xevious809
509 views11 months ago
Commander
Size: 100Salt sum: 28.27
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Rin and Seri, Inseparable
Whenever you cast a Dog spell, create a 1/1 green Cat creature token.
Whenever you cast a Cat spell, create a 1/1 white Dog creature token.
, : Rin and Seri deals damage to any target equal to the number of Dogs you control. You gain life equal to the number of Cats you control.
Whenever you cast a Cat spell, create a 1/1 white Dog creature token.
, : Rin and Seri deals damage to any target equal to the number of Dogs you control. You gain life equal to the number of Cats you control.
Legendary Creature - Cat Dog

Commander
(Ctrl to add secondary)
Hungry Lynx
Cats you control have protection from Rats. (They can't be blocked, targeted, or dealt damage by Rats.)
At the beginning of your end step, target opponent creates a 1/1 black Rat creature token with deathtouch.
Whenever a Rat dies, put a +1/+1 counter on each Cat you control.
At the beginning of your end step, target opponent creates a 1/1 black Rat creature token with deathtouch.
Whenever a Rat dies, put a +1/+1 counter on each Cat you control.
Creature - Cat

1. Strat - +1/+1
(Ctrl to add secondary)
1. Strat - Cat/Dog
(Ctrl to add secondary)
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
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

Enduring Courage
Whenever another creature you control enters, it gets +2/+0 and gains haste until end of turn.
When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Dog Glimmer

1. Strat - Cmdr/Mass Pump
(Ctrl to add secondary)
1. Strat - Token Synergy
(Ctrl to add secondary)
2. Ramp
(Ctrl to add secondary)
Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class

Descendants' Path
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.
Enchantment

Season of Gathering
Choose up to five worth of modes. You may choose the same mode more than once.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
Sorcery

3. Draw
(Ctrl to add secondary)
4. Removal - Multi
(Ctrl to add secondary)
4. Removal - Single
(Ctrl to add secondary)
5. Other - Protection
(Ctrl to add secondary)
5. Other - Recur
(Ctrl to add secondary)
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

6. Land
(Ctrl to add secondary)
Violent Outburst
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creatures you control get +1/+0 until end of turn.
Creatures you control get +1/+0 until end of turn.
Instant

Maybeboard
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Last edited: 10/31/25"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Editor's Note:"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"-When viewing deck and breakdown: group by multiple categories (for more detailed look at what function(s) each card serves)"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"-Deck is novice friendly (as it doesn't contain many complex mechanics) + it's very thematic to have cute animals"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"--When possible, I opted for mechanically simple cards and less complexity"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"--Deck includes \"modal\" spell cards. These cards have a black triangle in the upper lefthand corner. This means that you can either cast the spell side face-up or flip it over and play it as your land for turn. (Note: you will most likely have to play them as lands some of the time -- included in the deck are a couple land cards that require another land to be returned to hand in order to be played. A modal card would be your ideal target so you can have access to its spell side!)"},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Strategy:"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Accrue a wide board state and either continually chip away or perform one big swing with your army of cats and dogs to win. Try to get Rin & Seri out as early as possible and keep it protected! Be diligent and always be attacking the weakest player(s) when possible. Ideally you don't pick fights with someone if that means you'd lose a cat or dog in the process, as you'll typically need a wide board presence to close out the game. Don't forget that Rin & Seri's activated ability can be used during any phase and on any turn at instant speed! Keep that threat option open and use it for leverage as you attack with your army of cats & dogs. (Make your opponent think that if they retaliate against you, you'll destroy their creature or hit them with the activated ability of Rin & Seri. "},{"attributes":{"underline":true,"italic":true},"insert":"Play your non-combat impactful creatures during your second main phase as to keep mana open for a bluff during your combat."},{"attributes":{"italic":true},"insert":" The deck can run out of steam quickly, so take advantage of any draw spell you come across. "},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Ideal Starting Hand:"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"2+ lands (ideally one green as most your ramp spells require it), and a ramp spell (something that lets you play another land or taps for mana). Although cheap cat and dogs are nice to have, realistically, you won't get as much use out of them until Rin & Seri is in play... which will likely be turn 3-4."},{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Wincons:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Combat Damage --"},{"insert":" Win either through multiple turns via wide swings, or in one turn with one big swing. (\"Akroma's Will\" is your biggest closer.) Either way, keep a large board presence and pump your creatures up! Always be aggressive!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander Damage"},{"insert":" -- This is a fallback strategy. There are multiple ways to stack +1/+1 counters and other anthem buff effects for your commander."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Weaknesses:"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Loss of Commander --"},{"insert":" Given most your strategies revolve around Rin & Seri, having to repay to get it out again seriously slows your gameplan down. Either hold onto some of your protection spells or leverage deals/threats to keep them on the board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Boardwipes -- "},{"insert":"Seeing as combat damage is your main wincon, not having a board state is especially bad... plus the deck doesn't have much recursion."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lack of Draw --"},{"insert":" The average card cost in your deck is low, meaning that you'll be able to play 2+ spells a turn fairly consistently. Be sure to take advantage of draw effects as much as possible!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Search Targets:"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Built-in searching/tutoring should only be relegated to your land ramp package. Obviously, if a card states, \"find a basic land\", just pick the color you need (i.e. \"Mountain\" -- Red (R), \"Plains\" -- White (W), and \"Forest\" -- Green (G)). Otherwise, if a card lists a specific type of land (and not \"basic land\" verbatim), then search for "},{"attributes":{"underline":true,"italic":true},"insert":"\"Jetmir's Garden\""},{"attributes":{"italic":true},"insert":" first (as it is three colors!), and then if you already have that land, search for one of the 3 dual colored lands which list their types (i.e. \"Cinder Glade\" (GR), \"Canopy Vista\" (GW), and \"Scattered Groves\" (GW))."},{"insert":"\n"}]}




























































































