I tried to focus on ETB abilities and creatures that bounce others back to my hand, to really abuse Karametra. I can see several paths to take her, like tutor heavy (Survival of the Fittest, Enlightened Tutor, Worldy Tutor), hatebears (Thalia, Linvala, Vorinclex + Avacyn + Tooth and Nail), or tokens (Rhys, Trostani, more Garruks, Doubling Season) or even some sort of combo (Cloudstone Curio, Alluren). The only thing I'm trying to avoid is goodstuff aditions, cards that are good but don't have a purpose other than being good (the Primordial cycle comes to mind). I don't even like my initial list, because there are lots of cards like those.
I would really like to make a different deck, one that plays more obscure cards that sinergizes with the commander and still be able to win. Any help?
Edit: if the image is not working:
Karametra, God of Harvests 3GW
Legendary Enchatment Creature - God M
Indestructible
As long as your devotion to green and to white is less than seven, ~ isn't a creature.
Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle your library.
6/7
Not enough basics if you plan to abuse her ability. Also Eladamri's Call and Congregation at Dawn seems good here as they get you creature to CAST. There is also a wurm with cascade, forgot its name.
Thanks for the suggestions. I wil probably take out Treetop Village , Rifstone Portal and maybe Opal Palace (she would never be a creature anyway) for 3 basics. Probably that's still too few.
I would remove the fetches, and really consider your investment into dual lands that aren't specifically a plains or forest. I actually don't even like command tower here because her casting cost is just WG, and you're green so the second color isn't as hard to nab.
I would run Dust Bowl and Bow of Nylea or something in order to stick the lands back in the deck. Also consider Sapseep Forest, the only other utility land that she can fetch that you don't already have.
I proxied it up and played a few games last night. I tested a list close to my initial one, adding some suggested cards, and a thing I noticed is that Karametra tends to favor some sort of stax/LD, since she is very strong at aquiring resources, but that is not something I like to play with/against, so I won't even bother.
Now, regarding the list I played, I think that there are few things to do with the absurd amount of mana Karametra generates during the game. Bouncing creatures and recasting them goes a long way, and while it was powerful and fun, I don't think it's enough. Maybe something like Squall Line to end games or Kamahl, Fist of Krosa?
Alright heres my take:
Karametra is very similar to azusa, but different. With azusa you want to run tons of land, and karametra tons of creatures with what I would call a normal amount of land.
Yes, Kara would be very good in a stax/LD/control commander deck, but thats not my cup of tea. theres already Someone like that in my playgroup, and karametra is slated to recover from LD well.
Like asuza, you want to cast karametra ASAP. 3rd turn is what to aim for. 4th turn isnt bad. 2nd turn with mana vault is amazing. Mana dorks are key here. I will include quite a few. Even if you draw them later, they get u a land and thin your deck, and also give skullclamp fodder. Every land you fetch will thin your deck and let you draw real threats.
I think we think alot alike because our lists are very similar. One thing is stonecloaker is strictly better than emancipation angel, but you could surely run both
i think 15+ basics is required. thats my only major issue with your list. You are pretty all-in on the bouncing creature strat, but you only have 8 basics to fetch with duals/mistveil too. Oh and you must have just had a brain fart when you forgot genesis wave
Kamahl is pretty good. Helix Pinnacle if you want to go the jank route.
Helix Pinnacle seems like something to do with infinite mana, which, at least now, I can't do. Otherwise, it is a 6-8 turn clock that kills the entire table at once. Maybe it proves better, but I'm sceptical.
Edit: actually, when I put it this way, it sounds reasonable enough.
Alright heres my take:
Karametra is very similar to azusa, but different. With azusa you want to run tons of land, and karametra tons of creatures with what I would call a normal amount of land.
Yes, Kara would be very good in a stax/LD/control commander deck, but thats not my cup of tea. theres already Someone like that in my playgroup, and karametra is slated to recover from LD well.
Like asuza, you want to cast karametra ASAP. 3rd turn is what to aim for. 4th turn isnt bad. 2nd turn with mana vault is amazing. Mana dorks are key here. I will include quite a few. Even if you draw them later, they get u a land and thin your deck, and also give skullclamp fodder. Every land you fetch will thin your deck and let you draw real threats.
I think we think alot alike because our lists are very similar. One thing is stonecloaker is strictly better than emancipation angel, but you could surely run both
i think 15+ basics is required. thats my only major issue with your list. You are pretty all-in on the bouncing creature strat, but you only have 8 basics to fetch with duals/mistveil too. Oh and you must have just had a brain fart when you forgot genesis wave
I completely forgot about Stonecloaker. He is definitely in.
Genesis Wave and Primeval Bounty are on the "cards to test with" list, along with more mana dorks, Enlightened Tutor, Cream of the Crop and several others. I have this "core", around 75 cards, that I feel are essential to the plan of the deck, so I am trying to use that as a guideline.
The reason I'm using every bounce creature is that I really like redundancy in my EDH decks. I try to use as few tutors as possible (usually around 3, just to have one when it matters most), so having several cards that play the same role is key. I can see cutting some down, though (Blinking Spirit I'm looking at you).
The reason I'm using every bounce creature is that I really like redundancy in my EDH decks. I try to use as few tutors as possible (usually around 3, just to have one when it matters most), so having several cards that play the same role is key. I can see cutting some down, though (Blinking Spirit I'm looking at you).
All that bounce is fine, and a good strategy, but unless you add more basics, you wont be using your commander to her full effect
All that bounce is fine, and a good strategy, but unless you add more basics, you wont be using your commander to her full effect
Yeah, I forgot to fix that on my post. The list I'm playing now has 16 basics Temple GardenSapseep Forest and Mistveil Plains. Seems a little too much, but it plays well enough.
Tomorrow I will post my updated decklist, or at least what I consider the "core" of the deck.
What I really like about this list is that almost every card has a purpose, be it ramp, card draw, card advantage or synergies. Of course it's not perfect, but it plays great and is a lot of fun.
Wouldn't Worldly Tutor be better in this deck than Congregation at Dawn since your library will be shuffled when you cast the creature you just drew with CaD?
Wouldn't Worldly Tutor be better in this deck than Congregation at Dawn since your library will be shuffled when you cast the creature you just drew with CaD?
Wouldn't Worldly Tutor be better in this deck than Congregation at Dawn since your library will be shuffled when you cast the creature you just drew with CaD?
Note that Karametra's trigger is not mandatory, so I actually prefer CaD over Worldly Tutor because the aditional creatures sometimes are more useful than 2 or 3 more lands, especially late game when I have like 20 mana available and nothing to cast with it.
On Genesis Wave, my playgroup started to hate on the card because some new guy with a Derevi deck kills us all with a giant Wave while everybody is stuck on mana because of his Stax effects. That's the only reason I'm not playing it, and it should definitely be in the deck. I'm just avoiding it for now.
would anyone consider running amulet of vigor to get all lands in untapped? or not that big a deal.... not sure
I don't think it's worth it. Lotus Cobra does almost the same thing and it's terrible because more often than not I won't use the mana. But the Amulet can be good with all the duals and ramp we run, so I wouldn't dismiss it completely. Also, it harder to kill than the Cobra.
I've been playtesting with my own Karametra list, and I've replaced Seer's Sundial with Mentor of the Meek and never changed back. The former at 2 mana per draw was too much in my experience. Plus, the latter one is a creature.
These seem to only be in here because nonbasics are kinda cool. None seem to serve a particularly proactive function that will help you will games, while they offer poor tempo (in the case of all of the etb tapped lands), meaningless amounts of life (in case of the two life gain lands (unless I missed a reason for the sac outlet High Market provides), and fixing that just doesn't matter in a two color, green based, ramp-themed deck. Meanwhile, non-basics are much easier to hate off, and cannot be searched for by your general.
Edit: Ok, Sapseed Forest can be searched for, but the life gain is soooooo irrelevant at one life per activation
"Some of the other guys dared me to go out, but I knew it weren't no ordinary giant giga-blasting blaze of unending flames that would scorch the whole world."
—Norin the Wary
Dust Bowl is already in there, thanks for reminding me that card existed
All of the uncolored lands are there for a function, mainly protecting Karametra, either with regenerate (Yavimaya's Hollow), casting her at instant-speed to avoid sweepers (Winding Canyons) or sac her in response to her getting tucked or stolen (High Market). Temple of the False God was cut, though.
The cost of running duals in the deck is close to 0, since it doesn't want more than 20-22 basics at most, unless you're running some kind of infinite combo, which I'm not. The probability of me running out of lands to search is incredibly low, so dual lands are the best way to fill out the lands slots. The CIPT lands never bothered me, and the life gain from Sapseep Forest is actually relevant in long, grindy games.
On Cloudstone Curio, I am tired of this card since I played Momir Vig for a lot of time. And it's too combo like for my build. But it's great in a more Elfball focused build.
I've been playtesting with my own Karametra list, and I've replaced Seer's Sundial with Mentor of the Meek and never changed back. The former at 2 mana per draw was too much in my experience. Plus, the latter one is a creature.
Although my Karametra, God of Harvests deck is very different from what one would expect, one card that caught my eye and seems like alot of fun and unexpected is Panglacial Wurm.
With so much searching you can probably easily get a this out, and looks pretty good play EoT especially after a sweep spell.
Just a thought and something that I am sure will bring smiles to your opponents faces.
Panglacial Wurm is actually a lot of fun, thanks a lot for the suggestion. He is big, has evasion and fits the theme. Also, I always like to give obscure cards like him some time on the spotlight.
Novablast Wurm is awesome in Karamtra, since he almost triggers her devotion, just have an Asceticism in play and you'll have 2 untouchable beat sticks that wrath the board each turn.
Well, now you have. I'm in love with her, the art, the flavor, the colors, so of course I would build a new deck around her. Here is my first draft:
5 Forest
3 Plains
1 Brushland
1 Command Tower
1 Dryad Arbor
1 Gaea's Cradle
1 Ghost Quarter
1 Grasslads
1 High Market
1 Horizon Canopy
1 Krosan Verge
1 Marsh Flats
1 Mistveil Plains
1 Misty Rainforest
1 Opal Palace
1 Razorverge Thicket
1 Rifstone Prtal
1 Selesnya Sanctuary
1 Stirring Wildwood
1 Strip Mine
1 Sungrass Prairie
1 Sunpetal Grove
1 Tectonic Edge
1 Temple Garden
1 Temple of Plenty
1 Temple of the False God
1 Treetop Village
1 Verdant Catacombs
1 Winding Canyons
1 Windswept Heath
1 Wooded Bastion
1 Wooded Foothills
1 Yavimaya Hollow
1 Avacyn's Pilgrim
1 Birds of Paradise
2 Sakura-Tribe Elder
2 Whitemane Lion
3 Emancipation Angel
3 Eternal Witness
3 Fleetfoot Panther
3 Knight of the Reliquary
3 Wood Elves
3 Yavimaya Elder
4 Blinking Spirit
4 Dust Elemental
4 Jackalope Herd
4 Oracle of Mul Daya
4 Restoration Angel
4 Roaring Primadox
4 Seht's Tiger
4 Solemn Simulacrum
4 Stampeding Serow
4 Wolfbriar Elemental
5 Acidic Slime
5 Deranged Hermit
5 Geist-Honored Monk
5 Karmic Guide
5 Reveilark
5 Thragtusk
5 Weatherseed Treefolk
6 Captain of the Watch
6 Crovax, Ascendant Hero
6 Rampaging Baloths
7 Angel of Serenity
7 Avenger of Zendikar
7 Elesh Norn, Grand Cenobite
1 Expedition Map
1 Sensei's Divining Top
1 Sol Ring
2 Scroll Rack
4 Birthing Pod
Enchantments 4
3 Aura Shards
4 Greater Good
5 Mirari's Wake
6 Lurking Predators
Instants 6
1 Path to Exile
1 Swords to Plowshares
3 Beast Within
3 Chord of Calling
3 Krosan Grip
4 Return to Dust
Sorcery 10
1 Green Sun's Zenith
2 Life From the Loam
2 Regrowth
3 Cultivate
3 Kodama's Reach
4 Day of Judgment
4 Reap and Sow
4 Wrath of God
6 Austere Command
8 Praetor's Counsel
Planeswalkers
4 Elspeth, Knight-Errant
4 Garruk Wildspeaker
I tried to focus on ETB abilities and creatures that bounce others back to my hand, to really abuse Karametra. I can see several paths to take her, like tutor heavy (Survival of the Fittest, Enlightened Tutor, Worldy Tutor), hatebears (Thalia, Linvala, Vorinclex + Avacyn + Tooth and Nail), or tokens (Rhys, Trostani, more Garruks, Doubling Season) or even some sort of combo (Cloudstone Curio, Alluren). The only thing I'm trying to avoid is goodstuff aditions, cards that are good but don't have a purpose other than being good (the Primordial cycle comes to mind). I don't even like my initial list, because there are lots of cards like those.
I would really like to make a different deck, one that plays more obscure cards that sinergizes with the commander and still be able to win. Any help?
Edit: if the image is not working:
Karametra, God of Harvests 3GW
Legendary Enchatment Creature - God M
Indestructible
As long as your devotion to green and to white is less than seven, ~ isn't a creature.
Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle your library.
6/7
Thanks for the suggestions. I wil probably take out Treetop Village , Rifstone Portal and maybe Opal Palace (she would never be a creature anyway) for 3 basics. Probably that's still too few.
Enlisted Wurm is awesome, I haven't thought of him.
WBR: Kaalia of the Vast
GWU: Rafiq of the Many
WUB: Sydri, Galvanic Genius
URG: Riku of Two Reflections
BRG: Kresh the Bloodbraided
WUBRG: Sliver Overlord
Which ones? There are not a lot of good landfall cards that fit the deck. Rampaging Baloths and Avenger of Zenidkar are the ones that come to mind.
Edit: a quick Gatherer search showed me that there are some viable landfall cards. Seer's Sundial and Emeria Angel caught my atention.
I would run Dust Bowl and Bow of Nylea or something in order to stick the lands back in the deck. Also consider Sapseep Forest, the only other utility land that she can fetch that you don't already have.
Also consider doing something like Amulet of Vigor and weenie combo out, Mentor of the Meek seems pretty good as are the classics like Glimpse of Nature.
Throw in the legacy elves combo as well.
GB [Primer][Competitive][Stax][Combo] Meren of Clan Nel Toth 95% RETIRED
UW [Primer][Competitive][Combo][Stax] Brago, King Eternal RETIRED
BR Rakdos, Lord of Riots (75%)
G Titania - 75%
W SRAM - Welcome to the cheeri0s jam 95%
U Teferi - stax 100%
R Neheb - janky mono red eggs combo 90%
B Gonti - 50% valuetown
Now, regarding the list I played, I think that there are few things to do with the absurd amount of mana Karametra generates during the game. Bouncing creatures and recasting them goes a long way, and while it was powerful and fun, I don't think it's enough. Maybe something like Squall Line to end games or Kamahl, Fist of Krosa?
Kamahl is pretty good. Helix Pinnacle if you want to go the jank route.
Karametra is very similar to azusa, but different. With azusa you want to run tons of land, and karametra tons of creatures with what I would call a normal amount of land.
Yes, Kara would be very good in a stax/LD/control commander deck, but thats not my cup of tea. theres already Someone like that in my playgroup, and karametra is slated to recover from LD well.
Like asuza, you want to cast karametra ASAP. 3rd turn is what to aim for. 4th turn isnt bad. 2nd turn with mana vault is amazing. Mana dorks are key here. I will include quite a few. Even if you draw them later, they get u a land and thin your deck, and also give skullclamp fodder. Every land you fetch will thin your deck and let you draw real threats.
Whitemane Lion and Stonecloaker are repeatable farseeks at instant speed, stonecloaker having the added bonus of wrecking graveyard plans. Dont have much to do on your turn and cast cast that eldrazi? Pass turn with tons of mana untapped and cast whitemane lion 3 or 4 times at end of opponents turn. for this same reason I like Roaring Primadox for returning elvish visionary, wall of blossoms, avenger of zendikar, craterhoof behemoth.
Landfall, while you dont get the landfall trigger when you cast the creature and get a land, is still strong.
Emeria Angel and Rampaging Baloths will get you tons of skullclamp fodder, as well as huge threats withelesh norn, grand cenobite and kamahl, fist of krosa.
Having the 2 big eldrazi will allow you perpetuity with your deck, drawing relevant cards because you have fetched alot of the lands out. Kozilek, Butcher of Truth and Ulamog, the Infinite Gyre .
seer's sundial for card draw
and Primeval Bounty is a box of awesome value with kara
heres my work in progress list
http://tappedout.net/mtg-decks/karametra-edh-1/
I think we think alot alike because our lists are very similar. One thing is stonecloaker is strictly better than emancipation angel, but you could surely run both
i think 15+ basics is required. thats my only major issue with your list. You are pretty all-in on the bouncing creature strat, but you only have 8 basics to fetch with duals/mistveil too. Oh and you must have just had a brain fart when you forgot genesis wave
check out my foil alters
http://s79.photobucket.com/user/gruffigummi/library/Foil Alters?sort=3&page=1
Helix Pinnacle seems like something to do with infinite mana, which, at least now, I can't do. Otherwise, it is a 6-8 turn clock that kills the entire table at once. Maybe it proves better, but I'm sceptical.
Edit: actually, when I put it this way, it sounds reasonable enough.
Kamahl is really awesome, by the way.
I completely forgot about Stonecloaker. He is definitely in.
Genesis Wave and Primeval Bounty are on the "cards to test with" list, along with more mana dorks, Enlightened Tutor, Cream of the Crop and several others. I have this "core", around 75 cards, that I feel are essential to the plan of the deck, so I am trying to use that as a guideline.
The reason I'm using every bounce creature is that I really like redundancy in my EDH decks. I try to use as few tutors as possible (usually around 3, just to have one when it matters most), so having several cards that play the same role is key. I can see cutting some down, though (Blinking Spirit I'm looking at you).
All that bounce is fine, and a good strategy, but unless you add more basics, you wont be using your commander to her full effect
check out my foil alters
http://s79.photobucket.com/user/gruffigummi/library/Foil Alters?sort=3&page=1
Yeah, I forgot to fix that on my post. The list I'm playing now has 16 basics Temple Garden Sapseep Forest and Mistveil Plains. Seems a little too much, but it plays well enough.
Tomorrow I will post my updated decklist, or at least what I consider the "core" of the deck.
10 Forest
7 Plains
1 Dryad Arbor
1 Mistveil Plains
1 Sapseep Forest
1 Temple Garden
1 Brushlands
1 Command Tower
1 Grasslands
1 Horizon Canopy
1 Selesnya Sanctuary
1 Stirring Widwood
1 Sungrass Prairie
1 Sunpetal Grove
1 Temple of Plenty
1 Wooded Bastion
1 Windswepth Heath
1 Dust Bowl
1 High Market
1 Strip Mine
1 Temple of the False God
1 Winding Canyons
1 Yavimaya Hollow
Commander
5 Karametra, God of Harvests
Removal 9
1 Path to Exile
1 Swords to Plowshares
3 Aura Shards
3 Beast Within
3 Krosan Grip
4 Day of Judgment
4 Return to Dust
4 Wrath of God
6 Austere Command
2 Whitemane Lion
3 Emanipation Angel
3 Fleetfoot Panther
3 Stonecloaker
4 Blinking Spirit
4 Dust Elemental
4 Roaring Primadox
4 Stampeding Serow
4 Stampeding Wildebeests
6 Crovax, Ascendant Hero
Tutor 5
1 Enlightnened Tutor
1 Expedition Map
1 Green Sun's Zenith
2 Eladamri's Call
3 Congregation at Dawn
Ramp 13
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Fyndhorn Elves
1 Llanowar Elves
1 Sol Ring
2 Khalni Heart Expedition
2 Lotus Cobra
3 Cultivate
3 Kodama's Reach
3 Wood Elves
3 Yavimaya Elder
4 Solemn Simulacrum
5 Mirari's Wake
2 Elvish Visionary
2 Wall of Blossoms
2 Wall of Omens
3 Eternal Witness
3 Knight of the Reliquary
4 Restoration Angel
4 Wolfbriar Elemental
5 Acidic Slime
5 Thragtusk
6 Captain of the Watch
6 Enlisted Wurm
6 Kamahl, Fist of Krosa
6 Rampaging Baloths
7 Avenger of Zendikar
7 Elesh Norn, Grand Cenobite
10 Kozilek, Butcher of Thruth
Other Spells 8
2 Regrowth
2 Sylvan Library
3 Bow of Nylea
4 Elspeth, Knight-Errant
4 Garruk Wildspeaker
4 Seer's Sundial
6 Lurking Predators
6 Primeval Bounty
Cards on the chopping block: Blinking Spirit Elspeth, Knight-Errant Lotus Cobra Khalni Heart Expedition Day of Judgment
Possible Aditions: Praetor's Counsel Crucible of Worlds Survival of the Fittest Sun Titan Sylvan Primordial Nylea, God of the Hunt
What I really like about this list is that almost every card has a purpose, be it ramp, card draw, card advantage or synergies. Of course it's not perfect, but it plays great and is a lot of fun.
WBR: Kaalia of the Vast
GWU: Rafiq of the Many
WUB: Sydri, Galvanic Genius
URG: Riku of Two Reflections
BRG: Kresh the Bloodbraided
WUBRG: Sliver Overlord
exactly right. and ur still missing genesis wave!
check out my foil alters
http://s79.photobucket.com/user/gruffigummi/library/Foil Alters?sort=3&page=1
check out my foil alters
http://s79.photobucket.com/user/gruffigummi/library/Foil Alters?sort=3&page=1
Note that Karametra's trigger is not mandatory, so I actually prefer CaD over Worldly Tutor because the aditional creatures sometimes are more useful than 2 or 3 more lands, especially late game when I have like 20 mana available and nothing to cast with it.
On Genesis Wave, my playgroup started to hate on the card because some new guy with a Derevi deck kills us all with a giant Wave while everybody is stuck on mana because of his Stax effects. That's the only reason I'm not playing it, and it should definitely be in the deck. I'm just avoiding it for now.
I don't think it's worth it. Lotus Cobra does almost the same thing and it's terrible because more often than not I won't use the mana. But the Amulet can be good with all the duals and ramp we run, so I wouldn't dismiss it completely. Also, it harder to kill than the Cobra.
Also cut Crovax, Ascendant Hero as he kills your mana dorks.
WBR: Kaalia of the Vast
GWU: Rafiq of the Many
WUB: Sydri, Galvanic Genius
URG: Riku of Two Reflections
BRG: Kresh the Bloodbraided
WUBRG: Sliver Overlord
These seem to only be in here because nonbasics are kinda cool. None seem to serve a particularly proactive function that will help you will games, while they offer poor tempo (in the case of all of the etb tapped lands), meaningless amounts of life (in case of the two life gain lands (unless I missed a reason for the sac outlet High Market provides), and fixing that just doesn't matter in a two color, green based, ramp-themed deck. Meanwhile, non-basics are much easier to hate off, and cannot be searched for by your general.
Edit: Ok, Sapseed Forest can be searched for, but the life gain is soooooo irrelevant at one life per activation
[EDH] Rafiq of the Many
[EDH]Chainer, Dementia Master
[EDH] Maelstrom Wanderer
Arcane Spyglass
Constant Mists
Aura Fracture
Dust Bowl
Pegasus Stampede
Squirrel Wrangler
Sylvan Safekeeper
And another card that has some pretty nifty applications here is Cloudstone Curio.
Cockatrice Username: seriph0
All of the uncolored lands are there for a function, mainly protecting Karametra, either with regenerate (Yavimaya's Hollow), casting her at instant-speed to avoid sweepers (Winding Canyons) or sac her in response to her getting tucked or stolen (High Market). Temple of the False God was cut, though.
The cost of running duals in the deck is close to 0, since it doesn't want more than 20-22 basics at most, unless you're running some kind of infinite combo, which I'm not. The probability of me running out of lands to search is incredibly low, so dual lands are the best way to fill out the lands slots. The CIPT lands never bothered me, and the life gain from Sapseep Forest is actually relevant in long, grindy games.
On Cloudstone Curio, I am tired of this card since I played Momir Vig for a lot of time. And it's too combo like for my build. But it's great in a more Elfball focused build.
Mentor of the Meek is really great. I've kept both of them in, though.
Crovax was already weak in my first draft when I played 2 mana dorks. Paying 2 life and 6 mana for a Rampant Growth is terrible. He is already out.
Panglacial Wurm is actually a lot of fun, thanks a lot for the suggestion. He is big, has evasion and fits the theme. Also, I always like to give obscure cards like him some time on the spotlight.
GWUBRDraft my Old Border Nostalgia Cube! and/or The Little Pauper Cube That Could!RBUWG
Modern:WDeath & TaxesW | RUGRUG DelverRUG
1 Karametra, God of Harvests
Artifacts 7
1 Amulet of Vigor
1 Sensei's Divining Top
1 Sol Ring
3 Cloudstone Curio
3 Staff of Domination
5 Mind's Eye
7 Akroma's Memorial
Creatures 37
1 Arbor Elf
1 Birchlore Rangers
1 Heritage Druid
1 Joraga Treespeaker
1 Llanowar Elves
1 Nettle Sentinel
1 Quirion Ranger
1 Wirewood Symbiote
2 Devoted Druid
2 Elvish Visionary
2 Fauna Shaman
2 Gaea's Herald
2 Lotus Cobra
2 Priest of Titania
2 Qasali Pridemage
2 Rofellos, Llanowar Emissary
2 Sakura-Tribe Elder
2 Scryb Ranger
3 Azusa, Lost But Seeking
3 Elvish Archdruid
3 Elvish Harbinger
3 Eternal Witness
3 Ezuri, Renegade Leader
3 Knight of the Reliquary
3 Wood Elves
3 Yavimaya Elder
4 Oracle of Mul Daya
4 Solemn Simulacrum
5 Acidic Slime
5 Seedborn Muse
6 Primordial Sage
6 Soul of the Harvest
7 Avenger of Zendikar
7 Regal Force
8 Craterhoof Behemoth
8 Woodfall Primus
10 Kozilek, Butcher of Truth
2 Sterling Grove
4 Aluren
4 Greater Good
5 Asceticism
6 Recycle
Insants 4
1 Path to Exile
1 Enlightened Tutor
2 Eladamri's Call
3 Krosan Grip
Lands 39
1 Cavern of Souls
1 Command Tower
1 Dryad Arbor
1 Emeria, the Sky Ruin
17 Forest
1 Krosan Verge
1 Mistveil Plains
1 Nykthos, Shrine to Nyx
10 Plains
1 Reliquary Tower
1 Strip Mine
1 Sunpetal Grove
1 Temple Garden
1 Temple of Plenty
Planeswalker 1
4 Garruk Wildspeaker
Sorceries 6
3 Genesis Wave
3 Idyllic Tutor
4 Day of Judgment
5 Creeping Renaissance
6 Austere Command
8 Praetor's Counsel