LEGACY: Soldier Stompy WW // Blue Stompy UU // Fit Variants BGRW // Sol Land Brews BGRUWC MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
How it works (in short) .
Enchant enemy Lands with Wind Zendikon and destroy it with our Anti-Fliers creatures/Bow of Nylea. got Zendikon back to hand, and repeat it.
You have 3 Phases:
1.)Ramp
2.)Land Destruction or denied Lands (Blood Sun or Matsu-Tribe Sniper
3.)Finish Game with our normal Finsihers or trough grind/hard lock
At the moment i have no idea if its only stupid or it is worth to test it.
I've been thinking a bit about the archetype lately. There has been a tendency to (a) elevate Nykthos and (b) try to be the best X deck, as CurdBros would say.
I actually think the star card of the deck gets little attention and has recently been cut from some builds to bad effect. We are indeed trying to be the best X deck, but X is not Nykthos, Titan, or other splashy card.
We are actually the best Garruk Wildspeaker deck.
Why? Because a lot of the deck's modes of action are enabled by him more than Nykthos. Mana boosting, going wide, and overrunning are all enabled by Garruk WS. I think this is a reason that a lot of the builds that focus on single modes tend to fail (all in on Eternal-Command, combo, etc.) while those which are more flexible seem to succeed.
For a great example, consider the builds that AS repeatedly uses to good effect: ostensibly they are Pact-Toolbox builds, but the powerful openings can be turned into wins with Garruk, as can the multiple-PW "go wide" approach, and the mana-boost enables the toolbox.
I'm going to be thinking about the implications of this approach going forward, and building with this in mind.
💯 ^^^^
This is so important. Being able to overrun an army is too much synergy to pass up. It makes:
1. Our smaller creatures like Arbor Elf, Birds, and in my case Visionary much more powerful.
2. The untapping even better (I can’t tell you how many games go untap I To a 2-drop).
The synergy with Garruk is hugeZ. It also makes things like Nissa VOZ, Craterhoof, and anything else that rewards go-wise strategies...
The big difference for us is we can use our mana to become a more resilient go-wide deck and/or to have some interaction while going wide.
My bro and I brewed with Savor a long time ago (me with Devotion/Walkers and him with jeskai Lightning Angel, vigelence/haste, etc.). This, however, was literally two years ago (and I can only imagine how bad the lists look now...I’m pretty certain they are still in tapped out though; but probably not super helpful in today’s game.
What I found at the time was it was kind of an odd synergy. You often wanted to cast Savor kinda early; but then it works like a glorified Explore....but in the turns where I already had 2+ Walkers I felt like it was kinda win-more.
You are a great brewer and a LOT of cards have been printed since we worked on it...so there is every potential there could be something there.
*Im not saying Legend “stole” my Bros idea...two people can have the same idea at different times and explore it. Even if he came across our tapped out list...Savor the Moment can’t be “owned” by anyone; and the list is very old (we haven’t updated it in over a year)...I did not in any way mean to suggest this.*
The thing about a Garruk Wildspeaker build is you need creatures that are sticky enough and that build does much better as a Primalcrux build.
Instead of building around Garruk, which is a dead board without creatures, it's just an overrun stick win con. Better to build off the concept and theme instituted by the legendary Jamie Wakefield.
If you play mono green, PLAY DISRUPTION--Primal Crommand or Plow Under or even a Terastodon as best bets, PLAY RAMP as dorks, devotion enablers, or land fetch, then PLAY a FATTIE to finish the game--which just means either Primalcrux, Primeval Titan, Khalni Hydra, or Deus of Calamity because these sync nicely with devotion.
Just using Nykthos as your mana flood enabler is a flawed design because Spreading Seas and Ghost Quarter or Crumble to Dust makes your entire deck useless. You can work around this with stuff like Summoning Trap, Wall dork mana, Elves tribal mana, or any other green centric strengths.
I'd like to see more Primalcrux centric win conditions like Mirrorweave and Prowling Serpopard to guarantee it hitting the board, or Aspect of Hydra, even Doubling Chant might make a nice creature doubler of what's already there for devotion flood mana.
We're playing mono G or at best hybrid Gruul or Simic. There must be a nice monster you can swing with and use the devotion mechanic to your advantage.
Primal Comman I can get behind because its a multitool, but Plow Under is too specific and has no upside other than setting the opponent back. It does nothing for us otherwise. Great in Mono Green Control, not so much here. I'd much rather run Acidic Slimes over Plow Under.
Terastodon is far too expensive, and gives the opponent 3 3/3s which trade with your 8 drop. Why blow up permanents if you can win the game with craterhoof? Even Sylvan Primordial is too expensive and comes down too late for the permanent disruption to make any meaninful difference. LD needs to start T2/3 to give the desired effect. Acidic Slime is a bit slow but at least comes down T3 and gives devotion.
Khalni hydra would probably work great in a Token Walker build with VOZ/Relentless/Wildspeaker/Primalhunter/Apex Predator and 4x Wolfbriar, but in other builds its just not enough. We need the limited creature slots in our deck to DO SOMETHING as soon as they hit, either that, or be difficult to remove (Chameleon). For the same reason, Primalcrux and Deus of Calamity are suboptimal in the slot...for the same amount of mana, we can have creatures that directly effect the board state as soon as they come down. or force a 2-1 in order to remove them (Thragtusk/Vorapede/Primeval)
Prowling Serpopard is a decent card but Spellbreaker Behemoth is quite a bit better, as Jeskai Control can't kill it with Helix/Bolt.
Mirrorweave and Doubling Chant are cool ideas, but in practice, there's just better things we'd like to be doing with the mana. And if you don't have the "combo", they're just dead cards in hand.
Aspect is a very powerful card and can be a complete blowout, but I don't think I'd run it as more than a 1-of in a big-mana Devotion deck. Auto 3-of in my stompy deck though, but obviously that's a whole other archetype.
In my experience if you want to win with primalcrux (and really, who doesnt?), you need haste enablers. Letting it sit for a whole turn where they can untap and remove it is just too long.
The cool thing about the archetype is that once you're spending dozens of mama to win you have a ton of options.
My current build came about because of how often I was winning with some random creatures + Garruk overrun; I decided to see what happened when I optimized for that plan.
1) Would you leave out the "stompy" part (SLCs and Geists) and focus more on the DRAW part in adding more Selkies/TTracker? Are BTEs quicker and better here than Geists?
2) Spellbreaker vs. Xenagod? And 2x Xenagos vs 2x VoZ? Again keeping in mind the Wave aspect?
3) The third question is more GENERAL one... Are Fetch lands that BIG of a deal? I mean I will get them in the future but do they smoothen the draw and quicken the play that much more? I mean getting 2x W. Heath and 2x W. Foothills is a 80 dollar investment so im asking you as you have ton of experience...
Thank you guys for your input and answers. Also thank you for keeping this thread alive!
Welcome Curator Ventris
1) I would say the Stompy Theme is quite good and the Geists give you some Wrath Protection. Spellbreaker and SLC are a nice interaction. But I would play even more Witness, since they allow you to rebuy your wave, so when you hit Garruk + Witness you can do it all over again.
2) I'd say Xenagod is propably more synergistic with the wave aspect, allow you to hit for 10 with the SLC. But not really a fan of both in a Genesis Wave build.
Vexxing Shusher is propably the better counter protection for your wave. Boseiju, Who Shelters All would be nice too.
Nissa VOZ with Geists is kind of a nonbo since the +1/+1 counter means they wont be undying.
3) Fetchlands have some nice interactions with a Courser on board, allowing you to shuffle away cards you dont want to draw. Aside from the manafixing I don't think they are absolutely vital when you dont play Tracker or any landfall like creatures. The deck thinning is marginal, but great if you're looking for any % you can get.
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Modern: GNykthos Devotion - Eldrazi Tron - RW Boros Burn - UW UW Control
1) Would you leave out the "stompy" part (SLCs and Geists) and focus more on the DRAW part in adding more Selkies/TTracker? Are BTEs quicker and better here than Geists?
2) Spellbreaker vs. Xenagod? And 2x Xenagos vs 2x VoZ? Again keeping in mind the Wave aspect?
3) The third question is more GENERAL one... Are Fetch lands that BIG of a deal? I mean I will get them in the future but do they smoothen the draw and quicken the play that much more? I mean getting 2x W. Heath and 2x W. Foothills is a 80 dollar investment so im asking you as you have ton of experience...
Thank you guys for your input and answers. Also thank you for keeping this thread alive!
Welcome Curator V!!!
I apologize I haven't been able to respond more quickly. I've been focusing my time on the Primer (now trying to embed vidoes!) so haven't been as active directly in the comments. I likely will just post what I have without the videos but the one video I have looks so cool; so I'm giving it a night.
Thanks so much for posting! I'm excited to hear about your build.
____
Has anyone thought about Sylvan Awakening for a Garruk Wildspeaker overrun or even Craterhoof Behemoth (even if tapped they still count as creatures)?
I saw another guy in another forum talking about using Awakening in a Titanshift type deck. I do feel like a modified version of our deck with Nissa, Worldwaker, the scapeshift/amulet titan/Knightfall ramp package, and maybe some sylvan advocates might work out alright. We'd definitely need more lands though.
With regards to comboing Sylvan Awakening with Craterhoof Behemoth, I think it might be win more. You never want to cast it in the early game, so you only want a couple. That, combined with the fact that it would hard to find without more card draw, makes it a bit unwieldy. I think if you're in a position to cast it, as well as Craterhoof in the same turn, you're already winning.
Lots of card advantage and a pseudo combo finish. Tons of fun so far!
I really like this list! The one thing I'd say is that 4x Blood Moon mainboard feels funny with all the non-basics. Maybe its not that big of a deal with all the card advantage you've got, having 2+ Blood Moons that you don't want to play yet might not be a big deal, but those slots could be something like Garruk to untap after Sylvan Awakening/Primeval triggers, or to set up for an overrun with Awakening next turn. I would definitely run at least 3x Blood Moons in the 75 myself though.
edit: 1x Nissa, Vastwood Seer would be sweet in this list as general ramp/support and also as a backup wincon. A few Nissa, Worldwaker would be pretty great with the Sylvan Advocates and the Awakening as well, or just as another backup wincon.
I made a very janky devotion deck based around getting infinite mana as soon as possible. I'm not sure if I would call it exactly competitive, but it is pretty fun. Here's the list:
The deck is based around the idea of getting Arbor Elf, Utopia Sprawl and Freed From the Real onto the battlefield for infinite mana. This is not a new idea, however, the deck has some tech that I haven't seen in other lists. Voyaging Satyr and Weirding Wood make up our extra copies of Arbor Elf and Utopia sprawl, respectively. Drift of Phantasms can tutor up for our Reals if needed, it can also tutor for Weirding Wood if we don't find it or a utopia sprawl, or it can tutor for a Chord of Calling which can find any creature in the deck, most importantly an Arbor Elf/Voyaging Satyr meaning that any of our combo pieces are "tutorable" with Drift of Phantasms and enough mana. Primal Command also can tutor for creatures, and the Drift is a creature, meaning that's 4 more tutors for our enchantments if we need them. Nykthos, Shrine to Nyx can be untapped with Voyaging Satyr, while this is not an infinite mana combo, it is a lot, especially if you have a Wistful Selkie & Freed From the Real out for little bit more mileage out of your Satyr. Simic Growth Chamber forms another infinite combo with Voyaging Satyr and Freed From the Real, just in case we didn't find our land enchantments. It also provides blue mana so that we can play the Real & our Drifts to tutor things. This is the only blue source in the deck aside from the land enchantments or a Nykthos for blue devotion with a Whistful Selkie or Drifts in play.
Now we have a fairly reliable way of getting our infinite mana, sometimes as soon as turn 2! (The deck can also win on turn 2 with the right hand - more on that in a second.) So what can we do with all of our infinite mana? Well, why stop at infinite mana I ask? Temur Sabertooth + Elvish Visionary or Wistful Selkie gives you "infinite" card draw, (you still only have 60 cards in the deck to draw of course.) Acidic Slime with the Sabertooth means you can destroy all of the opponent's noncreature cards on the battlefield, including their lands. Temur Sabertooth + Thragtusk gives you not only infinite life, but also infinite 3/3 beast tokens. And finally, Majestic Myriarch is your win condition, (aside from all those 3/3s we made earlier). Not only is it going to be absolutely huge, it also has trample and haste once we play our Groundbreaker.
Turn 2:
Play forest, tap it, play Utopia sprawl on your untapped forest, calling for blue as your color.
Tap Forest with Utopia sprawl, tap Arbor Elf to untap it, then tap the forest again for a total of 2G 2U in your mana pool. Spen 2G 1U to play Freed From the Real. Pay your last U to untap Arbor Elf again.
With your infinite mana, play Temur Sabertooth and Elvish Visionary/Wistful Selkie, then start drawing through your deck. Find a Thragtusk, Majestic Myriarch and Groundbreaker, either by drawing the whole deck, or tutoring for them, whichever you want. Play Thragtusk then bounce it a bunch of times with Sabertooth to get a bunch of life and 3/3 tokens. Play Groundbreaker and Majestic Myriarch. Majestic Myriarch now has some ridiculous amount of power & toughness, trample, and haste. Congrats.
(Note, the primal commands can all be Chords if you want, I just already have the primals. Same goes for Majestic Myriarch vs Craterhoof Behemoth)
@maxivz
The things that jump out to me are it sounds like Steel Leaf Champion is pretty useful for you. Would you consider bumping up the number to fit a more aggressive line?
The 1-of Chord and 4-of Pact seem a little excessive to me. Is there a reason why you want 5 tutors that get tucked by Oath of Nissa? I always feel like 3 is the sweet spot for Pact myself.
4-of Garruk usually accomplishes the quick overrun, or mega-ramping with a double Garruk activation. That latter makes more sense in Wave type deck to me. I think 3 is definitely a fine number.
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I think Urza's Ruinous Blast could be a solid addition to the G/W Walker list.
MODERN: Pure Pili-ness GU // Red Devotion RR // Green Devotion Variants GRWUG // U/G Emerge CGU // Lots and Lots of Brews BGRUWC
2 Breeding Pool
5 Forest
4 Misty Rainforest
4 Nykthos, Shrine to Nyx
1 Stomping Ground
3 Wooded Foothills
1 Island
//Spells
1 Bow of Nylea
4 Commune with the Gods
1 Garruk Wildspeaker
3 Kiora, Master of the Depths
1 Primal Command
4 Utopia Sprawl
4 Wind Zendikon
//Creatures
1 Acidic Slime
4 Arbor Elf
1 Craterhoof Behemoth
3 Daybreak Ranger
2 Eternal Witness
1 Hornet Queen
4 Matsu-Tribe Sniper
4 Trophy Hunter
2 Walking Ballista
4 Blood Sun
1 Chameleon Colossus
2 Condescend
2 Creeping Corrosion
2 Engineered Explosives
1 Nature's Claim
1 Primal Command
2 Scavenging Ooze
1 Eidolon of Blossoms
1 Evolutionary Leap
1 Lys Alana Bowmaster
1 Mwonvuli Acid-Moss
1 Plow Under
1 Skygames
1 Verduran Enchantress
How it works (in short) .
Enchant enemy Lands with Wind Zendikon and destroy it with our Anti-Fliers creatures/Bow of Nylea. got Zendikon back to hand, and repeat it.
You have 3 Phases:
1.)Ramp
2.)Land Destruction or denied Lands (Blood Sun or Matsu-Tribe Sniper
3.)Finish Game with our normal Finsihers or trough grind/hard lock
At the moment i have no idea if its only stupid or it is worth to test it.
You could add some Spreading Seas as well.
Modern : Solemnity Prison Martyr Proc Devotion to Green 8 Whacks Eldrazi Processor Bogles Landfall Aggro
Legacy : Goblins
spreading seas plus Cold-Eyed Selkie was looking like a strong synergy for the deck.
💯 ^^^^
This is so important. Being able to overrun an army is too much synergy to pass up. It makes:
1. Our smaller creatures like Arbor Elf, Birds, and in my case Visionary much more powerful.
2. The untapping even better (I can’t tell you how many games go untap I To a 2-drop).
The synergy with Garruk is hugeZ. It also makes things like Nissa VOZ, Craterhoof, and anything else that rewards go-wise strategies...
The big difference for us is we can use our mana to become a more resilient go-wide deck and/or to have some interaction while going wide.
What I found at the time was it was kind of an odd synergy. You often wanted to cast Savor kinda early; but then it works like a glorified Explore....but in the turns where I already had 2+ Walkers I felt like it was kinda win-more.
You are a great brewer and a LOT of cards have been printed since we worked on it...so there is every potential there could be something there.
*Im not saying Legend “stole” my Bros idea...two people can have the same idea at different times and explore it. Even if he came across our tapped out list...Savor the Moment can’t be “owned” by anyone; and the list is very old (we haven’t updated it in over a year)...I did not in any way mean to suggest this.*
Totally agree. It would be great against tons of creature-based decks...so what if it kills our tokens...we just rebuild the next turn.
I also thought about Board the Weatherlight
Instead of building around Garruk, which is a dead board without creatures, it's just an overrun stick win con. Better to build off the concept and theme instituted by the legendary Jamie Wakefield.
If you play mono green, PLAY DISRUPTION--Primal Crommand or Plow Under or even a Terastodon as best bets, PLAY RAMP as dorks, devotion enablers, or land fetch, then PLAY a FATTIE to finish the game--which just means either Primalcrux, Primeval Titan, Khalni Hydra, or Deus of Calamity because these sync nicely with devotion.
Just using Nykthos as your mana flood enabler is a flawed design because Spreading Seas and Ghost Quarter or Crumble to Dust makes your entire deck useless. You can work around this with stuff like Summoning Trap, Wall dork mana, Elves tribal mana, or any other green centric strengths.
I'd like to see more Primalcrux centric win conditions like Mirrorweave and Prowling Serpopard to guarantee it hitting the board, or Aspect of Hydra, even Doubling Chant might make a nice creature doubler of what's already there for devotion flood mana.
We're playing mono G or at best hybrid Gruul or Simic. There must be a nice monster you can swing with and use the devotion mechanic to your advantage.
Terastodon is far too expensive, and gives the opponent 3 3/3s which trade with your 8 drop. Why blow up permanents if you can win the game with craterhoof? Even Sylvan Primordial is too expensive and comes down too late for the permanent disruption to make any meaninful difference. LD needs to start T2/3 to give the desired effect. Acidic Slime is a bit slow but at least comes down T3 and gives devotion.
Khalni hydra would probably work great in a Token Walker build with VOZ/Relentless/Wildspeaker/Primalhunter/Apex Predator and 4x Wolfbriar, but in other builds its just not enough. We need the limited creature slots in our deck to DO SOMETHING as soon as they hit, either that, or be difficult to remove (Chameleon). For the same reason, Primalcrux and Deus of Calamity are suboptimal in the slot...for the same amount of mana, we can have creatures that directly effect the board state as soon as they come down. or force a 2-1 in order to remove them (Thragtusk/Vorapede/Primeval)
Prowling Serpopard is a decent card but Spellbreaker Behemoth is quite a bit better, as Jeskai Control can't kill it with Helix/Bolt.
Mirrorweave and Doubling Chant are cool ideas, but in practice, there's just better things we'd like to be doing with the mana. And if you don't have the "combo", they're just dead cards in hand.
Aspect is a very powerful card and can be a complete blowout, but I don't think I'd run it as more than a 1-of in a big-mana Devotion deck. Auto 3-of in my stompy deck though, but obviously that's a whole other archetype.
The cool thing about the archetype is that once you're spending dozens of mama to win you have a ton of options.
My current build came about because of how often I was winning with some random creatures + Garruk overrun; I decided to see what happened when I optimized for that plan.
Welcome Curator Ventris
1) I would say the Stompy Theme is quite good and the Geists give you some Wrath Protection. Spellbreaker and SLC are a nice interaction. But I would play even more Witness, since they allow you to rebuy your wave, so when you hit Garruk + Witness you can do it all over again.
2) I'd say Xenagod is propably more synergistic with the wave aspect, allow you to hit for 10 with the SLC. But not really a fan of both in a Genesis Wave build.
Vexxing Shusher is propably the better counter protection for your wave. Boseiju, Who Shelters All would be nice too.
Nissa VOZ with Geists is kind of a nonbo since the +1/+1 counter means they wont be undying.
3) Fetchlands have some nice interactions with a Courser on board, allowing you to shuffle away cards you dont want to draw. Aside from the manafixing I don't think they are absolutely vital when you dont play Tracker or any landfall like creatures. The deck thinning is marginal, but great if you're looking for any % you can get.
Welcome Curator V!!!
I apologize I haven't been able to respond more quickly. I've been focusing my time on the Primer (now trying to embed vidoes!) so haven't been as active directly in the comments. I likely will just post what I have without the videos but the one video I have looks so cool; so I'm giving it a night.
Thanks so much for posting! I'm excited to hear about your build.
____
Has anyone thought about Sylvan Awakening for a Garruk Wildspeaker overrun or even Craterhoof Behemoth (even if tapped they still count as creatures)?
Creatures
4 Sylvan Advocate
4 Tireless Tracker
2 Courser of Kruphix
3 Oracle of Mul Daya
3 Primeval TItan
4 Search for Tomorrow
4 Explore
4 Blood Moon
4 Sylvan Awakening
Lands
1 Kessig Wolf Run
2 Treetop Village
4 Wooded Foothills
4 Misty Rainforest
2 Stomping Ground
1 Mountain
14 Forest
4 Jadelight Ranger
4 arbor elf
1 eternal witness
1 acidic slime
1 craterhoof behemoth
2 walking ballista
1 Verdurous Gearhulk
1 Inkwell Leviathan
1 lord of atlantis
2 nissa, voice of zendikar
4 spreading seas
4 utopia sprawl
4 traverse the ulvenwald
4 misty rainforest
1 windswept heath
4 breeding pool
1 hinterland harbor
1 temple garden
4 Nykthos, Shrine to Nyx
8 forest
sideboard is all over the place.
I've been messing around with distanful stroke, Aetherize, Profaner of the Dead.
got 1 gaddock teeg and 1 selfless spirit sideboard. 3 spellskite for valakut, infect, burn.
I really like this list! The one thing I'd say is that 4x Blood Moon mainboard feels funny with all the non-basics. Maybe its not that big of a deal with all the card advantage you've got, having 2+ Blood Moons that you don't want to play yet might not be a big deal, but those slots could be something like Garruk to untap after Sylvan Awakening/Primeval triggers, or to set up for an overrun with Awakening next turn. I would definitely run at least 3x Blood Moons in the 75 myself though.
edit: 1x Nissa, Vastwood Seer would be sweet in this list as general ramp/support and also as a backup wincon. A few Nissa, Worldwaker would be pretty great with the Sylvan Advocates and the Awakening as well, or just as another backup wincon.
1x Acidic Slime
4x Arbor Elf
3x Drift of Phantasms
3x Elvish Visionary
1x Majestic Myriarch
1x Groundbreaker
3x Temur Sabertooth
1x Thragtusk
4x Voyaging Satyr
4x Wistful Selkie
4x Freed from the Real
4x Utopia Sprawl
2x Weirding Wood
4x Primal Command
1x Chord of Calling
Lands
12x Forest
4x Nykthos, Shrine to Nyx
4x Simic Growth Chamber
The deck is based around the idea of getting Arbor Elf, Utopia Sprawl and Freed From the Real onto the battlefield for infinite mana. This is not a new idea, however, the deck has some tech that I haven't seen in other lists.
Voyaging Satyr and Weirding Wood make up our extra copies of Arbor Elf and Utopia sprawl, respectively. Drift of Phantasms can tutor up for our Reals if needed, it can also tutor for Weirding Wood if we don't find it or a utopia sprawl, or it can tutor for a Chord of Calling which can find any creature in the deck, most importantly an Arbor Elf/Voyaging Satyr meaning that any of our combo pieces are "tutorable" with Drift of Phantasms and enough mana. Primal Command also can tutor for creatures, and the Drift is a creature, meaning that's 4 more tutors for our enchantments if we need them. Nykthos, Shrine to Nyx can be untapped with Voyaging Satyr, while this is not an infinite mana combo, it is a lot, especially if you have a Wistful Selkie & Freed From the Real out for little bit more mileage out of your Satyr. Simic Growth Chamber forms another infinite combo with Voyaging Satyr and Freed From the Real, just in case we didn't find our land enchantments. It also provides blue mana so that we can play the Real & our Drifts to tutor things. This is the only blue source in the deck aside from the land enchantments or a Nykthos for blue devotion with a Whistful Selkie or Drifts in play.
Now we have a fairly reliable way of getting our infinite mana, sometimes as soon as turn 2! (The deck can also win on turn 2 with the right hand - more on that in a second.) So what can we do with all of our infinite mana? Well, why stop at infinite mana I ask? Temur Sabertooth + Elvish Visionary or Wistful Selkie gives you "infinite" card draw, (you still only have 60 cards in the deck to draw of course.) Acidic Slime with the Sabertooth means you can destroy all of the opponent's noncreature cards on the battlefield, including their lands. Temur Sabertooth + Thragtusk gives you not only infinite life, but also infinite 3/3 beast tokens. And finally, Majestic Myriarch is your win condition, (aside from all those 3/3s we made earlier). Not only is it going to be absolutely huge, it also has trample and haste once we play our Groundbreaker.
Now for the turn 2 win that I talked about. Your hand must consist of: 2x Forest, Arbor Elf Utopia Sprawl, Fread From the Reel, Elvish Visionary/Wistful Selkie and Temur Sabertooth.
Turn 1:
Play forest, tap it, play Arbor Elf.
Turn 2:
Play forest, tap it, play Utopia sprawl on your untapped forest, calling for blue as your color.
Tap Forest with Utopia sprawl, tap Arbor Elf to untap it, then tap the forest again for a total of 2G 2U in your mana pool. Spen 2G 1U to play Freed From the Real. Pay your last U to untap Arbor Elf again.
With your infinite mana, play Temur Sabertooth and Elvish Visionary/Wistful Selkie, then start drawing through your deck. Find a Thragtusk, Majestic Myriarch and Groundbreaker, either by drawing the whole deck, or tutoring for them, whichever you want. Play Thragtusk then bounce it a bunch of times with Sabertooth to get a bunch of life and 3/3 tokens. Play Groundbreaker and Majestic Myriarch. Majestic Myriarch now has some ridiculous amount of power & toughness, trample, and haste. Congrats.
(Note, the primal commands can all be Chords if you want, I just already have the primals. Same goes for Majestic Myriarch vs Craterhoof Behemoth)
EDIT: Here's a link to the deck on tappedout if you prefer to view it there: http://tappedout.net/mtg-decks/devotion-combo-deck/?cb=1525496693
The things that jump out to me are it sounds like Steel Leaf Champion is pretty useful for you. Would you consider bumping up the number to fit a more aggressive line?
The 1-of Chord and 4-of Pact seem a little excessive to me. Is there a reason why you want 5 tutors that get tucked by Oath of Nissa? I always feel like 3 is the sweet spot for Pact myself.
4-of Garruk usually accomplishes the quick overrun, or mega-ramping with a double Garruk activation. That latter makes more sense in Wave type deck to me. I think 3 is definitely a fine number.