SoUto
502 views5 months ago
Commander
Size: 100Est cost: $1315.16Salt sum: 53.37
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Card Draw
Card Draw
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Extra Lands
Extra Lands
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Land
Boseiju, Who Endures
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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.
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

Land
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Mana Boosters
Mana Boosters
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Protection
Shigeki, Jukai Visionary
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake

Smuggler's Surprise
Spree (Choose one or more additional costs.)
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
Instant

Protection
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Ramp
Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant

Nissa's Pilgrimage
Search your library for up to two basic Forest cards, reveal those cards, and put one onto the battlefield tapped and the rest into your hand. Then shuffle.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two.
Sorcery

Ramp
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Removal
Removal
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Shenanigans
Abundance
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Enchantment

Famished Worldsire
Ward
Devour land 3 (As this creature enters, you may sacrifice any number of lands. It enters with three times that many +1/+1 counters on it.)
When this creature enters, look at the top X cards of your library, where X is this creature's power. Put any number of land cards from among them onto the battlefield tapped, then shuffle.
Devour land 3 (As this creature enters, you may sacrifice any number of lands. It enters with three times that many +1/+1 counters on it.)
When this creature enters, look at the top X cards of your library, where X is this creature's power. Put any number of land cards from among them onto the battlefield tapped, then shuffle.
Creature - Leviathan

Shenanigans
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Tutors
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.
• 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

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.)
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

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


Tutors
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Win Cons
Win Cons
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Planned Upgrades/Not Bought Yet/Not Available Locally
Anticausal Vestige
When this creature leaves the battlefield, draw a card, then you may put a permanent card with mana value less than or equal to the number of lands you control from your hand onto the battlefield tapped.
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.)
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 - Eldrazi

Exploration Broodship
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
Artifact - Spacecraft

Glacial Chasm
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

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.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Legendary Enchantment


The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Planned Upgrades/Not Bought Yet/Not Available Locally
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Hello!"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is my "},{"insert":{"card-link":"Dosan the Falling Leaf"}},{"insert":" deck that I've been "},{"attributes":{"strike":true},"insert":"whaling"},{"insert":" piecing together over time. It's by far my most expensive and most powerful deck that I own in paper and I've become quite proud of how well it performs. As it's my pet deck it's a constant work in progress and I'm keeping an eye on every new set to see what I can possibly include to improve it. I'm constantly excited to see how the deck shifts and grows with each new set of cards and I imagine this will be one of my main decks that I play "},{"attributes":{"italic":true},"insert":"forever"},{"insert":".\n\nAnyway, on to the primer.\n\nPrimer [UNFINISHED]"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nIntro"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhy Dosan the Falling Leaf?"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"strike":true},"insert":"Because one time my Tooth and Nail got counterspelled and I refuse to ever let that happen again."},{"insert":" The best way I can describe Dosan's role in this deck is that scene in Dragon Ball Z where Piccolo steps in front of Gohan to save him from a ki blast.\n\n"},{"insert":{"image":"https://i.redd.it/qb1zc67exi7f1.jpeg"}},{"insert":" \n\nAbout to play a huge value piece? Play Dosan. About to pop off with a combo? Play Dosan. This old man loves getting hit with counterspells and people have no choice but to counter him because if they don't then they have to sit on their hands and watch you do whatever you want for at least the rest of your current turn (And in most cases, the last turn of the game). Play this geezer into any and all open mana before you follow up with a powerful tutor like "},{"insert":{"card-link":"Tooth and Nail"}},{"insert":" or a salt inducing creature like "},{"insert":{"card-link":"Vorinclex, Voice of Hunger"}},{"insert":" to ensure you can do honest green things uninterrupted. Dosan being a commander centered around protecting this deck's gameplan is a simple yet effective strategy that can get nigh impossible to counter once you get some mana boosters onto the battlefield because even if he gets countered once, twice, or even three + times you're likely going to just play him again without batting an eye.\n\n"},{"insert":{"image":"https://i.ibb.co/jZjX7rzN/old-man.png"}},{"insert":"\n\nWhy Bracket 4?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I've manually set this deck to bracket 4 because as of the time of writing unless I want to triple the already huge cost of this deck in order to get cards that don't really improve it in any meaningful way, it's physically impossible for it to be bracket 4. A quick look at this deck will show that it is a hellscape of ramp and tutors for creatures that more than over perform and while there are powerful ass gamechangers out there, I can't see them adding much to the deck. "},{"attributes":{"strike":true},"insert":"This deck consistently wins on turns 5-6 and with the addition of a certain card that's so expensive I wouldn't be able to look my fiance in the eye if I got it, ("},{"attributes":{"strike":true},"insert":{"card-link":"Earthcraft"}},{"attributes":{"strike":true},"insert":") it could easily regularly win on turns 4-5 and would do so way faster on those turns."},{"insert":" My fiance actually bought me a copy of "},{"insert":{"card-link":"Earthcraft"}},{"insert":" for my birthday so disregard that last part, this deck absolutely slaps the table silly by turn 4-5.\n\nGame Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck has a simple plan: Ramp into your Mana Boosters and then use sheer volume of mana to pay for your big splashy tutors and card draw engines to throw together a win in one big turn. It's kind of like a combo deck if a combo deck was kicked in the head by a horse.\n\nGame Plan - Ramp"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We're running fourteen ramp spells in this deck with a big ol' "},{"insert":{"card-link":"Famished Worldsire"}},{"insert":" shaped asterisk next to that number. There are also three permanents geared around playing extra lands which I'll also discuss here.\n\nGame Plan - Mana Boosters"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This section is our first port of call for our newly ramped land. There are twelve cards in this deck that serve to increase the amount of mana produced by lands and sometimes our permanents in general. Combined with our ramp and extra land packages, this means that there are roughly twenty nine cards (almost a full third!) in this deck purely dedicated to increasing how much mana we have each turn. But as for these, here's the rundown on each of them:\n\nGame Plan - Card Draw"},{"attributes":{"header":3},"insert":"\n"},{"insert":"No deck works without card draw so this deck is no exception. In mono green, card draw is generally tied to the fact that you're dropping 3-4 power creatures on the regular, but excluding the commander, this deck only has thirteen creatures and among them, only 10 would trigger a card draw off of something like "},{"insert":{"card-link":"Elemental Bond"}},{"insert":". So I had to get quite specific with the card draw included in this deck.\n\nGame Plan - Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are only four cards in this deck that I'd classify as traditional removal and virtually all of them are geared towards artifacts and enchantments. Realistically, a deck like this is going to more often than not be affected by non-creature permanents, so I wanted to make sure that when I draw removal, it's going to deal with that pesky "},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":", "},{"insert":{"card-link":"Norn's Annex"}},{"insert":" , or "},{"insert":{"card-link":"Crawlspace"}},{"insert":".\n\nThe rest of the deck is what my fellow crayon-eaters refer to as \"player removal.\"\n\nGame Plan - Protection"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As the saying goes \"If your deck folds to a single removal spell, it's a bad deck.\" If you're like me, at any given time you're sat at a table with three people playing decks with black or blue (or both) in them and your cards that you've worked so hard on casting end up in your graveyard. Our defensive package is small but efficient and is spearheaded by one of the most underrated cards I've ever had the joy to play in a deck:\n\n\t\t\t"},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":"\nThis guy is the GOAT and will win you games if you include him in your green decks. Like most cards with channel written on them (looking at you, "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":"), the best thing about Shigeki is that he can be discarded for an "},{"attributes":{"bold":true},"insert":"uncounterable "},{"insert":"effect. In this case, you can pay XXGG to return X nonlegendary cards from your graveyard to your hand "},{"attributes":{"bold":true},"insert":"at instant speed"},{"insert":". Drawing into this guy when you're popping off generally means you get to do your whole turn all over again, especially with cards like "},{"insert":{"card-link":"Early Harvest"}},{"insert":" and "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" (which with a little bit of setup can fully go infinite).\n\nGame Plan - Tutors"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As of writing there are currently eleven-ish tutors in this deck, each of them with different intentions for their inclusion. I'll give a quick rundown on each of them:\n\n\nThe sheer number of tutors in this deck ensure that the fringe cases of \"If you have X card out and Y card out you can do Z powerful effect\" are more of an inevitability than a novelty.\n\nGame Plan - Shenanigans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There is a subset of cards in this deck that I've lovingly nicknamed Shenanigans. Now don't get me wrong, they are by no means silly weak pet cards, to the contrary they enable some of the most ridiculously busted gameplay you will ever subject your pod to. "},{"insert":{"card-link":"Abundance"}},{"insert":" is quite possibly one of the most ridiculous cards ever printed and if you can have it and "},{"insert":{"card-link":"Recycle"}},{"insert":" out on the battlefield at the same time you will have some DISGUSTING turns. Throw in a "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":" and you're easily drawing your entire deck as every land drop it gives draws you 1 land and 1 nonland card.\n\nGame Plan - Lands"},{"attributes":{"header":3},"insert":"\n"},{"insert":"No green deck is complete without its landbase so I just wanted to take a moment to briefly comment on some of the land inclusions this deck has that I think are worth noting.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Game Plan - Wincons"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck seeks to win through one of the following ways:\n\n\t\t\t"},{"insert":{"card-link":"Ant Queen"}},{"insert":" + "},{"insert":{"card-link":"Nyxbloom Ancient"}},{"insert":" + "},{"insert":{"card-link":"Enduring Vitality"}},{"insert":" / "},{"insert":{"card-link":"Cryptolith Rite"}},{"insert":" + "},{"insert":{"card-link":"Ulvenwald Oddity // Ulvenwald Behemoth"}},{"insert":" / "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" \nProbably the most rube goldberg combo imaginable but you will consistently find yourself in a mad dash to try and get this thrown together once you have the mana generation and card draw to back it up. This series of cards allows for infinite mana and creature generation through this loop:\nSpend 2 mana to have "},{"insert":{"card-link":"Ant Queen"}},{"insert":" generate an Ant creature token."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ulvenwald Oddity // Ulvenwald Behemoth"}},{"insert":" or "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" give the Ant token haste."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Enduring Vitality"}},{"insert":" and "},{"insert":{"card-link":"Cryptolith Rite"}},{"insert":" allow the Ant token to tap for 1 green mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Nyxbloom Ancient"}},{"insert":" triples that mana, netting 1 green mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat this loop until you have as much mana as you want and then use it to create that many untapped hasted Ant tokens."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This combo gets made much easier if you have the money to spend on "},{"insert":{"card-link":"Earthcraft"}},{"insert":" as it replaces the need for haste enablers and the reliance on "},{"insert":{"card-link":"Nyxbloom Ancient"}},{"insert":" since you'll be untapping a land, which in all likelihood you'll have some of your Mana Boosters on the battlefield to ensure you're netting mana. Notably though, "},{"insert":{"card-link":"Ulvenwald Oddity // Ulvenwald Behemoth"}},{"insert":" and "},{"insert":{"card-link":"Enduring Vitality"}},{"insert":" are both tutorable creatures so you'll find they allow for some great flexibility with setting up this combo.\n\n\t\t\t"},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" + "},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":" \nWe finally did it, we broke "},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":"! Once you have more lands in play than your opponents have blockers, you can just play "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" for X equal to the highest HP of an opponent at the table, bust out your "},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":" and your instant army of hasted Saprolings will take it from there.\n\n\t\t\t"},{"insert":{"card-link":"Genesis Wave"}},{"insert":" \nThis card more often than not will dump your entire library onto the battlefield and from there you just pick which wincon you'd like to use to finish your opponents off.\n\nWhen to Mulligan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"You basically never want to have a creature in your opening hand that isn't "},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":" or "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":". You also never want to keep a hand that just ramps, you will want to look for cards like "},{"insert":{"card-link":"Seer's Sundial"}},{"insert":", "},{"insert":{"card-link":"Tireless Tracker"}},{"insert":", "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":" (will prevent drawing into lands),\n\nFinal Thoughts"},{"attributes":{"header":1},"insert":"\n"}]}




















































































