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๐ŸŒŠ๐Ÿ๏ธKenessos, Priest of Thassa ๐ŸŒŠ๐Ÿ๏ธ=-= ๐ŸŸข๐Ÿ”ต (EDH / Commander)

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Introduction

Do you like playing Stompy decks with big creatures? Are you an advanced Timmy, that has realized the potency of... 'Instant' speed? Then Kenessos might just be right for you!

Kenessos thrives in the ability to combine the normally slow, high-statted creatures with instant speed deployment and interaction. Thereby allowing the deck to achieve higher versatility, to remain under-the-radar for longer and include more interaction (in the form of counterspells) with which to combat combo decks.

General strategy

General strategy of the deck is to ramp early and remain under the radar for the early turns; While you do have a two-mana commander, it's not always the best to play immediately (as it might become a bystander in a boardwipe (BW) focusing an opponent). Key-pieces should be bounced or countered if possible, but only when absolutely necessary. The relatively large number of BW's should help to even the score before / when entering midgame.
Around midgame Kenessos really shines, Kenessos allows you to put the top card of your library on the battlefield (as long as its one of your sea creatures) at Instant speed for a lower cost than the casting cost. Furthermore, he improves your scrying abilities which allows you to pre-emptively bring these creatures to the top or to organize your upcoming draws. To fully utilize his potential, we prefer to include instant speed Ramp, BW's, interaction, draw, etc. Furthermore, Miracle cards work great in this deck as you are able to manipulate the odds to get them to come out as your first draw of the turn!
The Idea being that you keep your mana open to react to your opponents. This is a total 180 compared to most stompy green decks, which often go all out on their own plays and thereby neglect their opponents gameplan. Kenessos allows you to swap your gameplan last minute! Midgame should be focused on getting your board of Lovecraftian Horrors out, during this phase try to reserve counterspells for BW's or gamewinning plays.
Late game is often the most difficult time of the game; Everyone has enough mana to execute their plan, early game decks have often run out of steam and wins can sometimes come very suddenly. Extra turn spells, Selvala's stampede, Overwhelming stampede and Marit Lage's slumber should help close out the game.

Strong points / Weaknesses

  • '+':
    • Strong boardpresence.
    • Relatively cheap / budget.
    • Unique gameplan (Scry, Stompy+Interaction, Miracle cards, Spin-the-Wheel, etc).
    • Good amount of Interaction while maintaining the ability to follow your own gameplan.
    • Putting down big creatures is always fun.
  • '-':
    • The deck is too Fair
      -- No (purposefully-included) infinite combo's, No land destruction, No incredibly broken synergy, No Stax, No infect, No alternative wincon, unlikely to win incredibly early.
    • Weak against flying (aside from using boardwipes).
    • Difficulty with killing all opponent's in a single turn, must be aware of potential backlash.

Budget cuts / Replacements

>Sideboard / Alternative includes

Scrying Sheets
Soldevi Excavations
Animist's Awakening
Burgeoning
Frost Augur
Gitaxian Probe
Mystic Speculation
Noxious Revival
Otherworldly Gaze
Portent
Quest for Ula's Temple
Swan Song
Anticipate
Anticognition
Arcane Signet
Biomancer's Familiar
Broken Bond
Cream of the Crop
Darksteel Pendant
Double Major
Growth Spiral
Ilysian Caryatid
Kenrith's Transformation
Kiora's Follower
Lotus Cobra
Oath of Druids
Ominous Seas
Rampant Growth
Sakura-Tribe Elder
Simic Charm
Treasure Map // Treasure Cove
Voyage's End
Voyaging Satyr
Archmage's Charm
Augur of Autumn
Chasm Skulker
Clear the Mind
Cultivate
Dryad of the Ilysian Grove
Elemental Bond
Eyes Everywhere
Eyes of the Watcher
Genesis Wave
Gwenna, Eyes of Gaea
Kiora, Behemoth Beckoner
Kodama's Reach
Realmwalker
Reclamation Sage
Retreat to Coralhelm
Roiling Regrowth
Search for Tomorrow
Tireless Tracker
Uro, Titan of Nature's Wrath
Bounty of the Luxa
Dragon Throne of Tarkir
Druid of Purification
Engulf the Shore
Fact or Fiction
Goreclaw, Terror of Qal Sisma
Jace's Sanctum
Leyline of Anticipation
Maskwood Nexus
Netherese Puzzle-Ward
Rite of Replication
Sakashima's Will
Aether Gale
Cavalier of Gales
Graven Lore
Kruphix, God of Horizons
Murkfiend Liege
Soul's Majesty
Stormsurge Kraken
Tatyova, Benthic Druid
Archetype of Imagination
Interpret the Signs
Prime Speaker Zegana
Rishkar's Expertise
Spectral Deluge
Sublime Epiphany
Tolarian Kraken
Fleet Swallower
Kiora Bests the Sea God
Nezahal, Primal Tide
Simic Sky Swallower
Spearbreaker Behemoth
Tolarian Serpent
Trench Behemoth
Treasure Cruise
Trench Gorger
Breaching Leviathan
Deep-Sea Kraken

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Maybeboard

This deck does not appear to be legal in EDH / Commander.

Problems: A commander deck should contain exactly 100 cards, including the commander.

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