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5-Color Devotion to God Tribal

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Last week, I hinted that I’d either be writing about some new Commander 2013 cards or covering a five-colored Gods tribal deck. Well, at the time, I didn’t know I’d have the privilege of previewing Acidic Slime’s non-Ooze progenitor in the form of Bane of Progress. And at least for this week, I guess that means I’ll be able to hit both of those predictions. Since I covered the new Commander card on Monday, that leaves Five-Color Devotion for today.

Now, devotion currently comes in five types—white, blue, black, red, and green—and a deck featuring the mechanic is typically mono-colored of the appropriate devotion color. That means a five-colored devotion deck is, let’s say, atypical.

The other aspect of today’s experiment deck is God tribal. God is a new creature type introduced in Theros, and the expansion brought only five creatures with the type. Of course, Mistform Ultimus and its changeling compatriots from Lorwyn have now been promoted to godhood, meaning we could build a God deck featuring just Woodland Changelings, Amoeboid Changelings, and the deific Chameleon Colossus. While I did once build a Volver tribal deck (starring one of my favorite cards Necravolver), since we won’t be cheating with changelings, we just have five creatures of our type to work with, thus making our tribal deck, again, atypical.

Of course, I do enjoy building atypically.

Building up Devotion

Divinity of Pride
The Theros Gods played a pretty big role in Pro Tour Theros this past weekend, and as we can see from those decks, building sufficient devotion includes cards such as Frostburn Weird and Tidebinder Mage for Thassa, God of the Sea, Pack Rat and Gray Merchant of Asphodel for Erebos, God of the Dead, and Burning-Tree Emissary and Ash Zealot for Purphoros, God of the Forge. Of course, there are other options, but the point is that cards with multiple mana symbols of the same color are ideal, and Return to Ravnica block’s multi-hybrid-mana cards are great sources for that.

However, we’re going to play all five Gods. That means we need devotion to all five colors—preferably simultaneously. Three of the deity cards from Shadowmoor and/or Eventide (such as Overbeing of Myth and Divinity of Pride) could fulfill our Gods’ devotion with their many hybrid mana symbols; however, we’d have to draw the correct combination of these creatures and hope we had the matching God or Gods at the same time.

Instead, I’ve assembled a hodgepodge of permanents that cost wubrg. With four of these, any and all Gods will provide that fifth pip of colored mana to complete their own devotion. The ideal board state for this deck will be all five Theros Gods and four wubrg permanents. With the Gods as givens, let’s take a look at the wubrg options.

Maelstrom Nexus
My top choice here is Maelstrom Nexus. It turns our first spell each turn into two spells while simultaneously providing one pip of devotion for each color. And on top of that, the Nexus isn’t legendary, meaning we can potentially cascade multiple times in a turn. While many of the deck’s spells will be 5 mana, most of the Gods are 4, meaning follow-up five-colored cards bring with them Gods—and if one happens to be redundant in terms of legendariness, just ship it to the bottom. On top of that, Thassa is only 3, so even a 4-mana God can bring a friend. Oh, and spoiler: The deck will include Sylvan Caryatid, so Thassa will bring a cascaded follow-up as well.

Despite the theme, there isn’t a ton of room for a slew of 5-mana, five-colored spells, but a few Fusion Elementals will help us become devoted. We’ll also have a few powerful one-ofs in the form of Maelstrom Archangel, Cromat, and Genju of the Realm.

Making Gods Matter

Karona, False God
To really play along the tribal theme, we’ll need a way to make Gods matter. All creatures have subtypes (Nameless Race notwithstanding), but they don’t do anything on their own (old Walls and Legends notwithstanding). So, while we do have a bunch of Gods, we’ll need to play something that will actually check the creature type. There’s no Wellwisher or Siege-Gang Commander or Aven Brigadier for Gods, but there are cards that let us choose a creature type to benefit, and while Adaptive Automaton or Urza's Incubator on Gods might be interesting, there happens to be a card that fits this bill while also going along quite well with our previous theme.

Karona, False God pumps all our Gods when she attacks, bringing our 5- and 6-powered attackers up to 8 and 9, giving us plenty of overkill. Of course, if we have multiple opponents, that damage could really come in handy. Also, assuming we have our ideal board state, remember that our creatures other than Heliod, God of the Sun will have vigilance and that our creatures other than Nylea, God of the Hunt will have trample. Let’s just hope we don’t lose any points for bringing a False God to a Gods deck.

Casting Five Colors

Channel the Suns
Five-colored decks need a bit of help when it comes to mana. When I first saw Sylvan Caryatid, I was a bit disappointed, as I was a fan of Utopia Tree. However, I never really played the old Invasion Plant—I just appreciated the Easter egg fruit. The Caryatid was disappointing, as it obsoleted that one old card I kind of liked. However, I’ve been using it a lot in this column’s decks since the Caryatid was announced for Theros, and it just seems very strong. I wouldn’t be surprised to see this card replacing Birds of Paradise in core sets moving forward. Regardless of the meta ramifications of Sylvan Caryatid, though, I think it will be of great use for us again in this deck.

Another card I really like is Explosive Vegetation. However, it requires a bunch of basic lands, so for us this week, I’m using Ranger's Path instead—we can fetch Forests rather than Forests. That means we can use plenty of green-based shock lands and find whatever colors we need with our Paths.

And with a deck full of cards costing wubrg, we can’t skip over Channel the Suns. In addition to the massive fixing it provides, it’s also a ritual effect, meaning it generates more mana than it costs. With a Sylvan Caryatid, we can potentially cast a turn-three Maelstrom Nexus off a Channel the Suns. That’s big game.

Finally, we have the lands. Twenty of the lands I’ve included generate green, ensuring we’ll be able to cast Sylvan Caryatid, Channel the Suns, or Ranger's Path to further fix our mana. The remaining lands are scry lands to help this somewhat clunky deck find its way through the variance.

This casual list contains a high number of rares and mythics, including some high-profile, expensive names from Theros. However, if you like the God cards and manage to pick up even one of each (I know that’s my goal)—perhaps for your Commander lists—this deck is playable with even just one. I’d consider the fourth Fusion Elemental and perhaps a Mistform Ultimus for some of the emptied spots.

Andrew Wilson

@Silent7Seven

fissionessence at hotmail dot com


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