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Turboland Doran 1.0

Commander / EDH*

daid


Maybeboard

Sorcery (1)


This version of the deck is tuned for four-person multiplayer. Using a careful mana curve, it accelerates into huge vanilla beaters very early and powers itself later game with card advantage through Recycle or Horn of Greed . It modestly takes advantage of tribal aspects of shamans in addition to treefolk supplementing their weaknesses in mana production and flying with a few relevant bottom-heavy friends. The enormous mana base allows Doran to be cast reliably on the third turn and again and again as he gets killed. The more sophisticated requirements for the order of cards to play and search for is contrasted with its infantile offensive strategy of "Choose the most threatening or least defended player and beat them into the ground, rinse-lather-repeat." The deck receives the brunt of the table's early-game removal. However, this will shift as you pick on just one person and other players emerge into more powerful late-game board positions; people won't waste removal on a lot of the janky-looking stuff that'll sit in front of whoever is piloting this deck.

Synergy to keep in mind, in no particular order:

1) Snow-covered lands have different names than the other basics, thus two copies of Forest are the only deterrents to use Tainted Pact to get your card of choice (if you don't mind potentially losing a lot of your deck).

2) Prismatic Omen + Timber Protector means indestructible lands. Any manlands become constant threats. An Armageddon under this condition is pretty much game over.

3) Urborg, Tomb of Yawgmoth or Prismatic Omen make Magnigoth Treefolk universally un-blockable and give as many targets for Fendeep Summoner as you have lands.

4) Ornithopter or Birds of Paradise with equipment like Slagwurm Armor or Accorder's Shield kill people regularly, especially because people usually won't waste removal spells on them and they have evasion. I put Ornithopter in on a whim and was utterly astounded how many kills that quaint kite can rack up!

5) Dryad Arbor is one of the most searched-for cards in the deck. Early game by Green Sun's Zenith to ramp your mana, or later game with an otherwise dead Nature's Lore, Three Visits, or fetchland to equip and beat people.

6) Use Sylvan Library and Treefolk Harbinger to abuse things like Sapling of Colfenor or Oracle of Mul Daya.

7) Unless there's a specific need for something else, Academy Rector fetches Recycle. This is because the deck has a sleek mana curve and a number of free spells and can really explode after it hits the table.

The deck needs more ways to deal with both evasion and chump blockers. At a glance it probably looks like it wants more creatures, but it rarely has issues amassing an army before a board-wipe as it is. The balance of different permanent types seems to really add to its robustness and makes disrupting the deck in a crippling way almost impossible.

However, it does seems to need more power late game or more of its own board-wipes because of the deck's sleek mana curve.

The original build had many more copies/versions of important cards like Recycle (Null Profusion) and Sylvan Library ( Mirri's Guile , Scroll Rack, Sensei's Divining Top). For now it was found that the redundancy didn't add much consistency, and I wanted to experiment with other concepts and free those slots. These will be re-considered in the future as the build becomes more tuned and I can better evaluate the importance of each card in the deck.

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Date added 10 years
Last updated 10 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

57 - 0 Rares

19 - 0 Uncommons

17 - 0 Commons

Cards 104
Avg. CMC 2.65
Tokens Beast 3/3 G, Emblem Elspeth, Knight-Errant, Plant 0/1 G, Soldier 1/1 W, Treefolk Shaman 2/5 G
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