutors in the deck) makes it great. It's also unreliant on Selvala Parleying the card to your hand, so that's a plus. I guess this card is still really great, but it lacks style points for not abusing Parley.
  • Emerald Charm - Hey, it's another Vitalize -effect that shares a split card with half a Naturalize . Most often this is just a redraw with Selvala.
  • Enlightened Tutor - An artifact tutor means that this can be Paradox Engine , Mana Vault , Staff of Domination , Umbral Mantle , Lightning Greaves , Alhammarret's Archive , Sensei's Divining Top , and a slew of other extremely good cards if you need.
  • Natural State - One of the less-popular cards in the deck, this deals with some of our biggest threats, including Eidolon of Rhetoric , Ethersworn Canonist , and public enemy #1: Trinisphere . Considering it doesn't require and is an instant makes it very desirable.
  • Nature's Claim - This is one of the best interactive cards in the format, particularly for combo decks that don't care about life totals. Most decks should consider this card. It's a staple.
  • Noxious Revival - An absolute all-star in this deck. It's 100% free (we gain so much life) and instant speed, so we can draw the card right away with our draw step or use it to set up Parley and net mana. It often rebuys a Vitalize so this generates even more value. It's so good that we even run this effect in worse forms.
  • Path to Exile - Great for removing problem generals and other creatures that try to kill us. Giving them a land makes this clearly worse than Swords to Plowshares but the speed of this deck means they won't have time to make much use of it.
  • Reclaim - A worse version of Noxious Revival is still better than Regrowth for Selvala. The flexibility of bringing back a fetchland early or making combo pieces redundant later is huge. It's also very close to free, considering Parley will net mana from any non-land card
  • Swords to Plowshares - The most efficient creature exile effect in the game, for that reason I feel it's as close to an auto-include as you can get in this game. We're never attacking, so the drawback is neglibile. The hidden mode can give us a little extra life too, but honestly that's never come up for me while playing this particular deck.
  • To Arms! - Very similar to Benefactor's Draught except it uses mana so it's a little worse. This one does however have an exclamation mark in it's name, so bonus points for that. This effect has an extremely high ceiling and at two mana we're in the market as long as it cantrips, which this one does.
  • Vitalize - I always knew this card was busted, I just wasn't sure how. Multiple mana producing creature make this sort of like a Dark Ritual , but it's Selvala's ability to draw cards at the same time that makes this spell explosive.
  • Worldly Tutor - Have you noticed a theme? Here is yet another tutor that puts the target on top of your library--which can be better than putting it in your hand because Selvala is guaranteed to get you back. The card is great.
  • False Mourning / Salvage - Able to bring back a fetch land, an untap-effect, a tutor, or a combo piece; the worst Noxious Revival is still very good in this deck. Sorcery speed is just fine when we can immediately Parley to get the card and our back.
  • Fragmentize - Sorcery speed really hurts this one, but the efficiency and flexibility is hard to argue with. I'm open to suggestions on this slot, but being able to kill many problematic cards for cheap is a must.
  • Green Sun's Zenith - First turn ramp into Dryad Arbor to enable turn-two Selvala is the best use of this card. Later on it becomes Priest of Titania , Quirion Ranger or Reclamation Sage , so that's okay. It's a shame this only finds green creatures.
  • Land Grant - This card doesn't do much on the combo turn, but the rest of the time it finds Savannah and is a spell that replaces a land, which is relevant for Parley and Paradox Engine .
  • Mobilize - Yet another Vitalize , this one is supposed to be worse because it's not a combat trick but that's a non-factor here. With mana dorks and Selvala, this does a solid High Tide impression plus Parley makes it cantrip.
  • Open the Armory - Tutoring for Umbral Mantle is great, and pulling out Lightning Greaves isn't bad either. If you're worried that there aren't enough targets, you can throw in a Skullclamp , but I don't find it necessary.
  • Regrowth - Like Eladamri's Call , this is less efficient than other cards with the same effect, but it doesn't rely on Selvala to be great. It's solid in pretty much every case, but it we don't abuse it like we do with Noxious Revival .
  • Steelshaper's Gift - A more efficient Open the Armory , we just can't have enough consistency.
  • Sylvan Tutor - A sorcery speed Worldly Tutor . Tutoring for any creature and then using Parley to draw it is excellent, without going down mana and potentially gaining some back.
  • Arid Mesa / Flooded Strand / Marsh Flats / Misty Rainforest / Verdant Catacombs / Windswept Heath / Wooded Foothills - We can run seven fetchlands, so we do. I feel enough has already been said about these lands that I don't need to explain why they're here, but on top of everything else they synergize nicely with Noxious Revival , Reclaim , Salvage and False Mourning to give us more keepable hands when we only see one of these.
  • Brushland / City of Brass / Horizon Canopy / Mana Confluence / Tarnished Citadel - Except that they can't be tutored, the pain lands feel like extra copies of Savannah because we gain so much life once we start to Parley.
  • Command Tower - There's a lot to love about this card. The powerlevel is such that it's run in virtually every EDH deck with more than one color. Even decks that play Blood Moon -effects and Ruination probably want it. I think this is an auto-include.
  • Dryad Arbor - Enables Green Sun's Zenith to be a 1-mana Rampant Growth , which increases the number of turn-two Selvalas we can land. If you're not including GSZ, this card is slow and not worth a slot.
  • Gemstone Caverns - Speaking of turn-two Selvalas, here's another way to make it happen. Let me explain: In multiplayer games of EDH your chance of going first is reduced. This enables you to effectively "go first" every time it's in your opening hand, otherwise it's a colorless land which isn't totally useless either. Follow it up with any two lands that aren't Dryad Arbor and you can play Selvala on turn two. I feel that this is an underrated card that should be considered in any deck that wants to play it's commander as early as possible.
  • Razorverge Thicket - A fast land that gives us the colors we need on the critical turns of the game, so it's a must.
  • Savannah , Temple Garden - These are both great cards, clearly. Savannah is amazing if you can afford it, but not required.
  • Wirewood Lodge - It's another Vitalize for Selvala, but it also works well with Priest of Titania .
  • Wooded Bastion - This is the clunkiest land in the deck, but the ability to turn into is very desirable.
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    Revision 91 See all

    (3 years ago)

    Date added 8 years
    Last updated 3 years
    Legality

    This deck is not Commander / EDH legal.

    Rarity (main - side)

    13 - 0 Mythic Rares

    35 - 0 Rares

    24 - 0 Uncommons

    20 - 0 Commons

    Cards 100
    Avg. CMC 1.62
    Tokens Beast 3/3 G, Elephant 3-3 G, Treasure
    Folders fuckin lit, Copies, EDH, saved decks
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