Resort23
744 views57 days ago
Commander
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{"ops":[{"insert":"I love Lands in legacy, mulch/life from the loam combo wheeling Wastelands with field of the dead is very fun to me.\nThis made me want to build a lands deck in EDH, but couldn't find a commander that spoke to me... until Teval came out. Bought the precon, was a blast, hoping this ends up being as fun as it looks.\n\nI've got some really cool tech in here I think, Academy Ruins lets you pull key value pieces from graveyard if they get milled, making it almost an artifact subtheme. \nAncient Greenwarden gives double land ETB triggers, that counts Field of the Dead and it counts the card draw from Tatyova and Aesi\nThespian's Stage ends up being 2nd Field of the Dead usually. Dark depths combo ended up not being what I wanted, 20/20 isn't scary in 40 health format but I'm open to bringing it back.\nTatyova is forced draw, be careful.\nThe crab + hedge shredder are pretty much a guaranteed game winner if nobody holds interaction, you will mill the whole library 99.9% of the time, then sac 3 zombies to dread return thassa's oracle.\nScarab god gives you some very insane turns if you have enough zombies, not even just the drain, being able to pick what you draw/mill creates some very strong turns.\nAltar of Bhaal is good tech because you can bring it back with Academy Ruins, and the zombie you exile replaces itself with commander on the field because the creature leaves the graveyard!\nI'll probably swap Trinket mage for Cauldron of Essence when I get one. It's functionally similar to Bhaal. You'll be trading the ability to recur trinket mage and tutor bhaal for just having another copy of bhaal in the deck.\n\nHermit Druid at the moment isn't for instant win combo, I don't love playing those sorts of decks. I have 1 of each basic, and they're the bright gold Aetherdrift prints.\nIt's fun for my pod to see as they get milled/played, it's like a doomsday clock and very telegraphed.\nIf I end up wanting the deck to be more competitive, I will just cut the basics for duals and then hermit is a win the game card.\n\nMightform Harmonizer is a VERY funny kill someone out of nowhere card.\nWith Mightform Harmonizer, your commander, and 1 fetch land, you can one shot someone with commander damage.\nPlay fetch"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Fetch a land"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bring back the fetch with commander's attack ability"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This gives you 3 Mightform triggers in one turn, making your commander go from 4>8>16>32, lethal commander damage if someone doesn't have a flier.\nAND you can do this over and over if nobody has a removal piece. Game is over in 3 turns if nobody finds an answer... as long as you have a land in hand.\nIf you have an untapper like Amulet of Vigor, you can then pop the fetch again and get your commander to 64, although I only reserve this sort of bm for Azorius players (we're looking at you Kyle)\n\nI'm adding an Urza's saga because the Secret Lair print was so cool it finally convinced me\nAs such, I'm replacing the kind of awkward Spelunking with the WAY more friendly Amulet of Vigor.\nAmulet of Vigor being a 1 drop, lets you fetch it with Urza's and lets you play it on turn 1, or turn 2 if you play a mana rock, and then your tap lands (like the surveils) become on-curve mana.\nUrza's saga can grab Amulet of Vigor, Sol Ring, Soul-Guide Lantern, and Expedition Map right now. Current plan is to grab probably? Amulet first, then you can loop expedition map\nYou do this by first grabbing Academy Ruins with your Expedition Map, then when Urza's Saga's 3rd ability activates, use Academy Ruins' ability to put Expedition Map back on library, where you can then use the Urza's saga ability to grab it out of Library and repeat every other turn...\nOh yeah, that's every other turn. You can generate constructs every turn with Urza's Saga.\nIt works by:\nPlay Saga"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Construct"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Construct, sacrifice, bring back with commander, it'll have 1 counter"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Construct"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat for infinity"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It's very funny sometimes especially in grindy games. Lets you build crazy advantage and you're also getting constant expedition maps for land fetching. This interaction MIGHT convince me to put a Gaea's Cradle or a Maze of Ith or something... Glacial Chasm? who knows but I can really do some better utility lands now with more reliable fetching.\nYou can use any land fetch to grab Urza's, and use Urza's to grab any other land via the map. It's nuts.\n\nThe removal package is tuned for artifacts and enchantments mainly, this deck slows down very hard when facing graveyard hate so you want to be able to clear the way if that happens.\nI think it probably needs more interaction to hang out in the higher bracket 4 games, but at the moment it's really fun. I might end up getting some niche instant/sorcery recursion. Could put like an Archaeomancer effect and a conjurer's closet or something? It's already a graveyard toolbox deck so it might be worth.\n\nHoping this ends up being a fun, grindy, unique sort of zombie tribal commander deck. So far, playtesting has been very fun. It has some competitive \"win-out-of-nowhere\" mechanics, but if you're not at that sort of table ignore those and it'll GRIND with the best of them. Deck likes to build a really nice snowball of resources and creatures that get out of hand very quickly if not interacted with.\n"}]}
Commander
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River Kelpie
Whenever this creature or another permanent enters from a graveyard, draw a card.
Whenever a player casts a spell from a graveyard, draw a card.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Whenever a player casts a spell from a graveyard, draw a card.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Beast

Starwinder
Whenever a creature you control deals combat damage to a player, you may draw that many cards.
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 - Leviathan

The Gitrog Monster
Deathtouch
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Legendary Creature - Horror Frog

Draw
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Extra Lands
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Mightform Harmonizer
Landfall — Whenever a land you control enters, double the power of target creature you control until end of 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.)
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 - Druid Insect

Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk

I Win
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Land
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Lands From Yard
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Mill
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Hedge Shredder
Whenever this Vehicle attacks, you may mill two cards.
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Ramp
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Meren of Clan Nel Toth
Whenever another creature you control dies, you get an experience counter.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
Legendary Creature - Human Shaman

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

The Scarab God
At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control.
: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.
When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.
: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.
When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.
Legendary Creature - God

Recursion
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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

Dauthi Voidwalker
Shadow (This creature can block or be blocked by only creatures with shadow.)
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
Creature - Rogue Dauthi

Removal
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Tutor
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Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Utility
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Afterlife from the Loam
Delve (Each card you exile from your graveyard while casting this spell pays for .)
For each player, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're Zombies in addition to their other types.
For each player, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're Zombies in addition to their other types.
Sorcery

Amphin Mutineer
When this creature enters, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Pirate Salamander

Consuming Aberration
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.
Creature - Horror

Crawling Sensation
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Enchantment

Jarad, Golgari Lich Lord
Jarad gets +1/+1 for each creature card in your graveyard.
, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power.
Sacrifice a Swamp and a Forest: Return this card from your graveyard to your hand.
, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power.
Sacrifice a Swamp and a Forest: Return this card from your graveyard to your hand.
Legendary Creature - Elf Zombie

Kotis, Sibsig Champion
Once during each of your turns, you may cast a creature spell from your graveyard by exiling three other cards from your graveyard in addition to paying its other costs.
Whenever one or more creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put two +1/+1 counters on Kotis.
Whenever one or more creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put two +1/+1 counters on Kotis.
Legendary Creature - Warrior Zombie

Lethal Scheme
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.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Instant

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

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Welcome the Dead
Draw two cards, then discard a card and you lose 2 life. Create X tapped 2/2 black Zombie Druid creature tokens, where X is the number of cards that were put into your graveyard from your hand or library this turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Will of the Sultai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
Sorcery

Woe Strider
When this creature enters, create a 0/1 white Goat creature token.
Sacrifice another creature: Scry 1.
Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
Sacrifice another creature: Scry 1.
Escape—, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with two +1/+1 counters on it.
Creature - Horror

Cut Precon Stuff
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Ancient Brass Dragon
Flying
Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Creature - Elder Dragon

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

Cursecloth Wrappings
Zombies you control get +1/+1.
: Target creature card in your graveyard gains embalm until end of turn. The embalm cost is equal to its mana cost. (Exile that card and pay its embalm cost: Create a token that's a copy of it, except it's a white Zombie in addition to its other types and has no mana cost. Embalm only as a sorcery.)
: Target creature card in your graveyard gains embalm until end of turn. The embalm cost is equal to its mana cost. (Exile that card and pay its embalm cost: Create a token that's a copy of it, except it's a white Zombie in addition to its other types and has no mana cost. Embalm only as a sorcery.)
Artifact

Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land

Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

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

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


Increasing Ambition
Search your library for a card and put that card into your hand. If this spell was cast from a graveyard, instead search your library for two cards and put those cards into your hand. Then shuffle.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Loot, Exuberant Explorer
You may play an additional land on each of your turns.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
Legendary Creature - Beast Noble

Nissa, Vital Force
+1: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land.
−3: Return target permanent card from your graveyard to your hand.
−6: You get an emblem with "Whenever a land you control enters, you may draw a card."
−3: Return target permanent card from your graveyard to your hand.
−6: You get an emblem with "Whenever a land you control enters, you may draw a card."
Legendary Planeswalker - Nissa

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

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Whip of Erebos
Creatures you control have lifelink.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Legendary Artifact Enchantment

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"I love Lands in legacy, mulch/life from the loam combo wheeling Wastelands with field of the dead is very fun to me.\nThis made me want to build a lands deck in EDH, but couldn't find a commander that spoke to me... until Teval came out. Bought the precon, was a blast, hoping this ends up being as fun as it looks.\n\nI've got some really cool tech in here I think, Academy Ruins lets you pull key value pieces from graveyard if they get milled, making it almost an artifact subtheme. \nAncient Greenwarden gives double land ETB triggers, that counts Field of the Dead and it counts the card draw from Tatyova and Aesi\nThespian's Stage ends up being 2nd Field of the Dead usually. Dark depths combo ended up not being what I wanted, 20/20 isn't scary in 40 health format but I'm open to bringing it back.\nTatyova is forced draw, be careful.\nThe crab + hedge shredder are pretty much a guaranteed game winner if nobody holds interaction, you will mill the whole library 99.9% of the time, then sac 3 zombies to dread return thassa's oracle.\nScarab god gives you some very insane turns if you have enough zombies, not even just the drain, being able to pick what you draw/mill creates some very strong turns.\nAltar of Bhaal is good tech because you can bring it back with Academy Ruins, and the zombie you exile replaces itself with commander on the field because the creature leaves the graveyard!\nI'll probably swap Trinket mage for Cauldron of Essence when I get one. It's functionally similar to Bhaal. You'll be trading the ability to recur trinket mage and tutor bhaal for just having another copy of bhaal in the deck.\n\nHermit Druid at the moment isn't for instant win combo, I don't love playing those sorts of decks. I have 1 of each basic, and they're the bright gold Aetherdrift prints.\nIt's fun for my pod to see as they get milled/played, it's like a doomsday clock and very telegraphed.\nIf I end up wanting the deck to be more competitive, I will just cut the basics for duals and then hermit is a win the game card.\n\nMightform Harmonizer is a VERY funny kill someone out of nowhere card.\nWith Mightform Harmonizer, your commander, and 1 fetch land, you can one shot someone with commander damage.\nPlay fetch"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Fetch a land"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bring back the fetch with commander's attack ability"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This gives you 3 Mightform triggers in one turn, making your commander go from 4>8>16>32, lethal commander damage if someone doesn't have a flier.\nAND you can do this over and over if nobody has a removal piece. Game is over in 3 turns if nobody finds an answer... as long as you have a land in hand.\nIf you have an untapper like Amulet of Vigor, you can then pop the fetch again and get your commander to 64, although I only reserve this sort of bm for Azorius players (we're looking at you Kyle)\n\nI'm adding an Urza's saga because the Secret Lair print was so cool it finally convinced me\nAs such, I'm replacing the kind of awkward Spelunking with the WAY more friendly Amulet of Vigor.\nAmulet of Vigor being a 1 drop, lets you fetch it with Urza's and lets you play it on turn 1, or turn 2 if you play a mana rock, and then your tap lands (like the surveils) become on-curve mana.\nUrza's saga can grab Amulet of Vigor, Sol Ring, Soul-Guide Lantern, and Expedition Map right now. Current plan is to grab probably? Amulet first, then you can loop expedition map\nYou do this by first grabbing Academy Ruins with your Expedition Map, then when Urza's Saga's 3rd ability activates, use Academy Ruins' ability to put Expedition Map back on library, where you can then use the Urza's saga ability to grab it out of Library and repeat every other turn...\nOh yeah, that's every other turn. You can generate constructs every turn with Urza's Saga.\nIt works by:\nPlay Saga"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Construct"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Construct, sacrifice, bring back with commander, it'll have 1 counter"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Construct"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat for infinity"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It's very funny sometimes especially in grindy games. Lets you build crazy advantage and you're also getting constant expedition maps for land fetching. This interaction MIGHT convince me to put a Gaea's Cradle or a Maze of Ith or something... Glacial Chasm? who knows but I can really do some better utility lands now with more reliable fetching.\nYou can use any land fetch to grab Urza's, and use Urza's to grab any other land via the map. It's nuts.\n\nThe removal package is tuned for artifacts and enchantments mainly, this deck slows down very hard when facing graveyard hate so you want to be able to clear the way if that happens.\nI think it probably needs more interaction to hang out in the higher bracket 4 games, but at the moment it's really fun. I might end up getting some niche instant/sorcery recursion. Could put like an Archaeomancer effect and a conjurer's closet or something? It's already a graveyard toolbox deck so it might be worth.\n\nHoping this ends up being a fun, grindy, unique sort of zombie tribal commander deck. So far, playtesting has been very fun. It has some competitive \"win-out-of-nowhere\" mechanics, but if you're not at that sort of table ignore those and it'll GRIND with the best of them. Deck likes to build a really nice snowball of resources and creatures that get out of hand very quickly if not interacted with.\n"}]}


















































































































































































