Mayael's Epic Army

by Scionsgatherer02 on 21 March 2015

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Hey, please tell me your opinion on this deck in the comments. Don't just look at it and decide not to.
This deck is about ramp and REALLY BIG MONSTERS!!!

How to Play

Play Mayael as soon as possible. You're early game should be focused on mana fixing mana dorks and your mid-to-late game should be focused on throwing out some huge cards.

Deck Tags

  • Naya
  • Monsters
  • EDH
  • Ramp

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,095 times.

Mana Curve

Mana Symbol Occurrence

26001671

Card Legality

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

Deck discussion for Mayael's Epic Army

I don't know anything about EDH, but I do love me some big green creatures. So, speaking to that, Harrow and Realms Uncharted are two of my favourite ramp spells. Flagstones of Trokair is a great land card to pair with Realms, as is Life from the Loam. If you want another graveyard recursion card, there's Regrowth.

Privileged Position is a really great pick; Gaea's Herald, Grand Abolisher, and True Believer will also give you some protection.

You've got some good enchantments that buff your entire field; pairing them with Symbiotic Wurm, Wurmcoil Engine, and Myr Battlesphere will both give you more big creatures and protect you from being flanked; I like to combo them with Craterhoof Behemoth. Enlisted Wurm's cascade gives you a free Elvish Piper activation. Roaring Slagwurm might or might not be useful in edh.

If you want something to do with all your extra mana and ramp more efficiently into huge creatures, an Omnath couldn't hurt unless you're playing with mana burn. I think there's also a newer, better version of Wood Elemental for XG with X/X that would be a great last-turn OHKOer.

The only card here I'm not so sure about keeping in is Temur Battle Rage. There's probably a better card that performs a similar function -- I found Power Matrix for +2 cmc: reusable, more benefits, and difficult to counter. And lastly, for a green deck, you have a decent amount of flying protection, so nice work. Adding Entangler to a flier and running an Island Sanctuary might be additional things to do in regards to flying.

You have one fight card, Savage Punch; if you want more fight for more utility, Ulvenwald Tracker is reusable.

Perhaps you could give my deck some feedback, too? http://www.mtgvault.com/sandrew26/decks/my-very-first-tribal-clerics/ I usually make decks similar to yours -- big and green -- but I'm stepping out of my comfort zone to make a tribal deck. It's also a singleton deck, so perhaps I could benefit from your EDH expertise.

Lastly, if you want to see some other land and mana fix/accel options, I have some lists of those things:
http://www.mtgvault.com/sandrew26/decks/list-lands-2/
http://www.mtgvault.com/sandrew26/decks/list-mana-acceleration/

0
Posted 30 August 2015 at 04:12

Permalink

Thanks for the feedback, the first time this deck was put on unloved it got none.

Yeah, I made this deck a while ago and it was really bad, no recursion, no artifact or enchantment hate. I really just wanted to make a deck with tons of big monsters. But again, thanks for the advice.

I'll look at your decks and see what advice I can give.

0
Posted 30 August 2015 at 13:11

Permalink

Welcome! I'm glad to be able to help.

Have you been able to playtest this much? Also, I had one other question. How useful is Keeper of Progenitus? I keep looking at it and wondering if it's amazing or terrible. I just can't figure that card out.

0
Posted 30 August 2015 at 18:22

Permalink

Umm, no, 99% of these decks I don't actually own, I just really enjoy making cool decks. Right now I'm working on a Golgari Tron deck.

Keeper of Progenitus is like a friend card, pretend like you're playing it because you want everyone to be happy, but don't actually let everyone win. I can imagine it being like rites of flourishing, where everyone taps out because of how much expensive cards they have in hand, so then you don't have to worry about counters.

0
Posted 30 August 2015 at 18:32

Permalink

Deck-building is a lot of fun, definitely. My method is to build, proxy+test, rebuild, proxy+test, then buy. Playing with proxies definitely helps to reveal weaknesses (and strengths!) of the deck that aren't always obvious when it's just a .dec. Working on several decks at once can be nice, too, since then you can let your friends play proxy vs proxy with your decks, and it doesn't feel unfair.

I'll check that out. Did you want comment on it, or no?

Hmn, I could see rites of flourishing working with some sort of scouting trek deck. A blue card could allow you to do the same thing to your opponent's deck so you can remove all their lands. With blood moon or land destruction, that could be mean. But anyway.

Were there any other questions you had about this deck?

0
Posted 30 August 2015 at 20:24

Permalink

Yeah, I see how that would work. I think about all the big names in a format, for standard I think mostly about control, red aggro, and Abzan. For modern, I think about how big that Goyf will be, how my deck can beat blood moon, and how fast it can put out answers to infect.

Yes, please comment on that deck! It relies on cards like Crypt ghast and Nirkana Revenant, along with the normal Tron lands.

Sounds like a pretty cool deck idea. Lots of decks just plain lose to Blood moon, and it's a pretty original deck idea.

That's it, I've got no more questions about the deck!

0
Posted 30 August 2015 at 23:03

Permalink

That's a really good approach. I wish I knew things about the metagame so I could do the same, but I don't often get to play with new folks and drafting isn't my thing. Do you ever try to make decks that can protect against everything, or just most things?

I'll check it out then, certainly. Crypt Ghast looks like a very efficient card -- two enchants and a body for 4cmc, nice. Efficient firebreathing and more mana accel on the Revenant is a great combo, too, and casting it earlier with the help of Crypt Ghast is great. T1 swamp, dark ritual, sol ring, crypt ghast is a nice play into T2 swamp, Revenant. T3 swing to basically win or cast whatever control you still have in your hand. I bet you could win T3 with the right combo... 3 swamps to make it a 9/9, and 2B left over to cast something that doubles your damage. Inquisitor's Flail is too expensive until a turn later, but there might be something. If they couldn't block the crypt ghast on its t2 swing and can't block anything t3, then I think the flail works. But anyway. Actually, no, you have an extra BB or BBB from the revenant's effect, so there's plenty of mana for the flail even if the ghast didn't connect, and even possibly some left over for evasion to make sure you connect.

It could be a neat deck, but unless I can find a way to do it without blue, I'm probably not going to construct it. Blue makes things too easy.

Alright, thank you for listening, then!

0
Posted 30 August 2015 at 23:30

Permalink

I don't think dark ritual is legal in modern. And drafting isn't my thing either. I tried it on hearthstone and did pretty well, though. I usually make my decks to be good against everything, then in the sideboard I put specialized hate cards. From the way you talk about Tron I don't think you've ever seen a (non blue) Tron deck before. It'll rock your world, trust me.

0
Posted 30 August 2015 at 23:53

Permalink

It was printed in Planechase, so unless it's banned, I think it's legal? But apparently nope. I put it in a modern-legal deck and it turned the thing on the side red.

That makes sense. Do you have a standard menu of hate cards that you constantly reuse, or is it always different?

I don't know what a Tron deck is; I don't netdeck. Did you mean urzatron?

1
Posted 31 August 2015 at 00:11

Permalink

Yes, I usually use the same hate cards in standard.

If by urzatron you mean a deck that uses the urza lands, then yes.

0
Posted 31 August 2015 at 00:47

Permalink

Ah, in standard then there can't be that many to pick from anyway.

Adding Vesuva and Thespian's Stage will give you 8 more urza lands, but then you'd have to be sure to get an urborg for your coloured needs. You could also Sculpting Steel them if you transmute them to artifacts, but that seems like overkill. In terms of other lands, a Gaea's Cradle gets you both more mana and G mana. Lake of the Dead will give you some fast accel in lieu of Dark Ritual, or you could go for the Cabal Coffers route. There's a land similar to Ancient Tomb and City of Traitors that taps for four, but I can't find it quickly or remember the name. Mana Vault and that one that you flip a coin to tap for 3 or take 3 damage can be made consistent, but that might be too much work. You might be able to run Metalworker in this deck with some adjustments to your creature picks.

However, I think your solution of using the ghast and revenant are probably better than trying to utilize lands for accel -- going with Cabal Coffers and trying to drop as many swamps on the field as possible seems good. I think there's some enchants that make lands produce double mana, probably in green.

0
Posted 31 August 2015 at 01:09

Permalink

Mana reflection doubles mana production. I'll see the rest of your reccomendations.

0
Posted 31 August 2015 at 01:18

Permalink