Pursuit of Knowledge - Selesnya

by
Martin Dubuc
Martin Dubuc
Pursuit of Knowledge - Selesnya
(Selesnya GuildgateSelesnya Guildgate | Art by Dimitar Marinski)

Cream of the Crop

Welcome back to Pursuit of Knowledge, the series where we use EDH gameplay data and EDHREC statistics to design a deck around a featured commander. In this installment, we will study our final guild: Selesnya. 33 Selesnya commanders helm 12,009 decks in the EDHREC database.

For this article, we will take a look at Karametra, God of HarvestsKarametra, God of Harvests, the second-most popular Selesnya commander on EDHREC, with 1,524 decks. As we will see later, War of the Spark introduces a few tools that can make Karametra shine.

Karametra, God of Harvests

Karametra, God of HarvestsKarametra, God of Harvests fetches a Forest or Plains to the battlefield every time we cast a creature spell. The most common Karametra builds revolve around enchantments, but for this article, I would like to put a stronger focus on creatures and lands. Our Commander rewards us for casting creature spells by bringing lands onto the battlefield, so our deck will put more emphasis on playing creatures and maximizing the use of the lands at our disposal, whether we gain some advantage when our lands enter the battlefield, make use of utility lands to perform some action, or take advantage of the excess mana potential that we end up getting from all of the Karametra triggers.

The following pie chart shows the average card type distribution for Karametra decks on EDHREC. The card distribution for our deck will be similar in the creature and land counts, but will have a lower focus on enchantments, allowing us to play more instants and sorceries. This will allow our deck to make better use of the additional lands while providing additional tempo acceleration.

Average Card Type Distribution

Our EDH gameplay card pool data lists 771 spells and 151 lands compatible with the Selesnya color identity, each ranked according to how much they're used across the thousands of Selesnya decks; this ranking is what we will use to select the best cards in each category. In addition to the typical categories of ramp, card advantage/filtering, disruption, mass removal, standalone creatures and spells, and lands, we will introduce four core synergy categories: Cares About Creatures, Cares About Lands, Tokens, and Reanimation. The first two categories directly leverage our commander's main ability. With more emphasis on casting creature spells, and the fact that we will have access to a greater pool of lands, some of which we could animate to grow our ranks, it makes sense to bring in a core tokens package to further fuel a go-wide strategy.

We will now look at each of the individual categories, listing the best cards for each and reporting the rank in parenthesis beside each card name in the tables below. The cards selected for our deck are highlighted in each table with a colored background. We will select the cards for our deck mostly from our ranked card pool; however, some unranked cards with noticeable affinity with our core synergies will also make it in to our deck, including three newcomers from the latest set, War of the Spark.


Ramp

As we plan to include a number of cards with Landfall triggers to leverage Karametra's ability, our land-based ramp package is designed to be very aggressive.

CultivateCultivate (4)Sol RingSol Ring (20)Chrome MoxChrome Mox (38)Ulvenwald HydraUlvenwald Hydra (97)
Kodama's ReachKodama's Reach (5)Explosive VegetationExplosive Vegetation (21)Mana CryptMana Crypt (39)Chord of CallingChord of Calling (140)
Skyshroud ClaimSkyshroud Claim (6)Llanowar ElvesLlanowar Elves (22)Solemn SimulacrumSolemn Simulacrum (40)Shaman of Forgotten WaysShaman of Forgotten Ways (202)
Sakura-Tribe ElderSakura-Tribe Elder (7)Nature's LoreNature's Lore (25)Expedition MapExpedition Map (42)Genesis WaveGenesis Wave (488)
Wayfarer's BaubleWayfarer's Bauble (14)HarrowHarrow (28)Birds of ParadiseBirds of Paradise (49)Karametra, God of HarvestsKarametra, God of Harvests (610)
Blighted WoodlandBlighted Woodland (~14)Temple of the False GodTemple of the False God (~28)Nissa, Vastwood SeerNissa, Vastwood Seer // Nissa, Sage AnimistNissa, Sage Animist (50)Nykthos, Shrine to NyxNykthos, Shrine to Nyx (~734)
Astral CornucopiaAstral Cornucopia (16)Rampant GrowthRampant Growth (32)Gilded LotusGilded Lotus (53)Nissa, Who Shakes the WorldNissa, Who Shakes the World
Fyndhorn ElvesFyndhorn Elves (17)Phyrexian AltarPhyrexian Altar (35)Wood ElvesWood Elves (80)Nissa, WorldwakerNissa, Worldwaker

Half of our ramp cards bring lands onto the battlefield. We are fortunate that some of the best ramp spells, CultivateCultivate, Kodama's ReachKodama's Reach, and Sakura-Tribe ElderSakura-Tribe Elder, fall in this category. Although more of a late-game ramp effect, Ulvenwald HydraUlvenwald Hydra allows us to tutor for our best land as it enters the battlefield.

Llanowar Elves
Sakura-Tribe Elder
Nissa, Who Shakes the World

Llanowar ElvesLlanowar Elves, Sakura-Tribe ElderSakura-Tribe Elder, and Sol RingSol Ring, our only mana rock in this ramp package, provide the early ramp. Nissa, Who Shakes the WorldNissa, Who Shakes the World doubles the mana that each of our Forests generate. With Karametra and Nissa on the battlefield, each creature spell we cast has an Explosive VegetationExplosive Vegetation tacked onto it. A nice inclusion from War of the Spark, Nissa can also turn our lands into creatures, which reinforces our go-wide strategy.


Card Advantage/Filtering

Green provides a good source of card advantage spells and some of the best creature tutors. White brings in some of the best artifact and enchantment tutors. Card advantage that leverages the casting of creature spells is especially good in this build.

Enlightened TutorEnlightened Tutor (1)Praetor's CounselPraetor's Counsel (30)Crop RotationCrop Rotation (69)Soul of the HarvestSoul of the Harvest (96)
Eternal WitnessEternal Witness (2)Green Sun's ZenithGreen Sun's Zenith (31)Alhammarret's ArchiveAlhammarret's Archive (70)Ulvenwald HydraUlvenwald Hydra (97)
Sylvan LibrarySylvan Library (3)Solemn SimulacrumSolemn Simulacrum (40)Primal AmuletPrimal Amulet // Primal WellspringPrimal Wellspring (71)See the UnwrittenSee the Unwritten (100)
HarmonizeHarmonize (9)Eldritch EvolutionEldritch Evolution (41)Tamiyo's JournalTamiyo's Journal (72)Nissa, Voice of ZendikarNissa, Voice of Zendikar (106)
Worldly TutorWorldly Tutor (10)RegrowthRegrowth (43)Slippery KarstSlippery Karst (~81)Chord of CallingChord of Calling (140)
Reliquary TowerReliquary Tower (~10)Kozilek, Butcher of TruthKozilek, Butcher of Truth (44)Filigree FamiliarFiligree Familiar (82)Mentor of the MeekMentor of the Meek (192)
Survival of the FittestSurvival of the Fittest (11)Path of AncestryPath of Ancestry (~44)Recruiter of the GuardRecruiter of the Guard (84)Academy RectorAcademy Rector (310)
SkullclampSkullclamp (12)Greater GoodGreater Good (46)Traverse the OutlandsTraverse the Outlands (87)Genesis WaveGenesis Wave (488)
Seasons PastSeasons Past (23)Birthing PodBirthing Pod (58)Greenwarden of MurasaGreenwarden of Murasa (93)Beast WhispererBeast Whisperer (607)
Sensei's Divining TopSensei's Divining Top (27)Sanctum of UginSanctum of Ugin (~64)Stoneforge MysticStoneforge Mystic (95)Finale of DevastationFinale of Devastation

Enlightened TutorEnlightened Tutor and Academy RectorAcademy Rector bring in more consistency in finding enchantments like Cathars' CrusadeCathars' Crusade, Beastmaster AscensionBeastmaster Ascension, Aura ShardsAura Shards, or Primeval BountyPrimeval Bounty, each of which helps solidify our board state. Recruiter of the GuardRecruiter of the Guard gives us access to most of the disruption cards and some of the card draw options that we may need.

Academy Rector
Beast Whisperer
Soul of the Harvest

As stated earlier, cards that trigger when we cast creatures are especially advantageous in this deck, so creatures like Beast WhispererBeast Whisperer, Soul of the HarvestSoul of the Harvest, and Mentor of the MeekMentor of the Meek provide a good source of card advantage because of the extra synergy with our commander and jump-start the casting of numerous creature spells each turn.


Disruption

The disruption spells in this deck are split into two major categories: targeted removal and protection. We also add a little bit of bounce to get more Karametra triggers and repeat some of our best enter-the-battlefield (ETB) triggers.

Krosan GripKrosan Grip (8)Lightning GreavesLightning Greaves (33)Gift of ImmortalityGift of Immortality (78)Shaman of Forgotten WaysShaman of Forgotten Ways (202)
Strip MineStrip Mine (~13)Scavenging OozeScavenging Ooze (34)Frontier SiegeFrontier Siege (90)Shalai, Voice of PlentyShalai, Voice of Plenty (273)
Swords to PlowsharesSwords to Plowshares (15)Path to ExilePath to Exile (37)Soul of New PhyrexiaSoul of New Phyrexia (102)Aura ShardsAura Shards (308)
Nature's ClaimNature's Claim (18)Kozilek, Butcher of TruthKozilek, Butcher of Truth (44)Kor HavenKor Haven (~104)Heroic InterventionHeroic Intervention (646)
ArachnogenesisArachnogenesis (19)Teferi's ProtectionTeferi's Protection (52)Thalia, Heretic CatharThalia, Heretic Cathar (105)Temur SabertoothTemur Sabertooth (673)
Yavimaya HollowYavimaya Hollow (~22)Gaddock TeegGaddock Teeg (56)Qasali PridemageQasali Pridemage (108)Knight of AutumnKnight of Autumn
Beast WithinBeast Within (24)Scour from ExistenceScour from Existence (62)Collective EffortCollective Effort (139)Kor SkyfisherKor Skyfisher
Scavenger GroundsScavenger Grounds (~29)Sylvan SafekeeperSylvan Safekeeper (76)Constant MistsConstant Mists (175)Whitemane LionWhitemane Lion

To protect our permanents, we include cards like Yavimaya HollowYavimaya Hollow, Sylvan SafekeeperSylvan Safekeeper, and Shalai, Voice of PlentyShalai, Voice of Plenty. Shalai, Voice of PlentyShalai, Voice of Plenty also has the ability to pump our creatures with our excess mana.

Sylvan Safekeeper
Constant Mists
Shalai, Voice of Plenty

Some of the targeted removal takes advantage of the high creature count. Aura ShardsAura Shards and Collective EffortCollective Effort, for example, could almost be considered mass removal in this deck.

Constant MistsConstant Mists can deter our opponents from attacking while we wait to draw the spells we need to secure the win.

Whitemane LionWhitemane Lion and Temur SabertoothTemur Sabertooth give us a way to recast creatures to leverage Karametra's land-grabbing and our other creatures' ETB triggers, but they can also be used to protect our creatures from targeted removal.

Finally, we include a standalone wincon, Shaman of Forgotten WaysShaman of Forgotten Ways, which is especially effective in a creature-intensive deck that ramps so quickly.


Mass Removal

As we expect to go wide, we are not as worried about getting overrun by our opponents' creatures, so we can keep the mass removal to a minimum.

FumigateFumigate (36)Ezuri's PredationEzuri's Predation (157)Mass CalcifyMass Calcify (324)Ugin, the Spirit DragonUgin, the Spirit Dragon (463)
Bane of ProgressBane of Progress (45)Martial CoupMartial Coup (217)Cleansing NovaCleansing Nova (348)Walking BallistaWalking Ballista (468)
Elesh Norn, Grand CenobiteElesh Norn, Grand Cenobite (98)Silklash SpiderSilklash Spider (225)Hour of RevelationHour of Revelation (352)CatastropheCatastrophe (485)
Elspeth, Sun's ChampionElspeth, Sun's Champion (113)Divine ReckoningDivine Reckoning (248)Hour of ReckoningHour of Reckoning (364)Retribution of the MeekRetribution of the Meek (500)
Austere CommandAustere Command (145)Akroma's VengeanceAkroma's Vengeance (283)ArmageddonArmageddon (416)Wave of VitriolWave of Vitriol (505)

We do, however, bring in two cards that address two potential weaknesses: Elspeth, Sun's ChampionElspeth, Sun's Champion to take care of opponents that go tall, and Cleansing NovaCleansing Nova to answer problematic artifact- and/or enchantment-heavy board states.

Elspeth, Sun's Champion
Cleansing Nova


Core Synergy: Cares About Creatures

Our first core synergy category revolves around cards that care about creatures. We expect to cast many creature spells, so we value cards that profit from playing creatures or get stronger with the presence of many creatures.

Worldly TutorWorldly Tutor (10)Siege BehemothSiege Behemoth (54)Elspeth, Sun's ChampionElspeth, Sun's Champion (113)Cleansing NovaCleansing Nova (348)
SkullclampSkullclamp (12)Verdant ConfluenceVerdant Confluence (55)Collective EffortCollective Effort (139)Dryad ArborDryad Arbor (549)
Triumph of the HordesTriumph of the Hordes (13)Birthing PodBirthing Pod (58)Chord of CallingChord of Calling (140)Beast WhispererBeast Whisperer (607)
Green Sun's ZenithGreen Sun's Zenith (31)Somberwald SageSomberwald Sage (60)Cathars' CrusadeCathars' Crusade (141)Karametra, God of HarvestsKarametra, God of Harvests (610)
Lightning GreavesLightning Greaves (33)Sanctum of UginSanctum of Ugin (~64)Mentor of the MeekMentor of the Meek (192)Emeria, the Sky RuinEmeria, the Sky Ruin (~683)
FumigateFumigate (36)Recruiter of the GuardRecruiter of the Guard (84)Shaman of Forgotten WaysShaman of Forgotten Ways (202)Finale of DevastationFinale of Devastation
Path to ExilePath to Exile (37)Primeval BountyPrimeval Bounty (92)Champion of LambholtChampion of Lambholt (220)God-Eternal OketraGod-Eternal Oketra
Eldritch EvolutionEldritch Evolution (41)Beastmaster AscensionBeastmaster Ascension (94)Craterhoof BehemothCraterhoof Behemoth (277)Kor SkyfisherKor Skyfisher
Greater GoodGreater Good (46)Soul of the HarvestSoul of the Harvest (96)Aura ShardsAura Shards (308)Whitemane LionWhitemane Lion

We already mentioned how good cards like Mentor of the MeekMentor of the MeekAura ShardsAura Shards, and Collective EffortCollective Effort are in this deck. Primeval BountyPrimeval Bounty and a newcomer from War of the Spark, God-Eternal OketraGod-Eternal Oketra, are each a perfect fit here: each awards us with a sizable creature token each time we cast a creature spell.

Beastmaster Ascension
Cathars' Crusade
Craterhoof Behemoth

Cathars' CrusadeCathars' Crusade, Beastmaster AscensionBeastmaster Ascension, and Triumph of the HordesTriumph of the Hordes are undoubtedly very threatening in a deck designed to go wide.

One of our finishers, Craterhoof BehemothCraterhoof Behemoth, can be tutored up by Chord of CallingChord of Calling, with or without help from our horde. Talk about creature synergy! If we did not succeed in overrunning our opponents with Craterhoof, we can even bring it back from the graveyard with Finale of DevastationFinale of Devastation.


Core Synergy: Cares About Lands

Karametra will bring additional lands to the battlefield, so we therefore include cards that care about lands.

CultivateCultivate (4)Explosive VegetationExplosive Vegetation (21)Sylvan SafekeeperSylvan Safekeeper (76)Emeria ShepherdEmeria Shepherd (570)
Kodama's ReachKodama's Reach (5)Nature's LoreNature's Lore (25)Windswept HeathWindswept Heath (~78)Emeria AngelEmeria Angel (583)
Skyshroud ClaimSkyshroud Claim (6)Marsh FlatsMarsh Flats (~25)Rampaging BalothsRampaging Baloths (79)Karametra, God of HarvestsKarametra, God of Harvests (610)
Sakura-Tribe ElderSakura-Tribe Elder (7)Avenger of ZendikarAvenger of Zendikar (26)Wood ElvesWood Elves (80)Emeria, the Sky RuinEmeria, the Sky Ruin (~683)
Verdant CatacombsVerdant Catacombs (~8)HarrowHarrow (28)Primeval BountyPrimeval Bounty (92)Knight of the ReliquaryKnight of the Reliquary
Strip MineStrip Mine (~13)Arid MesaArid Mesa (~28)Ulvenwald HydraUlvenwald Hydra (97)Kor SkyfisherKor Skyfisher
Wayfarer's BaubleWayfarer's Bauble (14)FarseekFarseek (29)Rude AwakeningRude Awakening (155)Nissa, Who Shakes the WorldNissa, Who Shakes the World
Blighted WoodlandBlighted Woodland (~14)Rampant GrowthRampant Growth (32)Constant MistsConstant Mists (175)Sylvan AwakeningSylvan Awakening
Wooded FoothillsWooded Foothills (~14)Misty RainforestMisty Rainforest (~33)Ramunap ExcavatorRamunap Excavator (194)Waker of the WildsWaker of the Wilds

Rampaging BalothsRampaging Baloths and Emeria AngelEmeria Angel create tokens with their Landfall abilities. Some cards like Avenger of ZendikarAvenger of Zendikar and Ulvenwald HydraUlvenwald Hydra get more bang for their buck with lots of lands in play. Primeval BountyPrimeval Bounty brings our life total up every time one of our lands hits the field.

Avenger of Zendikar
Rampaging Baloths
Rude Awakening

Rude AwakeningRude Awakening has the potential to win games on its own. It is well within the realm of possibility that we end up with 15 to 20 lands late in the game. Turning each of these lands into a 2/2 creature creates an additional 30 to 40 damage to send to our opponents.

We also include cards that use our excess land for value. Constant MistsConstant Mists protects us from our opponents' attacks, and Sylvan SafekeeperSylvan Safekeeper protects our creatures from targeted actions. Both of these cards would normally put a not-insignificant dent into our mana pool, but with Karametra bringing in lands every time we cast a creature spell, the cost of sacrificing a land is minimal.


Core Synergy: Tokens

One of the best uses of our Landfall payoffs comes in the form of token generation. In addition, a number of token-oriented cards allow us to use our excess mana, and the token aspect of our deck complements a go-wide strategy.

ArachnogenesisArachnogenesis (19)Khalni GardenKhalni Garden (~81)Bramble SovereignBramble Sovereign (134)Caller of the ClawCaller of the Claw (184)
Avenger of ZendikarAvenger of Zendikar (26)MycolothMycoloth (85)Sprout SwarmSprout Swarm (137)Sacred MesaSacred Mesa (186)
Nissa, Vastwood SeerNissa, Vastwood Seer // Nissa, Sage AnimistNissa, Sage Animist (50)Primeval BountyPrimeval Bounty (92)Increasing DevotionIncreasing Devotion (148)Doubling SeasonDoubling Season (213)
Heliod, God of the SunHeliod, God of the Sun (51)Nissa, Voice of ZendikarNissa, Voice of Zendikar (106)Nahiri, the LithomancerNahiri, the Lithomancer (150)Martial CoupMartial Coup (217)
Spawning PitSpawning Pit (59)Elspeth, Sun's ChampionElspeth, Sun's Champion (113)Hero of BladeholdHero of Bladehold (152)Hour of PromiseHour of Promise (247)
Intangible VirtueIntangible Virtue (64)Legion's LandingLegion's Landing // Adanto, the First FortAdanto, the First Fort (127)Garruk, Primal HunterGarruk, Primal Hunter (167)Wolfbriar ElementalWolfbriar Elemental (262)
Rampaging BalothsRampaging Baloths (79)Trading PostTrading Post (128)Rootborn DefensesRootborn Defenses (171)Emeria AngelEmeria Angel (583)
Anointed ProcessionAnointed Procession (81)Luminarch AscensionLuminarch Ascension (132)Verdant ForceVerdant Force (177)God-Eternal OketraGod-Eternal Oketra

God-Eternal OketraGod-Eternal Oketra in a creature-heavy deck shines even without Karametra on the battlefield, and the same goes for Primeval BountyPrimeval Bounty.

Heliod, God of the Sun
Primeval Bounty
God-Eternal Oketra

Heliod, God of the SunHeliod, God of the Sun not only gives our creatures vigilance, which is often one of the most underrated combat abilities, but also provides a way to turn our unspent mana into creature tokens.


Core Synergy: Reanimation

To recover from our opponent's disruption, or to repeat the casting of an important spell, we include a small reanimation package.

Eternal WitnessEternal Witness (2)Wildest DreamsWildest Dreams (88)Den ProtectorDen Protector (118)Life from the LoamLife from the Loam (143)
Praetor's CounselPraetor's Counsel (30)Greenwarden of MurasaGreenwarden of Murasa (93)Drownyard TempleDrownyard Temple (~120)Marshal's AnthemMarshal's Anthem (147)
RegrowthRegrowth (43)See the UnwrittenSee the Unwritten (100)Saffi EriksdotterSaffi Eriksdotter (121)Creeping RenaissanceCreeping Renaissance (174)
Hermit DruidHermit Druid (47)Karmic GuideKarmic Guide (101)Haven of the Spirit DragonHaven of the Spirit Dragon (~125)Emrakul, the Promised EndEmrakul, the Promised End (178)
ReveillarkReveillark (48)Command BeaconCommand Beacon (~101)Grapple with the PastGrapple with the Past (124)Ramunap ExcavatorRamunap Excavator (194)
Verdant ConfluenceVerdant Confluence (55)GenesisGenesis (109)Moldgraf MonstrosityMoldgraf Monstrosity (126)Emeria ShepherdEmeria Shepherd (570)
Altar of DementiaAltar of Dementia (74)God-Pharaoh's GiftGod-Pharaoh's Gift (110)Trading PostTrading Post (128)Emeria, the Sky RuinEmeria, the Sky Ruin (~683)
Nim DeathmantleNim Deathmantle (83)SkullwinderSkullwinder (112)Crucible of WorldsCrucible of Worlds (131)Finale of DevastationFinale of Devastation

Our ability to recur cards from the graveyard adds resilience to our deck. The combination of Survival of the FittestSurvival of the Fittest with Emeria ShepherdEmeria Shepherd in our library grants us access to all of our creatures, whether they be in the graveyard or in our library. GenesisGenesis also grants us access to creatures in our graveyard.

Genesis
Emeria Shepherd
Finale of Devastation

Worldly TutorWorldly Tutor is the best-ranked creature tutor in our card pool, but the flexibility of Finale of DevastationFinale of Devastation to get creature spells from both the graveyard and our library may make it a better choice in this deck.

If we can get to seven Plains on our side, Emeria, the Sky RuinEmeria, the Sky Ruin will start returning creatures from our graveyard to the battlefield at no cost. This is quite achievable with Karametra pulling in a Plains card every time we cast a creature.


Standalone Creatures

Although we have not selected any of the standalone creature cards listed in the table below, if we wanted a stronger focus on evasion, combat support, or going wide, there are some great choices here. Listed below are the best standalone creature spells that do not fall in any of the previous categories but are highly-ranked in our card pool.

Felidar GuardianFelidar Guardian (125)Yosei, the Morning StarYosei, the Morning Star (299)VigorVigor (367)Immaculate MagistrateImmaculate Magistrate (456)
Stuffy DollStuffy Doll (197)Primordial HydraPrimordial Hydra (322)Oreskos ExplorerOreskos Explorer (389)Rhox FaithmenderRhox Faithmender (478)
Loaming ShamanLoaming Shaman (228)Polukranos, World EaterPolukranos, World Eater (323)Frontline MedicFrontline Medic (391)Jazal GoldmaneJazal Goldmane (483)
Chameleon ColossusChameleon Colossus (252)Joraga WarcallerJoraga Warcaller (327)Armory AutomatonArmory Automaton (395)Leonin ShikariLeonin Shikari (494)
Verdurous GearhulkVerdurous Gearhulk (271)Surrak, the Hunt CallerSurrak, the Hunt Caller (345)Mirror EntityMirror Entity (397)Hydra OmnivoreHydra Omnivore (497)
Sunscorch RegentSunscorch Regent (294)Odric, Lunarch MarshalOdric, Lunarch Marshal (347)Nylea, God of the HuntNylea, God of the Hunt (400)Adaptive AutomatonAdaptive Automaton (522)
Gisela, the Broken BladeGisela, the Broken Blade // Brisela, Voice of NightmaresBrisela, Voice of Nightmares (295)Sidar Kondo of JamuraaSidar Kondo of Jamuraa (350)Ezuri, Renegade LeaderEzuri, Renegade Leader (449)Dauntless EscortDauntless Escort (542)

Standalone Spells

We are covering a lot of ground with our core synergy categories, so little is left in that makes a difference for our deck other than Amulet of VigorAmulet of Vigor, an auto-include in a Karametra deck. I do list the rest of the Standalone Spells in the table below for completeness, in case you would like to create similar Selesnya decks but with different synergies.

Sigarda's AidSigarda's Aid (104)Rings of BrighthearthRings of Brighthearth (517)Font of MythosFont of Mythos (693)Keening StoneKeening Stone (721)
Clock of OmensClock of Omens (206)Voltaic KeyVoltaic Key (518)Mesmeric OrbMesmeric Orb (710)Altar of the BroodAltar of the Brood (728)
The Chain VeilThe Chain Veil (226)Phyrexian UnlifePhyrexian Unlife (558)Darksteel ForgeDarksteel Forge (714)MindcrankMindcrank (729)
MirariMirari (422)Howling MineHowling Mine (669)Codex ShredderCodex Shredder (718)Amulet of VigorAmulet of Vigor

Lands

We need a good portion of our lands to be Forests or Plains for Karametra to be fully operational. Emeria, the Sky RuinEmeria, the Sky Ruin also puts a higher premium on Plains. For this reason, basic lands make a higher proportion of our deck than normal.

ForestForest (1)Yavimaya HollowYavimaya Hollow (8)Path of AncestryPath of Ancestry (15)Scattered GrovesScattered Groves (78)
Command TowerCommand Tower (2)Marsh FlatsMarsh Flats (9)Temple GardenTemple Garden (16)Oran-Rief, the VastwoodOran-Rief, the Vastwood (85)
Verdant CatacombsVerdant Catacombs (3)Temple of the False GodTemple of the False God (10)SavannahSavannah (17)Stirring WildwoodStirring Wildwood (107)
Reliquary TowerReliquary Tower (4)Arid MesaArid Mesa (11)Canopy VistaCanopy Vista (24)Krosan VergeKrosan Verge (112)
Strip MineStrip Mine (5)Scavenger GroundsScavenger Grounds (12)Windswept HeathWindswept Heath (27)Emeria, the Sky RuinEmeria, the Sky Ruin (133)
Blighted WoodlandBlighted Woodland (6)Misty RainforestMisty Rainforest (13)Khalni GardenKhalni Garden (29)PlainsPlains (143)
Wooded FoothillsWooded Foothills (7)Urborg, Tomb of YawgmothUrborg, Tomb of Yawgmoth (14)Treetop VillageTreetop Village (32)Nykthos, Shrine to NyxNykthos, Shrine to Nyx (148)

Temple GardenTemple Garden and Scattered GrovesScattered Groves count as both Forest and Plains, and can be retrieved by Karametra or Krosan VergeKrosan Verge. Blighted WoodlandBlighted Woodland, Krosan VergeKrosan Verge, and Nykthos, Shrine to NyxNykthos, Shrine to Nyx provide some additional ramp, and the former two can be recurred if we can get Ramunap ExcavatorRamunap Excavator onto the battlefield.

Blighted Woodland
Stirring Wildwood
Emeria, the Sky Ruin

Otherwise, Oran-Rief, the VastwoodOran-Rief, the Vastwood buffs our green creatures the turn they come in, and Stirring WildwoodStirring Wildwood and Treetop VillageTreetop Village can help us continue to damage our opponents after a board wipe or allow us to go a bit wider in a final strike.


Putting It All Together

With a significant focus on casting creatures in a deck that makes optimal use of extra lands, we present a deck that should allow us to go wide to take down each of our opponents. To help us make the best use of the excess land that we'll have access to after Karametra comes online, a good portion of cards either create value on each land drop or give us the ability to sink mana for value. Some other cards use the excess land to either protect our board from our opponents' threats or to prevent damage coming our way. We also added a small reanimation package to make our deck more resilient.

Along the way, we have presented the best-ranked cards based on EDH gameplay data for our last guild, Selesnya. We have now covered each of the ten two-color combinations, and the tables introduced in our journey make a good starting point for a new set of deckbuilding tools based on gameplay data. Although there is a limit to how much we can derive from this data due to its size, it guides us in highlighting the cards that some of the best content creators use in their decks, and it helps us identify which of these cards perform best in real game situations. With a larger and more diverse dataset, and the ability to cross-reference the card value, we could add additional filters to highlight the best cards for different budgets.


Best of the Crop

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Commander (1)

Creatures (34)

Artifacts (3)

Instants (7)

Sorceries (10)

Enchantments (7)

Planeswalkers (3)

Lands (35)

Karametra, God of Harvests

Martin Dubuc

Martin has been playing Magic since Fifth Dawn. He has explored many formats over the years and his favorite one is Commander. Curious by nature, Martin enjoys deckbuilding as much as playing the game. He likes to experiment new deck archetypes, explore new synergies and learn about crazy combos.

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