4.1k views2 hrs ago
Commander
Size: 100Salt sum: 64.77
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Odin00

4.1k views2 hrs ago
Commander
Size: 100Salt sum: 64.77

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{"ops":[{"insert":"Does what it says on the tin. \nThrumming stone rabbits. \n\nDeck plays like a bracket three without game changers, so there is really no point in leaving them out. Legally bracket 3 and that feels right for its power level. Deck might be able to be better optimized, but it is quite fun to play as it is. Baylen gives you mana and card draw from the command zone. For those who do not know, Baylen's activated abilities get around your token's summoning sickness. The haste enablers are for when we've basically drawn the whole deck and want to end the game.\n\n33x "},{"insert":{"card-link":"Hare Apparent"}},{"insert":" and a "},{"insert":{"card-link":"Thrumming Stone"}},{"insert":". Goes off pretty quickly and consistently. \n\nI've included six token doublers. They are all expensive. That's just the way it is. If you wanted to cut down on the number of these to save money, I would just swap them out for additional Hare Apparent's. The ones I would not get rid of are actually the cheapest two. "},{"insert":{"card-link":"Panharmonicon"}},{"insert":" and "},{"insert":{"card-link":"Elesh Norn, Mother of Machines"}},{"insert":". These two double ETB triggers for all permanents. This doubles the number of tokens that your Hare Apparents create, but it also doubles the damage from your "},{"insert":{"card-link":"Agate Instigator"}},{"insert":", "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":", "},{"insert":{"card-link":"Impact Tremors"}},{"insert":", and "},{"insert":{"card-link":"Warleader's Call"}},{"insert":". This is why I would not drop these two doublers. You can swap any of these Impact Tremors style effects for "},{"insert":{"card-link":"Terror of the Peaks"}},{"insert":" if you wanted to. It is not as mana efficient, but you can aim the damage it deals anywhere. That being said it is also less damage efficient as each Rabbit is only doing one damage, so if you wanted to send it all towards an opponents face, it would be 1/3 as effective as the other ones. I generally prefer games to end quickly so we can shuffle up and play again, so I prefer the ones I have included. There are cheaper version of the tremors effect that you can buy. I prefer Purphoros because he is two damage per ETB, and I prefer Agate Instigator, because if you pay the offspring cost, then it is also two damage per ETB for four mana. "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" is also a sneaky great token doubler in this deck. He doubles the ETB's from our Hares AND he also makes every Hare and Rabbit Token evasive to larger creatures if you are not pumping them up in some other way. Again, you can get a cheaper doubler for the slot like "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" if you want, but I have chosen the ones I have for good reason. Make whatever swaps or changes you prefer. \n\nYou've got "},{"insert":{"card-link":"Roar of Resistance"}},{"insert":" and "},{"insert":{"card-link":"Samut, Hazoret's Champion"}},{"insert":" to enable haste for big win turns. You can run "},{"insert":{"card-link":"Mass Hysteria"}},{"insert":", "},{"insert":{"card-link":"Fervor"}},{"insert":", "},{"insert":{"card-link":"Rising of the Day"}},{"insert":", or "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" if you want. Again, do as you see fit. \n\nCouple big finishers like "},{"insert":{"card-link":"Akroma's Will"}},{"insert":", "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":", and "},{"insert":{"card-link":"Triumph of the Hordes"}},{"insert":" make it fun to end the game when you find them. Feel free to swap these for "},{"insert":{"card-link":"Collective Inferno"}},{"insert":", "},{"insert":{"card-link":"Kindred Charge"}},{"insert":", or "},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":" if you want. Or cut something else to include more big finishers. Whatever floats your boat. \n\n"},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" will generally be used to find your "},{"insert":{"card-link":"Thrumming Stone"}},{"insert":", "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":", "},{"insert":{"card-link":"Anointed Procession"}},{"insert":", or "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" pretty much every time you come across it. It can also find your "},{"insert":{"card-link":"Halo Fountain"}},{"insert":" for a sneaky win if you want to try to pull that off. "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" can also find your "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" but it can also find your "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":", "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":", or "},{"insert":{"card-link":"Elesh Norn, Mother of Machines"}},{"insert":". Don't forget Baylen can tap tokens to draw cards at instant speed to draw the card you tutored to the top of your deck.\n\nIf Baylen is on the board, and you cast your 6th Hare Apparent, assuming none of your creatures has died, you can "},{"attributes":{"italic":true},"insert":"essentially"},{"insert":" play your whole deck, provided you do not whiff. Playing the 6th Hare Apparent makes you 5 rabbit tokens, which with Baylen on the board is enough tokens creatures to allow you to draw a card, and tap for enough mana to play another Hare Apparent, assuming you have one in your hand. The next one you play, does that but with 1 extra floating mana of any color. So long is you do not get unlucky and run out with a hand full of lands or other things, which you hopefully have enough extra mana to cast as you go, you should be able to go as far as is necessary to draw the vast majority of the deck. Also if you hit thrumming stone, you get to Ripple through even easier. Ripple is a may trigger and is a \"reveal and cast\" effect rather than a \"draw\" effect as well so you do not forcibly deck yourself. \n\nMake whatever changes you would like, but for this to work reliably, I would recommend not going below 33x Hare Apparent's. (One third of the deck makes it a one in three chance on every card draw.) I've added some includes you can do in the Maybeboard.\n\nThis deck is really short on Disruption (interaction/removal/board wipes.) It's pretty much \"all gas, no brakes.\" That's how I've built it. That being said, because of how all in it is, it is pretty good at rebuilding if any of your stuff gets removed. If you want to build it slower with fewer Hare Apparents and more interaction, more lands, fewer token doublers and finishers, that is your prerogative. Do whatever makes you happy. Baylen is (IMO) the best token commander ever printed. You don't have to go the Hare Apparent route, but that's just what I wanted to build. Again, do whatever makes you happy. \n\nIf you wanted to make the deck cheaper, you can just remove expensive cards and add in more Hares. They will not be as flashy as some of the more expensive cards, but the more you add, the more consistently the deck pops off. It also makes you more resilient to board wipes. IMO you can go all the way up to 50 of them in the deck without much trouble. If price is an issue, I would do your absolute best not to cheap out on the mana base. I know it sucks, but we need specific pips to get Baylen out and keep him out since he is a removal magnet. The deck has a low mana curve, so you can actually cut some lands as you go down on more expensive cards and add more hares. I do not think I would go much below 32 or 30 lands. To be honest, I would need to play test it a bunch to make sure the deck still functioned at that point. \n\nGo wide and have fun.\n\n"},{"attributes":{"link":"https://moxfield.com/decks/Ynu6vs35I0icgu7xcPsPkQ"},"insert":"Moxfield Link"},{"insert":" if you want it. \n"}]}
Baylen, the Haymaker
Tap two untapped tokens you control: Add one mana of any color.
Tap three untapped tokens you control: Draw a card.
Tap four untapped tokens you control: Put three +1/+1 counters on Baylen. It gains trample until end of turn.
Legendary Creature - Warrior Rabbit
Baylen, the Haymaker (blb) 345

Commander

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Jetmir, Nexus of Revels
Creatures you control get +1/+0 and have vigilance as long as you control three or more creatures.
Creatures you control also get +1/+0 and have trample as long as you control six or more creatures.
Creatures you control also get +1/+0 and have double strike as long as you control nine or more creatures.
Legendary Creature - Demon Cat
Jetmir, Nexus of Revels (snc) 312
Roar of Resistance
Creature tokens you control have haste.
Whenever one or more creatures attack, you may pay
. If you do, creatures attacking your opponents and/or planeswalkers they control get +2/+0 until end of turn.
Enchantment
Roar of Resistance (onc) 53
Samut, Hazoret's Champion
Creatures you control have haste.
Legendary Creature - Human Warrior Cleric
Samut, Hazoret's Champion (fra) 251

Anthem

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Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant
Akroma's Will (soa) 1
Chronicle of Victory
As Chronicle of Victory enters, choose a creature type.
Creatures you control of the chosen type get +2/+2 and have first strike and trample.
Whenever you cast a spell of the chosen type, draw a card.
Legendary Artifact
Chronicle of Victory (ecl) 253
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (onc) 5
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 692
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (afc) 161
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (sld) 1691
Thrumming Stone
Spells you cast have ripple 4. (Whenever you cast a spell, you may reveal the top four cards of your library. You may cast spells with the same name as that spell from among the revealed cards without paying their mana costs. Put the rest on the bottom of your library.)
Legendary Artifact
Thrumming Stone (2x2) 315

Draw / Protection

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Agate Instigator
Offspring
(You may pay an additional
as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Whenever another creature you control enters, this creature deals 1 damage to each opponent.
Creature - Rogue Lizard
Agate Instigator (blc) 56
Craterhoof Behemoth
Haste
When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Beast
Craterhoof Behemoth (tdm) 138
Halo Fountain
,
, Untap a tapped creature you control: Create a 1/1 green and white Citizen creature token.
,
, Untap two tapped creatures you control: Draw a card.
,
, Untap fifteen tapped creatures you control: You win the game.
Artifact
Halo Fountain (snc) 285
Impact Tremors
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Impact Tremors (wot) 44
Purphoros, God of the Forge
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
Legendary Creature Enchantment - God
Purphoros, God of the Forge (p22) 8
Triumph of the Hordes
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Sorcery
Triumph of the Hordes (soa) 59
Warleader's Call
Creatures you control get +1/+1.
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Warleader's Call (mkm) 242

Finisher

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Abundant Countryside
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell.
,
: Create a 1/1 colorless Shapeshifter creature token with changeling. (It's every creature type.)
Land
Abundant Countryside (ecc) 42
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (spg) 109
Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (bro) 297
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (blc) 81
Boseiju, Who Endures
: Add
.
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
Boseiju, Who Endures (neo) 412
Brushland
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Brushland (bro) 298
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (2x2) 402
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (2x2) 403
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (sld) 1697
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (blc) 131
Fire-Lit Thicket
: Add
.
,
: Add
,
, or
.
Land
Fire-Lit Thicket (2xm) 317
Hushwood Verge
: Add
.
: Add
. Activate only if you control a Forest or a Plains.
Land
Hushwood Verge (dsk) 332
Jetmir's Garden
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Mountain Forest
Jetmir's Garden (snc) 250
Karplusan Forest
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Karplusan Forest (dmu) 379
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (eos) 70
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (cmm) 661
Plains
(
: Add
.)
Basic Land - Plains
Plains (sld) 1130
Plains
(
: Add
.)
Basic Land - Plains
Plains (sld) 1399
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 604
Rugged Prairie
: Add
.
,
: Add
,
, or
.
Land
Rugged Prairie (2xm) 325
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (rvr) 297
Secluded Courtyard
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Land
Secluded Courtyard (spg) 63
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (rvr) 299
Sunbillow Verge
: Add
.
: Add
. Activate only if you control a Mountain or a Plains.
Land
Sunbillow Verge (dft) 373
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (vow) 285
Talon Gates of Madara
When this land enters, up to one target creature phases out.
: Add
.
,
: Add one mana of any color.
: Put this card from your hand onto the battlefield.
Land - Gate
Talon Gates of Madara (m3c) 134
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (rvr) 300
Thornspire Verge
: Add
.
: Add
. Activate only if you control a Mountain or a Forest.
Land
Thornspire Verge (dsk) 333
Three Tree City
As Three Tree City enters, choose a creature type.
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.
Legendary Land
Three Tree City (blb) 340
Unclaimed Territory
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
Land
Unclaimed Territory (cmm) 1050
Urza's Cave
: Add
.
,
, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Land - Urza's Cave
Urza's Cave (mh3) 234
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 360
Wooded Bastion
: Add
.
,
: Add
,
, or
.
Land
Wooded Bastion (plst) 2XM-332
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 361
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (sld) 2813

Land

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Dazzling Theater
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for
or one mana of that creature's color.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room
Dazzling Theater // Prop Room (dsk) 334
Drumbellower
Flying
Untap all creatures you control during each other player's untap step.
Creature - Spirit
Drumbellower (soc) 143
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 6
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (blc) 119
Jiang Yanggu, Never Alone
When Jiang Yanggu enters, create Mowu, a legendary 3/3 green Dog creature token.
At the beginning of your end step, untap all tokens you control.
Legendary Creature - Human Druid
Jiang Yanggu, Never Alone (fra) 261
Raise the Past
Return all creature cards with mana value 2 or less from your graveyard to the battlefield.
Sorcery
Raise the Past (fdn) 22
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (cc1) 6

Recursion/Tutor/Untap

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Anointed Procession
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
Enchantment
Anointed Procession (sld) 1511
Delney, Streetwise Lookout
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
Legendary Creature - Human Scout
Delney, Streetwise Lookout (mkm) 12
Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian
Elesh Norn, Mother of Machines (one) 298
Hare Apparent
When this creature enters, create a number of 1/1 white Rabbit creature tokens equal to the number of other creatures you control named Hare Apparent.
A deck can have any number of cards named Hare Apparent.
Creature - Rabbit Noble
Hare Apparent (fdn) 15
Ocelot Pride
First strike, lifelink
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Creature - Cat
Ocelot Pride (mh3) 322
Panharmonicon
If an artifact or creature entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Artifact
Panharmonicon (2x2) 395
Roaming Throne
Ward

As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.
Creature Artifact - Golem
Roaming Throne (lci) 344
Second Harvest
For each token you control, create a token that's a copy of that permanent.
Instant
Second Harvest (blc) 123

Tokens

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Deck Info

Deck stats

52 pips - 49 cards
29 mana - 25 cards
0 pips - 0 cards
0 mana - 13 cards
0 pips - 0 cards
0 mana - 13 cards
8 pips - 8 cards
27 mana - 23 cards
14 pips - 10 cards
27 mana - 23 cards
0 pips - 0 cards
13 mana - 13 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Does what it says on the tin. \nThrumming stone rabbits. \n\nDeck plays like a bracket three without game changers, so there is really no point in leaving them out. Legally bracket 3 and that feels right for its power level. Deck might be able to be better optimized, but it is quite fun to play as it is. Baylen gives you mana and card draw from the command zone. For those who do not know, Baylen's activated abilities get around your token's summoning sickness. The haste enablers are for when we've basically drawn the whole deck and want to end the game.\n\n33x "},{"insert":{"card-link":"Hare Apparent"}},{"insert":" and a "},{"insert":{"card-link":"Thrumming Stone"}},{"insert":". Goes off pretty quickly and consistently. \n\nI've included six token doublers. They are all expensive. That's just the way it is. If you wanted to cut down on the number of these to save money, I would just swap them out for additional Hare Apparent's. The ones I would not get rid of are actually the cheapest two. "},{"insert":{"card-link":"Panharmonicon"}},{"insert":" and "},{"insert":{"card-link":"Elesh Norn, Mother of Machines"}},{"insert":". These two double ETB triggers for all permanents. This doubles the number of tokens that your Hare Apparents create, but it also doubles the damage from your "},{"insert":{"card-link":"Agate Instigator"}},{"insert":", "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":", "},{"insert":{"card-link":"Impact Tremors"}},{"insert":", and "},{"insert":{"card-link":"Warleader's Call"}},{"insert":". This is why I would not drop these two doublers. You can swap any of these Impact Tremors style effects for "},{"insert":{"card-link":"Terror of the Peaks"}},{"insert":" if you wanted to. It is not as mana efficient, but you can aim the damage it deals anywhere. That being said it is also less damage efficient as each Rabbit is only doing one damage, so if you wanted to send it all towards an opponents face, it would be 1/3 as effective as the other ones. I generally prefer games to end quickly so we can shuffle up and play again, so I prefer the ones I have included. There are cheaper version of the tremors effect that you can buy. I prefer Purphoros because he is two damage per ETB, and I prefer Agate Instigator, because if you pay the offspring cost, then it is also two damage per ETB for four mana. "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":" is also a sneaky great token doubler in this deck. He doubles the ETB's from our Hares AND he also makes every Hare and Rabbit Token evasive to larger creatures if you are not pumping them up in some other way. Again, you can get a cheaper doubler for the slot like "},{"insert":{"card-link":"Renewed Solidarity"}},{"insert":" if you want, but I have chosen the ones I have for good reason. Make whatever swaps or changes you prefer. \n\nYou've got "},{"insert":{"card-link":"Roar of Resistance"}},{"insert":" and "},{"insert":{"card-link":"Samut, Hazoret's Champion"}},{"insert":" to enable haste for big win turns. You can run "},{"insert":{"card-link":"Mass Hysteria"}},{"insert":", "},{"insert":{"card-link":"Fervor"}},{"insert":", "},{"insert":{"card-link":"Rising of the Day"}},{"insert":", or "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" if you want. Again, do as you see fit. \n\nCouple big finishers like "},{"insert":{"card-link":"Akroma's Will"}},{"insert":", "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":", and "},{"insert":{"card-link":"Triumph of the Hordes"}},{"insert":" make it fun to end the game when you find them. Feel free to swap these for "},{"insert":{"card-link":"Collective Inferno"}},{"insert":", "},{"insert":{"card-link":"Kindred Charge"}},{"insert":", or "},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":" if you want. Or cut something else to include more big finishers. Whatever floats your boat. \n\n"},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" will generally be used to find your "},{"insert":{"card-link":"Thrumming Stone"}},{"insert":", "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":", "},{"insert":{"card-link":"Anointed Procession"}},{"insert":", or "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" pretty much every time you come across it. It can also find your "},{"insert":{"card-link":"Halo Fountain"}},{"insert":" for a sneaky win if you want to try to pull that off. "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" can also find your "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" but it can also find your "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":", "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":", or "},{"insert":{"card-link":"Elesh Norn, Mother of Machines"}},{"insert":". Don't forget Baylen can tap tokens to draw cards at instant speed to draw the card you tutored to the top of your deck.\n\nIf Baylen is on the board, and you cast your 6th Hare Apparent, assuming none of your creatures has died, you can "},{"attributes":{"italic":true},"insert":"essentially"},{"insert":" play your whole deck, provided you do not whiff. Playing the 6th Hare Apparent makes you 5 rabbit tokens, which with Baylen on the board is enough tokens creatures to allow you to draw a card, and tap for enough mana to play another Hare Apparent, assuming you have one in your hand. The next one you play, does that but with 1 extra floating mana of any color. So long is you do not get unlucky and run out with a hand full of lands or other things, which you hopefully have enough extra mana to cast as you go, you should be able to go as far as is necessary to draw the vast majority of the deck. Also if you hit thrumming stone, you get to Ripple through even easier. Ripple is a may trigger and is a \"reveal and cast\" effect rather than a \"draw\" effect as well so you do not forcibly deck yourself. \n\nMake whatever changes you would like, but for this to work reliably, I would recommend not going below 33x Hare Apparent's. (One third of the deck makes it a one in three chance on every card draw.) I've added some includes you can do in the Maybeboard.\n\nThis deck is really short on Disruption (interaction/removal/board wipes.) It's pretty much \"all gas, no brakes.\" That's how I've built it. That being said, because of how all in it is, it is pretty good at rebuilding if any of your stuff gets removed. If you want to build it slower with fewer Hare Apparents and more interaction, more lands, fewer token doublers and finishers, that is your prerogative. Do whatever makes you happy. Baylen is (IMO) the best token commander ever printed. You don't have to go the Hare Apparent route, but that's just what I wanted to build. Again, do whatever makes you happy. \n\nIf you wanted to make the deck cheaper, you can just remove expensive cards and add in more Hares. They will not be as flashy as some of the more expensive cards, but the more you add, the more consistently the deck pops off. It also makes you more resilient to board wipes. IMO you can go all the way up to 50 of them in the deck without much trouble. If price is an issue, I would do your absolute best not to cheap out on the mana base. I know it sucks, but we need specific pips to get Baylen out and keep him out since he is a removal magnet. The deck has a low mana curve, so you can actually cut some lands as you go down on more expensive cards and add more hares. I do not think I would go much below 32 or 30 lands. To be honest, I would need to play test it a bunch to make sure the deck still functioned at that point. \n\nGo wide and have fun.\n\n"},{"attributes":{"link":"https://moxfield.com/decks/Ynu6vs35I0icgu7xcPsPkQ"},"insert":"Moxfield Link"},{"insert":" if you want it. \n"}]}
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