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Rhys the Ridiculous (EDH / Commander)

Format compatible avec la plupart des logiciels Magic, y compris Magic Workstation et Cockatrice:

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Autres

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Rhys the Ridiculous
Aim: To Ramp using elves and eventually lock the table down.

Deck History:
The deck started off with pure elves, going wide and tall to end games in the late game. As the deck has played more and more games it has turned into more of a Ramp deck. Elves Produce so much mana and often people just "overrun" or "Crater" (they are still in the deck though). In this deck there are other ways to use the mana.

Strategy 1: Go wide and Tall
This one is fairly straight forward. Make alot of elves, use overrun effects and win.

Strategy 2: Protect your board too well
The deck will often get Avacyn, Angel of Hope out. If thats not bad enough there are other protect effects as well. Hexproof, Indi and Regen are all here. There is even protection from mill/discard (Its not often Eldrazi are used just for that but this deck doesn't seem to like casting them for some reason). After that you can just go wide slowly and kill people eventually.

Strategy 3: Elesh Norn, Grand Cenobite + Kamahl, Fist of Krosa
This is the worst and hardest Combo to get off but when it does it just ends the game there. Elesh Norn nurfs creatures and Kamahl turns lands into creatures, so you literally wipe the table of mana.

Explaining the deck:

Tutors:
Tutors thin's decks and get answers and this deck does it well. Green isn't known for its tutors BUT they probably have the best tutors in my opinion after black. Tooth and Nail is the best of the best really, getting combos or protection lockdown online suddenly. Natural Order is an amazing top deck to get an overrun effect and win on the spot. The worst Tutors are Eladamri's Call and Captain Sisay since they have to reveal what you get to hand, so be careful unless you have a combo on table.

Card Advantage:
The deck doesn't need this but it doesn't hurt. Genesis Wave is the easiest one to do. X is often over 10 and shock the table. The only odd one is Nissa, Vastwood Seer BUT she gets you a land and when she flips she can draw alot. She is also easily tutored (if you are looking to play for the late game).
Edit (Version 2): I have added more card advantage. The past version didn't "need" it, but I often found that after 2 board wipes it became difficult to catch up. I would often find I would tutor Nissa, Vastwood Seer just to switch on for filtering. I have added Beast Whisperer (a new draw creature with the "elf" subtype) so I have a second more aggressive option. Vivien Reid has also been added since it helps the issue of removal as well.

Mana/Ramp:
SO MUCH OF IT. Its all most down before turn four as well which is a plus. The ramp is all built into creatures as well so you can tutor for lots of mana.

Combo:
I've explained most of the Combos, but there are also Combo enablers. There are a total of 6 cards which untap creatures meaning more tokens from Rhys at worst. At best it means infinite mana. With Staff of Domination its Infinite Draw/Life/Mana.

Removal:
The deck runs little removal, but there are cards which do it and other things as well. For example Ajani Unyielding can remove things in the worst situations.

Tokens:
All the Tokens. Elspeth, Knight-Errant is really good, giving tokens, evasion and (if allowed) protection forever. Freyalise, Llanowar's Fury removes and draws too (and it will happen more often than you think. People ignore her for some reason). Wren's Run Packmaster is a mana sink and if someone is going wide too allows you to trade with death touch.
Edit (Version 2): I have thinned out some of the token effects for more consistency. I noticed some of the cards being "win more" so it seemed the best option to remove.

Elves:
Not many cards dedicated to elves but they do more than one thing. Dwynen, Glit-Leaf Daen buffs and gains you life while Elvish Champion has annoyed some people with forests.

Protection:
The deck runs more protection than average than it should, but can afford to as it will often want to out value by mid-late game.

Weaknesses:
Enchantment's and Artifact's:
It runs some removal for this BUT will often suffer to these decks the most. Artifact's in particular are a pain as they will often suddenly win with a super large combo (looking at damn Paradox Engine and saying why). There will be some games where you will have the best board but suddenly will be pinged for 1000 damage with Walking Ballista or some other crazy thing. The only thing that can truly stop them is Shalai, Voice of Plenty with support from other protection so just tutor well up against these sort of decks.
Edit (Version 2): I have noticed that targeted removal is an issue when things have hexproof. The deck has currently no way to deal with it as it runs no board wipes. I'm hoping with the little extra draw power and tutors that it will speed the deck up slightly and allow it to find answers, but will need to play test to see.

Removal:
This deck hates its creatures being removed. Rhys can be often targeted and pinged down and it will set you back alot. In my LGS people will often target my deck due to how crazy it can get in one good turn. This is why you should hold onto cards until people start to chill and then play your enablers. There are a total of four Mana dorks that can switch on infinite mana If you have two in hand throw one under the bus and play the other one later.

Conclusion:
This is a super fun deck to play and focuses on your own side of the table. It won't often interact with the other players or enable other people. Its a fun deck overall and is a labour of around two years of mine.

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

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

Tour: Your life: Opponent's life: Poison counters:
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» Révision 25 Février 5, 2021 FFiend
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