Maybeboard


My old EDH deck I haven't played in years and am getting back at it.

After a dozen games I think the power level is great for my new playgroups.

The philosophy of this deck is: 'Win the long game' This deck is not constant against fast agro when it is the primary target. If a four player game goes to 10+ turns I feel this deck is at an advantage because much of the value cards are creatures, and therefore, can be replayed many many times.

  • (Turn 1-4) Ramp and deal with other player's early enablers. If I know there is a deck in the pod that is looking to combo I keep my peepers peeled for good interaction. e.x. a board wipe or a Krosan Grip a perfect opening would include a Sakura-Tribe Elder and a Yavimaya Elder with a Grip and a BSZ as backup.

  • (Turn 5-9) By this point I should be able to drop a threat, or get an engine going (Sheoldred is good if there has been a board wipe, as is a birthing pod)

  • (Turn 10+) By now the value of using my graveyard as a second hand should be taking over the game. If it gets to turn 12+ I'll start looking for a way to win. Oftentimes it will be a Tooth and Nail for a combo of some sort. I try to not combo win the game unless I am looking down the barrel of a gun. I'd always prefer to win with combat damage.

Suggestions

Updates Add

Comments

Date added 7 years
Last updated 6 years
Exclude colors UR
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

39 - 0 Rares

16 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.83
Tokens Beast 3/3 G
Votes
Ignored suggestions
Shared with
Views