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Karametra- Ramp and Value

Commander / EDH GW (Selesnya)

magic_monicle


Primer - Karametra, God of Harvests

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Why play this deck? Do you love playing creatures, having massive amounts of lands, and stomping over your playgroup? Then this deck is for you!The goal is to get Karametra into play as SOON as possible and start playing your creatures and ramping to the extreme. I must reiterate, Karametra is THE best card in the deck, no question. She fuels the main strategy in this deck, which is to go taller and wider than anyone at the table.

Why not play this deck? If your meta is super control or combo/stax oriented you may not have a fun time. My meta does not consist of such things (and when I say my meta I mean pretty much every playgroup of every LGS around me).

The Deck and what to expect when piloting:

Turns 1-4: You should be ramping into Karametra short and simple. Use your mana dorks and ramp spells to power out Karametra as soon as possible. Turn 3 best case scenerio, turn 4 is must. If your hand does not contain ramp you NEED to mulligan. A turn 5 Karametra is too slow and quite frankly not where you want to be with this deck.

Midgame: This is where the action and fun happens. Once Karametra is out start deploying your army of creatures and tutoring out as many Forests and Plains as your heart desires. Generating lands at such a quick rate puts you firmly ahead of everyone at the table mana wise and sets you up for a good chance of winning.

End Game: This deck usually wins through Tooth and Nail, having Avacyn out to make your entire board indestructable while you swing out, or casting a huge, and i mean YUUUUUUGE Genesis Wave that is surely going to send your opponents into what we like to call - the scoop phase!

Card Choices and Explanation: Landfall Matters- Creatures like Emeria Angle, Tireless Tracker, and Rampaging Baloths get out of control quickly in this deck. When every creature in your deck has a subtext "When this creature enters battle field, search up forest or plains", this can make your landfall creatures flourish. Tireless Tracker generating that precious card draw, and the other two creating a bigger board presence.

Utility- Woodland Bellower - fishes out a silver bullet to help out any situation. Most targets will be Eternal Witness to get something back, Reclemation Sage to Destroy an opponents artifact or enchantment, or Dauntless Escort to ensure your board stays in tact.

Sun Titan- Everyone knows how good this card is. This will fetch you any good 3cmc permanent from your GY.

Privileged Position- This deck thrives when our plan goes accordingly. Making our stuff have hexproof is real nice.

Lifecrafter's Bestiary- This works wonders in the deck. Setting up draws and drawing cards.

Planeswalkers:

I am a huge proponent of planeswalkers. Most likely my favorite card type behind creatures. This deck has some good planeswalkers to draw you cards( both Garruks), wipe the board (Elspeth and Ugin), and beef up your board (Elspeth, Ajani, Garruk). Sometimes they outright win you the game.

Win Cons:

Avacyn, Ulamog, Tooth and Nail into Avenger and Craterhoof, Genesis Wave, and straight beatdown will close the door in most of your games. Most of these threats are brought out ahead of schedule while your opponents are lightyears behind you in mana and resources.

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Date added 7 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

19 - 0 Mythic Rares

42 - 0 Rares

5 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 4.08
Tokens Ashaya, the Awoken World, Beast 3/3 G, Beast 4/4 G, Bird 1/1 W, City's Blessing, Clue, Emblem Elspeth, Sun's Champion, Emblem Garruk, Caller of Beasts, Plant 0/1 G, Soldier 1/1 W, Wurm 6/6 G, Zombie Warrior 4/4 B
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