Karametra really helps you ramp into your creature win cons. She is very underestimated in edh, in most formats really. She is formidable if she gets going, with the only thing stopping her is mass removal. Ideally, you get her out turn 3 via sol ring, then play weenies. With Karametra in play, every creature you play has a better rampant growth tacked on it. This leads to pure value, whether it be in landfall, ETB effects, or just ramp in general. Being indestructible, she is very hard to remove, which is really good. After turn 7/8, you should have at least 10-12 lands in play. From then on you essentially barf your hand out and win. This deck started outt as an angel tribal with Avacyn and friends, which explains all of the angels I run. Craterhoof, elesh norn, avacyn, genesis wave, and vorinclex are the main win cons ofthe deck. drawing one of these mid-late game is usually a blow-out.

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Date added 8 years
Last updated 8 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

20 - 0 Mythic Rares

42 - 0 Rares

8 - 0 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 4.25
Tokens Angel 4/4 W, Beast 3/3 G, Beast 4/4 G, Bird 1/1 W, Elemental 8/8 GW, Elephant 3/3 G, Emblem Elspeth, Sun's Champion, Plant 0/1 G, Soldier 1/1 W, Warrior 1/1 W
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