ForgottenLords
593 views25 hrs ago
Commander
Size: 100Salt sum: 44.85
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{"ops":[{"insert":"Deck Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The concept behind this deck is a little odd and probably lacking focus on a single goal. The initial conception was around "},{"insert":{"card-link":"Lost in the Woods"}},{"insert":" and 97 Forests and a "},{"insert":{"card-link":"Scorned Villager // Moonscarred Werewolf"}},{"insert":" but this obviously is not a winning strategy on its own. While there may be a way to make a deck like that work (maybe 96 Forests and the "},{"insert":{"card-link":"Helix Pinnacle"}},{"insert":") it likely would be fragile to almost any removal spell. Therefore, I had to lean into a more storytelling deck design than mechanics driven and I leaned in on the dangers that inhabit the forest such as Beasts, Elementals, Saprolings, and obviously Treefolk. I replaced Little Red Riding hood with a \"deranged\" hermit played by the commander that resides in the forest and protects it.\n\nIdeally the deck will ramp aggressively and find ways to use repeatable mana dumps for advantage in combat. Mechanically I would like the deck to avoid artifacts and non-forest lands as out of place from a narrative perspective. I believe the Saproling game plan may work well for this deck in combination with Kamahl's second ability but is dependent upon the ability to produce the saprolings effectively. Otherwise this deck likely plays a bit like a midrange combat deck.\n\nGameplay"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I feel this deck will do very well by playing a little reactively or at the very least remembering to keep some mana in reserve during opponents turns for various mana abilities present in the deck.\n\nEarly game is attempting to ramp to have lots of mana available for the later game. There isn't a massive number of ramp cards but the ones it has are good. If not ramping, getting out some token generators is ideal. The mana ramp pretty much starts at CMC 3 so it's more of a slow roll to get big creatures out or a whole ton of Saproling tokens.\n\nMid game doesn't change much in strategy, you largely just play your best spells, make more creatures and try not to pose too much a problem for your opponents to focus on you. Holding mana up to use either the land animation to discourage a board wipe or use his pump ability defensively is an option but you'll be hard pressed to not cast whatever five drop instead. The non-token creatures in the deck do provide a bit of defensive capability but lack interaction with flying creatures outside of a few reach token generators. Lacking some effective pieces at this stage likely devolves you to playing something akin to a midrange combat game.\n\nLate game is pretty much exclusively around the "},{"insert":{"card-link":"Mycoloth"}},{"insert":" or "},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":" style token generation and following up with 3-4 activations of Kamahl's pump ability for a massive alpha strike. The alternate win condition of "},{"insert":{"card-link":"Helix Pinnacle"}},{"insert":" is technically possible but without an infinite combo is going to be highly dependent on some truly insane ramping with "},{"insert":{"card-link":"Druids' Repository"}},{"insert":" or a very late game "},{"insert":{"card-link":"Boundless Realms"}},{"insert":" and a few turns to fill it up.\n\nBracket"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I see no reason this deck is anything other than a Bracket 2\n\nA Few Notable Cards:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" is there largely for the Deathtouch but may have incidental usage for it's second ability. Given my desire to avoid artifacts this would be one to remove but only if I were to also remove "},{"insert":{"card-link":"Nylea, God of the Hunt"}},{"insert":" who pairs very nicely with her bow."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The second artifact I've opted to keep in is "},{"insert":{"card-link":"Druidic Satchel"}},{"insert":" for it's ability to both ramp and generate Saprolings. Wierdly this card doesn't offend the no-artifacts limitation as much because narratively was perhaps just misplaced by an ambitious - and likely dead - druid who braved the forest."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Land animation is possible with a few cards but only repeatable with "},{"insert":{"card-link":"Kamahl, Fist of Krosa"}},{"insert":" and "},{"insert":{"card-link":"Nissa, Worldwaker"}},{"insert":". It's worth noting that Kamahl's ability is instant speed and can be cast in response to a board wipe."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lost in the Woods"}},{"insert":" is ironically now a less effective part of the deck given the number and power of ramp spells that pull forests out of the deck (In particular "},{"insert":{"card-link":"Boundless Realms"}},{"insert":" and possibly "},{"insert":{"card-link":"Harvest Season"}},{"insert":") because fewer are in the library. Perhaps this deck should run 42 or more lands?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Helix Pinnacle"}},{"insert":" is technically a win condition of the deck, but can only be so if it isn't removed so I don't expect to ever win using it but will keep it in the deck because I do quite like it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Druids' Repository"}},{"insert":" is a bit of a pet card of mine that psychologically at least encourages me to swing out with creatures more often. I'll need to evaluate it carefully going forward as there may not be a lot of opportunities to use the card when I really need it, and when I CAN swing out with my creatures might feel like a win-more situation."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Zuran Orb"}},{"insert":" and "},{"insert":{"card-link":"Yedora, Grave Gardener"}},{"insert":" go infinite with Kamahl for infinite life gain. Infinite mana is possible with various other altar sacrifice outlets, but for the moment at least these artifacts feel out of place in the forest."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"}]}
Counters
Bow of Nylea
Attacking creatures you control have deathtouch.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
Legendary Artifact Enchantment

Counters
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Draw
Descendants' Path
At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you may cast it without paying its mana cost. If you don't cast it, put it on the bottom of your library.
Enchantment

Draw
(CTRL to add secondary)
Evasion
Nylea, God of the Hunt
Indestructible
As long as your devotion to green is less than five, Nylea isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
: Target creature gets +2/+2 until end of turn.
As long as your devotion to green is less than five, Nylea isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
: Target creature gets +2/+2 until end of turn.
Legendary Creature Enchantment - God

Evasion
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Finisher
Finisher
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Landfall
Landfall
(CTRL to add secondary)
Protection
Kurbis, Harvest Celebrant
Kurbis enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Remove a +1/+1 counter from Kurbis: Prevent all damage that would be dealt this turn to another target creature with a +1/+1 counter on it.
Remove a +1/+1 counter from Kurbis: Prevent all damage that would be dealt this turn to another target creature with a +1/+1 counter on it.
Legendary Creature - Treefolk

Protection
(CTRL to add secondary)
Ramp
Nissa, Worldwaker
+1: Target land you control becomes a 4/4 Elemental creature with trample. It's still a land.
+1: Untap up to four target Forests.
−7: Search your library for any number of basic land cards, put them onto the battlefield, then shuffle. Those lands become 4/4 Elemental creatures with trample. They're still lands.
+1: Untap up to four target Forests.
−7: Search your library for any number of basic land cards, put them onto the battlefield, then shuffle. Those lands become 4/4 Elemental creatures with trample. They're still lands.
Legendary Planeswalker - Nissa

Ramp
(CTRL to add secondary)
Recursion
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

Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Tokens
Fertile Imagination
Choose a card type. Target opponent reveals their hand. Create two 1/1 green Saproling creature tokens for each card of the chosen type revealed this way. (Artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery are card types.)
Sorcery

Sapling Nursery
Affinity for Forests (This spell costs less to cast for each Forest you control.)
Landfall — Whenever a land you control enters, create a 3/4 green Treefolk creature token with reach.
, Exile this enchantment: Treefolk and Forests you control gain indestructible until end of turn.
Landfall — Whenever a land you control enters, create a 3/4 green Treefolk creature token with reach.
, Exile this enchantment: Treefolk and Forests you control gain indestructible until end of turn.
Enchantment

Tendershoot Dryad
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
Creature - Dryad

Tokens
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Deck Philosophy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The concept behind this deck is a little odd and probably lacking focus on a single goal. The initial conception was around "},{"insert":{"card-link":"Lost in the Woods"}},{"insert":" and 97 Forests and a "},{"insert":{"card-link":"Scorned Villager // Moonscarred Werewolf"}},{"insert":" but this obviously is not a winning strategy on its own. While there may be a way to make a deck like that work (maybe 96 Forests and the "},{"insert":{"card-link":"Helix Pinnacle"}},{"insert":") it likely would be fragile to almost any removal spell. Therefore, I had to lean into a more storytelling deck design than mechanics driven and I leaned in on the dangers that inhabit the forest such as Beasts, Elementals, Saprolings, and obviously Treefolk. I replaced Little Red Riding hood with a \"deranged\" hermit played by the commander that resides in the forest and protects it.\n\nIdeally the deck will ramp aggressively and find ways to use repeatable mana dumps for advantage in combat. Mechanically I would like the deck to avoid artifacts and non-forest lands as out of place from a narrative perspective. I believe the Saproling game plan may work well for this deck in combination with Kamahl's second ability but is dependent upon the ability to produce the saprolings effectively. Otherwise this deck likely plays a bit like a midrange combat deck.\n\nGameplay"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I feel this deck will do very well by playing a little reactively or at the very least remembering to keep some mana in reserve during opponents turns for various mana abilities present in the deck.\n\nEarly game is attempting to ramp to have lots of mana available for the later game. There isn't a massive number of ramp cards but the ones it has are good. If not ramping, getting out some token generators is ideal. The mana ramp pretty much starts at CMC 3 so it's more of a slow roll to get big creatures out or a whole ton of Saproling tokens.\n\nMid game doesn't change much in strategy, you largely just play your best spells, make more creatures and try not to pose too much a problem for your opponents to focus on you. Holding mana up to use either the land animation to discourage a board wipe or use his pump ability defensively is an option but you'll be hard pressed to not cast whatever five drop instead. The non-token creatures in the deck do provide a bit of defensive capability but lack interaction with flying creatures outside of a few reach token generators. Lacking some effective pieces at this stage likely devolves you to playing something akin to a midrange combat game.\n\nLate game is pretty much exclusively around the "},{"insert":{"card-link":"Mycoloth"}},{"insert":" or "},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":" style token generation and following up with 3-4 activations of Kamahl's pump ability for a massive alpha strike. The alternate win condition of "},{"insert":{"card-link":"Helix Pinnacle"}},{"insert":" is technically possible but without an infinite combo is going to be highly dependent on some truly insane ramping with "},{"insert":{"card-link":"Druids' Repository"}},{"insert":" or a very late game "},{"insert":{"card-link":"Boundless Realms"}},{"insert":" and a few turns to fill it up.\n\nBracket"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I see no reason this deck is anything other than a Bracket 2\n\nA Few Notable Cards:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" is there largely for the Deathtouch but may have incidental usage for it's second ability. Given my desire to avoid artifacts this would be one to remove but only if I were to also remove "},{"insert":{"card-link":"Nylea, God of the Hunt"}},{"insert":" who pairs very nicely with her bow."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The second artifact I've opted to keep in is "},{"insert":{"card-link":"Druidic Satchel"}},{"insert":" for it's ability to both ramp and generate Saprolings. Wierdly this card doesn't offend the no-artifacts limitation as much because narratively was perhaps just misplaced by an ambitious - and likely dead - druid who braved the forest."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Land animation is possible with a few cards but only repeatable with "},{"insert":{"card-link":"Kamahl, Fist of Krosa"}},{"insert":" and "},{"insert":{"card-link":"Nissa, Worldwaker"}},{"insert":". It's worth noting that Kamahl's ability is instant speed and can be cast in response to a board wipe."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lost in the Woods"}},{"insert":" is ironically now a less effective part of the deck given the number and power of ramp spells that pull forests out of the deck (In particular "},{"insert":{"card-link":"Boundless Realms"}},{"insert":" and possibly "},{"insert":{"card-link":"Harvest Season"}},{"insert":") because fewer are in the library. Perhaps this deck should run 42 or more lands?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Helix Pinnacle"}},{"insert":" is technically a win condition of the deck, but can only be so if it isn't removed so I don't expect to ever win using it but will keep it in the deck because I do quite like it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Druids' Repository"}},{"insert":" is a bit of a pet card of mine that psychologically at least encourages me to swing out with creatures more often. I'll need to evaluate it carefully going forward as there may not be a lot of opportunities to use the card when I really need it, and when I CAN swing out with my creatures might feel like a win-more situation."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Zuran Orb"}},{"insert":" and "},{"insert":{"card-link":"Yedora, Grave Gardener"}},{"insert":" go infinite with Kamahl for infinite life gain. Infinite mana is possible with various other altar sacrifice outlets, but for the moment at least these artifacts feel out of place in the forest."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"}]}










































































































