698 views2 months ago
Commander
Size: 100Salt sum: 35.57
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caiusx

698 views2 months ago
Commander
Size: 100Salt sum: 35.57

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{"ops":[{"insert":"The Necrobloom. A sentient plant that spawns humanoid servants, and feeds itself on new lands. Pod People, invading. \n\nBut really who doesn't want Field of the Dead in the command zone? Better than that, The Necrobloom also grants dredge to lands in your graveyard, so we have a ready way to select which lands we want to play. Maybe we get a Field of the Dead to stack up those token generating triggers, or maybe we go fishing for gates?\n\nThis deck has a two headed strategy, Blast in token creatures and give your opponents fits trying to deal with them. All the while grinding away; assembling 10 gates and Maze's end to win on the spot. Both heads of the strategy center around playing lands so there are 40 lands in the deck, and 13 ways to play extra lands, and 8 ways to tutor for a particular land. We also have ways to get cards into the graveyard for the purpose of dredging and recurring lands out of it.\n\n\nTOKEN GENERATORS\nThe Necrobloom- landfall ability makes plant tokens at first, and then zombie tokens once the condition is met\nAvenger of Zendikar- makes plants tokens, and then buffs plants when you play lands. The commander is a plant too.\nCurse of the Restless Dead- almost as good as another field of the dead. Enchant yourself and make zombies for every land, except they're decayed zombies.\nField of the Dead- landfall make a zombie as long as conditions are met\nGrismold, the Dreadsower- makes plant tokens, and gets bigger when tokens die. unchecked Grismold can we games with combat damage.\nInsidious Roots- makes plant tokens and buffs plants. your commander is a plant too.\nKhalni Garden- it makes a plant token on ETB\nMole Man, Moloid Master- play lands from graveyard, and make moloid tokens when playing lands.\nNissa, Voice of Zendikar- makes plant tokens as the +1 ability.\nOn Wings of Gold- buffs zombies. also makes zombies when cards leave your graveyard. ideally you will have lots of lands leaving the graveyard\nTurntimber Sower- makes plant tokens when lands enter the graveyard\n\nARISTOCRATS/BUFF\nRetreat to Hagra- landfall trigger that gains life and drains opponents\nWayward Servant- lifegain and drain when another zombie enters\nMaw of the Obzedat- buff all your other creatures by sacrificing one\n\nLANDS\nIn order to make sure the Necrobloom and Field of the dead start making zombies ASAP every land in the deck has a different name. There are only 6 basic lands. One each of forest, plains, and swamp along with snow-covered forest, snow-covered plains, and snow-covered swamp. This deck also has all 14 gates that are legal in Abzan colors, along with Maze's end. \n\nCommand Tower- perfect color fixing\nDeceptive Landscape- tutor for basic land, generates 2 landfall triggers\nField of the Dead- all star card. it comes in tapped and only makes colorless mana, but making zombies for each land that enters is powerfull\nForest- basic forest\nGolgari Rot Farm- This deck has lots of ways to play extra lands. bounce lands let you get two landfall triggers when you only have one land in hand\nIndatha Triome- color fixing. comes in tapped.\nKhalni Garden- makes a plant token when it enters. good target to bounce to hand, or sacrifice and then play from graveyard\nMidgar, City of Mako // Reactor Raid- send it on an adventure to draw some cards. then play as a land from exile later\nMosswort Bridge- good to get a creature card for free\nOrzhov Basilica- This deck has lots of ways to play extra lands. bounce lands let you get two landfall triggers when you only have one land in hand\nPlains- basic plains\nSelesnya Sanctuary- This deck has lots of ways to play extra lands. bounce lands let you get two landfall triggers when you only have one land in hand\nSnow-Covered Forest- basic forest\nSnow-Covered Plains- basic plains\nSnow-Covered Swamp- basic swamp\nSwamp- basic swamp\nTranquil Thicket- cycling is good when this land isn't\nVault of the Archangel- deathtouch and lifelink can swing the momentum of a game if you have a wide board\nMaze's end- enters tapped. activate it to return it to hand and search for a gate card, and then it checks if you have 10 differently named gates. If you do you win the game.\n\nGATES\nBaldur's Gate- once you have more than 3 gates Baldur's gate will make extra mana. makes it easy to cast the biggest spells in the deck\nBasilisk Gate- another differently named gate. only colourless mana, and the ability isn't relevant very often.\nBlack Dragon Gate- helps to color fix. black + any other color\nCitadel Gate- same as black dragon gate except the fixed color is white and the choice color is anything\nGateway Plaza- the worst gate. pay mana or sacrifice it when it enters. it does make any color mana\nGolgari Guildgate- black and green gate\nGond Gate- this gate lets all other gates enter untapped. very helpful to stay nimble\nHeap Gate- makes treasure tokens. lets you save up mana in the form of treasure tokens.\nManor Gate- fixed color is green, choose any other color\nOrzhov Guildgate- black and white gate\nSelesnya Guildgate- green and white and a gate\nTalon Gates of Madara- phases out a creature when it enters. pay 4 mana to put it on the battlefield at instant speed. It taps of colorless mana, or pay 1 to filter a mana to any color. Great target to bounce to hand or sacrifice and play from graveyard\nThe Black Gate- makes black mana. pay life to have it entered untapped.\nThran Portal- the worst land. It deals damage to when you use it, and it only taps for one color of mana. in the deck strictly because it is a differently named gate in the right color.\nVesuva- makes a copy of a land on the battlefield. Use Vesuva as an extra Maze's end to tutor out gates twice as fast. Or make an extra copy of field of the dead.\n\nPLAYING EXTRA LANDS- this deck tries to play several lands per turn, and there are lots of slots devoted to the effect. Critical to have a at least 1 or 2 to assemble the maze's end win on the earliest turn.\nAzusa, Lost but Seeking- premium extra lands. play two extra lands\nBurgeoning- play lands when the other players play a land. the best turn on play\nDryad of the Ilysian Grove- perfect color fixing, and play extra land each turn\nExploration- play an extra land each turn. awesome turn one play\nHedge Shredder- has the unique ability to put lands onto the battlefield if you mill them. very powerful with \nLoot, Exuberant Explorer- play an extra land, and has a tap ability that is like a limited cascade\nOracle of Mul Daya- play lands from the top of your library, but the downside is that everyone knows what is on top\nThalia and The Gitrog Monster- like having blind obedience, except that it lets you play an extra land each turn\nWorld Shaper- has a powerfull death trigger. \n\nLAND TUTOR\nFabled Passage- also a land, searches for a basic. nice way to get a landfall trigger when you need it\nMaze's End- comes in tapped. return to hand to search for a gate\nRealms Uncharted- gets 4 lands and lets an opponent put two into the graveyard. so its like tutoring 4 times.\nScapeshift- this is a game ender. sacrifice all your non-gate lands and search for mazes's end and all the gates you could ever want\nTempt with Discovery- guarantees searching for any land and putting it onto the field\nUrza's Cave- land that sacrifices itself to search for a land. great target to sacrifice and recur from graveyard\nTopiary Stomper- tutor for a basic land when it enters\nWayward Swordtooth- tutor for a basic land when it enters\nWight of the Reliquary- repeatable tutor for any land by sacrificing a creature. \n\n\nThe remainder of the deck fills the necessary functions of drawing card, defense, removal, self mill and reccursion.\n\nDRAW\nAugur of Autumn- peeking at the top card and being able to play it is better than regular card draw. \nDisciple of Freyalise // Garden of Freyalise- MDFC sacrifice a creature upon ETB to gain life and draw.\nHorn of Greed- all players draw a card when playing a land. This deck will play more lands than almost any other deck so you get more out of horn of greed than anyone else. \nIdol of Oblivion- tap to draw a card if you make a token. Nice repeatable card draw\nPriest of Forgotten Gods- sacrifice a creature to draw and make black mana\nRedrock Sentinel- sacrifice a land to draw a card and make a treasure. Sacrificing lands is not a very big downside in this deck\nSkullclamp- equip to disposable token to draw lots of cards\nThe Gitrog Monster- he makes you sacrifice land, but also play an extra land. drawing when a land hits the graveyard is great\nTraveling Chocobo- There aren't any other bird spells to cast from the top of your library, but playing lands from the top is awesome\nViridian Revel- the more support standardized token artifacts get i.e. food, treasure, clues, blood, mutagen etc. the better this card gets. \nVraska, Golgari Queen- +2 ability lets you draw. the -3 ability is nice removal\n\nREMOVAL\nAura Fracture- destroy as many enchantment as you have lands\nCollective Resistance- can act as targeted removal for artifact or enchantment, can also be deployed defensively \nDarksteel Mutation- lock down a creature that is hard to kill, or that you don't want entering the battlefield again\nFell the Profane // Fell Mire- MDFC removal or play as a land. can't be searched for as a land\nHagra Mauling // Hagra Broodpit- MDFC removal or play as a land. can't be searched for as a land\nHour of Reckoning- boardwipe that you can time to benefit from\nSoul-Guide Lantern- targeted removal upon entry. hold up as a threat to enemy graveyard strategies\nThraben Charm- versatile creature, enchantment or graveyard removal\n\nDEFENSE\nAngel of Suffering- this card prevents damage and turns it into mill instead. advances the gameplan while making you hard to kill\nBear Umbra- totem armour gives enchanted creature an extra life. untapping all your lands is pretty nice too\nDarkness- black fog\nFanatical Devotion- this deck makes disposable tokens. if a boardwipe gets played, sacrifice half your creatures to regenerate the other half\nFog- efficient damage prevention\nHoly Day- white fog\nKaya's Ghostform- gives enchanted creature a layer of protection against destruction or exile\nRevitalizing Repast // Old-Growth Grove- MDFC combat trick or response to removal\nStone of Erech- dry up opponent's graveyard strategies, and get rid of death triggers\nSylvan Safekeeper- Shroud your creatures as many times as you have lands. telegraphing this kind of interaction really re-directs targeted removal and targeted abilities onto other players\n\nRECURSION- with the amount of sacrificing this deck does, having a way to play from graveyard is vital\nAncient Greenwarden- play lands from graveyard, double landfall triggers \nConduit of Worlds- play lands from graveyard. useful activated ability if you don't have other plays to make\nLife // Death- the death half is almost as good as reanimate, and the life side of the card can be useful sometimes\nLife from the Loam- this card does half of what this deck is trying to do, get lands to hand, and lands to graveyard\nMole Man, Moloid Master- good token generator, play lands from graveyard\nPair o' Dice Lost- it doesn't matter what the dice roll comes out as. get all the lands from graveyard to hand\n\nSELF MILL- there are only a couple card dedicated to mill. This deck mostly mills as a happy bonus from doing other things.\nMesmeric Orb- everyone mills each time a permanent of theirs untaps. gets lots of cards to graveyard, and is a lightning rod for removal\nStitcher's Supplier- mills coming and going\n\nPLAY PATTERN\nA good opening hand will have all 3 colors of mana, and a way to play extra lands. Burgeoning will let you cast the commander on turn 2. Commander on turn 3 is also good. Commander on curve is a little slow. It is better to get the commander out before you meet the conditions to start making zombies with the Necrobloom. Making plant tokens doesn't invite urgent removal the way making zombie tokens does. After the commander is out, try to protect while hitting lots of landfall triggers. Playing 2 or 3 lands per turn empties your hand out; so card draw, and/or filling the graveyard with lands is the 3rd priority. \nNext start getting maze's end victory condition put together. Prioritize playing gate card over other lands. This strategy is hard to interact with. EDH doesn't have alot of land destruction, and even less land exile. \nLots of the cards will incrementally support either making token creatures, or putting gates out. The more you build up your board the more important it is to get defensive auras onto key creatures, and hold up mana for interaction.\nIf your maze's end gets neutralized somehow (exiled, or enchanted to have no abilites etc.) then attacking with token creatures, or Grismold becomes the optimal play.\nRegarding tutoring lands: If you have the opportunity to search for any land, then maze's end is usually the best one to search for. Gond gate is the best gate to search for first. Baldur's gate is better overall, but doesn't generate extra mana until you have your fourth gate. Field of the dead is a good search target too. If you have the means; then hold up the ability to search/put Talon Gates of Madara onto the battlefield at instant speed (i.e. wight of the reliquary, maze's end, talon gates itself etc.) it is a useful piece of defensive interaction.\n\nSTRENGTHS AND WEAKNESSES\nThis deck performs well against mill strategies, and forced sacrifice. It goes toe-to-toe with other go wide strategies, and does reasonably well against other types of combat heavy decks.\nThis deck is quite resilient and will handle quite a few board wipes and targeted removal while still having a chance at winning.\n It has just enough life gain to be difficult for an incremental ping damage to win against it.\nTheft decks don't like to steal from this deck. They don't want lands that come in tapped, and taking control of token creatures isn't their top choice.\n\nThis deck is weak to a few common strategies:\n Combo decks as it has no counter spells, and not much offensive disruption.\n Non-basic land hate disrupts this deck.\n Forced exile- leyline of the void, dauthi voidwalker, nemata primeval warden etc. prevent cards from going to the graveyard. Cards that exile from library like etali primal conquerer or Ashiok dream render, umbris fear manifest etc. can be troublesome if they exile maze's end. Similarly losing a graveyard full of gates can stop the maze's end win i.e. bojuka bog, rest in peace etc.\n Flying, only two creatures can block flying in this deck. The creatures that synergize here just don't fly or reach.\n Punishment for milling such as syr konrad\n"}]}
The Necrobloom
Landfall — Whenever a land you control enters, create a 0/1 green Plant creature token. If you control seven or more lands with different names, create a 2/2 black Zombie creature token instead.
Land cards in your graveyard have dredge 2. (You may return a land card from your graveyard to your hand and mill two cards instead of drawing a card.)
Legendary Creature - Plant
The Necrobloom (mh3) 194

Commander

(Ctrl to add secondary)
Retreat to Hagra
Landfall — Whenever a land you control enters, choose one —
• Target creature gets +1/+0 and gains deathtouch until end of turn.
• Each opponent loses 1 life and you gain 1 life.
Enchantment
Retreat to Hagra (c18) 116
Wayward Servant
Whenever another Zombie you control enters, each opponent loses 1 life and you gain 1 life.
Creature - Zombie
Wayward Servant (drc) 121

aristocrat

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Maw of the Obzedat
Sacrifice a creature: Creatures you control get +1/+1 until end of turn.
Creature - Thrull
Maw of the Obzedat (dgm) 83

buff

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Angel of Suffering
Flying
If damage would be dealt to you, prevent that damage and mill twice that many cards.
Creature - Angel Nightmare
Angel of Suffering (snc) 67
Bear Umbra
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Bear Umbra (woc) 121
Darkness
Prevent all combat damage that would be dealt this turn.
Instant
Darkness (40k) 197
Fanatical Devotion
Sacrifice a creature: Regenerate target creature.
Enchantment
Fanatical Devotion (plst) NEM-8
Fog
Prevent all combat damage that would be dealt this turn.
Instant
Fog (m10) 182
Holy Day
Prevent all combat damage that would be dealt this turn.
Instant
Holy Day (10e) 21
Kaya's Ghostform
Enchant creature or planeswalker you control
When enchanted permanent dies or is put into exile, return that card to the battlefield under your control.
Enchantment - Aura
Kaya's Ghostform (plst) WAR-94
Revitalizing Repast
Put a +1/+1 counter on target creature. It gains indestructible until end of turn.
Instant
Revitalizing Repast // Old-Growth Grove (mh3) 256Revitalizing Repast // Old-Growth Grove (mh3) 256
Stone of Erech
If a creature an opponent controls would die, exile it instead.
,
, Sacrifice Stone of Erech: Exile target player's graveyard. Draw a card.
Legendary Artifact
Stone of Erech (ltr) 251
Sylvan Safekeeper
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
Creature - Human Wizard
Sylvan Safekeeper (mh3) 287

defense

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Augur of Autumn
You may look at the top card of your library any time.
You may play lands from the top of your library.
Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.
Creature - Human Druid
Augur of Autumn (dsc) 171
Disciple of Freyalise
When this creature enters, you may sacrifice another creature. If you do, you gain X life and draw X cards, where X is that creature's power.
Creature - Elf Druid
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Horn of Greed
Whenever a player plays a land, that player draws a card.
Artifact
Horn of Greed (cn2) 211
Idol of Oblivion
: Draw a card. Activate only if you created a token this turn.
,
, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
Artifact
Idol of Oblivion (tdc) 319
Priest of Forgotten Gods
, Sacrifice two other creatures: Any number of target players each lose 2 life and sacrifice a creature of their choice. You add
and draw a card. (Activate only as an instant.)
Creature - Human Cleric
Priest of Forgotten Gods (j25) 478
Redrock Sentinel
Defender
,
, Sacrifice a land: Draw a card and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature Artifact - Golem
Redrock Sentinel (otj) 247
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (40k) 248
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.
Legendary Creature - Horror Frog
The Gitrog Monster (inr) 238
Traveling Chocobo
You may look at the top card of your library any time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature - Bird
Traveling Chocobo (fin) 210
Viridian Revel
Whenever an artifact is put into an opponent's graveyard from the battlefield, you may draw a card.
Enchantment
Viridian Revel (som) 132
Vraska, Golgari Queen
+2: You may sacrifice another permanent. If you do, you gain 1 life and draw a card.
−3: Destroy target nonland permanent with mana value 3 or less.
−9: You get an emblem with "Whenever a creature you control deals combat damage to a player, that player loses the game."
Legendary Planeswalker - Vraska
Vraska, Golgari Queen (grn) 213

draw

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Azusa, Lost but Seeking
You may play two additional lands on each of your turns.
Legendary Creature - Human Monk
Azusa, Lost but Seeking (cmm) 274
Burgeoning
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
Enchantment
Burgeoning (plst) STH-102
Dryad of the Ilysian Grove
You may play an additional land on each of your turns.
Lands you control are every basic land type in addition to their other types.
Creature Enchantment - Dryad Nymph
Dryad of the Ilysian Grove (cmm) 891
Exploration
You may play an additional land on each of your turns.
Enchantment
Exploration (dmr) 159
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.)
Artifact - Vehicle
Hedge Shredder (dsk) 183
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.
Legendary Creature - Beast Noble
Loot, Exuberant Explorer (fdn) 106
Oracle of Mul Daya
You may play an additional land on each of your turns.
Play with the top card of your library revealed.
You may play lands from the top of your library.
Creature - Elf Shaman
Oracle of Mul Daya (otc) 200
Thalia and The Gitrog Monster
First strike, deathtouch
You may play an additional land on each of your turns.
Creatures and nonbasic lands your opponents control enter tapped.
Whenever Thalia and The Gitrog Monster attacks, sacrifice a creature or land, then draw a card.
Legendary Creature - Human Horror Frog
Thalia and The Gitrog Monster (mom) 255
Topiary Stomper
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
This creature can't attack or block unless you control seven or more lands.
Creature - Dinosaur Plant
Topiary Stomper (j25) 730
Wayward Swordtooth
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
You may play an additional land on each of your turns.
This creature can't attack or block unless you have the city's blessing.
Creature - Dinosaur
Wayward Swordtooth (lcc) 263
Wight of the Reliquary
Vigilance
This creature gets +1/+1 for each creature card in your graveyard.
, Sacrifice another creature: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Creature - Knight Zombie
Wight of the Reliquary (mh3) 207
World Shaper
Whenever this creature attacks, you may mill three cards.
When this creature dies, return all land cards from your graveyard to the battlefield tapped.
Creature - Merfolk Shaman
World Shaper (otc) 214

extra land

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Baldur's Gate
: Add
.
,
: Add X mana of any one color, where X is the number of other Gates you control.
Legendary Land - Gate
Baldur's Gate (clb) 345
Basilisk Gate
: Add
.
,
: Target creature gets +X/+X until end of turn, where X is the number of Gates you control. Activate only as a sorcery.
Land - Gate
Basilisk Gate (m3c) 320
Black Dragon Gate
This land enters tapped.
As this land enters, choose a color other than black.
: Add
or one mana of the chosen color.
Land - Gate
Black Dragon Gate (clb) 347
Citadel Gate
This land enters tapped.
As this land enters, choose a color other than white.
: Add
or one mana of the chosen color.
Land - Gate
Citadel Gate (clb) 349
Gateway Plaza
This land enters tapped.
When this land enters, sacrifice it unless you pay
.
: Add one mana of any color.
Land - Gate
Gateway Plaza (plst) GRN-247
Golgari Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Golgari Guildgate (clu) 235
Gond Gate
Gates you control enter untapped.
: Add
.
: Add one mana of any color that a Gate you control could produce.
Land - Gate
Gond Gate (clb) 353
Heap Gate
: Add
.
,
: Add one mana of any color.
,
, Tap an untapped Gate you control: Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Land - Gate
Heap Gate (clb) 354
Manor Gate
This land enters tapped.
As this land enters, choose a color other than green.
: Add
or one mana of the chosen color.
Land - Gate
Manor Gate (plst) CLB-356
Orzhov Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Orzhov Guildgate (clu) 242
Selesnya Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Selesnya Guildgate (clu) 245
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
The Black Gate
As The Black Gate enters, you may pay 3 life. If you don't, it enters tapped.
: Add
.
,
: Choose a player with the most life or tied for most life. Target creature can't be blocked by creatures that player controls this turn.
Legendary Land - Gate
The Black Gate (ltc) 80
Thran Portal
This land enters tapped unless you control two or fewer other lands.
As this land enters, choose a basic land type.
This land is the chosen type in addition to its other types.
Mana abilities of this land cost an additional 1 life to activate.
Land - Gate
Thran Portal (dmu) 259
Vesuva
You may have this land enter tapped as a copy of any land on the battlefield.
Land
Vesuva (tsr) 289

gate

(Ctrl to add secondary)
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (otc) 280
Deceptive Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Plains, Swamp, or Forest card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Deceptive Landscape (tdc) 356
Field of the Dead
This land enters tapped.
: Add
.
Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
Land
Field of the Dead (m20) 247
Forest
(
: Add
.)
Basic Land - Forest
Forest (tdm) 286
Golgari Rot Farm
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Golgari Rot Farm (tdc) 368
Indatha Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Swamp Forest
Indatha Triome (iko) 309
Khalni Garden
This land enters tapped.
When this land enters, create a 0/1 green Plant creature token.
: Add
.
Land
Khalni Garden (plst) DDR-28
Midgar, City of Mako
This land enters tapped.
: Add
.
Land - Town
Midgar, City of Mako // Reactor Raid (fin) 286
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add
.
,
: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land
Mosswort Bridge (tdc) 379
Orzhov Basilica
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Orzhov Basilica (drc) 164
Plains
(
: Add
.)
Basic Land - Plains
Plains (tdm) 278
Selesnya Sanctuary
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Selesnya Sanctuary (clu) 246
Snow-Covered Forest
(
: Add
.)
Basic Snow Land - Forest
Snow-Covered Forest (mb2) 120
Snow-Covered Plains
(
: Add
.)
Basic Snow Land - Plains
Snow-Covered Plains (mb2) 116
Snow-Covered Swamp
(
: Add
.)
Basic Snow Land - Swamp
Snow-Covered Swamp (mb2) 118
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (tdm) 281
Tranquil Thicket
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Tranquil Thicket (dsc) 318
Vault of the Archangel
: Add
.
,
: Creatures you control gain deathtouch and lifelink until end of turn.
Land
Vault of the Archangel (tdc) 410

Land

(Ctrl to add secondary)
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (blb) 252
Maze's End
This land enters tapped.
: Add
.
,
, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
Land
Maze's End (plst) DGM-152
Realms Uncharted
Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
Instant
Realms Uncharted (roe) 206
Scapeshift
Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Scapeshift (m19) 201
Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery
Tempt with Discovery (blc) 124
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

land tutor

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Avenger of Zendikar
When this creature enters, create a 0/1 green Plant creature token for each land you control.
Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.
Creature - Elemental
Avenger of Zendikar (tdc) 247
Lotus Cobra
Landfall — Whenever a land you control enters, add one mana of any color.
Creature - Snake
Lotus Cobra (j25) 685

landfall

(Ctrl to add secondary)
Insidious Roots
Creature tokens you control have "
: Add one mana of any color."
Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
Enchantment
Insidious Roots (mkm) 208

ramp

(Ctrl to add secondary)
Ancient Greenwarden
Reach (This creature can block creatures with flying.)
You may play lands from your graveyard.
If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature - Elemental
Ancient Greenwarden (j25) 627
Conduit of Worlds
You may play lands from your graveyard.
: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
Artifact
Conduit of Worlds (tdc) 251
Life
All lands you control become 1/1 creatures until end of turn. They're still lands.
Sorcery
Life // Death (dmr) 216
Life from the Loam
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Sorcery
Life from the Loam (tdc) 96
Mole Man, Moloid Master
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card."
Legendary Creature - Human Villain
Mole Man, Moloid Master (msh) 177
Pair o' Dice Lost
Roll two six-sided dice. Return any number of cards with total mana value X or less from your graveyard to your hand, where X is the total of those results. Exile Pair o' Dice Lost.
Instant
Pair o' Dice Lost (unf) 149

recursion

(Ctrl to add secondary)
Aura Fracture
Sacrifice a land: Destroy target enchantment.
Enchantment
Aura Fracture (pcy) 2
Collective Resistance
Escalate
(Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target artifact.
• Destroy target enchantment.
• Target creature gains hexproof and indestructible until end of turn.
Instant
Collective Resistance (mh3) 147
Darksteel Mutation
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment - Aura
Darksteel Mutation (cmm) 21
Fell the Profane
Destroy target creature or planeswalker.
Instant
Fell the Profane // Fell Mire (mh3) 244Fell the Profane // Fell Mire (mh3) 244
Hagra Mauling
This spell costs
less to cast if an opponent controls no basic lands.
Destroy target creature.
Instant
Hagra Mauling // Hagra Broodpit (plst) ZNR-106Hagra Mauling // Hagra Broodpit (plst) ZNR-106
Hour of Reckoning
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 all nontoken creatures.
Sorcery
Hour of Reckoning (tdc) 120
Soul-Guide Lantern
When this artifact enters, exile target card from a graveyard.
, Sacrifice this artifact: Exile each opponent's graveyard.
,
, Sacrifice this artifact: Draw a card.
Artifact
Soul-Guide Lantern (drc) 139
Thraben Charm
Choose one —
• Thraben Charm deals damage equal to twice the number of creatures you control to target creature.
• Destroy target enchantment.
• Exile any number of target players' graveyards.
Instant
Thraben Charm (mh3) 45

removal

(Ctrl to add secondary)
Mesmeric Orb
Whenever a permanent becomes untapped, that permanent's controller mills a card.
Artifact
Mesmeric Orb (2xm) 272
Stitcher's Supplier
When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
Creature - Zombie
Stitcher's Supplier (tdc) 196

self mill

(Ctrl to add secondary)
Curse of the Restless Dead
Enchant player
Whenever a land enchanted player controls enters, you create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Enchantment - Aura Curse
Curse of the Restless Dead (mic) 18
Grismold, the Dreadsower
Trample
At the beginning of your end step, each player creates a 1/1 green Plant creature token.
Whenever a creature token dies, put a +1/+1 counter on Grismold.
Legendary Creature - Shaman Troll
Grismold, the Dreadsower (c19) 44
Nissa, Voice of Zendikar
+1: Create a 0/1 green Plant creature token.
−2: Put a +1/+1 counter on each creature you control.
−7: You gain X life and draw X cards, where X is the number of lands you control.
Legendary Planeswalker - Nissa
Nissa, Voice of Zendikar (plst) OGW-138
On Wings of Gold
Creatures you control that are Zombies and/or tokens get +1/+1 and have flying.
Whenever one or more cards leave your graveyard, create a 1/1 white Zombie creature token.
Enchantment
On Wings of Gold (drc) 5
Turntimber Sower
Whenever one or more land cards are put into your graveyard from anywhere, create a 0/1 green Plant creature token.
, Sacrifice three creatures: Return target land card from your graveyard to your hand.
Creature - Elf Druid
Turntimber Sower (otc) 211

token generation

(Ctrl to add secondary)
Amulet of Vigor
Whenever a permanent you control enters tapped, untap it.
Artifact
Amulet of Vigor (plst) WWK-121
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (tdc) 341

Maybeboard

(Ctrl to add secondary)
Moloid
Whenever this token attacks, you may mill a card.
Creature Token - Minion
Moloid (tmsh) 13
Plant
Creature Token - Plant
Plant (tbfz) 10
Plant
Creature Token - Plant
Plant (tecc) 5
Treasure
, Sacrifice this token: Add one mana of any color.
Artifact Token - Treasure
Treasure (thob) 13
Zombie
Creature Token - Zombie
Zombie (tdrc) 3
Zombie
Creature Token - Zombie
Zombie (tecc) 3
Zombie
Decayed (This creature can't block. When it attacks, sacrifice it at end of combat.)
Creature Token - Zombie
Zombie (tsoc) 12

Tokens & Extras

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Deck Info

Deck stats

13 pips - 11 cards
18 mana - 17 cards
0 pips - 0 cards
0 mana - 9 cards
24 pips - 21 cards
25 mana - 23 cards
0 pips - 0 cards
0 mana - 9 cards
52 pips - 39 cards
23 mana - 22 cards
0 pips - 0 cards
10 mana - 10 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"The Necrobloom. A sentient plant that spawns humanoid servants, and feeds itself on new lands. Pod People, invading. \n\nBut really who doesn't want Field of the Dead in the command zone? Better than that, The Necrobloom also grants dredge to lands in your graveyard, so we have a ready way to select which lands we want to play. Maybe we get a Field of the Dead to stack up those token generating triggers, or maybe we go fishing for gates?\n\nThis deck has a two headed strategy, Blast in token creatures and give your opponents fits trying to deal with them. All the while grinding away; assembling 10 gates and Maze's end to win on the spot. Both heads of the strategy center around playing lands so there are 40 lands in the deck, and 13 ways to play extra lands, and 8 ways to tutor for a particular land. We also have ways to get cards into the graveyard for the purpose of dredging and recurring lands out of it.\n\n\nTOKEN GENERATORS\nThe Necrobloom- landfall ability makes plant tokens at first, and then zombie tokens once the condition is met\nAvenger of Zendikar- makes plants tokens, and then buffs plants when you play lands. The commander is a plant too.\nCurse of the Restless Dead- almost as good as another field of the dead. Enchant yourself and make zombies for every land, except they're decayed zombies.\nField of the Dead- landfall make a zombie as long as conditions are met\nGrismold, the Dreadsower- makes plant tokens, and gets bigger when tokens die. unchecked Grismold can we games with combat damage.\nInsidious Roots- makes plant tokens and buffs plants. your commander is a plant too.\nKhalni Garden- it makes a plant token on ETB\nMole Man, Moloid Master- play lands from graveyard, and make moloid tokens when playing lands.\nNissa, Voice of Zendikar- makes plant tokens as the +1 ability.\nOn Wings of Gold- buffs zombies. also makes zombies when cards leave your graveyard. ideally you will have lots of lands leaving the graveyard\nTurntimber Sower- makes plant tokens when lands enter the graveyard\n\nARISTOCRATS/BUFF\nRetreat to Hagra- landfall trigger that gains life and drains opponents\nWayward Servant- lifegain and drain when another zombie enters\nMaw of the Obzedat- buff all your other creatures by sacrificing one\n\nLANDS\nIn order to make sure the Necrobloom and Field of the dead start making zombies ASAP every land in the deck has a different name. There are only 6 basic lands. One each of forest, plains, and swamp along with snow-covered forest, snow-covered plains, and snow-covered swamp. This deck also has all 14 gates that are legal in Abzan colors, along with Maze's end. \n\nCommand Tower- perfect color fixing\nDeceptive Landscape- tutor for basic land, generates 2 landfall triggers\nField of the Dead- all star card. it comes in tapped and only makes colorless mana, but making zombies for each land that enters is powerfull\nForest- basic forest\nGolgari Rot Farm- This deck has lots of ways to play extra lands. bounce lands let you get two landfall triggers when you only have one land in hand\nIndatha Triome- color fixing. comes in tapped.\nKhalni Garden- makes a plant token when it enters. good target to bounce to hand, or sacrifice and then play from graveyard\nMidgar, City of Mako // Reactor Raid- send it on an adventure to draw some cards. then play as a land from exile later\nMosswort Bridge- good to get a creature card for free\nOrzhov Basilica- This deck has lots of ways to play extra lands. bounce lands let you get two landfall triggers when you only have one land in hand\nPlains- basic plains\nSelesnya Sanctuary- This deck has lots of ways to play extra lands. bounce lands let you get two landfall triggers when you only have one land in hand\nSnow-Covered Forest- basic forest\nSnow-Covered Plains- basic plains\nSnow-Covered Swamp- basic swamp\nSwamp- basic swamp\nTranquil Thicket- cycling is good when this land isn't\nVault of the Archangel- deathtouch and lifelink can swing the momentum of a game if you have a wide board\nMaze's end- enters tapped. activate it to return it to hand and search for a gate card, and then it checks if you have 10 differently named gates. If you do you win the game.\n\nGATES\nBaldur's Gate- once you have more than 3 gates Baldur's gate will make extra mana. makes it easy to cast the biggest spells in the deck\nBasilisk Gate- another differently named gate. only colourless mana, and the ability isn't relevant very often.\nBlack Dragon Gate- helps to color fix. black + any other color\nCitadel Gate- same as black dragon gate except the fixed color is white and the choice color is anything\nGateway Plaza- the worst gate. pay mana or sacrifice it when it enters. it does make any color mana\nGolgari Guildgate- black and green gate\nGond Gate- this gate lets all other gates enter untapped. very helpful to stay nimble\nHeap Gate- makes treasure tokens. lets you save up mana in the form of treasure tokens.\nManor Gate- fixed color is green, choose any other color\nOrzhov Guildgate- black and white gate\nSelesnya Guildgate- green and white and a gate\nTalon Gates of Madara- phases out a creature when it enters. pay 4 mana to put it on the battlefield at instant speed. It taps of colorless mana, or pay 1 to filter a mana to any color. Great target to bounce to hand or sacrifice and play from graveyard\nThe Black Gate- makes black mana. pay life to have it entered untapped.\nThran Portal- the worst land. It deals damage to when you use it, and it only taps for one color of mana. in the deck strictly because it is a differently named gate in the right color.\nVesuva- makes a copy of a land on the battlefield. Use Vesuva as an extra Maze's end to tutor out gates twice as fast. Or make an extra copy of field of the dead.\n\nPLAYING EXTRA LANDS- this deck tries to play several lands per turn, and there are lots of slots devoted to the effect. Critical to have a at least 1 or 2 to assemble the maze's end win on the earliest turn.\nAzusa, Lost but Seeking- premium extra lands. play two extra lands\nBurgeoning- play lands when the other players play a land. the best turn on play\nDryad of the Ilysian Grove- perfect color fixing, and play extra land each turn\nExploration- play an extra land each turn. awesome turn one play\nHedge Shredder- has the unique ability to put lands onto the battlefield if you mill them. very powerful with \nLoot, Exuberant Explorer- play an extra land, and has a tap ability that is like a limited cascade\nOracle of Mul Daya- play lands from the top of your library, but the downside is that everyone knows what is on top\nThalia and The Gitrog Monster- like having blind obedience, except that it lets you play an extra land each turn\nWorld Shaper- has a powerfull death trigger. \n\nLAND TUTOR\nFabled Passage- also a land, searches for a basic. nice way to get a landfall trigger when you need it\nMaze's End- comes in tapped. return to hand to search for a gate\nRealms Uncharted- gets 4 lands and lets an opponent put two into the graveyard. so its like tutoring 4 times.\nScapeshift- this is a game ender. sacrifice all your non-gate lands and search for mazes's end and all the gates you could ever want\nTempt with Discovery- guarantees searching for any land and putting it onto the field\nUrza's Cave- land that sacrifices itself to search for a land. great target to sacrifice and recur from graveyard\nTopiary Stomper- tutor for a basic land when it enters\nWayward Swordtooth- tutor for a basic land when it enters\nWight of the Reliquary- repeatable tutor for any land by sacrificing a creature. \n\n\nThe remainder of the deck fills the necessary functions of drawing card, defense, removal, self mill and reccursion.\n\nDRAW\nAugur of Autumn- peeking at the top card and being able to play it is better than regular card draw. \nDisciple of Freyalise // Garden of Freyalise- MDFC sacrifice a creature upon ETB to gain life and draw.\nHorn of Greed- all players draw a card when playing a land. This deck will play more lands than almost any other deck so you get more out of horn of greed than anyone else. \nIdol of Oblivion- tap to draw a card if you make a token. Nice repeatable card draw\nPriest of Forgotten Gods- sacrifice a creature to draw and make black mana\nRedrock Sentinel- sacrifice a land to draw a card and make a treasure. Sacrificing lands is not a very big downside in this deck\nSkullclamp- equip to disposable token to draw lots of cards\nThe Gitrog Monster- he makes you sacrifice land, but also play an extra land. drawing when a land hits the graveyard is great\nTraveling Chocobo- There aren't any other bird spells to cast from the top of your library, but playing lands from the top is awesome\nViridian Revel- the more support standardized token artifacts get i.e. food, treasure, clues, blood, mutagen etc. the better this card gets. \nVraska, Golgari Queen- +2 ability lets you draw. the -3 ability is nice removal\n\nREMOVAL\nAura Fracture- destroy as many enchantment as you have lands\nCollective Resistance- can act as targeted removal for artifact or enchantment, can also be deployed defensively \nDarksteel Mutation- lock down a creature that is hard to kill, or that you don't want entering the battlefield again\nFell the Profane // Fell Mire- MDFC removal or play as a land. can't be searched for as a land\nHagra Mauling // Hagra Broodpit- MDFC removal or play as a land. can't be searched for as a land\nHour of Reckoning- boardwipe that you can time to benefit from\nSoul-Guide Lantern- targeted removal upon entry. hold up as a threat to enemy graveyard strategies\nThraben Charm- versatile creature, enchantment or graveyard removal\n\nDEFENSE\nAngel of Suffering- this card prevents damage and turns it into mill instead. advances the gameplan while making you hard to kill\nBear Umbra- totem armour gives enchanted creature an extra life. untapping all your lands is pretty nice too\nDarkness- black fog\nFanatical Devotion- this deck makes disposable tokens. if a boardwipe gets played, sacrifice half your creatures to regenerate the other half\nFog- efficient damage prevention\nHoly Day- white fog\nKaya's Ghostform- gives enchanted creature a layer of protection against destruction or exile\nRevitalizing Repast // Old-Growth Grove- MDFC combat trick or response to removal\nStone of Erech- dry up opponent's graveyard strategies, and get rid of death triggers\nSylvan Safekeeper- Shroud your creatures as many times as you have lands. telegraphing this kind of interaction really re-directs targeted removal and targeted abilities onto other players\n\nRECURSION- with the amount of sacrificing this deck does, having a way to play from graveyard is vital\nAncient Greenwarden- play lands from graveyard, double landfall triggers \nConduit of Worlds- play lands from graveyard. useful activated ability if you don't have other plays to make\nLife // Death- the death half is almost as good as reanimate, and the life side of the card can be useful sometimes\nLife from the Loam- this card does half of what this deck is trying to do, get lands to hand, and lands to graveyard\nMole Man, Moloid Master- good token generator, play lands from graveyard\nPair o' Dice Lost- it doesn't matter what the dice roll comes out as. get all the lands from graveyard to hand\n\nSELF MILL- there are only a couple card dedicated to mill. This deck mostly mills as a happy bonus from doing other things.\nMesmeric Orb- everyone mills each time a permanent of theirs untaps. gets lots of cards to graveyard, and is a lightning rod for removal\nStitcher's Supplier- mills coming and going\n\nPLAY PATTERN\nA good opening hand will have all 3 colors of mana, and a way to play extra lands. Burgeoning will let you cast the commander on turn 2. Commander on turn 3 is also good. Commander on curve is a little slow. It is better to get the commander out before you meet the conditions to start making zombies with the Necrobloom. Making plant tokens doesn't invite urgent removal the way making zombie tokens does. After the commander is out, try to protect while hitting lots of landfall triggers. Playing 2 or 3 lands per turn empties your hand out; so card draw, and/or filling the graveyard with lands is the 3rd priority. \nNext start getting maze's end victory condition put together. Prioritize playing gate card over other lands. This strategy is hard to interact with. EDH doesn't have alot of land destruction, and even less land exile. \nLots of the cards will incrementally support either making token creatures, or putting gates out. The more you build up your board the more important it is to get defensive auras onto key creatures, and hold up mana for interaction.\nIf your maze's end gets neutralized somehow (exiled, or enchanted to have no abilites etc.) then attacking with token creatures, or Grismold becomes the optimal play.\nRegarding tutoring lands: If you have the opportunity to search for any land, then maze's end is usually the best one to search for. Gond gate is the best gate to search for first. Baldur's gate is better overall, but doesn't generate extra mana until you have your fourth gate. Field of the dead is a good search target too. If you have the means; then hold up the ability to search/put Talon Gates of Madara onto the battlefield at instant speed (i.e. wight of the reliquary, maze's end, talon gates itself etc.) it is a useful piece of defensive interaction.\n\nSTRENGTHS AND WEAKNESSES\nThis deck performs well against mill strategies, and forced sacrifice. It goes toe-to-toe with other go wide strategies, and does reasonably well against other types of combat heavy decks.\nThis deck is quite resilient and will handle quite a few board wipes and targeted removal while still having a chance at winning.\n It has just enough life gain to be difficult for an incremental ping damage to win against it.\nTheft decks don't like to steal from this deck. They don't want lands that come in tapped, and taking control of token creatures isn't their top choice.\n\nThis deck is weak to a few common strategies:\n Combo decks as it has no counter spells, and not much offensive disruption.\n Non-basic land hate disrupts this deck.\n Forced exile- leyline of the void, dauthi voidwalker, nemata primeval warden etc. prevent cards from going to the graveyard. Cards that exile from library like etali primal conquerer or Ashiok dream render, umbris fear manifest etc. can be troublesome if they exile maze's end. Similarly losing a graveyard full of gates can stop the maze's end win i.e. bojuka bog, rest in peace etc.\n Flying, only two creatures can block flying in this deck. The creatures that synergize here just don't fly or reach.\n Punishment for milling such as syr konrad\n"}]}
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