LimaFin
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Commander
Size: 100Est cost: $97.14Salt sum: 37.28
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{"ops":[{"insert":"Shifting Wilds"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"italic":true},"insert":"\"The forest survives not because it is strongest... but because it never stops changing.\""},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Shifting Wilds is a mono-green deck built around the endless adaptability of nature.\nNo two forests grow alike.\nNo two journeys follow the same trail.\nSome paths lead to towering beasts that shake the earth. Others awaken ancient magic hidden beneath tangled roots. The land itself expands, creatures evolve beyond recognition, and every passing season offers new ways to survive.\nRather than pursuing a single strategy, Shifting Wilds embraces change. Every game grows differently, every battlefield demands a different response, and every draw opens another path through the wilderness.\nThe forest never asks what it should become.\nIt simply becomes what it needs to be.\nGame Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Early Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Take the first steps into the wild.\nExpand your lands, cultivate the forest, and allow nature to establish its roots. Every additional land, every explorer, and every creature contributes to an ecosystem that will continue growing throughout the game.\nNothing in the forest grows overnight.\nBut everything grows.\nMid Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The wilderness begins to awaken.\nLandfall rewards exploration, counters strengthen your creatures, and nature's greatest beasts begin emerging from the canopy. Every card offers another direction to follow, allowing the deck to adapt naturally to whatever challenges lie ahead.\nSome games call for overwhelming strength.\nOthers reward patience.\nNature understands both.\nLate Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The wilds stand unconquered.\nAncient creatures tower above the battlefield while forests stretch farther than anyone imagined possible. Powerful finishers emerge naturally from the ecosystem you've cultivated, each one representing another expression of nature's endless evolution.\nBy now...\nThe forest has become something entirely different from where it began.\nJust as it always intended.\nWinning the Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Shifting Wilds wins through adaptation.\nRather than relying on a single combination of cards, the deck allows the battlefield itself to shape its victory. Giant creatures, overwhelming board presence, landfall synergies, growing counters, and resilient value engines all become viable paths depending on the journey each game takes.\nThere is no predetermined destination.\nOnly the path before you.\nNature's Balance"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Do not force the forest into one shape.\nAllow it to guide you.\nSome opening hands encourage rapid growth.\nOthers reward careful exploration.\nSome games belong to enormous creatures.\nOthers belong to countless smaller lives working together.\nThe strongest forest is not the one that grows the fastest.\nIt is the one that survives every season.\nStrengths"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Highly adaptable gameplay."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Excellent mana acceleration."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Multiple viable paths to victory."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Powerful creatures capable of ending games quickly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong landfall and +1/+1 counter synergies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Every game feels different."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Weaknesses"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Large threats often require setup."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Board wipes can temporarily slow your momentum."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Choosing the wrong path too early may limit later opportunities."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Less explosive than highly specialized strategies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Requires flexibility rather than rigid planning."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The mountain does not envy the river.\nThe oak does not imitate the vine.\nThe wolf does not question the bear.\nEach thrives because each becomes exactly what it must.\nThe wild does not resist change.\nIt welcomes it.\nEvery season reshapes the forest.\nEvery storm strengthens its roots.\nEvery fallen tree becomes life for another.\n"},{"attributes":{"bold":true},"insert":"The forest never loses itself."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"It simply grows into something new."},{"insert":"\n"}]}
Commander
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

Commander
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Counters
Drix Fatemaker
When this creature enters, put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has trample.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Each creature you control with a +1/+1 counter on it has trample.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Wizard Drix

Counters
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Creature
Creature
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Draw
Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Draw
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Enchantment
Claim the Kingdom
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control and a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, put an indestructible counter on target creature you control.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, put an indestructible counter on target creature you control.
Enchantment - Plan

Enchantment
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Finisher
Thrasta, Tempest's Roar
This spell costs less to cast for each other spell cast this turn.
Trample, haste
Trample over planeswalkers (This creature can deal excess combat damage to the controller of the planeswalker it's attacking.)
Thrasta has hexproof as long as it entered this turn.
Trample, haste
Trample over planeswalkers (This creature can deal excess combat damage to the controller of the planeswalker it's attacking.)
Thrasta has hexproof as long as it entered this turn.
Legendary Creature - Dinosaur

Finisher
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Land
Land
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Landfall
Eusocial Engineering
Landfall — Whenever a land you control enters, create a 2/2 colorless Robot artifact creature token.
Warp (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Enchantment

Glacier Godmaw
Trample
When this creature enters, create a Lander token. (It's an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Landfall — Whenever a land you control enters, creatures you control get +1/+1 and gain vigilance and haste until end of turn.
When this creature enters, create a Lander token. (It's an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Landfall — Whenever a land you control enters, creatures you control get +1/+1 and gain vigilance and haste until end of turn.
Creature - Leviathan

Landfall
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Protection
Protection
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Pump
Tifa's Limit Break
Tiered (Choose one additional cost.)
• Somersault — — Target creature gets +2/+2 until end of turn.
• Meteor Strikes — — Double target creature's power and toughness until end of turn.
• Final Heaven — — Triple target creature's power and toughness until end of turn.
• Somersault — — Target creature gets +2/+2 until end of turn.
• Meteor Strikes — — Double target creature's power and toughness until end of turn.
• Final Heaven — — Triple target creature's power and toughness until end of turn.
Instant

Pump
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Ramp
Exploration Broodship
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
Artifact - Spacecraft

Nissa, Who Shakes the World
Whenever you tap a Forest for mana, add an additional .
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
Legendary Planeswalker - Nissa

Subway Train
When this Vehicle enters, you may pay . If you do, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Summon: Fenrir
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
Creature Enchantment - Saga Wolf

Summon: Titan
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill five cards.
II — Return all land cards from your graveyard to the battlefield tapped.
III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
I — Mill five cards.
II — Return all land cards from your graveyard to the battlefield tapped.
III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
Creature Enchantment - Saga Giant

Ramp
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Recursion
Mimic Vat
Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
Artifact

Recursion
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Removal
Chocobo Kick
Kicker—Return a land you control to its owner's hand. (You may return a land you control to its owner's hand in addition to any other costs as you cast this spell.)
Target creature you control deals damage equal to its power to target creature an opponent controls. If this spell was kicked, the creature you control deals twice that much damage instead.
Target creature you control deals damage equal to its power to target creature an opponent controls. If this spell was kicked, the creature you control deals twice that much damage instead.
Sorcery

Curse of the Werefox
Create a Monster Role token attached to target creature you control. When you do, that creature fights up to one target creature you don't control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample. Creatures that fight each deal damage equal to their power to the other.)
Sorcery

Removal
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Tokens
Summon: Fat Chocobo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn."
II, III, IV — Kerplunk — Creatures you control gain trample until end of turn.
I — Wark — Create a 2/2 green Bird creature token with "Whenever a land you control enters, this token gets +1/+0 until end of turn."
II, III, IV — Kerplunk — Creatures you control gain trample until end of turn.
Creature Enchantment - Saga Bird

Tokens
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Shifting Wilds"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"italic":true},"insert":"\"The forest survives not because it is strongest... but because it never stops changing.\""},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Shifting Wilds is a mono-green deck built around the endless adaptability of nature.\nNo two forests grow alike.\nNo two journeys follow the same trail.\nSome paths lead to towering beasts that shake the earth. Others awaken ancient magic hidden beneath tangled roots. The land itself expands, creatures evolve beyond recognition, and every passing season offers new ways to survive.\nRather than pursuing a single strategy, Shifting Wilds embraces change. Every game grows differently, every battlefield demands a different response, and every draw opens another path through the wilderness.\nThe forest never asks what it should become.\nIt simply becomes what it needs to be.\nGame Plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Early Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Take the first steps into the wild.\nExpand your lands, cultivate the forest, and allow nature to establish its roots. Every additional land, every explorer, and every creature contributes to an ecosystem that will continue growing throughout the game.\nNothing in the forest grows overnight.\nBut everything grows.\nMid Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The wilderness begins to awaken.\nLandfall rewards exploration, counters strengthen your creatures, and nature's greatest beasts begin emerging from the canopy. Every card offers another direction to follow, allowing the deck to adapt naturally to whatever challenges lie ahead.\nSome games call for overwhelming strength.\nOthers reward patience.\nNature understands both.\nLate Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The wilds stand unconquered.\nAncient creatures tower above the battlefield while forests stretch farther than anyone imagined possible. Powerful finishers emerge naturally from the ecosystem you've cultivated, each one representing another expression of nature's endless evolution.\nBy now...\nThe forest has become something entirely different from where it began.\nJust as it always intended.\nWinning the Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Shifting Wilds wins through adaptation.\nRather than relying on a single combination of cards, the deck allows the battlefield itself to shape its victory. Giant creatures, overwhelming board presence, landfall synergies, growing counters, and resilient value engines all become viable paths depending on the journey each game takes.\nThere is no predetermined destination.\nOnly the path before you.\nNature's Balance"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Do not force the forest into one shape.\nAllow it to guide you.\nSome opening hands encourage rapid growth.\nOthers reward careful exploration.\nSome games belong to enormous creatures.\nOthers belong to countless smaller lives working together.\nThe strongest forest is not the one that grows the fastest.\nIt is the one that survives every season.\nStrengths"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Highly adaptable gameplay."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Excellent mana acceleration."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Multiple viable paths to victory."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Powerful creatures capable of ending games quickly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Strong landfall and +1/+1 counter synergies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Every game feels different."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Weaknesses"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Large threats often require setup."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Board wipes can temporarily slow your momentum."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Choosing the wrong path too early may limit later opportunities."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Less explosive than highly specialized strategies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Requires flexibility rather than rigid planning."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The mountain does not envy the river.\nThe oak does not imitate the vine.\nThe wolf does not question the bear.\nEach thrives because each becomes exactly what it must.\nThe wild does not resist change.\nIt welcomes it.\nEvery season reshapes the forest.\nEvery storm strengthens its roots.\nEvery fallen tree becomes life for another.\n"},{"attributes":{"bold":true},"insert":"The forest never loses itself."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"It simply grows into something new."},{"insert":"\n"}]}
































































