Adapted from Charm'd, I'm sure. Rainbow Ultimate Skill EDH although I changed the commander to Cromat to better fit the charm theme because he's practically a charm in creature form. I cut back the number of charms enough to avoid drawing mediocre charms and even with the reduced number, I still draw them frequently enough to have a few in my hand at all times to cover most situations.

Over time, this deck has adapted to be less about the charm theme and more about accelerating the game and messing around. While some games I'm more oriented to building towards one of my wincons, others I just feel like hugging to an extent and sometimes helping anyone who's having trouble keeping up with everyone else. Most of the time I'll end up accelerating the game to the point where it's is beyond messed up, such as getting everyone every basic from their deck and double mana by turn 5, but that's just what makes this deck fun. You never know what's going to happen from game to game which is what makes this my favorite deck to play.

Wincons:

Maze's End: It's usually difficult to pull off a win with Maze's End but this deck makes it fairly easy. Hitting ten lands in this deck is incredibly easy, especially if you draw New Frontiers. Once you have 10 lands, which happens almost every game, you just have to hope to draw Scapeshift or a way to tutor for it. Once it resolves, there's usually no way your opponents can stop you unless they happen to draw into land destruction or if you have Amulet of Vigor out you win on the spot. Cards such as Eternal Witness and Naya Charm allow you to get back any destroyed guildgates and Riftsweeper allows you to return them from exile, although it's usually just used to get someone an exiled card back just for the hell of it.

Door to Nothingness: Not an immediate wincon but much more fun, rather than winning on the spot, you entirely remove another player from the game. Getting enough mana to activate it is easy in this deck and with Amulet of Vigor out you can use it the turn you play it. Using this to remove the most threatening player from the game can make winning against everyone else easy. Eternal Witness and Naya Charm also allow you to get the door back for another kill.

Villainous Wealth: With the amount of mana you produce in this deck, it's easy to play this for a very high cost. Just choose who you feel has the most threatening deck and hope for the best. Several times I've been able to hit an unstoppable army of creatures or an infinite combo so, as far as I'm concerned, this is a win condition most of the time.

Mind Grind: Seeing as there are a number of mana doublers in this deck, it can prove easy to produce a superfluous amount of mana along with the insane amounts of ramp. This paired with the fact that I tempt opponents to pull lands from their decks with cards like New Frontiers and Collective Voyage makes it fairly easy to mill everyone out with mind grind.

Divine Intervention : It took me a long time to track one down, but I finally managed to obtain this card. While I'm tempted to add cards like Vampire Hexmage to tutor for to immediately draw the game, I think I prefer dropping it and watching the game devolve into chaos. Most of my playgroup will fight to let this card go off unless they're about to win, which will often turn the game into a battle between those who are trying to win and those who aren't close enough and are happy to watch Divine Intervention go off. While I have a good amount of control to prevent it from being destroyed before going off, I can also rely on those who want the game to draw to protect this card until it does its job.

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Date added 8 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

31 - 0 Rares

30 - 0 Uncommons

18 - 0 Commons

Cards 100
Avg. CMC 3.45
Tokens Beast 3/3 G, Copy Clone, Knight 2/2 W w/ Vigilance, Warrior 1/1 W
Folders Interesting Decks, Potential decks, Cool (budget) EDH, Rainbow, Gimickz, Cool Decks, Fun theme decks!
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