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Grothama, All-Drawing (EDH / Commander)

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The short Introduction:
This is probably my most fun deck to play with. And I heard many times that I should play it more often. It does three things very well. First: It draws a ton of cards. I died to an empty library a few times and once I won after I drew the last card. Second: It ramps quite nicely. It's not uncommon to have 20-30 lands on board quite quickly. Third: It's completely over the top.
My opponents often think that this deck is a Voltron deck when they see the commander for the first time, but that is only true for the first few turns if I ramp into a turn 3 Grothama and there are no threats to it on the field. Normally I play her when I'm able to kill her in the same turn.
If you ever think that this deck and its ideas will only work in magical Christmas wonderland, then merry Christmas. It will happen more often than not.

The Ramp:
The are two types of ramp in this deck, land based ramp and the rest. There are a few cards that add mana for tapping. Then there are cards like Frontier Siege and Emerald Medallion which just save you from tapping to many lands. The more important ones are the dorks that untap your lands, because this deck hast three mana doublers (Gauntlet of Power, Nissa, Who Shakes the World and Zendikar Resurgent). With one on the field each of those dorks net you 2 mana. And because we have those mana doublers, we ramp with lands quite a lot. Cards like Azusa, Lost but Seeking, Gaea's Touch, Broken Bond, Sakura-Tribe Scout and Llanowar Scout let you put an additional land into play each turn and Broken Bond gets rid of an artifact or enchantment. Skyshrout Claim is nearly free to play with one of the doublers in play. Far Wanderings will fetch you three lands most of the times. Since there will be cases where you have to discard many cards, Splendid Reclamation is a good way to get those forests back into play. I never ramped for less than five lands with it.

The Card Draw or How to kill a Wurm:
Your main form of card draw in this deck will be to kill your commander with a lot of damage. Grothama has this neat ability that allows attacking creatures to fight her first and when she leaves the battlefield everyone draws as many cards as their sources did damage to her this turn. The typical set up will be to play a big creature one turn and Grothama the next one. Then attack with your big creature and fight your beautiful commander. After killing Grothama you will mostly draw at least 8 cards. Beanstalk Giant // Fertile Footsteps and Multani, Yavimaya's Avatar will grow with the number lands you control and will quickly be able to kill Grothama. The giant even ramps you in the early game. Another way to buff even a mana dork far enough is Blackblade Reforged. Ghalta is really strong on its own and only costs two green after playing your Commander. Grunn is able to draw you either 10 or 20 cards since he will attack alone. Hungering Hydra is as big as you need it to be and grows stronger from the fight. The Impervious Greatwurm is truly blessed as he will easily survive the fight and draws you 16 cards while he storms towards your enemies. The Mossbridge Troll will attack Grothama for 25 because you will her for the +20/+20 effect and he is not easily destroyed. Fun fact: If you have more strong creatures, just give him another +20/+20. Draw 45 cards sounds good right? The Oran-Rief Hydra will not be strong from the start, but after playing two forests the hydra is strong enough for the job. With Wurmcalling you can create a strong enough wurm and the best thing is the buyback for repeatable value. Wordspine Wurm is a true monster and will draw you 15 cards. Even if it dies, there will be three 5/5 tokens. But sometimes you are not able to kill your commander because of that pesky summoning sickness. For that we have Band Together, Ulvenwald Tracker and Vivien, Arkbow Ranger. Those cards allow you deal damage to Grothama and is just as good as haste would be.
And finally we have Helm of the Host, just equip it to Grothama, attack her with the copy and draw 20 cards.

The Back Up:
But what happens if you just don't draw those big creatures that allow you to kill Grothama? Easy, we have back up plans. With Greater Good we can sacrifice Grothama to draw 10 cards and mostly throw away 3 lands. And as one off cards to draw 10 cards we have Return of the Wildspeaker and Life's Legacy. Sacrificing Grothama is not a big deal since her job is to die anyway. Once Upon a Time looks through the top five cards and hopefully finds you a way to kill Grothama and Vivien, Champion of the Wilds hopefully does the same or even better, puts you a win condition into exile for the perfect moment.

The Army:
The are two creatures in this deck that will help you, if going big just isn't enough. Broodhatch Nantuko and Saber Ants want to fight against Grothama to give you each 10 tokens for either blocking or attacking. If you are lucky to have Blackblade Reforged on the field, those numbers can be far greater.

The Lands:
This deck has mostly basics, 34 Forest cards to be exact. With Mosswort Bridge you can get a card for later which you can play as soon as your commander is on board. And Reliquary Tower allows you to keep your precious 50 cards in hand.

What If?:
But Reliquary Tower won't be in your hand all the time or you draw it after already playing a land. In case you have to throw a lot of cards in your graveyard or someone wiped the board there is always Seasons Past. This card can bring back up 11 cards.

Let's Win:
After we drew around 40 cards and killed Grothama a few times, it's time to commence the endgame. Now we want to win. But how? There are really a few possibilities.
Let's start with the one where your opponents will certainly say "Oh No!" while searching their hand for removal: Psychosis Crawler. This card is amazing in your deck. It pings your opponents for 1 each time you draw a card. If you read carefully you will remember that you will often draw at least 8 cards. But what if we buffed our Mossbridge Troll? Suddenly it's 25 damage, then we use Greater Good to sacrifice him and now we dealt 50 damage. The one thing you have to look out for is how many cards there are in your library. If you have enough cards in your hand Psychosis Crawler can even enable itself to win, simply by killing Grothama itself.
Next we have Vigor and he is the kill switch of this deck. With its effect and Grothama on the field, each attacking creature will get at least 10 +1/+1 counters every single time they attack. And now the fun combo: Helm of the Host, Vigor and Grothama. You will equip Grothama with the Helm, then the two wurms fight each other first which makes them 40/38 creatures. Then, let's say, your Llanowar Elves will attack both of them which results in a 81/81 mana dork, a 41/39 Grothama and a 81/79 Grothama. This is a really fun thing that can easily happen with this deck.
Since just few creatures have trample in this deck, Aggressive Mammoth is a good way to give it to every creature, especially your commander and the Impervious Greatwurm.
God-Eternal Rhonas doubles everyone's power and gives them vigilance. Remember that we have a lot of big creatures in this deck and the mana to play them.
Bellowing Tanglewurm gives your creatures intimidate which can be a pseudo unblockable.
And finally we have Sylvan Awakening. This cards converts your giant land base into indestructible 2/2 with haste and reach. Hopefully you just tap one forest for it and attack with your other 30 lands.

Well that was a lot of text! If you read this: Thank you for working through this wall of text!
In short: Ramp, Kill your commander and draw a lot of cards!

Changes:
Luckily got my hand on an Azusa, Lost but Seeking. So I took the Blossom Dryad out and put Azusa in.

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