So a buddy of mine picked up the GW Planechase deck for Christmas, and wanted my help coming up with a list for an EDH deck. This is what I ended up with.
I asked my buddy what he wanted to build, he said either an Aura-based deck or lifegain. I mentioned that we have a crazy amount of Trostani decks in our meta already, and he preferred having Krond to Uril, so I built him the list from there.
How does one play this deck?
Though it seems simple in hindsight, let me remind you; this is not a Uril deck. You do not need to throw every enchantment you have onto Krond. You can in fact "waste" enchantments on your other creatures; having a Totem Armor enchantment on another key creature you control is very powerful. You typically win by dealing 21 general damage, but you don't always have to slap every Aura you have onto Krond to do it. Protecting your key utility creatures like your Enchantresses and Nomad Mythmaker will really help you survive.
Nuances of the Deck
-Be careful while using Flickering Ward. If you call one of the colors you're running, you can't enchant the enchanted creature further with that color.
-You want to spend your early game building with your draw engines and ramp spells, and set up a good position where you can attack with Krond to remove a key permanent. Let others rely on you to destroy problem permanents; often times, they'll let you resolve Krond just to destroy them, which you can take advantage of.
-Play politics. Don't exile things that don't need to be exiled, like basic lands or creatures that aren't doing anything. You don't want to attract unwanted attention to yourself by hitting a mana rock that isn't doing anything to defile the board state.
So everyone and their mother (even, and especially the person who I made the deck for) made note of the awful creature / aura ratio the deck had, so I explained that hexproof guys are probably the best bet because you can't spot remove them and get 2-for-1'd. Basically, we cut what we agreed to be the weakest spots for more creatures we felt worked.
Auratouched Mage, Auramancer, and Aura Gnarlid are some other aura-related cards you could consider running. Fountain Watch is another card that can help protect your enchantments as well as artifacts from spot removal.
No Angelic Destiny? Fairly cheap and efficient aura. Maybe Hyena Umbra, too, for being a 1 CMC totem armor aura.
Possibly increase the creature count a bit? Seems like you could be stuck with lots of auras but no creatures to suit up often.
1 Krond the Dawn-Clad
Creatures
2 Auramancer
3 Auratouched Mage
4 Celestial Ancient
5 Dosan the Falling Leaf
6 Dowsing Shaman
7 Fountain Watch
8 Kitsune Mystic
9 Kor Spiritdancer
10 Lumberknot
11 Mesa Enchantress
12 Mwonvuli Beast Tracker
13 Nomad Mythmaker
14 Plated Slagwurm
15 Sigarda, Host of Herons
16 Sun Titan
17 Thrun, the Last Troll
18 Totem-Guide Hartebeest
19 Troll Ascetic
20 Umbra Mystic
21 Verduran Enchantress
Sorceries
22 Cataclysm
23 Cultivate
24 Divine Reckoning
25 Kodama's Reach
26 Retether
27 Three Dreams
28 Winds of Rath
29 Beast Within
30 Swords to Plowshares
31 Return to Dust
Artifacts
32 Champion's Helm
33 Darksteel Plate
34 Expedition Map
35 Selesnya Signet
36 Swiftfoot Boots
Non-Aura Enchantments
37 Asceticism
38 Carpet of Flowers
39 Enchantress' Presence
40 Oblivion Ring
41 Sterling Grove
Auras
42 Ancestral Mask
43 Armadillo Cloak
44 Battle Mastery
45 Bear Umbra
46 Eldrazi Conscription
47 Ethereal Armor
48 Felidar Umbra
49 Flickerform
50 Flickering Ward
51 Gaea's Embrace
52 Indestructibility
53 Indrik Umbra
54 Rancor
55 Shield of the Oversoul
56 Snake Umbra
57 Spirit Mantle
58 Unquestioned Authority
59 Elspeth, Knight-Errant
60 Garruk, Primal Hunter
Basic Lands
12 Forest
12 Plains
Nonbasic Lands
85 Brushland
86 Elfhame Palace
87 Evolving Wilds
88 Gavony Township
89 Grasslands
90 Graypelt Refuge
91 Krosan Verge
92 Mosswort Bridge
93 Riftstone Portal
94 Selesnya Guildgate
95 Selesnya Sanctuary
96 Stirring Wildwood
97 Sungrass Prairie
98 Sunpetal Grove
99 Terramorphic Expanse
100 Vitu-Ghazi, the City Tree
So, why Krond the Dawn-Clan?
How does one play this deck?
Nuances of the Deck
-You want to spend your early game building with your draw engines and ramp spells, and set up a good position where you can attack with Krond to remove a key permanent. Let others rely on you to destroy problem permanents; often times, they'll let you resolve Krond just to destroy them, which you can take advantage of.
-Play politics. Don't exile things that don't need to be exiled, like basic lands or creatures that aren't doing anything. You don't want to attract unwanted attention to yourself by hitting a mana rock that isn't doing anything to defile the board state.
Changes Log
Auramancer
Auratouched Mage
Fountain Watch
Lumberknot
Mwonvuli Beast Tracker
Plated Slagwurm
Sigarda, Host of Herons
Thrun, the Last Troll
Troll Ascetic
-Removed:
Femeref Enchantress
Lost Auramancers
Explosive Vegetation
Open the Vaults
Rampant Growth
Path to Exile
One with Nature
Spirit Loop
Ajani, Caller of the Pride
So everyone and their mother (even, and especially the person who I made the deck for) made note of the awful creature / aura ratio the deck had, so I explained that hexproof guys are probably the best bet because you can't spot remove them and get 2-for-1'd. Basically, we cut what we agreed to be the weakest spots for more creatures we felt worked.
Let me know what you think!
Auratouched Mage, Auramancer, and Aura Gnarlid are some other aura-related cards you could consider running. Fountain Watch is another card that can help protect your enchantments as well as artifacts from spot removal.
No Angelic Destiny? Fairly cheap and efficient aura. Maybe Hyena Umbra, too, for being a 1 CMC totem armor aura.
Possibly increase the creature count a bit? Seems like you could be stuck with lots of auras but no creatures to suit up often.
Banner by Nakamura, Thanks!
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