Oddzilla
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Commander
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Commander
Chishiro, the Shattered Blade
Whenever an Aura or Equipment you control enters, create a 2/2 red Spirit creature token with menace.
At the beginning of your end step, put a +1/+1 counter on each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
At the beginning of your end step, put a +1/+1 counter on each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Snake Samurai

Commander
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Counters
Halana and Alena, Partners
Reach (This creature can block creatures with flying.)
First strike (This creature deals combat damage before creatures without first strike.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
First strike (This creature deals combat damage before creatures without first strike.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
Legendary Creature - Human Ranger

Ozolith, the Shattered Spire
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
Legendary Artifact

Renata, Called to the Hunt
Renata's power is equal to your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Each other creature you control enters with an additional +1/+1 counter on it.
Each other creature you control enters with an additional +1/+1 counter on it.
Legendary Creature Enchantment - Demigod

Thundering Raiju
Haste
Whenever this creature attacks, put a +1/+1 counter on target creature you control. Then this creature deals X damage to each opponent, where X is the number of modified creatures you control other than this creature. (Equipment, Auras you control, and counters are modifications.)
Whenever this creature attacks, put a +1/+1 counter on target creature you control. Then this creature deals X damage to each opponent, where X is the number of modified creatures you control other than this creature. (Equipment, Auras you control, and counters are modifications.)
Creature - Spirit

Counters
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Draw
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

Draw
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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
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Protection
Protection
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Pump
Pump
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Ramp
Domri, Chaos Bringer
+1: Add or . If that mana is spent on a creature spell, it gains riot. (It enters with your choice of a +1/+1 counter or haste.)
−3: Look at the top four cards of your library. You may reveal up to two creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
−8: You get an emblem with "At the beginning of each end step, create a 4/4 red and green Beast creature token with trample."
−3: Look at the top four cards of your library. You may reveal up to two creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
−8: You get an emblem with "At the beginning of each end step, create a 4/4 red and green Beast creature token with trample."
Legendary Planeswalker - Domri

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

Ramp
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Recursion
Recursion
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Removal
Removal
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Tokens
One with the Kami
Flash
Enchant creature you control
Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
Enchant creature you control
Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
Enchantment - Aura

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Theme: Gruul Stompy / +1/+1 Counters / \"Riot\" Mechanic\nPower Level: Mid-High Casual (7.5/10)\nDescription: This deck weaponizes the Riot mechanic to bypass the \"setup time\" usually required for a \"Modified\" creature deck. By choosing +1/+1 counters as creatures enter, you immediately trigger Chishiro, the Shattered Blade, who scales your board presence every end step. The deck balances aggressive Haste-fueled starts with a \"Big Mana\" late game that uses Spirit tokens to fuel explosive finishers.\n\nDeck Primer: Chishiro’s Riotous Horde\nI. The Game Plan\nThis is a Snowball Deck. Your goal is to get Chishiro on the board by Turn 3 or 4 and immediately follow up with Riot creatures. Because Riot creatures enter with counters, they are \"Modified\" the moment they hit the dirt. Chishiro rewards this by pumping your entire board every single turn you pass.\n\nII. Key Mechanics & Synergies\nThe Riot Loop: With Rhythm of the Wild or Uncivil Unrest on the field, your creatures get an extra instance of Riot. Always choose the counter for the first instance to make them \"Modified,\" then choose Haste for the second to pressure opponents immediately.\n\nThe Aura Engine: Cards like Bear Umbra and Snake Umbra serve three purposes: they protect your creatures, they ramp your mana, and they trigger Chishiro to create 2/2 Haste Spirits.\n\nThe Machine Gun: All Will Be One is your primary non-combat win condition. It turns the +1/+1 counters from Riot, Chishiro, and Hardened Scales into direct damage to pick off blockers or burn out opponents.\n\nIII. How to Win\nCombat Damage: Use Kodama of the West Tree to give your massive, modified army Trample.\n\nThe Overrun: Cast End-Raze Forerunners to give your Spirit tokens and Rioters the final push they need to close out the game.\n\nThe X-Factor: Pump all your excess mana into Walking Ballista or a massive Genesis Wave to overwhelm the table in a single turn.\n\nIV. Mulligan Guide\nThe \"Keep\" Hand: 3 Lands, 1 Mana Aura (e.g., Wild Growth), 1 Riot Creature, and 1 Protection/Utility spell. You want to ensure you can cast Chishiro by Turn 3.\n\nThe \"Toss\" Hand: Hands with 5+ lands or hands with no Green mana. You cannot afford a slow start in Gruul.\n\nThe \"Dream\" Hand: Sol Ring, Utopia Sprawl, Rhythm of the Wild, and any 4-drop Riot creature. This leads to a Turn 2 Rhythm and a Turn 3 Chishiro that is already producing tokens.\n\nV. Weaknesses\nBe wary of Mass Exile effects (like Farewell). While you have Heroic Intervention and Silkguard to stop \"Destroy\" effects, an exile board wipe can be devastating. Hold back one or two Riot creatures in your hand as \"insurance\" if your board is already dominant.\n"}]}
































































