jogadorpedrao
273 views13 months ago
Commander
Size: 100Salt sum: 32.39
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Artifact
Artifact
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Creature
Gladiolus Amicitia
When Gladiolus Amicitia enters, search your library for a land card, put it onto the battlefield tapped, then shuffle.
Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn.
Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn.
Legendary Creature - Human Warrior

Titania, Gaea Incarnate
Reach, vigilance, trample, haste
Titania's power and toughness are each equal to the number of lands you control.
When Titania enters, return all land cards from your graveyard to the battlefield tapped.
: Put four +1/+1 counters on target land you control. It becomes a 0/0 Elemental creature with haste. It's still a land.
Titania's power and toughness are each equal to the number of lands you control.
When Titania enters, return all land cards from your graveyard to the battlefield tapped.
: Put four +1/+1 counters on target land you control. It becomes a 0/0 Elemental creature with haste. It's still a land.
Legendary Creature - Avatar Elemental

Creature
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Draw
Draw
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Land
Land
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Mill
Say Its Name
Mill three cards. Then you may return a creature or land card from your graveyard to your hand.
Exile this card and two other cards named Say Its Name from your graveyard: Search your graveyard, hand, and/or library for a card named Altanak, the Thrice-Called and put it onto the battlefield. If you search your library this way, shuffle. Activate only as a sorcery.
Exile this card and two other cards named Say Its Name from your graveyard: Search your graveyard, hand, and/or library for a card named Altanak, the Thrice-Called and put it onto the battlefield. If you search your library this way, shuffle. Activate only as a sorcery.
Sorcery

Teval, the Balanced Scale
Flying
Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard to the battlefield tapped.
Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.
Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard to the battlefield tapped.
Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.
Legendary Creature - Dragon Spirit

Mill
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Protection
Protection
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Ramp
Animist's Awakening
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery

Currency Converter
Whenever you discard a card, you may exile that card from your graveyard.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
Artifact

Disorienting Choice
For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
Sorcery

Kura, the Boundless Sky
Flying, deathtouch
When Kura dies, choose one —
• Search your library for up to three land cards, reveal them, put them into your hand, then shuffle.
• Create an X/X green Spirit creature token, where X is the number of lands you control.
When Kura dies, choose one —
• Search your library for up to three land cards, reveal them, put them into your hand, then shuffle.
• Create an X/X green Spirit creature token, where X is the number of lands you control.
Legendary Creature - Dragon Spirit

Mox Tantalite
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
: Add one mana of any color.
: Add one mana of any color.
Artifact

Nine-Fingers Keene
Menace
Ward—Pay 9 life.
Whenever Nine-Fingers Keene deals combat damage to a player, look at the top nine cards of your library. You may put a Gate card from among them onto the battlefield. Then if you control nine or more Gates, put the rest into your hand. Otherwise, put the rest on the bottom of your library in a random order.
Ward—Pay 9 life.
Whenever Nine-Fingers Keene deals combat damage to a player, look at the top nine cards of your library. You may put a Gate card from among them onto the battlefield. Then if you control nine or more Gates, put the rest into your hand. Otherwise, put the rest on the bottom of your library in a random order.
Legendary Creature - Human Rogue

Omenpath Journey
When this enchantment enters, search your library for up to five land cards that have different names, exile them, then shuffle.
At the beginning of your end step, choose a card at random exiled with this enchantment and put it onto the battlefield tapped.
At the beginning of your end step, choose a card at random exiled with this enchantment and put it onto the battlefield tapped.
Enchantment

Shigeki, Jukai Visionary
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake

Sowing Mycospawn
Devoid (This card has no color.)
Kicker (You may pay an additional as you cast this spell.)
When you cast this spell, search your library for a land card, put it onto the battlefield, then shuffle.
When you cast this spell, if it was kicked, exile target land.
Kicker (You may pay an additional as you cast this spell.)
When you cast this spell, search your library for a land card, put it onto the battlefield, then shuffle.
When you cast this spell, if it was kicked, exile target land.
Creature - Fungus Eldrazi

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

Titania's Command
Choose two —
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
Sorcery

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

Wrenn and Seven
+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
Legendary Planeswalker - Wrenn

Ramp
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Recursion
Slogurk, the Overslime
Trample
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Legendary Creature - Ooze

Recursion
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Removal
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Removal
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Tutor
Analyze the Pollen
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.)
Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
Sorcery

Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"italic":true},"insert":"\"How many lands do you need?\""},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nYou need ten. If they are "},{"attributes":{"underline":true},"insert":"gates"},{"insert":", "},{"insert":{"card-link":"Maze's End"}},{"insert":" will win the game.\nBut, how feasible is it to go for this alternative wincon if you only have 26 lands, which mostly come tapped and probably aren't of the colors you need? That's what this deck aims to find!\n\nAs an additional and arbitrary challenge, there are no mana dorks besides the commander, "},{"insert":{"card-link":"Esika, God of the Tree // The Prismatic Bridge"}},{"insert":" . Once you have her on play, which is hard, then, and only then, your legendary creatures can pitch in to help pay for the war efforts; and you have only two mana rocks, one being "},{"insert":{"card-link":"Chrome Mox"}},{"insert":" (which requires you to permanently remove a card you own from the game) and "},{"insert":{"card-link":"Mox Tantalite"}},{"insert":" (it's free but you must wait 3 whole turns to actually benefit).\n\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Gameplan"},{"insert":": you mostly have cards that will mill your deck and then return lands to your hand/battlefield, cards that will fetch lands for you, and draw. Therefore,"},{"attributes":{"bold":true},"insert":" mill away"},{"insert":"! It's fine even if you mill the lands (you are aiming for that), because you are likely to return them. Just beware of graveyard hate, they will absolutely wreck your gameplan.\n\nTo assist you find cards (and profit while doing so), you have "},{"insert":{"card-link":"Collector's Vault"}},{"insert":" (the treasure tokens add any mana, will help you in a pinch) and "},{"insert":{"card-link":"Currency Converter"}},{"insert":" (treasures and bodies to soak damage). They synergize really well with each other.\n\n"},{"attributes":{"bold":true},"insert":"The commander: "},{"insert":{"card-link":"Esika, God of the Tree // The Prismatic Bridge"}},{"insert":" was chosen because 1) she has 5-colors identity 2) will add much needed mana, you have 9 legendary creatures to pitch in, and 3) her back face will cheat various creatures to aid you, every turn. Besides that, there isn't much going for her on this specific deck. Out of the 5-colors commander, she seems the best option that I found to achieve the alternative wincon.\n\n"},{"attributes":{"bold":true},"insert":"The lands: "},{"insert":"there are 23 gate cards (of which you need ten to win) and 3 nonbasic lands. Gates and nongates.\n\n"},{"attributes":{"bold":true},"insert":"Nongate lands"},{"insert":":\n\n"},{"insert":{"card-link":"Planar Nexus"}},{"insert":" - is EVERY land type (honorary gate)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Urza's Cave"}},{"insert":" - fetch land capable of finding gates."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Maze's End"}},{"insert":" - deck is built around this singular card. Once you reach 9 (NINE) gates, use it's activated ability to add a tenth one, and you win on the spot, then and there."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Notable Gate lands:"},{"insert":"\n\n"},{"insert":{"card-link":"Baldur's Gate"}},{"insert":" - once you have three gate cards (this one included), Baldue's Gate starts shining. For 2 generic mana, you gain mana equal the number of gates you control. It adds up very quickly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Basilisk Gate"}},{"insert":" - this one helps you block threats, or make allies (and enemies). Target creature gains +X/+X for every gate you control."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Gateway Plaza"}},{"insert":" - adds mana of any color."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Gond Gate"}},{"insert":" - adds mana of any color that gates you control can produce."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Heap Gate"}},{"insert":" - save unspent mana from untapped gates by creating Treasure tokens."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Talon Gates of Madara"}},{"insert":" - mana fix, phases one target creature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"The Black Gate"}},{"insert":" - another gate that may create allies and enemies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"The creatures: "},{"insert":"each creature have the purpose help you find and/or recover lands. Some may be a tad expensive, but you will ramp in no time. Noteworthy creatures are:\n\n"},{"insert":{"card-link":"Weathered Wayfarer"}},{"insert":" - costs a single mana to play, and a single mana to activate it's ability. 99% of the time your opponents will have more lands than you, so it's activation condition is irrelevant."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dryad of the Ilysian Grove"}},{"insert":" - this will fix your mana base, excellent choice for any 5-colors deck. You're welcome."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" - helps you play lands, and mill cards so maybe another land shows up."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The enchantments: "},{"insert":"your enchantments will have long lasting effects thorough the game. There are only 6, but they are VERY useful.\n\n"},{"insert":{"card-link":"Ghostly Prison"}},{"insert":" and "},{"insert":{"card-link":"Propaganda"}},{"insert":" will try to keep you safe. Opponents are less likely to attack you if they must spend mana to do so, and even if they pay, their attack is limited by how much they have to spare."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Guild Summit"}},{"insert":" will give you draw everytime you play a gate land. It's like landfall, but gatefall instead."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Omenpath Journey"}},{"insert":" will fetch 5 (FIVE) gates, you just need to wait."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Undergrowth Recon"}},{"insert":" will bring back gates from the graveyard every turn, for \"free\"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Virtue of Strength // Garenbrig Growth"}},{"insert":" - Virtue of Strength is a huge boon to have when you have so few lands to play. By the time you play it you probably are already done playing this match, but it's possible an opponent makes you cast it for free, so it's nice to have virtue around."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The instants and sorceries:"},{"insert":" they mostly help you fetch lands or return lands from the graveyard, but some are more interesting than this. Note worthy are:\n\n"},{"insert":{"card-link":"Realms Uncharted"}},{"insert":" - this one gives the illusion that you lost lands, but you will get them back, sooner than later!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Analyze the Pollen"}},{"insert":" - super cheap! Just make sure you collect evidence first, and that opponents don't have graveyard hate around."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Open the Gates"}},{"insert":" - perfect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Open the Way"}},{"insert":" - giga busted. The more opponents you have, the harder this hits."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Disorienting Choice"}},{"insert":" - a very niche removal. Green players already ramp, so opponents are likely to keep their permanents anyway; but if they know what is your wincon, they might actually exile their toys!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Scapeshift"}},{"insert":" - you have so many ways to get lands back from the graveyard that the cost of being able to fix your mana is... doubling your mana?!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Selective Memory"}},{"insert":" - IMHO the best card for spellslinging decks. You exile everything that isn't a sorcery or instant and go to town on the oppoent's faces; except in this deck you will exile all the nonlands!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Reshape the Earth"}},{"insert":" - overkill. If you manage to cast this, please record it in video so I can watch."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nGood luck and have fun!\n\n"}]}

















































































