This deck was built solely to use Ghidorah, King of the Cosmos, and seeing as he is an alien with some of the more interesting abilities of all the Kaiju, a multiple avenues combo deck felt appropriate.

The game plan is to obtain infinite mana with bounce effects so we can cast Ghidorah, King of the Cosmos infinite times, from there I could have built towards an etb trigger victory condition such as Altar of the Brood, but honestly that feels a bit boring, and this is Ghidorah! So I decided to win with a variety of big flashy X spells, which we are getting either pre-emptively to comboing off, or more commonly through Spellseeker's etb. Finally we do have a backup win con of simply playing Thassa's Oracle once our deck is small enough from using Ghidorah, King of the Cosmos enough times, and if need be, sculpting it down further by using Blue Sun's Zenith.

The combos to obtain infinite mana are as follows: -Food Chain + Squee, the Immortal/Eternal Scourge/Misthollow Griffin -Deadeye Navigator/Temur Sabertooth + Peregrine Drake/Dockside Extortionist

Food Chain, Deadeye Navigator, and Temur Sabertooth are nice not only for infinite mana, but also as a way to return Ghidorah, King of the Cosmos to the command zone, so that we can cast him repeatedly. Deadeye Navigator and Temur Sabertooth are especially nice because they allow us to abuse the utility etbs on the rest of our creatures in order to close out games more consistently, Reclamation Sage, Eternal Witness, and Spellseeker are especially good for these purposes

Our most consistent big pay off spell is Red Sun's Zenith, simply because we can cast it enough times to take out as many players as there are at the table. The other x spells are mostly utility and backups for specific situations, I fully disclose that I can't really imagine what situation would call for Epic Experiment, but it is a hilariously over powered option at our disposal and good natured durdely fun.

The deck has lots of tutors, top deck reorganization, and draw spells to get us where we want to go. One of the restrictions around building this deck is that having your commander as an emergency out is always appreciable, and I like building to get out of corners when I can, so we have to forgo a lot of permanents, you can especially feel this in the mana fixing, which is why we are running some slower lands and lots of ramp spells, this also helps us get out our commander worst comes to worst anyway, and its nice for a three colour deck. Finally counterspells and bounce spells keep us in the game longer, allow us to combo off in the face of adversity, and can provide high value interactions to keep us going if we stagnate.

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Casual

97% Competitive

Revision 3 See all

(4 years ago)

+1 Breeding Poolfoil main
+1 Cinder Glade main
+1 Dryad Arbor main
+1 Gamble main
+1 Imperial Recruiter main
+1 Merchant Scrollfoil main
+1 Misty Rainforest main
+1 Scalding Tarn main
+1 Steam Ventsfoil main
+1 Stomping Groundfoil main
+1 Wooded Foothills main
+1 Worldly Tutor main
Date added 4 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

28 - 0 Rares

23 - 0 Uncommons

28 - 0 Commons

Cards 100
Avg. CMC 2.25
Tokens Beast 3/3 G, Kobolds of Kher Keep 0/1 R, Plant 0/1 G, Treasure
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