Tuesday Night Takeover

Slurrk, All-Ingesting // Alharu, Solemn Ritualist Counters Pauper EDH

“You need not follow, but you must witness”

Art:Slurrk, All-Ingesting by Jehan Choo

Art:Alharu, Solemn Ritualist by Chris Rallis

Slurrk and Alharu are the perfect leaders for a Selesnya counters deck. Generating two points of value out of one of our creatures dying helps position us very strongly. Since we are in Selesnya, we can easily ramp out our commanders/creatures. While we have the typical weaknesses that Selesnya decks have, we have a ton of strengths, and besides a few bad matchups, we can be really strong against many of the decks in the format. This deck is perfect for a player of any skill level. Whether you hand this to a new player or an old player, they should get some enjoyment. Without further adieu, let’s get it!

The Deck:

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Slurrk, All-Ingesting // Alharu, Solemn Ritualist Counters!

Commander (2)
Alharu, Solemn Ritualist
Slurrk, All-Ingesting

Creatures (31)
Avacyn’s Pilgrim
Bond Beetle
Elvish Mystic
Llanowar Elves
Ainok Bond-Kin
Dauntless Survivor
Duskshell Crawler
Pollenbright Druid
Sakura-Tribe Elder
Crocanura
Deepwood Denizen
Fertilid
Heir of the Ancient Fang
Pridemalkin
Trufflesnout
Yavimaya Elder
Ambitious Dragonborn
Ardenvale Paladin
Axgard Braggart
Basri’s Acolyte
Bloom Hulk
Gavony Silversmith
Ivy Lane Denizen
Longshot Squad
Peema Outrider
Prowling Felidar
Relief Captain
Wildheart Invoker
Squad Captain
Supply Runners
Anointer of Valor

Instants (10)
Ancient Animus
Crib Swap
Generous Gift
Hunger of the Howlpack
Lifecrafter’s Gift
Nature’s Claim
Prizefight
Ram Through
Return to Nature
Snakeskin Veil

Sorceries (10)
Courage in Crisis
Cultivate
Ent’s Fury
Inspiring Roar
Kodama’s Reach
Nature’s Lore
Righteous Charge
Silverflame Ritual
Skyshroud Claim
Smell Fear

Artifacts (5)
Arcane Signet
Greatsword of Tyr
Selesnya Signet
Wedding Invitation
Weapon Rack

Enchantments (6)
Forced Adaptation
Utopia Sprawl
Journey to Nowhere
Grafted Growth
Master Chef
Oblivion Ring
Lands (36)
Botanical Plaza
Cave of Temptation
Command Tower
Desert of the Indomitable
Desert of the True
Drifting Meadow
12 Forest
Forge of Heroes
Hidden Courtyard
Hidden Nursery
Idyllic Grange
Plains
Radiant Grove
Secluded Steppe
Slippery Karst
The Fair Basilica
The Hunter Maze
Tranquil Thicket

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Why Slurrk All-Ingesting and Alharu, Solemn Ritualist?

Slurrk and Alharu work off of each other very well. Slurrk allows us to buff up all of our creatures when one of them dies, and Alharu allows us to create a spirit on death and provides an ETB buff. While there is no doubt a downside to both of our commanders costing five being in Selesnya, we can ramp out and cast them many turns early. Slurrk and Alharu are the perfect commanders for our deck and provide a ton of utility and payoff for the cards in our deck.

Deck Overview:

This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!

Creatures:

We have a few creatures that are strong payoffs for all of our counters, like Ainok Bond-Kin, Duskshell Crawler, and Longshot Squad which are all great ways to add keywords to all of our creatures. Deepwood Denizen is one of my favorite creatures in the deck since we can draw cards for pretty cheap when we have a board established. Ivy Lane Denizen is a sweet buff that hits nearly every creature in our deck. We also have some ramp in our creature package, like Sakura-Tribe Elder, Elvish Mystic, and Llanowar Elves, which can be strong ways for us to get ahead in the early game. Ambitious Dragonborn can be a huge game-ender once our board is established.

Instants:

We have some creature / permanent removal like Crib Swap and Generous Gift, which can be a strong way to take out many threats. Nature's Claim and Return to Nature are great removal for artifacts and enchantments. We are quite limited on A/E removal, so this should be saved for key artifacts/enchantments of our opponents. Ram Through and Prizefight are great ways to kill bigger creatures of our opponents once we have a big creature established.

Sorceries:

Our sorcery package is where nearly all of our ramp lives. We have Cultivate, Kodama's Reach, Nature's Lore, and Skyshroud Claim which can help us get ahead of our opponents and cast our commanders and all of our stuff quicker. Our big buffs also reside in our sorcery package, like Inspiring Roar, and Silverflame Ritual, which can be great cards to cast once we fill up the board. Courage in Crisis is a card I really like, but we need to have a pretty full board to get the full value out of it.

Artifacts:

We don’t have a lot of artifact ramp, staples like Arcane Signet and Selesnya Signet, which are quite strong. Wedding Invitation is a great way to guarantee damage and get some card draw. Weapon Rack is a cool card we can ramp out early and transfer counters from Weapon Rack to any of our creatures. Greatsword of Tyr can be equipped on pretty much anything, and we can gain a ton of advantage from a pretty easy-to-cast / equip equipment. The buff and tapping down an opponent’s creature is also very strong.

Enchantments:

Master Chef is by far the best enchantment in our deck since it buffs both of our commanders and every other creature. Utopia Sprawl is a strong piece of ramp that also lets us get both of our colors established. Grafted Growth is a little bit expensive for an enchantment ramp, but it makes up for it by having a buff with it as well. Oblivion Ring and Journey to Nowhere are two very cheap and very strong pieces of removal. I typically use Forced Adaptation as early as possible, and it can get out of hand quickly.

Land Base:

We have a lot of draw through our land base, but this is mostly because we don’t have many other additional draw sources in the deck. Tranquil Thicket, Slippery Karst are both great and cheap ways to a card. The Hunter Maze and The Fair Basilica are great lands that we can sacrifice for some extra card advantage. We also have some lands that help buff up creatures/commanders, like Cave of Temptation and Forge of Heroes which can be strong additional buffs. Beyond that, we have a few Selesnya duals, and the rest of our land base is filled with basics. I found that 36 lands was perfect for this deck. After testing a 35 land version, I found that at 35, it could be a little inconsistent.

Strengths of the Deck:

  • All of our buffs allow us to be strong in combat
  • Alaharu can be a great way to recover when our creatures die
  • Slurrk can be a huge buff to all of our creatures

Weaknesses of the Deck:

  • Not a ton of card draw
  • Not a ton of removal
  • Weak to creature hate

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops in the deck. Since we are a Selesnya deck, we spend our early game ramping and building a creature presence. Once our board is established, we can use various means, including our commanders, to buff up all our creatures. We are a combat deck through and through; our buffs allow combat to be much easier, and we can often win many blocks and attacks.

Conclusion:

Slurrk and Alharu are two really strong commanders who work absolutely perfectly together. Combine that with a ton of support for counters in PDH, and we have a very strong deck. Just like nearly every PDH deck, it is perfect for players of any skill level, and players who lean more toward combat and creature decks will likely really enjoy this one. Thanks for reading to the end, and thanks for your support!