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Commander
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nadop

1.2k views27 hrs ago
Commander
Size: 100Salt sum: 65.79

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{"ops":[{"insert":"Selesnya...Storm?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Welcome to the weird and wacky land of fringe cEDH! If you're a hyper meta purist and you don't consider GW Selvala eligible for the cEDH label anymore, then by all means just consider this a very high end Bracket 4 deck. In any case, the aim of the list is pretty simple: draw cards, make mana, and use infinite loops to win while sitting behind a silence. Your lines can be surprisingly compact, and with a little luck it's possible to be presenting wins on turn 2/turn 3–and you should consistently be ready to go by turn 4. Let's go over how to win, how to enable wins, and why the deck is built the way it is.\n\n\nHow Does It Win??"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The main wincons in the deck are as follows:\n1) Infinite mana -> "},{"insert":{"card-link":"Walking Ballista"}},{"insert":" \n1a) "},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":" + "},{"insert":{"card-link":"Walking Ballista"}},{"insert":" \n2) Deck-out loops\n3) "},{"insert":{"card-link":"Squallmonger"}},{"insert":" Shenanigans\n4) "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" \n\nUnlimited Ballista Works"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A tale as old as time, and probably one of the cleanest wincons the deck has. Infinite mana can be acquired a variety of ways, which we will detail later in the combo section.\n\nSun Gun"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Another classic, this option is good for when you don't have the time or resources to go for an infinite mana combo. An excellent line to pursue if you drew Heliod or Ballista early on and other things don't look to be going your way. It's also a good way to keep things relatively safe(r) and limit the number of times you have to spin Selvala (and give the whole table cards, which may end up being interaction that can stop you). To play it out on a single turn, you need at least 9 mana (including 2 white pips) to spare: 4 to play Ballista with two +1/+1 counters, 2W to play Heliod, and 1W to activate Heliod's ability. When counting your available resources, don't forget that "},{"insert":{"card-link":"Shang-Chi, Master of Kung Fu"}},{"insert":" can pay for Heliod's ability in one fell swoop, so you really only need 7 mana with him on board.\n\nI Thought You Guys Liked Drawing Cards?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Selvala has a variety of deck-out loops available to her, through which we are looking to win by drawing everyone past their last card. There are several ways to prevent you from killing yourself via deck-out: "},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":" can be repeatedly cast from the Parley mana, "},{"insert":{"card-link":"Endurance"}},{"insert":" can be evoked repeatedly (ordering the sacrifice trigger to happen before the library shuffle happens, allowing you to shuffle endurance into your deck), and "},{"insert":{"card-link":"Angel's Grace"}},{"insert":" allows you to skip the whole \"losing\" thing entirely. Notably, the recent changes to rule 605.1a mean that Selvala's Parley is no longer a mana ability. This means that you can longer loop Parley + "},{"insert":{"card-link":"Umbral Mantle"}},{"insert":" to get an uninteractable draw loop, which used to be a completely safe win after casting Angel's Grace. Now, each activation of Parley goes on the stack and can be responded to—this is mostly important because you could possibly draw someone into a "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" (which can blow up any of your creatures if Ashaya is on board) or an "},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" , both of which can still be thrown at you even if you're sitting behind a "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":" . If you want to win with an instant-speed deckout loop, "},{"insert":{"card-link":"Gleaming Splendor"}},{"insert":" can be activated over top of any interaction so long as you've already produced infinite mana (which you may need to filter with "},{"insert":{"card-link":"Orochi Leafcaller"}},{"insert":" ). "},{"insert":{"card-link":"Aluren"}},{"insert":" will also allow you to do the Quirion/Ashaya loop (see below) at instant speed, and even the traditional Umbral Mantle line can be reactivated over top if you're sitting on a pool of infinite mana.\n\nSquallmonger Shenanigans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck used to run "},{"insert":{"card-link":"Hurricane"}},{"insert":" and/or "},{"insert":{"card-link":"Squall Line"}},{"insert":" , as it was overwhelmingly likely for the list to be highest on life given that most cEDH decks "},{"attributes":{"italic":true},"insert":"spend"},{"insert":" life in order to dig. Squallmonger gives us those wincons, but in an eminently tutorable form. Notably, Squallmonger is compatible with all of our tutors-to-battlefield, unlike Ballista (which dies on entry and can't be found with color-specific tutors)—even "},{"insert":{"card-link":"Invasion of Ikoria // Zilortha, Apex of Ikoria"}},{"insert":" , which specificies non-Humans. The clause allowing any player to activate its ability is also a political tool in a meta with relevant flyers. Coaxing the table into pitching in some mana to remove a Kraum might be enough to protect your own win attempt, especially if you have "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" out, or Parley has informed you that nobody has any free interaction to play.\n\nFinale? Finale."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Good ole "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" . Infinite mana, infinite big, swing for lethal. Not the deck's primary win line by any means, but good to keep in the back pocket.\n\nMana Base"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The mana base of the deck primarily produces green, both by nature of Parley and because most of our game actions that advance us towards a win are green. However, white still plays a vital role in casting silencers, protecting wins, and generally interacting. You must be very deliberate with your expenditure of white pip sources. Often, if you choose to expend a G/W source for green in order to dig a tiny bit deeper, you will have to pay the color debt later in that line by finding some way to filter. Weigh whether it's worth it to push and ultimately gamble, or if it's in your best interest to park the car for the time being and play value instead.\n\nFetchlands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Your fetchers will be finding "},{"insert":{"card-link":"Savannah"}},{"insert":" , "},{"insert":{"card-link":"Temple Garden"}},{"insert":" , "},{"insert":{"card-link":"Lush Portico"}},{"insert":" , and the basic "},{"insert":{"card-link":"Forest"}},{"insert":" , generally in that order of priority. However, don't underestimate fetching Lush Portico if you need a surveil more than one extra pip for the line you're trying to push. If you haven't yet played a land for turn and you have a fetch open, Portico + Quirion Ranger can allow you to surveil twice.\n\n"},{"insert":{"card-link":"Hickory Woodlot"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Generally, you will only be happy to see this in opening hand or turn 1. If you draw it any other time, consider it fodder for "},{"insert":{"card-link":"Formidable Speaker"}},{"insert":" unless the table is really stuck in a grindy game.\n\n"},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"A critically important land for turning on Quirion Ranger—you'd be surprised how easy it is to find yourself unable to push because you never managed to find a Forest of any kind. Pairing these two will allow you to save a Woodlot, bounce your "},{"insert":{"card-link":"Gaea's Cradle"}},{"insert":" to make twice the mana, reset one of the non-Forest G/W lands to make an extra white pip, or reset your creature type choice with "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" to protect, say, a Walking Ballista cast.\n\nMDFC's"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Of the four MDFC's in the deck, only "},{"insert":{"card-link":"Turntimber Symbiosis // Turntimber, Serpentine Wood"}},{"insert":" and "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" are playable as their front sides. Sometimes you might make a hail mary play, pitching a big Ashaya to "},{"insert":{"card-link":"Disciple of Freyalise // Garden of Freyalise"}},{"insert":" , but that's definitely a desperate measure that shouldn't be the norm. If you feel a bit insecure about the amount of lands in the deck, feel free to run any of the other MDFC's that can bolt you to enter untapped; Selvala makes more than enough life to recoup that loss. If you wish to run other MDFC's be sure to select the ones that are NOT lands on their front face, as this is the face Parley cares about.\n\nMoxes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The amount of moxes is limited, as they do not really help us when we flip them with Parley. Selvala lines generate plenty of mana, and they need to spin into gas to fetch/draw pieces to keep them going, not more mana.\n\nOther Rocks"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Like the moxes, other rocks aren't really gas, and they don't help us cast Selvala early. There is some argument to be made that "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Mana Vault"}},{"insert":" can help us get some extra juice into our X-tutors, but most of the fetch targets are very low to the ground already.\n\nDorks"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We are not running every dork available to us because unfortunately, dorks don't win the game, and we need space for gas and protection. "},{"insert":{"card-link":"Priest of Titania"}},{"insert":" is usually plenty enough if you're going for a line with a Quirion loop, but "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" is much easier to work with if you're going for an Umbral Mantle line instead. "},{"insert":{"card-link":"Devoted Druid"}},{"insert":" can either function as a pseudo-ritual, or she can be paired with "},{"insert":{"card-link":"Swift Reconfiguration"}},{"insert":" to become an infinite mana source in her own right. "},{"insert":{"card-link":"Arbor Elf"}},{"insert":" is roughly interchangeable with "},{"insert":{"card-link":"Avacyn's Pilgrim"}},{"insert":" , depending on whether you feel a semi-flexible untap that gets better later is more important having a simple white pip to play. Finally, "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":" is crucial to help us stick hardcasted silencers by making "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":" uncounterable. If we don't have silencers or "},{"insert":{"card-link":"Allosaurus Shepherd"}},{"insert":" around, it also helps us stick key pieces like "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" , "},{"insert":{"card-link":"Shang-Chi, Master of Kung Fu"}},{"insert":" , "},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":" , and "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" .\n\n\nParasitic Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Let's first make clear that this is "},{"attributes":{"italic":true},"insert":"not"},{"insert":" a grindy midrange deck, and just as it can't compete with true turbo, it cannot compete with decks cloning Rhystics and Tithes. However, it is important maintain the ability to pivot into the midgame, amassing at least enough resources to enable a protected push later. You may need this after getting stuffed on an early attempt, or if your window is closed early on by a well-placed stax piece. "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" needs no introduction, but "},{"insert":{"card-link":"Tataru Taru"}},{"insert":" and "},{"insert":{"card-link":"Gleaming Splendor"}},{"insert":" are notable in that they can be activated by Selvala. Gleaming Splendor can also function as an infinite mana sink, if you want to go for a deck-out win without Selvala. "},{"insert":{"card-link":"Heartwood Storyteller"}},{"insert":" is the most interesting and dangerous of the engines. In a way, it functions as Selvala's dark reflection, and using it to artificially infuse the table with self-equalizing card advantage is a powerful way to equip your opponents to deal with each other—or if you're not careful, with you. When it's your turn to push, the majority of your spells will be creature spells (circumventing Storyteller triggers), but you could always also pitch him to "},{"insert":{"card-link":"Eldritch Evolution"}},{"insert":" to find Ashaya. "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" is of course a classic engine, but its primary purpose in the deck is more to enable Umbral Mantle loops than it is to truly stick around as an engine. Notably absent, given our colors, is "},{"insert":{"card-link":"The Cabbage Merchant"}},{"insert":" . He competes with Selvala on curve, and he doesn't provide table-wide effects that can be parlayed into political leverage the way Storyteller does. He simply amasses functional proxies of mana, and incentivizes people to attack us to reduce those resources, which greatly reduces our ability to cajole the table into allowing us the incremental setup that we need to win in longer games.\n\n\nInteraction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We will talk more about this in Parley Theory, but just as the deck is neither true turbo nor value grindslop, it's also not meant to be an interaction-heavy table police deck. We do play some efficient removal that's classic in our colors, mostly to remove things that completely hose us like "},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" , "},{"insert":{"card-link":"Ethersworn Canonist"}},{"insert":", or other Rule of Law-style effects . Outside of those cases, we do not remove things just because they scare us; we remove things in exchange for political clemency or political favors. Similarly with protection, we do not protect ourselves simply because we are under fire or feel scared, as we likely need the protection in order to protect a full push to the finish. You must carefully weigh the costs a benefits of saving time by protecting a key piece (you may need to dig for protection when you push later) vs allowing a key piece to be visibly removed in order to ease tensions at the table (while holding the protection for later when you pivot into a different line).\n\n\nHaste Enablers"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are only three in the deck, "},{"insert":{"card-link":"Shang-Chi, Master of Kung Fu"}},{"insert":", "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" , and "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" . Notably absent is classical Selvala mainstay "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":" . This cut was made simply due to the cumbersome nature of its cost. Shang-chi and Crossroads can both much more easily result in a net gain of mana when played. Often, if we're hunting for a haste enabler, we do not have the resources to invest 3 CMC up front, or even 4 CMC if we need TYE's untap ability right away. "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" is also our only non-equipment artifact tutor, and it's already stretched thin pulling double duty for enchantments. It sounds heretical, but I honestly believe that Elixir is just a holdover from the old days before Shang-chi was printed. Lastly, don't forget that "},{"insert":{"card-link":"Swift Reconfiguration"}},{"insert":" can be a source of pseudo-haste, at the cost of stripping away its target's creature typing, limiting your ability to untap it. Crewing it on the turn that it entered does not circumvent this, as it then becomes sick and you cannot tap it again. Boarding Arbor Elf in hopes of using Ashaya to turn it into an untappable Forest doesn't work either, as the layer 4 dependency created between Swift Reconfiguration and Ashaya will preclude it from becoming a Forest until it's crewed.\n\n\nHow (Not) 2 Combo"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Plain (no pun intended) and simple, infinite mana is how you win. Spinning Selvala is cool, but due to the dangerous nature of Parley, you should stop spinning her as soon as you hit just deep enough to pivot into a different line and a different repeatable mana source—ESPECIALLY if you are not already sitting behind a silence or some other protection to begin with. Do not underestimate the value and necessity of using "},{"insert":{"card-link":"Allosaurus Shepherd"}},{"insert":" in order to protect a tutor for a silencer (or maybe even just a hardcast "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":" ). "},{"attributes":{"underline":true,"bold":true},"insert":"DO NOT"},{"insert":" just spin Selvala repeatedly hoping to dig for an unprotected win. Unless you're playing against some poor \"\"\"Bracket 4\"\"\" saps who won't know what hit em, uncontrolled Selvala spinning is a great way to close your own windows. If you can help it, always try to stick a silence of some sort before making a big push with repeated Parleys. That said, here are some of the common combos that you'll be assembling.\n\nAshaya + Quirion/Scryb"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This one's pretty straightforward. "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" makes all your creatures into Forests, allowing "},{"insert":{"card-link":"Quirion Ranger"}},{"insert":" to bounce itself. If you have any dork that taps for 2 or more, you can loop Quirion to net mana each time and generate infinite mana. "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" and "},{"insert":{"card-link":"Priest of Titania"}},{"insert":" are our two primary candidates in this deck, though "},{"insert":{"card-link":"Badgermole Cub"}},{"insert":" allows it to be done with any 1-drop dork, or even the earthbent land. If you're using the Quirion loop to spin Selvala, it's next to impossible for you to not produce at least 1 mana, allowing you to repeat the loop if not net mana. "},{"insert":{"card-link":"Scryb Ranger"}},{"insert":" is of course a suitable substitute for Quirion, with the stipulation that it is slightly more difficult to go positive with Parley mana.\n\nA Word on Marvin"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" is your friend. Your best friend. This stupid little puppet is so unbelievably busted, and he shows it particularly well in this deck. Quirion Ranger and Wirewood Symbiote are both once-per turn uses, so if you had to use them to dig with Selvala, Marvin can rescue the line by becoming a second set of both the bounce-to-untap abilities, as well as being a second activation of Selvala herself. Do not forget about Marvin, and strongly consider fetching him if at any point your line feels like it's running out of gas; this goes doubly so if you have a haste enabler on board. He's also fetchable with "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" —just another thing to keep in mind. And just when you thought the murder doll couldn't get any more degenerate, don't forget that applying Swift Reconfiguration to Marvin will allow you to circumvent "},{"insert":{"card-link":"Cursed Totem"}},{"insert":" entirely.\n\nUmbral Mantle Still Good"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Umbral Mantle is still good! Even after the mana ability rules change that took away a protected winning line from Selvala, Umbral Mantle remains an indispensable combo tool. Slap it on any dork that nets more than 3 and you're off to the races! Earthbent Gaea's Cradle in particular is absolutely nasty. Of course, Mantle can also be used to spin Selvala, though it is much more difficult to generate the requisite untapping mana unless you have Smothering Tithe in play. The safest path is to generate infinite mana first, then use Mantle to put any number of Parleys on the stack at instant speed. You can even respond to OBM triggers with further Parleys until you find removal, then finish the game with 100 more Parleys on top after the removal resolves.\n\nRidin' On Cars"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As mentioned previously, "},{"insert":{"card-link":"Devoted Druid"}},{"insert":" and "},{"insert":{"card-link":"Swift Reconfiguration"}},{"insert":" is a 1GW investment that makes you infinite green mana on the spot. The only thing stopping this from being our default go-to is that it's a bit more difficult to tutor for Swift Recon than it is to find our other creature-based loops. You can make this slightly easier by bridging into Swift using "},{"insert":{"card-link":"Pia, Aether Ascetic"}},{"insert":" . If you have Marvin on board, don't forget that you can reconfigure him instead of Devoted druid, giving you access to a truly degenerate form of infinite Parleys or infinite mana—the choice is yours.\n\nFlash For Me, But Not For Thee"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Not as common of a find, but should you ever find yourself with the opportunity to play "},{"insert":{"card-link":"Aluren"}},{"insert":" , you can achieve an absolutely disgusting parity break by pairing it with "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" and "},{"insert":{"card-link":"Allosaurus Shepherd"}},{"insert":" (or "},{"insert":{"card-link":"Prowling Serpopard"}},{"insert":" if you want to bring some of the white creatures and Marvin to the party too). Keep in mind that naturally uncounterable creatures, like "},{"insert":{"card-link":"Hexing Squelcher"}},{"insert":" , can circumvent the Bauble and benefit from Aluren the same way our creatures can.\n\n\nTutors"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We are running a LOT of tutors, as we need to minimize the number of Parleys required to hit key pieces (or things that can fetch us key pieces). You will have to change your decision tree depending on if you draw tutors-to-hand or tutors-to-battlefield, as the latter cannot fetch you a Ballista. Notable exception is "},{"insert":{"card-link":"Nature's Rhythm"}},{"insert":" : you can use the first cast to fetch Ballista (which dies instantly), and then use the Harmonize second cast to find "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" . This is a very expensive and roundabout way to fetch Ballista to hand, but it works. Technically, "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" also works if X>=10, but don't forget that you then need to dump mana into Ballista for it to actually have counters to shoot. If this is being done with an infinite mana loop on board, no problem; however, it does become an issue if we're going for a Sun Gun line and we may not have all the mana in the world. \n\n"},{"insert":{"card-link":"Invasion of Ikoria // Zilortha, Apex of Ikoria"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Necessitates the inclusion of Kutzil, as she is the only non-Human silencer in our colors (unless for some unhinged reason you want to sub in "},{"insert":{"card-link":"Dragonlord Dromoka"}},{"insert":" ). While we are not necessarily fetching silencers 100% of the time with Invasion, we need to maintain the ability to fetch a silencer with any of our tutors-to-battlefield, as these tutors can be protected by Allosaurus Shepherd in a way that our all-white silencers cannot be.\n\n "},{"insert":{"card-link":"Ranger-Captain of Eos"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Often a great bridge fetch if you intend to find Quirion Ranger or Wirewood Symbiote for an attempted push, as it provides you the fetch and the requisite turn silence in one fell swoop.\n\n"},{"insert":{"card-link":"Congregation at Dawn"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"If you have Parley available, a Forest on board, and a silencer in play, this wins you the game on the spot. From top to bottom, order the fetched pile Quirion Ranger -> Wirewood Symbiote -> Ashaya. Once you crack the pile, the rest of it is almost guaranteed to pay for itself with Parley mana.\n\n"},{"insert":{"card-link":"Brightglass Gearhulk"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Brightglass has absurd reach in this list, being able to fetch Chrome Mox, Mox Amber, Lotus Petal, Orochi Leafcaller, Allosaurus Shepherd, Esper Sentinel, Concordant Crossroads, Walking Ballista, most of our dorks, Vexing Bauble, Swift Reconfiguration, and of course both our bounce-to-untappers. As with all tutors, be aware of the flexibility it affords you, and don't fall into the trap of treating it as simply extra copies of whatever you usually fetch. \n\n"},{"insert":{"card-link":"Formidable Speaker"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"A powerhouse in every regard. Using Speaker to find Shang-chi allows you to turn on the former's untap ability right away, making the pair a great way to get Cradle untaps if your line needs more mana. You can also bounce Speaker with "},{"insert":{"card-link":"Wirewood Symbiote"}},{"insert":" , and untapping Selvala with this ability will usually net you enough Parley mana to replay the Speaker and get another fetch. If you're on "},{"insert":{"card-link":"Agatha's Soul Cauldron"}},{"insert":" , the discard on Speaker's ETB tutor can also be a good way to get Walking Ballista into the yard if it wasn't there already.\n\n"},{"insert":{"card-link":"Nature's Rhythm"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"An absurdly powerful tutor that almost functions as a 1-card win condition. It can find Ashaya/Quirion, and Devoted Druid/Pia (to bridge into Swift Reconfiguration). If you have the mana available, consider even fetching Ranger-Captain (bridging into Quirion), then silencing with said Ranger-Captain before fetching Ashaya. Depending on the balance of mana production vs creature power you have on board, choose carefully whether you choose to harmonize the bigger fetch target, or pay for it on the normal cast.\n\nTutor to Top"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Notable exclusion is "},{"insert":{"card-link":"Sylvan Tutor"}},{"insert":" ; we do not need redundancy for a singular creature tutor-to-top, as it's the clunkiest form of tutor. An argument can be made that Parley turns to-tops into to-hands, but that isn't necessarily true—especially if the Parley is what dug you into that particular tutor in the first place. The only reason "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" has a slot (and Sylvan Tutor doesn't) is because of its instant speed, allowing us to play it on the preceding player's endstep (or our upkeep) and circumventing the requirement to Parley for access to our chosen creature.\n\n"},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is played instead of (and not alongside) "},{"insert":{"card-link":"Open the Armory"}},{"insert":" or "},{"insert":{"card-link":"Steelshaper's Gift"}},{"insert":" , as neither of those sorceries can be bridged into by our many creature tutors.\n\n\nMulligans"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Mulligans are pretty simple in Selvala. There are two types of hand you're looking to keep:\nSelvala on turn 2, tutors or gas in hand"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Selvala on turn 3, protection and engines in hand"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe matchups at your table will determine whether you're trying to keep a type 1 hand or type 2 hand. Things we do not keep under any circumstances:\n\n-\"This gets Selvala t2 if I draw one more mana source on t1\"\n-Big mana with nothing to do\n-All interaction/protection\n-Selvala t1 with nothing else to do\n\nThese are all pretty self-explanatory, but for the sake of being thorough, let's detail why. With the comically low amount of mana sources in the deck, \"I hope I draw one more source on t1\" is not a gamble we can reliably take. If the hand is otherwise absolutely nuts and you want to gamble on the potential t3 win, go for it—just know that you will punished far more often than not. Keep in mind also that when I say we're gunning for a consistent t2 Selvala, what I really mean is we're gunning for a consistent t3 activation of Selvala, with other things to do in hand. To that end, it is perfectly acceptable to keep and play \"slow\" mana if we are getting a haste enabler out on t1 or t2. This includes Marvin, who can function as fake haste by activating his own Parley on t3 even if Selvala herself is still summoning sick. If you spin yourself into a real haste enabler, then you now have two Parleys on board to spin. The puppet is busted. Keep in mind also that Quirion Ranger can function as a dork if you have a way to fetch Savannah on t1.\n\nAs tempting as t1 Selvala is, keep in mind that it makes you look a lot scarier than you probably are (or want to appear). I've personally seen t1 Selvala answered immediately by a "},{"insert":{"card-link":"Cursed Totem"}},{"insert":" ...which promptly punted the game to the one guy at the table who didn't care about activating creatures.\n\n\nMaybeboards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Some of these are true maybes, some of them are otherwise cEDH/Selvala staples that I've cycled out as an experiment or due to other reasoning.\n\n"},{"insert":{"card-link":"Agatha's Soul Cauldron"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"An overall good card, especially as interaction with other people's graveyard-based strategies. However, it really only finds us Walking Ballista and Mirror Entity, as Quirion/Scryb and Symbiote can't really play well with the way Cauldron grants abilities. We're not really playing out of the yard, and remember that we're not table police; "},{"insert":{"card-link":"Endurance"}},{"insert":" already provides us the ability to stuff a yard-based win.\n\n"},{"insert":{"card-link":"Archivist of Oghma"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"The list has no shortage of ways to see cards or gain life, so it doesn't feel appropriate to include a parasitic engine that has no other function. Esper Sentinel gets a pass because it's a 1-drop and easy to play turn 1/seat 1.\n\n1-mana Targeted Untappers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Things like "},{"insert":{"card-link":"Emerald Charm"}},{"insert":" , "},{"insert":{"card-link":"Pillar Launch"}},{"insert":" , "},{"insert":{"card-link":"Burst of Strength"}},{"insert":" , and so on aren't played because they would simply eat up too much room on the list, and they incentivize dangerous behavior (spinning Parley without protection). "},{"insert":{"card-link":"Mobilize"}},{"insert":" and "},{"insert":{"card-link":"Vitalize"}},{"insert":" have a place in the deck, as they reset our dorks. "},{"insert":{"card-link":"Benefactor's Draught"}},{"insert":" is also a strong maybe, but I haven't found the need for it yet. If you're creative enough with the lines you have, you don't really need these, though they can sometimes be the silver bullet you need to save a particularly janky line.\n\nThe Great Flicker Scam"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I no longer run "},{"insert":{"card-link":"Emiel the Blessed"}},{"insert":" for a variety of reasons. He does enable good and strong lines, especially with board-wide untappers like "},{"insert":{"card-link":"Village Bell-Ringer"}},{"insert":" and "},{"insert":{"card-link":"Great Oak Guardian"}},{"insert":" , but the issue is that he's just not compact enough. 4CMC with 2 white pips is a tall ask, and his ability cost means that he actually costs 7CMC before he contributes to a line. Even then, you require the support of a board-wide untapper or a haste enabler. They're good setups when assembled, but bulky and difficult to assemble.\n\n"},{"insert":{"card-link":"Lurking Predators"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"A pod-dependent maybe. Can be good if you're playing into a pod with high spell counts, or conversely if you're playing into a stax-heavy pod that limits your ability to cast or draw. It is a whopping 6 CMC though, which we can likely afford only on t3 with our first Parley. In a world of t1/t2 Rhystics and Mystics, it feels a bit lacking.\n\n"},{"insert":{"card-link":"Pili-Pala"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"A good combo piece with Marvin, but completely dead outside of combo. If you want another way to produce infinite mana, feel free to play Pili-pala—it is technically uninteractable once you have Marvin+Pili-pala+Priest of Titania assembled, as the untap on Pili-pala is part of a cost and not a resolution.\n\n"},{"insert":{"card-link":"Mirror Entity"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Another erstwhile Selvala staple. I've removed it in favor of green Pia, which can help me find both Smothering Tithe and Swift Reconfiguration—arguably two of the best cards in the deck. Similarly to Pili-pala, Mirror entity is a dead card outside of its combo interaction with Wirewood Symbiote.\n\n"},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Another good card with a good floor. But as previously stated, we're not really playing out of the yard. In my experience running Woodland, the Delirium was not on most of the time, so the card was hitting its floor much more often than not. If I had to have a land that only tapped for green, I'd rather have a basic Forest that I can bounce with Quirion/Scryb.\n\nFlash Enablers"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":" and "},{"insert":{"card-link":"Vivien, Champion of the Wilds"}},{"insert":" can technically allow us to win over top of the stack on someone else's turn, but I do find myself questioning the relevance of that. It might be a meta-dependent requirement based on your matchups. We don't really need flash enablers to play over top of the stack/interaction on our turns, as most of our wins are capable of putting themselves on the stack infinitely. 99.99999% of the time, you're not pushing without a silencer on board anyway. If you really want the ability to win over top on someone else's turn, go for a Swift Recon line and hold that card in hand until it's time to jam on top of the stack, allowing you to bury everything under billions of Marvin activations. If you really want to be sneaky about it, just keep Aluren on board and hold DevoDruid, Marvin, and Swift Recon all in hand.\n\n\nParley Theory"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The heart and soul of the deck, Parley Theory is the mindset you need to adopt if you want Selvala to work properly. If you don't play the political Parley game, then you are just playing a subpar turbo deck with subpar midgame engines and subpar amounts of interaction. Parley Theory is the glue that holds this otherwise arguably terrible list together. In short, the theory is that we provide the table with the cards to deal with itself. It sounds like magic Christmas dreamland, but you must also remember that we are drawing the table interaction AND credible, actual threats in equal measure. It's not that we just draw everyone a comfortable amount of interaction and hope they don't expend it on us, it's that we protect ourselves by generating threats elsewhere on the table. Parley Theory is the Nicolas Cage Lord of War way, supplying arms to all sides of the conflict and quietly profiting in the background after the dust settles. To actually play Parley Selvala, you must fully and completely recognize and embrace that it's a multiplayer format, and everyone at the table gets a vote.\n\nYou must go beyond the usual confines of simply considering what other people might want to do with their available resources; you must start thinking about how to shape their priorities in the event that they (and everyone else) are given a surfeit of resources, which you can then decide to provide or withhold. It is therefore also important that you do not lie or little bean for political leverage—this may work the first few times, but each successive attempt at these strategies hugely diminishes Selvala's future ability to...well, parley. We must play the game more like chess than anything, using Parley's global information to draw attention to actual threats that cannot go unanswered, pointing out and forcing \"only moves\" that must be played if the game is to continue. While doing this, we acquire the political clemency necessary to build the foundation for an explosive win by strategically offering to fill gaps in the table's ability to interact with the threats we created. That's the real secret behind Selvala's turbo not being very good at turbo, and not being able to win on t2 or t1 like true turbo—it's because it's not actually turbo. It's simply an explosive win enabled and guarded by politics that can "},{"attributes":{"italic":true},"insert":"look"},{"insert":" like turbo if the window opens early enough.\n\nRemember that you are not just playing your deck, you are playing everyone else's deck too, to some degree. Remember that sometimes the best way to open a window might look like punting a win to someone, forcing everyone else to answer it. Remember Parley Theory.\n\nAnd genuinely, even if you test the limits a little too much and end up "},{"attributes":{"italic":true},"insert":"actually"},{"insert":" punting? In a casual, non-tournament setting, that can be fun too. It's good fun to see what a whole table firing on all cylinders looks like, where nobody is stuck topdecking for answers because of previously failed pushes or (god forbid) bad mulligans. Ultimately, we play Magic as a self-expressive social activity, and Parley's ability to enable almost every other deck to engage in that self-expression unfettered is a wonderful thing—it's a good reminder that the game is indeed a game. Be good to each other, and advance the game state!\n"}]}
Selvala, Explorer Returned
Parley —
: Each player reveals the top card of their library. For each nonland card revealed this way, add
and you gain 1 life. Then each player draws a card. (Activate only as an instant.)
Legendary Creature - Elf Scout
Selvala, Explorer Returned (sld) 1914

Commander

(Ctrl to add secondary)
Avacyn's Pilgrim
: Add
.
Creature - Human Monk
Avacyn's Pilgrim (pf25) 1F
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (fic) 483
Circle of Dreams Druid
: Add
for each creature you control.
Creature - Elf Druid
Circle of Dreams Druid (afr) 176
Delighted Halfling
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
Creature - Citizen Halfling
Delighted Halfling (ltr) 158
Devoted Druid
: Add
.
Put a -1/-1 counter on this creature: Untap this creature.
Creature - Elf Druid
Devoted Druid (spg) 138
Elvish Mystic
: Add
.
Creature - Elf Druid
Elvish Mystic (cmm) 648
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (slc) 12
Priest of Titania
: Add
for each Elf on the battlefield.
Creature - Elf Druid
Priest of Titania (mh3) 428

Dorks

(Ctrl to add secondary)
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (mh2) 12
Gleaming Splendor
Whenever an opponent draws their second card each turn, you create a Treasure token.
: Two target players each draw a card.
Enchantment
Gleaming Splendor (hob) 239
Glimpse of Nature
Whenever you cast a creature spell this turn, draw a card.
Sorcery
Glimpse of Nature (soa) 183
Heartwood Storyteller
Whenever a player casts a noncreature spell, each of that player's opponents may draw a card.
Creature - Treefolk
Heartwood Storyteller (tsr) 209
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (wot) 13
Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Legendary Creature - Advisor Dwarf
Tataru Taru (fic) 466
The Queen of Dale
Whenever an opponent casts their first noncreature spell each turn, you recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Legendary Creature - Human Noble
The Queen of Dale (hob) 24

Engines

(Ctrl to add secondary)
Heliod, Sun-Crowned
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Legendary Creature Enchantment - God
Heliod, Sun-Crowned (thb) 259
Squallmonger
: This creature deals 1 damage to each creature with flying and each player. Any player may activate this ability.
Creature - Monger
Squallmonger (cmd) 173
Swift Reconfiguration
Flash
Enchant creature or Vehicle
Enchanted permanent is a Vehicle artifact with crew 5 and it loses all other card types. (It's not a creature unless it's crewed.)
Enchantment - Aura
Swift Reconfiguration (nec) 45
Walking Ballista
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Creature Artifact - Construct
Walking Ballista (fic) 371

Finisher

(Ctrl to add secondary)
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (zne) 21
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (spg) 109
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 412
Bountiful Promenade
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Bountiful Promenade (zne) 20
Brushland
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Brushland (fic) 377
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 345
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (md1) 15
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (sld) 758
Dryad Arbor
(This land isn't a spell, it's affected by summoning sickness, and it has "
: Add
.")
Creature Land - Dryad Forest
Dryad Arbor (sld) 2281
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (zne) 1
Forest
(
: Add
.)
Basic Land - Forest
Forest (fin) 307
Gaea's Cradle
: Add
for each creature you control.
Legendary Land
Gaea's Cradle (usg) 321
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add
. If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land
Gemstone Caverns (eos) 16
Hickory Woodlot
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Hickory Woodlot (mmq) 319
Lush Portico
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Forest
Lush Portico (mkm) 327
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (eos) 70
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 250
Plaza of Heroes
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell.
: Add one mana of any color among legendary permanents you control.
,
, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
Land
Plaza of Heroes (pdmu) 252p
Savannah
(
: Add
or
.)
Land - Plains Forest
Savannah (3ed) 285
Snow-Covered Plains
(
: Add
.)
Basic Snow Land - Plains
Snow-Covered Plains (sld) 325
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (ecl) 351
Turntimber Symbiosis
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Sorcery
Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 364Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 364
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 479
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (zne) 5
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (ltc) 377

Land

(Ctrl to add secondary)
Allosaurus Shepherd
This spell can't be countered.
Green spells you control can't be countered.
: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.
Creature - Elf Shaman
Allosaurus Shepherd (2x2) 132
Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Instant
Angel's Grace (soa) 67
Grand Abolisher
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Creature - Human Cleric
Grand Abolisher (big) 32
Kutzil, Malamet Exemplar
Your opponents can't cast spells during your turn.
Whenever one or more creatures you control each with power greater than its base power deals combat damage to a player, draw a card.
Legendary Creature - Warrior Cat
Kutzil, Malamet Exemplar (lci) 304
Legolas's Quick Reflexes
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Instant
Legolas's Quick Reflexes (ltc) 493
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (sld) 1493
Orim's Chant
Kicker
(You may pay an additional
as you cast this spell.)
Target player can't cast spells this turn. If this spell was kicked, creatures can't attack this turn.
Instant
Orim's Chant (mh3) 323
Silence
Your opponents can't cast spells this turn.
Instant
Silence (sld) 7003
Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant
Veil of Summer (soa) 125
Vexing Bauble
Whenever a player casts a spell, if no mana was spent to cast it, counter that spell.
,
, Sacrifice this artifact: Draw a card.
Artifact
Vexing Bauble (mh3) 212
Voice of Victory
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can't cast spells during your turn.
Creature - Human Bard
Voice of Victory (tdm) 331

Protection

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (sld) 1641
Ashaya, Soul of the Wild
Ashaya's power and toughness are each equal to the number of lands you control.
Nontoken creatures you control are Forest lands in addition to their other types. (They're still affected by summoning sickness.)
Legendary Creature - Elemental
Ashaya, Soul of the Wild (sld) 2014
Badgermole Cub
When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you tap a creature for mana, add an additional
.
Creature - Mole Badger
Badgermole Cub (tla) 326
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (mps) 9
Concordant Crossroads
All creatures have haste.
World Enchantment
Concordant Crossroads (2x2) 367
Crop Rotation
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
Instant
Crop Rotation (soa) 116
Elvish Spirit Guide
Exile this card from your hand: Add
.
Creature - Elf Spirit
Elvish Spirit Guide (sld) 423
Lotus Petal
, Sacrifice this artifact: Add one mana of any color.
Artifact
Lotus Petal (plst) TMP-294
Marvin, Murderous Mimic
Marvin has all activated abilities of creatures you control that don't have the same name as this creature.
Legendary Creature Artifact - Toy
Marvin, Murderous Mimic (dsk) 367
Mox Amber
: Add one mana of any color among legendary creatures and planeswalkers you control.
Legendary Artifact
Mox Amber (brr) 98
Orochi Leafcaller
: Add one mana of any color.
Creature - Shaman Snake
Orochi Leafcaller (chk) 234
Shang-Chi, Master of Kung Fu
You may activate abilities of creatures you control as though those creatures had haste.
: Add two mana of any one color. Spend this mana only to activate abilities of creature sources.
Legendary Creature - Human Warrior Hero
Shang-Chi, Master of Kung Fu (msh) 187
Sol Ring
: Add
.
Artifact
Sol Ring (sld) 2807

Ramp

(Ctrl to add secondary)
Eternal Witness
When this creature enters, you may return target card from your graveyard to your hand.
Creature - Human Shaman
Eternal Witness (2x2) 368
Noxious Revival
(
can be paid with either
or 2 life.)
Put target card from a graveyard on top of its owner's library.
Instant
Noxious Revival (spg) 73

Recursion

(Ctrl to add secondary)
Endurance
Flash
Reach
When this creature enters, up to one target player puts all the cards from their graveyard on the bottom of their library in a random order.
Evoke—Exile a green card from your hand.
Creature - Elemental Incarnation
Endurance (mh2) 317
Force of Vigor
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
Instant
Force of Vigor (otp) 29
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (sld) 2227
Solitude
Flash
Lifelink
When this creature enters, exile up to one other target creature. That creature's controller gains life equal to its power.
Evoke—Exile a white card from your hand.
Creature - Elemental Incarnation
Solitude (spg) 44
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (sld) 2804
Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel —
, Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment
Touch the Spirit Realm (gdy) 4
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (sld) 2655Witch Enchanter // Witch-Blessed Meadow (sld) 2655

Removal

(Ctrl to add secondary)
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant
Archdruid's Charm (mkm) 408
Brightglass Gearhulk
First strike, trample
When this creature enters, you may search your library for up to two artifact, creature, and/or enchantment cards with mana value 1 or less, reveal them, put them into your hand, then shuffle.
Creature Artifact - Construct
Brightglass Gearhulk (dft) 191
Chord of Calling
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Instant
Chord of Calling (rvr) 134
Congregation at Dawn
Search your library for up to three creature cards, reveal them, then shuffle and put those cards on top in any order.
Instant
Congregation at Dawn (rav) 198
Eldritch Evolution
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Sorcery
Eldritch Evolution (sld) 1414
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 412
Finale of Devastation
Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
Sorcery
Finale of Devastation (sld) 2680
Formidable Speaker
When this creature enters, you may discard a card. If you do, search your library for a creature card, reveal it, put it into your hand, then shuffle.
,
: Untap another target permanent.
Creature - Elf Druid
Formidable Speaker (ecl) 176
Green Sun's Zenith
Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.
Sorcery
Green Sun's Zenith (spg) 127
Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize
(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery
Nature's Rhythm (tdm) 349
Pia, Aether Ascetic
When Pia enters, you may discard a card. If you do, search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Legendary Creature - Human Druid
Pia, Aether Ascetic (fra) 264
Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger
Ranger-Captain of Eos (fca) 2
Stoneforge Mystic
When this creature enters, you may search your library for an Equipment card, reveal it, put it into your hand, then shuffle.
,
: You may put an Equipment card from your hand onto the battlefield.
Creature - Artificer Kor
Stoneforge Mystic (spg) 29
Summoner's Pact
Search your library for a green creature card, reveal it, put it into your hand, then shuffle.
At the beginning of your next upkeep, pay
. If you don't, you lose the game.
Instant
Summoner's Pact (tsr) 234
Survival of the Fittest
, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
Enchantment
Survival of the Fittest (exo) 129
Traverse the Ulvenwald
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Sorcery
Traverse the Ulvenwald (inr) 221
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (dmr) 442

Tutor

(Ctrl to add secondary)
Mobilize
Untap all creatures you control.
Sorcery
Mobilize (plst) POR-172
Quirion Ranger
Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.
Creature - Elf Ranger
Quirion Ranger (mh2) 285
Umbral Mantle
Equipped creature has "
,
: This creature gets +2/+2 until end of turn." (
is the untap symbol.)
Equip
Artifact - Equipment
Umbral Mantle (plst) SHM-267
Vitalize
Untap all creatures you control.
Instant
Vitalize (wth) 145
Wirewood Symbiote
Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.
Creature - Insect
Wirewood Symbiote (sld) 785

Untap

(Ctrl to add secondary)
Archivist of Oghma
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
Creature - Cleric Halfling
Archivist of Oghma (clb) 553
Deserted Temple
: Add
.
,
: Untap target land.
Land
Deserted Temple (eos) 146
Flash Thompson, Spider-Fan
Flash
When Flash Thompson enters, choose one or both —
• Heckle — Tap target creature.
• Hero Worship — Untap target creature.
Legendary Creature - Human Citizen
Flash Thompson, Spider-Fan (msc) 772
Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Legendary Enchantment
Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (lci) 188Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (lci) 188
Jennifer Walters
Your opponents can't cast spells during your turn.
: Transform Jennifer Walters. Activate only as a sorcery.
Legendary Creature - Human Advisor Hero
Jennifer Walters // The Sensational She-Hulk (msh) 18Jennifer Walters // The Sensational She-Hulk (msh) 18
Lurking Predators
Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.
Enchantment
Lurking Predators (plst) M10-190
Mox Diamond
If this artifact would enter, you may discard a land card instead. If you do, put this artifact onto the battlefield. If you don't, put it into its owner's graveyard.
: Add one mana of any color.
Artifact
Mox Diamond (sth) 138
Ranger of Eos
When this creature enters, you may search your library for up to two creature cards with mana value 1 or less, reveal them, put them into your hand, then shuffle.
Creature - Human Soldier Ranger
Ranger of Eos (plst) ALA-21
Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp
(You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel
Starfield Shepherd (eoe) 37

Maybeboard

(Ctrl to add secondary)

Deck Info

Deck stats

28 pips - 24 cards
25 mana - 23 cards
0 pips - 0 cards
0 mana - 15 cards
0 pips - 0 cards
0 mana - 15 cards
0 pips - 0 cards
0 mana - 15 cards
63 pips - 45 cards
37 mana - 34 cards
0 pips - 0 cards
9 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Selesnya...Storm?"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Welcome to the weird and wacky land of fringe cEDH! If you're a hyper meta purist and you don't consider GW Selvala eligible for the cEDH label anymore, then by all means just consider this a very high end Bracket 4 deck. In any case, the aim of the list is pretty simple: draw cards, make mana, and use infinite loops to win while sitting behind a silence. Your lines can be surprisingly compact, and with a little luck it's possible to be presenting wins on turn 2/turn 3–and you should consistently be ready to go by turn 4. Let's go over how to win, how to enable wins, and why the deck is built the way it is.\n\n\nHow Does It Win??"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The main wincons in the deck are as follows:\n1) Infinite mana -> "},{"insert":{"card-link":"Walking Ballista"}},{"insert":" \n1a) "},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":" + "},{"insert":{"card-link":"Walking Ballista"}},{"insert":" \n2) Deck-out loops\n3) "},{"insert":{"card-link":"Squallmonger"}},{"insert":" Shenanigans\n4) "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" \n\nUnlimited Ballista Works"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A tale as old as time, and probably one of the cleanest wincons the deck has. Infinite mana can be acquired a variety of ways, which we will detail later in the combo section.\n\nSun Gun"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Another classic, this option is good for when you don't have the time or resources to go for an infinite mana combo. An excellent line to pursue if you drew Heliod or Ballista early on and other things don't look to be going your way. It's also a good way to keep things relatively safe(r) and limit the number of times you have to spin Selvala (and give the whole table cards, which may end up being interaction that can stop you). To play it out on a single turn, you need at least 9 mana (including 2 white pips) to spare: 4 to play Ballista with two +1/+1 counters, 2W to play Heliod, and 1W to activate Heliod's ability. When counting your available resources, don't forget that "},{"insert":{"card-link":"Shang-Chi, Master of Kung Fu"}},{"insert":" can pay for Heliod's ability in one fell swoop, so you really only need 7 mana with him on board.\n\nI Thought You Guys Liked Drawing Cards?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Selvala has a variety of deck-out loops available to her, through which we are looking to win by drawing everyone past their last card. There are several ways to prevent you from killing yourself via deck-out: "},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":" can be repeatedly cast from the Parley mana, "},{"insert":{"card-link":"Endurance"}},{"insert":" can be evoked repeatedly (ordering the sacrifice trigger to happen before the library shuffle happens, allowing you to shuffle endurance into your deck), and "},{"insert":{"card-link":"Angel's Grace"}},{"insert":" allows you to skip the whole \"losing\" thing entirely. Notably, the recent changes to rule 605.1a mean that Selvala's Parley is no longer a mana ability. This means that you can longer loop Parley + "},{"insert":{"card-link":"Umbral Mantle"}},{"insert":" to get an uninteractable draw loop, which used to be a completely safe win after casting Angel's Grace. Now, each activation of Parley goes on the stack and can be responded to—this is mostly important because you could possibly draw someone into a "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" (which can blow up any of your creatures if Ashaya is on board) or an "},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" , both of which can still be thrown at you even if you're sitting behind a "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":" . If you want to win with an instant-speed deckout loop, "},{"insert":{"card-link":"Gleaming Splendor"}},{"insert":" can be activated over top of any interaction so long as you've already produced infinite mana (which you may need to filter with "},{"insert":{"card-link":"Orochi Leafcaller"}},{"insert":" ). "},{"insert":{"card-link":"Aluren"}},{"insert":" will also allow you to do the Quirion/Ashaya loop (see below) at instant speed, and even the traditional Umbral Mantle line can be reactivated over top if you're sitting on a pool of infinite mana.\n\nSquallmonger Shenanigans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck used to run "},{"insert":{"card-link":"Hurricane"}},{"insert":" and/or "},{"insert":{"card-link":"Squall Line"}},{"insert":" , as it was overwhelmingly likely for the list to be highest on life given that most cEDH decks "},{"attributes":{"italic":true},"insert":"spend"},{"insert":" life in order to dig. Squallmonger gives us those wincons, but in an eminently tutorable form. Notably, Squallmonger is compatible with all of our tutors-to-battlefield, unlike Ballista (which dies on entry and can't be found with color-specific tutors)—even "},{"insert":{"card-link":"Invasion of Ikoria // Zilortha, Apex of Ikoria"}},{"insert":" , which specificies non-Humans. The clause allowing any player to activate its ability is also a political tool in a meta with relevant flyers. Coaxing the table into pitching in some mana to remove a Kraum might be enough to protect your own win attempt, especially if you have "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" out, or Parley has informed you that nobody has any free interaction to play.\n\nFinale? Finale."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Good ole "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" . Infinite mana, infinite big, swing for lethal. Not the deck's primary win line by any means, but good to keep in the back pocket.\n\nMana Base"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The mana base of the deck primarily produces green, both by nature of Parley and because most of our game actions that advance us towards a win are green. However, white still plays a vital role in casting silencers, protecting wins, and generally interacting. You must be very deliberate with your expenditure of white pip sources. Often, if you choose to expend a G/W source for green in order to dig a tiny bit deeper, you will have to pay the color debt later in that line by finding some way to filter. Weigh whether it's worth it to push and ultimately gamble, or if it's in your best interest to park the car for the time being and play value instead.\n\nFetchlands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Your fetchers will be finding "},{"insert":{"card-link":"Savannah"}},{"insert":" , "},{"insert":{"card-link":"Temple Garden"}},{"insert":" , "},{"insert":{"card-link":"Lush Portico"}},{"insert":" , and the basic "},{"insert":{"card-link":"Forest"}},{"insert":" , generally in that order of priority. However, don't underestimate fetching Lush Portico if you need a surveil more than one extra pip for the line you're trying to push. If you haven't yet played a land for turn and you have a fetch open, Portico + Quirion Ranger can allow you to surveil twice.\n\n"},{"insert":{"card-link":"Hickory Woodlot"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Generally, you will only be happy to see this in opening hand or turn 1. If you draw it any other time, consider it fodder for "},{"insert":{"card-link":"Formidable Speaker"}},{"insert":" unless the table is really stuck in a grindy game.\n\n"},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"A critically important land for turning on Quirion Ranger—you'd be surprised how easy it is to find yourself unable to push because you never managed to find a Forest of any kind. Pairing these two will allow you to save a Woodlot, bounce your "},{"insert":{"card-link":"Gaea's Cradle"}},{"insert":" to make twice the mana, reset one of the non-Forest G/W lands to make an extra white pip, or reset your creature type choice with "},{"insert":{"card-link":"Cavern of Souls"}},{"insert":" to protect, say, a Walking Ballista cast.\n\nMDFC's"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Of the four MDFC's in the deck, only "},{"insert":{"card-link":"Turntimber Symbiosis // Turntimber, Serpentine Wood"}},{"insert":" and "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" are playable as their front sides. Sometimes you might make a hail mary play, pitching a big Ashaya to "},{"insert":{"card-link":"Disciple of Freyalise // Garden of Freyalise"}},{"insert":" , but that's definitely a desperate measure that shouldn't be the norm. If you feel a bit insecure about the amount of lands in the deck, feel free to run any of the other MDFC's that can bolt you to enter untapped; Selvala makes more than enough life to recoup that loss. If you wish to run other MDFC's be sure to select the ones that are NOT lands on their front face, as this is the face Parley cares about.\n\nMoxes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The amount of moxes is limited, as they do not really help us when we flip them with Parley. Selvala lines generate plenty of mana, and they need to spin into gas to fetch/draw pieces to keep them going, not more mana.\n\nOther Rocks"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Like the moxes, other rocks aren't really gas, and they don't help us cast Selvala early. There is some argument to be made that "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Mana Vault"}},{"insert":" can help us get some extra juice into our X-tutors, but most of the fetch targets are very low to the ground already.\n\nDorks"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We are not running every dork available to us because unfortunately, dorks don't win the game, and we need space for gas and protection. "},{"insert":{"card-link":"Priest of Titania"}},{"insert":" is usually plenty enough if you're going for a line with a Quirion loop, but "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" is much easier to work with if you're going for an Umbral Mantle line instead. "},{"insert":{"card-link":"Devoted Druid"}},{"insert":" can either function as a pseudo-ritual, or she can be paired with "},{"insert":{"card-link":"Swift Reconfiguration"}},{"insert":" to become an infinite mana source in her own right. "},{"insert":{"card-link":"Arbor Elf"}},{"insert":" is roughly interchangeable with "},{"insert":{"card-link":"Avacyn's Pilgrim"}},{"insert":" , depending on whether you feel a semi-flexible untap that gets better later is more important having a simple white pip to play. Finally, "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":" is crucial to help us stick hardcasted silencers by making "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":" uncounterable. If we don't have silencers or "},{"insert":{"card-link":"Allosaurus Shepherd"}},{"insert":" around, it also helps us stick key pieces like "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" , "},{"insert":{"card-link":"Shang-Chi, Master of Kung Fu"}},{"insert":" , "},{"insert":{"card-link":"Heliod, Sun-Crowned"}},{"insert":" , and "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" .\n\n\nParasitic Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Let's first make clear that this is "},{"attributes":{"italic":true},"insert":"not"},{"insert":" a grindy midrange deck, and just as it can't compete with true turbo, it cannot compete with decks cloning Rhystics and Tithes. However, it is important maintain the ability to pivot into the midgame, amassing at least enough resources to enable a protected push later. You may need this after getting stuffed on an early attempt, or if your window is closed early on by a well-placed stax piece. "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" needs no introduction, but "},{"insert":{"card-link":"Tataru Taru"}},{"insert":" and "},{"insert":{"card-link":"Gleaming Splendor"}},{"insert":" are notable in that they can be activated by Selvala. Gleaming Splendor can also function as an infinite mana sink, if you want to go for a deck-out win without Selvala. "},{"insert":{"card-link":"Heartwood Storyteller"}},{"insert":" is the most interesting and dangerous of the engines. In a way, it functions as Selvala's dark reflection, and using it to artificially infuse the table with self-equalizing card advantage is a powerful way to equip your opponents to deal with each other—or if you're not careful, with you. When it's your turn to push, the majority of your spells will be creature spells (circumventing Storyteller triggers), but you could always also pitch him to "},{"insert":{"card-link":"Eldritch Evolution"}},{"insert":" to find Ashaya. "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" is of course a classic engine, but its primary purpose in the deck is more to enable Umbral Mantle loops than it is to truly stick around as an engine. Notably absent, given our colors, is "},{"insert":{"card-link":"The Cabbage Merchant"}},{"insert":" . He competes with Selvala on curve, and he doesn't provide table-wide effects that can be parlayed into political leverage the way Storyteller does. He simply amasses functional proxies of mana, and incentivizes people to attack us to reduce those resources, which greatly reduces our ability to cajole the table into allowing us the incremental setup that we need to win in longer games.\n\n\nInteraction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We will talk more about this in Parley Theory, but just as the deck is neither true turbo nor value grindslop, it's also not meant to be an interaction-heavy table police deck. We do play some efficient removal that's classic in our colors, mostly to remove things that completely hose us like "},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" , "},{"insert":{"card-link":"Ethersworn Canonist"}},{"insert":", or other Rule of Law-style effects . Outside of those cases, we do not remove things just because they scare us; we remove things in exchange for political clemency or political favors. Similarly with protection, we do not protect ourselves simply because we are under fire or feel scared, as we likely need the protection in order to protect a full push to the finish. You must carefully weigh the costs a benefits of saving time by protecting a key piece (you may need to dig for protection when you push later) vs allowing a key piece to be visibly removed in order to ease tensions at the table (while holding the protection for later when you pivot into a different line).\n\n\nHaste Enablers"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There are only three in the deck, "},{"insert":{"card-link":"Shang-Chi, Master of Kung Fu"}},{"insert":", "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" , and "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" . Notably absent is classical Selvala mainstay "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":" . This cut was made simply due to the cumbersome nature of its cost. Shang-chi and Crossroads can both much more easily result in a net gain of mana when played. Often, if we're hunting for a haste enabler, we do not have the resources to invest 3 CMC up front, or even 4 CMC if we need TYE's untap ability right away. "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" is also our only non-equipment artifact tutor, and it's already stretched thin pulling double duty for enchantments. It sounds heretical, but I honestly believe that Elixir is just a holdover from the old days before Shang-chi was printed. Lastly, don't forget that "},{"insert":{"card-link":"Swift Reconfiguration"}},{"insert":" can be a source of pseudo-haste, at the cost of stripping away its target's creature typing, limiting your ability to untap it. Crewing it on the turn that it entered does not circumvent this, as it then becomes sick and you cannot tap it again. Boarding Arbor Elf in hopes of using Ashaya to turn it into an untappable Forest doesn't work either, as the layer 4 dependency created between Swift Reconfiguration and Ashaya will preclude it from becoming a Forest until it's crewed.\n\n\nHow (Not) 2 Combo"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Plain (no pun intended) and simple, infinite mana is how you win. Spinning Selvala is cool, but due to the dangerous nature of Parley, you should stop spinning her as soon as you hit just deep enough to pivot into a different line and a different repeatable mana source—ESPECIALLY if you are not already sitting behind a silence or some other protection to begin with. Do not underestimate the value and necessity of using "},{"insert":{"card-link":"Allosaurus Shepherd"}},{"insert":" in order to protect a tutor for a silencer (or maybe even just a hardcast "},{"insert":{"card-link":"Kutzil, Malamet Exemplar"}},{"insert":" ). "},{"attributes":{"underline":true,"bold":true},"insert":"DO NOT"},{"insert":" just spin Selvala repeatedly hoping to dig for an unprotected win. Unless you're playing against some poor \"\"\"Bracket 4\"\"\" saps who won't know what hit em, uncontrolled Selvala spinning is a great way to close your own windows. If you can help it, always try to stick a silence of some sort before making a big push with repeated Parleys. That said, here are some of the common combos that you'll be assembling.\n\nAshaya + Quirion/Scryb"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This one's pretty straightforward. "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" makes all your creatures into Forests, allowing "},{"insert":{"card-link":"Quirion Ranger"}},{"insert":" to bounce itself. If you have any dork that taps for 2 or more, you can loop Quirion to net mana each time and generate infinite mana. "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" and "},{"insert":{"card-link":"Priest of Titania"}},{"insert":" are our two primary candidates in this deck, though "},{"insert":{"card-link":"Badgermole Cub"}},{"insert":" allows it to be done with any 1-drop dork, or even the earthbent land. If you're using the Quirion loop to spin Selvala, it's next to impossible for you to not produce at least 1 mana, allowing you to repeat the loop if not net mana. "},{"insert":{"card-link":"Scryb Ranger"}},{"insert":" is of course a suitable substitute for Quirion, with the stipulation that it is slightly more difficult to go positive with Parley mana.\n\nA Word on Marvin"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" is your friend. Your best friend. This stupid little puppet is so unbelievably busted, and he shows it particularly well in this deck. Quirion Ranger and Wirewood Symbiote are both once-per turn uses, so if you had to use them to dig with Selvala, Marvin can rescue the line by becoming a second set of both the bounce-to-untap abilities, as well as being a second activation of Selvala herself. Do not forget about Marvin, and strongly consider fetching him if at any point your line feels like it's running out of gas; this goes doubly so if you have a haste enabler on board. He's also fetchable with "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" —just another thing to keep in mind. And just when you thought the murder doll couldn't get any more degenerate, don't forget that applying Swift Reconfiguration to Marvin will allow you to circumvent "},{"insert":{"card-link":"Cursed Totem"}},{"insert":" entirely.\n\nUmbral Mantle Still Good"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Umbral Mantle is still good! Even after the mana ability rules change that took away a protected winning line from Selvala, Umbral Mantle remains an indispensable combo tool. Slap it on any dork that nets more than 3 and you're off to the races! Earthbent Gaea's Cradle in particular is absolutely nasty. Of course, Mantle can also be used to spin Selvala, though it is much more difficult to generate the requisite untapping mana unless you have Smothering Tithe in play. The safest path is to generate infinite mana first, then use Mantle to put any number of Parleys on the stack at instant speed. You can even respond to OBM triggers with further Parleys until you find removal, then finish the game with 100 more Parleys on top after the removal resolves.\n\nRidin' On Cars"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As mentioned previously, "},{"insert":{"card-link":"Devoted Druid"}},{"insert":" and "},{"insert":{"card-link":"Swift Reconfiguration"}},{"insert":" is a 1GW investment that makes you infinite green mana on the spot. The only thing stopping this from being our default go-to is that it's a bit more difficult to tutor for Swift Recon than it is to find our other creature-based loops. You can make this slightly easier by bridging into Swift using "},{"insert":{"card-link":"Pia, Aether Ascetic"}},{"insert":" . If you have Marvin on board, don't forget that you can reconfigure him instead of Devoted druid, giving you access to a truly degenerate form of infinite Parleys or infinite mana—the choice is yours.\n\nFlash For Me, But Not For Thee"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Not as common of a find, but should you ever find yourself with the opportunity to play "},{"insert":{"card-link":"Aluren"}},{"insert":" , you can achieve an absolutely disgusting parity break by pairing it with "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" and "},{"insert":{"card-link":"Allosaurus Shepherd"}},{"insert":" (or "},{"insert":{"card-link":"Prowling Serpopard"}},{"insert":" if you want to bring some of the white creatures and Marvin to the party too). Keep in mind that naturally uncounterable creatures, like "},{"insert":{"card-link":"Hexing Squelcher"}},{"insert":" , can circumvent the Bauble and benefit from Aluren the same way our creatures can.\n\n\nTutors"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We are running a LOT of tutors, as we need to minimize the number of Parleys required to hit key pieces (or things that can fetch us key pieces). You will have to change your decision tree depending on if you draw tutors-to-hand or tutors-to-battlefield, as the latter cannot fetch you a Ballista. Notable exception is "},{"insert":{"card-link":"Nature's Rhythm"}},{"insert":" : you can use the first cast to fetch Ballista (which dies instantly), and then use the Harmonize second cast to find "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" . This is a very expensive and roundabout way to fetch Ballista to hand, but it works. Technically, "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" also works if X>=10, but don't forget that you then need to dump mana into Ballista for it to actually have counters to shoot. If this is being done with an infinite mana loop on board, no problem; however, it does become an issue if we're going for a Sun Gun line and we may not have all the mana in the world. \n\n"},{"insert":{"card-link":"Invasion of Ikoria // Zilortha, Apex of Ikoria"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Necessitates the inclusion of Kutzil, as she is the only non-Human silencer in our colors (unless for some unhinged reason you want to sub in "},{"insert":{"card-link":"Dragonlord Dromoka"}},{"insert":" ). While we are not necessarily fetching silencers 100% of the time with Invasion, we need to maintain the ability to fetch a silencer with any of our tutors-to-battlefield, as these tutors can be protected by Allosaurus Shepherd in a way that our all-white silencers cannot be.\n\n "},{"insert":{"card-link":"Ranger-Captain of Eos"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Often a great bridge fetch if you intend to find Quirion Ranger or Wirewood Symbiote for an attempted push, as it provides you the fetch and the requisite turn silence in one fell swoop.\n\n"},{"insert":{"card-link":"Congregation at Dawn"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"If you have Parley available, a Forest on board, and a silencer in play, this wins you the game on the spot. From top to bottom, order the fetched pile Quirion Ranger -> Wirewood Symbiote -> Ashaya. Once you crack the pile, the rest of it is almost guaranteed to pay for itself with Parley mana.\n\n"},{"insert":{"card-link":"Brightglass Gearhulk"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Brightglass has absurd reach in this list, being able to fetch Chrome Mox, Mox Amber, Lotus Petal, Orochi Leafcaller, Allosaurus Shepherd, Esper Sentinel, Concordant Crossroads, Walking Ballista, most of our dorks, Vexing Bauble, Swift Reconfiguration, and of course both our bounce-to-untappers. As with all tutors, be aware of the flexibility it affords you, and don't fall into the trap of treating it as simply extra copies of whatever you usually fetch. \n\n"},{"insert":{"card-link":"Formidable Speaker"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"A powerhouse in every regard. Using Speaker to find Shang-chi allows you to turn on the former's untap ability right away, making the pair a great way to get Cradle untaps if your line needs more mana. You can also bounce Speaker with "},{"insert":{"card-link":"Wirewood Symbiote"}},{"insert":" , and untapping Selvala with this ability will usually net you enough Parley mana to replay the Speaker and get another fetch. If you're on "},{"insert":{"card-link":"Agatha's Soul Cauldron"}},{"insert":" , the discard on Speaker's ETB tutor can also be a good way to get Walking Ballista into the yard if it wasn't there already.\n\n"},{"insert":{"card-link":"Nature's Rhythm"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"An absurdly powerful tutor that almost functions as a 1-card win condition. It can find Ashaya/Quirion, and Devoted Druid/Pia (to bridge into Swift Reconfiguration). If you have the mana available, consider even fetching Ranger-Captain (bridging into Quirion), then silencing with said Ranger-Captain before fetching Ashaya. Depending on the balance of mana production vs creature power you have on board, choose carefully whether you choose to harmonize the bigger fetch target, or pay for it on the normal cast.\n\nTutor to Top"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Notable exclusion is "},{"insert":{"card-link":"Sylvan Tutor"}},{"insert":" ; we do not need redundancy for a singular creature tutor-to-top, as it's the clunkiest form of tutor. An argument can be made that Parley turns to-tops into to-hands, but that isn't necessarily true—especially if the Parley is what dug you into that particular tutor in the first place. The only reason "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" has a slot (and Sylvan Tutor doesn't) is because of its instant speed, allowing us to play it on the preceding player's endstep (or our upkeep) and circumventing the requirement to Parley for access to our chosen creature.\n\n"},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is played instead of (and not alongside) "},{"insert":{"card-link":"Open the Armory"}},{"insert":" or "},{"insert":{"card-link":"Steelshaper's Gift"}},{"insert":" , as neither of those sorceries can be bridged into by our many creature tutors.\n\n\nMulligans"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Mulligans are pretty simple in Selvala. There are two types of hand you're looking to keep:\nSelvala on turn 2, tutors or gas in hand"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Selvala on turn 3, protection and engines in hand"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe matchups at your table will determine whether you're trying to keep a type 1 hand or type 2 hand. Things we do not keep under any circumstances:\n\n-\"This gets Selvala t2 if I draw one more mana source on t1\"\n-Big mana with nothing to do\n-All interaction/protection\n-Selvala t1 with nothing else to do\n\nThese are all pretty self-explanatory, but for the sake of being thorough, let's detail why. With the comically low amount of mana sources in the deck, \"I hope I draw one more source on t1\" is not a gamble we can reliably take. If the hand is otherwise absolutely nuts and you want to gamble on the potential t3 win, go for it—just know that you will punished far more often than not. Keep in mind also that when I say we're gunning for a consistent t2 Selvala, what I really mean is we're gunning for a consistent t3 activation of Selvala, with other things to do in hand. To that end, it is perfectly acceptable to keep and play \"slow\" mana if we are getting a haste enabler out on t1 or t2. This includes Marvin, who can function as fake haste by activating his own Parley on t3 even if Selvala herself is still summoning sick. If you spin yourself into a real haste enabler, then you now have two Parleys on board to spin. The puppet is busted. Keep in mind also that Quirion Ranger can function as a dork if you have a way to fetch Savannah on t1.\n\nAs tempting as t1 Selvala is, keep in mind that it makes you look a lot scarier than you probably are (or want to appear). I've personally seen t1 Selvala answered immediately by a "},{"insert":{"card-link":"Cursed Totem"}},{"insert":" ...which promptly punted the game to the one guy at the table who didn't care about activating creatures.\n\n\nMaybeboards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Some of these are true maybes, some of them are otherwise cEDH/Selvala staples that I've cycled out as an experiment or due to other reasoning.\n\n"},{"insert":{"card-link":"Agatha's Soul Cauldron"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"An overall good card, especially as interaction with other people's graveyard-based strategies. However, it really only finds us Walking Ballista and Mirror Entity, as Quirion/Scryb and Symbiote can't really play well with the way Cauldron grants abilities. We're not really playing out of the yard, and remember that we're not table police; "},{"insert":{"card-link":"Endurance"}},{"insert":" already provides us the ability to stuff a yard-based win.\n\n"},{"insert":{"card-link":"Archivist of Oghma"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"The list has no shortage of ways to see cards or gain life, so it doesn't feel appropriate to include a parasitic engine that has no other function. Esper Sentinel gets a pass because it's a 1-drop and easy to play turn 1/seat 1.\n\n1-mana Targeted Untappers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Things like "},{"insert":{"card-link":"Emerald Charm"}},{"insert":" , "},{"insert":{"card-link":"Pillar Launch"}},{"insert":" , "},{"insert":{"card-link":"Burst of Strength"}},{"insert":" , and so on aren't played because they would simply eat up too much room on the list, and they incentivize dangerous behavior (spinning Parley without protection). "},{"insert":{"card-link":"Mobilize"}},{"insert":" and "},{"insert":{"card-link":"Vitalize"}},{"insert":" have a place in the deck, as they reset our dorks. "},{"insert":{"card-link":"Benefactor's Draught"}},{"insert":" is also a strong maybe, but I haven't found the need for it yet. If you're creative enough with the lines you have, you don't really need these, though they can sometimes be the silver bullet you need to save a particularly janky line.\n\nThe Great Flicker Scam"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I no longer run "},{"insert":{"card-link":"Emiel the Blessed"}},{"insert":" for a variety of reasons. He does enable good and strong lines, especially with board-wide untappers like "},{"insert":{"card-link":"Village Bell-Ringer"}},{"insert":" and "},{"insert":{"card-link":"Great Oak Guardian"}},{"insert":" , but the issue is that he's just not compact enough. 4CMC with 2 white pips is a tall ask, and his ability cost means that he actually costs 7CMC before he contributes to a line. Even then, you require the support of a board-wide untapper or a haste enabler. They're good setups when assembled, but bulky and difficult to assemble.\n\n"},{"insert":{"card-link":"Lurking Predators"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"A pod-dependent maybe. Can be good if you're playing into a pod with high spell counts, or conversely if you're playing into a stax-heavy pod that limits your ability to cast or draw. It is a whopping 6 CMC though, which we can likely afford only on t3 with our first Parley. In a world of t1/t2 Rhystics and Mystics, it feels a bit lacking.\n\n"},{"insert":{"card-link":"Pili-Pala"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"A good combo piece with Marvin, but completely dead outside of combo. If you want another way to produce infinite mana, feel free to play Pili-pala—it is technically uninteractable once you have Marvin+Pili-pala+Priest of Titania assembled, as the untap on Pili-pala is part of a cost and not a resolution.\n\n"},{"insert":{"card-link":"Mirror Entity"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Another erstwhile Selvala staple. I've removed it in favor of green Pia, which can help me find both Smothering Tithe and Swift Reconfiguration—arguably two of the best cards in the deck. Similarly to Pili-pala, Mirror entity is a dead card outside of its combo interaction with Wirewood Symbiote.\n\n"},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Another good card with a good floor. But as previously stated, we're not really playing out of the yard. In my experience running Woodland, the Delirium was not on most of the time, so the card was hitting its floor much more often than not. If I had to have a land that only tapped for green, I'd rather have a basic Forest that I can bounce with Quirion/Scryb.\n\nFlash Enablers"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":" and "},{"insert":{"card-link":"Vivien, Champion of the Wilds"}},{"insert":" can technically allow us to win over top of the stack on someone else's turn, but I do find myself questioning the relevance of that. It might be a meta-dependent requirement based on your matchups. We don't really need flash enablers to play over top of the stack/interaction on our turns, as most of our wins are capable of putting themselves on the stack infinitely. 99.99999% of the time, you're not pushing without a silencer on board anyway. If you really want the ability to win over top on someone else's turn, go for a Swift Recon line and hold that card in hand until it's time to jam on top of the stack, allowing you to bury everything under billions of Marvin activations. If you really want to be sneaky about it, just keep Aluren on board and hold DevoDruid, Marvin, and Swift Recon all in hand.\n\n\nParley Theory"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The heart and soul of the deck, Parley Theory is the mindset you need to adopt if you want Selvala to work properly. If you don't play the political Parley game, then you are just playing a subpar turbo deck with subpar midgame engines and subpar amounts of interaction. Parley Theory is the glue that holds this otherwise arguably terrible list together. In short, the theory is that we provide the table with the cards to deal with itself. It sounds like magic Christmas dreamland, but you must also remember that we are drawing the table interaction AND credible, actual threats in equal measure. It's not that we just draw everyone a comfortable amount of interaction and hope they don't expend it on us, it's that we protect ourselves by generating threats elsewhere on the table. Parley Theory is the Nicolas Cage Lord of War way, supplying arms to all sides of the conflict and quietly profiting in the background after the dust settles. To actually play Parley Selvala, you must fully and completely recognize and embrace that it's a multiplayer format, and everyone at the table gets a vote.\n\nYou must go beyond the usual confines of simply considering what other people might want to do with their available resources; you must start thinking about how to shape their priorities in the event that they (and everyone else) are given a surfeit of resources, which you can then decide to provide or withhold. It is therefore also important that you do not lie or little bean for political leverage—this may work the first few times, but each successive attempt at these strategies hugely diminishes Selvala's future ability to...well, parley. We must play the game more like chess than anything, using Parley's global information to draw attention to actual threats that cannot go unanswered, pointing out and forcing \"only moves\" that must be played if the game is to continue. While doing this, we acquire the political clemency necessary to build the foundation for an explosive win by strategically offering to fill gaps in the table's ability to interact with the threats we created. That's the real secret behind Selvala's turbo not being very good at turbo, and not being able to win on t2 or t1 like true turbo—it's because it's not actually turbo. It's simply an explosive win enabled and guarded by politics that can "},{"attributes":{"italic":true},"insert":"look"},{"insert":" like turbo if the window opens early enough.\n\nRemember that you are not just playing your deck, you are playing everyone else's deck too, to some degree. Remember that sometimes the best way to open a window might look like punting a win to someone, forcing everyone else to answer it. Remember Parley Theory.\n\nAnd genuinely, even if you test the limits a little too much and end up "},{"attributes":{"italic":true},"insert":"actually"},{"insert":" punting? In a casual, non-tournament setting, that can be fun too. It's good fun to see what a whole table firing on all cylinders looks like, where nobody is stuck topdecking for answers because of previously failed pushes or (god forbid) bad mulligans. Ultimately, we play Magic as a self-expressive social activity, and Parley's ability to enable almost every other deck to engage in that self-expression unfettered is a wonderful thing—it's a good reminder that the game is indeed a game. Be good to each other, and advance the game state!\n"}]}
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