This is my first post on this forum, so I apologize in advance if I break any etiquette. I am also fairly new to CEDH and am an old Vintage player who got back into mtg a few years ago.
I am working on an Chulane cEDH deck. I have done some basic play testing solo, but until release I obviously can't run it in anger, so take my current findings as theoretical.
The general premise of the deck is to use Chulane to draw and cast out a critical mass of mana dorks before dropping Bell ringer, Guardian or Intruder alarm and preceding to draw as much of you library and generating as much mana as you need to trigger the wincon. This usually will go off 1 or 2 turns after Chulane activates consistently on turns 5-7 assuming the strategy is not disrupted by removal, hate or counterspells.
Wining can be achieved either via combat following bouncing of Great Oak Guardian, a lock with Words of wind, a with activating shaman of the forgotten ways or a combination of each.
Hatebears are dropped to stifle the opponent to keep the engine up till you have enough dorks and either hit a combo piece or can tutor for one. Counter spells are kept back to help prevent the inevitable targeting of Chulane or intervene in a opponents combo triggering and consist of those requiring only 1 U mana to keep mana free for Chulane to run as free as possible
Tax effects, with the exception of Thorn of Amethyst can be bounce back on your turn, but commonly you will have enough mana to suffer the tax. Mana breach and Overburden are sort of soft combos that can significantly extend your turn whilst disadvantaging your opponents. Retreat to coral helm is another similar turn extender which gives you better chance of hitting a combo piece.
The mana base is very few basics to give go consistency in dropping early dorks and hitting the necessary UGW to be able to drop chulane as soon as viable. I appreciate this makes it weak to Blood moon and back to basics.
There are some staples that I left out deliberately
Sol ring, Mana crypt, mox diamond. None of these trigger chulane. Sol ring dosn't actually speed you up and if draw mid to late game is a dead card, same goes for Crypt and Mox diamond. Mox diamond can in theory speed up your start but given the deck runs 30 land (to keep consistent draws and re triggers with Chulane) and therefore often is disadvantage.
Sylvan library and sensei's divining top are both omitted as they do not allow you to scry which is really what you want as opposed to drawing.
I appreciate this is probably not super competitive, but it certainly don't belong in the casual commander forum. All thoughts and suggests are welcome. Thanks.
This is my first post on this forum, so I apologize in advance if I break any etiquette. I am also fairly new to CEDH and am an old Vintage player who got back into mtg a few years ago.
I am working on an Chulane cEDH deck. I have done some basic play testing solo, but until release I obviously can't run it in anger, so take my current findings as theoretical.
1 Aura Shards
1 Cyclonic Rift
1 Delay
1 Dispel
1 Flusterstorm
1 Heroic Intervention
1 Mana Leak
1 Nature's Claim
1 Negate
1 Pact of Negation
1 Spell Pierce
1 Swan Song
1 Swords to Plowshares
//Tutors/Recursion
1 Crop Rotation
1 Drift of Phantasms
1 Eladamri's Call
1 Enlightened Tutor
1 Eternal Witness
1 Spellseeker
//Hate
1 Aven Mindcensor
1 Collector Ouphe
1 Containment Priest
1 Gaddock Teeg
1 Glowrider
1 Grafdigger's Cage
1 Grand Abolisher
1 Hushbringer
1 Lavinia, Azorius Renegade
1 Linvala, Keeper of Silence
1 Meddling Mage
1 Phyrexian Revoker
1 Scavenging Ooze
1 Vryn Wingmare
1 Kataki, War's Wage
1 Mana Breach
1 Overburden
1 Thalia, Guardian of Thraben
1 Thorn of Amethyst
//Win Con
1 Shaman of Forgotten Ways
1 Words of Wind
//Land
1 Ancient Ziggurat
1 Bountiful Promenade
1 Breeding Pool
1 Brushland
1 City of Brass
1 Command Tower
1 Dryad Arbor
1 Flooded Strand
1 Forbidden Orchard
2 Forest
1 Gaea's Cradle
1 Hallowed Fountain
1 Mana Confluence
1 Misty Rainforest
1 Polluted Delta
1 Razorverge Thicket
1 Savannah
1 Scalding Tarn
1 Sungrass Prairie
1 Sunpetal Grove
1 Temple Garden
1 Thran Quarry
1 Tropical Island
1 Tundra
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Bastion
1 Wooded Foothills
1 Yavimaya Coast
1 Arbor Elf
1 Avacyn's Pilgrim
1 Beastcaller Savant
1 Birds of Paradise
1 Bloom Tender
1 Boreal Druid
1 Cryptolith Rite
1 Elvish Archdruid
1 Elvish Harbinger
1 Elvish Mystic
1 Fyndhorn Elves
1 Incubation Druid
1 Kiora's Follower
1 Leafkin Druid
1 Llanowar Elves
1 Noble Hierarch
1 Paradise Druid
1 Priest of Titania
1 Quirion Ranger
1 Scryb Ranger
1 Somberwald Sage
1 Sylvan Caryatid
1 Voyaging Satyr
//combo
1 Great Oak Guardian
1 Intruder Alarm
1 Retreat to Coralhelm
1 Village Bell-Ringer
//Haste Effect
1 Concordant Crossroads
1 Thousand-Year Elixir
//Commander
1 Chulane, Teller of Tales
The general premise of the deck is to use Chulane to draw and cast out a critical mass of mana dorks before dropping Bell ringer, Guardian or Intruder alarm and preceding to draw as much of you library and generating as much mana as you need to trigger the wincon. This usually will go off 1 or 2 turns after Chulane activates consistently on turns 5-7 assuming the strategy is not disrupted by removal, hate or counterspells.
Wining can be achieved either via combat following bouncing of Great Oak Guardian, a lock with Words of wind, a with activating shaman of the forgotten ways or a combination of each.
Hatebears are dropped to stifle the opponent to keep the engine up till you have enough dorks and either hit a combo piece or can tutor for one. Counter spells are kept back to help prevent the inevitable targeting of Chulane or intervene in a opponents combo triggering and consist of those requiring only 1 U mana to keep mana free for Chulane to run as free as possible
Tax effects, with the exception of Thorn of Amethyst can be bounce back on your turn, but commonly you will have enough mana to suffer the tax. Mana breach and Overburden are sort of soft combos that can significantly extend your turn whilst disadvantaging your opponents. Retreat to coral helm is another similar turn extender which gives you better chance of hitting a combo piece.
The mana base is very few basics to give go consistency in dropping early dorks and hitting the necessary UGW to be able to drop chulane as soon as viable. I appreciate this makes it weak to Blood moon and back to basics.
There are some staples that I left out deliberately
Sol ring, Mana crypt, mox diamond. None of these trigger chulane. Sol ring dosn't actually speed you up and if draw mid to late game is a dead card, same goes for Crypt and Mox diamond. Mox diamond can in theory speed up your start but given the deck runs 30 land (to keep consistent draws and re triggers with Chulane) and therefore often is disadvantage.
Sylvan library and sensei's divining top are both omitted as they do not allow you to scry which is really what you want as opposed to drawing.
I appreciate this is probably not super competitive, but it certainly don't belong in the casual commander forum. All thoughts and suggests are welcome. Thanks.
Faeburrow Elder and Wirewood Channeler are other mana options.
Maybe look into some X options like Hydroid Krasis for example.