Kirbypuff
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Commander
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{"ops":[{"insert":"Ramp, Ramp, and more Ramp the first like... 5 turns of the game.\n\nSlow your opponents with stax pieces while you assemble your combo.\n\nCombo with [[Zacama, Primal Calamity]] to win. Lines generally involve having access to 10+ land mana whether that be a mana doubler or just having a lot of lands. [[Chance for Glory]] works if you need just one more turn to win. You may need to shoot one of your own stax pieces with Zacama for a win line so be careful. This adds to the initial mana required to combo, usually just by 3 per piece. Try to have some way to resolve at least the first [[Zacama, Primal Calamity]] with a protection piece.\n\nStax Pieces:\n[[Archon of Emeria]] - 2R to bolt it on a combo turn"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[High Noon]] - 2W to destroy it on a combo turn, 4R if you want to take out another stax piece with it"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Spirit of the Labyrinth]] - Doesn't stop your combo, destroy it after obtaining infinite mana if necessary"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Deafening Silence]] - Doesn't stop your combo, destroy it after obtaining infinite mana if necessary"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nInfinite Mana Combo lines:\n[[Monk Gyatso]] - Requires 6+ mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Temur Sabertooth]] - Requires 12+ mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Sanctum of Eternity]] - Requires 13+ mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWin cons:\n[[Walking Ballista]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Shivan Gorge]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Vance's Blasting Cannons // Spitfire Bastion]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Temur Sabertooth]] + [[Vibrance]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMana Doublers:\n[[Heartbeat of Spring]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Mana Flare]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Mirari's Wake]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Dictate of Karametra]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nImportant lands to tutor:\n[[Sanctum of Eternity]] - Combo Piece"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[War Room]]/[[Bonders' Enclave]] - Draw"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Cavern of Souls]] - Protection"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Shivan Gorge]] - Win Con"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Talon Gates of Madara]] - Interaction"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Shifting Woodland]] - Recur a combo piece in the yard"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nProtection Pieces by Strength:\n[[Voice of Victory]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Grand Abolisher]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Kutzil, Malamet Exemplar]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Cavern of Souls]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Veil of Summer]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Hexing Squelcher]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Delighted Halfling]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nDo note that [[Vance’s Blasting Cannons // Spitfire Bastion]] can’t play lands. It’s a [[Phyrexian Arena]] that doubles as a win con and while the likelihood of exiling every important land is fairly low, it’s something worth considering before playing it out.\n"}]}
Commander
Commander
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Combo
Combo
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Draw
Draw
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Land
Land
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Protection
Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

Protection
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Ramp
Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

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

Ramp
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Removal
Removal
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Stax
Stax
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Tutor
Eldritch Evolution
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Sorcery

Vibrance
When this creature enters, if was spent to cast it, this creature deals 3 damage to any target.
When this creature enters, if was spent to cast it, search your library for a land card, reveal it, put it into your hand, then shuffle. You gain 2 life.
Evoke
When this creature enters, if was spent to cast it, search your library for a land card, reveal it, put it into your hand, then shuffle. You gain 2 life.
Evoke
Creature - Elemental Incarnation

Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Ramp, Ramp, and more Ramp the first like... 5 turns of the game.\n\nSlow your opponents with stax pieces while you assemble your combo.\n\nCombo with [[Zacama, Primal Calamity]] to win. Lines generally involve having access to 10+ land mana whether that be a mana doubler or just having a lot of lands. [[Chance for Glory]] works if you need just one more turn to win. You may need to shoot one of your own stax pieces with Zacama for a win line so be careful. This adds to the initial mana required to combo, usually just by 3 per piece. Try to have some way to resolve at least the first [[Zacama, Primal Calamity]] with a protection piece.\n\nStax Pieces:\n[[Archon of Emeria]] - 2R to bolt it on a combo turn"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[High Noon]] - 2W to destroy it on a combo turn, 4R if you want to take out another stax piece with it"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Spirit of the Labyrinth]] - Doesn't stop your combo, destroy it after obtaining infinite mana if necessary"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Deafening Silence]] - Doesn't stop your combo, destroy it after obtaining infinite mana if necessary"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nInfinite Mana Combo lines:\n[[Monk Gyatso]] - Requires 6+ mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Temur Sabertooth]] - Requires 12+ mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Sanctum of Eternity]] - Requires 13+ mana"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWin cons:\n[[Walking Ballista]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Shivan Gorge]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Vance's Blasting Cannons // Spitfire Bastion]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Temur Sabertooth]] + [[Vibrance]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMana Doublers:\n[[Heartbeat of Spring]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Mana Flare]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Mirari's Wake]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Dictate of Karametra]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nImportant lands to tutor:\n[[Sanctum of Eternity]] - Combo Piece"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[War Room]]/[[Bonders' Enclave]] - Draw"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Cavern of Souls]] - Protection"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Shivan Gorge]] - Win Con"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Talon Gates of Madara]] - Interaction"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Shifting Woodland]] - Recur a combo piece in the yard"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nProtection Pieces by Strength:\n[[Voice of Victory]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Grand Abolisher]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Kutzil, Malamet Exemplar]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Cavern of Souls]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Veil of Summer]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Hexing Squelcher]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"[[Delighted Halfling]]"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nDo note that [[Vance’s Blasting Cannons // Spitfire Bastion]] can’t play lands. It’s a [[Phyrexian Arena]] that doubles as a win con and while the likelihood of exiling every important land is fairly low, it’s something worth considering before playing it out.\n"}]}

































































































