1198 views23 hrs ago
Commander
Size: 100Est cost: $2028.51Salt sum: 42.41
Bayleef
1198 views23 hrs ago
Commander
Size: 100Est cost: $2028.51Salt sum: 42.41
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{"ops":[{"insert":"Firstly, I consider this to be high bracket-2, low bracket-3 range. It can pull off some insane pop-offs but it's still a big stompy creature deck.\n \nThere is one combo, and it requires the EMBLEM from "},{"insert":{"card-link":"Professor Dellian Fel"}},{"insert":", so it's quite telegraphed. This is for vibes more than anything, since I designed the deck as a lifelink beatdown deck and not a lifegain stall-till-combo type of deck. If you prefer that type of gameplay, I would recommend substituting some beaters for "},{"insert":{"card-link":"Vito, Thorn of the Dusk Rose"}},{"insert":", "},{"insert":{"card-link":"Enduring Tenacity"}},{"insert":", and "},{"insert":{"card-link":"Sanguine Bond"}},{"insert":". \n\nNow for the actual deck itself. You've really got to get into the Abzan grindset. It's not a control deck by any means, but it's a beater deck that just keeps on marching, never running out of stuff. I've checked out a lot of other Betor decks and I noticed that a vast majority lean super hard into the turbo lifegain, and treat his reanimation abilities as an afterthought. Not this deck. We use life as a resource in this house. Focusing on the life-loss keeps you from attracting too much attention politically, and the constant reanimation just means every removal spell your opponents cast is just one less option they have when it's late game and you're going in for the kill. The best part is that most of the life loss is just tons of card advantage and mana advantage. If your board never gets checked, the +1/+1 counters scale exponentially. If your board does get checked? Doesn't matter, just bring it all back later. Even if you keep getting chump blocked, it doesn't matter as long as you gained the life your board gets to keep growing. \n\nThe best part about Betor is how well he scales with commander tax. The first time you cast him, it's usually to get the ball rolling. You might have an early lifelink creature out that you can swing to start growing. Or you might have a mill outlet going and can lose enough life to cheat out a scary creature in the early game. Perfectly fine for a 5 mana play. But by the time you've had time to set up, fill your yard, and have multiple pieces in play that gain and lose you life, recasting him for 7 or 9 mana is still great value. All you need to do is move to end step and there's your board back again. Just repeat this process while churning through your deck and beating your opponents down, and you've got it. And if you lose, hopefully you had fun, gained a bunch of life, and got to make a big scary board :)\n\nP.S.: Group by Categories:Multiple to get a much clearer visual of the real deck balance. I put a lot of love into the categories so it's easy to see exactly how many cards are gaining/losing life, drawing cards, etc. etc. \n"}]}
Commander
Betor, Ancestor's Voice
Flying, lifelink
At the beginning of your end step, put a number of +1/+1 counters on up to one other target creature you control equal to the amount of life you gained this turn. Return up to one target creature card with mana value less than or equal to the amount of life you lost this turn from your graveyard to the battlefield.
At the beginning of your end step, put a number of +1/+1 counters on up to one other target creature you control equal to the amount of life you gained this turn. Return up to one target creature card with mana value less than or equal to the amount of life you lost this turn from your graveyard to the battlefield.
Legendary Creature - Dragon Spirit

Commander
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Counters
Germination Practicum
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

The Earth Crystal
Green spells you cast cost less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact

The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Counters
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Draw
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Darkstar Augur
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Flying
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Flying
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Creature - Bat Warlock

Palantír of Orthanc
At the beginning of your end step, put an influence counter on Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, you mill X cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
Legendary Artifact

Vaultborn Tyrant
Trample
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Creature - Dinosaur

Draw
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Evasion/Trample
Odric, Lunarch Marshal
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Legendary Creature - Human Soldier

Evasion/Trample
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Fill the Yard
Cemetery Tampering
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
Enchantment

Out of the Tombs
At the beginning of your upkeep, put two eon counters on this enchantment, then mill cards equal to the number of eon counters on it.
If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.
If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.
Enchantment

Fill the Yard
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Finisher
Finisher
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Land
Land
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Lifegain
Elenda, Saint of Dusk
Lifelink, hexproof from instants
As long as your life total is greater than your starting life total, Elenda gets +1/+1 and has menace. Elenda gets an additional +5/+5 as long as your life total is at least 10 greater than your starting life total.
As long as your life total is greater than your starting life total, Elenda gets +1/+1 and has menace. Elenda gets an additional +5/+5 as long as your life total is at least 10 greater than your starting life total.
Legendary Creature - Knight Vampire

Lifegain
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Protection
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
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Ramp
Ramp
(CTRL to add secondary)
Recursion
Aerith, Last Ancient
Lifelink
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
Raise — At the beginning of your end step, if you gained life this turn, return target creature card from your graveyard to your hand. If you gained 7 or more life this turn, return that card to the battlefield instead.
Legendary Creature - Human Cleric Druid

Eirdu, Carrier of Dawn
Flying, lifelink
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may pay . If you do, transform Eirdu.
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may pay . If you do, transform Eirdu.
Legendary Creature - Elemental God


Metamorphosis Fanatic
Lifelink
When this creature enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
When this creature enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Creature - Human Cleric

Moseo, Vein's New Dean
Flying
When Moseo enters, create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Infusion — At the beginning of your end step, if you gained life this turn, return up to one target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
When Moseo enters, create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Infusion — At the beginning of your end step, if you gained life this turn, return up to one target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
Legendary Creature - Skeleton Bird Warlock

Restoration Seminar
Return target nonland permanent card from your graveyard to the battlefield.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Recursion
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Removal
Removal
(CTRL to add secondary)
Maybeboard
Restoration Seminar
Return target nonland permanent card from your graveyard to the battlefield.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Sheoldred, Whispering One
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice.
At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice.
Legendary Creature - Praetor Phyrexian

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

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Firstly, I consider this to be high bracket-2, low bracket-3 range. It can pull off some insane pop-offs but it's still a big stompy creature deck.\n \nThere is one combo, and it requires the EMBLEM from "},{"insert":{"card-link":"Professor Dellian Fel"}},{"insert":", so it's quite telegraphed. This is for vibes more than anything, since I designed the deck as a lifelink beatdown deck and not a lifegain stall-till-combo type of deck. If you prefer that type of gameplay, I would recommend substituting some beaters for "},{"insert":{"card-link":"Vito, Thorn of the Dusk Rose"}},{"insert":", "},{"insert":{"card-link":"Enduring Tenacity"}},{"insert":", and "},{"insert":{"card-link":"Sanguine Bond"}},{"insert":". \n\nNow for the actual deck itself. You've really got to get into the Abzan grindset. It's not a control deck by any means, but it's a beater deck that just keeps on marching, never running out of stuff. I've checked out a lot of other Betor decks and I noticed that a vast majority lean super hard into the turbo lifegain, and treat his reanimation abilities as an afterthought. Not this deck. We use life as a resource in this house. Focusing on the life-loss keeps you from attracting too much attention politically, and the constant reanimation just means every removal spell your opponents cast is just one less option they have when it's late game and you're going in for the kill. The best part is that most of the life loss is just tons of card advantage and mana advantage. If your board never gets checked, the +1/+1 counters scale exponentially. If your board does get checked? Doesn't matter, just bring it all back later. Even if you keep getting chump blocked, it doesn't matter as long as you gained the life your board gets to keep growing. \n\nThe best part about Betor is how well he scales with commander tax. The first time you cast him, it's usually to get the ball rolling. You might have an early lifelink creature out that you can swing to start growing. Or you might have a mill outlet going and can lose enough life to cheat out a scary creature in the early game. Perfectly fine for a 5 mana play. But by the time you've had time to set up, fill your yard, and have multiple pieces in play that gain and lose you life, recasting him for 7 or 9 mana is still great value. All you need to do is move to end step and there's your board back again. Just repeat this process while churning through your deck and beating your opponents down, and you've got it. And if you lose, hopefully you had fun, gained a bunch of life, and got to make a big scary board :)\n\nP.S.: Group by Categories:Multiple to get a much clearer visual of the real deck balance. I put a lot of love into the categories so it's easy to see exactly how many cards are gaining/losing life, drawing cards, etc. etc. \n"}]}






















































































