greenwarpy
1.1k views3 months ago
Commander
Size: 100Salt sum: 40.45
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{"ops":[{"attributes":{"bold":true},"insert":"Deck Summary"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bracket: "},{"insert":"3 (Too explosive for 2)\n"},{"attributes":{"bold":true},"insert":"Archetypes: "},{"insert":"Cascade, Big Mana/\"Explosive Veggies\"\n"},{"attributes":{"bold":true},"insert":"Commander Dependence: "},{"insert":"\n\t"},{"attributes":{"bold":true},"insert":"Twelfth - "},{"insert":"Low \n\t"},{"attributes":{"bold":true},"insert":"Susan -"},{"insert":" High Earlygame, Low Lategame\n"},{"attributes":{"bold":true},"insert":"Gameplan: "},{"insert":"Ramp early game into cascade effects and other high impact spells\n"},{"attributes":{"bold":true},"insert":"Infinite Combos: "},{"insert":"None, but it is possible to cascade out the whole deck which is almost guaranteed to be lethal.\n"},{"attributes":{"bold":true},"insert":"Logistical Concerns: "},{"insert":"Long Turns, Large Boardstates, Small number of tokens, Complicated stacks (mitigated by play aids*)\n\nOverview"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This initially started out as a take on "},{"attributes":{"link":"https://archidekt.com/decks/6780851/radhas_explosive_vegetables"},"insert":"SalubriousSnails notorious Radha deck"},{"insert":" that I've pushed further into the cascade direction\n\nThis deck has a very specific opening line that you want to aim for each game\nTurn 2: Susan\nTurn 3: 4 mana ramp spell\nTurn 4+: big dumb nonsense\n\nThe deck is structured around this line, with no 1 or 2 drops and only 3 high impact 3 drops. This raises the floor on the many cards in the deck that cast random cards from the library. The deck aims to win through damage via burn, go wide tokens, stompy creatures or even potentially surprise commander damage after a wipe with "},{"insert":{"card-link":"Kessig Wolf Run"}},{"insert":" and "},{"insert":{"card-link":"Arena of Glory"}},{"insert":" .\n\n"},{"attributes":{"bold":true},"insert":"Tips"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Turn 4 you generally want to try get something that can block out if possible."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"The Lost and the Damned"}},{"insert":" is insane here. Cascading into a single explosive vegetation varient gives 9 power across 3 bodies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You need to have some system on hand for tracking cascade/vortex/demonstrate triggers as the stack can get silly. "},{"insert":{"card-link":"Imoti, Celebrant of Bounty"}},{"insert":" "},{"insert":{"card-link":"Monstrous Vortex"}},{"insert":" and "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" are the worst offenders. I personally use some 3d printed counters."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck is very, very good at stripping cards out of itself, It's not uncommon to play nearly the whole deck. The average quality of the cards left in the deck also rises over time as the ramp spells and lands are stripped out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You don't typically want to draw too many cards. the engine here is the deck itself, as long as you don't run out of things to do with your mana, you're good. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"When ramping, prioritize fixing as needed, then try to choose the lands that can be fetched by the fewest other ramp spells, eg for explosive vegetation get mountains and islands, for "},{"insert":{"card-link":"Omenpath Journey"}},{"insert":" or "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" get lands without types. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Guff Rewrites History"}},{"insert":" is the only way to put cards back in your deck and should be pointed at a creature with cascade or pinnacle monk if possible. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"The Twelfth Doctor"}},{"insert":" is primarily here for the colours but works with the deck. "},{"insert":{"card-link":"Alchemist's Refuge"}},{"insert":" helps maximise him by letting you cast cascade cards on other players turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Arixmethes, Slumbering Isle"}},{"insert":" triggers "},{"insert":{"card-link":"Monstrous Vortex"}},{"insert":" on cast and "},{"insert":{"card-link":"The Lost and the Damned"}},{"insert":" on entry."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You get one end step with a "},{"insert":{"card-link":"Nalfeshnee"}},{"insert":" copy of "},{"insert":{"card-link":"Omenpath Journey"}},{"insert":" so get one land."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Use "},{"insert":{"card-link":"Bloodbraid Marauder"}},{"insert":" and "},{"insert":{"card-link":"Incinerator of the Guilty"}},{"insert":" to sculpt your graveyard for "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":" (i.e .exile the ramp spells). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Other Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I like Susan more than Radha here for a couple of reasons. Firstly, you can run any colour combination with green and without black. secondly, you get a second commander even if it doesn't mesh entirely with what you're ramping into. Most importantly though, Susans more relaxed mana cost means we can shift more of the responsibility for fixing our mana from our land base onto all those explosive vegetation card's we're already running."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The decision not to include 1 or 2 drops is somewhat arbitrary, "},{"insert":{"card-link":"Sol Ring"}},{"insert":" "},{"insert":{"card-link":"TARDIS"}},{"insert":" and "},{"insert":{"card-link":"Passionate Archaeologist"}},{"insert":" would all work very well in the deck."},{"attributes":{"list":"bullet"},"insert":"\n"}]}
Commander
Susan Foreman
If you would planeswalk, instead look at the top two cards of your planar deck, put one on the bottom of your planar deck and the other on top, then planeswalk.
: Add .
Doctor's companion (You can have two commanders if the other is the Doctor.)
: Add .
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Time Lord

The Twelfth Doctor
The first spell you cast from anywhere other than your hand each turn has demonstrate. (When you cast that spell, you may copy it. If you do, choose an opponent to also copy it. A copy of a permanent spell becomes a token.)
Whenever you copy a spell, put a +1/+1 counter on The Twelfth Doctor.
Whenever you copy a spell, put a +1/+1 counter on The Twelfth Doctor.
Legendary Creature - Doctor Time Lord

Commander
(CTRL to add secondary)
4 Mana Ramp
Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case

Hunting Wilds
Kicker (You may pay an additional as you cast this spell.)
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
If this spell was kicked, untap all Forests put onto the battlefield this way. They become 3/3 green creatures with haste that are still lands.
Sorcery

Invasion of Zendikar
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Battle - Siege


Omenpath Journey
When this enchantment enters, search your library for up to five land cards that have different names, exile them, then shuffle.
At the beginning of your end step, choose a card at random exiled with this enchantment and put it onto the battlefield tapped.
At the beginning of your end step, choose a card at random exiled with this enchantment and put it onto the battlefield tapped.
Enchantment

Path of the Animist
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Sorcery

Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Verdant Mastery
You may pay rather than pay this spell's mana cost.
Search your library for up to four basic land cards and reveal them. Put one of them onto the battlefield tapped under an opponent's control if the cost was paid. Put two of them onto the battlefield tapped under your control and the rest into your hand. Then shuffle.
Search your library for up to four basic land cards and reveal them. Put one of them onto the battlefield tapped under an opponent's control if the cost was paid. Put two of them onto the battlefield tapped under your control and the rest into your hand. Then shuffle.
Sorcery

4 Mana Ramp
(CTRL to add secondary)
Cascade/Free Spells
Apex Devastator
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera

Aurora Phoenix
Flying
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
Creature - Phoenix

Call Forth the Tempest
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery

Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

Creative Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Sorcery

Etali, Primal Conqueror
Trample
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
Legendary Creature - Elder Dinosaur


Etherium-Horn Sorcerer
: Return this creature to its owner's hand.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature Artifact - Wizard Minotaur Sorcerer

Guff Rewrites History
For each player, choose target nonenchantment, nonland permanent that player controls. Those permanents' owners shuffle them into their libraries. Each player who controlled one of those permanents exiles cards from the top of their library until they exile a nonland card, then puts the rest on the bottom of their library in a random order. Each player may cast the nonland card they exiled without paying its mana cost.
Instant

Imoti, Celebrant of Bounty
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Spells you cast with mana value 6 or greater have cascade.
Spells you cast with mana value 6 or greater have cascade.
Legendary Creature - Druid Snake

Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Maelstrom Wanderer
Creatures you control have haste.
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)
Legendary Creature - Elemental

Monstrous Vortex
Whenever you cast a creature spell with power 5 or greater, discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Enchantment

Natural Reclamation
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Destroy target artifact or enchantment.
Destroy target artifact or enchantment.
Instant

Quandrix, the Proof
Flying, trample
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Instant and sorcery spells you cast from your hand have cascade.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Instant and sorcery spells you cast from your hand have cascade.
Legendary Creature - Elder Dragon

Sakashima's Protege
Flash
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
You may have this creature enter as a copy of any permanent that entered this turn.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
You may have this creature enter as a copy of any permanent that entered this turn.
Creature - Shapeshifter

Sunbird's Invocation
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Enchantment

Volcanic Torrent
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
Volcanic Torrent deals X damage to each creature and planeswalker your opponents control, where X is the number of spells you've cast this turn.
Sorcery

Walk with the Ancestors
Return up to one target permanent card from your graveyard to your hand. Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery

Cascade/Free Spells
(CTRL to add secondary)
Land
Hidden Nursery
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Spinerock Knoll
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Land
(CTRL to add secondary)
Misc. Payoffs
Nalfeshnee
Flying
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Creature - Beast Demon

Misc. Payoffs
(CTRL to add secondary)
Removal
Flaming Tyrannosaurus
Menace
Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 3 damage to any target. Then put a +1/+1 counter on this creature.
When this creature dies, it deals damage equal to its power to each opponent.
Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 3 damage to any target. Then put a +1/+1 counter on this creature.
When this creature dies, it deals damage equal to its power to each opponent.
Creature - Dinosaur

Incinerator of the Guilty
Flying, trample
Whenever this creature deals combat damage to a player, you may collect evidence X. When you do, this creature deals X damage to each creature and planeswalker that player controls. (To collect evidence X, exile cards with total mana value X or greater from your graveyard.)
Whenever this creature deals combat damage to a player, you may collect evidence X. When you do, this creature deals X damage to each creature and planeswalker that player controls. (To collect evidence X, exile cards with total mana value X or greater from your graveyard.)
Creature - Dragon

Silverback Elder
Whenever you cast a creature spell, choose one —
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
Creature - Ape Shaman

Removal
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Deck Summary"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Bracket: "},{"insert":"3 (Too explosive for 2)\n"},{"attributes":{"bold":true},"insert":"Archetypes: "},{"insert":"Cascade, Big Mana/\"Explosive Veggies\"\n"},{"attributes":{"bold":true},"insert":"Commander Dependence: "},{"insert":"\n\t"},{"attributes":{"bold":true},"insert":"Twelfth - "},{"insert":"Low \n\t"},{"attributes":{"bold":true},"insert":"Susan -"},{"insert":" High Earlygame, Low Lategame\n"},{"attributes":{"bold":true},"insert":"Gameplan: "},{"insert":"Ramp early game into cascade effects and other high impact spells\n"},{"attributes":{"bold":true},"insert":"Infinite Combos: "},{"insert":"None, but it is possible to cascade out the whole deck which is almost guaranteed to be lethal.\n"},{"attributes":{"bold":true},"insert":"Logistical Concerns: "},{"insert":"Long Turns, Large Boardstates, Small number of tokens, Complicated stacks (mitigated by play aids*)\n\nOverview"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This initially started out as a take on "},{"attributes":{"link":"https://archidekt.com/decks/6780851/radhas_explosive_vegetables"},"insert":"SalubriousSnails notorious Radha deck"},{"insert":" that I've pushed further into the cascade direction\n\nThis deck has a very specific opening line that you want to aim for each game\nTurn 2: Susan\nTurn 3: 4 mana ramp spell\nTurn 4+: big dumb nonsense\n\nThe deck is structured around this line, with no 1 or 2 drops and only 3 high impact 3 drops. This raises the floor on the many cards in the deck that cast random cards from the library. The deck aims to win through damage via burn, go wide tokens, stompy creatures or even potentially surprise commander damage after a wipe with "},{"insert":{"card-link":"Kessig Wolf Run"}},{"insert":" and "},{"insert":{"card-link":"Arena of Glory"}},{"insert":" .\n\n"},{"attributes":{"bold":true},"insert":"Tips"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Turn 4 you generally want to try get something that can block out if possible."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"The Lost and the Damned"}},{"insert":" is insane here. Cascading into a single explosive vegetation varient gives 9 power across 3 bodies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You need to have some system on hand for tracking cascade/vortex/demonstrate triggers as the stack can get silly. "},{"insert":{"card-link":"Imoti, Celebrant of Bounty"}},{"insert":" "},{"insert":{"card-link":"Monstrous Vortex"}},{"insert":" and "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" are the worst offenders. I personally use some 3d printed counters."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck is very, very good at stripping cards out of itself, It's not uncommon to play nearly the whole deck. The average quality of the cards left in the deck also rises over time as the ramp spells and lands are stripped out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You don't typically want to draw too many cards. the engine here is the deck itself, as long as you don't run out of things to do with your mana, you're good. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"When ramping, prioritize fixing as needed, then try to choose the lands that can be fetched by the fewest other ramp spells, eg for explosive vegetation get mountains and islands, for "},{"insert":{"card-link":"Omenpath Journey"}},{"insert":" or "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" get lands without types. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Guff Rewrites History"}},{"insert":" is the only way to put cards back in your deck and should be pointed at a creature with cascade or pinnacle monk if possible. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"The Twelfth Doctor"}},{"insert":" is primarily here for the colours but works with the deck. "},{"insert":{"card-link":"Alchemist's Refuge"}},{"insert":" helps maximise him by letting you cast cascade cards on other players turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Arixmethes, Slumbering Isle"}},{"insert":" triggers "},{"insert":{"card-link":"Monstrous Vortex"}},{"insert":" on cast and "},{"insert":{"card-link":"The Lost and the Damned"}},{"insert":" on entry."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You get one end step with a "},{"insert":{"card-link":"Nalfeshnee"}},{"insert":" copy of "},{"insert":{"card-link":"Omenpath Journey"}},{"insert":" so get one land."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Use "},{"insert":{"card-link":"Bloodbraid Marauder"}},{"insert":" and "},{"insert":{"card-link":"Incinerator of the Guilty"}},{"insert":" to sculpt your graveyard for "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":" (i.e .exile the ramp spells). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Other Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I like Susan more than Radha here for a couple of reasons. Firstly, you can run any colour combination with green and without black. secondly, you get a second commander even if it doesn't mesh entirely with what you're ramping into. Most importantly though, Susans more relaxed mana cost means we can shift more of the responsibility for fixing our mana from our land base onto all those explosive vegetation card's we're already running."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The decision not to include 1 or 2 drops is somewhat arbitrary, "},{"insert":{"card-link":"Sol Ring"}},{"insert":" "},{"insert":{"card-link":"TARDIS"}},{"insert":" and "},{"insert":{"card-link":"Passionate Archaeologist"}},{"insert":" would all work very well in the deck."},{"attributes":{"list":"bullet"},"insert":"\n"}]}












































