xStingrayx
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Commander
Size: 100Salt sum: 22.22
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Felothar the Steadfast
Each creature you control assigns combat damage equal to its toughness rather than its power.
Creatures you control can attack as though they didn't have defender.
, , Sacrifice another creature: Draw cards equal to the sacrificed creature's toughness, then discard cards equal to its power.
Creatures you control can attack as though they didn't have defender.
, , Sacrifice another creature: Draw cards equal to the sacrificed creature's toughness, then discard cards equal to its power.
Legendary Creature - Human Warrior

Commander
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Betor, Kin to All
Flying
At the beginning of your end step, if creatures you control have total toughness 10 or greater, draw a card. Then if creatures you control have total toughness 20 or greater, untap each creature you control. Then if creatures you control have total toughness 40 or greater, each opponent loses half their life, rounded up.
At the beginning of your end step, if creatures you control have total toughness 10 or greater, draw a card. Then if creatures you control have total toughness 20 or greater, untap each creature you control. Then if creatures you control have total toughness 40 or greater, each opponent loses half their life, rounded up.
Legendary Creature - Dragon Spirit

Fecund Greenshell
Reach
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
Creature - Elemental Turtle

Rammas Echor, Ancient Shield
Whenever you cast your second spell each turn, draw a card, then create a 0/3 white Wall creature token with defender.
At the beginning of combat on your turn, creatures you control with defender gain exalted until end of turn. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
At the beginning of combat on your turn, creatures you control with defender gain exalted until end of turn. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.)
Legendary Artifact

Card Draw
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MacCready, Lamplight Mayor
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.)
Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
Legendary Creature - Human Advisor

Sidar Kondo of Jamuraa
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Creatures your opponents control without flying or reach can't block creatures with power 2 or less.
Partner (You can have two commanders if both have partner.)
Creatures your opponents control without flying or reach can't block creatures with power 2 or less.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Knight

Evasion
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Land - Golgari
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Land - Orzhov
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Land - Selesnya
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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.)
: 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

Land - Tri-Color
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One-Sided Board Wipes
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Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Rampart Architect
Whenever this creature enters or attacks, create a 1/3 white Wall creature token with defender.
Whenever a creature you control with defender dies, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Whenever a creature you control with defender dies, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Advisor Elephant

Ramp
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Reanimation
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Removal
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Wall - Defender
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Doran, Besieged by Time
Each creature spell you cast with toughness greater than its power costs less to cast.
Whenever a creature you control attacks or blocks, it gets +X/+X until end of turn, where X is the difference between its power and toughness.
Whenever a creature you control attacks or blocks, it gets +X/+X until end of turn, where X is the difference between its power and toughness.
Legendary Creature - Druid Treefolk

Wall Buffs
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Wall Payoffs
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Baldin, Century Herdmaster
During your turn, each creature assigns combat damage equal to its toughness rather than its power.
Whenever Baldin attacks, up to one hundred target creatures each get +0/+X until end of turn, where X is the number of cards in your hand.
Whenever Baldin attacks, up to one hundred target creatures each get +0/+X until end of turn, where X is the number of cards in your hand.
Legendary Creature - Human Warrior

Ghalta the Immovable
This spell costs less to cast, where X is the greatest toughness among creatures you control.
Creatures you control can attack as though they didn't have defender.
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
Creatures you control can attack as though they didn't have defender.
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
Legendary Creature - Elder Dinosaur

Walls - Attack/Toughness Damage
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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.
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

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.
Exile Teferi's Protection.
Instant

Zopandrel, Hunger Dominus
Reach
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Higher Power Upgrades
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Teyo, Geometric Tactician
When Teyo enters, create a 0/4 white Wall creature token with defender and flying.
+1: You and target opponent each draw a card.
−2: Choose left or right. Until your next turn, each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
+1: You and target opponent each draw a card.
−2: Choose left or right. Until your next turn, each player may attack only the nearest opponent in the last chosen direction and planeswalkers controlled by that opponent.
Legendary Planeswalker - Teyo

Potential Card Draw
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Potential Mana Sources
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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.
• 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

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.)
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

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Galadriel's Dismissal
Kicker (You may pay an additional as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Potential Protection
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Will of the Abzan
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.
• Return target creature card from your graveyard to the battlefield.
• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.
• Return target creature card from your graveyard to the battlefield.
Sorcery

Potential Removal
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Colfenor's Urn
Whenever a creature with toughness 4 or greater is put into your graveyard from the battlefield, you may exile it.
At the beginning of the end step, if three or more cards have been exiled with this artifact, sacrifice it. If you do, return those cards to the battlefield under their owner's control.
At the beginning of the end step, if three or more cards have been exiled with this artifact, sacrifice it. If you do, return those cards to the battlefield under their owner's control.
Artifact

Nethroi, Apex of Death
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Deathtouch, lifelink
Whenever this creature mutates, return any number of target creature cards with total power 10 or less from your graveyard to the battlefield.
Deathtouch, lifelink
Whenever this creature mutates, return any number of target creature cards with total power 10 or less from your graveyard to the battlefield.
Legendary Creature - Beast Cat Nightmare

Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Tapestry Warden
Vigilance
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
Each creature you control with toughness greater than its power stations permanents using its toughness rather than its power.
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
Each creature you control with toughness greater than its power stations permanents using its toughness rather than its power.
Creature Artifact - Soldier Robot

The Kingpin of Crime
Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.)
Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power.
Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power.
Legendary Creature - Human Villain

Potential Upgrades
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Ancient Adamantoise
Vigilance, ward
Damage isn't removed from this creature during cleanup steps.
All damage that would be dealt to you and other permanents you control is dealt to this creature instead.
When this creature dies, exile it and create ten tapped Treasure tokens.
Damage isn't removed from this creature during cleanup steps.
All damage that would be dealt to you and other permanents you control is dealt to this creature instead.
When this creature dies, exile it and create ten tapped Treasure tokens.
Creature - Turtle

Rasaad yn Bashir
Each creature you control assigns combat damage equal to its toughness rather than its power.
Whenever Rasaad yn Bashir attacks, if you have the initiative, double the toughness of each creature you control until end of turn.
Choose a Background (You can have a Background as a second commander.)
Whenever Rasaad yn Bashir attacks, if you have the initiative, double the toughness of each creature you control until end of turn.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Monk

Potential Walls
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Overview:\nGrindy wall tribal deck that has a variety of ways to push through damage. This deck uses Felothar to sacrifice walls on most turns to keep your hand full and ensure your walls can attack. This allows this deck to produce a steady stream of pressure on opponents to eventually win through combat damage.\n\nHow to play this deck:\n"},{"attributes":{"bold":true},"insert":"Start playing walls "},{"insert":"- Most of the walls in this deck are pretty cheap, so start building a board presence, ideally with walls that produce mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Get Felothar in play "},{"insert":"- Felothar is the key engine for the deck by allowing your walls to attack and deal combat damage as well as drawing tons of cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Draw cards"},{"insert":" - Once Felothar is in play, ideally you can play cheap walls while holding up mana to sacrifice a wall and draw cards. This results in a slower approach since you are sacrificing potential attackers, but ensures you find more cards to cast on future turns. It is particularly helpful to hold up Felothar after you play cards like "},{"insert":{"card-link":"Tree of Perdition"}},{"insert":" that are likely to attract removal so you can still get value from them."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Slow down opponents"},{"insert":" - Use one-sided board wipes and targeted removal to keep your opponents decks under control. You often have a strong enough board presence to discourage attackers, but some opponents may have flyers that are harder to deal with or permanents that generate too much value."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Play potential finishers -"},{"insert":" While you can win by attacking with a big board of walls repeatedly, it helps to have a card like "},{"insert":{"card-link":"Unnatural Growth"}},{"insert":" to buff your board, "},{"insert":{"card-link":"MacCready, Lamplight Mayor"}},{"insert":" to make your walls mostly unblockable, or a one-sided board wipe like "},{"insert":{"card-link":"The Battle of Bywater"}},{"insert":" to kill most of your opponents creatures but few if any of your creatures."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Finish off your opponents "},{"insert":"- Once you have favorable attacks that opponents can't block or can't block well, swing to finish them off."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWincons:\n"},{"insert":{"card-link":"Unnatural Growth"}},{"insert":" , "},{"insert":{"card-link":"Baldin, Century Herdmaster"}},{"insert":" , "},{"insert":{"card-link":"Tower Defense"}},{"insert":" , etc provide buffs to help push through lethal damage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Behind the Scenes"}},{"insert":" , "},{"insert":{"card-link":"MacCready, Lamplight Mayor"}},{"insert":" , and "},{"insert":{"card-link":"Sidar Kondo of Jamuraa"}},{"insert":" can make your walls mostly unblockable, which can let your push through lethal damage even if your opponents have blockers."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Jaws of Defeat"}},{"insert":" can let you deal damage just by playing walls. This can be especially helpful if played prior to a mass reanimation spell."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"One-sided board wipes can clear out your opponents board while leaving yours alone. This can allow you to attack for lethal."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Steady pressure can allow you to keep attacking with walls and wear down you opponents who may be reluctant to make unfavorable blocks. This should eventually allow you to overwhelm opponents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nGameplay Notes:\nTry to sacrifice walls to Felothar on the endstep of the opponents turn before yours. This lets you keep that wall and Felothar up as blockers for the full turn cycle. You can also use the wall you plan to sacrifice as a chump blocker or sacrifice the wall right before a board wipe."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It is generally helpful to start sacrificing walls to Felothar starting the turn after you play him. Many of the walls are pretty cheap, so you can often play a wall and draw cards with Felothar on the same turn cycle. Drawing 4+ cards per turn can ensure you hit your land drops and don't run out of things to do."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Felothar is the key to this deck functioning, so try to protect him when possible and keep ramping so you can replay him if needed. Note that you can build a board on one turn and then play Felothar to let them attack the next turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nNotable Cards:\n"},{"insert":{"card-link":"Doran, the Siege Tower"}},{"insert":" - This card applies to all creatures, not just yours. It can be particularly helpful if your opponents have high power, low toughness creatures.\n"},{"insert":{"card-link":"Tree of Perdition"}},{"insert":" - This card tends to attract removal on the turn cycle you play it, so assume it will die before you have a chance to swap life totals. To make sure you can get value out of it anyway, ensure you have enough mana to sacrifice it to Felothar and draw 13 cards before you play it. Ideally you want to wait until an opponent uses a removal spell on it to sacrifice it. If it does survive a turn cycle, it is still often helpful to hold up Felothar anyway so you can draw 30+ cards since your opponents will still want to try to remove it.\n\nDeckbuilding Notes:\nThere are pretty limited options for cards that let your defenders attack. Felothar is easily the best option since it doesn't require extra mana to let your defenders attack."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There are a wider variety of options to let your walls deal damage with their toughness instead of power. This tends to matter less though since they tend to need Felothar to attack."},{"attributes":{"list":"ordered"},"insert":"\n"}]}




































































































































































