My most recent deck. It revolves mostly around fun tap effects, featuring a minor token sub-theme.
I've played several games and it's surpassed my expectations every match, though to be fair, I have yet to actually play it in an EDH match that didn't involve planechase as well.
The main point is to abuse the vigilance granting ability of Johan (or Serra's Blessing/Oathsworn Giant) with several tap abilities. This lets me play around with all sorts of combat antics, and allows me to lead a strong offense as well as a strong defense.
Some cards definitely stand far ahead of others in this deck.
Glare of Subdual: This card is arguably the strongest in the deck. It's won me more games than anything else, and if it gets left unanswered it can quickly wreak havok on opponents.
Glory of Warfare: The primary essence of having a strong offense AND defense. Considering my creatures will primarily be untapped during most combat phases, it grants essential boosts at all times. It also turns Hero of Bladehold into a powerful beater.
Nullmage Shepherd: Admittedly eats lots of removal. If left on the field for too long it can essentialy be game ending. This card along with Seedborn Muse gets RIDICULOUS.
Hateflayer: As with Nullmage Shepherd, this card usually eats removal before it can even function, but left unattended it can become rather hilarious. Just imagine- Johan is in play and you declare attacers, Hateflayer being one of them. While still in the declare attackers phase you tap hateflayer to Glare of Subdual, pay 3 to untap it and hit something for 5, rinse repeat. It isn't even to the declare blockers step yet and you have essentially just removed 4+ potential blockers.
So there it is. I'm constantly looking for ways to improve it, and am open to suggestions.
Do please note that I prefer to avoid any sort of infinite combos.
Also note, I haven't gone through the NPH spoiler yet, but I shall soon.
I've played several games and it's surpassed my expectations every match, though to be fair, I have yet to actually play it in an EDH match that didn't involve planechase as well.
1x Johan
Lands: 34
8x Mountain
8x Plains
10x Forest
1x Naya Panorama
1x Terramorphic Expanse
1x Evolving Wilds
1x Kazandu Refuge
1x Greypelt Refuge
1x Jungle Shrine
1x Sunhome, Fortress of the Legion
1x Rugged Prairie
Creatures: 27
1x Knotvine Paladin
1x Furystoke Giant
1x Living Inferno
1x Apocalypse Hydra
1x Centaur Omenreader
1x Sakura-Tribe Elder
1x Stonecloaker
1x Thicket Elemental
1x Phyrexian Colossus
1x Garruk's Packleader
1x Akki Coalflinger
1x Seeker of Skybreak
1x Oathsworn Giant
1x Hateflayer
1x Voracious Cobra
1x Altar Golem
1x Acidic Slime
1x Thornscape Familiar
1x Hero of Bladehold
1x Keeper of Progenitus
1x Seedborn Muse
1x Nullmage Shepherd
1x Myr Battlesphere
1x Jolrael, Empress of Beasts
1x Wort, the Raidmother
1x Selesnya Guildmage
1x Sunblast Angel
1x Mirari's Wake
1x Mana Flare
1x Heartbeat of Spring
1x Awakening Zone
1x Promise of Bunrei
1x Rise of the Hobgoblins
1x Serra's Blessing
1x Knighthood
1x Asceticism
1x Glory of Warfare
1x Dueling Grounds
1x Kyren Negotiations
1x Glare of Subdual
Artifacts: 8
1x Expedition Map
1x Dreamstone Hedron
1x Gruul Signet
1x Selesnya Signet
1x Boros Signet
1x Doubling Cube
1x Sensei's Divining Top
1x Predator, Flagship
Instant/Sorcery: 17
1x Mercy Killing
1x Congregation At Dawn
1x Chant of the Vitu-Ghazi
1x March of Souls
1x Akroma's Vengeance
1x Gelatinous Genesis
1x Storm Herd
1x Collective Unconscious
1x Kodama's Reach
1x Recollect
1x Insurrection
1x Hull Breach
1x Decimate
1x Fiery Justice
1x Turn to Slag
1x Vengeful Rebirth
1x Flame Fusillade
The main point is to abuse the vigilance granting ability of Johan (or Serra's Blessing/Oathsworn Giant) with several tap abilities. This lets me play around with all sorts of combat antics, and allows me to lead a strong offense as well as a strong defense.
Some cards definitely stand far ahead of others in this deck.
Glare of Subdual: This card is arguably the strongest in the deck. It's won me more games than anything else, and if it gets left unanswered it can quickly wreak havok on opponents.
Glory of Warfare: The primary essence of having a strong offense AND defense. Considering my creatures will primarily be untapped during most combat phases, it grants essential boosts at all times. It also turns Hero of Bladehold into a powerful beater.
Nullmage Shepherd: Admittedly eats lots of removal. If left on the field for too long it can essentialy be game ending. This card along with Seedborn Muse gets RIDICULOUS.
Hateflayer: As with Nullmage Shepherd, this card usually eats removal before it can even function, but left unattended it can become rather hilarious. Just imagine- Johan is in play and you declare attacers, Hateflayer being one of them. While still in the declare attackers phase you tap hateflayer to Glare of Subdual, pay 3 to untap it and hit something for 5, rinse repeat. It isn't even to the declare blockers step yet and you have essentially just removed 4+ potential blockers.
So there it is. I'm constantly looking for ways to improve it, and am open to suggestions.
Do please note that I prefer to avoid any sort of infinite combos.
Also note, I haven't gone through the NPH spoiler yet, but I shall soon.
Reckless Waif; It's the red Delver of Secrets.