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Epic Experiment – Gallia Landfall
Hello, EDHREC fans! I’m Bernardo Melibeu, and this is Epic Experiment, a series where we throw all common sense aside and experiment with some unusual strategies, changing how we normally build our deck. Is it going to work? Who knows?! We’re making science here. When you’re an Izzet mage, blowing things up is half the fun.
Today we’re going to build around a very underrated commander from Theros Beyond Death. Given that part of her kit is dedicated to a underdeveloped tribe, she’s become basically a tribal commander. That’ll stop today, because today we’re building a Gallia deck!
Other Satyrs you control get +1/+1 and have haste.
Whenever you attack with three or more creatures, you may discard a card at random. If you do, draw two cards.
Gallia’s draw trigger is really powerful. She’s in a color combination that has plenty of cheap dorks that can be used to accelerate in the early game and then be used as fodder to her trigger in the late game. The randomness of the discard can easily be mitigated by simply packing our deck with Goodstuff (or even by playing the important stuff in our first main phase)
Gallia is an aggressive commander through and through: she’s a cheap body with haste that provides card advantage for us. One way to take advantage of this is by playing with Madness cards to get even more bang for our buck.
Satyr is a tribe that is lacking in terms of card quality. However, given that Gallia also grants haste to other Satyrs, we can experiment with otherwise lackluster creatures in order to help fuel her draw trigger. I would strongly suggest gravitating towards utility-based ones, like, rather than just going for maximum value.
Madness works great with Gallia, compensating for some of Aggro’s shortcomings. However, Madness cards tend to be less effective in EDH.
The Old Formula
Like I said in my overview of the commander, Gallia is THE Satyr commander, so it’s not surprising to see many Satyr cards in the top slots of the deck. This is a thematic approach, but I think that Satyr tribal fails to take full advantage of Gallia’s potential.
The Epic Ingredients
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Unlike the usual Lands Matter lists, we’re heavily invested in mana dorks. We need to have the three attacking creatures mark as soon as possible, and they provide both a body and the mana acceleration to put more bodies into play.
With all the Dredging, we’re likely to mill a relevant piece, so we have some powerful recursion pieces that can act as a pseudo-tutors.is great because it targets big sorcery effects, and it’s an easy card to find considering that we can Dredge it. is versatile, but it needs some setup, and it only works for a turn. is another body, which isn’t that much for the type of effect that we want to recover from our graveyard, but it’s still an upside.
For opening hands, we’re mostly looking for early creatures to fuel our commander. From there, we can start making a plan according to our draws.
In the early game, our main concern is gathering three bodies to attack. Our commander is usually the third, so it’s really more like finding two. While the Dredge suite is nice and all, we don’t really need it at this stage of the game. After all, getting to trigger our commander means that we’re seeing at least three new cards a turn, which is more than enough to give us a boost.
By the mid-game, between other players building up defenses and playing board wipes, our ability to trigger Gallia significantly diminishes. By this point we hopefully have dug enough to flip the switch and start acting like a more standard Lands Matter deck. This is the stage where we really want to start chaining some of our Dredge cards.
When we get to the late game, our priority is to find any of our win conditions, we have plenty of opportunities to find any of them, especially with our Flashback recursion spells. Finding the most effective winning line is fairly easy, cards likeand are great at bursting people out, while Field of the Dead and are great at grinding.
The list is basically a Lands Matter with a twist. This twist costs us some precious deck slots that we have to sacrifice in order to fit some of the other cards. One of the biggest problem that I see that this list suffers is that the only way it can effectively “tutor” for lands is to put them in the graveyard, unlike most decks that tend to use ramp effects like.
is a great card to cycle through bad hands and letting us get rid of some Dredgers. It may seem like an expensive investment, but the combination of Gallia and Chandra is a powerful draw engine.
is a bit of a risky card, but if we are able to play it with two creatures on the field it’s more effective than .
That’s it for this Epic Experiment! What do you think about this list? Do you have any questions about the deck? Which cards did you like? Which did you not? Was this Epic Experiment a success? Please let me know in the comments below!