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Treva the Renewer (Bant Lifegain) (Budget!) (EDH / Commander)

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A theme of most of my decks is life-gain. In commander, you start with 40 life, and two other players for your opponents to focus on, so life can be used as a resource more than in 20-life constructed formats. I built Oloro, Ageless Ascetic around mostly-creatureless-lifegain, built Krav, the Unredeemed and Regna, the Redeemer around aristocrat life-gain, and now I've built Treva, the Renewer around creature and enchantment life-gain. The goal of this deck is to have as many permanents on the board as possible, while having counter-spells sufficient enough to decide which spells to allow the other players to resolve. This deck WANTS other decks to be able to do their things, as far as permanents are concerned, as every forest, white creature, or blue enchantment will increase the life gained from Treva's ability."

  • The land package is simple due to the budget, with low-cost fetch lands to support the Bant color-scheme. Treva's Ruins is an underrated land (As all the Lairs are) and is the fourth "bounceland" in the deck, along with the Ravnica lands.
  • For ramp, we have some Simic spells and the auto-includes Sol Ring and Arcane Signet
  • For lifegain payoffs, Nykthos Paragon is an incredible piece because imagine this scenario: 10 white tokens > Treva Activation > At Least 10 life gained > 10 +1/+1 counters on each of your creatures.
  • Beck // Call is a personal favorite of mine, and Wargate is a lovely tutor that puts any card into play for just an extra WUG in addition to it's casting cost.
  • Snake Pit is an underrated card in a format dominated by decks that use black/blue, and provides bodies to boost as well as permanents to gain life off of.
  • Not too much removal because this deck wants things to stick to the board, but the removal that is in the deck replaces the permanent destroyed or exiled with another permanent such as Amphin Mutineer or Sundering Growth on Treva's.
  • A lot of counters, play Swan Song if you have it as it gives them a permanent we can benefit from, but Plasm Capture is nice as well.
    -And lastly are the voltron pieces: Finest Hour to get two Treva triggers, Shield of the Oversoul and Steel of the Godhead that boost Treva to their maximum capabilities.
    Overall, a rough built budget deck that will see some tweaks by whoever builds it that could take it in any number of directions. Personally I'm going to build this and lean into the direction of tokens and lifegain more than enchantments, but it could go either way. Any comments, questions, tips, or concerns, feel free and encouraged to comment or message me :)

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