Running Trample EDH

by rithuepic2 on 28 March 2015

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Tags

  • EDH
  • +1/+1 Counters
  • Enchantment

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

34029026

Card Legality

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

Deck discussion for Running Trample EDH

Anafenza is an interesting general and looks fun to build around. That said, in my opinion the deck as it stands now is pretty unfocused. It does a lot of little things, but not enough of them consistently or particularly well. Doing cool stuff with +1/+1 counters seems to be the main focus though, so I'll make suggestions with that in mind, and as you seem to be building on a budget any suggestions I make will bear that in mind:

--- Artifacts ---

Domen Gate- It's currently around three bucks, so it's a bit on the high end of "budget", but in this deck it would do solid work, letting you attack into sure-lose situations that you wouldn't normally attack into just to proc counters on your dudes. I'd replace one of the staffs with it.

Whispersilk Cloak or Ring of Kalonia: Both are about fifty cents. The cloak will keep a guy safe from removal and make it unblockable, and the ring adds more counters and gives trample. I'd replace the other staff with one of these, and maybe swap out Briber's Purse with the other.

Loxodon Warhammer: If you want a creature buff that gains life and makes the creature more powerful I'd run this over Gift of Heliod as it can't be 2-for-1'd by removing the creature.

--- Creatures ---

Corpsejack Menace: It's around fifty cents, and doubles the amount of counters you put on dudes. It's an absolute beast of a card. I'd put it in the place of Dazzling Ramparts. Walls are almost never worth it in EDH, and IMO this one isn't an exception.

Vulturous Zombie: It has flying, and gets absolute huge in a multi-player game, and costs like fifty cents. I'd swap it for Deadly Recluse.

Scute Mob: Disowned Ancestory is a one drop that you can make incrementally larger if you don't attack or leave it for a blocker. Is it ever going to be a force? Scute Mob on the other hand is a one drop that can get obscenely large and you don't need to spend mana and make it unavailable as an attack or blocker to do so. It's about $1.75 currently but it's well worth that imo.

Hythonia: For the six mana to cast and eight to make monstrous I'd rather just pay nine for a fifty cent In Garruk's Wake and wipe everyone else's stuff.

Gyre Sage: Like twenty cents, and it can give you huge mana. I'd run it in Nightmare's slot. Six mana is a lot for a guy that won't be that big given the limited amount of swamps you're running, where as Gyre Sage can enable big plays.

Ob Nixilis Unshackled: He can get huge, and he punishes people who search their library, and he's under a dollar. Resolute Archangel on the other hand is a dead card or one that barely helps too often.

Fertilid: Lets you ramp some lands and has +1/+1 counters, but the best part? Forcing someone to search up a land wit Ob Nixilis in play. I'd run him over Sedge Scorpion.

Realm Seekers: Under a dollar and can get a lot bigger than Serra Angel, plus you can use him to ramp.

Sporeback Troll: Twenty cents, and he can regenerate your dudes. I'd slot him over Typhoid Rats.

--- Enchantments ---

Hardened Scales: Under a dollar and would do a lot more work than Abzan Runemark, which is just asking to get 2-for-1'ed by someone killing the creature

Palace Siege: Same casting cost as Caustic Tar, but it's gonna do more damage and gain life in the process, and it won't tie up a land doing it, plus if need be you can use it as a way to get creatures back.

Indestructibility: It's cheap, and since you're not running an enter-the-battlefield triggers on guys or sacrifice engines or anything why let your guy die and come back when he can just not die in the first place? Plus anything going to the graveyard would lose +1/+1 counters, which you'd want to avoid.

--- Instants ---

Putrefy: Destroys a creature even if it's not attack or blocking, unlike Divine Verdict, plus it can hit an artifact if need be, and it's under a dollar to buy.

Unravel the Aether: Naturalize doesn't deal with indestructibles. You don't want a Naturalize in hand when going against a Theros god or Darksteel anything. Plus anything put into the graveyard can be replayed, etc. I'd rather shuffle it in and have it unavailable.

Mortify: Costs less to cast than Smite the Monstrous, can hit any creature, and can also be used on an artifact, and it's like a quarter in cost.

Return to Dust: Costs one more than Solemn Offering, but it hits two targets, and it's an exile so it can hit indestructibles, Theros gods, etc plus it puts them out of range of graveyard shenanigans.

Utter End: Like a dollar, and it deals with any problem. I'd run it over any of your walls.

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Posted 29 March 2015 at 05:13

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