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Tatyova, BenTHICC Druid

Commander / EDH*

Coheed935


Why Tatyova?

Well let's just say once she's on board, even for just a turn, I can usually draw anywhere from 2-15 cards, all the while ramping and acquiring a few extra life as well. Fetchlands say draw 2 cards, who knew Evolving Wilds was so busted! It's also really great that you're opponents can't respond to you playing a land, we're getting that value whether they like it or not! Things like Azusa, Lost but Seeking and Crucible of Worlds / Ramunap Excavator on board with a fetchland in graveyard or hand will net you 6 cards, 3 life, and 3 lands to the field. Imagine the groans I hear when a twincasted Expropriate or Boundless Realms resolves on turn 5-6, so much value it's diabolical. Tatyova, Benthic Druid embodies what we all love about , draw, ramp, fatties, counters, and value.

Why not her competitors?

Her prime (HAH!) competitor would be Prime Speaker Zegana, but she revolves around having a big creature on board. This is a turn-off for me, an instant speed removal can sometimes make Prime Speaker Zegana hit the board and draw only 1 or 2 cards, yeeks. Her other main competitor would be Rashmi, Eternities Crafter, and she's simply better for control and playing on other peoples turns. Finaly Momir Vig, Simic Visionary, Ezuri, Claw of Progress, and Kruphix, God of Horizons are simply different strategies that do different things.

How do we win?

There's a few ways to win! Avenger of Zendikar or Rampaging Baloths can usually threaten some lives, especially with an extra turn card. Our big mana and draw allows for early game Eldrazi's, spooky spooky. A mid/late game Sunder while we have the ability to play 4 lands a turn will usually cause some scoops, and a Constant Mists will shut down any and all voltron/agro strategies. Sylvan Awakening after a bit of ramping can take a player or two out. By far though, combo and turns would be the easiest way to win. In my deck-list iv'e avoided most of these because a combo deck gets very boring to me over time and i'd just rather not. However, for you Timmy's, some notable combos are 1) Walk the Aeons + Azusa, Lost but Seeking + Crucible of Worlds / Ramunap Excavator 2) Eternal Witness + Extra turn card + Rite of Replication 3) Retreat to Coralhelm + Skyshroud Ranger / Sakura-Tribe Scout + Tatyova, Benthic Druid and a land that bounces (Oboro, Palace in the Clouds / Ghost Town).

Early game/Mulligan

In your opening hand you should be looking for some type of ramp, some type of draw, and hopefully a fetch or tutor. Notable opening cards that should do work are Skyshroud Ranger / Sakura-Tribe Scout, Exploration, Burgeoning, Cultivate, Lotus Cobra, Oracle of Mul Daya, Ramunap Excavator / Crucible of Worlds + Fetch, and of course Sol Ring or Mana Crypt to get to our star faster.

Why are we playing these specific lands?

First off, we're running a ton of basics! Sometimes we ramp so hard, that we fail to find basics (run out in the deck) and therefore we lose draws, this is bad, we like basics, and fetches. Aside from that there's a few all-star utility lands that Crop Rotation is going to help us get to. Scavenger Grounds hurts those filthy re animator decks. Oboro, Palace in the Clouds and Ghost Town gain us value from replaying them over and over, even better with Burgeoning out. Reliquary Tower says we aren't discarding 12 cards after we Boundless Realms, and Yavimaya Hollow says Tatyova, Benthic Druid is safe to keep the value train rolling!

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Date added 6 years
Last updated 6 years
Exclude colors WBR
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

36 - 0 Rares

14 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.40
Tokens Ashaya, the Awoken World, Beast 3/3 G, Beast 4/4 G, Copy Clone, Emblem Nissa, Vital Force, Plant 0/1 G
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