You like ramping and making massive armies of Sand Warriors and killing the table with them.
You like playing awesome Legends generals that everyone has to read and later re-read.
You like playing a very powerful deck that can go over the top of almost everyone while often flying under the radar.
You like the idea of a powerful and very consistent deck that is neither black nor blue.
Why Not Play Hazezon Tamar?
You don't have a copy.
You have some kind of aversion to ramp or tokens.
There is a lot of Mass Land Destruction in your meta.
You like having your general in play.
Strategy
The deck's strategy is very straight forward. You ramp, then you play Hazezon (or Avenger of Zendikar). Hopefully you get him off the board before his trigger resolves in your upkeep. Then you kill everyone via Craterhoof Behemoth or Kamahl, Fist of Krosa, hopefully on that very turn that your trigger resolves. Basically Ramp and get a haste enabler->Play Hazezon->Sac Hazezon->Overrun.
If some dirty Counterspell/cyclonic rift/other effect ruins your fun, you can draw a gazillion cards with Regal Force or Skullclamp and kill everyone later. Or you just play Magic and win like a normal deck – this deck may not have blue or black, but it's full of value, can grind with the best and is capable of controlling the board reasonably well (Goblin Bombardment is a real card). If a game goes really long or has to end for some other reason you can just kill everyone with Kiki-Jiki, Mirror Breaker and Restoration Angel.
Mana Crypt, Sol Ring: Duh. For the most part we want land ramp because of Hazezon, but these are just too good not to play. Sakura-Tribe Elder, Solemn Simulacrum: Creature-based ramp that only fetches basics but is just too good not to run. Oracle of Mul Daya: Duh. Wood Elves, Farseek, Nature's Lore, Three Visits, Skyshroud Claim, Ranger's Path, Hunting Wilds, Krosan Verge: The majority of the ramp in the deck can (and should) fetch non-basics. This is so that we can get the most mileage out of the next two cards. Reap and Sow is probably the most iffy here, it usually just finds Cradle while blowing up someone else's Cradle or something similar. This deck would love Primeval Titan even more than most but unfortunately our nonbasic-finding spells are limited. Perilous Forays, Boundless Realms: These cards are the reason our mana base looks like it does, and the reason that we want most of our ramp spells to find duals, not basics. They make your Sand Warrior army massive and are absolutely worth building around this way. Forays may be less obviously strong but the deck wants sacrifice outlets anyway, and one that puts lands into play is awesome. Also sacrificing all of your warriors so that your next wave is really massive is always fun.
Perilous Forays: Discussed in “The Ramp” section. Goblin Bombardment: Probably the best sacrifice outlet available. It's free, lets you control the board, and sometimes lets you just kill people with sand warriors. High Market: Easy include, a sacrifice outlet attached to a land is very helpful. Knight of the Reliquary, Expedition Map and Reap and Sow can all find it. Starving Rusalka: Not super exciting at first glance but something which I've found very helpful. There aren't a lot of creature-based sacrifice outlets in Naya colours, and having a creature for one of your sac outlet options is helpful as the deck is full of creature tutors (and Ranger of Eos). I actually cut Phyrexian Altar for this guy, make of that what you will. Birthing Pod: It obviously does a lot more work than just play the sac outlet but sometimes you just Pod Hazezon for Woodfall Primus after casting him.
Chord of Calling, Green Sun's Zenith, Eladamri's Call, Survival of the Fittest, Pattern of Rebirth, Natural Order, Birthing Pod, Defense of the Heart, Tooth and Nail, Worldly Tutor: Not much to see here, pretty straight forward. Chord can find Witness->Resto->Kiki for the win if that's your kind of thing. Similarly, beyond its usual uses, Survival can put Kiki and Angel into the grave and find Karmic guide ftw. Very often, though, the tutors will just find Craterhoof ftw. Also, finding Defense of the Heart with Rector at instant speed is pretty sweet. Enlightened Tutor: Finds your sac outlets, Fires, Clamp etc. Whatever you need. Ranger of Eos: Targets are Mom, Ascendant, Rusalka and Rhys. Finding Mom and Ascendant with a haste enabler going is usually very good. Rhys is sometimes bonkers and sometimes you need the sac outlet. Knight of the Reliquary, Expedition Map: These find all your sweet lands – High Market if you need a sac outlet, Cradle if you want it, etc. Pretty straight forward.
Craterhoof Behemoth: Don't think this needs much explaining. Play this when you have a bunch of sand warriors, win the game. Kamahl, Fist of Krosa: Same idea as the Behemoth. Especially good with Cradle. Also wrath protection. Avenger of Zendikar: Basically another copy of Hazezon.\ Kiki-Jiki, Mirror Breaker, Restoration Angel: Both good cards in their own right (especially with the number of ETB creatures in the deck) or they wouldn't be in here, but obviously they go infinite together. Not something I'll often break out in a casual game without good reason.
Mother of Runes: I thought about cutting Mom for some time,but she has saved my butt more than once. With a haste enabler going she is pretty awesome to find alongside Ascendant off of Ranger, she can protect your creatures while going off with Kiki/Angel, and protects other random stuff. She can also get dudes in past blockers and make your dudes into better blockers. Not super synergistic, but still an awesome card. Serra Ascendant: I know, I know. But I couldn't not play it. I cut it at one point but once Ranger of Eos was in I couldn't say no to a 6/6 flying lifelinker for one. Cloudshift: A lot of the creatures in this deck have ETB abilities, and Cloudshifting most of them (including the general) is usually worth a card. Grand Abolisher: Because nothing is worse than a Cyclonic Rift when you're swinging with Behemoth and an army of massive Sand Warriors for the win. Also counterspells, removal etc. Crucible of Worlds: Missing land drops always sucks and especially so in this deck, plus we have a few lands that are extra sweet to replay in Krosan Verge, Horizon Canopy, Strip Mine and Wasteland, and a number of lands like Gaea's Cradle that are likely to get blown up.
All of the Fetchlands: I know some people don't like off-colour fetches but they don't bother me any and I like having good mana.
All of the Duals and Shocks: Duh. Gaea's Cradle: Obviously makes insane amounts of mana, no explanation needed. High Market: Discussed already. And obvious. Mosswort Bridge, Windbrisk Heights: Both are easy to activate once we can cast Hazezon. Free spells are sweet! Gavony Township, Kessig Wolf Run: Neither of these have done much for me yet but I have a hard time not playing Township in a deck that makes tokens, or Wolf Run in a deck that makes absurd amounts of mana. Horizon Canopy: A land that can draw you a card. Not super important but hard not to play.
7 Forest, 3 Mountains, 3 Plains: I try to play a good number of basics because of Forays and Boundless Realms, and it also helps if someone likes being a jerk with Blood Moon. There are more forests because not only is green the most common colour in the deck, but a number of the ramp spells search for Forests. I have run out of basics in the deck a number of times, but usually that means that you're in a good position to win the game.
There are a number of other ways you could take the deck, and certainly other things that could work:
Mana Dorks are something I've been on the fence about. They can make the deck more explosive but die eventually and the deck really wants lands from its ramp for Hazezon purposes.
Graveyard removal is something I usually play in every deck, but somehow don't have in here. I'm open to suggestions on this one.
All kinds of other stuff! (I'll likely be adding to this section)
I'll likely be expanding on this in the future, this is my first shot at anything Primer-like and is a WIP. Although I've been playing EDH for some time and have gone through many, many generals, I've never enjoyed a deck as much as this one, so I thought I'd give it a shot. Any comments, questions or advice on the deck, the Primer or anything really are very much encouraged!
I need a cut for Sylvan Primordial and am stuck as everything is performing, don't see anything else from GTC I want. Also still looking for any kind of critique!
Won a 24-player Gauntlet (4-player FFA, then 2v2, then 1v1) tournament the other week with this deck. Wanna repeat!
Private Mod Note
():
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Standard: Humanimator
Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
The deck's strategy is very straight forward. You ramp, then you play Hazezon (or Avenger of Zendikar). Hopefully you get him off the board before his trigger resolves in your upkeep. Then you kill everyone via Craterhoof Behemoth or Kamahl, Fist of Krosa, hopefully on that very turn that your trigger resolves. Basically Ramp and did a hamster enabler->Play Hazezon->Sac Hazezon->Overrun.
This deck looks great! I have one question, I dont quite understand why you would want to sac Hazezon in your upkeep??? Doesn't sacing him remove all your sand warriors? I'm not super proficient in rules and I am thinking about using him as a general so if you could explain that one to me id appreciate it! Thanks!
This deck looks great! I have one question, I dont quite understand why you would want to sac Hazezon in your upkeep??? Doesn't sacing him remove all your sand warriors? I'm not super proficient in rules and I am thinking about using him as a general so if you could explain that one to me id appreciate it! Thanks!
if u get him out before the tokens come in, on the next upkeep the tokens come in regardless(delayed etb effect) and wont be removed wen hes gone as hes already gone. also combo this with shields of velis vel to get rid of all your opponents guys. i say all as my deck is based for 1v1 but i came up with this.
I think I get it now, so in response to the sand warrior trigger I sac Hazezon right? now that I read it again it makes more sense... That sounds incredibly powerful! Thanks!
A couple small updates:
- Rhys, Reap and Sow
+ Sylvan Primordial, Windbrisk Heights
Rhys was usually win-more, Reap and Sow was nothing exciting and pretty expensive. Heights should've always been in I just missed it and I wanted another land anyway, and Primordial is pretty obvious. Bonkers everywhere, extra bonkers here. Also I'm getting my Hazezon altered to be Jafar from Disney's Aladdin, I'll post later this week when I get it back.
Also fixe a typo in OP - "did a hamster" now correctly reads "get a haste"
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard: Humanimator
Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
I dont really focus on the ramp that much. I only need it to get to the 7 lands to play Hazezon Tamar. Then i play my haste enablers, Mass Hysteria or Urabrask the Hidden and play an overrun effect. This is my favorite deck and i haven't lost a game (except for some multiplayer games) in 5 months
Questions about some cards:
What do you think of the other two Rusalkas in your colors, Martyred Rusalka and Scorched Rusalka? I think their sac abilities might be more significant than Starved's ability. Scorched Rusalka could potentially win the game with lots of Sand tokens and Red Mana.
Why Play Hazezon Tamar?
Why Not Play Hazezon Tamar?
Strategy
The deck's strategy is very straight forward. You ramp, then you play Hazezon (or Avenger of Zendikar). Hopefully you get him off the board before his trigger resolves in your upkeep. Then you kill everyone via Craterhoof Behemoth or Kamahl, Fist of Krosa, hopefully on that very turn that your trigger resolves. Basically Ramp and get a haste enabler->Play Hazezon->Sac Hazezon->Overrun.
If some dirty Counterspell/cyclonic rift/other effect ruins your fun, you can draw a gazillion cards with Regal Force or Skullclamp and kill everyone later. Or you just play Magic and win like a normal deck – this deck may not have blue or black, but it's full of value, can grind with the best and is capable of controlling the board reasonably well (Goblin Bombardment is a real card). If a game goes really long or has to end for some other reason you can just kill everyone with Kiki-Jiki, Mirror Breaker and Restoration Angel.
Decklist
1 Hazezon Tamar
Creatures (26)
1 Mother of Runes
1 Starving Rusalka
1 Serra Ascendant
1 Sakura Tribe Elder
1 Grand Abolisher
1 Wood Elves
1 Knight of the Reliquary
1 Eternal Witness
1 Solemn Simulacrum
1 Anger
1 Oracle of Mul Daya
1 Ranger of Eos
1 Academy Rector
1 Restoration Angel
1 Karmic Guide
1 Acidic Slime
1 Kiki-Jiki, Mirror Breaker
1 Urabrask, the Hidden
1 Genesis
1 Sun Titan
1 Kamahl, Fist of Krosa
1 Avenger of Zendikar
1 Regal Force
1 Sylvan Primordial
1 Craterhoof Behemoth
1 Woodfall Primus
Artifacts and Enchantments (14)
1 Mana Crypt
1 Sol Ring
1 Skullclamp
1 Expedition Map
1 Sylvan Library
1 Survival of the Fittest
1 Goblin Bombardment
1 Aura Shards
1 Crucible of Worlds
1 Fires of Yavimaya
1 Birthing Pod
1 Pattern of Rebirth
1 Defense of the Heart
1 Perilous Forays
1 Cloudshift
1 Path to Exile
1 Swords to Plowshares
1 Enlightened Tutor
1 Worldly Tutor
1 Farseek
1 Nature's Lore
1 Three Visits
1 Eladamri's Call
1 Chaos Warp
1 Beast Within
1 Natural Order
1 Skyshroud Claim
1 Ranger's Path
1 Hunting Wilds
1 Boundless Realms
1 Tooth and Nail
1 Green Sun's Zenith
1 Chord of Calling
Lands (39)
1 Arid Mesa
1 Bloodstained Mire
1 Command Tower
1 Flooded Strand
7 Forests
1 Gaea's Cradle
1 Gavony Township
1 High Market
1 Horizon Canopy
1 Kessig Wolf Run
1 Krosan Verge
1 Marsh Flats
1 Misty Rainforest
1 Mosswort Bridge
3 Mountain
3 Plains
1 Plateau
1 Sacred Foundry
1 Savannah
1 Scalding Tarn
1 Stomping Grounds
1 Strip Mine
1 Taiga
1 Temple Garden
1 Verdant Catacombs
1 Wasteland
1 Windbrisk Heights
1 Windswept Heath
1 Wooded Foothills
Mana Crypt, Sol Ring: Duh. For the most part we want land ramp because of Hazezon, but these are just too good not to play.
Sakura-Tribe Elder, Solemn Simulacrum: Creature-based ramp that only fetches basics but is just too good not to run.
Oracle of Mul Daya: Duh.
Wood Elves, Farseek, Nature's Lore, Three Visits, Skyshroud Claim, Ranger's Path, Hunting Wilds, Krosan Verge: The majority of the ramp in the deck can (and should) fetch non-basics. This is so that we can get the most mileage out of the next two cards. Reap and Sow is probably the most iffy here, it usually just finds Cradle while blowing up someone else's Cradle or something similar. This deck would love Primeval Titan even more than most but unfortunately our nonbasic-finding spells are limited.
Perilous Forays, Boundless Realms: These cards are the reason our mana base looks like it does, and the reason that we want most of our ramp spells to find duals, not basics. They make your Sand Warrior army massive and are absolutely worth building around this way. Forays may be less obviously strong but the deck wants sacrifice outlets anyway, and one that puts lands into play is awesome. Also sacrificing all of your warriors so that your next wave is really massive is always fun.
Perilous Forays: Discussed in “The Ramp” section.
Goblin Bombardment: Probably the best sacrifice outlet available. It's free, lets you control the board, and sometimes lets you just kill people with sand warriors.
High Market: Easy include, a sacrifice outlet attached to a land is very helpful. Knight of the Reliquary, Expedition Map and Reap and Sow can all find it.
Starving Rusalka: Not super exciting at first glance but something which I've found very helpful. There aren't a lot of creature-based sacrifice outlets in Naya colours, and having a creature for one of your sac outlet options is helpful as the deck is full of creature tutors (and Ranger of Eos). I actually cut Phyrexian Altar for this guy, make of that what you will.
Birthing Pod: It obviously does a lot more work than just play the sac outlet but sometimes you just Pod Hazezon for Woodfall Primus after casting him.
Path to Exile, Swords to Plowshares: Duh.
Chaos Warp, Beast Within: The nearest to Vindicates we can get in our colours.
Aura Shards, Acidic Slime, Woodfall Primus, Sylvan Primordial: The best cards available for blowing up noncreature permanents. Primus can be found by Podding Hazezon if you have to use Pod as your sac outlet. Shards is obviously insane here. And Sylvan Primordial is Sylvan Primordial.
Anger: Pod through it, Survival it away, or whatever.
Urabrask the Hidden: The best haste-on-a-stick available. The other ability is nice as well. Tutorable with all of the creature tutors.
Fires of Yavimaya: Tutorable with Academy Rector or Enlightened Tutor.
Chord of Calling, Green Sun's Zenith, Eladamri's Call, Survival of the Fittest, Pattern of Rebirth, Natural Order, Birthing Pod, Defense of the Heart, Tooth and Nail, Worldly Tutor: Not much to see here, pretty straight forward. Chord can find Witness->Resto->Kiki for the win if that's your kind of thing. Similarly, beyond its usual uses, Survival can put Kiki and Angel into the grave and find Karmic guide ftw. Very often, though, the tutors will just find Craterhoof ftw. Also, finding Defense of the Heart with Rector at instant speed is pretty sweet.
Enlightened Tutor: Finds your sac outlets, Fires, Clamp etc. Whatever you need.
Ranger of Eos: Targets are Mom, Ascendant, Rusalka and Rhys. Finding Mom and Ascendant with a haste enabler going is usually very good. Rhys is sometimes bonkers and sometimes you need the sac outlet.
Knight of the Reliquary, Expedition Map: These find all your sweet lands – High Market if you need a sac outlet, Cradle if you want it, etc. Pretty straight forward.
Genesis, Sun Titan, Eternal Witness, Karmic Guide: Typical recursion cards. Nothing to see here.
Sylvan Library: Duh.
Skullclamp, Regal Force: These can obviously draw insane numbers of cards in this deck.
Craterhoof Behemoth: Don't think this needs much explaining. Play this when you have a bunch of sand warriors, win the game.
Kamahl, Fist of Krosa: Same idea as the Behemoth. Especially good with Cradle. Also wrath protection.
Avenger of Zendikar: Basically another copy of Hazezon.\
Kiki-Jiki, Mirror Breaker, Restoration Angel: Both good cards in their own right (especially with the number of ETB creatures in the deck) or they wouldn't be in here, but obviously they go infinite together. Not something I'll often break out in a casual game without good reason.
Mother of Runes: I thought about cutting Mom for some time,but she has saved my butt more than once. With a haste enabler going she is pretty awesome to find alongside Ascendant off of Ranger, she can protect your creatures while going off with Kiki/Angel, and protects other random stuff. She can also get dudes in past blockers and make your dudes into better blockers. Not super synergistic, but still an awesome card.
Serra Ascendant: I know, I know. But I couldn't not play it. I cut it at one point but once Ranger of Eos was in I couldn't say no to a 6/6 flying lifelinker for one.
Cloudshift: A lot of the creatures in this deck have ETB abilities, and Cloudshifting most of them (including the general) is usually worth a card.
Grand Abolisher: Because nothing is worse than a Cyclonic Rift when you're swinging with Behemoth and an army of massive Sand Warriors for the win. Also counterspells, removal etc.
Crucible of Worlds: Missing land drops always sucks and especially so in this deck, plus we have a few lands that are extra sweet to replay in Krosan Verge, Horizon Canopy, Strip Mine and Wasteland, and a number of lands like Gaea's Cradle that are likely to get blown up.
All of the Fetchlands: I know some people don't like off-colour fetches but they don't bother me any and I like having good mana.
All of the Duals and Shocks: Duh.
Gaea's Cradle: Obviously makes insane amounts of mana, no explanation needed.
High Market: Discussed already. And obvious.
Mosswort Bridge, Windbrisk Heights: Both are easy to activate once we can cast Hazezon. Free spells are sweet!
Gavony Township, Kessig Wolf Run: Neither of these have done much for me yet but I have a hard time not playing Township in a deck that makes tokens, or Wolf Run in a deck that makes absurd amounts of mana.
Horizon Canopy: A land that can draw you a card. Not super important but hard not to play.
7 Forest, 3 Mountains, 3 Plains: I try to play a good number of basics because of Forays and Boundless Realms, and it also helps if someone likes being a jerk with Blood Moon. There are more forests because not only is green the most common colour in the deck, but a number of the ramp spells search for Forests. I have run out of basics in the deck a number of times, but usually that means that you're in a good position to win the game.
There are a number of other ways you could take the deck, and certainly other things that could work:
I'll likely be expanding on this in the future, this is my first shot at anything Primer-like and is a WIP. Although I've been playing EDH for some time and have gone through many, many generals, I've never enjoyed a deck as much as this one, so I thought I'd give it a shot. Any comments, questions or advice on the deck, the Primer or anything really are very much encouraged!
Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
Won a 24-player Gauntlet (4-player FFA, then 2v2, then 1v1) tournament the other week with this deck. Wanna repeat!
Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
This deck looks great! I have one question, I dont quite understand why you would want to sac Hazezon in your upkeep??? Doesn't sacing him remove all your sand warriors? I'm not super proficient in rules and I am thinking about using him as a general so if you could explain that one to me id appreciate it! Thanks!
WOdric, Master TacticianW
if u get him out before the tokens come in, on the next upkeep the tokens come in regardless(delayed etb effect) and wont be removed wen hes gone as hes already gone. also combo this with shields of velis vel to get rid of all your opponents guys. i say all as my deck is based for 1v1 but i came up with this.
Creatures:25
1 solemn simulacrum
1 yavimaya elder
1 armada wurm
1 ulasht, the hate seed
1 avenger of zendikar
1 rampaging baloths
1 giant adephage
1 kazuul, tyrant of the cliffs
1 kiki-jiki, mirror breaker
1 godsire
1 dragon broodmother
1 dragonmaster outcast
1 twilight drover
1 eternal witness
1 sun titan
1 sigarda, host of herons
1 avacyn, angel of hope
1 gisela, blade of goldnight
1 aurelia, the warleader
1 acidic slime
1 glory
1 elesh norn, grand cenobite
1 craterhoof behemoth
1 rhys the redeemed
1 trostani, selesnya's voice
1 skullclamp
1 slate of ancestry
1 chromatic lantern
1 coldsteel heart (maybe ingot?)
1 sol ring
1 exploration map
1 soul foundry
1 mimic vat
Planeswalkers:3
1 garruk wildspeaker
1 elspeth tirel
1 elspeth, knight errant
Enchants:17
1 mirrari's wake
1 awakening zone
1 assemble the legion
1 luminarch ascension
1 aura shards
1 sterling grove
1 collective blessing
1 true conviction
1 beastmaster ascension
1 parallel lives
1 doubling season
1 glare of subdual
1 earthcraft
1 goblin bombardment
1 martyr's cause
1 perilous forays
1 warstorm surge
1 eladamri's call
1 shields of velis vel
1 worldly tutor
1 farseek
1 martial coup
1 regrowth
1 past in flames
1 praetor's counsel
1 replenish
1 artifact mutation
1 austere command
1 krosan grip
1 day of judgement
1 boros charm
1 selesnya charm
1 triumph of the hordes
1 burn at the stake
its not completed yet as i need to remove about 7 or 8 cards so i can initially try it with 37 lands.
EDH:
:symgu:Momir Vig:symug:, :symgw::symug::symwu:Jenara:symwu::symug::symwg:
current paper:
EDH:
:symub:Grim-grin tribal:symbu:, :symrb:olivia ramp and double:symbr:, :azorius::boros::izzet:zedruu's ideal:azorius::boros::izzet:
WOdric, Master TacticianW
- Rhys, Reap and Sow
+ Sylvan Primordial, Windbrisk Heights
Rhys was usually win-more, Reap and Sow was nothing exciting and pretty expensive. Heights should've always been in I just missed it and I wanted another land anyway, and Primordial is pretty obvious. Bonkers everywhere, extra bonkers here. Also I'm getting my Hazezon altered to be Jafar from Disney's Aladdin, I'll post later this week when I get it back.
Also fixe a typo in OP - "did a hamster" now correctly reads "get a haste"
Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
1x WIndswept Heath
1x Woodfall Primus
1x academy rector
1x Acidic Slime
1x adarkar valkyrie
1x Akroma's Memorial
1x arid mesa
1x avenger of zendikar
1x beast within
1x bloodstained mire
1x captain sisay
1x Cathars' Crusade
1x Chord of Calling
1x chromatic lantern
1x clifftop retreat
1x command tower
1x Craterhoof Behemoth
1x defense of the heart
1x Dryad Arbor
1x eladamri's call
1x elesh norn, grand cenobite
1x enlightened tutor
1x Eternal Witness
1x Explosive Vegetation
1x Farseek *F*
1x fire-lit thicket
1x flooded strand
1x Forbidden Orchard *F*
3x Forest [Unh] *f*
1x garruk wildspeaker
1x garruk, caller of beasts
1x garruk, primal hunter
1x Genesis Wave
1x Green Sun's Zenith
1x harmonize
1x Horizon Canopy
1x kiki-jiki mirror breaker [chk]
1x kozilek, butcher of truth
1x krosan grip [mma] *f*
1x Linvala, Keeper of Silence
1x marsh flats
1x martial coup *F*
1x marton stromgald
1x Mass Hysteria
1x mirari's wake
1x misty rainforest
1x Mountain [Unh] *f*
1x Natural Order
1x Nature's Lore
1x Naya Charm
1x Oracle of Mul Daya
1x overrun
1x path to exile
3x Plains [UnH] *f*
1x Plateau
1x Reflecting Pool
1x regal force
1x regrowth
1x Restoration Angel
1x Return to Dust]]
1x rootbound crag [m11] *f*
1x Rugged Prairie
1x Sacred Foundry
1x sakura-tribe elder
1x Savannah
1x scalding tarn
1x skyshroud claim
1x sneak attack
1x sol ring
1x solemn simulacrum
1x stomping ground
1x Strip Mine
1x sun titan *F*
1x Sunforger
1x Sunpetal Grove
1x swords to plowshares
1x sylvan library [cma]
1x Sylvan Primordial
1x Taiga
1x Temple Garden
1x Terminus
1x three visits
1x titanic ultimatum
1x tooth and nail
1x triumph of the hordes
1x urabrask the hidden
1x verdant catacombs
1x Warstorm Surge
1x Wasteland
1x Wood Elves
1x wooded bastion
1x wooded foothills
1x Worldly Tutor
1x Wrath of God *F*
1x Yavimaya Elder
I dont really focus on the ramp that much. I only need it to get to the 7 lands to play Hazezon Tamar. Then i play my haste enablers, Mass Hysteria or Urabrask the Hidden and play an overrun effect. This is my favorite deck and i haven't lost a game (except for some multiplayer games) in 5 months
What do you think of the other two Rusalkas in your colors, Martyred Rusalka and Scorched Rusalka? I think their sac abilities might be more significant than Starved's ability. Scorched Rusalka could potentially win the game with lots of Sand tokens and Red Mana.
Also Garruk Wildspeaker. Helps you ramp and then Overruns for the game.
Mwonvuli Acid-Moss can fetch a non-basic Forest and destroys a troublesome land on the opponent's field for much cheaper than Reap and Sow.
Similarly Yavimaya Dyrad fetches a non-basic Forest with a 2/1 Forestwalk body attached.
Eternal Dragon can fetch a non-basic Plains and becomes a flying beater late game.
WUR Geist Midrange WUR
Commander
W Nahiri's Celestial Foundry W
WB Orzhov Inquisition (Cleric Tribal) WB
WUBRG Progenitus's Prismatic Domain WUBRG
WURG Kynaios and Tiro of Meletis Love You WURG
WUG Rafiq of the Many Auracrafting WUG
WRG Hazezon Tamar Overrun WRG
G Seton's Druid Ramp G