DatSwaggaMuffin
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Commander
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Commander
Slinza, the Spiked Stampede
Beast spells you cast cost less to cast.
Each other Beast creature you control enters with an additional +1/+1 counter on it.
Whenever Slinza or another creature with power 4 or greater enters, you may pay . When you do, Slinza fights target creature you don't control.
Each other Beast creature you control enters with an additional +1/+1 counter on it.
Whenever Slinza or another creature with power 4 or greater enters, you may pay . When you do, Slinza fights target creature you don't control.
Legendary Creature - Beast

Commander
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Beast
Bloated Contaminator
Trample
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Whenever this creature deals combat damage to a player, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Beast Phyrexian

Cultivator Colossus
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Creature - Beast Plant

Garruk's Harbinger
Hexproof from black
Whenever this creature deals combat damage to a player or planeswalker, look at that many cards from the top of your library. You may reveal a creature card or Garruk planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever this creature deals combat damage to a player or planeswalker, look at that many cards from the top of your library. You may reveal a creature card or Garruk planeswalker card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature - Beast

Questing Beast
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Legendary Creature - Beast

Beast
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Draw
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

Neyith of the Dire Hunt
Whenever one or more creatures you control fight or become blocked, draw a card.
At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)
At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)
Legendary Creature - Human Warrior

Draw
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Enchantment
Enchantment
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Land
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

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

Turntimber Symbiosis
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Sorcery


Land
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Lifegain
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

Lifegain
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Mass Disruption
Mass Disruption
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Protection
Anara, Wolvid Familiar
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)
Partner (You can have two commanders if both have partner.)
Partner (You can have two commanders if both have partner.)
Legendary Creature - Beast Wolf

Smuggler's Surprise
Spree (Choose one or more additional costs.)
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
Instant

Protection
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Pump
Pump
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Ramp
Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

Gwenna, Eyes of Gaea
: Add two mana in any combination of colors. Spend this mana only to cast creature spells or activate abilities of creature sources.
Whenever you cast a creature spell with power 5 or greater, put a +1/+1 counter on Gwenna and untap it.
Whenever you cast a creature spell with power 5 or greater, put a +1/+1 counter on Gwenna and untap it.
Legendary Creature - Elf Druid Scout

Outcaster Trailblazer
When this creature enters, add one mana of any color.
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Human Druid

Ramp
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Targeted Disruption
Targeted Disruption
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Potential Card Upgrades
Potential Card Upgrades
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Potential Land Upgrades
Potential Land Upgrades
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"The Beastie Boys - Slinza, the Spiked Stampede."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Big Green Stompy Tribal "},{"insert":"\n\nThis Deck falls under Bracket 2 with no Game Changers present, however, it is a force to be reckoned with and can win games FAST.\n\nThis deck focuses on building a large board-state that is capable of going wide, aiming to gnaw down on your opponents through means of combat with evasive support.\n\nTurn 1, 2 and 3 are focused entirely on developing your mana base, through mana rocks and land ramp to get Slinza onto the battlefield ideally by turn 4, with the possibility of turn 3 with the right hand! Being in green, I have opted for predominantly land based ramp, as that is a lot more permanent and less susceptible to removal when your opponents see your ramp capabilities.\n\nThis Deck hosts a number of highly synergistic and repeatable draw engines to keep your hand full, ranging from power matters, beasts / creatures ETB, and single use spells that will consistently refill your hand should your engines be removed.\n\nSlinza is great at controlling the board, as a large number of players will think twice about casting their commander due to Slinza's fight ability threatening their safety, whether their commander would trigger him to fight or not. \n\nI have found that support pieces relating to the fight mechanic can really create distance between you and your opponents, and quite importantly, support your commander to do their thing! Cards such as [Mithril Coat] allowing Slinza to fight to his hearts content, and [Basilisk Collar] helping provide additional pressure and buy you more time through Lifegain that will trigger from the fighting.\n\nInitially, the original version of Slinza contained more beasts, however I found through playtesting and iterations over time that a large number of support pieces outside of the beast creature type helped Slinza ETB sooner and were much more reliable than their beast counterparts, such as [Loot, Exuberant Explorer], who at fsce value feels like it could be an auto include, but in practice never quite worked out how you wanted it to at the pace that felt right for Slinza, being a 5 drop. Cards such as the two (G) mana dorks to try secure a turn 1 play consistent with the early game plan helps hugely with this. This enables the big beastly powerhouses in the deck to hit the board sooner thanks to Slinzas cost reduction and allowing you to establish necessary engines and threats at a quicker pace.\n\nDue to the nature of Slinza being a 5 drop, and his built in cost reduction ability, I have found that early game ramp is a core strategy that this deck utilises for its best games, and the ramp package (while at first-look may seem a lot), is to secure turn 2 and 3 plays very consistently, and is offset by the vast amount of consistent draw you can achieve.\n\nThese engines actually provide a lot of inherent value, most noticeably board wipe resistance, due to you maintaining a full grip which allows you to flood the board again after a wipe. Hopefully you will have managed to retain another draw engine in your hand so the cycle can start all over again!\n\nDue to the strong board presence and reaction to the focus on early game ramp, Slinza can typically catch the eye of your opponents as a large threat, especially considering the cost reduction ability.\nThis demands the inclusion of some consistent and reliable protection pieces that work wonders in this deck, such as [Bolt Bend], pretty much always costing (R) to save Slinza, [Tyvars Stand] which works exceptionaly well here doubling up as a protection piece, while also doubling as a combat trick that you can sink some of that rampy mana into as you should have a considerable mana pool towards the end of the game. Additionally, due to your board going wide consistently, sneaky KO's can be found holding onto [Heroic Intervention], as while tempting to use to save high value single targets, it can often lead to responses to other boardwipes for a free turn of big damage. Blasphemous Act can also be used along with this to create an asymmetrical boardwipe, achieving the same result.\n\nWhile these beasts are naturally relatively large themselves and are excellent blockers, additional pump spells work very well in here,\nparticularly [Thunderfoot Baloth], [Craterhoof Behemoth] and [Unnatural Growth] provide a scary sorcery-speed boosts to your creatures stats.\n\nThere are a number of great evasion pieces in here too, facilitating wins through trample and unblockable.\nThere is also the inclusion of a couple of Burn pieces that synergise with the gameplay of the deck, to get around pesky workarounds your opponents may have such as protection, large blockers, and Taxes. \n\n- Mulligan Priority\n2-3 Lands\nTurn 2 play (preferably ramp)\nTurn 3 play (preferably ramp)\nDraw Engine\nProtection\n\n- Thank you for taking the time to explore the deck list and this introduction!\n"}]}





















































































