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Introduction

This is my Yarok, the Desecrated goodstuff/valuetown deck with its companion Keruga, the Macrosage. It's all about ramping and making big explosive plays that generate crazy value and threat density on the table. I would go on a limb and say that these two are a match made in heaven and are probably the best combination of the bunch. This is because catching up rapidly to the rest of the table's first couple of turns is paramount for a deck restriction of only having cards 3cmc or greater. Yarok is perfect with Keruga because it essentially doubles everything that enters the battlefield, thus having the ability to get us past the initial drawback significantly. Keruga is not only straight gas, but also a key synergy engine with the rest of the deck including drawing out the deck with a flicker outlet with infinite mana. Its card draw ETB is pretty nutty with Yarok in play.

"Having such a deck restriction doesn't mean the deck has to be slow and low powered, it can be just as explosive and powerful if you think out of the box and build it creatively."

But Why?

You must be asking why I'm willing to make such a huge sacrifice of forfeiting format defining staples like Cyclonic Rift and Sol Ring. I'm even giving up Lotus Cobra which is amazing in this deck! There are several reasons for this:

  • The companion mechanic presents a good opportunity to see if a deck can perform just as well without those staples if constructed creatively (restrictions breed creativity).
  • There are thousands of cards printed that can help mitigate the restrictions and you'll be surprised how well the deck can make early turn plays and even answer threats on turn 0 creatively.
  • Having a readily available draw and infinite combo payoff is invaluable.
  • Regular multiplayer games with highlander decks are high variant which balances out the restriction (players can have a turn 1 sol ring into signet as well as just "draw-land-go" turns).
  • This variance is exactly what gives this deck an edge over other decks since I've constructed the deck in a way of capitalizing on "free" mana acceleration and spells which other regular decks don't.

Power Level

You'd be surprised to hear this but the power level of the deck is at least a 7 and can compete in high powered pods without breaking a sweat. Don't let the high average cmc fool you into thinking this deck is slow because it is actually a lot lower and can have explosive early turns due to the alternate ways of paying for a couple of the spells. The deck goldfishes an average turn 8 win uninterrupted which is normal for a mid to late game type of deck. The deck does have glaring weaknesses and shortcomings of not having the luxury of playing cheap premium interactions and ramp but those are somewhat mitigated because of the following:

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Deck Anatomy

Brewing the deck with a restriction is exciting and fun for me. Staples like Cyclonic Rift and Sol Ring can no longer be included which forces me to rethink how I can make up for it with such a restriction. I've come up with the following deck construction philosophy to help reduce the deckbuilding restriction disadvantage dramatically and give the deck a chance to play at a more level playing field:

Cards for Consideration

This is first and foremost a Sultai goodstuff/valuetown deck with an extensive ramping element to be able to excel in the mid to late game. The following are general guidelines when piloting the deck:

  • Mulligan decisions are paramount to having a great start to the game. Always have some form of ramp or mana accelerant in the starting hand. Do not ever keep a greedy but slow hand.

  • Play sequencing is extremely important especially for this deck. This is because we cannot afford to have our plays disrupted too many times as we are already starting out with a higher mana curve disadvantage. All of our plays need to net immediate value to forward our boardstate.

  • Cavern of Souls almost exclusively names Keruga, the Macrosage because it is a bigger problem to have our card draw engine disrupted than to have Yarok, the Desecrated countered.

  • Cavern of Souls/Prowling Serpopard helps reduce the chance of interaction to allow us to stay tempo neutral or positive. It is almost always better to have them in play before making any big plays.

I am going to break down the notable synergies into a two engines. The first engine revolves around Eternal Witness + Ghostly Flicker to be able to abuse landfall and ETB triggers:

The other engine involves Thassa, Deep-Dwelling which enables some neat synergies:

Yarok with its companion Keruga made winning a lot easier since infinite mana with any flicker effect can just straight up win the game through drawing our entire deck. There are a couple of ways of generating infinite mana including Yarok, the Desecrated/Deadeye Navigator + Palinchron/Peregrine Drake. After drawing our deck, we can win with the following:

The following are miscellaneous combos that can also outright win the game:

Don't forget to +1 if you like the deck!

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Suggestions

Updates Add

New Companion Rule:

Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay 3 generic mana to put your companion from your sideboard into your hand. This is a special action, not an activated ability.

So what does this mean for this deck? Nothing actually. Since this deck basically ramps so much, paying the extra 3 is not a significant problem. I still think that this deck gains more with a card draw engine in the companion zone.

Source: https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement?asp=4

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Revision 12 See all

(4 years ago)

+1 Nissa, Vastwood Seer  Flip main
+1 Oko, Thief of Crowns main
-1 Prowling Serpopard main
-1 Reverent Silence main
-1 Springbloom Druid main
+1 Submerge main
Top Ranked
  • Achieved #1 position overall 4 years ago
Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

42 - 1 Rares

17 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 4.03
Tokens Ashaya, the Awoken World, Beast 3/3 G, Elk 3/3 G, Food, Frog Lizard 3/3 G, Zombie 2/2 B
Folders My EDH Brews, Cool ideas, EDH, Interesting Ideas, Great deck ideas, Cool Ideas, Great Ideas, EDH, Favorite Decks, TTS Decklists
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