Welcome to "Heh, Selvala Go Brrr"! Below you will find the description of what this deck does and the basic way to pilot it. Thanks for stopping by!

This build of Selvala is a high-power big mana strategy that hopes to resolve a Finale of Devastation where X is greater than or equal to ten. In order to do that, we need a couple key pieces.


The first piece to our plan is early ramp that will help us cast Selvala, Heart of the Wilds on turn two. To that end, we have a couple options.

The second piece to the puzzle is getting a cheap but high power creature out early so we can start storming off soon after. Our best options are

But we have other creatures that can work

Arguably the most important piece to this deck is the ability to draw a whole lot of cards. While very resilient, this deck has a hard time moving if you get bad draws. That's why so many slots are focused not just on card draw but also on card advantage.

Best Choices

Alternate Choices

  • Vizier of the Menagerie : Let's you look at the top card of your library and cast it if it's a creature
  • Garruk's Harbinger : Gets you a creature on combat damage
  • Garruk's Uprising : Gives trample to your creatures, but also only draws you a card when a creature with power 4+ enters the battlefield
After you have assembled these key pieces winning is just a matter of properly planning your play sequences. If you set up correctly and get really lucky draws you can win by turn five, but this deck typically wins on turn seven.
Due to how important the early game is, you're going to want to mulligan until you have either a Sol Ring/Burgeoning/Lotus Petal and/or Elvish Mystic/Llanowar Elves/Fyndhorn Elves in your opening hand. This will help you cast a turn 2 Selvala, Heart of the Wilds.

While there's some room for improvisation based on your meta, here's an example of the basic things you should do during the early game:


  1. Play a Forest
  2. Play a one-drop ramp spell
  3. Pass the turn
  1. If you played a mana dork, play any land, otherwise play a Forest
  2. Play Selvala, Heart of the Wilds
  3. Pass the turn
This is about when you want to start setting up your value engine. You'll either want to just keep playing the biggest creature with Selvala, Heart of the Wilds or use one of the many spells to draw cards to keep your bro-storm going. An average mid-game looks something like this:


  1. Play any land
  2. Play something that allows you to draw cards when playing creatures (i.e. The Great Henge or Beast Whisperer)
  3. Do whatever else you want/can
  4. Pass the turn
  1. Got a land? Play it
  2. More card draw, since you always want to be refueling your hand so Selvala, Heart of the Wilds can keep doing what she does
  3. Whatever you want
  4. Pass the turn feeling good about your position
  1. Man I love playing lands
  2. Set up your army by casting as many creature spells as you want/can, making sure you can keep refilling your hand as you go (by now you should have access to plenty of mana)
  3. Pass the turn
If everything has been going well, you should be set up to win next turn. I would advocate for holding some protection up, since at this point your board will look completely dominating. Heroic Intervention and Dawnglade Regent are the only options but they're both really good options.

Alright, it's time. Time to WIN! If everything has been going according to plan, this should be pretty easy. If you've already managed to win (I did mention earlier that this deck can win by turn five), that's amazing. For the average game where it takes a little longer, hopefully the guide below will help you out:


  1. It shouldn't matter at this point, but play a land if you can
  2. Attempt to cast a Finale of Devastation where X is greater than or equal to ten
  3. If that resolved, take a look at your board. If you already have a "creatures you control have trample" effect, fetch up Nessian Boar/Challenger Troll. If you don't, fetch up Pathbreaker Ibex/Thunderfoot Baloth. Swing out for lethal
  4. If your Finale didn't resolve, take a breath, let the adrenaline subside, and then kill people one at a time. This deck can crank out wins even if Finale doesn't go off
"Oh no, my spells got countered and there have been multiple board wipes!" People say that offense is the best defense, but sometimes you have to protect your field. There are a couple includes here that help you recover from disruption and a couple cards that disrupt your opponents.


  • Dawnglade Regent - Gives you the monarchy and gives all your permanents hexproof as long as you're the monarch
  • Bonds of Mortality - Lets you draw a card, but more importantly it makes sure your opponents' creatures lose hexproof and indestructible until end of turn
  • Swiftfoot Boots - Gives haste and hexproof to equipped creature
  • Heroic Intervention - Gives hexproof and indestructible to your permanents
  • Autumn's Veil - Gives your creatures hexproof from blue and black and makes your spells not able to be countered by blue or black spells until end of turn
  • Veil of Summer - Draws a card, gives you and all of your permanents hexproof from blue and black until end of turn, and prevents your spells from being countered until end of turn
  • Praetor's Counsel - Returns your entire graveyard to your hand and gives you no maximum hand size for the rest of the game
  • Seasons Past - Can potentially return a bunch of cards to your hand from your graveyard

Have fun playing this brew and I hope you win!

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94% Casual

Competitive

Date added 4 years
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

39 - 0 Rares

15 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 3.57
Tokens Ashaya, the Awoken World, Beast 3/3 G, City's Blessing, Emblem Nissa, Who Shakes the World, Monarch Emblem
Folders Owned Commander Decks
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