Splinterfright
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Commander
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{"ops":[{"insert":"This deck is all about the lands. (not used to making red decks or decks with any burn capability at all so let me know if you have suggestions)\n\nThere's a sub category I'm working on where you help your enemies get lots of land too as if its a grouphug deck then use that to hurt them with cards like treacherous terrain.\n\nNotes:\n-Commander "},{"insert":{"card-link":"Radha, Heart of Keld"}},{"insert":" should be taken out as early as possible. \n\t\t-Utilize the top deck ability as much as you can, when given the option of playing a land from hand, or a land from top of the deck, its almost always better to use the top of deck land so you'll have more land in reserve for later and you dont get land for turn too often. Its also basically free draw and a good way to plan for later. \n\t\t-Late game Radha can be used to deal a heap load of commander dmg using her third ability, which seems expensive, but you should have more than enough land.\n-Flip lands and "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" are there to ensure that the deck has a lot more lands than usual but doesn't get overwhelmed by land for turn. "},{"attributes":{"color":"#e60000","bold":true},"insert":"Dryad Arbor removed to put in another deck."},{"insert":"\n-"},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":" isnt just a creature tutor; you can pay 0 for X early on if you're screwed for land somehow and fetch "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" .\n-"},{"insert":{"card-link":"Treacherous Terrain"}},{"insert":" is a reaslly good group slug card that works really well with group hug cards like "},{"insert":{"card-link":"Collective Voyage"}},{"insert":" , "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":", and "},{"insert":{"card-link":"Rites of Flourishing"}},{"insert":" .\n-"},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" and "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" work to turn all lands (and creatures) into forests so that cards like "},{"insert":{"card-link":"Howl of the Night Pack"}},{"insert":" and "},{"insert":{"card-link":"Dungrove Elder"}},{"insert":" can work as if it were a mono green deck.\n-"},{"insert":{"card-link":"Sword of Hearth and Home"}},{"insert":" has land search and allows etb triggers to proc another time on cards like "},{"insert":{"card-link":"Phylath, World Sculptor"}},{"insert":" . But there aren't many ETB triggers in this deck so it may seem odd. However, when "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" is on the field, all creatures are lands and count towards landfall triggering. Plus if you don't have Ashaya, "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" can also have the same effect. It also has the added bonus of being able to reclaim stolen creatures since it exiles creatures you own, not creatures you control. Only downside is that, when you use it, you have to attack and put aside the group hug facade. Oh well, gotta start blasting sometime...\n-Classic fetch cards like "},{"insert":{"card-link":"Terramorphic Expanse"}},{"insert":" and "},{"insert":{"card-link":"Evolving Wilds"}},{"insert":" don't just allow you to double the effects of landfall, they also allow you to abuse "},{"insert":{"card-link":"Radha, Heart of Keld"}},{"insert":" 's top deck ability by giving you a nice shuffle to get something different. whether it be a different card to draw next turn or just another land for when you can play more than one. Best part is, you can use this tech with all the fetch cards, and there's a lot in this deck.\n-"},{"insert":{"card-link":"Wrenn and Seven"}},{"insert":" is almost perfect for this deck with the only problem being her first ability's self mill qualities. The only thing in the deck that will get any of those cards back is "},{"insert":{"card-link":"Struggle // Survive"}},{"insert":" . If its really an issue, putting in an "},{"insert":{"card-link":"Elixir of Immortality"}},{"insert":" or some green graveyard retrieval may help. Her final ability may be overshadowed by "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" , but there's so many ways to just dump lands on the field as well as a ton of mana to play cards that both may be unnecessary. If they are needed, having a back up is helpful.\n-Cards like "},{"insert":{"card-link":"Radha, Heir to Keld"}},{"insert":" , "},{"insert":{"card-link":"Brushfire Elemental"}},{"insert":" , "},{"insert":{"card-link":"Scute Swarm"}},{"insert":" , and "},{"insert":{"card-link":"Kazandu Mammoth // Kazandu Valley"}},{"insert":" are great if you want to start swinging right out of the gate. If not, they can be removed for heavier hitters from the Maybeboard.\n-Cards like "},{"insert":{"card-link":"Mina and Denn, Wildborn"}},{"insert":" , "},{"insert":{"card-link":"Wayward Guide-Beast"}},{"insert":", "},{"insert":{"card-link":"Multani, Yavimaya's Avatar"}},{"insert":", "},{"insert":{"card-link":"Gruul Turf"}},{"insert":" ,and "},{"insert":{"card-link":"Thawing Glaciers"}},{"insert":" are there to put lands back into your hand for continued landfall. This seems counterproductive, especially with "},{"insert":{"card-link":"Wayward Guide-Beast"}},{"insert":" early game, but late game, it may be necessary. It can also let you reuse Land ETB abilities like"},{"insert":{"card-link":"Temple of Abandon"}},{"insert":"'s scry ability so you can look for lands for Radha's top deck ability. This can also send flip lands like "},{"insert":{"card-link":"Kazandu Mammoth // Kazandu Valley"}},{"insert":" back from being used as lands to be used for their other effects.\n-You can use "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":" 's beast tokens to trigger "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":" and then possibly change the top card for Radha if you have something that lets you play more lands or just use a drawn land to trigger it again.\n\nConsider changing:\n-remove "},{"insert":{"card-link":"Undergrowth Champion"}},{"insert":" in favor of something with more synergy.\n-add "},{"insert":{"card-link":"Stuffy Doll"}},{"insert":" so cards like "},{"insert":{"card-link":"Rumbling Rockslide"}},{"insert":" can be used directly on players. In addition, "},{"insert":{"card-link":"Sword of Hearth and Home"}},{"insert":" gets more value because you can use it to reassign stuffy doll's first ability to a new opponent.\n-remove "},{"insert":{"card-link":"Searing Blaze"}},{"insert":" in exchange for one of the stronger burn spells in the sideboard or maybeboard.\n-maybe remove "},{"insert":{"card-link":"Grand Warlord Radha"}},{"insert":" or even "},{"insert":{"card-link":"Radha, Heir to Keld"}},{"insert":" in favor of more fetch or more burn? Mana dorks aren't that relevant in this deck.\n-Add "},{"insert":{"card-link":"Boseiju Reaches Skyward // Branch of Boseiju"}},{"insert":" in place of a dork or redundant hydra.\n-Add "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":". Maybe replace Blinding fog or Reliquary Tower.\n\n\n5/5 red green elemental\n0/1 green plant x2\nx/x green elemental x=lands\nx/x green treefolk warrior x=lands\n4/4 green beast\n1/1 green insect\ntreasure\nfood \n5/5 red dragon flying\nx/x green treefolk with reach x=lands\n6/6 green wurm\n3/3 green Beast \n"}]}
Commander
Commander
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Artifact
Sword of Hearth and Home
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Artifact - Equipment

Artifact
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Creature
Genesis Hydra
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library.
This creature enters with X +1/+1 counters on it.
This creature enters with X +1/+1 counters on it.
Creature - Plant Hydra

Kalonian Twingrove
Kalonian Twingrove's power and toughness are each equal to the number of Forests you control.
When this creature enters, create a green Treefolk Warrior creature token with "This token's power and toughness are each equal to the number of Forests you control."
When this creature enters, create a green Treefolk Warrior creature token with "This token's power and toughness are each equal to the number of Forests you control."
Creature - Warrior Treefolk

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Creature
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Enchantment
Boseiju Reaches Skyward
(As this Saga enters and after your draw step, add a lore counter.)
I — Search your library for up to two basic Forest cards, reveal them, put them into your hand, then shuffle.
II — Put up to one target land card from your graveyard on top of your library.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Search your library for up to two basic Forest cards, reveal them, put them into your hand, then shuffle.
II — Put up to one target land card from your graveyard on top of your library.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


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

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

Enchantment
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Instant
Instant
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Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Planeswalker
Wrenn and Seven
+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
Legendary Planeswalker - Wrenn

Planeswalker
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Sorcery
Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Sorcery
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Sideboard
Searing Blaze
Searing Blaze deals 1 damage to target player or planeswalker and 1 damage to target creature that player or that planeswalker's controller controls.
Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
Landfall — If you had a land enter the battlefield under your control this turn, Searing Blaze deals 3 damage to that player or planeswalker and 3 damage to that creature instead.
Instant

Sideboard
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Maybeboard
Anathemancer
When this creature enters, it deals damage to target player equal to the number of nonbasic lands that player controls.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature - Wizard Zombie

Animist's Awakening
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery

Bard Class
(Gain the next level as a sorcery to add its ability.)
Legendary creatures you control enter with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
Legendary creatures you control enter with an additional +1/+1 counter on them.
: Level 2
Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay.
: Level 3
Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.
Enchantment - Class

Baru, Fist of Krosa
Whenever a Forest enters, green creatures you control get +1/+1 and gain trample until end of turn.
Grandeur — Discard another card named Baru, Fist of Krosa: Create an X/X green Wurm creature token, where X is the number of lands you control.
Grandeur — Discard another card named Baru, Fist of Krosa: Create an X/X green Wurm creature token, where X is the number of lands you control.
Legendary Creature - Human Druid

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.
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

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

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.
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

Nissa, Who Shakes the World
Whenever you tap a Forest for mana, add an additional .
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
Legendary Planeswalker - Nissa

Ranger Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
When this Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Enchantment - Class

Unbound Flourishing
Whenever you cast a permanent spell with a mana cost that contains , double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
Enchantment

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

Volcanic Offering
Destroy target nonbasic land you don't control and target nonbasic land of an opponent's choice you don't control.
Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control.
Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control.
Instant

Waking the Trolls
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Destroy target land.
II — Put target land card from a graveyard onto the battlefield under your control.
III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.
I — Destroy target land.
II — Put target land card from a graveyard onto the battlefield under your control.
III — Choose target opponent. If they control fewer lands than you, create a number of 4/4 green Troll Warrior creature tokens with trample equal to the difference.
Enchantment - Saga

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This deck is all about the lands. (not used to making red decks or decks with any burn capability at all so let me know if you have suggestions)\n\nThere's a sub category I'm working on where you help your enemies get lots of land too as if its a grouphug deck then use that to hurt them with cards like treacherous terrain.\n\nNotes:\n-Commander "},{"insert":{"card-link":"Radha, Heart of Keld"}},{"insert":" should be taken out as early as possible. \n\t\t-Utilize the top deck ability as much as you can, when given the option of playing a land from hand, or a land from top of the deck, its almost always better to use the top of deck land so you'll have more land in reserve for later and you dont get land for turn too often. Its also basically free draw and a good way to plan for later. \n\t\t-Late game Radha can be used to deal a heap load of commander dmg using her third ability, which seems expensive, but you should have more than enough land.\n-Flip lands and "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" are there to ensure that the deck has a lot more lands than usual but doesn't get overwhelmed by land for turn. "},{"attributes":{"color":"#e60000","bold":true},"insert":"Dryad Arbor removed to put in another deck."},{"insert":"\n-"},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":" isnt just a creature tutor; you can pay 0 for X early on if you're screwed for land somehow and fetch "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" .\n-"},{"insert":{"card-link":"Treacherous Terrain"}},{"insert":" is a reaslly good group slug card that works really well with group hug cards like "},{"insert":{"card-link":"Collective Voyage"}},{"insert":" , "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":", and "},{"insert":{"card-link":"Rites of Flourishing"}},{"insert":" .\n-"},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" and "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" work to turn all lands (and creatures) into forests so that cards like "},{"insert":{"card-link":"Howl of the Night Pack"}},{"insert":" and "},{"insert":{"card-link":"Dungrove Elder"}},{"insert":" can work as if it were a mono green deck.\n-"},{"insert":{"card-link":"Sword of Hearth and Home"}},{"insert":" has land search and allows etb triggers to proc another time on cards like "},{"insert":{"card-link":"Phylath, World Sculptor"}},{"insert":" . But there aren't many ETB triggers in this deck so it may seem odd. However, when "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" is on the field, all creatures are lands and count towards landfall triggering. Plus if you don't have Ashaya, "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" can also have the same effect. It also has the added bonus of being able to reclaim stolen creatures since it exiles creatures you own, not creatures you control. Only downside is that, when you use it, you have to attack and put aside the group hug facade. Oh well, gotta start blasting sometime...\n-Classic fetch cards like "},{"insert":{"card-link":"Terramorphic Expanse"}},{"insert":" and "},{"insert":{"card-link":"Evolving Wilds"}},{"insert":" don't just allow you to double the effects of landfall, they also allow you to abuse "},{"insert":{"card-link":"Radha, Heart of Keld"}},{"insert":" 's top deck ability by giving you a nice shuffle to get something different. whether it be a different card to draw next turn or just another land for when you can play more than one. Best part is, you can use this tech with all the fetch cards, and there's a lot in this deck.\n-"},{"insert":{"card-link":"Wrenn and Seven"}},{"insert":" is almost perfect for this deck with the only problem being her first ability's self mill qualities. The only thing in the deck that will get any of those cards back is "},{"insert":{"card-link":"Struggle // Survive"}},{"insert":" . If its really an issue, putting in an "},{"insert":{"card-link":"Elixir of Immortality"}},{"insert":" or some green graveyard retrieval may help. Her final ability may be overshadowed by "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" , but there's so many ways to just dump lands on the field as well as a ton of mana to play cards that both may be unnecessary. If they are needed, having a back up is helpful.\n-Cards like "},{"insert":{"card-link":"Radha, Heir to Keld"}},{"insert":" , "},{"insert":{"card-link":"Brushfire Elemental"}},{"insert":" , "},{"insert":{"card-link":"Scute Swarm"}},{"insert":" , and "},{"insert":{"card-link":"Kazandu Mammoth // Kazandu Valley"}},{"insert":" are great if you want to start swinging right out of the gate. If not, they can be removed for heavier hitters from the Maybeboard.\n-Cards like "},{"insert":{"card-link":"Mina and Denn, Wildborn"}},{"insert":" , "},{"insert":{"card-link":"Wayward Guide-Beast"}},{"insert":", "},{"insert":{"card-link":"Multani, Yavimaya's Avatar"}},{"insert":", "},{"insert":{"card-link":"Gruul Turf"}},{"insert":" ,and "},{"insert":{"card-link":"Thawing Glaciers"}},{"insert":" are there to put lands back into your hand for continued landfall. This seems counterproductive, especially with "},{"insert":{"card-link":"Wayward Guide-Beast"}},{"insert":" early game, but late game, it may be necessary. It can also let you reuse Land ETB abilities like"},{"insert":{"card-link":"Temple of Abandon"}},{"insert":"'s scry ability so you can look for lands for Radha's top deck ability. This can also send flip lands like "},{"insert":{"card-link":"Kazandu Mammoth // Kazandu Valley"}},{"insert":" back from being used as lands to be used for their other effects.\n-You can use "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":" 's beast tokens to trigger "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":" and then possibly change the top card for Radha if you have something that lets you play more lands or just use a drawn land to trigger it again.\n\nConsider changing:\n-remove "},{"insert":{"card-link":"Undergrowth Champion"}},{"insert":" in favor of something with more synergy.\n-add "},{"insert":{"card-link":"Stuffy Doll"}},{"insert":" so cards like "},{"insert":{"card-link":"Rumbling Rockslide"}},{"insert":" can be used directly on players. In addition, "},{"insert":{"card-link":"Sword of Hearth and Home"}},{"insert":" gets more value because you can use it to reassign stuffy doll's first ability to a new opponent.\n-remove "},{"insert":{"card-link":"Searing Blaze"}},{"insert":" in exchange for one of the stronger burn spells in the sideboard or maybeboard.\n-maybe remove "},{"insert":{"card-link":"Grand Warlord Radha"}},{"insert":" or even "},{"insert":{"card-link":"Radha, Heir to Keld"}},{"insert":" in favor of more fetch or more burn? Mana dorks aren't that relevant in this deck.\n-Add "},{"insert":{"card-link":"Boseiju Reaches Skyward // Branch of Boseiju"}},{"insert":" in place of a dork or redundant hydra.\n-Add "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":". Maybe replace Blinding fog or Reliquary Tower.\n\n\n5/5 red green elemental\n0/1 green plant x2\nx/x green elemental x=lands\nx/x green treefolk warrior x=lands\n4/4 green beast\n1/1 green insect\ntreasure\nfood \n5/5 red dragon flying\nx/x green treefolk with reach x=lands\n6/6 green wurm\n3/3 green Beast \n"}]}





























































































































































