Welcome back,

Honestly, I never thought of Polukranos as a commander up until this point. He seemed too basic and at first I didn’t think he was going to be all that useful. Yea, I could kill a few creatures here and there, but then what? He was going to die and that would be pretty much the end of it. I pretty much just saw him as the Standard player that he is. That notion changed rather quickly over the course of a few days.

Originally this deck was supposed to be lead by one of my pet cards, Sekki, Seasons’ Guide. It was going to be a group hug strategy that won via mass token generation and Overrun style effects. It had cards that let everybody produce a boat load of mana and be able to do whatever they want with it. The deck ended up being lackluster, as what I was doing didn’t seem to be as good as what my opponents were doing, outside of one game.

This game had been going on for quite some time. The board was cluttered, nobody was doing anything, and we each had an absurd amount of mana. I’m talking somewhere in the hundreds of floating mana. I ended up drawing the card that won me the game and proved its worth. That card was Polukranos, World Eater, obviously.

I windmill slammed it down and immediately used its monstrosity ability, destroying every creature my opponent had and crashed in for the win. I was surprised at how good this thing was, and it got me thinking. What if, instead of doing this in a Sekki build, I made a deck tailored to making this monster of a card as huge as possible. With that, I brewed for a few days, and this is the end result. It still has some of the core cards from Sekki, but radically changes its plan.

Instead of going wide, we are going to go big, and I mean BIG.

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It turns out, when you build a deck around a card, that card ends up being pretty good

Commander (1)
Polukranos, World Eater
Lands (37)
Cavern of Souls
32 Forest
Homeward Path
Myriad Landscape
Nykthos, Shrine to Nyx
Thawing Glaciers

Creatures (16)
Acidic Slime
Brawn
Craterhoof Behemoth
Elvish Mystic
Fyndhorn Elves
Genesis Hydra
Gyre Sage
Hooded Hydra
Hornet Queen
Hydra Broodmaster
Kalonian Hydra
Kalonian Twingrove
Kamahl, Fist of Krosa
Karametra’s Acolyte
Khalni Hydra
Lifeblood Hydra 

Creatures Cont. (16)
Llanowar Elves
Magus of the Vineyard
Nylea’s Disciple
Nylea, God of the Hunt
Omnath, Locus of Mana
Oracle of Mul Daya
Primalcrux
Reverent Hunter
Seedborn Muse
Solemn Simulacrum
Temur Sabertooth
Terastodon
Thragtusk
Veteran Explorer
Wolfbriar Elemental
Woodfall Primus

Instants (4)
Beast Within
Krosan Grip
Setessan Tactics
Unravel the AEther

Sorceries (9)
Collective Voyage
Explore
Genesis Wave
Kodama’s Reach
Rampant Growth
Reap and Sow
Sylvan Scrying
Tempt with Discovery
Tooth and Nail

Enchantments (9)
Beastmaster Ascension
Dictate of Karametra
Eladamri’s Vineyard
Frontier Siege
Heartbeat of Spring
Primal Vigor
Rites of Flourishing
Song of the Dryads
Upwelling

Artifacts (6)
Bow of Nylea
Darksteel Ingot
Gilded Lotus
Horn of Ramos
Sol Ring
Weatherseed Totem

Planeswalkers (2)
Freyalise, Llanowar’s Fury
Garruk Wildspeaker

This deck can pretty much go as big as you want it to. We can generate as much mana as we need, and with plenty of mana sinks, we will always have something to do with our abundance of the stuff. It has some group hug style of cards, which can lead to some interesting games. While yes, your opponent does get helped out by this, what you’re doing has so much sheer power behind it that it shouldn’t matter. A Genesis Wave for twenty or a entwined Tooth and Nail should be able to get the job done in most cases.

As with most green decks, the only way to win is to beat down. Many of the creatures, including the commander, are great at beating up any opponent. There is a small hydra theme going on in here which is useful. They tend to work well together for the most part, especially Kalonian Hydra. Most of them scale with the amount of mana we have, which is very useful for us. The hydras in this deck will provide more value with the more mana you put into them. This used to be a problem for hydras of the past. You would put a ton of mana into them, and you would get no value out of them because they would die immediately. Now with these more modern hydras, we get value out of the regardless if we dump all of our mana into them and they die. Outside of hydras, we have a good chunk of value creatures that will keep us going. Once we stabilize, we should be able to cast our general and smash their faces in.

Once our general is out, we should be set up to wipe their board and kill them either the next turn with him, or just kill him that turn with what we have on the board already. With the amount of mana we can generate with our enchantments and creatures, we can pretty much take out their entire board a good portion of the time. Polukranos is the best defense we have against opposing creatures, since we don’t have access to typical removal. If for some reason we don’t have access to him, our backup measure for that type of effect is Setessan Tactics. Our creatures are large enough where we should be able to win most fights, plus with its cheap strive cost, we can fight a good amount of creatures.

This deck does have a few holes in its armor. Since it is mono-green, we don’t have access to a large card pool, thus making us weaker in general. We don’t have access to typical creature removal, board sweeps, or draw power. Instead, we have to make do with what we have. We get the fight effects for our creature removal. If we don’t have any creatures though, then its pretty much a dead card. Our only sweeper is our commander, which is nice to have, but won’t always get the job done as he can die to almost any removal spell. With the amount of mana we make though, we can just simply recast him and go for it again. We don’t draw cards normally either. We have to use things like Lifeblood Hydra to draw cards. We could run Harmonize instead, but I feel that it doesn’t fit all that well into our overall game plan. We do get access to Genesis Hydra and Genesis Wave which is arguably better than drawing cards for this style of deck. We may not be able to do everything multicolor decks can do, but we can sure as hell keep up with them without any problems.

Overall, this deck is a great ton of fun. It can keep up with most decks and can generate as much mana as you will ever need. With that mana, we can make some powerful plays, and quickly overcome almost any obstacle. We can overpower mass removal, push through control magic, destroy the board, put tons of permanents into play in one move, and generate a ton of tokens. We can attack from a variety of angles, all leading towards one conclusion, a dead opponent. This deck has surprised me in more ways than one. It can stand up to almost any test, as its sheer resiliency is something to behold. I’m extremely happy with how this deck turned out. If you’re looking for brute force, look no further.

Thank you for checking out this weeks Commander Corner. If you have any suggestions for commanders you want featured in a future article, please let me know in the comments below. Next week, we get rich quick. See you next time, my friends.

-Steven Gulsby

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