ty Jancob

Combos The combos in this deck are very straightforward and should only ever be attempted after scouting for any potential counterspells as you get further down the chain of the combo. The combos in this deck generally require 3 cards:

  1. A Combo Core
  2. An Initiator
  3. A Finisher

Combo Cores are cards that work off of lands coming into or leaving play and are what make our combos possible. Initiators revolve around; mass land plays, land recursion, or creating a huge increase in tokens. and a Finishers are something that; deals aoe damage to all creatures, or gives your creatures haste/trample so that you can start swinging like mad.

The below cards are your Combo Cores:

  1. Omnath, Locus of Rage
  2. Zendikar's Roil
  3. Titania, Protector of Argoth

The below spells will act as Initiators:

  1. Animist's Awakening
  2. Boundless Realms
  3. The Great Aurora
  4. Second Harvest
  5. Splendid Reclamation
  6. World Shaper

The below spells will act as Finishers:

  1. Earthquake
  2. Heaven / Earth (this will require an initial play to get it's aftermath trigger)
  3. Savage Twister
  4. card: one more maybe?
  5. Skarrg Guildmage
  6. Ground Assault

Sylvn scrying > natures lore World Breaker > chord of calling

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Comments

92% Casual

Competitive

Date added 6 years
Last updated 3 years
Exclude colors WUB
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

38 - 0 Rares

13 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 3.00
Tokens Ashaya, the Awoken World, Beast 3/3 G, Beast 4/4 G, City's Blessing, Clue, Elemental 2/2 G, Elemental 5/5 RG, Emblem Nissa, Vital Force, Zombie 2/2 B
Folders High Power
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