202 views10 hrs ago
Commander
Size: 100Est cost: $593.02Salt sum: 47.3
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
Commander
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Benefit From Play
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.
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

Benefit From Play
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Benefit From Sac
Benefit From Sac
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Counters For Szarel
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.)
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

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.)
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

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.
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

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.
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

Counters For Szarel
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Deforestation + Benefit From Sac
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

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.
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

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
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

Deforestation + Benefit From Sac
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Get Moar Land
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.
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

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

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.
, : 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

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.
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

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.
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

Get Moar Land
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Good Ol' Land
Good Ol' Land
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Green Staple
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.
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

Green Staple
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Land that dies and or kills
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.
: 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

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.
: 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

Land that dies and or kills
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My Beloveds
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.
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

My Beloveds
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Save Conduit of Worlds
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.
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

Save Conduit of Worlds
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Semi-Questionable Interaction
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.
• 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

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

Semi-Questionable Interaction
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YOU WIN IF RESOLVES GO FACE EVERY TIME
YOU WIN IF RESOLVES GO FACE EVERY TIME
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Maybeboard
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.)
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

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.)
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

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.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

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.
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.
Creature - Insect Scientist

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.)
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

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."
−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

Maybeboard
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Deck Info
Deck stats
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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"}]}




















































































