Twillij
575 views4 days ago
Commander
Size: 100Est cost: $745.59Salt sum: 39.16
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{"ops":[{"attributes":{"bold":true},"insert":"About:"},{"insert":"\nThis is a deck that is focused on creature sacrifice and controlling the board while at the same time hitting hard with big flying dragons. The deck has a strong draconic theme (because I like dragons), hence why there are some dragon synergy cards like "},{"insert":{"card-link":"Encroaching Dragonstorm"}},{"insert":" in there. The deck is designed to work best with "},{"insert":{"card-link":"Korvold, Fae-Cursed King"}},{"insert":", but it can be swapped with "},{"insert":{"card-link":"Ziatora, the Incinerator"}},{"insert":" if it's getting a lot of hate on the table, since Korvold has a bit of a reputation.\n\n"},{"attributes":{"bold":true},"insert":"Gameplay:"},{"insert":"\nThe core strategy is simple - sac creatures, gain advantage. There are plenty of self-recurring creatures like "},{"insert":{"card-link":"Bloodghast"}},{"insert":" or token generators like "},{"insert":{"card-link":"Nesting Dragon"}},{"insert":" which can reliably provide fodders for you to sac every turn. Some of the payoffs for saccing your creatures include self-induced death triggers like "},{"insert":{"card-link":"Kokusho, the Evening Star"}},{"insert":", or external death triggers such as "},{"insert":{"card-link":"Grave Pact"}},{"insert":". Because the deck wants to sac creatures a lot, there are also several graveyard reanimators like "},{"insert":{"card-link":"Meren of Clan Nel Toth"}},{"insert":" to bring them back and have them die over and over again.\n\n"},{"attributes":{"bold":true},"insert":"Strategy:"},{"insert":"\n-- Early game --\nYou want to start the game by ramping hard as most green decks do. Outside of the standard ramp cards like "},{"insert":{"card-link":"Fanatic of Rhonas"}},{"insert":", cards like "},{"insert":{"card-link":"Enduring Vitality"}},{"insert":" also scales especially well in the mid to late game due to the token generators. Set up a few sac fodders in preparation of summoning your commander and your other playmakers.\n\n-- Mid game --\nWhen you have set up a good mana base and a few sac fodders, you are going to want to summon your big playmakers, notably your commander. However, other players may expect this and try to counter your play. If you assess this to be case (e.g. blue player has 1-2 blue mana open), you may delay summoning your playmaker/s and continue to set up cards that will make your future plays safer like "},{"insert":{"card-link":"Rhythm of the Wild"}},{"insert":" or bait their interaction with midrange creatures like "},{"insert":{"card-link":"Kura, the Boundless Sky"}},{"insert":".\n\n-- Late game --\nAt this point you should be dominating the board, robbing your opponents of their permanents, and you want to finish the game. You will want to have set up a haste enabler like "},{"insert":{"card-link":"Enduring Courage"}},{"insert":" and summon an army of creatures, or pump your existing board with "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":". If there are still any remaining survivors post combat, you can sac your creatures with "},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":" coupled with "},{"insert":{"card-link":"Mayhem Devil"}},{"insert":" for lethal.\n\n"},{"attributes":{"bold":true},"insert":"Strengths:"},{"insert":"\nConsistency is probably one of the deck's biggest strengths. If Korvold is the commander, draw issues are basically non-existent. But just in case the table won't let you play him, there are other substitutes like "},{"insert":{"card-link":"Jenova, Ancient Calamity"}},{"insert":" that will let you draw a full hand every turn. There are also a few creature tutors like "},{"insert":{"card-link":"Fiend Artisan"}},{"insert":" that can let you summon whatever you need from the deck, and all the playmakers and interactions in the deck are available in creature form e.g. "},{"insert":{"card-link":"Butcher of Malakir"}},{"insert":" as a replacement for "},{"insert":{"card-link":"Dictate of Erebos"}},{"insert":". Another strength is the fact that the deck is built to have its own creatures die, so it is extremely resilient to most board wipes like "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":".\n\n"},{"attributes":{"bold":true},"insert":"Weaknesses:"},{"insert":"\nThe most obvious weakness is cards that prevent deaths like "},{"insert":{"card-link":"Rest in Peace"}},{"insert":". This shuts down most of the deck's synergies and should be removed immediately with "},{"insert":{"card-link":"Haywire Mite"}},{"insert":" and the like. The deck also requires combo pieces to be setup before it really takes off, so it can feel rather slow in the early game compared to some other more aggressive decks. Finally, the deck has to be wary of counterspells due to the fact that most of the playmakers require a 5+ mana to cast.\n\n"},{"attributes":{"bold":true},"insert":"Addendum:"},{"insert":"\nI have designed this deck to represent the strengths of each of its colours. Green is represented by its fast ramp and big creatures, black is represented by the death and sacrifice gameplay, and red is represented by the haste and burn enablers. Red is currently still underrepresented because honestly the deck started out as a Golgari deck with Beledros at the helm, so I'm still looking for new ways to introduce more red into the mix.\n"}]}
Death Trigger
Kura, the Boundless Sky
Flying, deathtouch
When Kura dies, choose one —
• Search your library for up to three land cards, reveal them, put them into your hand, then shuffle.
• Create an X/X green Spirit creature token, where X is the number of lands you control.
When Kura dies, choose one —
• Search your library for up to three land cards, reveal them, put them into your hand, then shuffle.
• Create an X/X green Spirit creature token, where X is the number of lands you control.
Legendary Creature - Dragon Spirit

Rekindling Phoenix
Flying
When this creature dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this token and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."
When this creature dies, create a 0/1 red Elemental creature token with "At the beginning of your upkeep, sacrifice this token and return target card named Rekindling Phoenix from your graveyard to the battlefield. It gains haste until end of turn."
Creature - Phoenix

Death Trigger
(CTRL to add secondary)
Draw
Jenova, Ancient Calamity
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Jenova's power on up to one other target creature. That creature becomes a Mutant in addition to its other types.
Whenever a Mutant you control dies during your turn, you draw cards equal to its power.
Whenever a Mutant you control dies during your turn, you draw cards equal to its power.
Legendary Creature - Alien

Rakdos, the Muscle
Flying, trample
Whenever you sacrifice another creature, exile cards equal to its mana value from the top of target player's library. Until your next end step, you may play those cards, and mana of any type can be spent to cast those spells.
Sacrifice another creature: Rakdos gains indestructible until end of turn. Tap it. Activate only once each turn.
Whenever you sacrifice another creature, exile cards equal to its mana value from the top of target player's library. Until your next end step, you may play those cards, and mana of any type can be spent to cast those spells.
Sacrifice another creature: Rakdos gains indestructible until end of turn. Tap it. Activate only once each turn.
Legendary Creature - Demon Mercenary

Draw
(CTRL to add secondary)
Haste
Enduring Courage
Whenever another creature you control enters, it gets +2/+0 and gains haste until end of turn.
When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
When Enduring Courage dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Dog Glimmer

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

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
(CTRL to add secondary)
Pump
Zopandrel, Hunger Dominus
Reach
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

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

Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Legendary Enchantment


Summon: Fenrir
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
Creature Enchantment - Saga Wolf

Ramp
(CTRL to add secondary)
Recursion
Meren of Clan Nel Toth
Whenever another creature you control dies, you get an experience counter.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
Legendary Creature - Human Shaman

Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Sac Outlet
Sac Outlet
(CTRL to add secondary)
Sac Trigger
Sac Trigger
(CTRL to add secondary)
Tokens
Garruk, Cursed Huntsman
0: Create two 2/2 black and green Wolf creature tokens with "When this token dies, put a loyalty counter on each Garruk you control."
−3: Destroy target creature. Draw a card.
−6: You get an emblem with "Creatures you control get +3/+3 and have trample."
−3: Destroy target creature. Draw a card.
−6: You get an emblem with "Creatures you control get +3/+3 and have trample."
Legendary Planeswalker - Garruk

Vivien, Monsters' Advocate
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
+1: Create a 3/3 green Beast creature token. Put your choice of a vigilance counter, a reach counter, or a trample counter on it.
−2: When you next cast a creature spell this turn, search your library for a creature card with lesser mana value, put it onto the battlefield, then shuffle.
You may cast creature spells from the top of your library.
+1: Create a 3/3 green Beast creature token. Put your choice of a vigilance counter, a reach counter, or a trample counter on it.
−2: When you next cast a creature spell this turn, search your library for a creature card with lesser mana value, put it onto the battlefield, then shuffle.
Legendary Planeswalker - Vivien

Tokens
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Tutor
Tutor
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"About:"},{"insert":"\nThis is a deck that is focused on creature sacrifice and controlling the board while at the same time hitting hard with big flying dragons. The deck has a strong draconic theme (because I like dragons), hence why there are some dragon synergy cards like "},{"insert":{"card-link":"Encroaching Dragonstorm"}},{"insert":" in there. The deck is designed to work best with "},{"insert":{"card-link":"Korvold, Fae-Cursed King"}},{"insert":", but it can be swapped with "},{"insert":{"card-link":"Ziatora, the Incinerator"}},{"insert":" if it's getting a lot of hate on the table, since Korvold has a bit of a reputation.\n\n"},{"attributes":{"bold":true},"insert":"Gameplay:"},{"insert":"\nThe core strategy is simple - sac creatures, gain advantage. There are plenty of self-recurring creatures like "},{"insert":{"card-link":"Bloodghast"}},{"insert":" or token generators like "},{"insert":{"card-link":"Nesting Dragon"}},{"insert":" which can reliably provide fodders for you to sac every turn. Some of the payoffs for saccing your creatures include self-induced death triggers like "},{"insert":{"card-link":"Kokusho, the Evening Star"}},{"insert":", or external death triggers such as "},{"insert":{"card-link":"Grave Pact"}},{"insert":". Because the deck wants to sac creatures a lot, there are also several graveyard reanimators like "},{"insert":{"card-link":"Meren of Clan Nel Toth"}},{"insert":" to bring them back and have them die over and over again.\n\n"},{"attributes":{"bold":true},"insert":"Strategy:"},{"insert":"\n-- Early game --\nYou want to start the game by ramping hard as most green decks do. Outside of the standard ramp cards like "},{"insert":{"card-link":"Fanatic of Rhonas"}},{"insert":", cards like "},{"insert":{"card-link":"Enduring Vitality"}},{"insert":" also scales especially well in the mid to late game due to the token generators. Set up a few sac fodders in preparation of summoning your commander and your other playmakers.\n\n-- Mid game --\nWhen you have set up a good mana base and a few sac fodders, you are going to want to summon your big playmakers, notably your commander. However, other players may expect this and try to counter your play. If you assess this to be case (e.g. blue player has 1-2 blue mana open), you may delay summoning your playmaker/s and continue to set up cards that will make your future plays safer like "},{"insert":{"card-link":"Rhythm of the Wild"}},{"insert":" or bait their interaction with midrange creatures like "},{"insert":{"card-link":"Kura, the Boundless Sky"}},{"insert":".\n\n-- Late game --\nAt this point you should be dominating the board, robbing your opponents of their permanents, and you want to finish the game. You will want to have set up a haste enabler like "},{"insert":{"card-link":"Enduring Courage"}},{"insert":" and summon an army of creatures, or pump your existing board with "},{"insert":{"card-link":"Zopandrel, Hunger Dominus"}},{"insert":". If there are still any remaining survivors post combat, you can sac your creatures with "},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":" coupled with "},{"insert":{"card-link":"Mayhem Devil"}},{"insert":" for lethal.\n\n"},{"attributes":{"bold":true},"insert":"Strengths:"},{"insert":"\nConsistency is probably one of the deck's biggest strengths. If Korvold is the commander, draw issues are basically non-existent. But just in case the table won't let you play him, there are other substitutes like "},{"insert":{"card-link":"Jenova, Ancient Calamity"}},{"insert":" that will let you draw a full hand every turn. There are also a few creature tutors like "},{"insert":{"card-link":"Fiend Artisan"}},{"insert":" that can let you summon whatever you need from the deck, and all the playmakers and interactions in the deck are available in creature form e.g. "},{"insert":{"card-link":"Butcher of Malakir"}},{"insert":" as a replacement for "},{"insert":{"card-link":"Dictate of Erebos"}},{"insert":". Another strength is the fact that the deck is built to have its own creatures die, so it is extremely resilient to most board wipes like "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":".\n\n"},{"attributes":{"bold":true},"insert":"Weaknesses:"},{"insert":"\nThe most obvious weakness is cards that prevent deaths like "},{"insert":{"card-link":"Rest in Peace"}},{"insert":". This shuts down most of the deck's synergies and should be removed immediately with "},{"insert":{"card-link":"Haywire Mite"}},{"insert":" and the like. The deck also requires combo pieces to be setup before it really takes off, so it can feel rather slow in the early game compared to some other more aggressive decks. Finally, the deck has to be wary of counterspells due to the fact that most of the playmakers require a 5+ mana to cast.\n\n"},{"attributes":{"bold":true},"insert":"Addendum:"},{"insert":"\nI have designed this deck to represent the strengths of each of its colours. Green is represented by its fast ramp and big creatures, black is represented by the death and sacrifice gameplay, and red is represented by the haste and burn enablers. Red is currently still underrepresented because honestly the deck started out as a Golgari deck with Beledros at the helm, so I'm still looking for new ways to introduce more red into the mix.\n"}]}









































































































