Thromok commander please help!

by Xamnen on 26 January 2015

Main Deck (37 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

This is my first commander deck so I would like some help making it. The goal is to ramp up mana to get tokens out fast, then play Thromok with insane power and wail away. The cards I have above are what I think would be good for this deck but I'm completely open to suggestions. What I'm primarily looking for are cards to destroy artifacts/enchantments, mana ramp, direct damage to deal with creatures, and ways to give Thromok evasion and protection. Also, I'd like to keep this on somewhat of a budget but I'd rather have good cards suggested and I can work out pricing later. Thanks!

Deck Tags

  • Token
  • Ramp
  • EDH

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0001134

Card Legality

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

Deck discussion for Thromok commander please help!

Oookkay.... let's start with enchantment/artifact removal:

Acidic Slime is good, because it can destroy a land and has a 2/2 Deathtoucher stuck along, Other ones would be Naturalize and Fade into Antiquity. Red mostly focuses on artifacts, so I'd stay green, unless you want to emphasize artifact removal. If that is so, Vandalblast is awesome, since you can pay extra and destroy ALL artifacts yu don't control...

Then mana: Kodama's reach and Cultivate are both land fetcher's, but there are other ways too. Borderland Ranger is a 2/2 human, that fetches a basic land when it comes into play and he has some cousins, who does the same, but I'm not good with remembering names. Mana-elfs are good too, but they usually aren't big creatures, so I wouldn't run more than 2. Overgrowth and others of the kind enchant a Forest to make it tap for more.

Abilities: Whenever you can, have an ability stuck on your creatures twice, so your opponent's killing your enchantments won't ruin your fun so fast. Swap Anger away for Ogre Battledriver and put Archetype of Aggression and Primal rage to give your fatties Trample. I'd also advise adding yeva, nature's herald to give your green guys Flash. If you notice you have many "Enters the battlefield"-kind of abilities on your creatures, I'd add Conjurer's Closet, too. Nothing better than having that Ranger to fetch you a land once each turn when in need...

Buff and tokens: Since Selesnya is better with spouting tokens, I can't really think of good green cards. There ARE those, of course, but I suggest you check out Gatherer yourself. Incremental Growth and Solidarity of Heroes are good with giving your fatties some +1 counters. Oh...and before i forget... Spellbane Centaur gives your creatures protection from blue and black spells and abilities. A definite favourite, when going against those colours...

General tips: I might be telling you things you already know, but...what the heck---!! So... Try to keep a stable ratio between the amount of card types. I prefer putting 33-36 lands excluding the ramp, 30-36 creatures depending on the type of deck and rest about 30 cards are spells....and I've found that ratio working in casual play quite well... Try to see if you can have an effect of a sorcery put in an instant instead. I don't know if this is your first deck in general, so I included some very basic stuff. Sorry if I'm preaching to the choir here ^^

1
Posted 26 January 2015 at 09:14

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To get this working you will need some basic things:
Protection for your commander: Hexproof, shroud or protection from XYZ are the keywords you should look for. I normally tend let artifacts like "Champion's Helm", "Lightning Greaves", "Mask of Avacyn", "Swiftfoot Boots" or "Whispersilk Cloak"do this job. Shroud has the disadvantage that even you can't target this creature.
Evasion: Your 100/100 commander will get blocked by a simple 1/1 token if you can't give him evasion of some sort. Again, I normally let some artifacts do this job, but you could also look for enchantments or sorcerys/ instants. Keywords to look for would be flying, unblockable, trample and landwalk. Artifacts like "Trailblazer's Boots", "Horned Helm", "Chariot of Victory" or (again) "Whispersilk Cloak"
Targets to devour: In this case I would tend to take a look at spells like "Krenko's Command" and the keyword Populate. There are also some nice spells that produce a number of tokens equal to the number of creatures already on the battlefield, though those are often limited to some tribes (e.g. elves) or some spells that use "X" Mana and produce x tokens. A simple search should reveal those rather fast.

One or two things that also came into my mind:
Building a deck for multiplayer games and for 1vs1 makes a big difference, so think about what you want to play with it (commander decks are normally built for multiplayer). E.G. if you go for a multiplayerdeck you should consider taking some (more) massremovals with you.
If you devour your whole army, it will leave you wide open to a counter attack.
I would try to not have more creatures with devour or some sacrifice abilitys on the battlefield as you want to 'eat' them all with your commander.
Take some spells with you that allow you to bring creatures (or even spells, best example would be "Eternal Witness") back from the graveyard. Spells with 'Flashback' or 'Retrace' are very valuable in commander, cards with 'Delve' can convert your graveyard into a manapool and thus speed your play.
Just a hint: "Fling"ing your commander won't work (at last for a win by commander damage) because this has to be combat damage.

Greetings
Muktol

1
Posted 26 January 2015 at 09:40

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