ShakToth
284 views2 days ago
Commander
Size: 100Est cost: $514.68Salt sum: 43.24
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{"ops":[{"insert":"I. Strategic Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck utilizes one of the most powerful generic cost-reduction engines in Magic's history: "},{"attributes":{"bold":true},"insert":"Animar, Soul of Elements"},{"insert":". Because Animar reduces the generic mana costs of your creature spells based on his +1/+1 counters, the deck rewards you exponentially for maintaining a high creature density. Backed up by built-in protection from White and Black, Animar sits safely on the board while you chain-cast creatures to rapidly out-scale the table. \n\nII. Primary Win Conditions & Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"1. The Ignus Singularity (Infinite Mana & Infinite Animar)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is your premier two-card infinite loop, capable of stealing the game out of nowhere without needing a combat step. \n"},{"attributes":{"bold":true},"insert":"The Assembly:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Animar, Soul of Elements"},{"insert":" on the battlefield with at least "},{"attributes":{"bold":true},"insert":"2 counters"},{"insert":" + "},{"attributes":{"italic":true},"insert":"Grinning Ignus"},{"insert":" in hand + {R} available. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Loop:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cast "},{"attributes":{"italic":true},"insert":"Grinning Ignus"},{"insert":" for exactly {R} (Animar eliminates the {2} generic cost). Animar triggers, gaining a +1/+1 counter. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Activate Ignus, paying {R} to return it to your hand and add {2} {R} to your mana pool. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Spend that newly generated {R} to re-cast Ignus, triggering Animar for another counter. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Result:"},{"insert":" You net {2} generic mana and an Animar counter on every single loop. You can repeat this infinitely to generate "},{"attributes":{"bold":true},"insert":"infinite generic mana, an infinitely large Animar, and an infinite storm count"},{"insert":". Immediately funnel that infinite generic mana into a lethal "},{"attributes":{"bold":true},"insert":"Hydroid Krasis"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Genesis Hydra"},{"insert":" to draw and cast your entire library. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n2. The Zero-Mana Mega Flare (Summon: Bahamut)"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Synergy:"},{"insert":" Because "},{"attributes":{"italic":true},"insert":"Summon: Bahamut"},{"insert":" is an Enchantment Creature, it benefits entirely from Animar's cost reduction. Its casting cost contains 9 generic mana. Once Animar reaches 9 counters, "},{"attributes":{"bold":true},"insert":"you cast this world-ending 9/9 flying Dragon for exactly 0 mana"},{"insert":" while still gaining an Animar cast trigger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Finisher:"},{"insert":" Chapter IV of the Saga deals damage to each opponent equal to the total mana value of other permanents you control. Because you routinely cheat massive titans like "},{"attributes":{"italic":true},"insert":"Emrakul, the Promised End"},{"insert":" (13 MV) or "},{"attributes":{"italic":true},"insert":"Ulamog, the Defiler"},{"insert":" (10 MV) into play, their face values remain massive. Bahamut's Mega Flare will easily blast opponents for 30+ unblockable damage to the face. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nIII. Turn-by-Turn Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game (Turns 1–3):"},{"insert":" Prioritize getting Animar onto the battlefield as fast as possible. Deploy your low-end dorks ("},{"attributes":{"italic":true},"insert":"Birds of Paradise"},{"insert":", "},{"attributes":{"italic":true},"insert":"Elvish Mystic"},{"insert":", "},{"attributes":{"italic":true},"insert":"Three Tree Rootweaver"},{"insert":") to establish your colored mana base. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mid Game (Turns 4–5):"},{"insert":" Begin accelerating your counter distribution using multipliers like "},{"attributes":{"italic":true},"insert":"Hardened Scales"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Ozolith, the Shattered Spire"},{"insert":". Use your tutor toolchain ("},{"attributes":{"bold":true},"insert":"Birthing Pod"},{"insert":", "},{"attributes":{"bold":true},"insert":"Eldritch Evolution"},{"insert":", "},{"attributes":{"bold":true},"insert":"Natural Order"},{"insert":") to pull out value pieces or disrupt opponents via "},{"attributes":{"italic":true},"insert":"Bane of Progress"},{"insert":". "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Late Game (Turn 6+):"},{"insert":" Drop "},{"attributes":{"italic":true},"insert":"Hexing Squelcher"},{"insert":" to lock down the stack. Pivot into your infinite "},{"attributes":{"italic":true},"insert":"Grinning Ignus"},{"insert":" mana engine or cast your massive Eldrazi titans and "},{"attributes":{"italic":true},"insert":"Summon: Bahamut"},{"insert":" for 0 mana to completely overwhelm the table. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nBracket Assessment: Is this Bracket 3 or 4?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Under the official Wizards of the Coast / Commander Rules Committee matchmaking system, this deck is firmly and undeniably a "},{"attributes":{"bold":true},"insert":"Bracket 4 (Optimized)"},{"insert":" deck. \nHere is exactly why it breaks past Bracket 3 and sits comfortably in Bracket 4:\n\n"},{"attributes":{"bold":true},"insert":"The Two-Card Infinite Combo:"},{"insert":" Bracket 3 guidelines explicitly state: "},{"attributes":{"italic":true},"insert":"\"No intentional early-game two-card infinite combos\""},{"insert":". "},{"attributes":{"bold":true},"insert":"Grinning Ignus + Animar"},{"insert":", which functions as a compact, ultra-efficient two-card infinite mana and stat loop. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"High Tutor Density:"},{"insert":" Bracket 3 expects decks to be mildly optimized with sparse tutoring. This deck runs a dedicated, high-power tutor suite designed to aggressively fetch silver bullets or combo pieces, including "},{"attributes":{"bold":true},"insert":"Birthing Pod, Eldritch Evolution, Neoform, Natural Order, and Fierce Empath"},{"insert":". "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Unrestricted Power:"},{"insert":" Bracket 4 is the \"go wild, no-holds-barred\" casual tier where players expect fast, lethal, and optimized engines without adhering to a strict competitive tournament metagame (which is Bracket 5 / cEDH). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"If you want to have a more stable feel in the bracket 4, replace the Lands. This will make the deck more consistent and faster by 1-2 Turns. "},{"insert":"\n"}]}
Card Draw
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Card Draw
(CTRL to add secondary)
Counter addiction
Benevolent Hydra
This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
Creature - Hydra

Ozolith, the Shattered Spire
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
Legendary Artifact

Quilled Greatwurm
Trample
Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.)
You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.
Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.)
You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.
Creature - Wurm

Season of Gathering
Choose up to five worth of modes. You may choose the same mode more than once.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
Sorcery

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

Warden of the Grove
At the beginning of your end step, put a +1/+1 counter on this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Creature - Hydra

Counter addiction
(CTRL to add secondary)
Creature
Akki Battle Squad
Whenever one or more modified creatures you control attack, untap all modified creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn. (Equipment, Auras you control, and counters are modifications.)
Creature - Goblin Samurai

Emergent Woodwurm
Backup 3 (When this creature enters, put three +1/+1 counters on target creature. If that's another creature, it gains the following ability until end of turn.)
Whenever this creature attacks, look at the top X cards of your library, where X is its power. You may put a permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Whenever this creature attacks, look at the top X cards of your library, where X is its power. You may put a permanent card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Creature - Wurm

Emrakul, the Promised End
This spell costs less to cast for each card type among cards in your graveyard.
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
Legendary Creature - Eldrazi

Genesis Hydra
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library.
This creature enters with X +1/+1 counters on it.
This creature enters with X +1/+1 counters on it.
Creature - Plant Hydra

Maelstrom Wanderer
Creatures you control have haste.
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)
Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)
Legendary Creature - Elemental

Scavenged Brawler
Flying, vigilance, trample, lifelink
, Exile this card from your graveyard: Choose target creature. Put four +1/+1 counters, a flying counter, a vigilance counter, a trample counter, and a lifelink counter on that creature. Activate only as a sorcery.
, Exile this card from your graveyard: Choose target creature. Put four +1/+1 counters, a flying counter, a vigilance counter, a trample counter, and a lifelink counter on that creature. Activate only as a sorcery.
Creature Artifact - Construct

Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

Ulamog, the Defiler
When you cast this spell, target opponent exiles the top half of their library, rounded up.
Ward—Sacrifice two permanents.
Ulamog enters with a number of +1/+1 counters on it equal to the greatest mana value among cards in exile.
Ulamog has annihilator X, where X is the number of +1/+1 counters on it.
Ward—Sacrifice two permanents.
Ulamog enters with a number of +1/+1 counters on it equal to the greatest mana value among cards in exile.
Ulamog has annihilator X, where X is the number of +1/+1 counters on it.
Legendary Creature - Eldrazi

Creature
(CTRL to add secondary)
Interaction
Interaction
(CTRL to add secondary)
Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
(CTRL to add secondary)
Pod
Pod
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"I. Strategic Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck utilizes one of the most powerful generic cost-reduction engines in Magic's history: "},{"attributes":{"bold":true},"insert":"Animar, Soul of Elements"},{"insert":". Because Animar reduces the generic mana costs of your creature spells based on his +1/+1 counters, the deck rewards you exponentially for maintaining a high creature density. Backed up by built-in protection from White and Black, Animar sits safely on the board while you chain-cast creatures to rapidly out-scale the table. \n\nII. Primary Win Conditions & Engines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"1. The Ignus Singularity (Infinite Mana & Infinite Animar)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is your premier two-card infinite loop, capable of stealing the game out of nowhere without needing a combat step. \n"},{"attributes":{"bold":true},"insert":"The Assembly:"},{"insert":" "},{"attributes":{"italic":true},"insert":"Animar, Soul of Elements"},{"insert":" on the battlefield with at least "},{"attributes":{"bold":true},"insert":"2 counters"},{"insert":" + "},{"attributes":{"italic":true},"insert":"Grinning Ignus"},{"insert":" in hand + {R} available. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Loop:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cast "},{"attributes":{"italic":true},"insert":"Grinning Ignus"},{"insert":" for exactly {R} (Animar eliminates the {2} generic cost). Animar triggers, gaining a +1/+1 counter. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Activate Ignus, paying {R} to return it to your hand and add {2} {R} to your mana pool. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Spend that newly generated {R} to re-cast Ignus, triggering Animar for another counter. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Result:"},{"insert":" You net {2} generic mana and an Animar counter on every single loop. You can repeat this infinitely to generate "},{"attributes":{"bold":true},"insert":"infinite generic mana, an infinitely large Animar, and an infinite storm count"},{"insert":". Immediately funnel that infinite generic mana into a lethal "},{"attributes":{"bold":true},"insert":"Hydroid Krasis"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Genesis Hydra"},{"insert":" to draw and cast your entire library. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n2. The Zero-Mana Mega Flare (Summon: Bahamut)"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Synergy:"},{"insert":" Because "},{"attributes":{"italic":true},"insert":"Summon: Bahamut"},{"insert":" is an Enchantment Creature, it benefits entirely from Animar's cost reduction. Its casting cost contains 9 generic mana. Once Animar reaches 9 counters, "},{"attributes":{"bold":true},"insert":"you cast this world-ending 9/9 flying Dragon for exactly 0 mana"},{"insert":" while still gaining an Animar cast trigger."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Finisher:"},{"insert":" Chapter IV of the Saga deals damage to each opponent equal to the total mana value of other permanents you control. Because you routinely cheat massive titans like "},{"attributes":{"italic":true},"insert":"Emrakul, the Promised End"},{"insert":" (13 MV) or "},{"attributes":{"italic":true},"insert":"Ulamog, the Defiler"},{"insert":" (10 MV) into play, their face values remain massive. Bahamut's Mega Flare will easily blast opponents for 30+ unblockable damage to the face. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nIII. Turn-by-Turn Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Early Game (Turns 1–3):"},{"insert":" Prioritize getting Animar onto the battlefield as fast as possible. Deploy your low-end dorks ("},{"attributes":{"italic":true},"insert":"Birds of Paradise"},{"insert":", "},{"attributes":{"italic":true},"insert":"Elvish Mystic"},{"insert":", "},{"attributes":{"italic":true},"insert":"Three Tree Rootweaver"},{"insert":") to establish your colored mana base. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mid Game (Turns 4–5):"},{"insert":" Begin accelerating your counter distribution using multipliers like "},{"attributes":{"italic":true},"insert":"Hardened Scales"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Ozolith, the Shattered Spire"},{"insert":". Use your tutor toolchain ("},{"attributes":{"bold":true},"insert":"Birthing Pod"},{"insert":", "},{"attributes":{"bold":true},"insert":"Eldritch Evolution"},{"insert":", "},{"attributes":{"bold":true},"insert":"Natural Order"},{"insert":") to pull out value pieces or disrupt opponents via "},{"attributes":{"italic":true},"insert":"Bane of Progress"},{"insert":". "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Late Game (Turn 6+):"},{"insert":" Drop "},{"attributes":{"italic":true},"insert":"Hexing Squelcher"},{"insert":" to lock down the stack. Pivot into your infinite "},{"attributes":{"italic":true},"insert":"Grinning Ignus"},{"insert":" mana engine or cast your massive Eldrazi titans and "},{"attributes":{"italic":true},"insert":"Summon: Bahamut"},{"insert":" for 0 mana to completely overwhelm the table. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nBracket Assessment: Is this Bracket 3 or 4?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Under the official Wizards of the Coast / Commander Rules Committee matchmaking system, this deck is firmly and undeniably a "},{"attributes":{"bold":true},"insert":"Bracket 4 (Optimized)"},{"insert":" deck. \nHere is exactly why it breaks past Bracket 3 and sits comfortably in Bracket 4:\n\n"},{"attributes":{"bold":true},"insert":"The Two-Card Infinite Combo:"},{"insert":" Bracket 3 guidelines explicitly state: "},{"attributes":{"italic":true},"insert":"\"No intentional early-game two-card infinite combos\""},{"insert":". "},{"attributes":{"bold":true},"insert":"Grinning Ignus + Animar"},{"insert":", which functions as a compact, ultra-efficient two-card infinite mana and stat loop. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"High Tutor Density:"},{"insert":" Bracket 3 expects decks to be mildly optimized with sparse tutoring. This deck runs a dedicated, high-power tutor suite designed to aggressively fetch silver bullets or combo pieces, including "},{"attributes":{"bold":true},"insert":"Birthing Pod, Eldritch Evolution, Neoform, Natural Order, and Fierce Empath"},{"insert":". "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Unrestricted Power:"},{"insert":" Bracket 4 is the \"go wild, no-holds-barred\" casual tier where players expect fast, lethal, and optimized engines without adhering to a strict competitive tournament metagame (which is Bracket 5 / cEDH). "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"If you want to have a more stable feel in the bracket 4, replace the Lands. This will make the deck more consistent and faster by 1-2 Turns. "},{"insert":"\n"}]}







































































