202 views10 hrs ago
Commander
Size: 100Est cost: $593.02Salt sum: 47.3
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KolorlessKol

202 views10 hrs ago
Commander
Size: 100Est cost: $593.02Salt sum: 47.3

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{"ops":[{"attributes":{"underline":true},"insert":"G. S. L. A. W. "},{"insert":"\nGet Sac Land And Win \n\nSimple as, get something that benefits land coming down, make it rain, play commander, ad nauseum sac lands, place counters on other creatures, put counters on Szarel whenever possible, sac land to move those counters to other creatures, sac an absurd amount of more land, go impossibly wide and tall with trample flying etc, sac more lands for good measure, win.\n\nNo dorks no rocks and 34 lands that will feel like 50, your fast ramp is replaying the sac land in the grave with \"play an additional land\" \n\nYou're essentially playing a colored mana token power stone spam deck where instead of sacing the artifacts for value, it's land\n\nThanks to All Will Be One, you get to decide when the game is over.\n\n"},{"attributes":{"underline":true},"insert":"Why Play Szarel Over Hearthhull?"},{"insert":"\nBecause he's more fun, having the ability to play lands from the graveyard in the command zone enables any and all land sacing, it's insane how much you can get away with, hell I removed Icetill from the deck for being too slow and normally that's the most important piece to a Hearthhull deck, and therefore it's Achille's Heel. \n\nWith Hearth, your opponent's game becomes, get rid of your ability to play lands from the grave and they shut down your engine, they'll exile the Conduit and/or Crucible of Worlds, leaving you praying on your sac draws to replenish the lost lands. Szarel solves this problem by just being that guy, grabbing it for you.\n\nIt's shockingly easy to transfer counters to him as well, thus transferring counters to others feeding its own loop making even Ouroboroid seem redundant. Frankly, counters are just too easy to abuse in green, god forbid you have all 3 doublers on the field, your table wouldn't and shouldn't forgive you and kamikaze themselves just to make sure you don't win.\n\nThat being said it's still an incredible piece in the 99 that when compounded with Szarel it quickly runs over the table. The one negative is losing the card draw, I'm sure you'll figure it out.\n\nYou can stop reading now, everything after this is nonsense conjecture written by a schizophrenic arguing with themselves\n__________________________________________________________________________\n\nMy job, my real life job is doing math all day, all on the fly no calculator no hand holding all big figures and mental imaging, and brother, the most important advice I can give for playing this deck, bring a notepad, pencil, and the Texas Instruments calculator you stole from your 6th grade math class to the game, people are going to want proof at least.\n \nIf your starting hand has "},{"attributes":{"underline":true},"insert":"Horizon Explorer, Spelunking or Fabled Passage"},{"insert":", you play that mfer, no matter how much land is, or is not in there. Those 3 cards turn the turn 6 double sac land into usable mana for that turn and not just an easy out for triggering Szarel's ability for \"free\" as that is one of the later game issues of the deck, do I go for easy sac triggers by playing the twisted landscape in my graveyard or the basic land so I can use it for spells this turn. However, this is like a, \"do I eat my caviar in my Lamborghini or personal movie theater\" kind of problem so don't think too hard on it. But having one of these three cards is like you plowed your lambo through the back wall of your home theater for the perfect seat\n\nWhen searching for lands prioritize the big 3 first then doubling up on forests, next swamps, and then mountains the second normally held for sacing purposes until you can get more lands, then you just dump forests once you have a surplus X cost spells normally cast around 10 - 12 + color pip, but with some Tectonic Split shenanigans you can get away with much more and solidly fixing your mana base giving you a good bounce back if you get wiped or commander removed\n\nYour turns take FOREVER, try not to be an ass who takes everyone out of the game going \"uh wait do I want to sac this much land\" and pondering for 5 minutes, you'll get the mana back little bro. You'll know you're playing this deck right when you have 8-10 land cards in your graveyard with 6 on the field \n\nRemember your triggers, separate you board into, when I sac a land, and when I play a land triggers, go down the gd list if you need to. Layer your tokens by counter numbers and designate the amount of them with dice, I'm dead serious man this shit gets outta hand fast. \n\nPlay all 3 of your additional sac lands at once!!!! Apply counters then search for your desired lands, don't play sac land, landfall, tap, sac triggers, counters, search, landfall into play sac land, landfall, tap, sac triggers, counters, search, landfall for the love of god just do all instances of it in one go, wtf are they gonna do interact with playing lands(killing your commander)? Be very careful when doing this with Mossborne and Scutes esp with doubling season, your table will prefer to visually see the progression on those instead of just being told \"its 12,678/12,678 after all of the triggers\" anyways(right?) \n\nEither way after all of the exile interaction the big pieces will be gone, with no Mossborne and no Scutes to recur, I recommend nuking your land-base into oblivion with Hearthhull or any other big sac to damage outlet to end off the game, Planetary Annihilation is in there for that reason, fuck a Blasphemous that'll kill Hearth(I forget all the creatures are functionally 20/20s with Szarel, however) and wont sac lands for even more damage\n\nBarbed servitor, really funny, personal favorite put some counters on him and watch the enemy break down at the thought of you drawing one card, use Alesha and Horizon Explorer for landers which = sac and land seriously who tf made this card, albeit the sac is a token)\nMaybe add more chances for recursion, as milling a couple key pieces can feel super demoralizing i.e. anything that recurs other permanents and not itself \nStg funniest shit you can do is Crop Rotation into Riveteers Overlook after playing a Mossborne with your commander out, I dare you to do it without cracking a smile.\nDon't sleep on my 10 mana double sac outlet w/ interaction GOAT WOOOOOOOOOOORRRRRRRRLD BREEEEEEEEEAAAKERRRRRRR\n\nYES IT HAS LANDFALL, GUESS WHAT PAL, TO SAC A LAND I GOTTA PLAY IT FIRST AND IF ITS A SAC LAND I GET 1 SAC TRIGGER AND 2 LANDFALL TRIGGERS HOW CAN I NOT CAPITALIZE ON THAT\n\nthe only way I get rid of landfall is to go fully into land destruction and no one wants to play that, they should over landfall, but pull up to the pod and say you have a land destruction deck, see how that goes.\n\nPls don't look up Soulless Jailer\n"}]}

Commander

Qty: 1 Price: $1.29
Szarel, Genesis Shepherd
Flying
You may play lands from your graveyard.
Whenever you sacrifice another nontoken permanent during your turn, put a number of +1/+1 counters equal to Szarel's power on up to one other target creature.
Legendary Creature - Druid Insect
Szarel, Genesis Shepherd (eoc) 4

Commander

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Benefit From Play

Qty: 5 Price: $33.15
Mossborn Hydra
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
Creature - Elemental Hydra
Mossborn Hydra (fdn) 107
Omnath, Locus of Rage
Landfall — Whenever a land you control enters, create a 5/5 red and green Elemental creature token.
Whenever Omnath or another Elemental you control dies, Omnath deals 3 damage to any target.
Legendary Creature - Elemental
Omnath, Locus of Rage (eoc) 123
Rampaging Baloths
Trample
Landfall — Whenever a land you control enters, create a 4/4 green Beast creature token.
Creature - Beast
Rampaging Baloths (eoc) 104
Scute Swarm
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
Creature - Insect
Scute Swarm (dsc) 197
Tannuk, Memorial Ensign
Landfall — Whenever a land you control enters, Tannuk deals 1 damage to each opponent. If this is the second time this ability has resolved this turn, draw a card.
Legendary Creature - Kavu Pilot
Tannuk, Memorial Ensign (eoe) 233

Benefit From Play

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Benefit From Sac

Qty: 5 Price: $3.01
Juri, Master of the Revue
Whenever you sacrifice a permanent, put a +1/+1 counter on Juri.
When Juri dies, it deals damage equal to its power to any target.
Legendary Creature - Human Shaman
Juri, Master of the Revue (eoc) 119
Mayhem Devil
Whenever a player sacrifices a permanent, this creature deals 1 damage to any target.
Creature - Devil
Mayhem Devil (eoc) 121
Mazirek, Kraul Death Priest
Flying
Whenever a player sacrifices another permanent, put a +1/+1 counter on each creature you control.
Legendary Creature - Shaman Insect
Mazirek, Kraul Death Priest (eoc) 122
Multani, Yavimaya's Avatar
Reach, trample
Multani gets +1/+1 for each land you control and each land card in your graveyard.
, Return two lands you control to their owner's hand: Return this card from your graveyard to your hand.
Legendary Creature - Avatar Elemental
Multani, Yavimaya's Avatar (eoc) 100
Scouring Swarm
Flying
Whenever you sacrifice a land, create a tapped token that's a copy of this creature if seven or more land cards are in your graveyard. Otherwise, create a tapped 1/1 black Insect creature token with flying.
Creature - Insect
Scouring Swarm (eoc) 16

Benefit From Sac

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Counters For Szarel

Qty: 12 Price: $327.74
Bristly Bill, Spine Sower
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
: Double the number of +1/+1 counters on each creature you control.
Legendary Creature - Druid Plant
Bristly Bill, Spine Sower (otj) 157
Broodguard Elite
This creature enters with X +1/+1 counters on it.
When this creature leaves the battlefield, put its counters on target creature you control.
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 - Knight Insect
Broodguard Elite (eoe) 175
Doubling Season
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Enchantment
Doubling Season (fdn) 216
Host of the Hereafter
This creature enters with two +1/+1 counters on it.
Whenever this creature or another creature you control dies, if it had counters on it, put its counters on up to one target creature you control.
Creature - Zombie Warlock
Host of the Hereafter (tdm) 193
Hydra's Growth
Enchant creature
When this Aura enters, put a +1/+1 counter on enchanted creature.
At the beginning of your upkeep, double the number of +1/+1 counters on enchanted creature.
Enchantment - Aura
Hydra's Growth (j22) 89
Loading Zone
If one or more counters would be put on a creature, Spacecraft, or Planet you control, twice that many of each of those kinds of counters are put on it instead.
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
Loading Zone (eoe) 196
Ouroboroid
At the beginning of combat on your turn, put X +1/+1 counters on each creature you control, where X is this creature's power.
Creature - Plant Wurm
Ouroboroid (eoe) 201
Primeval Bounty
Whenever you cast a creature spell, create a 3/3 green Beast creature token.
Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.
Landfall — Whenever a land you control enters, you gain 3 life.
Enchantment
Primeval Bounty (fdn) 644
Quilled Greatwurm
Trample
Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.)
You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.
Creature - Wurm
Quilled Greatwurm (fdn) 111
Scythecat Cub
Trample
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control. If this is the second time this ability has resolved this turn, double the number of +1/+1 counters on that creature instead.
Creature - Cat
Scythecat Cub (j25) 24
The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact
The Ozolith (iko) 237
Vorinclex, Monstrous Raider
Trample, haste
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
Legendary Creature - Praetor Phyrexian
Vorinclex, Monstrous Raider (khm) 199

Counters For Szarel

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Deforestation + Benefit From Sac

Qty: 13 Price: $26.65
Army Ants
, Sacrifice a land: Destroy target land.
Creature - Insect
Army Ants (plst) VIS-126
Braids, Arisen Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature - Nightmare
Braids, Arisen Nightmare (eoc) 82
Crop Rotation
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
Instant
Crop Rotation (dmr) 154
God-Eternal Bontu
Menace
When God-Eternal Bontu enters, sacrifice any number of other permanents, then draw that many cards.
When God-Eternal Bontu dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Zombie God
God-Eternal Bontu (eoc) 83
Harrow
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Instant
Harrow (eoc) 98
Hearthhull, the Worldseed
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+.)
2+ |
,
, Sacrifice a land: Draw two cards. You may play an additional land this turn.
8+ | Flying, vigilance, haste
Whenever you sacrifice a land, each opponent loses 2 life.
Legendary Artifact - Spacecraft
Hearthhull, the Worldseed (eoc) 1
Korvold, Fae-Cursed King
Flying
Whenever Korvold enters or attacks, sacrifice another permanent.
Whenever you sacrifice a permanent, put a +1/+1 counter on Korvold and draw a card.
Legendary Creature - Dragon Noble
Korvold, Fae-Cursed King (eoc) 120
Larval Scoutlander
When this Spacecraft enters, you may sacrifice a land or Lander. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
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 7+.)
7+ | Flying
Artifact - Spacecraft
Larval Scoutlander (eoe) 194
Planar Engineering
Sacrifice two lands. Search your library for four basic land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Planar Engineering (sos) 158
Planetary Annihilation
Each player chooses six lands they control, then sacrifices the rest. Planetary Annihilation deals 6 damage to each creature.
Sorcery
Planetary Annihilation (eoc) 12
Tectonic Split
As an additional cost to cast this spell, sacrifice half the lands you control, rounded up.
Hexproof
Lands you control have "
: Add three mana of any one color."
Enchantment
Tectonic Split (tle) 144
Uurg, Spawn of Turg
Uurg's power is equal to the number of land cards in your graveyard.
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
, Sacrifice a land: You gain 2 life.
Legendary Creature - Beast Frog
Uurg, Spawn of Turg (eoc) 127
Zuran Orb
Sacrifice a land: You gain 2 life.
Artifact
Zuran Orb (mh2) 300

Deforestation + Benefit From Sac

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Get Moar Land

Qty: 10 Price: $48.50
Azusa, Lost but Seeking
You may play two additional lands on each of your turns.
Legendary Creature - Human Monk
Azusa, Lost but Seeking (cmm) 274
Conduit of Worlds
You may play lands from your graveyard.
: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
Artifact
Conduit of Worlds (tdc) 251
Druid Class
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Enchantment - Class
Druid Class (afr) 180
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.
Artifact - Spacecraft
Exploration Broodship (eoc) 34
Horizon Explorer
Lands you control enter untapped.
Whenever you attack a player, 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.")
Creature - Scout Insect
Horizon Explorer (eoc) 15
Loot, Exuberant Explorer
You may play an additional land on each of your turns.
,
: Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
Legendary Creature - Beast Noble
Loot, Exuberant Explorer (fdn) 106
Oracle of Mul Daya
You may play an additional land on each of your turns.
Play with the top card of your library revealed.
You may play lands from the top of your library.
Creature - Elf Shaman
Oracle of Mul Daya (eoc) 102
Spelunking
When this enchantment enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life.
Lands you control enter untapped.
Enchantment
Spelunking (lci) 213
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.
Legendary Creature - Horror Frog
The Gitrog Monster (eoc) 117
Valakut Exploration
Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
Enchantment
Valakut Exploration (znr) 175

Get Moar Land

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Good Ol' Land

Qty: 26 Price: $38.44
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (eoc) 59
Evendo, Waking Haven
This land enters tapped.
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ |
,
: Add
for each creature you control.
Land - Planet
Evendo, Waking Haven (eoe) 253
Forest
(
: Add
.)
Basic Land - Forest
Forest (tla) 286
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (tla) 285
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (tdc) 386
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (tla) 284

Good Ol' Land

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Green Staple

Qty: 1 Price: $0.99
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment
Garruk's Uprising (fdn) 220

Green Staple

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Land that dies and or kills

Qty: 12 Price: $32.92
Command Bridge
This land enters tapped.
When this land enters, sacrifice it unless you tap an untapped permanent you control.
: Add one mana of any color.
Land
Command Bridge (eoe) 252
Eumidian Hatchery
, Pay 1 life: Add
. Put a hatchling counter on this land.
When this land is put into a graveyard from the battlefield, for each hatchling counter on it, create a 1/1 black Insect creature token with flying.
Land
Eumidian Hatchery (eoc) 20
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (eoc) 158
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (eoc) 60
Kavaron, Memorial World
This land enters tapped.
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ |
,
, Sacrifice a land: Create a 2/2 colorless Robot artifact creature token, then creatures you control get +1/+0 and gain haste until end of turn.
Land - Planet
Kavaron, Memorial World (eoe) 255
Lotus Field
Hexproof
This land enters tapped.
When this land enters, sacrifice two lands.
: Add three mana of any one color.
Land
Lotus Field (m20) 249
Nurturing Peatland
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Nurturing Peatland (mh1) 243
Riveteers Overlook
When this land enters, sacrifice it. When you do, search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Riveteers Overlook (eoc) 172
Susur Secundi, Void Altar
This land enters tapped.
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ |
,
, Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land - Planet
Susur Secundi, Void Altar (eoe) 259
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (eoc) 62
Twisted Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Twisted Landscape (mh3) 232
Urza's Cave
: Add
.
,
, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Land - Urza's Cave
Urza's Cave (mh3) 234

Land that dies and or kills

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My Beloveds

Qty: 2 Price: $1.88
Barbed Servitor
Indestructible
When this creature enters, suspect it. (It has menace and can't block.)
Whenever this creature deals combat damage to a player, you draw a card and you lose 1 life.
Whenever this creature is dealt damage, target opponent loses that much life.
Creature Artifact - Construct
Barbed Servitor (mkm) 77
Hormagaunt Horde
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.)
Endless Swarm — Whenever a land you control enters, you may pay
. If you do, return this card from your graveyard to your hand.
Creature - Tyranid
Hormagaunt Horde (40k) 93

My Beloveds

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Save Conduit of Worlds

Qty: 3 Price: $3.23
Alesha, Who Laughs at Fate
First strike
Whenever Alesha attacks, put a +1/+1 counter on it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Legendary Creature - Human Warrior
Alesha, Who Laughs at Fate (fdn) 115
Emergency Weld
Return target artifact or creature card from your graveyard to your hand. Create a 1/1 colorless Soldier artifact creature token.
Sorcery
Emergency Weld (bro) 93
Nyx Weaver
Reach
At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this creature: Return target card from your graveyard to your hand.
Creature Enchantment - Spider
Nyx Weaver (tdc) 298

Save Conduit of Worlds

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Semi-Questionable Interaction

Qty: 9 Price: $55.23
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant
Archdruid's Charm (mkm) 151
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.
Sorcery
Chocobo Kick (fin) 178
Deadly Rollick
If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature.
Instant
Deadly Rollick (cmm) 147
Hero's Downfall
Destroy target creature or planeswalker.
Instant
Hero's Downfall (fdn) 175
Pest Infestation
Destroy up to X target artifacts and/or enchantments. Create twice X 1/1 black and green Pest creature tokens with "When this token dies, you gain 1 life."
Sorcery
Pest Infestation (eoc) 103
Rakdos Charm
Choose one —
• Exile target player's graveyard.
• Destroy target artifact.
• Each creature deals 1 damage to its controller.
Instant
Rakdos Charm (eoc) 125
Tectonic Break
Each player sacrifices X lands of their choice.
Sorcery
Tectonic Break (mmq) 216
World Breaker
Devoid (This card has no color.)
When you cast this spell, exile target artifact, enchantment, or land.
Reach
, Sacrifice a land: Return this card from your graveyard to your hand. (
represents colorless mana.)
Creature - Eldrazi
World Breaker (eoc) 112
Worldsoul's Rage
Worldsoul's Rage deals X damage to any target. Put up to X land cards from your hand and/or graveyard onto the battlefield tapped.
Sorcery
Worldsoul's Rage (eoc) 130

Semi-Questionable Interaction

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YOU WIN IF RESOLVES GO FACE EVERY TIME

Qty: 1 Price: $19.99
All Will Be One
Whenever you put one or more counters on a permanent or player, this enchantment deals that much damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
Enchantment
All Will Be One (one) 118

YOU WIN IF RESOLVES GO FACE EVERY TIME

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Augur of Autumn
You may look at the top card of your library any time.
You may play lands from the top of your library.
Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.
Creature - Human Druid
Augur of Autumn (eoc) 92
Braids, Cabal Minion
At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land of their choice.
Legendary Creature - Human Minion
Braids, Cabal Minion (mh2) 273
Court of Garenbrig
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, distribute two +1/+1 counters among up to two target creatures. Then if you're the monarch, double the number of +1/+1 counters on each creature you control.
Enchantment
Court of Garenbrig (woc) 25
Devastating Onslaught
Create X tokens that are copies of target artifact or creature you control. Those tokens gain haste until end of turn. Sacrifice them at the beginning of the next end step.
Sorcery
Devastating Onslaught (eoe) 308
Devastating Summons
As an additional cost to cast this spell, sacrifice X lands.
Create two X/X red Elemental creature tokens.
Sorcery
Devastating Summons (roe) 140
Disturbing Mirth
When this enchantment enters, you may sacrifice another enchantment or creature. If you do, draw two cards.
When you sacrifice this enchantment, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Enchantment
Disturbing Mirth (dsk) 212
Dragon Appeasement
Skip your draw step.
Whenever you sacrifice a creature, you may draw a card.
Enchantment
Dragon Appeasement (arb) 115
Eden, Seat of the Sanctum
: Add
.
,
: Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand.
Land - Town
Eden, Seat of the Sanctum (fin) 277
Endless Cockroaches
When this creature dies, return it to its owner's hand.
Creature - Insect
Endless Cockroaches (j25) 433
Eumidian Wastewaker
Whenever this creature attacks, you and defending player each discard a card or sacrifice a permanent. You draw a card for each land card put into a graveyard this way.
Encore
(
, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Cleric Insect
Eumidian Wastewaker (eoc) 8
Fulminator Mage
Sacrifice this creature: Destroy target nonbasic land.
Creature - Elemental Shaman
Fulminator Mage (2xm) 196
Fungal Colossus
This spell costs
less to cast, where X is the number of differently named lands you control.
Creature - Beast Fungus
Fungal Colossus (eoe) 184
Ghalta, Primal Hunger
This spell costs
less to cast, where X is the total power of creatures you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Legendary Creature - Elder Dinosaur
Ghalta, Primal Hunger (fdn) 222
Glacial Chasm
Cumulative upkeep—Pay 2 life. (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.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land
Glacial Chasm (ice) 353
Greater Good
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Enchantment
Greater Good (blc) 223
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
Creature - Scout Insect
Icetill Explorer (eoe) 192
Jaya's Immolating Inferno
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Jaya's Immolating Inferno deals X damage to each of up to three targets.
Legendary Sorcery
Jaya's Immolating Inferno (cmr) 415
Kalonian Hydra
Trample
This creature enters with four +1/+1 counters on it.
Whenever this creature attacks, double the number of +1/+1 counters on each creature you control.
Creature - Hydra
Kalonian Hydra (blc) 226
Meteor Shower
Meteor Shower deals X plus 1 damage divided as you choose among any number of targets.
Sorcery
Meteor Shower (ice) 202
Murder
Destroy target creature.
Instant
Murder (j25) 467
Realms Uncharted
Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
Instant
Realms Uncharted (roe) 206
Savage Beating
Cast this spell only during combat on your turn.
Choose one —
• Creatures you control gain double strike until end of turn.
• Untap all creatures you control. After this phase, there is an additional combat phase.
Entwine
(Choose both if you pay the entwine cost.)
Instant
Savage Beating (cmm) 252
Sazh's Chocobo
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.
Creature - Bird
Sazh's Chocobo (fin) 200
Seedship Agrarian
Whenever this creature becomes tapped, 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, put a +1/+1 counter on this creature.
Creature - Insect Scientist
Seedship Agrarian (eoe) 204
Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk
Six (mh3) 169
Spiked Ripsaw
Equipped creature gets +3/+3.
Whenever equipped creature attacks, you may sacrifice a Forest. If you do, that creature gains trample until end of turn.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Spiked Ripsaw (vow) 220
Strip Mine
: Add
.
, Sacrifice this land: Destroy target land.
Land
Strip Mine (4ed) 363
Terrasymbiosis
Whenever you put one or more +1/+1 counters on a creature you control, you may draw that many cards. Do this only once each turn.
Enchantment
Terrasymbiosis (eoe) 210
Vraska, Golgari Queen
+2: You may sacrifice another permanent. If you do, you gain 1 life and draw a card.
−3: Destroy target nonland permanent with mana value 3 or less.
−9: You get an emblem with "Whenever a creature you control deals combat damage to a player, that player loses the game."
Legendary Planeswalker - Vraska
Vraska, Golgari Queen (grn) 213
Wasteland
: Add
.
, Sacrifice this land: Destroy target nonbasic land.
Land
Wasteland (ema) 248
West Wind Avatar
Trample
Whenever this creature enters or attacks, you may sacrifice a token or a land. If you do, you gain 3 life.
Disappear — At the beginning of your end step, if a permanent left the battlefield under your control this turn, draw a card.
Creature - Avatar Spirit Cat
West Wind Avatar (tmt) 137

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
24 pips - 20 cards
18 mana - 14 cards
19 pips - 15 cards
15 mana - 11 cards
56 pips - 45 cards
21 mana - 16 cards
0 pips - 0 cards
3 mana - 3 cards
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Deck extras (0)

Description

{"ops":[{"attributes":{"underline":true},"insert":"G. S. L. A. W. "},{"insert":"\nGet Sac Land And Win \n\nSimple as, get something that benefits land coming down, make it rain, play commander, ad nauseum sac lands, place counters on other creatures, put counters on Szarel whenever possible, sac land to move those counters to other creatures, sac an absurd amount of more land, go impossibly wide and tall with trample flying etc, sac more lands for good measure, win.\n\nNo dorks no rocks and 34 lands that will feel like 50, your fast ramp is replaying the sac land in the grave with \"play an additional land\" \n\nYou're essentially playing a colored mana token power stone spam deck where instead of sacing the artifacts for value, it's land\n\nThanks to All Will Be One, you get to decide when the game is over.\n\n"},{"attributes":{"underline":true},"insert":"Why Play Szarel Over Hearthhull?"},{"insert":"\nBecause he's more fun, having the ability to play lands from the graveyard in the command zone enables any and all land sacing, it's insane how much you can get away with, hell I removed Icetill from the deck for being too slow and normally that's the most important piece to a Hearthhull deck, and therefore it's Achille's Heel. \n\nWith Hearth, your opponent's game becomes, get rid of your ability to play lands from the grave and they shut down your engine, they'll exile the Conduit and/or Crucible of Worlds, leaving you praying on your sac draws to replenish the lost lands. Szarel solves this problem by just being that guy, grabbing it for you.\n\nIt's shockingly easy to transfer counters to him as well, thus transferring counters to others feeding its own loop making even Ouroboroid seem redundant. Frankly, counters are just too easy to abuse in green, god forbid you have all 3 doublers on the field, your table wouldn't and shouldn't forgive you and kamikaze themselves just to make sure you don't win.\n\nThat being said it's still an incredible piece in the 99 that when compounded with Szarel it quickly runs over the table. The one negative is losing the card draw, I'm sure you'll figure it out.\n\nYou can stop reading now, everything after this is nonsense conjecture written by a schizophrenic arguing with themselves\n__________________________________________________________________________\n\nMy job, my real life job is doing math all day, all on the fly no calculator no hand holding all big figures and mental imaging, and brother, the most important advice I can give for playing this deck, bring a notepad, pencil, and the Texas Instruments calculator you stole from your 6th grade math class to the game, people are going to want proof at least.\n \nIf your starting hand has "},{"attributes":{"underline":true},"insert":"Horizon Explorer, Spelunking or Fabled Passage"},{"insert":", you play that mfer, no matter how much land is, or is not in there. Those 3 cards turn the turn 6 double sac land into usable mana for that turn and not just an easy out for triggering Szarel's ability for \"free\" as that is one of the later game issues of the deck, do I go for easy sac triggers by playing the twisted landscape in my graveyard or the basic land so I can use it for spells this turn. However, this is like a, \"do I eat my caviar in my Lamborghini or personal movie theater\" kind of problem so don't think too hard on it. But having one of these three cards is like you plowed your lambo through the back wall of your home theater for the perfect seat\n\nWhen searching for lands prioritize the big 3 first then doubling up on forests, next swamps, and then mountains the second normally held for sacing purposes until you can get more lands, then you just dump forests once you have a surplus X cost spells normally cast around 10 - 12 + color pip, but with some Tectonic Split shenanigans you can get away with much more and solidly fixing your mana base giving you a good bounce back if you get wiped or commander removed\n\nYour turns take FOREVER, try not to be an ass who takes everyone out of the game going \"uh wait do I want to sac this much land\" and pondering for 5 minutes, you'll get the mana back little bro. You'll know you're playing this deck right when you have 8-10 land cards in your graveyard with 6 on the field \n\nRemember your triggers, separate you board into, when I sac a land, and when I play a land triggers, go down the gd list if you need to. Layer your tokens by counter numbers and designate the amount of them with dice, I'm dead serious man this shit gets outta hand fast. \n\nPlay all 3 of your additional sac lands at once!!!! Apply counters then search for your desired lands, don't play sac land, landfall, tap, sac triggers, counters, search, landfall into play sac land, landfall, tap, sac triggers, counters, search, landfall for the love of god just do all instances of it in one go, wtf are they gonna do interact with playing lands(killing your commander)? Be very careful when doing this with Mossborne and Scutes esp with doubling season, your table will prefer to visually see the progression on those instead of just being told \"its 12,678/12,678 after all of the triggers\" anyways(right?) \n\nEither way after all of the exile interaction the big pieces will be gone, with no Mossborne and no Scutes to recur, I recommend nuking your land-base into oblivion with Hearthhull or any other big sac to damage outlet to end off the game, Planetary Annihilation is in there for that reason, fuck a Blasphemous that'll kill Hearth(I forget all the creatures are functionally 20/20s with Szarel, however) and wont sac lands for even more damage\n\nBarbed servitor, really funny, personal favorite put some counters on him and watch the enemy break down at the thought of you drawing one card, use Alesha and Horizon Explorer for landers which = sac and land seriously who tf made this card, albeit the sac is a token)\nMaybe add more chances for recursion, as milling a couple key pieces can feel super demoralizing i.e. anything that recurs other permanents and not itself \nStg funniest shit you can do is Crop Rotation into Riveteers Overlook after playing a Mossborne with your commander out, I dare you to do it without cracking a smile.\nDon't sleep on my 10 mana double sac outlet w/ interaction GOAT WOOOOOOOOOOORRRRRRRRLD BREEEEEEEEEAAAKERRRRRRR\n\nYES IT HAS LANDFALL, GUESS WHAT PAL, TO SAC A LAND I GOTTA PLAY IT FIRST AND IF ITS A SAC LAND I GET 1 SAC TRIGGER AND 2 LANDFALL TRIGGERS HOW CAN I NOT CAPITALIZE ON THAT\n\nthe only way I get rid of landfall is to go fully into land destruction and no one wants to play that, they should over landfall, but pull up to the pod and say you have a land destruction deck, see how that goes.\n\nPls don't look up Soulless Jailer\n"}]}
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