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Karametra, Midsummer's Bounty

Commander / EDH GW (Selesnya)

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KARAMETRA

**_This is my not-quite-competitive build for Karametra, for those games where everyone is playing a strong deck but isn't trying to combo off on turn 3. (Though maybe by turn 10, as you'll see below.)

The deck is doing four major things:_**

We're playing a lot of dorks because those trigger our Commander's ramp ability while rocks do not. The early game is about accelerating into Karametra to gain a huge mana advantage in the mid-game, where we are assembling our win condition.

Because Karametra triggers on any creature cast, the deck plays a high number of them, so that each one is basically a Rampant Growth in addition to its other utilities. A few creatures, such as Whitemane Lion, can bounce themselves, so we can cast them multiple times if we have the mana. These particular creatures also have flash, which gets around Karametra's ETB tapped stipulation quite nicely since we can tutor for lands on an opponent's end step and have access to all that fresh mana on our turn. These self-bouncing creatures are also crucial for...

The deck can combo with Aluren a couple different ways, each one requiring a minimum of three cards. Since these combos require permanents to stick around, I'd consider them moderately easy to break up, depending on how much instant-speed interaction our opponents are playing. To find all of our pieces, the deck runs an array of tutors prioritizing instant-speed or tutor-to-battlefield variants.

The Combo Cards

Aluren likes the self-bouncers referenced in the previous section:

Having Aluren in play allows us to cast any of them for free, then have the creature bounce itself back to our hand to repeat the cycle as many times as we wish. With Bontu's Monument, we can turn that loop into a win by draining our opponents. Using God-Eternal Oketra, we generate infinite zombies with pseudo-haste (can make them on opponent's EOT).

Both Beast Whisperer and Guardian Project let us use this loop to find the final piece of our combo if we don't have it in hand/play.

The deck plays a whole lot of creatures, for reasons mentioned above. Most of the time, we'll have a bunch of them on board, and this is the perfect setup for a lethal Craterhoof Behemoth. This is often the easiest line of play to pursue, since it's essentially a one-card combo, given the way this deck naturally develops its board. That's obviously contextual, though. In situations where our opponents have resolved a few wraths, we might find ourselves with very little on the battlefield, making a combo-win our new objective.

In a pinch, Elesh Norn, Grand Cenobite can pack a wallop as well, although it's far less effective than Craterhoof and therefore should not be Plan A.

To keep the game slowed down while we're finding our win-cons, the deck plays a number of cards that interfere in some way with our opponents' ability to play a normal game of Magic, whether by making spells more expensive, shutting off their ability to cast certain spells, etc. Combined with our tutors, we can find key hate pieces either proactively or as answers to our opponents' game plans.

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Casual

100% Competitive

Revision 2 See all

(2 years ago)

+1 Endurance main
-1 Scavenging Ooze main
+1 Sterling Grove main
-1 Voice of Resurgence main
Date added 5 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

40 - 0 Rares

20 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 2.70
Tokens Beast 3/3 G, Clue, Plant 0/1 G, Zombie Warrior 4/4 B
Folders IRL
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