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I always liked the idea of group-hug style decks. However, in my play group we frequently have 1v1 games where a strictly political deck will simply not work, so I took a stab at building Kynaios and Tiro of Meletis with a bit more of an eye towards being able to also stall out the game and win quickly in the late game at a reasonable budget. Main themes of the deck:

  • Global card draw
  • Mana doubling
  • Pillow fort effects
  • Landfall tokens
  • Combo win (optional)
Card draw: Many, many cards in the deck cause everyone to draw extra cards either as an activated ability (Temple Bell, etc), in the draw step (Howling Mine, Walking Archive, etc) or at end of turn (Fevered Visions, etc). Additionally, Minds Aglow can result in a massive global card draw late game.

Mana Ramp/Doubling: These I went a little lighter on since a lot of mana doublers are quite expensive. You still get Dictate of Karametra and Zhur-Taa Ancient. Meanwhile, additional global ramp is available from K&T, Rites of Flourishing and Collective Voyage.

The deck uses a both taxing and removal to slow down the game and defend itself even as it throws resources at people.
Omnath, Locus of Rage and Rampaging Baloths both generate large tokens from landfall and can build up a large board quite quickly in this deck. The large amounts of mana in use can also feed a very large Gelatinous Genesis in the late game. And while somewhat slow, Progenitor Mimic can really twist the game up when it's copying something powerful and you have a bunch of tax effects.
While this particular build does not run it, you can make the following swaps to have a combo finish instead of going for damage or approach:
  • Remove: Sandwurm Convergence, Approach of the Second Sun, Horn of Greed and Jace Beleren

  • Add: Planar Bridge, Enter the Infinite, Laboratory Maniac, Curiosity
  • With so much mana, it is generally not hard in the late game to cast Enter the Infinite with enough mana to then drop Laboratory Maniac with counterspell backup and then draw some cards and win. With so few other win conditions in the deck, this is a frequent end point. If things get truly out of hand, Minds Aglow may also be sufficient to win with lab maniac.

    Curiosity + Niv-Mizzet, the Firemind can also draw as many cards as you want and potentially burn out an opponent (assuming you have enough cards), but not typically two. If you also have Psychosis Crawler, it may be possible to kill everyone. If this ends up being a problem, running a Day's Undoing may be helpful.

    Planar Bridge can be helpful for fetching one or more pieces of these combos. Also remember that you can cast/fetch Sun Titan or Eternal Witness to get a piece back from the graveyard if needed.

    The deck runs a few more basics than most of the other 4c decks in the play group to ensure that Cultivate, Kodama's Reach, Pir's Whim and Collective Voyage always have targets.

    Krosan Verge and Windswept Heath can fetch any of the BfZ duals in the deck. Also remember that Realm Seekers can fetch any land, not just basics. The duals also up the plains count to 7, which is helpful for Emeria Shepherd. More duals would likely be out of budget for our playgroup.

    The bounce lands are helpful here since they can provide additional landfall triggers. The tempo loss is offset by having multiple ways (including the commander) to play multiple lands per turn.

    List of adds as list for price check: K&T Upgrades

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    Revision 6 See all

    (4 years ago)

    Date added 7 years
    Last updated 4 years
    Key combos
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    9 - 2 Mythic Rares

    42 - 1 Rares

    20 - 1 Uncommons

    11 - 0 Commons

    Cards 100
    Avg. CMC 3.90
    Tokens Beast 3/3 G, Beast 4/4 G, Copy Clone, Elemental 4/4 W, Elemental 5/5 RG, Insect 1/1 UR, Ogre 3/3 R, Ooze */* G, Squid 1/1 U, Wurm 5/5 G
    Folders EDH, EDH Deck ideas, Cool Commander decks
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