Dinosaur!
Dinosaur!
Ancient enemy of man
- chorus, Rugrats (Reptar on Ice)
Dinosaur!
Ancient enemy of man
- chorus, Rugrats (Reptar on Ice)
Gro-A-Saur is a Voltron-control pseudo-tempo deck inspired by Delver, Death's Shadow, Gro-A-Tog, Miracle Grow, Old School Expulsion, and the granddaddy of all tempo decks: Turbo Xerox. Despite differing formats, individual card choices, and decades between them, these decks share certain characteristics that unite them under the umbrella of tempo decks:
1) low density of lands
2) high density of cantrips
3) high density of disruption
4) low density of threats
5) protection for your threat
In EDH, things are a bit different. Not only are life totals significantly higher,but games go longer and higher impact spells are played regularly. These two facts severely reduce the value of a tempo strategy. Turning creatures sideways is one of the worst strategies in the format, and this weakness is only exacerbated by playing what are normally low impact card filtering spells. You may see twice as many cards as another player, but if all you're drawing are more cantrips and counterspells that don't affect the board, you're going to have a bad time.
Enter Kalamax. Kalamax solves these two problems quite handily. Not only does it get bigger with each cantrip you cast, it also turns something as simple as Peek into a hyper efficient card draw spell that also reveals vital information about your opponents. Impulse becomes Dig Through Time. Dig Through Time becomes absurd. Oh, and those life totals? Meaningless with a high enough density of power doublers that become power quadruplers, allowing you to one shot opponents out of nowhere. While my experience with this deck is very limited, in one test game I was able to resolve Unleash Fury against a tapped out blue player, killing them with commander damage, then kill off the remaining player at low life with Soul's Fire. The deck is explosive, relatively consistent, and challenging to pilot, with a lot of decision trees to navigate in order to win games.
It's a hoot.
Unfortunately, like all commander-centric decks, it's weak against repeated countermagic and removal, which is why we're running an abundance of ways to protect our baby.
Right now, the deck is in beta, but I'm bored at the doctor's s office and wanted to get it down for analysis and critique. I'm mostly worried about the mana source count, protection suite, and cantrip quality. I'll separate the deck into card function when I get home, but for now it's just a copypasta from my deckbuilder by type.
Anyway, here's the list. Any ideas?
Gro-A-Saur
Approximate Total Cost: