The following parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck.
- Mana: indicates the availability of mana sources within the deck.
- Ramp: indicates the speed at which mana sources within the deck can be made available.
- Card Advantage: indicates availability of filter- and draw resources represented within the deck.
- Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
- Combo: indicates the measure of combo-orientation of the deck.
- Army: indicates the deck’s creature-army strength.
- Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
- Resilience: indicates the measure in which the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 3
Fortunately, any deck featuring green has plenty of choices to pick from, when it comes to additional mana sources. This one features three green dorks, a one-use black mana spell and no fewer than five solid rocks.
Ramp: 3
Of course, since it’s green were using here, there will be some ramp in here as well. All five of the cards chosen for this purpose are spells, though one of them is an enchantment and its use can therefore be repeated.
Card Advantage: 3
Some excellent draw options featured in here, four of which use Yargle and Multani’s ridiculous power score as a basis, which pretty much lets us draw a fifth of the deck on one helping. The remaining CA-cards featured are more conventional and only yield one card per use. A very strong tutor completes the picture.
Overall speed: 3
Due to a good, even divide in casting costs, most of it focused on the low-end spectrum, it can actually start putting stuff on the table fast. The availability of resources is only slightly above average though, so the deck usually won’t be able to summon Yargle and Multani before turn four or five. Not necessarily an issue in a non-competitive setting.
Combo: 1
Not a combo deck in the slightest.
Army: 3
In term of pure physical strength, no creature in its vanilla state beats this deck’s commander. However, the few remaining creatures in here are mostly there for support/utility purposes and not necessarily very strong (bar a few exceptions). Still, when adequately supporting even a few creatures have the potential to cause some major pain.
Commander: 1
Not going to lie; Yargle and Multani are key to this deck’s success. Without him, it will almost certainly fail. For this reason, the deck contains a high number of counter-countermeasures, several means to make them indestructible and/or impervious to hostile spells and if all else fails, a few very nifty recursion options.
Interaction: 5
For a deck of this particular type, there’s a surprising amount of interaction present within its bowels. In all about seventeen options, ranging from counterspell prevention (four cards), destruction (four cards), direct damage (four cards), attack-prevention (two cards) and a mixture of other interaction types that include drain and ability loss.
Resilience: 5
Oddly enough, the deck can actually be quite powerful on this front. Four cards prevent spells from being countered (two of which also protect creatures from several types of harm), five cards provide protection from colors, five cards provide hexproof, four cards provide indestructibility, four cards provide life-gain options and four cards aid with recursion.
Spellpower: 2
Not one of the deck’s major strong suits, but there are some true classics in here that make some big waves upon entry. The most potent stuff includes three very powerful draw spells, an exceedingly strong wipe spell, a card that destroys anything that dares to attack us, a spell that boosts all of the deck’s stuff and one card that makes all its creatures invulnerable for a round.
Total power score: 29
Most Voltron decks incorporate white, because of what it can feature in terms of enchantment- and equipment support. That doesn’t mean other colors can’t take a good crack at it though, and this Golgari amalgamation puts up a show. Once a bit of energy becomes available and Yargle and Multani come out to play, they’re going to be very hard to get rid of. That’s a real problem for the other side considering their ridiculous strength; especially when even if one does finally manage to destroy them, they’ve got various ways available to return to the battlefield cheaply.