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I've always been a fan of lifegain and enchantment support, and have favored white decks since my very first game of Magic, when I built a weenies deck with like a dozen Crusade and Spirit Link cards in it. I still love life gain, and when I saw Oloro, I knew I had to build it. I've finally settled on this pillowfort lifegain build that has done surprisingly well. It dies to cEDH, but does very nicely against most everything else.

The hardest part of running this deck is managing all the triggers. Almost every card has a trigger and they chain off each other in sometimes unexpected ways. This makes it hard to learn to pilot well, but it always makes it competitive in that most opponents don't see how much of a threat exists with any given board state. Personally, I find the style to be delightful and absorbing, but I recognize that it may not be for everyone.

The Goal:

  • Leaning on Oloro's main strengths, we aim to gain as much life as possible, and to draw cards like crazy.
  • We don't run many combat focused creatures, so we're looking to win without combat damage, and focus on cards with "you win" effects, or on life drain effects such as Cliffhaven Vampire, or Exsanguinate.
  • This can be slow, so in the meantime, we also have to prevent enemy combat and targeted attacks, as well as combo wins, so we have Platinum Angel effects and control elements in the deck as well.

Discouraging Attacks:

"Please don't hurt us, we're just chilling over here gaining life. Attack the other guys, they're a bigger threat!!"

Control:

Our opponents of course have their own plans, and we can't let those happen.

Winning:

Because I'm not a fan of tutors (I don't play cEDH, and find that tutors slow the game too much with the extra searching and shuffling), we gain consistency through high volume drawing, and running multiple paths to victory.

It's my dream, someday, to win a game by flying a shark at someone's face. It's going to happen.

All The Triggers, All The Time:

Thanks to eminence, we don't even need Oloro to be on the board to benefit from his life gain. We want him out for the cheap card draw, but leveraing his abilities is what this build is all about. Starting with life gain, not only the gain good for our overall survivability, but we also want stuff to happen whenever we gain life! That's the reason I've named this deck, "Oloro Triggered" since our board will be non-stop triggers.

And then… whenever we gain life:

Other draw effects include both Teferi planeswalkers, which are worth mentioning. Teferi, Hero of Dominaria draws a card AND untap lands to use for counterspells, and he has an amazing ultimate in this build, which will never happen simply because he’s a lightning rod for removal. Teferi, Temporal Pilgrim also has a draw ability, combined with a passive effect that increases loyalty for every card we draw, so his ultimate - which is 12! — is much more feasible, and still pretty deadly.

Note in that mess of goodness, there's a couple really nice synergies:

  • Queza or Sharky + Drogskol Reaver is an instant win combo, assuming we have enough cards remaining in the deck.
  • Similarly, even with just Drogskol Reaver and our commander, we can draw cards equal to the amount of mana we have available. Adding cards like Toothy, Karlov or Chasm Skulker allows us to suddenly swing big. And with Psychosis Crawler you get a big beater as well as the indirect pinging from the card draw.

Mana:

I saved the boring part for the last, but it's still important to identify how we're going to power out everything we need to survive and keep up with the faster decks out there. Without green, this is not easy for a 3-color deck, so we augment with mana rocks, as you'll see shortly. But first the lands… yes, I run the expensive stuff, and aim to avoid lands that come into play tapped, though there are a few.

+These four come in tapped (or the land they fetch does). Everything else can make mana the turn it's played.

The Prismatic Vista, Esper Panorama, and Obscura Storefront only fetch basics, of which there are only six in the deck. I recall in one game, I was only able to use Prismatic Vista while I had Chromatic Lantern out, but the color consistency is what really matters here, so it's worth that tradeoff to me. I can't recall a game where I've ever been color-screwed, so, it's working!

Note: I like to run fetches to help color fix as well as thin the deck, and in this build we want to get through the deck as one of our win cons, but I don't run some of the slower fetches to avoid falling behind.

Now for the rocks:

I had to make some unhappy cuts to fit all these into the build, but the mana consistency is worth it. Don't get mana screwed!

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Date added 1 year
Last updated 1 year
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

19 - 2 Mythic Rares

49 - 6 Rares

15 - 3 Uncommons

11 - 4 Commons

Cards 100
Avg. CMC 3.61
Tokens Emblem Teferi, Hero of Dominaria, Spirit 2/2 U, Squid 1/1 U, Treasure
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