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Commander
Size: 100Salt sum: 29.79
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Market_Gnome

3.8k views6 months ago
Commander
Size: 100Salt sum: 29.79

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{"ops":[{"attributes":{"bold":true},"insert":"MULLIGAN PRIORITIES:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Evolving Wilds"}},{"insert":" or another fetch land is a great start. This will let us crack it on turn 1 and pull it back out on turn 4.\n\n"},{"insert":{"card-link":"Fabled Passage"}},{"insert":" is the holy grail of fetch lands in this deck. After turn 3, this will be an ideal target for the commander, proving one extra untapped land per turn.\n\n"},{"insert":{"card-link":"Crystal Vein"}},{"insert":" is the one card that can actually turbo ramp this deck's strategy. If you have it in your starting hand, make sure you also have an untapped source of red and green. Turn one Forest. Turn two Crystal Vein, sac it, and cast "},{"insert":{"card-link":"Erinis, Gloom Stalker"}},{"insert":". Turn 3 Mountain and "},{"insert":{"card-link":"Guild Artisan"}},{"insert":". Attack with Erinis to create 2 Treasure tokens and pull Crystal Vein back onto the battlefield. Turn 4 play another land, attack with Erinis, create 2 more treasure tokens. During your second main phase, you'll now have up to 9 mana available if you sac your Crystal Vein and all of your treasure tokens.\n\nAt the very least, make sure you have 3 to 5 lands in your starting hand that can produce at least one red and green pip. There are 48 lands in the deck, so this should happen almost every game.\n\n"},{"attributes":{"bold":true},"insert":"TURN 1"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nSac land to search for a basic. There are six of them in the deck, so your chances are pretty good to have one in the starting hand. If not, a tap land will be fine, like "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":" or "},{"insert":{"card-link":"Spinerock Knoll"}},{"insert":". Just don't expect to cast anything on turn one, as there are no spells in this deck with 1 CMC.\n\n"},{"attributes":{"bold":true},"insert":"TURN 2"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nIf you haven't fetched a Mountain already, put one down and follow it up with Guild Artisan from the command zone.\n\n"},{"attributes":{"bold":true},"insert":"TURN 3"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nMake sure you get down a land that produces a green mana pip and throw down Erinis from your command zone.\n\n"},{"attributes":{"bold":true},"insert":"TURN 4"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is where the magic happens. It's going to be different every game, but it should start by attacking the opponent with the highest life total. Most players aren't going to block your 3/3 deathtouch with anything big enough to kill it. Even if they do and Erinis dies, you'll still get your attack triggers, which is what we are really after. You'll get to fetch your land from the graveyard, put it down untapped, and you create two Treasure tokens. At the beginning of your second main phase, you should have 6-7 mana available and a few different bombs in your hand to choose from.\n\nOccasional scenarios can screw up the plan by turn 4. An opponent could destroy Guild Artisan or Erinis before you get to use them. Unless they know this deck and what your plan is, most players won't see either card as a major threat. They're going to be focusing on their own ramp plan up to turn 4. Eating removal in the first few turns is just a chance we're going to take with this deck. It's a low chance, and we should be losing 75% of the time in a 4-player game anyway.\n\n"},{"attributes":{"bold":true},"insert":"TURN 5+:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nFor the most part, you can just cast the biggest bomb in your hand every turn. With all of the Cascade triggers, this deck will play itself. You should have a large enough board state and the ability to start knocking out players by turn 7.\n\nThe consistency up to turn 4 allows us to avoid worrying about the early game. Now we're able to simply omit low mana cards while building the deck, which translate into ideal Cascade targets. The main drawback of Cascade is running into a card that you don't want, which will never happen in this deck. All of the cards that allow us to cascade are five or more mana, meaning that 4 CMC is the lowest stop this train will end. Let's take a quick look at those 4 CMC targets.\n\n"},{"insert":{"card-link":"Spellbreaker Behemoth"}},{"insert":" is a great insurance policy against control players.\n\n"},{"insert":{"card-link":"Baloth Prime"}},{"insert":" has long-term and short-term payoffs for sacrificing lands, which the deck will be doing plenty of.\n\n"},{"insert":{"card-link":"Ripchain Razorkin"}},{"insert":" and "},{"insert":{"card-link":"Goblin Clearcutter"}},{"insert":" provide excellent land sac outlets, which will be recurred with our commander during combat.\n\n"},{"insert":{"card-link":"Big Score"}},{"insert":", "},{"insert":{"card-link":"Unexpected Windfall"}},{"insert":", and "},{"insert":{"card-link":"Pirate's Pillage"}},{"insert":" are great cascade targets because you'll be able to put a land into your graveyard, which again, will be recurred with our commander during combat.\n\nThe value only gets better above 4 CMC. Looking through the list, you'll notice there aren't any dead cards for cascade. What you will notice is the potential for long cascade chains, such as "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" into "},{"insert":{"card-link":"Maelstrom Colossus"}},{"insert":" into "},{"insert":{"card-link":"Annoyed Altisaur"}},{"insert":" into "},{"insert":{"card-link":"Boarding Party"}},{"insert":" into "},{"insert":{"card-link":"Natural Reclamation"}},{"insert":" into one of our 4 CMC spells. There are some cards that can even \"reset\" the chain, bringing the CMC back up. Look at "},{"insert":{"card-link":"Hit the Mother Lode"}},{"insert":" and "},{"insert":{"card-link":"Creative Technique"}},{"insert":" for examples.\n\nThis deck is simply bomb after bomb, and the explosions often chain themselves together. If Erinis ends up dying, it usually isn't even worth recasting her, unless you have a haste enabler handy, like "},{"insert":{"card-link":"Cavalier of Flame"}},{"insert":" or "},{"insert":{"card-link":"Kavaron, Memorial World"}},{"insert":". There are other ways of recurring our lands from the graveyard, such as "},{"insert":{"card-link":"Pull Through the Weft"}},{"insert":", "},{"insert":{"card-link":"Titania, Protector of Argoth"}},{"insert":", or "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":".\n\n48 lands may look like a lot, but we always want at least one in hand at the start of each turn. Having extra is completely fine, especially with all of the ways you can discard lands, like "},{"insert":{"card-link":"Borborygmos Enraged"}},{"insert":" and the 4 CMC discard outlets we discussed earlier. Some of the best utility lands for this deck include "},{"insert":{"card-link":"Ghost Quarter"}},{"insert":" which can even be used on one of our own lands before Erinis pulls it back out during combat, "},{"insert":{"card-link":"Fabled Passage"}},{"insert":" which lets us play an additional land each turn past turn 4 with our commander recurring it, and "},{"insert":{"card-link":"Roadside Reliquary"}},{"insert":" which will almost always have its prerequisites met considering we are using a background enchantment which makes token artifacts.\n\nThis deck is currently sitting in a high Bracket 3 zone, and it would be very easy to swap out a few of the expensive cards to make it a middle Bracket 3 budget deck. I just happened to have a lot of these expensive cards lying around unused, like "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":", "},{"insert":{"card-link":"The Walls of Ba Sing Se"}},{"insert":", "},{"insert":{"card-link":"Sire of Seven Deaths"}},{"insert":", "},{"insert":{"card-link":"Balefire Dragon"}},{"insert":", and "},{"insert":{"card-link":"Strip Mine"}},{"insert":". There are plenty of great big mana budget cards to choose from, if you're looking to make a similar deck for a fraction of the cost. I hope this deck's unique mana curve and land count has you rethinking how Commander decks can be built.\n"}]}

Commander

Qty: 2 Price: $1.78
Erinis, Gloom Stalker
Deathtouch
Whenever Erinis attacks, return target land card from your graveyard to the battlefield.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Halfling Ranger
Erinis, Gloom Stalker (clb) 515
Guild Artisan
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, you create two Treasure tokens." (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Legendary Enchantment - Background
Guild Artisan (clb) 505

Commander

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Artifact Removal

Qty: 2 Price: $1.34
Natural Reclamation
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.)
Destroy target artifact or enchantment.
Instant
Natural Reclamation (clb) 829
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

Artifact Removal

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Burn

Qty: 1 Price: $0.69
Drakuseth, Maw of Flames
Flying
Whenever Drakuseth attacks, Drakuseth deals 4 damage to any target and 3 damage to each of up to two other targets.
Legendary Creature - Dragon
Drakuseth, Maw of Flames (fdn) 193

Burn

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Copy

Qty: 1 Price: $9.99
Nalfeshnee
Flying
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Creature - Beast Demon
Nalfeshnee (clb) 632

Copy

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Creature Removal

Qty: 2 Price: $48.98
Balefire Dragon
Flying
Whenever this creature deals combat damage to a player, it deals that much damage to each creature that player controls.
Creature - Dragon
Balefire Dragon (cmm) 207
Call Forth the Tempest
Cascade, 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 of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery
Call Forth the Tempest (ltc) 509

Creature Removal

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Draw

Qty: 20 Price: $31.34
Annoyed Altisaur
Reach, trample
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.)
Creature - Dinosaur
Annoyed Altisaur (mh3) 284
Apex Devastator
Cascade, cascade, cascade, 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. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera
Apex Devastator (m3c) 220
Aurora Phoenix
Flying
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.)
Whenever you cast a spell with cascade, return this card from your graveyard to your hand.
Creature - Phoenix
Aurora Phoenix (cmr) 161
Big Score
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Big Score (snc) 102
Bloodbraid Challenger
Cascade
Haste
Escape—
, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Creature - Elf Berserker
Bloodbraid Challenger (m3c) 70
Boarding Party
Haste
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.)
Creature - Human Pirate
Boarding Party (cmr) 163
Borborygmos Enraged
Trample
Whenever Borborygmos Enraged deals combat damage to a player, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
Discard a land card: Borborygmos Enraged deals 3 damage to any target.
Legendary Creature - Cyclops
Borborygmos Enraged (rvr) 167
Cavalier of Flame
: Creatures you control get +1/+0 and gain haste until end of turn.
When this creature enters, discard any number of cards, then draw that many cards.
When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
Creature - Knight Elemental
Cavalier of Flame (plst) M20-125
Creative Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Sorcery
Creative Technique (c21) 49
Escape to the Wilds
Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.
You may play an additional land this turn.
Sorcery
Escape to the Wilds (eoc) 115
Evercoat Ursine
Trample
Hideaway 3, hideaway 3 (When this creature enters, look at the top three cards of your library, exile one face down, then put the rest on the bottom in a random order. Then do it again.)
Whenever this creature deals combat damage to a player, if there are cards exiled with it, you may play one of them without paying its mana cost.
Creature - Elemental Bear
Evercoat Ursine (blc) 30
Ingenuity Engine
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.)
,
, Sacrifice an artifact: Return target artifact you control to its owner's hand.
Artifact
Ingenuity Engine (cmr) 317
Maelstrom Colossus
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.)
Creature Artifact - Golem
Maelstrom Colossus (cmr) 322
Pirate's Pillage
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Pirate's Pillage (2x2) 120
Ripchain Razorkin
Reach
, Sacrifice a land: Draw a card.
Creature - Human Berserker
Ripchain Razorkin (dsk) 154
Seismic Monstrosaur
Trample
, Sacrifice a land: Draw a card.
Mountaincycling
(
, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
Creature - Dinosaur
Seismic Monstrosaur (lci) 166
Sunbird's Invocation
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Enchantment
Sunbird's Invocation (blc) 116
Sweet-Gum Recluse
Flash
Cascade
Reach
When this creature enters, put three +1/+1 counters on each of any number of target creatures that entered this turn.
Creature - Spider
Sweet-Gum Recluse (clb) 835
Trumpeting Carnosaur
Trample
When this creature enters, discover 5.
, Discard this card: It deals 3 damage to target creature or planeswalker.
Creature - Dinosaur
Trumpeting Carnosaur (lci) 171
Unexpected Windfall
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Unexpected Windfall (plst) AFR-164

Draw

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Extra Combats

Qty: 1 Price: $7.99
Full Throttle
After this main phase, there are two additional combat phases.
At the beginning of each combat this turn, untap all creatures that attacked this turn.
Sorcery
Full Throttle (dft) 127

Extra Combats

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Flying/Reach

Qty: 1 Price: $29.99
Sire of Seven Deaths
Reach, first strike
Vigilance, menace
Trample, lifelink
Ward—Pay 7 life.
Creature - Eldrazi
Sire of Seven Deaths (fdn) 1

Flying/Reach

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Land

Qty: 48 Price: $120.04
Cinder Glade
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade (eoc) 154
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (tdc) 352
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmr) 350
Cryptic Caves
: Add
.
,
, Sacrifice this land: Draw a card. Activate only if you control five or more lands.
Land
Cryptic Caves (fdn) 686
Crystal Vein
: Add
.
, Sacrifice this land: Add
.
Land
Crystal Vein (cma) 246
Demolition Field
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Demolition Field (fdn) 687
Escape Tunnel
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
, Sacrifice this land: Target creature with power 2 or less can't be blocked this turn.
Land
Escape Tunnel (mkm) 261
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (bfz) 236
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 (m21) 246
Fire-Lit Thicket
: Add
.
,
: Add
,
, or
.
Land
Fire-Lit Thicket (fic) 392
Forest
(
: Add
.)
Basic Land - Forest
Forest (clb) 470
Forgotten Cave
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Forgotten Cave (onc) 153
Ghost Quarter
: Add
.
, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Land
Ghost Quarter (plst) CM2-253
Hidden Nursery
This land enters tapped.
: Add
.
,
, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave
Hidden Nursery (m3c) 349
Hidden Volcano
This land enters tapped.
: Add
.
,
, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave
Hidden Volcano (lci) 277
Horizon of Progress
, Pay 1 life: Add one mana of any type that a land you control could produce.
,
: You may put a land card from your hand onto the battlefield tapped.
,
, Sacrifice this land: Draw a card.
Land
Horizon of Progress (m3c) 130
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
Kessig Wolf Run
: Add
.
,
: Target creature gets +X/+0 and gains trample until end of turn.
Land
Kessig Wolf Run (tdc) 375
Mossfire Valley
,
: Add
.
Land
Mossfire Valley (blc) 316
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.
Land
Mosswort Bridge (tdc) 379
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (clb) 464
Roadside Reliquary
: Add
.
,
, Sacrifice this land: Draw a card if you control an artifact. Draw a card if you control an enchantment.
Land
Roadside Reliquary (neo) 272
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (mid) 266
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (lcc) 349
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (blc) 326
Sheltered Thicket
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Mountain Forest
Sheltered Thicket (m3c) 374
Skarrg, the Rage Pits
: Add
.
,
: Target creature gets +1/+1 and gains trample until end of turn.
Land
Skarrg, the Rage Pits (plst) PCA-127
Spinerock Knoll
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 an opponent was dealt 7 or more damage this turn.
Land
Spinerock Knoll (dsc) 300
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (eoe) 258
Strip Mine
: Add
.
, Sacrifice this land: Destroy target land.
Land
Strip Mine (eos) 40
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (lcc) 360
Tranquil Thicket
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Tranquil Thicket (mkc) 309
Vibrant Cityscape
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Vibrant Cityscape (spm) 188
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (ktk) 249

Land

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Land Ramp

Qty: 2 Price: $10.48
Gladiolus Amicitia
When Gladiolus Amicitia enters, search your library for a land card, put it onto the battlefield tapped, then shuffle.
Landfall — Whenever a land you control enters, another target creature you control gets +2/+2 and gains trample until end of turn.
Legendary Creature - Human Warrior
Gladiolus Amicitia (fin) 489
Traverse the Outlands
Search your library for up to X basic land cards, where X is the greatest power among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
Sorcery
Traverse the Outlands (clb) 258

Land Ramp

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Land Recursion

Qty: 3 Price: $39.33
Lumra, Bellow of the Woods
Reach, vigilance
Lumra's power and toughness are each equal to the number of lands you control.
When Lumra enters, mill four cards. Then return all land cards from your graveyard to the battlefield tapped.
Legendary Creature - Elemental Bear
Lumra, Bellow of the Woods (blb) 183
Pull Through the Weft
Return up to two target nonland permanent cards from your graveyard to your hand, then return up to two target land cards from your graveyard to the battlefield tapped.
Sorcery
Pull Through the Weft (eoe) 202
Titania, Protector of Argoth
When Titania enters, return target land card from your graveyard to the battlefield.
Whenever a land you control is put into a graveyard from the battlefield, create a 5/3 green Elemental creature token.
Legendary Creature - Elemental
Titania, Protector of Argoth (plst) MH2-287

Land Recursion

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Land Sac Outlet

Qty: 2 Price: $4.98
Famished Worldsire
Ward

Devour land 3 (As this creature enters, you may sacrifice any number of lands. It enters with three times that many +1/+1 counters on it.)
When this creature enters, look at the top X cards of your library, where X is this creature's power. Put any number of land cards from among them onto the battlefield tapped, then shuffle.
Creature - Leviathan
Famished Worldsire (eoe) 182
Greater Gargadon
Suspend 10—

Sacrifice an artifact, creature, or land: Remove a time counter from this card. Activate only if this card is suspended.
Creature - Beast
Greater Gargadon (2x2) 111

Land Sac Outlet

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Landfall

Qty: 3 Price: $5.27
Moraug, Fury of Akoum
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Legendary Creature - Warrior Minotaur
Moraug, Fury of Akoum (eoc) 89
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 (otc) 236
Rampaging Baloths
Trample
Landfall — Whenever a land you control enters, create a 4/4 green Beast creature token.
Creature - Beast
Rampaging Baloths (eoc) 104

Landfall

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Protection

Qty: 3 Price: $43.27
Archetype of Endurance
Creatures you control have hexproof.
Creatures your opponents control lose hexproof and can't have or gain hexproof.
Creature Enchantment - Boar
Archetype of Endurance (bng) 116
Spellbreaker Behemoth
This spell can't be countered.
Creature spells you control with power 5 or greater can't be countered.
Creature - Beast
Spellbreaker Behemoth (c13) 216
The Walls of Ba Sing Se
Defender
Other permanents you control have indestructible.
Legendary Creature Artifact - Wall
The Walls of Ba Sing Se (tla) 261

Protection

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Pump

Qty: 2 Price: $0.70
Meteor Sword
When this Equipment enters, destroy target permanent.
Equipped creature gets +3/+3.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Meteor Sword (tla) 258
Meteoric Mace
Equipped creature gets +4/+0 and has trample.
Equip

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.)
Artifact - Equipment
Meteoric Mace (mh3) 283

Pump

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Ramp

Qty: 5 Price: $15.15
Bigger on the Inside
Enchant artifact or land
Enchanted permanent has "
: Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)
Enchantment - Aura
Bigger on the Inside (who) 115
Goblin Clearcutter
, Sacrifice a Forest: Add three mana in any combination of
and/or
.
Creature - Goblin
Goblin Clearcutter (lgn) 96
Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Hit the Mother Lode (lci) 375
Rain of Riches
When this enchantment enters, create two Treasure tokens.
The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the 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.)
Enchantment
Rain of Riches (blc) 200
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

Ramp

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Sac Outlet

Qty: 1 Price: $0.35
Dargo, the Shipwrecker
As an additional cost to cast this spell, you may sacrifice any number of artifacts and/or creatures. This spell costs
less to cast for each permanent sacrificed this way and
less to cast for each other artifact or creature you've sacrificed this turn.
Trample
Partner (You can have two commanders if both have partner.)
Legendary Creature - Giant Pirate
Dargo, the Shipwrecker (cmr) 172

Sac Outlet

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Token Creature

Qty: 1 Price: $0.79
Baloth Prime
This creature enters tapped with six stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you sacrifice a land, create a tapped 4/4 green Beast creature token and untap this creature.
, Sacrifice a land: You gain 2 life.
Creature - Beast
Baloth Prime (eoc) 33

Token Creature

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
50 pips - 31 cards
33 mana - 29 cards
37 pips - 23 cards
28 mana - 24 cards
0 pips - 0 cards
13 mana - 11 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"MULLIGAN PRIORITIES:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Evolving Wilds"}},{"insert":" or another fetch land is a great start. This will let us crack it on turn 1 and pull it back out on turn 4.\n\n"},{"insert":{"card-link":"Fabled Passage"}},{"insert":" is the holy grail of fetch lands in this deck. After turn 3, this will be an ideal target for the commander, proving one extra untapped land per turn.\n\n"},{"insert":{"card-link":"Crystal Vein"}},{"insert":" is the one card that can actually turbo ramp this deck's strategy. If you have it in your starting hand, make sure you also have an untapped source of red and green. Turn one Forest. Turn two Crystal Vein, sac it, and cast "},{"insert":{"card-link":"Erinis, Gloom Stalker"}},{"insert":". Turn 3 Mountain and "},{"insert":{"card-link":"Guild Artisan"}},{"insert":". Attack with Erinis to create 2 Treasure tokens and pull Crystal Vein back onto the battlefield. Turn 4 play another land, attack with Erinis, create 2 more treasure tokens. During your second main phase, you'll now have up to 9 mana available if you sac your Crystal Vein and all of your treasure tokens.\n\nAt the very least, make sure you have 3 to 5 lands in your starting hand that can produce at least one red and green pip. There are 48 lands in the deck, so this should happen almost every game.\n\n"},{"attributes":{"bold":true},"insert":"TURN 1"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nSac land to search for a basic. There are six of them in the deck, so your chances are pretty good to have one in the starting hand. If not, a tap land will be fine, like "},{"insert":{"card-link":"Mosswort Bridge"}},{"insert":" or "},{"insert":{"card-link":"Spinerock Knoll"}},{"insert":". Just don't expect to cast anything on turn one, as there are no spells in this deck with 1 CMC.\n\n"},{"attributes":{"bold":true},"insert":"TURN 2"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nIf you haven't fetched a Mountain already, put one down and follow it up with Guild Artisan from the command zone.\n\n"},{"attributes":{"bold":true},"insert":"TURN 3"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nMake sure you get down a land that produces a green mana pip and throw down Erinis from your command zone.\n\n"},{"attributes":{"bold":true},"insert":"TURN 4"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is where the magic happens. It's going to be different every game, but it should start by attacking the opponent with the highest life total. Most players aren't going to block your 3/3 deathtouch with anything big enough to kill it. Even if they do and Erinis dies, you'll still get your attack triggers, which is what we are really after. You'll get to fetch your land from the graveyard, put it down untapped, and you create two Treasure tokens. At the beginning of your second main phase, you should have 6-7 mana available and a few different bombs in your hand to choose from.\n\nOccasional scenarios can screw up the plan by turn 4. An opponent could destroy Guild Artisan or Erinis before you get to use them. Unless they know this deck and what your plan is, most players won't see either card as a major threat. They're going to be focusing on their own ramp plan up to turn 4. Eating removal in the first few turns is just a chance we're going to take with this deck. It's a low chance, and we should be losing 75% of the time in a 4-player game anyway.\n\n"},{"attributes":{"bold":true},"insert":"TURN 5+:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nFor the most part, you can just cast the biggest bomb in your hand every turn. With all of the Cascade triggers, this deck will play itself. You should have a large enough board state and the ability to start knocking out players by turn 7.\n\nThe consistency up to turn 4 allows us to avoid worrying about the early game. Now we're able to simply omit low mana cards while building the deck, which translate into ideal Cascade targets. The main drawback of Cascade is running into a card that you don't want, which will never happen in this deck. All of the cards that allow us to cascade are five or more mana, meaning that 4 CMC is the lowest stop this train will end. Let's take a quick look at those 4 CMC targets.\n\n"},{"insert":{"card-link":"Spellbreaker Behemoth"}},{"insert":" is a great insurance policy against control players.\n\n"},{"insert":{"card-link":"Baloth Prime"}},{"insert":" has long-term and short-term payoffs for sacrificing lands, which the deck will be doing plenty of.\n\n"},{"insert":{"card-link":"Ripchain Razorkin"}},{"insert":" and "},{"insert":{"card-link":"Goblin Clearcutter"}},{"insert":" provide excellent land sac outlets, which will be recurred with our commander during combat.\n\n"},{"insert":{"card-link":"Big Score"}},{"insert":", "},{"insert":{"card-link":"Unexpected Windfall"}},{"insert":", and "},{"insert":{"card-link":"Pirate's Pillage"}},{"insert":" are great cascade targets because you'll be able to put a land into your graveyard, which again, will be recurred with our commander during combat.\n\nThe value only gets better above 4 CMC. Looking through the list, you'll notice there aren't any dead cards for cascade. What you will notice is the potential for long cascade chains, such as "},{"insert":{"card-link":"Apex Devastator"}},{"insert":" into "},{"insert":{"card-link":"Maelstrom Colossus"}},{"insert":" into "},{"insert":{"card-link":"Annoyed Altisaur"}},{"insert":" into "},{"insert":{"card-link":"Boarding Party"}},{"insert":" into "},{"insert":{"card-link":"Natural Reclamation"}},{"insert":" into one of our 4 CMC spells. There are some cards that can even \"reset\" the chain, bringing the CMC back up. Look at "},{"insert":{"card-link":"Hit the Mother Lode"}},{"insert":" and "},{"insert":{"card-link":"Creative Technique"}},{"insert":" for examples.\n\nThis deck is simply bomb after bomb, and the explosions often chain themselves together. If Erinis ends up dying, it usually isn't even worth recasting her, unless you have a haste enabler handy, like "},{"insert":{"card-link":"Cavalier of Flame"}},{"insert":" or "},{"insert":{"card-link":"Kavaron, Memorial World"}},{"insert":". There are other ways of recurring our lands from the graveyard, such as "},{"insert":{"card-link":"Pull Through the Weft"}},{"insert":", "},{"insert":{"card-link":"Titania, Protector of Argoth"}},{"insert":", or "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":".\n\n48 lands may look like a lot, but we always want at least one in hand at the start of each turn. Having extra is completely fine, especially with all of the ways you can discard lands, like "},{"insert":{"card-link":"Borborygmos Enraged"}},{"insert":" and the 4 CMC discard outlets we discussed earlier. Some of the best utility lands for this deck include "},{"insert":{"card-link":"Ghost Quarter"}},{"insert":" which can even be used on one of our own lands before Erinis pulls it back out during combat, "},{"insert":{"card-link":"Fabled Passage"}},{"insert":" which lets us play an additional land each turn past turn 4 with our commander recurring it, and "},{"insert":{"card-link":"Roadside Reliquary"}},{"insert":" which will almost always have its prerequisites met considering we are using a background enchantment which makes token artifacts.\n\nThis deck is currently sitting in a high Bracket 3 zone, and it would be very easy to swap out a few of the expensive cards to make it a middle Bracket 3 budget deck. I just happened to have a lot of these expensive cards lying around unused, like "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":", "},{"insert":{"card-link":"The Walls of Ba Sing Se"}},{"insert":", "},{"insert":{"card-link":"Sire of Seven Deaths"}},{"insert":", "},{"insert":{"card-link":"Balefire Dragon"}},{"insert":", and "},{"insert":{"card-link":"Strip Mine"}},{"insert":". There are plenty of great big mana budget cards to choose from, if you're looking to make a similar deck for a fraction of the cost. I hope this deck's unique mana curve and land count has you rethinking how Commander decks can be built.\n"}]}
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