Commander Vorosh

by BigMike6391 on 11 May 2015

Main Deck (100 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

So I have just recently got back into MTG, and i was introduced to EDH format. Now of course I found the idea of it interesting and wanted to give it a shot. I went home and made a few decks (out of the very limited cards I had). Then the next day came and I went to a Local cafe called the Steampunk Cafe, great place to hangout and play some MTG and meet great people (Ok that's all the promoting you will see from me sorry). Needless to say my decks didn't stand a chance, every match I played I was slaughtered!! Now over the past couple weeks the people i have played have helped me out a lot! I was given tons of cards and I started to really understand how to mold and shape my decks. Finally after some time I won my first match with my mono blue deck, I swear my opponent was more excited i finally won then i was... Anyways that deck became my go to, however it was to dependent on my winning by commander damage. So with one win and countless losses under my belt I went out in search for a new commander. Vorosh the hunter sought me out. With the counters and draw power from blue, the monstrosity of green creatures, and the grave purges along with deck searches of black, I feel I am ready!

How to Play

How do I play this deck?
Well this Deck has yet to face the opponents that I have made it for. However the way I see it This Deck has three main ways by which i can win:

1. Being the most obvious Vorosh the hunter. Through Vorosh if mana is paid after the first hit against an opponent only two more hits from Vorosh and I win by commander damage. To prevent anything stopping Vorosh this deck has been stacked with a few equipment's that give him hast, hexproof, shroud, and unblockable. All that is missing is giving him Indestructible.

2. While winning with Vorosh could be the easiest, this Deck also packs many heavy hitting creatures. Black and Green definitely know how to make some ferocious Creatures. with Blacks ability to use the graveyard Death holds no bonds over them.

3. The final source of victory that I know of within this deck as it stands now is, Sanguine Bond and Exquisite Blood combo. Yes to drop them both costs 10 mana but the smallest amount of damage caused ends the game (It also carries over to other players for any matches not 1v1).

In conclusion,
This deck is not a 1-3 turn win, however mid to late game the options begin to open up.

Deck Tags

  • EDH
  • Commander
  • Budget
  • Beginner

Deck at a Glance

Social Stats

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Like

This deck has been viewed 1,211 times.

Mana Curve

Mana Symbol Occurrence

03134022

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Commander Vorosh

Please feel free to leave suggestions and comments.

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Posted 11 May 2015 at 03:15

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Constant Mists > Fog. Worst case it's a Fog for 1G, but pretty often in a long game it can be 3-4 fogs.

I'd also run Regrowth over Raise Dead. 1 more mana to bring back any card seems worthwhile. I can't think of many games I've wished my Regrowth cost 1 less, but I can think of a lot where I'm glad it can bring back any permanent.

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Posted 11 May 2015 at 05:56

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After looking through my collection I do not have those two cards. However I appreciate the input and have looked up the cards you have mentioned, I saw that they are very cheep and I will be buying them and adding them in soon. Thank you!

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Posted 11 May 2015 at 21:59

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Regrowth has been added along with elixir of immortality and demonic tutor. I took out fog, defend the hearth, and maze's end. I also swapped out stuffy doll for virulent plauge.

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Posted 13 May 2015 at 18:46

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IMO Rampant Growth for 1G is much better than Lay of the Land at G because it puts the land into play. It's true ramp vs. just land tutoring.

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Posted 13 May 2015 at 19:27

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I would agree if rampant growth didn't put it on the field tapped. With rampant growth I would have to tap two just to put one more tapped on the field. With lay of the lands I tap one play lay of lands, put land in hand then play it and use it. Although now that I think of it with rampant growth I could play two lands in the one turn. Wich would give me a mana advantage. I will think on this.

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Posted 14 May 2015 at 00:12

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I added rampant growth but I took out ivy lane denizen not lay of lands. Ivy lane denizen wasn't doing anything for me because I have enough boosts in my deck as is and it was dying to quickly to matter

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Posted 14 May 2015 at 00:42

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Nature's Lore doesn't put it into play tapped, but it's only forests, though the green shocks would count if you had them.

At the end of the day I'd always run something to put the land into play even if it's tapped over something that doesn't, but that's just me. YMMV.

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Posted 14 May 2015 at 01:12

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I get what your saying. The deck is still a work in progress I don't have a lot of money to throw at it all at once, but it's coming along nicely. I appreciate all the suggestions you have made it's helped alot.

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Posted 14 May 2015 at 03:20

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Lots of changes to the deck today! Let me know what you all think! Some more changes to come tomorrow!

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Posted 21 May 2015 at 18:39

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