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The goal of this deck is to land a land devastation, and win the game from there. Set your opponent into the realm of no answers, and no time to come back. The general is beatstick enough we don't need a lot of help. The other creatures in the deck help him get protected or enhanced, or serve as a replacement beatstick. There is little chance your opponent will be able to answer both your dudes.

Play Strategy Show

Ramp Choices- Double lands are easy sources of extra mana Crystal Vein, Temple of the False God, Ancient Tomb, Dwarven Ruins etc all give you an extra mana toward casting your general one turn sooner- Targeted land fetching like Skyshroud Claim, Three Visits, Realms Uncharted, and fetch lands helps us make sure we hit 2 mana of all 3 colors- Lot's of mana rocks that survive when we destory all the lands helps us recover more than our opponent after a Wildfire

Tempo Choices- Capsize Effects to bounce lands and set them back- Mwonvuli Acid-Moss and Frenzied Tilling both set them back and ramp you and can be played on turn 3 most games- Plow Under because it's plow under and Beast Within becuase we don't care about their board we are going to wrath it later, they can have a few dudes early

Hate and Wrath Choices- Anger of the Gods, Slagstorm help clear the board from early aggression to make sure we don't lose too much life before we take control of the game- Cyclonic Rift, Mystic Confluence , and Song of the Dryads all have great synergy with mass land destruction we can put stuff back in their hand that they can't recast- Crucible of Worlds + Strip Mine Can make sure after we get rid of their lands that they never get back into the game

Win Cons- Karn Liberated, Balefire Dragon and Ugin, the Spirit Dragon help make sure we are the only one's with board power- Torrential Gearhulk will help us refill our hand with one of our draw spells or tutor's- Titania, Protector of Argoth has perfect synergy with LD and will flood the board with fatties after we land devastation- World Breaker Has nice synergy with cascade - Time Warp and Walk the Aeons Are pretty self explanatory extra turns with this general are very strong

DeckfixingChoosing our order of spells is incredibly strong with Maelstrom Wanderer so Scroll Rack and scry effects and reording effects are a must to make sure we land the perfect cascade.

DrawThe draw effects that are the strongest dig through 3 cards or more. Fact or Fiction and Foresee are obvious choices because we are looking for a specific effect most games, either a devastation effect or a planeswalker to shut them down. Garruk, Primal Hunter Just has great synergy with our general. If you cascade into him you automatically draw 7 cards.

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Revision 4 See all

(3 years ago)

Date added 8 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

45 - 0 Rares

24 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 4.03
Tokens Beast 3/3 G, Elemental 5/3 G, Wurm 6/6 G
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