Goblino620
196 views3 months ago
Commander
Size: 100Salt sum: 35.26
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Play Guide"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nOpening Hand"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I discuss more below in the general strategy section what you want your opening hand to look like, but below are some examples.\nYour ideal hand has all three of your mana colors, a turn 2 and 3 play comprised of both a counter creature and ramp."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Less than three mana and no ramp? Mulligan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"One or zero lands? Mulligan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Three lands but missing one of your three colors? Fine if you have ramp to make up for or find the final color, but if you don't, Mulligan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Three lands but only two colors and without mana fixing. Mulligan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The most common good hand you will draw is two/three lands with two/three of your colors, and at least one ramp card."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nStrategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Your game plan here is pretty simple. This deck wins by playing big creatures every turn, and using either the commander, enchantments or the Ravenous mechanic on the Tyranids to keep a constant stream of threats on the board through card draw.\n\nTo accomplish this, you want a ramp card and a setup card in your opening hand. This can be a 2 mana ramp card and a 3 mana counter creature. A 3 mana ramp card and a 2 mana counter creature. Any mix of these is fine, but you want to get your setup done so that once you play your commander you have a couple of creatures with counters on the board ready to die for card draw and ideally enough mana to start playing the X cost Tyranids for enough mana to trigger Ravenous' card draw.\n\nOnce you have these things, it's pretty simple. Swing every turn and if any of your creatures die, you are ideally getting card draw off them through either the commander or an enchantment. The big Tyranids are self sustaining via the Ravenous mechanic so long as you are casting them for at least 5 in their X cost. In fact, so long as you have your commander on the field, each big Tyranid will actually net you 1 extra card since they draw one when they enter the field and another if they are killed. So long as you can maintain tempo by dropping big scary creatures most turns and pumping your board with counters, you should be able to win.\n"}]}
Commander
Commander
(CTRL to add secondary)
Card Advantage
Toothy, Imaginary Friend
Partner with Pir, Imaginative Rascal (When this creature enters, target player may put Pir into their hand from their library, then shuffle.)
Whenever you draw a card, put a +1/+1 counter on Toothy.
When Toothy leaves the battlefield, draw a card for each +1/+1 counter on it.
Whenever you draw a card, put a +1/+1 counter on Toothy.
When Toothy leaves the battlefield, draw a card for each +1/+1 counter on it.
Legendary Creature - Illusion

Card Advantage
(CTRL to add secondary)
Counters
Hierophant Bio-Titan
Frenzied Metabolism — As an additional cost to cast this spell, you may remove any number of +1/+1 counters from among creatures you control. This spell costs less to cast for each counter removed this way.
Reach, vigilance, ward
Titanic — This creature can't be blocked by creatures with power 2 or less.
Reach, vigilance, ward
Titanic — This creature can't be blocked by creatures with power 2 or less.
Creature - Tyranid

Kodama of the West Tree
Reach
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Creature - Spirit

The First Tyrannic War
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may put a creature card from your hand onto the battlefield. If its mana cost contains , it enters with a number of +1/+1 counters on it equal to the number of lands you control.
II, III — Double the number of each kind of counter on target creature you control.
I — You may put a creature card from your hand onto the battlefield. If its mana cost contains , it enters with a number of +1/+1 counters on it equal to the number of lands you control.
II, III — Double the number of each kind of counter on target creature you control.
Enchantment - Saga

Warden of the Grove
At the beginning of your end step, put a +1/+1 counter on this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Creature - Hydra

Counters
(CTRL to add secondary)
Evasion
Evasion
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Purestrain Genestealer
This creature enters with two +1/+1 counters on it.
Vanguard Species — Whenever this creature attacks, you may remove a +1/+1 counter from it. If you do, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Vanguard Species — Whenever this creature attacks, you may remove a +1/+1 counter from it. If you do, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature - Tyranid

Ramp
(CTRL to add secondary)
Recycling
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.
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

Recycling
(CTRL to add secondary)
Removal
Aberrant
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.)
Trample
Heavy Power Hammer — Whenever this creature deals combat damage to a player, destroy target artifact or enchantment that player controls.
Trample
Heavy Power Hammer — Whenever this creature deals combat damage to a player, destroy target artifact or enchantment that player controls.
Creature - Mutant Tyranid

Mawloc
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.)
Terror from the Deep — When this creature enters, it fights up to one target creature an opponent controls. If that creature would die this turn, exile it instead.
Terror from the Deep — When this creature enters, it fights up to one target creature an opponent controls. If that creature would die this turn, exile it instead.
Creature - Tyranid

Removal
(CTRL to add secondary)
Tokens
Scurry Oak
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever one or more +1/+1 counters are put on this creature, you may create a 1/1 green Squirrel creature token.
Whenever one or more +1/+1 counters are put on this creature, you may create a 1/1 green Squirrel creature token.
Creature - Treefolk

Tokens
(CTRL to add secondary)
Win Condition
Fangs of Kalonia
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on each creature that had a +1/+1 counter put on it this way.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Win Condition
(CTRL to add secondary)
Maybeboard
Mutational Advantage
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Play Guide"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nOpening Hand"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I discuss more below in the general strategy section what you want your opening hand to look like, but below are some examples.\nYour ideal hand has all three of your mana colors, a turn 2 and 3 play comprised of both a counter creature and ramp."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Less than three mana and no ramp? Mulligan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"One or zero lands? Mulligan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Three lands but missing one of your three colors? Fine if you have ramp to make up for or find the final color, but if you don't, Mulligan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Three lands but only two colors and without mana fixing. Mulligan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The most common good hand you will draw is two/three lands with two/three of your colors, and at least one ramp card."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nStrategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Your game plan here is pretty simple. This deck wins by playing big creatures every turn, and using either the commander, enchantments or the Ravenous mechanic on the Tyranids to keep a constant stream of threats on the board through card draw.\n\nTo accomplish this, you want a ramp card and a setup card in your opening hand. This can be a 2 mana ramp card and a 3 mana counter creature. A 3 mana ramp card and a 2 mana counter creature. Any mix of these is fine, but you want to get your setup done so that once you play your commander you have a couple of creatures with counters on the board ready to die for card draw and ideally enough mana to start playing the X cost Tyranids for enough mana to trigger Ravenous' card draw.\n\nOnce you have these things, it's pretty simple. Swing every turn and if any of your creatures die, you are ideally getting card draw off them through either the commander or an enchantment. The big Tyranids are self sustaining via the Ravenous mechanic so long as you are casting them for at least 5 in their X cost. In fact, so long as you have your commander on the field, each big Tyranid will actually net you 1 extra card since they draw one when they enter the field and another if they are killed. So long as you can maintain tempo by dropping big scary creatures most turns and pumping your board with counters, you should be able to win.\n"}]}






















































































