5 Color God Stuff

ElendVenture's oppressive enchantress/god list

The Prismatic Bridge

First off, thank you all for your support in fine tuning this deck and putting it in the top 25 EDH decks on tappedout. This deck is my baby and I will continue to make tweaks and changes for a long while yet.

Background -

This deck has been through many changes throughout the course of it's life. It started out as a strictly god/avatar tribal deck that tried to push out as many gods and devotion enablers as possible, and over time it morphed into its current state as a god-centered enchantress deck.

Objectives -

The objectives of this build are simple: 1. Establish your early board with as many late game enablers as possible - mana fixing, creature cheating, enchantress package, and straight up ramp when possible. 2. Put as many gods on the field as you can. This has the twofold effect of giving you the illusion of a large board while also having effects on the field that can't really be taken away. 3. Get devotion.

Once you get your engines started, this deck is a pain to stop. But even if it feels like you've been stopped, you're mostly just slowed down a bit.

The Commander -

The Prismatic Bridge Esika, God of the Tree  : Her early game mana fixing can be really clutch establishing an early board, and her flip side is perfect for re-casting her after a board wipe. Flavor-wise she's the best god tribal commander, and the consistent value from The Prismatic Bridge is just too good.

The following is my ranking of other 5-color commanders for this deck with asterisks next to the ones I have tried.

  1. Progenitus*: Absolutely fantastic, definitely recommend since he provides the most devotion for the gods out of all available 5-color commanders. Plus he's his own win-con. He was the original commander for this deck, and I still use him when I'm feeling nostalgic.
  2. Child of Alara*: Fun is you're going to play on the indestructibility of the gods and have a re-animator sub-theme.
  3. Sliver Overlord: This would work, and might be funny since everyone would assume you're playing slivers.
  4. Karona, False God*: Didn't work for me 3 years ago, but could definitely work in a pure god tribal deck with the all of the new gods and the old. If you build it, tag me so I can see it!
  5. The Ur-Dragon: This fits the minor "cheat things into play" theme I have going, but I don't really see him lasting a full round after I play him. 6: O-Kagachi, Vengeful Kami: Could also work as long as you get to attack with him a few times. Probably best for a different deck, but could work. 7: Reaper King: Could be hilarious with Conspiracy/Arcane Adaptation, let me know how it goes if you try it. 8: Ramos, Dragon Engine: Fantastic for less powerful metas, I'll sometimes switch back to him with newer players. 9: Morophon, the Boundless: While he's not optimal for my build of the deck, he allows for some stupid plays. 7 mana is just a bit too much though. 10: Golos, Tireless Pilgrim*: He was my go-to before the banning. Golos + The World Tree is just stupid, and they never should have printed The World Tree while Golos was legal.

That's pretty much it, everything else is kinda shite with the god tribal/enchantress theme.

The Gods - These are the backbone and flavor of this project. Running all 22 Theros gods make every game with this deck completely unique, even if they don't become active creatures. Some of them have event made me want to run certain things in this deck, such as the shocklands for Karametra, God of Harvests.

Why don't you have any of the AlmondCat gods? Good question, because I really wanted to when I first heard we were getting them. Sadly the main 5 just don't really fit with what this deck has become over the years aside from possibly Rhonas the Indomitable since most of my creatures are still big. As for the Insect gods, I may have a place for The Scarab God and The Locust God after I consider things to drop in favor of them. (I will consider any recommendations from you guys on this one) The Scorpion God however would be terrible in this deck, just like the 5 main gods from the block.

Kaldheim Gods: I'm really liking some of these ones, though only a few really fit into the deck. I'm thinking about making a pure tribal deck with gods from all three planes, but it's going to look very different from this one.

I no longer run them due to needing to make room for the 7 new Theros gods, but I would still recommend them as options for the deck! I ran them from the very first iteration of the deck up until Theros: Beyond Death came out.

One of these on the field can provide enough devotion for 9 of the Theros gods, and most of them are useful in their own regard.

There are really no other cards in magic as efficient at powering devotion as these 10, though I only used 7 of them due to Godhead of Awe, Demigod of Revenge, and Deity of Scars not having relevant abilities for this deck.

Mana Fixing -

It probably goes without saying that my best games always start with an early The World Tree, Prismatic Omen, or Dryad of the Ilysian Grove. The only things that comes close to being as good as speed is efficiency, and I can't to that without access to all of my colors/lands as quickly as possible.

Cheating the cost/cast -

On a similar note, things are also better if I'm skirting around the cost of the spell. My enablers here include Golos, Tireless Pilgrim, The World Tree, Academy Rector, Omniscience, and Defense of the Heart.

Ramping -

Who doesn't have at least a little? Sol Ring, Nyx Lotus, Chromatic Lantern, Alter of the Pantheon, Skyshroud Claim, Prismatic Geoscope, Mirari's Wake, and of course Karametra, God of Harvests.

Manabase - Before I complained about not having money for the ABUR duels, but I fixed that problem. My land base is essentially perfect now as far as color fixing.

I have a couple of other good lands aside from the ABUR/shock/fetch suite: (If you have any suggestions for others, feel free to suggest!) Command Tower Nykthos, Shrine to Nyx Cavern of Souls Serra's Sanctum The World Tree

Recursion - Despite the gods being indestructible, there are still many ways for them to end up in the graveyard, so I have included a few ways to bring them all back if needed. Open the Vaults, Haunted Voyage, Replenish, and Eerie Ultimatum.

Enchantress Package -

As I mentioned above, this has become an enchantress deck over time. The following is the current package I'm running for this build. Eidolon of Blossoms, Mesa Enchantress, Enchantress's Presence, Argothian Enchantress, Sigil of the Empty Throne, Satyr Enchanter, Replenish, and Open the Vaults.

Planeswalkers - Because face it, they're pretty much gods as well(or at least they used to be). I've tested almost all available planeswalkers in here, and the list I currently have is pretty much the best for the current list. The main three things I focus on with the planeswalkers in this deck are Stalling, Card Advantage, and Removal.

Stalling: Elspeth, Sun's Champion, Xenagos, the Reveler, and Garruk, Apex Predator.

Card Advantage: Ajani, Mentor of Heroes, Calix, Destiny's Hand, and Xenagos, the Reveler.

Removal: Elspeth, Sun's Champion, Calix, Destiny's Hand, Nicol Bolas, Planeswalker, and Garruk, Apex Predator.

Wrath Effects -

Cyclonic Rift, In Garruk's Wake, Ruinous Ultimatum and Elspeth, Sun's Champion are currently the only board wipes in the deck. This could change if I find and test some other one-sided effects that I find, but I probably won't be adding pure global effects since my board isn't completely immune to them.

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Top Ranked
Date added 10 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

35 - 0 Mythic Rares

60 - 0 Rares

3 - 0 Uncommons

2 - 0 Commons

Cards 100
Avg. CMC 4.29
Tokens Angel 4/4 W, Beast 3/3 B, Emblem Elspeth, Sun's Champion, Emblem Garruk, Apex Predator, Emblem Tibalt, Cosmic Impostor, Enchantment Cleric 2/1 W, Enchantment Snake 1/1 BG, Foretell, Satyr 2/2 GR, Soldier 1/1 W
Folders cool decks, Chromatic, good decks, EDH, edh, My EDH Decks, Top Decks, OP, EDH, Intriguing Ideas (Others)
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