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God of the Harvests for a Newer Player

Commander / EDH GW (Selesnya)

Ovanlight


Karametra, God of Harvests is the second most generically good commander printed so far. (Looking at you Chulane, Teller of Tales .) The deck has ramp, you can do light combos, you can draw, you have creatures, and even a little taste of stax. This is not the most competitive build for Karametra. This is a 6-7 meant for a newer player to play in more powerful playgroups in a fun way.

Besides casting our commander, we have a bundle of other cards to get more mana than we should.

Sol Ring , Birds of Paradise , Elvish Mystic , Sakura-Tribe Elder , Sylvan Caryatid , Shaman of Forgotten Ways , Solemn Simulacrum .

These are all the earlier game boosts to get you to your commander. Keep these low to the mana curve unless they have some utility that makes them better than lands.

Regal Behemoth , Zendikar Resurgent , and Vorinclex, Voice of Hunger are all cards that double your mana, have utility to them, and close the game when you slap them into play. Notable exclusions are Mirari's Wake and Selesnya Signet . I decided that Mirari's Wake didn't provide more to the game than my lands tapping for additional, so I dropped it from my list. Selesnya Signet got cut because of the attempt to keep a more natural theme with the deck as a whole.

(Bonus mention of Land Tax just to get lands in hand when you're behind, but it doesn't count as actually getting you ahead on lands.)

Card draw is probably Selesnya (Green-White) decks' weakest trait. Creature-based card draw is prevalent, but besides that, the pickings are mostly artifacts. I will also include cards that switch up what you're drawing because they can really fix what you want to draw your next turn. It's also worth noting that having the ability to look at your top cards also lets you decide if you want to search for a land with Karametra, God of Harvests 's ability.

Mirri's Guile , Sensei's Divining Top , Sylvan Library , Beast Whisperer , Guardian Project , Primordial Sage , Soul of the Harvest , and Zendikar Resurgent are all of the card draw package. While it isn't much, it still is easy to tutor for the creatures that cause card draw.

Green Sun's Zenith , Spirit of the Labyrinth Sterling Grove , Eldritch Evolution , Fierce Empath , and Defense of the Heart all act as second copies of our card draw or our finishers. Sometimes it may be worth looking for stax pieces, but it's more likely to be a situation to grab card draw.

Our stax goes mostly with a theme of more natural aesthetic (besides Vorinclex) and make our plays more smooth while slowing down opponents.

Gaddock Teeg , Kataki, War's Wage , Aura of Silence , Ghostly Prison (kind of), Mirri, Weatherlight Duelist (also kind of), Linvala, Keeper of Silence , Vorinclex, Voice of Hunger , and Void Winnower .

These cards give our opponents a hard time getting ahead and us an easier time catching up in the event we need to.

Serra Ascendant , Luminarch Ascension , Finale of Glory , Shaman of Forgotten Ways , Pathbreaker Ibex , Elesh Norn, Grand Cenobite , and Ulamog, the Ceaseless Hunger all act as our strategy to end the game. We have some early game killers just to get the ball rolling on damage. Our mana doublers really get Luminarch and Finale to be a menace, and if you win with it once, you should probably not play it out in the next game or you'll get targeted. Shaman of Forgotten Ways is also just a legal version of Biorhythm .
Every deck needs to be able to get its pieces back from the grave. It makes them resilient and sturdy, and this deck is no different.

Regrowth , Emeria, The Sky Ruin , Sun Titan , and Emeria Shepherd .

Unfortunately in the colors we have, there's not as much room for recursion, but fortunately, we can protect our board with Spore Frog , Mother of Runes , Selfless Spirit , Sterling Grove , Teferi's Protection , Temur Sabertooth , Sigarda, Host of Herons , and Asceticism . Overall just some well-rounded protection, but worth noting that if your meta has no sacrificing, Sigarda may not be the best option.

This deck takes removal very seriously and over the top. It's the key to it being as strong as it is. It also makes sure that problematic artifacts and enchantments are put in their place quickly when able.

Nature's Claim , Bounty Agent , Darksteel Mutation , Declaration in Stone , Qasali Pridemage , Aura Shards , Aura of Silence , Banisher Priest , Grasp of Fate , Mangara of Corondor , Reclamation Sage , Song of the Dryads , and Fracturing Gust .

It might be overkill, but it puts this deck on top when you have to deal with 3 other players.

So this one is a little misleading, but the combo is between 4 cards that gets you all of your lands, but doesn't win the game. In some ways, it actually turns off your deck, but turns on some of your wins. You need: Regal Behemoth + Amulet of Vigor + Kor Skyfisher + Karametra, God of Harvests

Kor Skyfisher can just bounce itself and grab all of your lands via Karametra while untapping them with the amulet and the regal is the doubler that lets you tap for an additional of any color, so you can cast the skyfisher again.

That's the deck! It's strong for non-competitive metas, but not so strong that you run into an arms race. Karametra is one of the best intro level commanders since it gets all of the resources you need for a deck without pushing the envelope of what your playgroup gets overly upset with.

Thank you for coming to my TEDH talk.

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Revision 1 See all

(4 years ago)

Date added 5 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

37 - 0 Rares

13 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.26
Tokens Angel 4/4 W, Angel 4/4 W w/ Vigilance, Clue, Plant 0/2 G, Soldier 2/2 W, The Monarch
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