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"The Champion stood alone between the horde of the Returned and the shrine to Karametra, cutting down scores among hundreds. She would have been overcome if not for the aid of the temple guardians whom Karametra awakened."
—The Theriad

This deck, like the commander format is primarily designed for casual play. However if you wish to upgrade the deck to make it more competitive I have a few card suggestions at the end of this description.
This deck is designed to be played in a casual format. I will have some suggestions for card upgrades to make the deck more competitive at the end of this wall of text.

(edit: now that i've collected cards to upgrade the deck for about a year, a lot of the casual cards have been changed to more compeitive cards, although the deck is not nearly competitive, it'd probably be more accruate to say it is focused rather than casual)

~==~ HOW THE DECK PLAYS ~==~

--Muligan--
Typically, what you want in your starting hand is two or more of the following: three lands, one or more card draw/tutor, and some early drops and/or board clears. Here are some random starting hands I would keep in most matchups. I have listed them from what I would rate from best to worst. Granted these are all hands I would keep.

-Plains, Forest, Sunpetal Grove, Authority of the Consuls, Verduran Enchantress, Cast Out, Starfield of Nyx

-Plains x 4, Nyxfleece Ram, Enlightened Tutor, Terramorphic Expanse

-Plains x2, Forest, Terramorphic Expanse, Harmonize, Test of Endurance, Austere Command

-Plains, Forest, Sterling Grove, Stony Silence, Ancestral Mask, Opalescence, Hallowed Burial

-Plains x2, Forest, Rune-Tail, Eidolon of Blossoms, Dragonlord Dromoka, Elesh Norn, Grand Cenobite

-Plains x2, Forest, Reliquary Tower, Dryad Arbor, Green Sun's Zenith, Seal of Cleansing (Green Sun's Zenith into Eidolon of Blossoms so that you have card draw (unless what you draw changes that play)

--Early game--
Your early game is rather passive. You will be ramping out while playing some enchantments. And build a good board at a moderate pace. Ideally, you get 1 enchantress out on the field to speed up your midgame.

--Mid game--
Typically, you have a rather solid board state in the mid game. Presumably, your opponents does so as well. This is when you will cast one of your creature-based board clears, hitting your opponents hard, but just barely scratching yourself. Then start controlling the board, keep removal cards in your hand to shutdown anyone trying to dethrone you while you prepare for the endgame.

--Endgame--
By now, you have (hopefully) prepared the board state for one of your win conditions. Now is the time to set the plan into action!

~==~ THINGS WORTH NOTING ABOUT SOME CARDS ~==~

Aura of Silence / Seal of Cleansing / Seal of Primordium: These cards lets you remove enchantments and artifacts, but don't forget you can also remove your own enchantments, which is great in the following scenarios :

Green Sun's Zenith: Don't forget that for 1 green mana, Green Sun's Zenith can find you Dryad Arbor, effectively making it ramp! This is a great turn 1 play.

Canopy Vista, Dryad Arbor & Scattered Groves : These are all plains / forests that you can find with Karametra's triggered ability.

Test of Endurance: Remember that you will have to wait for your upkeep before you win using this. Unless of course you have a Vedalken Orrery in play, and you can cheat it out at the start of your turn!

Emeria Shepherd + Sakura-Tribe Elder: These two in combination allows you to place all basic plains from your deck onto the battlefield. You sacrifice sakura-trible elder, it goes to the graveyard and finds you a plains. Emeria shepherd triggers and brings sakura-tribe elder back to the battlefield. Repeat until satisfied or out of plains to use.

~==~ WIN CONDITIONS ~==~
-This deck has four primary win conditions.

---First you have the infinite combo from:

Due to Melira preventing -1/-1 counters from being placed on your creatures, and Solemnity preventing all counters from being placed on your creatures Kitchen Finks have infinite recursion thanks to persist. This causes it so you can use Altar of Dementia for infinite mill and Kitchen Finks for 'infinite' health.

There is a few weaknesses to this combo.
Firstly, unlike most infinite combos it does not win you the game instantly. (You cannot run Murderous Redcap unfortunately) Therefore, you need to be aware that your opponents may be able to recur cards from their graveyard either to their hand, or to the top of their library. In response to them putting cards to their library, you can of course respond with an additional mill. You can avoid this all together with rest in peace. However, know that rest in peace stops your combo, and makes you unable to recur. So do this as a last resort.
Another drawback of this combo is that if an opponent is not tapped-out, they might be able stop the combo, by responding to any of the cards with a counter or removal. I would recommend playing Solemnity or Melira before the Kitchen Finks, so that an opponent cannot remove the Kitchen Finks in response to you casting Solemnity or Melira. A way to avoid this problem all together is of course to simply cast Dragonlord Dromoka or already have her on the field. (Alternatively, just make sure not to go for the combo when opponents are not tapped-out and have cards on their hand).

---Second you can use Ancestral Mask to buff up a creature and just straight up one hit someone.
Note that Ancestral Mask gives +2/+2 for ALL OTHER enchantments on the battlefield, not just your own. This makes it easy make a creature big, and hit hard! Dragonlord Dromoka is a great target for this as she has lifelink.
If there are eight other enchantments on the field and you use Ancestral Mask on Karametra she becomes a 22/23, ready to kill a player at any life total with commander damage.
Using Rogue's Passage makes it much easier to get these attacks through blockers.

As you are only running one Ancestral Mask. You can unfortunately not reliably pull this finisher off before late game. And often the mask might have been milled or removed in other ways by the time you get to this stage of the game. Ethereal Armor can be run as an alternative to / or as a second Ancestral Mask, but it is far weaker, giving only +1/+1, and counting only your enchantments.

---Third there is the method of swarming down an opponent(s). You may achieve this in a few different ways.

Sigil of the Empty Throne, swarm your opponents with the angelic hordes! A 4/4 Angel every turn is nice, but now let us say you have an Enchantress on the field, which is rather likely as you run five of them.
Now whenever you cast an enchantment spell, you draw a card and create a 4/4 Angel Token! That is a great deal! Moreover, because most of your removal, and denial is enchantments you can now remove your opponents permanents, draw a card and get a 4/4 Angel with flying for only about 3 mana! Now that is great value! Then just whack your opponents over the head with your horde of flying 4/4s

Opalescence and Starfield of Nyx, This turns all your non-aura enchantments into enchantment creatures with x/x where x is the CMC of the enchantment. This is great for swarming down an opponent to finish them off. However, this also puts your enchantments at risk, as creature removal is much more common than enchantment removal. Seal of Cleansing and Seal of Primordium are great for this scenario, as you can use them to clear the Opalesence or the Starfield in response to removal.

(Currently in Maybeboard) Sandwurm Convergence, a 5/5 wurm at the end of your turn. This is very very slow, compared to the angels. However it does have the benefit of guarantee you a 5/5 creature unlike the Sigil. Unfortunately, these Wurm tokens are not flying, and do not even have trample. The other effect from Sandwurm Convergence is however very nice, you and planeswalkers you control can no longer be attacked by flying creatures! So while the convergence is very slow for swarming it will keep you safe(ish), and eventually get the job done.

---And last but not least, we have the Test of Endurance
This card makes you win at 50+ health. You could argue that Felidar Sovereign is a better card for this, but I find it to be somewhat un-fun for commander as you start at 40 health. Besides test of endurance costs 2 less and is an enchantment. The cards you have that help you get to 50 health are the following: Dragonlord Dromoka, Primal Command, Nyx-Fleece Ram, Courser of Kruphix and Kitchen Finks.

~==~ CARDS TO SWAP INTO SIDEBOARD/MAYBEBOARD ~==~

Burgeoning : If you are 3 or less players in the match this is not really worth it. Swap it either for card draw such as Harmonize, or mana rocks such as Selesnya Signet.

Test of Endurance : Against a swarm or aggresive commander this card really falls off. Swap it for Silent Arbiter.

Phyrexian Unlife : While this is a fun card, in some matchups such as mill it does nothing. In a mill matchup, swap this for Gaea's Blessing.

Journey to Nowhere : Good creature removal, however in some matchups you mind find that creature removal is not what you need. If this is the case, consider swapping this out for something in the maybeboard, or elixir of immortality.

Boardclears : Like stated above, in some matchups creature removal is not what you need, and in this scenario, you may want to remove some of your boardclears as they are all creature based. Sylvan Reclamation, is a great option for artifact / enchantment removal. Karmic Justice helps you protect your own board. Monk Idealist gives you some more graveyard recursion. If you are not facing any creatures, you are probably up against blue, so Choke is another good choice.

Karmic Justice: If you find yourself only encountering enchantment & land exile. This card can quickly feel useless. In that case, swap it out for something else. You may want to consider Sandwurm Convergence to increase your creature presence. Banishing Light for removal, or good ol' Elixir of Immortality.

~==~ SIDEBOARD ~==~

Bronze Sable : There isn't really any reason for you to ever run this. I just have it in here as Karametra's pet.

--Recursion tech:

Rest in Peace : This removes graveyards from the grave completely. Any card that would go to the graveyard then return or anything like that is not exiled instead. Note that this does stop your own infinite combo.

Ashes of the Abhorrent : This helps against decks with a lot of recursion and stops some cards from self recurring. Unlike rest in peace, this does not affect you in any negative ways.

--Mill/Discard tech:

Elixir of Imortality: Heals, and gives puts your graveyard back into your library. This one is not really too good against mill, as you do need to draw it, every time you want to use it. However it is fun, and can be played in non-mill matchups as well.

Gaea's Blessing : This card is wonderful against mill, if they mill this card away from you, and they don't have instant graveyard removal there and then, you get all your milled cards back!

Library of Leng : This card helps against discard, and lets you choose to either put cards to the top of your deck, or your graveyard when you would normally discard. It also makes you have no maximum hand size.

--Blue Control Tech:

Choke : This card helps you against blue control matchups. It is somewhat mean to run, but that blue player probably had it coming!

--Swarm/Aggro Tech:

Silent Arbiter : Works wonders against swarm decks.

~==~ MAYBEBOARD ~==~

The Maybeboard here is a list of cards that works rather well in the deck, but I am not running. I mostly have the maybeboard for my own sake, in case I ever feel like changing out the cards a bit, without changing the integrity of the deck.

~==~ CARDS TO UPGRADE THE DECK ~==~

Do note that despite being straight upgrade, some of these might be worth running with their weaker counterparts. Such as running both Replenish and Open the Vaults, and insted swap out something like an Auramancer for Replenish.

Replenish > Open the Vaults

Academy Rector > --

Teferi's Protection > Heroic Intervention

Path to Exile > --

Mirari's Wake > --

Exploration > Burgeoning

Aura Shards > Seal of Cleansing / Seal of Primordium

Serra's Sanctum > Plains (If you have Serra's Sanctum, do run it. It is easily the best land for this deck. And this deck is one of the better decks for that land.)

Windswept Heath, Wooded Foothills, Temple Garden, Fortified Village, Brushland, Svannah, Horizon Canopy, Sungrass Prairie > Plains / Forests

Felidar Sovereign > Test of Endurance (Personaly I'd say don't do this. Cause quite frankly the Felidar Sovereign is not made for commander, and in my opinion should not be played in it.)

Thanks for reading, I hope you enjoy the deck. And that this description helped you or entertained you in some form.

Card type numbers:
Creatures: 20
Artifacts: 2
Enchantments in deck: 30 (31 counting Rune-Tail, Kitsune Ascendant)
Instants: 4
Sorceries: 10
Planeswalkers: 1
Lands: 37

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Maybeboard

This deck appears to be legal in EDH / Commander.

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