Edric decks I have seen usually lack imagination. The basic idea is to get a lot of small things with evasion (almost always flying) and then draw more cards. The problem these decks suffer from is that they actually do relatively little. The creatures themselves almost never have versatility or power, and the support cards are generally also focused on getting more tiny flyers. Also, if edric is not on field your entire strategy is shot. To this end, I have made an edric deck with a more balanced approach. At first glance it will seem like just simic goodstuffs, but each card choice has been thought out both for how it plays with Edric on field, and/or without him. That said, I still welcome input.
The philosophy of this deck is simple, yet robust. Edric, with some significant help, will yield reproducible card draw throughout the game. Mana acceleration has been carefully paced such that the player will consistently have the mana to cast what they need, without having a pocket full of mana and nothing to spend it on. Therefore the player should be able to consistently draw and play multiple cards that significantly change their board presence with every turn.
Below I will discuss card choices, other than those that seem completely obvious (ie sol ring). Some of them I may change, and will discuss replacements. Darksteel Ingot This one is on the chopping block for me. Obviously chromatic lantern offers a lot more utility for the same price, but that indestructibility can make the long-game handle more smoothly. Dunno. Simic Signet Some players love signets, but I'm not one of them. Still, it seems every time I need this card it pops up and saves me. I can't get rid of it, much as I'd like something more exciting. Burgeoning Most decks cannot benefit much from this card unless they have it opening hand, with a decent number of lands. Edric, on the other hand, will wind up with hands entirely made of land by mid-game routinely. While I don't think Azusa has what it takes for this deck, Burgeoning is a must. One With Nature This card should not be a cantrip. It isn't terribly useful late-game (though it doesn't hurt a bit), but if you can get just ONE use from it early game it will have far and away earned its slot. Most of the time, you'll get two or three lands from it. Not only is this ramping, it is getting basic lands out of your library such that you're wasting a few less draws. That is a more important consideration in this deck than most people imagine. Skyshroud Claim Four mana that gives you two back as untapped lands, which can be used as blue if you get dual forests. Sign me up. Invisible Stalker This little man is the pride and joy of Edric's arsenal. Getting him some decent power can be done, but honestly that isn't the point. He's netting you a card VERY consistently from turn 3 onwards, and any other 'when enchanted/equipped/under your control creature deals combat damage to a player' effects can be heaped upon him with a smile. I cannot overstate my love for this card. Mistblade Shinobi This little guy comes in handy more often than you would imagine. He's great in the early game, as you're often Ninjutsu swapping him for a small unblockable and bouncing a utility critter. Mid-game he will probably have some form of evasion, and can be used against the same player each turn to keep a non-threat from growing while you focus your efforts on more worthy opponents. Endgame he can be anything from useless to a nightmare preventing someone from getting their huge creature into battle. He also gets rid of large tokens. My favorite use for him is getting back my Gilded Drake. If you pull that off, expect some yelling. Jhessian Infiltrator Nothing thrilling about it, but a simic 2/2 unblockable that's over its summoning sickness when Edric hits the board is a great way to get the ball rolling. Caustic Wasps I know that I should put this on the chopping block, but it has never failed me. Caustic Wasps is almost invariably taking out 2-3 artifacts while drawing me cards via Edric. Flying chumps never hurt either. Thada Adel, Acquisitor If you can get Thada out turn 3, you likely won't need Edric. She's crazy. Sure, Islandwalk isn't the best evasion in the world, but odds are good that on turn 4 SOMEONE has an Island on board. Hit that guy, steal his goodies. Cold-Eyed Selkie One of the better cards to buff in this deck. Islandwalk (as mentioned above) will almost surely work on her first attack, which will likely net you two cards. Worth it. Sun Quan, Lord of Wu If you play this card, you had better be able to win on this or the next turn. Preferably this one. The moment he hits the board all other players will stop at nothing to destroy you. This will continue long after Sun Quan is exiled. People fear him, for good and obvious reasons. Riding the Dilu Horse Never heard of this one? No one has. There are two reasons for this. First, it is from Portal: Period of the Three Kingdoms, and hence it is exceedingly old, rare, and pricey. Second, it is misinterpreted by everyone. What's the ancient Chinese secret? Nowhere on this card can it be read 'until end of turn'. Your creature is a buffed horseman PERMANENTLY. The sorcery itself goes to gy normally, meaning that no amount of Disenchant in the world is going to fix this problem for your opponents. Best used on something big that lacks its own evasion, or something that has a proc ability you need to have consistently. Thassa, God of the Sea A 5/5 indestructible is never a bad thing. This deck tends towards the aggressive, and having a stolid blocked with decent P/T is comforting. But that is not why this card is in here. You can give critters unblockable at instant speed without tapping. Scry 1 is nice too. Champion of Lambholt While not the powerhouse that is the Lord of Wu, the Champion can be even more useful because of that very thing. People don't notice him slowly getting more powerful, until suddenly he is a 6/6 and they have MAYBE one legitimate blocker on board. He draws less hate, but is dastardly in his own right. Murkfiend Liege Murkfiend is very often getting you between 5-10 damage (through other creatures) the turn he comes out through buffs, particularly with the number of Simic creatures I have in this deck. He's also making your habit of evasive alpha-striking much safer, as you no longer need conserve blockers. Bear Umbra This is your bread and butter right here. The hardest decision Edric needs to make on any given turn is what mana to spend before combat, in order to get the most out of the attack, and what mana should be held back in the hopes of getting something decent on your abnormally large combat draw. Bear Umbra means you can have your mana and spend it too. Totem Armor is a substantially thick and creamy layer of icing on the cake. What? You're giving me +2+2 as well? Bear Umbra, you so crazy. Prophet of Kruphix This is best used with Soul of the Harvest or Primordial Sage, as you will be playing critters on each opponent's turn in order to draw more critters. Without these cards, Kruphix is merely incredible instead of a divinity unto herself. Seedborn Muse This may go on the chopping block, crazy as that sounds. With Kruphix and Murkfiend, I find myself having no reason to play her relatively frequently. That said, it's Seedborn Muse. Come on.
Snake Umbra This one is definitely on the block. I don't really need the draw from it, and while Totem Armor is nice there are relatively few critters that I desperately need to remain on board. This isn't a combo deck after all. +1+1 is not a concern. The argument for it is that I am usually putting it on something that is getting through the same turn I play it, so I'm getting a damage and a card out of it for 2 mana, with a strong potential that more cards will come my way. Masked Admirers This is also on the block, purely because while it allows me some slow and stready draw, and a nearly guaranteed body on board, it is not fast and cannot evade on its own. It is good, undoubtedly, but I wonder if I'll find a clear-cut replacement for it soon. Prime Speaker Zegana Lol. Sword of Fire and Ice None of its abilities are really stellar or necessary for this deck, but combined they are sorely tempting. Two color protections gives me very useful evasion, a few more damage from the creature never hurt, I can spike opponent's utility duders for 2 every turn, and what the hey a card draw I don't really need, but don't mind either. Bident of Thassa You can play this along with Edric if you really need to drown in cards, or you have few things that can get through. Most of the time, I'm using it instead of him. This is purely to keep his CMC from skyrocketing. Once your playgroup is used to you playing this deck, Edric won't be on board long in any given iteration. Primordial Sage The primary purpose of this card is to allow you to draw without hitting opponents. Situations can arise where someone is recurring fog, or nothing is allowed to attack, etc. Now you can keep going through your deck to find some options. Soul of the Harvest Same as above, but is a 6/6 trampler to boot.
Psychosis Crawler Drawing does direct loss of life to all opponents? Sure, I can see where that might fit in here. Horizon Chimera Another card that is more than the sum of its parts. Flash is never a bad thing, and neither is flying. The life gain from drawing may just come in handy as well. Trample will rarely make a difference, but it doesn't hurt. Lorescale Coatl If this thing had any form of evasion, even Mountainwalk... Still, this guy gets big in a hurry with Edric. Granting him evasion is usually pretty easy, and you can be wading in for huge hits. Best of all, Zegana and Overwhelming Stampede can easily turn a big useless snake into victory. Abundance Edric tends to wind up with a lot of land. On occasion, the opposite is the problem. This fixes both.
Overwhelming Stampede Edric often find himself with one or two fatties without evasion and a lot of little hitters. This card capitalizes on that magnificently. Craterhoof Behemoth Same concept as above. Craterhoof buffs by the number of creatures rather than the highest power, but I can still get 41-54 damage out of him with fair consistency. Beastmaster Ascension The main reason this card is so incredible is that the counters on it accrue whenever a creature attacks, before blockers are even declared. If you get this mid to late game, you could be getting its benefits turn of casting. Gigantomancer I'm not entirely sure I need this in here. Increasing Savagery Due to the wealth of highly evasive small-fries I have in here, Increasing Savagery just makes good sense. I don't particularly like having cards that do nothing but buff, but the numbers that this thing can put up are tough to rival in a single card. Invisible Stalker is your target of choice.
Living Hive This card is good, but it's by no means fantastic. When it doesn't have evasion, it can occasionally trample its way into a few damage and a few tokens (maybe a draw). If Sun Quan or something is on field, you'll have a growing army of chumps/draw-hitters. When it works it works amazingly, but it is inconsistent. I'd like something more reliable. Avenger of Zendikar Another chump producer. I think I might take him out for Mycoloth. Giant Adephage This thing is downright hilarious. Exponential growth of 7/7 tramplers? Why not? Rite of Replication You'll use it in a different way every time, and it will always make an enormous difference. Even unkicked it can be extremely useful. Jedit Ojanen of Efrava As discussed previously, landwalk is more useful in Edric than other commanders. I don't really care who I'm hitting, as long as I'm getting my card. This guy gets me a 2/2 chump every time he hits (or blocks!) that also has forestwalk, and is therefore very likely good for some draw down the road.
Darksteel Plate Sometimes, you really want something to stay put. Gilded Drake I'll be taking that. Gyre Sage I can usually get 2-3 evolve counters on it within a turn or two, providing a decent ramp source along with a body. Simic Sky Swallower I wish I could bring myself to cut the Leviathan, but honestly it proves itself to me every time it comes out. I'm often using it defensively, but it can fly/trample in for some decent damage too. It stays on field pretty well, and as much as I wish it was hexproofed rather than shrouded, we can't have it all. Survival of the Fittest Honestly, I barely ever use it. That said, when you need it you need it. Lurking Predators This is one of the best things I've found for a bit of wipe-resilience. Edric needs creatures on board, and this will get you a few when you've been wiped while your hand is critter-screwed. Druid's Repository This is in here for much the same reason as Bear Umbra. If you know you're getting mana from attacking, you can splurge pre-combat and still get to cast your Edric-drawn goodies. Nullmage Shepherd I like re-useable disenchant, and with my myriad methods of untapping I can wipe some of the nastier things off the board. Particularly things that prevent me from attacking. Vigor This is mostly to pester red guys that like to mass-burn creatures of my board. It has nice synergy with my untappers as well, as I can now defend with impunity and come back stronger from it. Omniscience Omniscience is only really worth it in draw heavy decks. Like this one. If this hits field, you've won. Mimic Vat I originally put this card in before the new Legend Rule, when the deck was rife with Clone creatures. I still have Phyrexian Metamorph and Gilded Drake, which are always good for a dip in the vat, but mostly it winds up surprising me in how I need to use it. Always handy, and even if it isn't it's cheap. Tooth and Nail This card may be on the block because it is too good. I don't use infinite combos, but getting Psychosis Crawler and Zegana out from library simultaneously is understandably frustrating for everyone else at the table. Curse of the Swine This addresses a major weakness in Simic, creature removal.
Akroma's Memorial This card embodies versatility. Sword of Feast and Famine Protection from two colors, one of which is black. They have to discard (because I'm so worried about card advantage). Oh, what's this? Yes I'd like to untap all of my lands. Sure. (Same reasoning as Bear Umbra) Sword of Light and Shadow White/Black is the best protection combo of the swords, and I get to recur creatures from gy. Three life can keep you in the game on occasion. Phyrexian Metamorph Always useful. When it isn't, you've done something very wrong.
Chopped Cards: Oracle of Mul-Daya This is surprisingly on the chopping block, but for what might be silly reasons. The revealed top-card mechanic is pretty brutal when you're drawing 3-9 cards per turn. You can't surprise opponents, and if you're playing on OCTGN or a similar online client (as I do) it is tedious to reveal each and every card before picking it up. Furthermore, 1 extra land per turn is shockingly slow compared to the torrent of mana you will inevitably be swimming against by turn 6. I may switch this out for Soul of the Harvest. In fact, I just did. Rhystic Study Great as this card is, it does not have a place here. I'm already drawing extremely consistently, and giving my opponent's an option is not an option. Words of Wind Sometimes, shockingly, you don't need to draw a card. But, you're going to anyway. Spend a few mana and some of your draws are now bouncing opponent's permanents back to their hand. Sure, they get to choose, but if you're bounce three or four things you can lock someone out of the game without really interfering with the rest of your turn. The reason for cutting this is that SOMEONE on board will almost certainly have an ETB effect you don't want to be giving back to them. Natural Order Yeah, it's great. But, I don't like both creatures needing to be green, and frankly everything in this deck has such synergy that its rare replacing one thing for another nets me an immense board state advantage. I may put it back in if I decide to include Myojin of Life's Web. Momentous Fall There are situations where this is helpful, but it virtually never makes a real difference. I have no way of recurring it, nor great targets for it. It's out.
You need to add the number (1x) before the cards. Also, you don't need all this stack of codes, only one at the beggining and one at the end is fine (just click "Quote" on this answer to see the actual formatting).
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
I'm wondering why Silhana Ledgewalker hasn't made your list. Also Spreading Seas seems like a good answer to land-based problems (Maze, their lack of islands, etc.)
The philosophy of this deck is simple, yet robust. Edric, with some significant help, will yield reproducible card draw throughout the game. Mana acceleration has been carefully paced such that the player will consistently have the mana to cast what they need, without having a pocket full of mana and nothing to spend it on. Therefore the player should be able to consistently draw and play multiple cards that significantly change their board presence with every turn.
Full Decklist (shoddily assorted)
1x Edric, Spymaster of Trest
1x Sol Ring
1x Mana Crypt
1x Thran Dynamo
1x Gilded Lotus
1x Darksteel Ingot
1x Simic Signet
1x Burgeoning
1x One With Nature
1x Skyshroud Claim
1x Invisible Stalker
1x Mistblade Shinobi
1x Jhessian Infiltrator
1x Caustic Wasps
1x Trygon Predator
1x Thada Adel, Acquisitor
1x Cold-Eyed Selkie
1x Sun Quan, Lord of Wu
1x Riding the Dilu Horse
1x Thassa, God of the Sea
1x Champion of Lambholt
1x Murkfiend Liege
1x Bear Umbra
1x Prophet of Kruphix
1x Seedborn Muse
1x Snake Umbra
1x Masked Admirers
1x Prime Speaker Zegana
1x Sword of Fire and Ice
1x Bident of Thassa
1x Primordial Sage
1x Soul of the Harvest
1x Words of Wind
1x Horizon Chimera
1x Lorescale Coatl
1x Abundance
1x Overwhelming Stampede
1x Craterhoof Behemoth
1x Beastmaster Ascension
1x Gigantomancer
1x Increasing Savagery
1x Living Hive
1x Avenger of Zendikar
1x Giant Adephage
1x Rite of Replication
1x Jedit Ojanen of Efrava
1x Darksteel Plate
1x Gilded Drake
1x Gyre Sage
1x Simic Sky Swallower
1x Survival of the Fittest
1x Lurking Predators
1x Druid's Repository
1x Nullmage Shepherd
1x Vigor
1x Omniscience
1x Mimic Vat
1x Tooth and Nail
1x Curse of the Swine
1x Akroma's Memorial
1x Sword of Feast and Famine
1x Sword of Light and Shadow
1x Phyrexian Metamorph
1x Gaea's Cradle
1x Command Tower
1x Reflecting Pool
1x Mosswort Bridge
1x Temple of the False Gods
1x Ancient Tomb
1x Flooded Grove
1x Tropical Island
1x Simic Growth Chamber
1x Minamo, School at Water's Edge
1x Breeding Pool
1x Nykthos, Shrine to Nyx
1x Cavern of Souls
1x Misty Rainforest
1x Hinterland Harbor
1x Yavimaya Coast
1x Maze of Ith
1x Mystifying Maze
1x Vesuva
1x Thespian's Stage
1x Reliquary Tower
1x Alchemist's Refuge
7x Island
7x Forest
Below I will discuss card choices, other than those that seem completely obvious (ie sol ring). Some of them I may change, and will discuss replacements.
Darksteel Ingot This one is on the chopping block for me. Obviously chromatic lantern offers a lot more utility for the same price, but that indestructibility can make the long-game handle more smoothly. Dunno.
Simic Signet Some players love signets, but I'm not one of them. Still, it seems every time I need this card it pops up and saves me. I can't get rid of it, much as I'd like something more exciting.
Burgeoning Most decks cannot benefit much from this card unless they have it opening hand, with a decent number of lands. Edric, on the other hand, will wind up with hands entirely made of land by mid-game routinely. While I don't think Azusa has what it takes for this deck, Burgeoning is a must.
One With Nature This card should not be a cantrip. It isn't terribly useful late-game (though it doesn't hurt a bit), but if you can get just ONE use from it early game it will have far and away earned its slot. Most of the time, you'll get two or three lands from it. Not only is this ramping, it is getting basic lands out of your library such that you're wasting a few less draws. That is a more important consideration in this deck than most people imagine.
Skyshroud Claim Four mana that gives you two back as untapped lands, which can be used as blue if you get dual forests. Sign me up.
Invisible Stalker This little man is the pride and joy of Edric's arsenal. Getting him some decent power can be done, but honestly that isn't the point. He's netting you a card VERY consistently from turn 3 onwards, and any other 'when enchanted/equipped/under your control creature deals combat damage to a player' effects can be heaped upon him with a smile. I cannot overstate my love for this card.
Mistblade Shinobi This little guy comes in handy more often than you would imagine. He's great in the early game, as you're often Ninjutsu swapping him for a small unblockable and bouncing a utility critter. Mid-game he will probably have some form of evasion, and can be used against the same player each turn to keep a non-threat from growing while you focus your efforts on more worthy opponents. Endgame he can be anything from useless to a nightmare preventing someone from getting their huge creature into battle. He also gets rid of large tokens. My favorite use for him is getting back my Gilded Drake. If you pull that off, expect some yelling.
Jhessian Infiltrator Nothing thrilling about it, but a simic 2/2 unblockable that's over its summoning sickness when Edric hits the board is a great way to get the ball rolling.
Caustic Wasps I know that I should put this on the chopping block, but it has never failed me. Caustic Wasps is almost invariably taking out 2-3 artifacts while drawing me cards via Edric. Flying chumps never hurt either.
Thada Adel, Acquisitor If you can get Thada out turn 3, you likely won't need Edric. She's crazy. Sure, Islandwalk isn't the best evasion in the world, but odds are good that on turn 4 SOMEONE has an Island on board. Hit that guy, steal his goodies.
Cold-Eyed Selkie One of the better cards to buff in this deck. Islandwalk (as mentioned above) will almost surely work on her first attack, which will likely net you two cards. Worth it.
Sun Quan, Lord of Wu If you play this card, you had better be able to win on this or the next turn. Preferably this one. The moment he hits the board all other players will stop at nothing to destroy you. This will continue long after Sun Quan is exiled. People fear him, for good and obvious reasons.
Riding the Dilu Horse Never heard of this one? No one has. There are two reasons for this. First, it is from Portal: Period of the Three Kingdoms, and hence it is exceedingly old, rare, and pricey. Second, it is misinterpreted by everyone. What's the ancient Chinese secret? Nowhere on this card can it be read 'until end of turn'. Your creature is a buffed horseman PERMANENTLY. The sorcery itself goes to gy normally, meaning that no amount of Disenchant in the world is going to fix this problem for your opponents. Best used on something big that lacks its own evasion, or something that has a proc ability you need to have consistently.
Thassa, God of the Sea A 5/5 indestructible is never a bad thing. This deck tends towards the aggressive, and having a stolid blocked with decent P/T is comforting. But that is not why this card is in here. You can give critters unblockable at instant speed without tapping. Scry 1 is nice too.
Champion of Lambholt While not the powerhouse that is the Lord of Wu, the Champion can be even more useful because of that very thing. People don't notice him slowly getting more powerful, until suddenly he is a 6/6 and they have MAYBE one legitimate blocker on board. He draws less hate, but is dastardly in his own right.
Murkfiend Liege Murkfiend is very often getting you between 5-10 damage (through other creatures) the turn he comes out through buffs, particularly with the number of Simic creatures I have in this deck. He's also making your habit of evasive alpha-striking much safer, as you no longer need conserve blockers.
Bear Umbra This is your bread and butter right here. The hardest decision Edric needs to make on any given turn is what mana to spend before combat, in order to get the most out of the attack, and what mana should be held back in the hopes of getting something decent on your abnormally large combat draw. Bear Umbra means you can have your mana and spend it too. Totem Armor is a substantially thick and creamy layer of icing on the cake. What? You're giving me +2+2 as well? Bear Umbra, you so crazy.
Prophet of Kruphix This is best used with Soul of the Harvest or Primordial Sage, as you will be playing critters on each opponent's turn in order to draw more critters. Without these cards, Kruphix is merely incredible instead of a divinity unto herself.
Seedborn Muse This may go on the chopping block, crazy as that sounds. With Kruphix and Murkfiend, I find myself having no reason to play her relatively frequently. That said, it's Seedborn Muse. Come on.
Snake Umbra This one is definitely on the block. I don't really need the draw from it, and while Totem Armor is nice there are relatively few critters that I desperately need to remain on board. This isn't a combo deck after all. +1+1 is not a concern. The argument for it is that I am usually putting it on something that is getting through the same turn I play it, so I'm getting a damage and a card out of it for 2 mana, with a strong potential that more cards will come my way.
Masked Admirers This is also on the block, purely because while it allows me some slow and stready draw, and a nearly guaranteed body on board, it is not fast and cannot evade on its own. It is good, undoubtedly, but I wonder if I'll find a clear-cut replacement for it soon.
Prime Speaker Zegana Lol.
Sword of Fire and Ice None of its abilities are really stellar or necessary for this deck, but combined they are sorely tempting. Two color protections gives me very useful evasion, a few more damage from the creature never hurt, I can spike opponent's utility duders for 2 every turn, and what the hey a card draw I don't really need, but don't mind either.
Bident of Thassa You can play this along with Edric if you really need to drown in cards, or you have few things that can get through. Most of the time, I'm using it instead of him. This is purely to keep his CMC from skyrocketing. Once your playgroup is used to you playing this deck, Edric won't be on board long in any given iteration.
Primordial Sage The primary purpose of this card is to allow you to draw without hitting opponents. Situations can arise where someone is recurring fog, or nothing is allowed to attack, etc. Now you can keep going through your deck to find some options.
Soul of the Harvest Same as above, but is a 6/6 trampler to boot.
Psychosis Crawler Drawing does direct loss of life to all opponents? Sure, I can see where that might fit in here.
Horizon Chimera Another card that is more than the sum of its parts. Flash is never a bad thing, and neither is flying. The life gain from drawing may just come in handy as well. Trample will rarely make a difference, but it doesn't hurt.
Lorescale Coatl If this thing had any form of evasion, even Mountainwalk... Still, this guy gets big in a hurry with Edric. Granting him evasion is usually pretty easy, and you can be wading in for huge hits. Best of all, Zegana and Overwhelming Stampede can easily turn a big useless snake into victory.
Abundance Edric tends to wind up with a lot of land. On occasion, the opposite is the problem. This fixes both.
Overwhelming Stampede Edric often find himself with one or two fatties without evasion and a lot of little hitters. This card capitalizes on that magnificently.
Craterhoof Behemoth Same concept as above. Craterhoof buffs by the number of creatures rather than the highest power, but I can still get 41-54 damage out of him with fair consistency.
Beastmaster Ascension The main reason this card is so incredible is that the counters on it accrue whenever a creature attacks, before blockers are even declared. If you get this mid to late game, you could be getting its benefits turn of casting.
Gigantomancer I'm not entirely sure I need this in here.
Increasing Savagery Due to the wealth of highly evasive small-fries I have in here, Increasing Savagery just makes good sense. I don't particularly like having cards that do nothing but buff, but the numbers that this thing can put up are tough to rival in a single card. Invisible Stalker is your target of choice.
Living Hive This card is good, but it's by no means fantastic. When it doesn't have evasion, it can occasionally trample its way into a few damage and a few tokens (maybe a draw). If Sun Quan or something is on field, you'll have a growing army of chumps/draw-hitters. When it works it works amazingly, but it is inconsistent. I'd like something more reliable.
Avenger of Zendikar Another chump producer. I think I might take him out for Mycoloth.
Giant Adephage This thing is downright hilarious. Exponential growth of 7/7 tramplers? Why not?
Rite of Replication You'll use it in a different way every time, and it will always make an enormous difference. Even unkicked it can be extremely useful.
Jedit Ojanen of Efrava As discussed previously, landwalk is more useful in Edric than other commanders. I don't really care who I'm hitting, as long as I'm getting my card. This guy gets me a 2/2 chump every time he hits (or blocks!) that also has forestwalk, and is therefore very likely good for some draw down the road.
Darksteel Plate Sometimes, you really want something to stay put.
Gilded Drake I'll be taking that.
Gyre Sage I can usually get 2-3 evolve counters on it within a turn or two, providing a decent ramp source along with a body.
Simic Sky Swallower I wish I could bring myself to cut the Leviathan, but honestly it proves itself to me every time it comes out. I'm often using it defensively, but it can fly/trample in for some decent damage too. It stays on field pretty well, and as much as I wish it was hexproofed rather than shrouded, we can't have it all.
Survival of the Fittest Honestly, I barely ever use it. That said, when you need it you need it.
Lurking Predators This is one of the best things I've found for a bit of wipe-resilience. Edric needs creatures on board, and this will get you a few when you've been wiped while your hand is critter-screwed.
Druid's Repository This is in here for much the same reason as Bear Umbra. If you know you're getting mana from attacking, you can splurge pre-combat and still get to cast your Edric-drawn goodies.
Nullmage Shepherd I like re-useable disenchant, and with my myriad methods of untapping I can wipe some of the nastier things off the board. Particularly things that prevent me from attacking.
Vigor This is mostly to pester red guys that like to mass-burn creatures of my board. It has nice synergy with my untappers as well, as I can now defend with impunity and come back stronger from it.
Omniscience Omniscience is only really worth it in draw heavy decks. Like this one. If this hits field, you've won.
Mimic Vat I originally put this card in before the new Legend Rule, when the deck was rife with Clone creatures. I still have Phyrexian Metamorph and Gilded Drake, which are always good for a dip in the vat, but mostly it winds up surprising me in how I need to use it. Always handy, and even if it isn't it's cheap.
Tooth and Nail This card may be on the block because it is too good. I don't use infinite combos, but getting Psychosis Crawler and Zegana out from library simultaneously is understandably frustrating for everyone else at the table.
Curse of the Swine This addresses a major weakness in Simic, creature removal.
Akroma's Memorial This card embodies versatility.
Sword of Feast and Famine Protection from two colors, one of which is black. They have to discard (because I'm so worried about card advantage). Oh, what's this? Yes I'd like to untap all of my lands. Sure. (Same reasoning as Bear Umbra)
Sword of Light and Shadow White/Black is the best protection combo of the swords, and I get to recur creatures from gy. Three life can keep you in the game on occasion.
Phyrexian Metamorph Always useful. When it isn't, you've done something very wrong.
Chopped Cards:
Oracle of Mul-Daya This is surprisingly on the chopping block, but for what might be silly reasons. The revealed top-card mechanic is pretty brutal when you're drawing 3-9 cards per turn. You can't surprise opponents, and if you're playing on OCTGN or a similar online client (as I do) it is tedious to reveal each and every card before picking it up. Furthermore, 1 extra land per turn is shockingly slow compared to the torrent of mana you will inevitably be swimming against by turn 6. I may switch this out for Soul of the Harvest. In fact, I just did.
Rhystic Study Great as this card is, it does not have a place here. I'm already drawing extremely consistently, and giving my opponent's an option is not an option.
Words of Wind Sometimes, shockingly, you don't need to draw a card. But, you're going to anyway. Spend a few mana and some of your draws are now bouncing opponent's permanents back to their hand. Sure, they get to choose, but if you're bounce three or four things you can lock someone out of the game without really interfering with the rest of your turn. The reason for cutting this is that SOMEONE on board will almost certainly have an ETB effect you don't want to be giving back to them.
Natural Order Yeah, it's great. But, I don't like both creatures needing to be green, and frankly everything in this deck has such synergy that its rare replacing one thing for another nets me an immense board state advantage. I may put it back in if I decide to include Myojin of Life's Web.
Momentous Fall There are situations where this is helpful, but it virtually never makes a real difference. I have no way of recurring it, nor great targets for it. It's out.
1x Edric, Spymaster of Trest
1x Sol Ring
1x Mana Crypt
1x Thran Dynamo
1x Gilded Lotus
1x Darksteel Ingot
1x Simic Signet
1x Burgeoning
1x One With Nature
1x Oracle of Mul-Daya
1x Skyshroud Claim
1x Invisible Stalker
1x Mistblade Shinobi
1x Jhessian Infiltrator
1x Caustic Wasps
1x Trygon Predator
1x Thada Adel, Acquisitor
1x Cold-Eyed Selkie
1x Sun Quan, Lord of Wu
1x Riding the Dilu Horse
1x Thassa, God of the Sea
1x Champion of Lambholt
1x Murkfiend Liege
1x Bear Umbra
1x Prophet of Kruphix
1x Seedborne Muse
1x Snake Umbra
1x Masked Admirers
1x Prime Speaker Zegana
1x Sword of Fire and Ice
1x Bident of Thassa
1x Primordial Sage
1x Rhystic Study
1x Words of Wind
1x Horizon Chimera
1x Lorescale Coatl
1x Abundance
1x Overwhelming Stampede
1x Craterhoof Behemoth
1x Beastmaster Ascension
1x Gigantomancer
1x Increasing Savagery
1x Living Hive
1x Avenger of Zendikar
1x Giant Adephage
1x Rite of Replication
1x Jedit Ojanen of Efrava
1x Darksteel Plate
1x Gilded Drake
1x Gyre Sage
1x Simic Sky Swallower
1x Survival of the Fittest
1x Lurking Predators
1x Druid's Repository
1x Nullmage Shepherd
1x Natural Order
1x Vigor
1x Omniscience
1x Mimic Vat
1x Tooth and Nail
1x Curse of the Swine
1x Momentous Fall
1x Sword of Feast and Famine
1x Sword of Light and Shadow
1x Phyrexian Metamorph
1x Academy Ruins
1x Gaea's Cradle
1x Command Tower
1x Reflecting Pool
1x Mosswort Bridge
1x Temple of the False Gods
1x Ancient Tomb
1x Flooded Grove
1x Tropical Island
1x Simic Growth Chamber
1x Minamo, School at Water's Edge
1x Breeding Pool
1x Nykthos, Shrine to Nyx
1x Cavern of Souls
1x Misty Rainforest
1x Hinterland Harbor
1x Yavimaya Coast
1x Maze of Ith
1x Mystifying Maze
1x Vesuva
1x Thespian's Stage
1x Reliquary Tower
1x Alchemist's Refuge
7x Island
7x Forest
Rules Advisor
Pauper decks: Weenie Tokens — Zombies
My own rules when building a Commander deck:
1) Underrated general that I can build around but the deck must work without him/her too.
2) Every card must be legal in both banlists.
3) No infinite combo that could win (and ruin) instantly a multiplayer game.
4) Synergy at all costs; stay on theme, avoid goodstuff.
UBRThe MindrazerRBU
UUUSpymaster of TrestGGG
GGGThe South TreeGGG
RRRHuman AscendantRRR
DFW L1 judge
Apparently 'Just getting started' still applies even though I've been on here since 2008...
DFW L1 judge
Apparently 'Just getting started' still applies even though I've been on here since 2008...