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There is a thing in EDH games which I like to call the ”super late game”. It's when the craziest things in the format happen. People have infinite mana and they are casting Genesis Waves for a billion, doing ridiculous amounts of damage with voltron generals and playing Living Deaths with 20+ creatures entering the battlefield. We've all been there. Just like any ramp deck, this one tries to get to the super late game a bit faster than all the other decks. Play a bunch of creatures to trigger Karametra and get a tons of lands out as fast as you can. Self-bouncing creatures (Whitemane Lion, Kor Skyfisher, Stonecloaker) make sure you get enough of those triggers since you can just play them over and over again, while getting a land every time with Karametra.

Just ramping isn't often enough though, since decks like Kaalia or Rafiq can be explosive enough to blow you out of the game if you spend your early turns just ramping your mana. So you need defenses. Voltron decks and creature-based good stuff decks are really popular around here. Not many control or combo decks at all. This list can just feast on any kind of deck that tries to win the game with combat damage from creatures, because it has lots of ways to generate infinite Fogs. Constant Mists is obviously very nice with Karametra, because you can pretty consistently get 2 or 3 lands in play per turn cycle. Glacial Chasm is a permanent fog on a land and recurring it tends to be easy for this deck. Other fogs I use are Spore Frog and Kami of False Hope, which can be conveniently tutored up with Ranger of Eos. I can recur those two forever with Emeria, The Sky Ruin, Nim Deathmantle or Sigil of the New Dawn. There are number of ways to infinitely recur them with Karmic Guide, Emeria Shepherd and/or Eternal Witness loops too but those take a bit more work. Some of these fog engines are really hard to disrupt, since they don't necessarily commit anything on the board that the opponents can blow up with conventional means.

As you might have noticed, the deck doesn't have all too much actual creature removal and that's mostly because I don't usually have to worry about losing to creatures when I got my fogs. The plan is to discourage the opponents from attacking you and wait patiently as they kill themselves.

Ok, so we got to the super late game and there's only one opponent left. How do we actually win? The deck has a number of cards that are powerful enough to finish the game. Avenger of Zendikar and Rampaging Baloths can both do it, but they are also both creatures and thus pretty fragile. They can get exiled, tucked etc. As I mentioned earlier, there aren't a lot of control decks (and thus, not many counter spells) around here, so I went for buyback cards for my finishers: Wurmcalling and Evangelize are good one-card-engines for grinding your opponents out once you reach that 1v1 or 2v1 situation that tends to happen at the end of multiplayer games. It's not like the deck is completely out of the game if these finishers get removed by Jester's Cap-effects either. It's completely capable of ending the game with just regular creature beatdown too and something like Felidar Retreat or Adventuring Gear can even turn your pesky weenies into serious threats.

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Date added 9 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

47 - 0 Rares

18 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.31
Tokens Beast 4/4 G, Bird 1/1 W, Cat Beast 2/2 W, Clue, Elemental 5/3 G, Emblem Nissa, Vital Force, Plant 0/1 G, Soldier 1/1 W, Wurm */* G
Folders EDH (Creature Based), Reference decks, Disassembled Commander Decks
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