Archidekt Deckbuilding Contest - August 2025 (Locked)

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{"ops":[{"insert":"We have the August 2025 finalists! \nVoting has concluded!\n\n🥇 TheTalonGates  \n🥈 YoseiMorningStar\n🥉 HydoMTG\n\nEach winner will be contacted via the email associated with their Archidekt account within the next 48 hours. \n\nCongratulations, and thank you to all who participated!\n\n"},{"attributes":{"link":"https://edhrec.com/articles/deckbuilding-contest-finalists-august-2025"},"insert":"https://edhrec.com/articles/deckbuilding-contest-finalists-august-2025"},{"insert":"\n\nUser: YoseiMorningStar\nDeck: Lantlaza\n"},{"attributes":{"link":"https://archidekt.com/decks/13413080/lantlaza_august_contest_submission"},"insert":"https://archidekt.com/decks/13413080/lantlaza_august_contest_submission"},{"insert":"\n\nUser: HydoMTG\nDeck: Living End - High CMC Control\n"},{"attributes":{"link":"https://archidekt.com/decks/15197780/living_end_high_cmc_control"},"insert":"https://archidekt.com/decks/15197780/living_end_high_cmc_control"},{"insert":"\n\nUser: TheTalonGates\nDeck: Super Doomsday!\n"},{"attributes":{"link":"https://archidekt.com/decks/15153109/super_doomsday"},"insert":"https://archidekt.com/decks/15153109/super_doomsday"},{"insert":"\n\nHello brewers,\nAs we move into the back half of the year, we're asking a question that Magic players have struggled to answer for decades. How few lands can you get away with running? Or, conversely, how many?\n\nWhat’s The Contest All About?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWorking within the parameters of the prompt provided below, construct a decklist with your own creative spin. Three chosen finalists will be awarded store credit to "},{"attributes":{"link":"https://cardsphere.com/"},"insert":"cardsphere.com"},{"insert":".\n\n"},{"attributes":{"italic":true,"bold":true},"insert":"For August's deck building contest build a Commander-legal deck with fewer than 30 lands, or more than 50. This includes double-faced cards that are lands on one side."},{"insert":"\n"},{"attributes":{"italic":true,"bold":true},"insert":"Decks will be judged on their creativity and originality, as well as how important the total land count is to how the deck functions."},{"insert":"\n\nThe question of how many lands to play has plagued players for nearly as long as Magic has existed. Common wisdom says that slightly more than a third of your total deck size is enough, although the math would suggest a number closer to half is better. Many players stick to the low ends of these ranges, because spells are more exciting than lands, but some archetypes encourage you to play even fewer lands.\n\nPerhaps the best known archetype to play as few lands as possible is Storm. Storm decks want to chain as many spells together as possible, which a couple of lands on top of your deck can easily interrupt. Whether you're chaining artifacts with Jhoira, Weatherlight Captain or paying life with Bolas's Citadel, there's no worse feeling than having your turn end thanks to an unlucky land on top of your deck.\n\nOf course, other cards might encourage you to play even fewer lands. Goblin Charbelcher is a famous combo finisher for decks that play no lands, but you could also play only Mountains to still ensure revealing fewer cards in a lethal blast.\n\nOn the flip side, some decks want to play more lands than usual. Landfall and Lands Matter decks need plenty of lands to fuel their primary engines, and often to win the game as well. Omnath, Locus of Rage, Field of the Dead, and Valakut, the Molten Pinnacle are all much less impressive when you don't have any lands to play. Decks with many expensive spells, like Dragons or Eldrazi, usually also want more lands to ensure they can cast their big spells. You might also play more lands than usual to take advantage of creatures like Cavalier of Flame and Multani, Yavimaya's Avatar, which grow more powerful the more lands you have in play or in your graveyard.\n\nHow To Participate"},{"attributes":{"header":3},"insert":"\n"},{"insert":"  Brew an EDH/Commander legal deck on Archidekt that satisfies the prompt."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"  Any unreleased cards spoiled during the contest’s duration are allowed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"  Silver-bordered and acorn cards, while cool, are not allowed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"  Digital-only cards (such as those designed for the Alchemy format on Arena) are not allowed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"  Strictly one deck submitted per user."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis month we're also revamping the submission process. Decks must now be submitted on Archidekt via a button on the newspost. This will make it easier to view all submissions in a single place. Additionally, it will simplify the process of writing a description by sharing the same text on the submission page and the deck page itself. You can also comment on individual decks directly from the submission, making those discussions easier to find and track later.\n\nTo submit a deck, select the orange button labeled \"Submit a deck to this contest\" and follow the form prompt. Submissions are accepted until "},{"attributes":{"bold":true},"insert":"9:00 pm EST"},{"insert":" (UTC -4, currently) on "},{"attributes":{"bold":true},"insert":"Wednesday, August 13, 2025"},{"insert":".\n\nOnly one submission per user! If you change your mind and want to submit a different deck before submissions close, you may do so by first deleting your submission. To edit your description, you can do so from the deck page itself. From the eligible submissions, we'll select three finalists with lists that we believe best embody the spirit of the prompt. Deck descriptions are not required but certainly may provide valuable context!\n\nOn "},{"attributes":{"bold":true},"insert":"Wednesday, August 20, 2025"},{"insert":", we’ll announce three finalists via the Archidekt Discord and a brief article on EDHREC highlighting each deck.\n\nEach finalist will be awarded credit on cardsphere.com. The value of the credit is in US dollars and depends on the finalist's placement in deck upvotes at the end of the week-long polling period:\n  1st Place Prize - $250"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"  2nd Place Prize - $150"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"  3rd Place Prize - $100"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFinalists will be contacted via email regarding their winnings within roughly 24 hours following the conclusion of voting on "},{"attributes":{"bold":true},"insert":"Wednesday, August 27, 2025"},{"insert":".\n\nPlease note, you must have a Cardsphere account in order to receive your winnings. It's quick and free-- register "},{"attributes":{"link":"https://www.cardsphere.com/signup?referrer=archidekt_contest"},"insert":"here"},{"insert":" if you don't have an account already!\n\n"},{"attributes":{"link":"https://archidekt.com/contestRules"},"insert":"Official contest rules."},{"insert":"\n\nIf you have any questions, feel free to ask here, or join our public "},{"attributes":{"link":"https://discord.gg/rYDFFVCmGr"},"insert":"Discord server"},{"insert":". We look forward to seeing what you all come up with!\n"}]}
Edited 8/28/2025, 2:44:29 PM
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Titania - Landfalling into the grave...
Created by: sprag
35 days
{"ops":[{"insert":"This deck needs lots of land, because they need to go to a farm upstate. running so many lands allows for some lands that are not \"inherently\" good, but can sacrifice themself or turn into creatures. It also means that I get to have some really fun lands in there since some of the power of this deck is in it's land-base. Importantly as well, it allows me to run enough forests for my fetch lands since they provide an easy sac trigger and can be played again and again out of the graveyard with my myriad of land recursion pieces. If all goes well I can sacrifice lands, bring them out again, and then repeat blotting out the sun with elementals (giving them trample and stomping over my opponents). \n\nNotably, I thought it would be fun that there were quite a few new cards from Edge of Eternities that I could add to this such as Icetill explorer and Famished Worldsire among some of the ones from the commander set like Baloth Prime. Overall, this deck is one of my favorites and it is quite hard to not draw enough lands in the beginning which is always a plus. \n"}]}
No deck tags
This is Madness! Mass Reanimation Combo Kill
Created by: xStingrayx
35 days
{"ops":[{"insert":"Kill your opponents by casting a mass reanimation spell and dealing far more than lethal damage with ETBs. Use Anje to cycle through your deck, fill your graveyard, and find key non-madness cards to enable the reanimation kill. Low land counts are beneficial since once Anje is in play you can easily find more lands than you can play and it makes more room in the deck for madness cards. In theory this deck can win as soon as turn 1, but often wins around turn 5 or so. On the lethal turn you are often able to draw most if not all of your deck. This deck performs consistently and plays like a combo deck, even if it doesn't rely on specific 2 or 3 card combos like most combo decks.\n\nThis deck functions by first casting Anje, then using her ability to discard madness spells and draw cards to search for cards such as Alhammarret's Archive and Shadow of the Grave to help you draw more cards and cycle further through your deck. Find spells like Songs of the Damned to generate big mana and cast multiple spells in a single turn. Use Sickening Dreams and Restless Dreams to put non-madness ETB creatures such as Gary and Terror of the Peaks into your graveyard. Then once enough creatures are in your graveyard, cast a mass reanimation spell such as Living Death or Rise of the Dark Realms to return all creatures in your graveyard to the battlefield and win from ETB triggers from cards like Gary and Terror of the Peaks.\n\nCreatures that deal damage when discarding cards such as Brallin, Skyshark Rider and Glint-Horn Buccaneer provide an alternate win condition since they can kill your opponents as you cycle through the deck. Sickening Dreams also damages opponents, which can combine with discard damage creatures to double the Sickening Dreams damage and potentially deal lethal damage. Discarding is a cost of casting these spells, preventing your opponents from preventing the extra damage by killing the discard damage creatures.\n\nThe madness spells and creatures primarily exist to be discarded by Anje, but they can also provide useful interaction by removing problematic creatures or casting madness creatures at instant speed to block any attackers. Spells like Deflecting Swat and Imp's Mischief can help protect the combo. This deck can often cast mass reanimation spells multiple turns in a row if the first one is countered.\n\nThis is a deck I've had a lot of fun and success playing over the years, thanks for checking it out!\n"}]}
Creatures Galore
Created by: SaucyJimmu
35 days
{"ops":[{"insert":"Green doing green things\n"}]}
No deck tags
Rocks Rock
Created by: johnsont21
35 days
{"ops":[{"insert":"Create Rocks, Make Lands into creatures, Make more rocks, Sometimes the lands throw the rocks, sometimes the lands hit you in the face. Win? Few combos like grinding station/hedge shredder/toggo that rely on hitting lands\n"}]}
No deck tags
Land? Ha!
Created by: CardTyrant213
35 days
{"ops":[{"insert":"This is my deck submission for the August 2025 Deckbuilding contest. \nUrza, Lord High Artificer is such a powerful ramp enabler that you hardly need any land to get started. He can also easily utilize one-sided stax pieces in order to limit "},{"attributes":{"italic":true},"insert":"opponents'"},{"insert":" mana production. Let's see how many mana rocks we can get on the board and then try to win with an infinite combo!\n"}]}
No deck tags
Carmen Lands Toolbox
Created by: DayjobDracula
35 days
{"ops":[{"insert":"Game Plan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nRamp in the early game to get Carmen out as quickly as possible. This deck largely relies on Carmen as an evasive flier to attack (thereby getting my recursion triggers) and uses equipments to buff her and increase her landfall triggers. Overall, this deck controls the board and slowly drains opponents through land sacrifice and recursion effects. The win con is eventually smacking them to death with Carmen or a Marit Lage combo. A couple of different pieces in the deck offer unlimited land sacrifice to specifically to knock out a single opponent. \n\nTutors in this deck are designed to find a variety of specific pieces depending on the stage of the game. They help fill out the deck's card advantage suite and offer a toolbox for responding to opponents, protecting the commander, finding sac outlets, win cons, and so on. I chose to omit the classic black limitless tutors, because I enjoy the fiddling required to search for specific pieces in a deck. \n\nThe sacrifice machine also allows you to get a bit of mileage out of white ramp spells like "},{"insert":{"card-link":"Loyal Warhound"}},{"insert":" , because the constant looping means you often will have fewer lands than your opponents.\n\nSome useful combos: "},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe classic "},{"insert":{"card-link":"Dark Depths"}},{"insert":" / "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":" which doesn't feel out of place in this deck, because so many of the support pieces are designed to buff or protect a single big creature in combat. \n\nWe also have a "},{"insert":{"card-link":"Lake of the Dead"}},{"insert":" / "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" combo, which just gives the sacrifice ability on Lake of the Dead more mileage and flexibility.\n\n\n"}]}
No deck tags
Treasure Hunt my beloved
Created by: JebGibonchi
35 days
{"ops":[{"insert":"Ahhhh "},{"insert":{"card-link":"Treasure Hunt"}},{"insert":". What a beautiful card. What if we made a deck that wins with it? Will it be reliable? No. Will it be determinant? Also no. Is it resilient enough to hand your opponents sending a single counter spell your way? Definitely not.\nIs it unbelievably funny when you pull it off? "},{"attributes":{"italic":true},"insert":"Yes. Very funny."},{"insert":"\n\nThe goal of this deck is simple. Cast "},{"insert":{"card-link":"Brallin, Skyshark Rider"}},{"insert":" (one of our commanders) and then cast "},{"insert":{"card-link":"Treasure Hunt"}},{"insert":" as many times as possible, discarding to hand size at our end step and growing out commander to hopefully considerable sizes. There are other Brallin alternatives in the Brallin Part 2 category which can accelerate the gameplan. Its a pipe dream but you just gotta trust the plan man. Let me dream!!!!\n"}]}
feeling fangtastic
Created by: doloresdei
35 days
{"ops":[{"insert":"\"feeling fangtastic\" combines some of my favorite orzhov elements; lifegain, recursion and control. \n\nWith "},{"insert":{"card-link":"Amalia Benavides Aguirre"}},{"insert":" as the commander and "},{"insert":{"card-link":"Lurrus of the Dream-Den"}},{"insert":" as companion, running less than 30 lands is no problem since most spells have cmc<=2 ! \n\nGain life through enchantments such as "},{"insert":{"card-link":"Case of the Uneaten Feast"}},{"insert":" and "},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":" as well as creatures such as "},{"insert":{"card-link":"Guide of Souls"}},{"insert":" and "},{"insert":{"card-link":"Syr Vondam, Sunstar Exemplar"}},{"insert":", sacrifice your creatures using "},{"insert":{"card-link":"Skullclamp"}},{"insert":", "},{"insert":{"card-link":"Vampiric Rites"}},{"insert":", "},{"insert":{"card-link":"Demonic Appetite"}},{"insert":" etc. and bring them back with Lurrus, while draining your opponents with the effects of "},{"insert":{"card-link":"Suture Priest"}},{"insert":", "},{"insert":{"card-link":"Blood Artist"}},{"insert":" , "},{"insert":{"card-link":"Zulaport Cutthroat"}},{"insert":" etc. until Amalia becomes an absolute menace that can oneshot anyone.\n\nThe deck runs a lot of protection like "},{"insert":{"card-link":"Selfless Spirit"}},{"insert":" and "},{"insert":{"card-link":"Felidar Umbra"}},{"insert":" as well as removal like "},{"insert":{"card-link":"Dead Weight"}},{"insert":" and "},{"insert":{"card-link":"Morgul-Knife Wound"}},{"insert":" that can be looped with Lurrus so your board should feel untouchable, but on the off chance that Amalia dies, you can store all her counters on "},{"insert":{"card-link":"The Ozolith"}},{"insert":" and move them back onto her as soon as possible. If any of your opponents decide to do the unspeakable and kill Lurrus, "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" can bring her right back on the battlefield ready to reanimate.\n\nAside from removal and protection, especially during earlier rounds, Lurrus aims to loop "},{"insert":{"card-link":"Urza's Bauble"}},{"insert":" and "},{"insert":{"card-link":"Mishra's Bauble"}},{"insert":" so you can build up your advantage over your opponents via both information and card draw.\n\nTo make up for the limited amount of lands, the deck includes "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" combined with "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":", as well as "},{"insert":{"card-link":"Urza's Cave"}},{"insert":" and "},{"insert":{"card-link":"Expedition Map"}},{"insert":" to guarantee Urborg, Tomb of Yawgmoth.\n\nFinally, if Amalia is not enough to finish off your opponents you can use sorceries like "},{"insert":{"card-link":"Damnable Pact"}},{"insert":" and "},{"insert":{"card-link":"Death Grasp"}},{"insert":" as well as the activated ability of "},{"insert":{"card-link":"Underworld Coinsmith"}},{"insert":" to deal that finishing blow.\n\n"}]}
(Tatyova, Steward of Tides) The Unrelenting Tides
Created by: S1y
35 days
{"ops":[{"insert":"Utilizing the seldom used mechanic of creating land creatures, this deck taps into a high land base to provide a wide evasive creature base.\nExplore mechanics like "},{"insert":{"card-link":"Hakbal of the Surging Soul"}},{"insert":" make use of the additional lands in the deck\nExtra land drop cards, like "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":", will keep you ahead of the curve on mana and board presence.\nCards that enable playing lands from the graveyard, like "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":", will allow you to play more aggressively with your creatures knowing you can replay them.\nYou also have cards like "},{"insert":{"card-link":"Yedora, Grave Gardener"}},{"insert":" that combo with the commander to make your lands practically indestructible.\nLand creature archetype would also include powerful cards that don't usually end up in usual decks, such as "},{"insert":{"card-link":"Jolrael, Voice of Zhalfir"}},{"insert":", "},{"insert":{"card-link":"Jyoti, Moag Ancient"}},{"insert":" , "},{"insert":{"card-link":"Embodiment of Insight"}},{"insert":" .\n\n"}]}
No deck tags
We Have Growth Spiral At Home
Created by: EVQ8
35 days
{"ops":[{"insert":"Have you ever seen a ramp deck that doesn't have any ramp in the 99? Do you want to use "},{"insert":{"card-link":"Monstrous Vortex"}},{"insert":" to chain together 4 creature spells in a row? Does it sound fun to cast "},{"insert":{"card-link":"Genesis Storm"}},{"insert":" and vomit out 3 huge creatures on Turn 4? Then boy, do I have a deck for you!\n\n"},{"insert":{"card-link":"Kellan, Inquisitive Prodigy // Tail the Suspect"}},{"insert":" was released in MKM without much fanfare. Most players saw his Adventure, Tail the Suspect, and thought \"Oh that's cute, he's a bad "},{"insert":{"card-link":"Growth Spiral"}},{"insert":" that ramps into himself\" and went on without another glance. What few players noticed was that being an Adventure means that you can return Kellan to the command zone after Tail the Suspect resolves, instead of leaving him in exile on the Adventure. By returning Kellan to the command zone, Tail the Suspect can ramp into recasting Tail the Suspect AGAIN on the next turn, with commander tax. In addition, hardly anyone seemed to realize that Tail the Suspect is one of the only ways a Keruga companion deck can ramp before Turn 3.\n\nPut both of these elements together, and you end up with an incredibly potent ramp deck that reliably has access to 6 mana by Turn 4, without having to run a single ramp spell in the 99! After casting Tail the Suspect on Turn 2 and again on Turn 3, you'll have two Clue tokens along with Keruga as a companion to refill your hand and draw out of a flood. In order to make sure there's enough land in the opening hand to get up to 6 lands by Turn 4, this deck runs 57 lands, and mulligans any hand with fewer than 4 lands in it. To balance this, the rest of the deck is all giant creatures and big tempo swings with Discover and Cascade effects. With an average mana value of >6, the 99 is optimized for the late game, and the command zone is optimized to get there as soon as possible.\n\nI've been playing this deck since MKM was released last year, and it's an absolute blast. It might be the only deck that will happily keep a 7-land opening hand. With so many draw effects between the Clue tokens and Keruga, I've never run out of gas and always felt like I had something impactful to do.\n\nThe real beauty of this deck is its versatility. The 99 is very flexible and can easily accommodate whatever big creatures you want to throw into it. I've provided my paper list here, but as long as you have 57 lands and a suite of cascade effects, the rest of the deck can be anything. Sea Monsters, Dinosaurs, or even Dragons? Sure, there's enough of them in Simic for Kellan to use! An ultra-budget list with only the stuff you pulled out of a bulk box at your local LGS? There's plenty of big Limited bombs in there to make this deck go. There's so much room for creativity and power, all wrapped into a simple and effective ramp deck.\n\nA note on this deck's bracket - Though this deck doesn't run any Game Changers, I've found that its consistent ramp gameplan and unceasing rain of beaters can be a bit too strong for many precons and other Bracket 2 decks. If you decide to build this deck (and you should!), be aware that it punches above its weight and can keep up at Bracket 3 tables.\n"}]}
Slime > Lands
Created by: Dimmidox
35 days
{"ops":[{"insert":"Slime, the wincon is slime.\n\nGoal of the deck is reduce the cost of Slime Against Humanity to a low enough amount where you can easily throw out a ton of them at once, potentially combining it with pieces like Spellweaver Helix to ramp as you slime, Thrumming Stone to chain slime to slime, or Doomsday to instantly send most of your slimes to exile, boosting the power of the ones you still have in hand greatly.\n"}]}
No deck tags
Sweet Greta
Created by: Rainer2ufall
35 days
{"ops":[{"insert":"Süßes und Saures. So gut läuft es mit den Ländern. \n"}]}
No deck tags
<30 Land Challenge Urtet
Created by: A_Person720
35 days
{"ops":[{"insert":"This deck likes to start off with a few lands, or manarocks, and storm off with myrs and other artifact creatures. With the help of it's consistent card draw, you're almost guaranteed to end the game with an empty deck!\n"}]}
No deck tags
Omnath, Who Stands Alone
Created by: Vxastrae
35 days
{"ops":[{"insert":"Hello and welcome to my "},{"insert":{"card-link":"Omnath, Locus of Creation"}},{"insert":" combo deck! The goal is simple: Kill everyone! How will we accomplish that? With Omnath of course. And really, really ONLY Omnath. When I play other formats my go-to decks are always combo, and the more jank the combo the better. That's what we're doing today: a 29 land count Landfall combo deck! \nWhat IS the combo? Well the execution will be similar every time: Play Omnath, trigger landfall three times, blink him, repeat. This works because although Omnath's ability only triggers on your first three lands each turn, when he is blinked he is considered a new object who can once again trigger landfall. He also draws us a card every time he is blinked, helping us to keep cycling and filling up our hand to continue the combo. His second trigger will also give us WURG over and over to help us keep casting our spells and not run out of mana.\n\nFirst thing you might notice is there is only one non-basic land, "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":". This is because a large contingent of our spells we will be casting in this combo search Basic Lands out of our deck, so we need as many of them as we can get given that it will be easy to run out of searchable lands otherwise. Why Dryad Arbor? Because its the only land that is also a creature by default, which allows it to be targetted with blink spells (also important to the gameplan) to generate additional landfall triggers since we only have 29 lands in our deck. We can also do things like sac it to "},{"insert":{"card-link":"Zuran Orb"}},{"insert":" then use "},{"insert":{"card-link":"Against All Odds"}},{"insert":" to simultaneously blink our Omnath, and return Dryad Arbor from the graveyard to the battlefield. \n\nThe core of the deck essentially every card you can think of that lets us cantrip and play extra lands. Disclaimer: I did make this build budget friendly, there are lots of ways to upgrade the deck with expensive cards or Game Changers if you want (e.g. Deflecting Swat, Fierce Guardianship, Exploration, Crucible of Worlds) and not everyone is going to like a creatureless list. If you want to add creatures like Lotus Cobra, Tatyova, Steve, etc. these maintain the combo identity of the deck, but I think cards like Oracle of Mul Daya, Azusa, Scute Swarm, and most other landfall creatures just kind of fall flat. This deck doesn't need additional value, Omnath by himself does everything we need: \nOmnath activates "},{"insert":{"card-link":"Bolt Bend"}},{"insert":" and "},{"insert":{"card-link":"Stubborn Denial"}},{"insert":" to protect itself, "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":" lets us draw 2 every time we blink him, he activates "},{"insert":{"card-link":"Entish Restoration"}},{"insert":", he constantly generates us mana, and of course, shoots all your opponents for 4 (or 6, 8, 10, 12...).\n\nNext part of the deck: increasing Omnath's damage output. For this we have cards like "},{"insert":{"card-link":"The Rollercrusher Ride"}},{"insert":" , "},{"insert":{"card-link":"Aether Revolt"}},{"insert":", and especially "},{"insert":{"card-link":"Artist's Talent"}},{"insert":". "},{"insert":{"card-link":"Quest for Pure Flame"}},{"insert":" is a bit tough, I think its good because we can use omnath triggers a turn before we go off to set it up, and then pop it when we're ready to go off drastically reducing the amount of sequencing required in the combo. \nAnother disclaimer: you could cut these cards and just run "},{"insert":{"card-link":"Annie Joins Up"}},{"insert":", "},{"insert":{"card-link":"Panharmonicon"}},{"insert":", "},{"insert":{"card-link":"Starfield Vocalist"}},{"insert":" and they would almost assuredly be better. I do not have any good justification for not running these cards, outside of they add to the headache of tracking all of your triggers, how much mana you have floating, how many cards you're drawing, and... I just want deck that go BRRRRR. \n\nA few other inclusions I feel need explanations: "},{"insert":{"card-link":"Reprieve"}},{"insert":" and "},{"insert":{"card-link":"Remand"}},{"insert":" are just there to slow opponents down while we set up our combo, and help us find pieces we need. "},{"insert":{"card-link":"Song of Creation"}},{"insert":" is not something you just run out on 4 mana and hope for the best. ONLY play this when you are combo-ing off. "},{"insert":{"card-link":"Gaea's Blessing"}},{"insert":" is intended to be used as a way to put basics back in our deck if we have searched them all up, or drawn them all to hand generally in combination with Zuran Orb since we don't sacrifice that many lands. "},{"insert":{"card-link":"Silence"}},{"insert":" just lets you combo off in peace. "},{"insert":{"card-link":"Summer Bloom"}},{"insert":" might seem strange especially in commander, but this one 2 mana spell lets us play 3 more lands from hand and get a full cycle of Omnath triggers. "},{"insert":{"card-link":"Collective Voyage"}},{"insert":" you don't even need to think about your opponents getting lands, only use it the turn you're killing them and then its just 3 mana put 2 lands in play. "},{"insert":{"card-link":"Strionic Resonator"}},{"insert":" is a pet card. That one's just for me. "},{"insert":{"card-link":"Glacierwood Siege"}},{"insert":" don't pick Temur :( pick Sultai and use your Zuran Orb! Or pick \nTemur and mill someone out of spite I guess, we are running 56 Instants and Sorceries.\n\nHope you like it!\n"}]}
No deck tags
5-land Grist
Created by: DaddyDaubeny
35 days
{"ops":[{"insert":"This deck is inspired by the Pauper combo deck \"5-land Spy\" which aims to win by getting every single land from the deck onto the field, playing a Balustrade spy and then reanimating a Lotleth giant. To scale it up for EDH, I included Grist in the command zone as the finisher, and replaced the main reanimation target with Agent Frank Horrigan to Proliferate Grist twice and end the game.\n\nThe deck aims to play cheap value creatures on the first few turns, as well as get all 5 lands from the deck either to hand or onto the field. In the combo turn it's good to have at least two creatures already out to pay for Dread return's flashback cost.\n\nFrom my playtesting, the deck can win as early as turn 4, but it usually goes off around 5 or 6.\n"}]}
No deck tags