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Phelddagrif ($200 full or $50 budget but good) (EDH / Commander)

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There are costly cards in the deck, bringing the value to be about $300 (cuz lands and zazz). HOWEVER - one can take out the lands, and a half dozen cards, still finding this deck AMAZING at a FRACTION of the cost. I am including fancy $100 cards cuz some of the people I game with DESERVE TO BE PLAYED AGAINST hahahaha

• Bestow creatures have some funny shenanigans...
1: dying, they return to "Enchantment Creature" state so anything can fetch those two
2: if an aura, once the target is lost from play the aura turns into a creature (!!!)
3: cards like Replenish bring all the Bestowians from grave to play as Enchantment Creatures.
4: Playing with funny Ninja's for example provides all kinds of interesting moves (like returning the targeted creature, so that the aura becomes one, to which one can Ninja back next attack haha)

The purpose of the Bestow is to make Phelddy become a 3-hit-winner (goal of +3/+*, bringing Pheldda to a 7 Commander Power/damage). To provide early game plays, that can continue to persists turns past the time they shoulda died, to then have a quick fetch option to bring the back. To then have (in the control option of this deck) Dovescape turn all the bestow costs (always kinda high, right?) into BIRDS instead.

Humility, Natures Revolt, Dovescape, Runetail:
pretty much settles any kind of wonky control (out of control) decks. They may only play creatures or else birds. All creatures lose their abilities. THE LAND BECOME CREATURES... therefore losing their ability to tap for mana.... This is intended to be played when the board state favors Phelddy (but not absolutely iceing people out of a fun game of cards). In addition, if Propoganda effects are in play - they CAN'T attack you unless they have artifact mana... Rune-tail lets your creatures have the trump card for 1/1's, not dying.

Energy Field/Wheel of Sun and Moon

• Mines and Things:
this deck is intended to give people a positive push, but to not die from it first. NOT A DUEL DECK (needs mad stompy for that) but meant for very fun and casual multiplayer. (Notice Edric? hehe) The effects are meant to be universal (to not pull particular hate) whilst giving enough defense to survive the things coming from players who'd rather just wipe charity off the table (and you with it). As this deck evolves, it will incorporate a balance of benefits, and defense, to scale into the game - the then be queen/king/it of the Game. ;)

(I've tried to augment Pheldda with all kinds of deck attempts, honestly - she's gunna just jump around and do stuff all on her/it's own, nothign I've found really makes a difference. not -really-)

• What's with all the.... helpfulness?
This offers a solid mana base, but not just for me. This is intended to be just as applicable, every resource (like PHeldda!) able to be played in any direction.
The druids untap land, the enchantments enchant any land on the table. In team games this is AWESOME. (notice the Rewind, untap lands on the spot? hehe). It all adds for any color, so yeah - you're good. The 'helpfulness' may discourage board wiping, but even then - you'll have enchantments on the land (if you were selfish haha) so you're still good. Even further, there's a few effects to Replenish the Ench's back into play.

• Tims? Rearry?
Early game is sooo important, and dropping a guy into play will change everything about the board state. The early game in this deck -exists- but not in any amazing way. Kinda like having a few court officials present in the castle, but the lords and guards haven't returned yet haha (in this, Pheldd is the DRAGON xD).

  • when it takes just one more point of damage to eliminate something.
  • when a wall is just sooo high to make even Pheldda not be able to jump it, tim tim tim tim tim tim
  • when there is wonky crazy early aggression like Goblins or Elves, fall apart like a sugar cube in Pheldda's mouth.
  • i particularly love the precision of these guys, able to unravel even the smartest of plans. just 1 or 2 points of damage is a TURN CHANGER, even if it means assassinating ones' own cards to prevent them from turning to the enemy.
  • they also make GREAT Flagbearers, everyone loves Swording a Tim (such a waste, bahaha)
  • If you have something enchanted that the Tim's can kill, you can destroy the creature then have that Bestow aura become a creature, to which you can then chumpblock come combat.... endless applications. endless.

Well, without further words on what it is, I'll say what new versions will include/develop:

  • even more and more 'helpful' multiplayer. Pheldda is to be "that guy"
  • better ways to employ that gentle control
  • any synergies that apply to Pheldda directly
  • more fetch for enchantments, but only just enough, so that sandbagging the one fetch can play the pivotal card (backed by counters that exist in the deck, sufficient to surprise)
  • more capable early game, as it's a bit rough of a start but does great by midgame
  • and finally, any of those awesome EDH combo's that fit BANT, so that all-the-sudden people say, OH THAT haha
  • Mana could use some work. This can make the deck value SKYROCKET - but if you look at the charts, the mana is VERY balanced in this deck. So, flavor your lands to taste ;) (I recommend focusing early game on Green mana, btw)

Just needs playtesting to refine and polish. Yay.
Enjoy!

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