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Protection (1)

Theft (1)

Changeling Payoff (1)

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Reaper King deck with a small Vorthos element here and there, though it's less Vorthos now and more functional I'd argue. The deck operates by getting Pumpkinhead out early as possible, so there a ton of ramp, including non-basic ramp, to speed things up. This deck's main win con is Maskwood Nexus, which I'm working on as a 'win on the spot' combo with The World Tree. The deck slows other decks down in a couple ways, the main one is use of the Pumpkinhead to blow up key permanents, if we can get him out the deck runs a relatively high number of removal effects, even without the Nexus out. The other method the deck uses is judicious wiping of the board. This deck only runs 6 Wipes atm, but I've put in a decent tutor package, you can either tutor for combo pieces or you can tutor for wipes. The deck has a reasonable number of ways to get Maskwood Nexus into play, ranging from huge draw spells like One with the Machine, most of these don't even need all my mana.

While the deck doesn't run a very high creature count for what is (in theory) a creature-based deck, it can probably count on having a shot at setting up it's 'big synergy' (...can we call that much synergy a combo, just because it should almost always win the game?), which is a World Tree with Maskwood out, allowing us to put out things like Avenger of Zendikar alongside Krenko, Mob Boss and Brago, King Eternal because even more tokens is also good, and Urabrask the Hidden helps enable this with Haste. The low creature count is somewhat offset by the decent number of big draw effects, as they often lead to another draw spell for when I'm low on cards again.

I am aware that this mana base isn't 'perfect' (it's screaming at he top of it's lungs for few proper fetchlands), but I find it consistent enough for my purposes. If you have suggestions, feel free to give them, but I like Basics, and don't mind a higher land count to help make it work. To help the early game I've thrown in a Painful Truths, I might look at Night's Whisper or other upper tier small draw spells, but this deck isn't usually that eager to pay life (it used to attract a LOT of attention when Pumpkinhead hits the battlefield, now it's an event to cheer for because it's so derpy compared to what new Commanders do), so I'm not sure if I want to flood the deck with that kind of effect (I mean, this might be a deck for Harmonize I guess? It's pretty easy to hit 4 mana, and I'll almost always have G up? Then there are the Blue versions, if I'm that desperate?), so we'll see. I think this deck's main issue is sluggish starts where you have no card draw and no tutoring, just a bunch of bad creatures and ramp, it's very hard to win those games if you can't do anything until you can cast Pumpkinhead, and he's not easy to cast early.

Is this deck too anti-fun? Are there too many payoffs for The Reaper King and Maskwood Nexus? Does Faerie Noble really look like David Bowie? How did it take me this long to add Bringer of the Black Dawn for Vorthos alone? Was pulling Muzzio, Visionary Architect the right choice, since maybe we need him for Vorthos? Now an even bigger question, is adding 2 actual serious tutors too much for this deck?

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So, did Custom Headings quickly... how badly do I need actual card draw with this much 'huge draw' combined with tutoring? Honestly curious if I should slip in some stuff like Night's Whisper and Painful Truths, at least Painful Truths feels pretty solid Vorthos-wise, but one could imagine a Faerie Noble whispering dark secrets to you at night, right? We'll see I guess.

Edit: I was thinking, should this list run the Rocky Tar Pit cycle? I have ETB untapped duals, and I have plenty of Basics. What on earth would I want to pull? I'm going to have to think about this one, because the ceiling is pretty low on these Fetches (they always enter tapped), but the fixing might be nice since any of them can find me Green, and that's a real asset in a deck like this.

Welp, just took a quick glance, and I think I could find 3 Forests and 2 Islands that could be cut without negatively impacting the deck's artistic appeal, so I might just do this for the fixing, I'd technically have access to MORE Green sources if I did this, since any of these Fetches can find a Forest for me. I also noted the deck has 3 ETB Tapped lands that HAVE to enter tapped, and 1 that would probably enter tapped, that seems like very few in a 38 land deck, so adding 5 more might not be the end of the world, especially if it helps my deck's fixing.

Comments

95% Casual

Competitive

Date added 3 years
Last updated 6 months
Splash colors WUBRG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

52 - 0 Rares

7 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.66
Tokens Copy Clone, Goblin 1/1 R, Plant 0/1 G, Shapeshifter 2/2 U, Treasure, Zombie 2/2 B
Folders Reaper King Ideas
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