Ithy
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Duel Commander
Size: 100Salt sum: 40.83
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{"ops":[{"insert":"This deck plays as a classic attrition strategy: Jund-style resource denial paired with inevitability. At its heart, it’s a true midrange deck built to grind opponents out of the game.\n\nThe core plan is straightforward. Trade one-for-one early and often, stripping your opponent of lands, creatures, and momentum. On the play, aim to keep them to two lands; on the draw, three is the threshold. Constraining their mana development forces inefficient turns and opens space for your incremental value to take over. Use targeted removal like "},{"insert":{"card-link":"Abrade"}},{"insert":", "},{"insert":{"card-link":"Vandalblast"}},{"insert":", "},{"insert":{"card-link":"Pick Your Poison"}},{"insert":", and "},{"insert":{"card-link":"Lightning Bolt"}},{"insert":" to dismantle early plays, with a particular focus on anything that accelerates mana.\n\nThis deck excels in grindy games. Your topdecks remain live deep into the match, frequently converting into immediate pressure or further disruption. This is what makes the strategy so punishing, your answers consistently line up well, and every threat demands a response. When attacking their mana base, prioritise colour denial. If an opponent is stretched across colours or relying on a greedy mana base, repeatedly target their weakest point and punish it. Often, the correct line is to continue destroying lands rather than advancing your own board. The goal is to exhaust their resources and force them into topdeck mode, at which point cards like "},{"insert":{"card-link":"Soul of Windgrace"}},{"insert":" turn your land draws into sustained value and card advantage.\n\nUnderrated engines such as "},{"insert":{"card-link":"Iridescent Vinelasher"}},{"insert":", "},{"insert":{"card-link":"Sabotender"}},{"insert":", and "},{"insert":{"card-link":"Tannuk, Memorial Ensign"}},{"insert":" do a significant amount of work. Left unchecked, they convert your land disruption into meaningful damage through both combat and triggered abilities, often accounting for a surprising portion of your win condition.\n\nThe deck closes games through several avenues. Combat damage from resilient threats like "},{"insert":{"card-link":"Soul of Windgrace"}},{"insert":" and "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":" is the most direct path. "},{"insert":{"card-link":"Waking the Trolls"}},{"insert":" capitalises on asymmetrical land counts to generate a decisive swing. Alternatively, incremental damage from landfall-style triggers via "},{"insert":{"card-link":"Sabotender"}},{"insert":" and "},{"insert":{"card-link":"Iridescent Vinelasher"}},{"insert":" can quickly add up. As a fallback, token generation through "},{"insert":{"card-link":"Springheart Nantuko"}},{"insert":" provides a reliable secondary win condition.\n\nOverall, the deck rewards tight sequencing, disciplined threat assessment, and a commitment to the long game. Every small exchange compounds, eventually translating into an overwhelming advantage.\n"}]}
Commander
Soul of Windgrace
Whenever Soul of Windgrace enters or attacks, you may put a land card from a graveyard onto the battlefield tapped under your control.
, Discard a land card: You gain 3 life.
, Discard a land card: Draw a card.
, Discard a land card: Soul of Windgrace gains indestructible until end of turn. Tap it.
, Discard a land card: You gain 3 life.
, Discard a land card: Draw a card.
, Discard a land card: Soul of Windgrace gains indestructible until end of turn. Tap it.
Legendary Creature - Avatar Cat

Commander
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Card Advantage
Barrowgoyf
Deathtouch, lifelink
Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.
Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.
Creature - Lhurgoyf

Springheart Nantuko
Bestow
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Creature Enchantment - Monk Insect

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

Card Advantage
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Interaction
Molten Collapse
Choose one. If you descended this turn, you may choose both instead. (You descended if a permanent card was put into your graveyard from anywhere.)
• Destroy target creature or planeswalker.
• Destroy target noncreature, nonland permanent with mana value 1 or less.
• Destroy target creature or planeswalker.
• Destroy target noncreature, nonland permanent with mana value 1 or less.
Sorcery

Interaction
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Land Destruction - < 3 CMC
Land Destruction - < 3 CMC
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Land Destruction - > 3 CMC
Sylvan Primordial
Reach
When this creature enters, for each opponent, destroy target noncreature permanent that player controls. Search your library for up to X Forest cards, where X is the number of permanents destroyed this way, put those cards onto the battlefield tapped, then shuffle.
When this creature enters, for each opponent, destroy target noncreature permanent that player controls. Search your library for up to X Forest cards, where X is the number of permanents destroyed this way, put those cards onto the battlefield tapped, then shuffle.
Creature - Avatar

Waking the Trolls
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target land.
II — Put target land card from a graveyard onto the battlefield under your control.
III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.
I — Destroy target land.
II — Put target land card from a graveyard onto the battlefield under your control.
III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.
Enchantment - Saga

Land Destruction - > 3 CMC
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Ramp
Deathrite Shaman
: Exile target land card from a graveyard. Add one mana of any color. (Activate only as an instant.)
, : Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
, : Exile target creature card from a graveyard. You gain 2 life.
, : Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
, : Exile target creature card from a graveyard. You gain 2 life.
Creature - Elf Shaman

Nissa, Resurgent Animist
Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.
Legendary Creature - Elf Scout

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Ramp
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Maybeboard
Herald of Leshrac
Flying
Cumulative upkeep—Gain control of a land you don't control. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
This creature gets +1/+1 for each land you control but don't own.
When this creature leaves the battlefield, each player gains control of each land they own that you control.
Cumulative upkeep—Gain control of a land you don't control. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
This creature gets +1/+1 for each land you control but don't own.
When this creature leaves the battlefield, each player gains control of each land they own that you control.
Creature - Avatar

Sandman, Shifting Scoundrel
Sandman's power and toughness are each equal to the number of lands you control.
Sandman can't be blocked by creatures with power 2 or less.
: Return this card and target land card from your graveyard to the battlefield tapped.
Sandman can't be blocked by creatures with power 2 or less.
: Return this card and target land card from your graveyard to the battlefield tapped.
Legendary Creature - Elemental Villain Sand

Sméagol, Helpful Guide
At the beginning of your end step, if a creature died under your control this turn, the Ring tempts you.
Whenever the Ring tempts you, target opponent reveals cards from the top of their library until they reveal a land card. Put that card onto the battlefield tapped under your control and the rest into their graveyard.
Whenever the Ring tempts you, target opponent reveals cards from the top of their library until they reveal a land card. Put that card onto the battlefield tapped under your control and the rest into their graveyard.
Legendary Creature - Horror Halfling

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"This deck plays as a classic attrition strategy: Jund-style resource denial paired with inevitability. At its heart, it’s a true midrange deck built to grind opponents out of the game.\n\nThe core plan is straightforward. Trade one-for-one early and often, stripping your opponent of lands, creatures, and momentum. On the play, aim to keep them to two lands; on the draw, three is the threshold. Constraining their mana development forces inefficient turns and opens space for your incremental value to take over. Use targeted removal like "},{"insert":{"card-link":"Abrade"}},{"insert":", "},{"insert":{"card-link":"Vandalblast"}},{"insert":", "},{"insert":{"card-link":"Pick Your Poison"}},{"insert":", and "},{"insert":{"card-link":"Lightning Bolt"}},{"insert":" to dismantle early plays, with a particular focus on anything that accelerates mana.\n\nThis deck excels in grindy games. Your topdecks remain live deep into the match, frequently converting into immediate pressure or further disruption. This is what makes the strategy so punishing, your answers consistently line up well, and every threat demands a response. When attacking their mana base, prioritise colour denial. If an opponent is stretched across colours or relying on a greedy mana base, repeatedly target their weakest point and punish it. Often, the correct line is to continue destroying lands rather than advancing your own board. The goal is to exhaust their resources and force them into topdeck mode, at which point cards like "},{"insert":{"card-link":"Soul of Windgrace"}},{"insert":" turn your land draws into sustained value and card advantage.\n\nUnderrated engines such as "},{"insert":{"card-link":"Iridescent Vinelasher"}},{"insert":", "},{"insert":{"card-link":"Sabotender"}},{"insert":", and "},{"insert":{"card-link":"Tannuk, Memorial Ensign"}},{"insert":" do a significant amount of work. Left unchecked, they convert your land disruption into meaningful damage through both combat and triggered abilities, often accounting for a surprising portion of your win condition.\n\nThe deck closes games through several avenues. Combat damage from resilient threats like "},{"insert":{"card-link":"Soul of Windgrace"}},{"insert":" and "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":" is the most direct path. "},{"insert":{"card-link":"Waking the Trolls"}},{"insert":" capitalises on asymmetrical land counts to generate a decisive swing. Alternatively, incremental damage from landfall-style triggers via "},{"insert":{"card-link":"Sabotender"}},{"insert":" and "},{"insert":{"card-link":"Iridescent Vinelasher"}},{"insert":" can quickly add up. As a fallback, token generation through "},{"insert":{"card-link":"Springheart Nantuko"}},{"insert":" provides a reliable secondary win condition.\n\nOverall, the deck rewards tight sequencing, disciplined threat assessment, and a commitment to the long game. Every small exchange compounds, eventually translating into an overwhelming advantage.\n"}]}







































































































