Commander Corner: Polukranos, World Eater

Welcome back,

Honestly, I never thought of [c]Polukranos[/c] 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, [c]Sekki, Seasons’ Guide[/c]. It was going to be a group hug strategy that won via mass token generation and [c]Overrun[/c] 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 [c]Polukranos, World Eater[/c], 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 [c]Sekki[/c], but radically changes its plan.

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


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

[d title = “The World Ends With Polukranos (EDH)]


1 Polukranos, World Eater


1 Cavern of Souls

32 Forest

1 Homeward Path

1 Myriad Landscape

1 Nykthos, Shrine to Nyx

1 Thawing Glaciers [/d]



1 Acidic Slime

1 Brawn

1 Craterhoof Behemoth

1 Elvish Mystic

1 Fyndhorn Elves

1 Genesis Hydra

1 Gyre Sage

1 Hooded Hydra

1 Hornet Queen

1 Hydra Broodmaster

1 Kalonian Hydra

1 Kalonian Twingrove

1 Kamahl, Fist of Krosa

1 Karametra’s Acolyte

1 Khalni Hydra

1 Lifeblood Hydra [/d]


Creatures Cont.

1 Llanowar Elves

1 Magus of the Vineyard

1 Nylea’s Disciple

1 Nylea, God of the Hunt

1 Omnath, Locus of Mana

1 Oracle of Mul Daya

1 Primalcrux

1 Reverent Hunter

1 Seedborn Muse

1 Solemn Simulacrum

1 Temur Sabertooth

1 Terastodon

1 Thragtusk

1 Veteran Explorer

1 Wolfbriar Elemental

1 Woodfall Primus [/d]



1 Beast Within

1 Krosan Grip

1 Setessan Tactics

1 Unravel the AEther


1 Collective Voyage

1 Explore

1 Genesis Wave

1 Kodama’s Reach

1 Rampant Growth

1 Reap and Sow

1 Sylvan Scrying

1 Tempt with Discovery

1 Tooth and Nail [/d]



1 Beastmaster Ascension

1 Dictate of Karametra

1 Eladamri’s Vineyard

1 Frontier Siege

1 Heartbeat of Spring

1 Primal Vigor

1 Rites of Flourishing

1 Song of the Dryads

1 Upwelling


1 Bow of Nylea

1 Darksteel Ingot

1 Gilded Lotus

1 Horn of Ramos

1 Sol Ring

1 Weatherseed Totem


1 Freyalise, Llanowar’s Fury

1 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 [c]Genesis Wave[/c] for twenty or a entwined [c]Tooth and Nail[/c] 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 [c]Kalonian Hydra[/c]. 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. [c]Polukranos[/c] 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 [c]Setessan Tactics[/c]. 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 [c]Lifeblood Hydra[/c] to draw cards. We could run [c]Harmonize[/c] instead, but I feel that it doesn’t fit all that well into our overall game plan. We do get access to [c]Genesis Hydra[/c] and [c]Genesis Wave[/c] 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