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So here is my more budget version of my Battle of Witts Attacks for Lethal deck. The end result is pretty much the same for both decks but the play path to get there varies so I will roughly explain how this deck functions.

For the starting hand anything is pretty much okay except you don't want Cultivator Colossus. A land that makes or becomes a creature is always welcome but not always needed. It's important to not mulligan down to a lower hand size because the deck may not function in later turns.

SETUP: The first 3-4 turns you just want to play lands and summon the companion Keruga, the Macrosage to your hand. Cast Keruga as early in the game as you can. If you have a creature making land you can use that instead of Keruga if you prefer.

COMBO TIME: The best time to combo is when you have enough lands to make 5+ mana to cast Imoti, Celebrant of Bounty while still holding on to your land drop per turn. You should already have a creature in play before casting the commander. Once you play Imoti, you will cascade into Natural Order allowing you to tutor Cultivator Colossus into play. Now you are ready to play some lands and draw your deck card by card. The order in which you play the lands only matters for a few lands such as Crumbling Vestige+Vesuva Make sure to play crumbling vestige before vesuva so that vesuva will be able to copy it when it enters the battlefield. You want to draw as many lands from your deck as possible leaving between 0-3 cards left in your library (make sure to have every combo piece in hand or in play before leaving any lands in the library). Then all of your land abilities will trigger after you finsh playing your last land using Colossus. Now use your triggers from Guildless Commons and Simic Growth Chamber to bring back Mystic Sanctuary and Baldur's Gate back to your hand if you played them with Colossus. Now using your land drop per turn play Baldur's Gate untapped due to Gond Gate now being on the board. Use the 2 floating mana created from Crumbling Vestige and Vesuva earlier for Baldur's Gate's ability to make mana for each other Gate you control. This should leave you with 5-6 mana so go ahead and play Rude Awakening for 5 mana to untap all of your lands. With all you lands untapped you can cast Nexus of Fate for an extra turn. Extra mana can be used to cast Memnarch and steal problematic permanents your opponent's control. Pass to your extra turn and draw Nexus of Fate or another land if some were left from last turn. Play Mystic Sanctuary as the land per turn to put Rude Awakening to the top of your library. Use Cryptic Caves to draw Rude Awakening. Then cast Battle of Wits and Tezzeret, Cruel Machinist and use Memnarch to turn your Battle of Wits into an artifact and then a creature using Tezzeret. Cast Rude Awakening with entwine making all of your lands creatures and untapping them. Now to wrap it all together cast Infinite Reflection targeting Battle of Wits making all of your lands 2/2 Battle of Wits copies. Finally make all of your dreams come true by attacking your opponents for lethal with Battle of Wits!

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92% Casual

Competitive

Top Ranked
Date added 2 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

10 - 1 Rares

15 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 5.78
Tokens City's Blessing, Copy Clone, Plant 0/1 G, Treasure
Folders Decks I like, Decks to Build, Inspiration, C-c-c-combo!!!, Decks i like, Deck I Want To Build, Nonsense, Tabletop Sim, Decks to Buy
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