MST3000
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Commander
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{"ops":[{"insert":"It's Voltron time! Have you ever wanted to play a commander with so many abilities you need a dry erase board just to show them all? Then this is the deck for you. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"1) Rules Notes:"},{"insert":"\nHow many counters can one "},{"insert":{"card-link":"Indominus Rex, Alpha"}},{"insert":" have from a single cast? At first, you might say 12, since the card lists 12 abilities: flying, first strike, double strike, deathtouch, hexproof, haste, indestructible, lifelink, menace, reach, trample and vigilance. You might lower that to 11 when you find out that the Sultai color identity does not currently have a creature that naturally has double strike. However, two of these keywords (hexproof and trample) have keyword variants. See the Comp Rules citation below:\n\n"},{"attributes":{"bold":true},"insert":"Magic Comp Rules 702.1c:"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"An effect may state that \"the same is true for\" a list of keyword abilities or similar. If one of these keyword abilities has variants or variables and the effect grants that keyword of counters of that keyword to one of more objects and/or players, it grants each appropriate variant and variable of that keyword. "},{"insert":"\n\nThat means that cards like "},{"insert":{"card-link":"Breaker of Creation"}},{"insert":", "},{"insert":{"card-link":"Eradicator Valkyrie"}},{"insert":" , "},{"insert":{"card-link":"Volatile Stormdrake"}},{"insert":" and "},{"insert":{"card-link":"Thrasta, Tempest's Roar"}},{"insert":" can get you some hard to name counters. The Breaker is exceptionally powerful, granting you all five hexproof counters in one shot due to the way its ability is defined in the Comp Rules (see below):\n\n"},{"attributes":{"bold":true},"insert":"Magic Comp Rules 702.11g"},{"insert":" \n"},{"attributes":{"italic":true},"insert":"\"Hexproof from each [characteristic]\" is shorthand for \"hexproof from [quality A,]\" \"hexproof from [quality B],\" and so on for each possible quality the listed characteristic could have; it behaves as multiple separate hexproof abilities. "},{"insert":"\n\nAll of this brings the total up quite a bit, 20 by my count, if you wanted to min/max for that. For reference, to get all 20 in one activation requires 7 cards be discarded:\n"},{"insert":{"card-link":"Breaker of Creation"}},{"insert":" (the hexproof from individual colors) \n"},{"insert":{"card-link":"Eradicator Valkyrie"}},{"insert":" (hexproof from planeswalkers)\n"},{"insert":{"card-link":"Volatile Stormdrake"}},{"insert":" (hexproof from activated and triggered abilities)\n"},{"insert":{"card-link":"Thrasta, Tempest's Roar"}},{"insert":" (trample over planeswalkers)\n"},{"insert":{"card-link":"Hit-Monkey"}},{"insert":" (multiple ability coverage, nothing unique)\n"},{"insert":{"card-link":"Sire of Seven Deaths"}},{"insert":" (first strike, multiple other ability coverage)\n"},{"insert":{"card-link":"Krang, Utrom Warlord"}},{"insert":" (indestructible, multiple other ability coverage)\n\nThis is obviously a magic Christmas time scenario, and I am not currently including all these cards in the deck, but hey, I posed the question so I should at least try to answer it. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"2) Card Selection"},{"insert":"\nThe creature base is where you get to customize the deck and really show your style/preferences. Do you like Universes Beyond? Lets team up "},{"insert":{"card-link":"Galactus, Devourer of Worlds"}},{"insert":" , "},{"insert":{"card-link":"Hit-Monkey"}},{"insert":" , "},{"insert":{"card-link":"Karvanista, Loyal Lupari // Lupari Shield"}},{"insert":" , and "},{"insert":{"card-link":"Krang, Utrom Warlord"}},{"insert":" . You could also choose to max the number of potential counters from a single Enters trigger, or prioritize a single keyword or keyword combination. I think this would be an excellent decklist to utilize modular deckbuilding, where you have several packages of pitch creatures and rotate them in and out of the deck between games. To read more about modular deckbuilding, check out this article by Jonathan Zuccheti on edhrec:\n\nhttps://edhrec.com/articles/how-modular-deckbuilding-works-in-commander\n\nCurrently, I am using a complicated algorithm I like to call \"creatures that I think are cool.\" Tailor it to your playgroup. Ours has been going (+1/+1) counter crazy lately, so I added "},{"insert":{"card-link":"Sin, Unending Cataclysm"}},{"insert":" . It makes the board state much easier to keep track of, getting rid of all those various counters and maybe even reducing the player count as a little treat. \n\nClone effects that can copy a legendary creature are also hugely powerful. Indominus usually refills my hand when it is cast, so I am often ready to cast another one right away. "},{"insert":{"card-link":"Chameleon, Master of Disguise"}},{"insert":" , "},{"insert":{"card-link":"Sakashima of a Thousand Faces"}},{"insert":" , and "},{"insert":{"card-link":"Spark Double"}},{"insert":" all get you another copy of your favorite dino. Spark double even comes in with an additional +1/+1, netting you an additional card drawn from the \"enters\" ability. \n\nBoard sweepers should lean towards effects that leave behind an indestructible creature, which is why I am currently running "},{"insert":{"card-link":"Damnation"}},{"insert":" . "},{"insert":{"card-link":"Living Death"}},{"insert":" is usually an auto-include: with all those powerful creatures you are discarding, you should have a pretty great board state once it resolves. However, I need some faster, more flexible answers so I am currently running "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" . For that same reason,"},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" is also a must-have. You have to be careful, since it can kill your commander and there are a lot of mana dorks laying around who can get caught up in the Deluge, but the flexibility it provides is unmatched at the cost, and the life loss can be easily offset by your (sometimes) lifelinking Commander. \n\n The removal has a couple of fight spells that help your land count: "},{"insert":{"card-link":"Bushwhack"}},{"insert":" ,"},{"insert":{"card-link":"Khalni Ambush // Khalni Territory"}},{"insert":" , "},{"insert":{"card-link":"Bridgeworks Battle // Tanglespan Bridgeworks"}},{"insert":" , and some versatile staples like "},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":" and "},{"insert":{"card-link":"Beast Within"}},{"insert":" . Also the free Commander spells like"},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" and"},{"insert":{"card-link":"Deadly Rollick"}},{"insert":" , since you are already pretty dependent on your commander. Now for the all-star: "},{"insert":{"card-link":"Berserk"}},{"insert":" . This is just the best spell. You can use it on your commander to get a commander damage kill, or on one of your opponents’ creatures to cause a ton of damage that also results in a threatening creature dying. And the funniest part? Berserk “destroys” the creature, so if your commander has indestructible, you can cast it on him with no downside. Your berserk Dino will ignore the destroy effect and just go about his business chomping your opponents. This is also the reason I have added "},{"insert":{"card-link":"Simulacrum"}},{"insert":" to the Deck; all the indestructibility makes it a fun trick that often leaves me without losing a single creature. \n\nFor this deck, I think most ramp should be in the form of creatures, preferably with relevant keywords like "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":" , or "},{"insert":{"card-link":"The Warring Triad"}},{"insert":" . I am not using a Sol Ring because my Commander doesn't have 2 generic mana in the cost, meaning the initial boost I would get from a Sol Ring is somewhat diminished. I have been trying to find decks to cut Sol Ring out of anyway, to add some variety to my ramp, so this, combined with the benefit I get in this deck from using mana creatures with keywords seemed like reason enough. These key-worded mana dorks can become threats themselves later in the game, after a "},{"insert":{"card-link":"Germination Practicum"}},{"insert":" or a "},{"insert":{"card-link":"Brokkos, Apex of Forever"}},{"insert":" . \n\nA lot of the card draw comes from the Commander, through the enters ability, clones with an enters ability, or combat triggers through "},{"insert":{"card-link":"Vraska Joins Up"}},{"insert":" and "},{"insert":{"card-link":"Blitzball Stadium"}},{"insert":" . Also, how amazing is Blitzball Stadium in this deck? Makes your commander unblockable and adds card draw for each kind of counter on it? This is a real Challenge the Stats (rip EDHrec Cast) contender, only showing up in about 9% of the Indominus decks. \n\nThe deck’s mana base is a work in progress. I am running 35 lands, plus 4 MDFC, plus 2 one-mana land cyclers - "},{"insert":{"card-link":"Bushwhack"}},{"insert":" and "},{"insert":{"card-link":"Generous Ent"}},{"insert":" which can act like tapped lands. I am trying to use the MDFC's and land cyclers to keep my gas level high, without having too many tapped lands (up to 6 counting 3 of the MDFC, the 2 land cyclers, and "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" ). \n\nWhen playing this deck you will be assessed as the threat, regardless of the board state, so this deck doesn’t win a lot. That being said, it is a heck of a lot of fun to play, and will give you some of the craziest plays you will ever see. \n"}]}
Commander
Indominus Rex, Alpha
As Indominus Rex enters, discard any number of creature cards. It enters with a flying counter on it if a card discarded this way has flying. The same is true for first strike, double strike, deathtouch, hexproof, haste, indestructible, lifelink, menace, reach, trample, and vigilance.
When Indominus Rex enters, draw a card for each counter on it.
When Indominus Rex enters, draw a card for each counter on it.
Legendary Creature - Dinosaur Mutant

Commander
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Copy
Chameleon, Master of Disguise
You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Legendary Creature - Human Shapeshifter Villain

Sakashima of a Thousand Faces
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Copy
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Counters
Germination Practicum
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Sin, Unending Cataclysm
Flying, trample
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
Legendary Creature - Avatar Leviathan

Counters
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Creature Abilities - Combat
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

Creature Abilities - Combat
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Creature Abilities - Protection
Galactus, Devourer of Worlds
Flying, trample, indestructible
When Galactus enters, exile target permanent.
Insatiable Hunger — Galactus attacks an opponent with the most life among your opponents each combat if able unless you control a creature named Silver Surfer, Galactus's Herald.
When Galactus enters, exile target permanent.
Insatiable Hunger — Galactus attacks an opponent with the most life among your opponents each combat if able unless you control a creature named Silver Surfer, Galactus's Herald.
Legendary Creature - Elder Alien

Sab-Sunen, Luxa Embodied
Reach, trample, indestructible
Sab-Sunen can't attack or block unless it has an even number of counters on it. (Zero is even.)
At the beginning of your first main phase, put a +1/+1 counter on Sab-Sunen. Then if it has an odd number of counters on it, draw two cards.
Sab-Sunen can't attack or block unless it has an even number of counters on it. (Zero is even.)
At the beginning of your first main phase, put a +1/+1 counter on Sab-Sunen. Then if it has an odd number of counters on it, draw two cards.
Legendary Creature - God

Creature Abilities - Protection
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Draw
Blitzball Stadium
When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.)
Go for the Goal! — , : Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn.
Go for the Goal! — , : Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn.
Artifact

Draw
(CTRL to add secondary)
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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Protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Ramp
Ramp
(CTRL to add secondary)
Recursion
Brokkos, Apex of Forever
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Trample
You may cast this card from your graveyard using its mutate ability.
Trample
You may cast this card from your graveyard using its mutate ability.
Legendary Creature - Beast Elemental Nightmare

Recursion
(CTRL to add secondary)
Removal
Gemrazer
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach, trample
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
Reach, trample
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
Creature - Beast

Weeping Angel
Flash
First strike, vigilance
Whenever an opponent casts a creature spell, this creature isn't a creature until end of turn.
If this creature would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library.
First strike, vigilance
Whenever an opponent casts a creature spell, this creature isn't a creature until end of turn.
If this creature would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library.
Creature Artifact - Angel Alien

Removal
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"It's Voltron time! Have you ever wanted to play a commander with so many abilities you need a dry erase board just to show them all? Then this is the deck for you. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"1) Rules Notes:"},{"insert":"\nHow many counters can one "},{"insert":{"card-link":"Indominus Rex, Alpha"}},{"insert":" have from a single cast? At first, you might say 12, since the card lists 12 abilities: flying, first strike, double strike, deathtouch, hexproof, haste, indestructible, lifelink, menace, reach, trample and vigilance. You might lower that to 11 when you find out that the Sultai color identity does not currently have a creature that naturally has double strike. However, two of these keywords (hexproof and trample) have keyword variants. See the Comp Rules citation below:\n\n"},{"attributes":{"bold":true},"insert":"Magic Comp Rules 702.1c:"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"An effect may state that \"the same is true for\" a list of keyword abilities or similar. If one of these keyword abilities has variants or variables and the effect grants that keyword of counters of that keyword to one of more objects and/or players, it grants each appropriate variant and variable of that keyword. "},{"insert":"\n\nThat means that cards like "},{"insert":{"card-link":"Breaker of Creation"}},{"insert":", "},{"insert":{"card-link":"Eradicator Valkyrie"}},{"insert":" , "},{"insert":{"card-link":"Volatile Stormdrake"}},{"insert":" and "},{"insert":{"card-link":"Thrasta, Tempest's Roar"}},{"insert":" can get you some hard to name counters. The Breaker is exceptionally powerful, granting you all five hexproof counters in one shot due to the way its ability is defined in the Comp Rules (see below):\n\n"},{"attributes":{"bold":true},"insert":"Magic Comp Rules 702.11g"},{"insert":" \n"},{"attributes":{"italic":true},"insert":"\"Hexproof from each [characteristic]\" is shorthand for \"hexproof from [quality A,]\" \"hexproof from [quality B],\" and so on for each possible quality the listed characteristic could have; it behaves as multiple separate hexproof abilities. "},{"insert":"\n\nAll of this brings the total up quite a bit, 20 by my count, if you wanted to min/max for that. For reference, to get all 20 in one activation requires 7 cards be discarded:\n"},{"insert":{"card-link":"Breaker of Creation"}},{"insert":" (the hexproof from individual colors) \n"},{"insert":{"card-link":"Eradicator Valkyrie"}},{"insert":" (hexproof from planeswalkers)\n"},{"insert":{"card-link":"Volatile Stormdrake"}},{"insert":" (hexproof from activated and triggered abilities)\n"},{"insert":{"card-link":"Thrasta, Tempest's Roar"}},{"insert":" (trample over planeswalkers)\n"},{"insert":{"card-link":"Hit-Monkey"}},{"insert":" (multiple ability coverage, nothing unique)\n"},{"insert":{"card-link":"Sire of Seven Deaths"}},{"insert":" (first strike, multiple other ability coverage)\n"},{"insert":{"card-link":"Krang, Utrom Warlord"}},{"insert":" (indestructible, multiple other ability coverage)\n\nThis is obviously a magic Christmas time scenario, and I am not currently including all these cards in the deck, but hey, I posed the question so I should at least try to answer it. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"2) Card Selection"},{"insert":"\nThe creature base is where you get to customize the deck and really show your style/preferences. Do you like Universes Beyond? Lets team up "},{"insert":{"card-link":"Galactus, Devourer of Worlds"}},{"insert":" , "},{"insert":{"card-link":"Hit-Monkey"}},{"insert":" , "},{"insert":{"card-link":"Karvanista, Loyal Lupari // Lupari Shield"}},{"insert":" , and "},{"insert":{"card-link":"Krang, Utrom Warlord"}},{"insert":" . You could also choose to max the number of potential counters from a single Enters trigger, or prioritize a single keyword or keyword combination. I think this would be an excellent decklist to utilize modular deckbuilding, where you have several packages of pitch creatures and rotate them in and out of the deck between games. To read more about modular deckbuilding, check out this article by Jonathan Zuccheti on edhrec:\n\nhttps://edhrec.com/articles/how-modular-deckbuilding-works-in-commander\n\nCurrently, I am using a complicated algorithm I like to call \"creatures that I think are cool.\" Tailor it to your playgroup. Ours has been going (+1/+1) counter crazy lately, so I added "},{"insert":{"card-link":"Sin, Unending Cataclysm"}},{"insert":" . It makes the board state much easier to keep track of, getting rid of all those various counters and maybe even reducing the player count as a little treat. \n\nClone effects that can copy a legendary creature are also hugely powerful. Indominus usually refills my hand when it is cast, so I am often ready to cast another one right away. "},{"insert":{"card-link":"Chameleon, Master of Disguise"}},{"insert":" , "},{"insert":{"card-link":"Sakashima of a Thousand Faces"}},{"insert":" , and "},{"insert":{"card-link":"Spark Double"}},{"insert":" all get you another copy of your favorite dino. Spark double even comes in with an additional +1/+1, netting you an additional card drawn from the \"enters\" ability. \n\nBoard sweepers should lean towards effects that leave behind an indestructible creature, which is why I am currently running "},{"insert":{"card-link":"Damnation"}},{"insert":" . "},{"insert":{"card-link":"Living Death"}},{"insert":" is usually an auto-include: with all those powerful creatures you are discarding, you should have a pretty great board state once it resolves. However, I need some faster, more flexible answers so I am currently running "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" . For that same reason,"},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" is also a must-have. You have to be careful, since it can kill your commander and there are a lot of mana dorks laying around who can get caught up in the Deluge, but the flexibility it provides is unmatched at the cost, and the life loss can be easily offset by your (sometimes) lifelinking Commander. \n\n The removal has a couple of fight spells that help your land count: "},{"insert":{"card-link":"Bushwhack"}},{"insert":" ,"},{"insert":{"card-link":"Khalni Ambush // Khalni Territory"}},{"insert":" , "},{"insert":{"card-link":"Bridgeworks Battle // Tanglespan Bridgeworks"}},{"insert":" , and some versatile staples like "},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":" and "},{"insert":{"card-link":"Beast Within"}},{"insert":" . Also the free Commander spells like"},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" and"},{"insert":{"card-link":"Deadly Rollick"}},{"insert":" , since you are already pretty dependent on your commander. Now for the all-star: "},{"insert":{"card-link":"Berserk"}},{"insert":" . This is just the best spell. You can use it on your commander to get a commander damage kill, or on one of your opponents’ creatures to cause a ton of damage that also results in a threatening creature dying. And the funniest part? Berserk “destroys” the creature, so if your commander has indestructible, you can cast it on him with no downside. Your berserk Dino will ignore the destroy effect and just go about his business chomping your opponents. This is also the reason I have added "},{"insert":{"card-link":"Simulacrum"}},{"insert":" to the Deck; all the indestructibility makes it a fun trick that often leaves me without losing a single creature. \n\nFor this deck, I think most ramp should be in the form of creatures, preferably with relevant keywords like "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":" , or "},{"insert":{"card-link":"The Warring Triad"}},{"insert":" . I am not using a Sol Ring because my Commander doesn't have 2 generic mana in the cost, meaning the initial boost I would get from a Sol Ring is somewhat diminished. I have been trying to find decks to cut Sol Ring out of anyway, to add some variety to my ramp, so this, combined with the benefit I get in this deck from using mana creatures with keywords seemed like reason enough. These key-worded mana dorks can become threats themselves later in the game, after a "},{"insert":{"card-link":"Germination Practicum"}},{"insert":" or a "},{"insert":{"card-link":"Brokkos, Apex of Forever"}},{"insert":" . \n\nA lot of the card draw comes from the Commander, through the enters ability, clones with an enters ability, or combat triggers through "},{"insert":{"card-link":"Vraska Joins Up"}},{"insert":" and "},{"insert":{"card-link":"Blitzball Stadium"}},{"insert":" . Also, how amazing is Blitzball Stadium in this deck? Makes your commander unblockable and adds card draw for each kind of counter on it? This is a real Challenge the Stats (rip EDHrec Cast) contender, only showing up in about 9% of the Indominus decks. \n\nThe deck’s mana base is a work in progress. I am running 35 lands, plus 4 MDFC, plus 2 one-mana land cyclers - "},{"insert":{"card-link":"Bushwhack"}},{"insert":" and "},{"insert":{"card-link":"Generous Ent"}},{"insert":" which can act like tapped lands. I am trying to use the MDFC's and land cyclers to keep my gas level high, without having too many tapped lands (up to 6 counting 3 of the MDFC, the 2 land cyclers, and "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" ). \n\nWhen playing this deck you will be assessed as the threat, regardless of the board state, so this deck doesn’t win a lot. That being said, it is a heck of a lot of fun to play, and will give you some of the craziest plays you will ever see. \n"}]}





























































































