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Enchantment (1)


I need help on this.

I've never made a deck like this before, and I would like to make this deck work well.

The main strategy of the deck is to ramp extremely hard in the beginning, and after that, empty your hand every turn after to cheat in huge creatures. The future goal for this deck is to be competitive and quick to kill.

Possible combo:

Hand: Forest, Forest, Burgeoning, Sol Ring, Talisman of Impulse, Kodama's Reach, Harmonize

Turn 1: Forest, Sol Ring, Talisman of Impulse, Burgeoning

On opponent's turn: Forest

Turn 2: Draw into Forest, play Forest, Kodama's Reach for two more forests.

On opponent's turn: Forest

Turn 3: Draw into Primordial Hydra, play Harmonize for a Forest, an Explosive Vegetation, and Nissa's Pilgrimage. Play Forest, play Explosive Vegetation for two more forests.

Turn 4: Draw into Forest, play Forest, play Rosheen Meanderer. Nissa's Pilgrimage into three Forests.

On opponent's turn: Forest

Turn 5: Draw into Mountain, play Forest, play Primordial Hydra for 18/18 with Trample.

Win with damage turn 6.

That's a very very picky circumstance, as you'd need just the right cards, but either way, please let me know how to improve this. Thanks!

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Date added 6 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

26 - 0 Rares

14 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.02
Tokens Hydra X/X G, Morph 2/2 C, Snake 1/1 G, The Monarch, Wurm */* G
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