An aggressive Rhys shell full of GW token staples. A lot of pretty standard (but powerful) stuff, plus some odds and ends I personally really enjoy.
Basic gameplan is to ramp up with dorks and rocks and then put down a bunch of doubling effects and make a whole lot of dudes. It's pretty tribal but definitely not strictly elves. I like bringing friends :)
We've got all the big doubley effects.
Doubling Season
.
Parallel Lives
.
Anointed Procession
.
Primal Vigor
.
Rhys the Redeemed
. Exponential.
Illusionist's Bracers
and/or
Umbral Mantle
let you get even more value out of Rhys doubling effect.
While it's not strictly a combo deck, a few combos are certainly present, so I guess I'll highlight a few of those. I included classics such as the ol' Earthcraft + Squirrel Nest
. Boom infinite dudes and etb triggers. With
Suture Priest
out, this means infinite life.
Elvish Archdruid
or
Priest of Titania
with
Umbral Mantle
gives you infinite size on themselves if you have at least 3 elves, and infinite mana if you have 4 or more.
Devoted Druid + Vizier of Remedies
cheesy infinite mana.
Unbound Flourishing
is a hilarious card, synergizing with
Genesis Wave
,
Entreat the Angels
,
Animist's Awakening
,
Finale of Glory
,
Finale of Devastation
, and even
Oracle of Nectars
in a pinch. Doubling these already game-changing spells is sure to send a message, and while it may seem like "win more" it can also be used to help you pop off much earlier with these spells. A genesis wave for 6 is leagues bigger than one for 3, and can be an excellent stabilizer if your board state is falling behind or if you perhaps want to go for an explosive early/midgame lead. Cheating the Finale cards' "if x is 10 or more' condition is also quite funny to me. These cards are the main reason I run
Boseiju, Who Shelters All
, as well.
Speaking of game state, we also have some nice ways to stay in charge of that.
Aura Shards
really lets you take care of most of your opponent's scary things. One single doubling trigger can often be enough to clear the board of everything you don't like.
Sterling Grove
can search for it, or protect it, or grab a doubling effect, or any other enchantment-type answer you need.
Glare of Subdual
lets you lock down the board before swinging, and can also get rid of particularly problematic creatures on your opponent's side. Because of how many tokens you should be cranking out, it often feels "free" to completely lock down opposition in the form of attackers.
I think the Planeswalker choices synergize fairly well, but the ones that might seem a little weaker are just there because I like them.
Draw:
Skullclamp
allows you to pop your tokens for very cheap and powerful card draw, provided they aren't being pumped by an anthem.
Sylvan Library
lets you set up your hand how you want to. Very powerful advantage for an already fast deck.
Rites of Flourishing
might seem a little group huggy, but you can often use it in a political environment to reduce threat while gaining advantage, or ramp far enough ahead that the opponents can't keep up even with the boost it offers.
Late game,
Arch of Orazca
can help if you're durdling or thirsty for card draw. Can be a lifesaver after a heavy boardwipe or a good clutch if you need just that tiny bit of extra draw and don't have anything better to do with your mana.
Seedborn Muse
is insane. With Rhys out, you can double tokens every single turn, draw a ton of cards with Arch, and pull off a handful of other shenanigans. It's kinda ridiculous how much value this card can generate.
Concordant Crossroads
enables you to be even more explosive, sometimes going so far as winning the game "by itself".
Things it currently struggles against are decks heavy on fliers and board wipes. It can usually outpace taxy and controlly decks by slamming my head against the wall and pumping out as much mana as I can, but decks that are just packed full of of wipes and counterspells can be problematic if I don't ramp early and fast enough.
Akroma's Memorial
and
Glare of Subdual
can help somewhat against fliers, (and some wipes) but the Memorial usually ends up being "win more" in most situations I end up dropping it. Repeated wipes can definitely make it run out of steam.
A few more things: This deck is pretty fast. It wasn't built with competitive edh in mind but it is pretty explosive and can often seem to win out of nowhere. It runs quite a few powerful cards and because of that, it might feel somewhat oppressive in a budget environment. Sometimes I'll swap out
Trostani, Selesnya's Voice
as a more 'toned down' commander. It doesn't reduce the power level of the cards in the deck that much, but sometimes people see Rhys and instantly (and maybe rightfully so) paint a target on your head before you've even played your first spell.
I don't run Craterhoof but I'm open to other suggestions. Enjoyyyy