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Reki, Legendary Recluse

Commander / EDH Mono-Green

Kingdomsteel


REKI

one of my commanders who I built from scratch. For this deck I've never used anthing like EDH rec, Tapped Out or turned to social media to find out what's good for it. Today that changes.

After 18 months of playtesting I think I've built a solid deck so far, but as anyone who loves deckbuilding I think it might need some advanced tweaks. Therefore I ask you guys for some good advice, free of charge I hope ;).

Important note on the side: This is no competitive build. I'm not looking for combo, only heavy synergy. Please take your time to read my desciptions below.

The main thing is to get Reki out asap. I focus on that Reki will be my first play of the game, even if it takes me three land drops before that happens. He gets out on turn 2 in 50% of the times thanks to Untaidake, the Cloud Keeper or Sol Ring.

I think it's important to get that draw power out of Reki as much as possible, though there are other draw effects in the deck, Reki will be the main source of that.

After this, it's important to speed out your opponents by severe draw power and ramping. We'll get into that in a bit.

This is the reason I love to include green into so many decks, is it's possibility to literally explode in one or two turns. The goal is to get a huge Genesis Wave out on turn 5 to 6, wich works fine. There are a great deal of mana doublers Vorinclex, Voice of Hunger, rampers Nyx Lotus/land fetchers Nissa, Vastwood Seer  in the deck that help me get to my goal faster. Keep reading!
The amount of permanents Genesis Wave is to get out is unbelieveable. It,s an allround game-changer. Getting as much permanents out as I can results in massive powernumbers thanks to Heroes' Podium, Dragon Throne of Tarkir or an ETB from God-Eternal Rhonas. Goreclaw, Terror of Qal Sisma, Nylea, God of the Hunt, Baru, Fist of Krosa and Rhonas's Monument all help with the trample. (there's a few more but these are the mains)

Concordant Crossroads Is a huge card wich has sealed many fates :D, as well as Akroma's Memorial.

Swing and win.

Making sure other nonlands I control get the +1/+1 counters they need is one of the tactics. I use Rishkar, Peema Renegade or Jiang Yanggu to make creatures tap for colored mana. The Great Henge or Renata, Called to the Hunt help utilize +1/+1 counters even more. Leyline of Abundance sure is a great card that goes together well with this synergy. "why not use Cryptolith Rite" you say? This is not my style. I want to work, and think harder about the things I do in this deck.

One of the less popular choises in general is Honor-Worn Shaku. This is a beast in this deck and should be an auto include into every deck that runs more than 40% legendary nonland permanents imo. This card has granted me dozens of mana per turn, if there is ever a turn after this hits the field. It sets me in a good position to build for the game-ending blast that's about to come.

These simple tactics are seemingly harmless but do massive damage later on.

There are many ways this deck can get it's mana out and once you start to understand this deck, it feels real comfortable! Omnath, Locus of Mana or Selvala, Heart of the Wilds are simple examples of how to squeeze mana out of your deck.

Patron of the Orochi or Sakiko, Mother of Summer are often overlooked on the battlefield, they make your second main so much more powerfull.

More of this in the "Terrible three" section.

It's the main win con of this deck. Genesis Wave is my all time favorite card after this dude used it against me in a tight end of the evening multiplayer match. It was insane.

There are three other ways to cheath in stuff with this deck: Thran Temporal Gateway, Myojin of Life's Web and Kamahl's Druidic Vow. All very effective if you have the right hand.

It's not all sunshine and roses with this deck. Sometimes it can be a grind to find your cards. I mostly rely on the drawpower Reki gives me, but somtimes that's not enough. The following cards help me find answers. Time of Need, Sensei's Divining Top, Growing Rites of Itlimoc  , Vivien Reid.

We know Reki is our mass drawpower, but that does'nt mean we don't need more drawpower. The following has often helped me win games.

Cast Glimpse of Nature when you know you can ramp up to 50-60 mana to keep spamming your cards. Keep in mind Reki is still on the field and also helps you draw.

Grothama, All-Devouring, alot of people misread this card and think it's an effect that only applies to creatures their oppenents control. It's also yours! Swing with Ghalta, Primal Hunger, kill Grothama, All-Devouring and draw cards equal to it's toughness. A few times I pulled this off, also with other creatures I didn't really need at that time and drew into a great hand.

Freyalise, Llanowar's Fury's ultimate is an option but never got to use it.

These three are another powerhouse in the deck, all three of them cause big sighs with my opponents.

Nissa, Who Shakes the World her static ability is insane. And if you're scared your lands get blown up after they get animated, just don't target them. The target for the 3 +1/+1 counters isn't manditory. The ability sais "up to on targer noncreature land you control"

Nissa, Worldwaker's +1 "untap up to four target Forests" has proven to generate more than 8 mana in a turn. sometimes even 32 mana!

Nissa, Vastwood Seer   helped my deck grow alot in understanding how important lands are in contrast to artifact ramp. artifacts are important, but or so fragile in terms of removal! Nissa, Sage Animist also with helps ramping, drawpower or even a good 4/4 blocker!

In these terms I think I've found a good balance between drawing for something that can solve a problem and drawing for my main goal and that's setting up for the kill.

I have one instant spell that helps me deal with kind of everything that's really bothered me on the battlefield: Beast Within

To stop spellsinger/Blue decks: Dosan the Falling Leaf

This card has saved Reki multiple times before and has won some table politics: Sword of the Chosen

Removing small threats/hatebears on the field: Umezawa's Jitte. This works wonders with Pir, Imaginative Rascal.

For when you need to remove nasty enchantments or artifacts: Vivien Reid or Freyalise, Llanowar's Fury.

Some kind of massremoval: Polukranos, World Eater's monstrosity effect.

And last be hopefully not least now or in the future: The Ozolith, in terms of not losing the +1/+1 counters I divided amoungst creatures I control after they get wiped or removed from the game. I haven't tested this yet because I haven't played much after Covid-19 hit.

Up untill now I'm comfortable with this build. I'm just wondering if it might need some more protection. Because I kinda rely on my politics for people to leave my board alone. I have some protection, but I think an extra 2 to 3 cards could prevent game-changing events would be nice.

You are all very welcome to leave a suggestion on how you think this deck would or could function better (on any level), how I can make a better description of my deck or how to be a better green player overall.

You could also just leave a comment on how you like or dislike the deck. Thanks!

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92% Casual

Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

20 - 0 Mythic Rares

41 - 0 Rares

11 - 0 Uncommons

1 - 0 Commons

Cards 100
Avg. CMC 3.85
Tokens Ashaya, the Awoken World, Beast 3/3 G, Cat Warrior 2/2 G, Copy Clone, Elf Druid 1/1 G, Emblem Nissa, Who Shakes the World, Emblem Vivien Reid, Plant 0/1 G, Wurm */* G
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