Maybeboard


DISCLAIMER! This Deck is in constant change and never to be considered finished. I seek for any advices and suggestions be it on a budget or budgetless, a single card change or a complete change of the whole deck concept. I appreciate every support.

I am sorry for the editing of this description, because I can't find out how to consistently get something written in the next line. It sometimes works and sometimes leaves half a line blank and I can't figure out when it does what. Enter or shift+enter don't seem to make a difference either.

This deck is a fun but uninteractive pile that seeks to win through creature based combos usually around turn 5-6. Rating the Power Level of this deck on a scale of 1-10 I would give it an 8, since it is fast and resilient enough to combo off against "regular" or casual decks through minor deterences, but loses to actual competitive decks because it lacks both speed and interaction in the form of interruption and protection of our own combos.

The most enjoyable part is to always work out a path to one of the various combos. It can consistently grind through the long game in case of bigger setbacks or a generally grindy matchup because of the huge graveyard synergie and draw potential this deck offers.

It all started out as a pure value deck abusing Living Death or Twilight's Call and ETB creatures + sac outlets to grind out big boards while also profiting off the interrupting nature of Living Death . Eventually I found myself always going for one of the Altar of Dementia -combos that unintentionally found their way into the deck. From there on I threw away the intended combat win and started to widen up the combo lines and create a more versatile combo deck that still reminds me of the original version.

The original deck:


Ravos/Kydele EDH

Commander / EDH G3RM4N0WNZ

SCORE: 2 | 382 VIEWS | IN 1 FOLDER


The gameplan depends on the hand. If you have the right pieces at hand you can ramp and race for a turn 4 combo and sometimes you have to go for a slower value and card draw path to gather board, grave and hand cards that ultimately let you combo.

The commanders are mostly used if you can not achieve an early win and have to fix for something your hand doesn't offer. So Tymna helps you drawing cards if you are otherwise unable to and Kydele helps you to cast your spells if you didn't get the right ramp. So they are mainly here to make the deck more consistent and to let us play these 4 colors.

-Consistent combo deck

-Adapts well to grindy long range matchups

-Includes a "Combo-Net" in which no card is absolutely necessary in order to be more resilient

-Even though most of the pieces are well known cards to the EDH-community this deck gives a fresh and different feel in using these... at least in my opinion

-Doesn't offer interruption to get rid of cedh stax pieces that shut us off either our graveyard or tutoring which are both pretty crucial for this deck

-Lacks interruption to stop faster combo decks

-Has no protection of its own combos except for Grand Abolisher but can get back into the game through its recursion mechanisms if the non-permanent-based interaction doesn't get too overwhelming

WIN CONS: Altar of Dementia , Blood Artist + Sac Outlet

Sac Outlets: Altar of Dementia , Phyrexian Altar , Ashnod's Altar , Greater Good , Yahenni, Undying Partisan , Carrion Feeder , Viscera Seer

Combos:

Karmic Guide + Reveillark + Win Con

Karmic Guide + Fiend Hunter + Win Con

Karmic Guide + Saffi Eriksdotter + Win Con

Karmic Guide + Felidar Guardian + Win Con

Reveillark + Saffi Eriksdotter + Win Con

Reveillark + Felidar Guardian + Win Con

Sun Titan + Fiend Hunter + Win Con

Sun Titan + Saffi Eriksdotter + Win Con

Sun Titan + Necromancy + Animate Dead + Win Con

Living Death / Twilight's Call + Eternal Witness + Phyrexian Altar + 5 or 6 creatures + Win Con (can find a wincon on the loop through various carddraw effects + extra mana from the altar)

As well as range of less important loops that include Eternal Witness , a 1 or 2 target reanimating spell and some way to generate mana, mostly, but not exclusively off of Phyrexian Altar . Can Include Sun Titan or Reveillark .

Most usual Protean Hulk -line:

  1. Kill Protean Hulk

  2. Fetch Karmic Guide + Viscera Seer / Carrion Feeder

  3. Reanimate Protean Hulk with Karmic Guide 's trigger

  4. Sac Protean Hulk to the just fetched saccer

  5. Fetch Blood Artist + Saffi Eriksdotter (+ Grand Abolisher )

  6. Loop Saffi Eriksdotter + Karmic Guide + sac outlet and kill everyone via Blood Artist

Most usual Survival of the Fittest -line: requires 1 creature in hand and a sac outlet or 2 creatures in hand

  1. Fetch Protean Hulk

  2. Fetch Karmic Guide by discarding Protean Hulk

  3. Cast Karmic Guide reanimating Protean Hulk

  4. Sac Protean Hulk to an existing outlet or fetch one with Survival of the Fittest

  5. Fetch Blood Artist + Saffi Eriksdotter (+ Grand Abolisher )

  6. Loop Saffi Eriksdotter + Karmic Guide + sac outlet and kill everyone via Blood Artist

-Gets less mana intense if you have Necromancy / Animate Dead / Victimize available.

-Can go directly for Karmic Guide +X and not include Protean Hulk if you have a Win Con at hand

Not included so far:

Living Death + Eternal Witness + Peregrine Drake + Win Con/(or sac outlet to find win con on the loop)

Twilight's Call + Eternal Witness + Peregrine Drake + Mirari's Wake / Ashnod's Altar / Phyrexian Altar / Lightning Greaves +ManaDork + Win Con/(or sac outlet to find win con on the loop)

Besides the ramp, combo pieces, and tutors this deck still includes quite a portion of cards that are left from the original value deck and help to grind through longer matchups and also help supporting the deck in the early game. Prime examples for such cards are Grim Haruspex , Smothering Abomination , Mulldrifter as well as Living Death and Twilight's Call which rarely combo.

I thought about exchanging this "package" for the interaction this deck runs so low on. But for now I came to the decision that it would take a big hit on the consistency and the long game grinding capability, which I right now don't want to take. Plus the last bit of the original decks feel would get lost.

Right now the deck does not include fast mana artifacts which are usually seen in higher tier decks. It instead relies on mana dorks. This is primarily a choice by budget and secondarily makes value generating sac outlets, as well as many of the grinding cards like Skullclamp and Grim Haruspex better. Also they can help generating Tymna the Weaver -triggers.

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Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

39 - 0 Rares

23 - 0 Uncommons

15 - 0 Commons

Cards 100
Avg. CMC 2.89
Tokens Morph 2/2 C
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