Barthas255
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Commander
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{"ops":[{"attributes":{"color":"#ffffff"},"insert":"Hello!"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nIf You're looking for an "},{"attributes":{"bold":true},"insert":"absurdely"},{"insert":" strong Jund Reanimator deck, then I got you covered!"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOne time I wondered: \"I'd like to make a reanimator deck, who should I pick as a commander?\" then I looked at Slimefoot and Squee.\n\n"},{"attributes":{"italic":true},"insert":"Oh boy let me tell you something."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nMaybe it's not cEDH power commander (although there are some tournament entries with them, not very significant tho),\nbut it definitely is NOT your everyday casual Commander.\n\n\n"},{"attributes":{"underline":true},"insert":"Power Level"},{"insert":": This Slimefoot and Squee (S&S) deck as it is stands somewhere between high B3 and low B4, without running any game changers, and on a relative budget. Changes are still being made to the final list. It is not apropriate to play this below B3, although this deck should stomp an average B3 deck pretty easily.\n\n"},{"attributes":{"underline":true},"insert":"For who"},{"insert":": This deck is quite complex in its winning lines and can feel like a real challenge to put a win through 3 other people targeting your stuff ("},{"attributes":{"italic":true},"insert":"You "},{"attributes":{"italic":true,"bold":true},"insert":"will"},{"attributes":{"italic":true},"insert":" be an Archenemy of the table with this deck"},{"insert":"), but if you like thinking and have many outs then it is a deck for You.\n\n"},{"attributes":{"underline":true},"insert":"Strategy"},{"insert":": put our big friends (Protean Hulk, Razaketh, Etali, Broodlord or Grave Reaver) into the yard, reanimate them using cheap reanimate effects or our commander and either chain-tutor for the win using razaketh/Broodlord or a Hulk Pile. \nAlternative Strategy: Use Sneak Attack and go infinite with ham sandwitch. Razaketh, Broodlord, Enduring Vitality and Technomancer are your best friends here.\n\nYes, this deck runs a dedicated Jund Hulk Pile, which You won't find anywhere else, since it requires Slimefoot and Squee in the command zone.\nThis deck wins on average around turn 4-5, sometimes can high roll into turn 2-3 win. I don't run dark ritual, so it can't win turn 1, but then it would just stomp any other deck in B4 or below that doesnt run a Force of Will or other 0 mana interaction.\n\n"},{"attributes":{"underline":true},"insert":"The best part about the deck"},{"insert":": it is very Lethal, Resilient, Fast and hard to interactive with once you have a sacrifice outlet on the board. There is a bilion different winning lines. Slimefoot and Squee is an absurd value/combo piece, board wipes and destroy effects do nothing, opponents have to strictly run exile effects, and even then later in the game cards like PTE or STP do nothing if we have a sac outlet on board or instant sac in hand.\nSomething to improve on: It could run more interaction/protection pieces, like Redirect Lightning, Untimely Malfunction, Defense Grid or Hexing Squelcher.\nThe ugly part: this is a reanimator deck, static effects like Rest in Piece or Leyline of the Void can really mess up our gameplan, so to stop that the deck runs a few non-creature removal spells like Assasins Trophy, Tear Asunder and reccurable-and-easily-tutorable Haywire Mite, although it could run even more. It is at most importance to hold onto these removal spells for things that stops our gameplan and ignore most permanents that our opponents will play, don't crack haywire mite just to exile an Unholy Annex, it usually is not worth it. \nOn the bright side, You can still win by just playing Your threats from hand with mana generated using many ramp pieces. Turn 4 or 5 Breach the Multiverse is still a massive value play in B3, not so much in B4 but still okay-ish.\n\nBesides that, deck is structured that even with half of your library exiled you still propably can win, there is that many win conditions.\n\n\n\n"},{"attributes":{"bold":true},"insert":"I'll list here a bunch of win lines that EDHREC and Youtube won't show you"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Hulk Pile"},{"insert":" (Prerequisite: Hulk on the board and a way to sacrifice it, no mana needed beyond that): Hulk into sac with 0 mana open and commander in the command zone ("},{"attributes":{"underline":true},"insert":"costing 3 mana, important!"},{"insert":") is an automatic win. The only condition is that we have Shang-Chi in the library. Hulk Pile look like this: carrion feeder/viscera seer + junji -> sac junji -> bring back hulk -> sac hulk -> 1 mana drop, Shang-Chi, Enduring Vitality -> tap sac outlet, 1 mana drop and enduring for 3 mana, cast commander -> tap commander, saproling for 2 mana and Shang-Chi for 2 mana only to be used by creature sources abilities -> sac Slimefoot, bring back Hulk -> tap Hulk, Slimefoot and a saproling for 3 mana, sac Hulk -> get either Pitless Plunderer or Technomancer and go infinite from here, or just get Avatar and then Bloodthirsty Conqueror for a swift lifegain infinite combo.\nThere is an alternate line if you i. e. cant play Enduring Vitality -> from second Hulk activation get Bloom Tender, Shang Chi and Bolg's Company, then proceed from here as before.\n\n"},{"attributes":{"underline":true},"insert":"Sneak Attack"},{"insert":" (Prerequisite: 6 mana open, 3 red and 3 generic, Sneak attack and Razaketh in hand and 1 body on the battlefield): Sneak attack for 4 mana, razaketh for 1 red, sac body get Hulk, play Hulk with Sneak Attack for 1 red. Then do the Hulk Pile. You can also get Enduring Vitality and since Sneak Attack gives Haste, you can tap every creature that comes down from Razaketh's tutor ability for 1 red mana to play another creature (and thus, playing all creatures in your deck)\n\n"},{"attributes":{"underline":true},"insert":"Roxanne"},{"insert":": Goes infinite with our commander and something that makes 3 treasures every time we do a loop using S&S ability, i. e. Piteless Plunderer, Atsushi, Technomancer \n(Note: Roxanne is a little slow for what this deck can do. She adds constistancy, ramp and a little interaction, at the cost of speed, so she could be swapped out for Birds of Paradise or more efficient interaction)\n\n"},{"attributes":{"underline":true},"insert":"Buried Alive + Victimize"},{"insert":": If you Buried Alive turn 3 with a body on board, then it's just a turn 4 win. Protean Hulk + Razaketh is a win, Lifegain Combo with a sac outlet is a win, sometimes you can even do something like Technomancer+Razaketh, or Technomancer with a big body, like Etali.\n\n"},{"attributes":{"underline":true},"insert":"Entomb + Reanimate + 1 time sacrifice for 1 mana"},{"insert":" = "},{"attributes":{"bold":true},"insert":"turn 2 win with Hulk Pile "},{"attributes":{"italic":true},"insert":"(if you have a black mana producing land)"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Grave Reaver + any Entomb effect"},{"insert":" = broken, You can do anything from this point, go crazy!\n\nAnd many, many more lines using mainly Hoarding Broodlord, Pitless Plunderer, Technomancer + Korvold, Ashnod's Altar, the list goes on\n\n\n\n"},{"attributes":{"bold":true},"insert":"Additional card categories"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"In-not-yet"},{"insert":": Cards that could be very good depending on your playgroup and budget.\n\n"},{"attributes":{"underline":true},"insert":"Out-not-yet"},{"insert":": Cards that were very recently in the 99, but for the moment are swapped out for experiments.\n\n"},{"attributes":{"underline":true},"insert":"In"},{"insert":": Cards that I'm testing right now and will propably stay, they replace cards that go into "},{"attributes":{"underline":true},"insert":"Out-not-yet"},{"insert":" category.\n\n"},{"attributes":{"underline":true},"insert":"Out"},{"insert":": These are the cards that were once in this deck, but I got my hands on better options. They are sometimes good cards, but not good enough to make the cut. Don't play these cards, unless you want to power down the deck.\n\n"},{"attributes":{"underline":true},"insert":"Maybeboard"},{"insert":": Self Explanatory.\n\n\n\n"},{"attributes":{"bold":true},"insert":"General Cards Discussion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhat could be added into the deck:"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Burnt Offering"},{"insert":" - Top Priority, I should've added this card a long time ago.\n\n"},{"attributes":{"underline":true},"insert":"Fire Covenant"},{"insert":" - Very good and flexible removal spell, should consider running this one. No idea what to swap out tho.\n\n"},{"attributes":{"underline":true},"insert":"Impulsive Pilferer"},{"insert":" - Very interesting common, makes some lines that are 1 treasure short of going infinite (S&S and Technomancer, S&S and Pitless Plunderer) actually going infinite. Also a very nice 1 drop to sac for value on turn 2. It may be a sleeper pick, that smoothes out mana curve in this deck, but didn't test it yet. Could make the cut.\n\n"},{"attributes":{"underline":true},"insert":"Blood Artist"},{"insert":" - It's an amazing card, I just can't find a way to justify putting it in. The best part is the lifegain part, still works as a win condition in all infinite sac scenarios for just 2 mana, and stabilizes us vs. all the board wipes and dmg that we will be unevitably taking as an Archenemy. maybe it could replace lifegain combo, which would free 1 spell slot in the deck. That would be kinda huge ngl. Needs more testing.\n\n"},{"attributes":{"underline":true},"insert":"Saw in Half"},{"insert":" - It "},{"attributes":{"italic":true},"insert":"should"},{"insert":" be good in this deck or even insane, but feels clunky instead. Maybe it needs dedicated Broodlord pile to be worth it? Needs more testing.\n\n"},{"attributes":{"underline":true},"insert":"Doom Whisperer"},{"insert":" - Builds 2-card non-deterministic win with Grave Reaver. From my playtesting it looks like if you start on a high life total (30+) there is like 95% of winning the game nad 5% of losing on the spot. Chance to generate a decent amount of mana in next 30-ish cards is very high, but not 100%. Dead card if either Grave Reaver is exiled or you are on low life. Its soo alluring, but maybe its just better to cut Grave Reaver and make other win lines more robust, than putting in yet another wincon. Not sure on this one, because even on its own is kinda like a Griselbrand in this deck. Maybe I should just forgo infinite lifegain line and put in Doom Whisperer and Blood Artist. Idk, You tell me.\n\n"},{"attributes":{"underline":true},"insert":"Flare of Cultivation"},{"insert":" - Neat card, but its sorcery speed, which kinda sucks, because other Flares give S&S protection from Exile effects like STP, by sending him to graveyard as a cost on other people's turns, which is really good for our gameplan. Still, could be considered.\n\n"},{"attributes":{"underline":true},"insert":"Beast Within"},{"insert":" - It's ok. 3 mana is a lot tho in today's MTG EDH mana economy for a single target removal spell. Could be higher consideration if someone runs stax or other BS effects on lands. Generally cards like Nature's Claim are better for non-creature removal, and there are other ways to deal with problematic creatures for less mana. Still one of the better removal options.\n\n"},{"attributes":{"underline":true},"insert":"Chord of Calling"},{"insert":" - Depends on the Pod. Not so good if other people have removal-heavy decks. Bonkers otherwise, but if people don't run a lot of removal then this deck just wins without this card. I'm on edge with this one.\n\n"},{"attributes":{"underline":true},"insert":"Greater Good "},{"insert":"- It might be awesome. It might be doo doo. Needs more testing.\n\n"},{"attributes":{"underline":true},"insert":"Wight of the Reliquary"},{"insert":" - Might be a good ramp option. Needs more testing.\n\n"},{"attributes":{"underline":true},"insert":"Cauldron of Essence"},{"insert":" - Im on edge with this card. It could be good, but it's a bit slow.\n\n\nWhat could be removed from the deck (but I really don't want to):"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Nemata, Primeval Warden"},{"insert":" - It looks way worse than it plays unfortunately. You play this card for 4 mana and nothing happens, which sucks. It looks slow. What doesn't suck (and is in fact, very good) is that with Nemata on board, you are basically board wipe immune, Opponent does anything and you get a saproling, and can even draw cards in a pinch, which is actually usefull. It can also buff itself to protect itself from fight effects, Dismember-like spells and alike. You also stop other Graveyard decks from playing the game, which could be neat.\n\n"},{"attributes":{"underline":true},"insert":"Brightcap Badger"},{"insert":" - Another card that feels way better to play than what I imagined. It is also too slow for full on B4 deck, but is a great card when you have this one removal-happy opponent that just waits to kill your commander on the spot. Making 2 saprolings for 3 mana doesn't look crazy, but actually bodies like that are very usefull in reanimator style decks. It's also a very synergistic mana dork.\n\n"},{"attributes":{"underline":true},"insert":"Roxanne, Starfall Savant"},{"insert":" - She does sooo many things right. Even then, she costs 5 mana. 5 mana creatures in reanimator are in a weird spot. Unless they are total value monsters like Korvold, or an important combo piece combo like Bloodthirsty Conqueror or Junji, its hard to justify running them. Why? It all goes back to mana curve. Let me teach you a quick lesson:\n\nOn average with this deck you keep a hand with either turn 1 or turn 2 ramp. This means, either 3 mana on turn 2, or 4 mana on turn 3. Either way, you end up with 4 mana on turn 3. What it means, is that on turn 3 you can either:\na) Play a permanent spell for 4 mana \nb) Play a combination of permanent spells for 4 mana (less common)\nc) Play entomb effect \nd) Play reanimate effect and propably win the game with some haymaker that happens to already be in the graveyard from previous turns.\nIf you are doing something else, than it's propably a bad play and you shouldn't have keeped your opening hand.\nSo, half of the things we can do with our mana is playing entomb and reanimate effects. We will always use these on our biggest of the biggest bombs, not on some 5 mana creatures.\nThe other half of the things we do is play 3 or 4 mana permanents.\nDo you see where I'm going with this? - If we play only entomb and reanimate effects, then our mid-curve creatures are obsolete. If we set up big turn with our 3 and 4 mana permanents on turn 2-3-4, then we don't need 5 mana value spells, especially creatures. We don't want to use 5 mana to play them from hand, and we also don't want to reanimate them, which leaves us in a conundrum. 5 mana could be spent to sac S&S for 1 mana and use its ability for 4 mana, which is 99% of time a better play then playing a 5 drop from hand.\n"},{"attributes":{"bold":true},"insert":"tl;dr:"},{"insert":" Don't play spells with mv=5 or mv=6, unless it is a total banger. \n\n"},{"attributes":{"underline":true},"insert":"Bloodthirsty Conqueror & South Wind Avatar"},{"insert":" - This is a tough one. It is a very effficient B4 wincon. But it's kinda a dead draw. Wins the game, but doesn't improve our boardstate at all, it just make it scary. Propably will get this combo out at some point and replace with more tutors/rituals.\n\n"},{"attributes":{"underline":true},"insert":"Golgari Germination"},{"insert":" - As long as it is on the board, we have pretty much unlimited saprolings. That's good. Goes infinite with Piteless Plunderer. That's good. Alternative play for turn 3 instead of S&S to dodge creature removal. That's good. What isn't so good that it feels slower than it should be. Problem with this card is that it's generally better to play either mv=3 creature, entomb, reanimate, draw or ramp effects than a \"setup\" card like this. Cards like Undercellar Myconid pushes mana and gameplan, Golgari Germination doesn't push anything. That's bad.\n\n"},{"attributes":{"underline":true},"insert":"Growing Rites of Itlimoc"},{"insert":" - Replaces itself (most of the time), has crazy high ceiling, okay floor, not difficult to play this and immediately flip, although not guaranteed. This card has one problem in this deck specifically. Mana curve & timing. It's adviced to have 4 bodies in play before playing this card, that way our opponents don't get a turn cycle to blow it up, the thing is that we can't play this on turn 3. So, let's say we had 0 ramp. Turn 3 S&S. Turn 4 swing, 4 mana open and 3 bodies. Unless we have specifically a 1-drop in hand, we kinda still don't really want to play GRoI. My point is, it is easy to get 3 bodies with this deck (S&S + swing, Thranix, Undercellar+2-drop, mana dork + S&S), but not that easy to get 4 bodies consistently. I'd say it's 50/50 if we get it or not. I should do some more Math and return to this card later I guess.\n\n"},{"attributes":{"underline":true},"insert":"Colossal Grave-Reaver"},{"insert":" - It feels amazing to play. Still, It's not that amazing without Doom Whisperer. I need to do more research and come back to this. I can see a world where Grave Reaver and Doom Whisperer are actually just better than Bloodthirsty Conqueror and South Wind Avatar, although lifegain can sometimes be clutch even without going infinite (Reanimate, Razaketh and Ripples of Undeath can get quite costly in HP).\n\n\n"},{"attributes":{"bold":true},"insert":"Popular EDHREC options that are not that good in practice:"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Slimefoot, the Stowaway"},{"insert":" - It's a B2 card. This deck is not a Saproling tribal, and we don't need it as a infinite mana sink.\n"},{"attributes":{"underline":true},"insert":"Syr Konrad, the Grim"},{"insert":" - B2 card. We don't need to ping our opponents, and this card doesn't improve our gameplan or protect it.\n"},{"attributes":{"underline":true},"insert":"Ziatora, the Incinerator"},{"insert":" - Too slow.\n"},{"attributes":{"underline":true},"insert":"Zulaport Cutthtroat"},{"insert":" - Could be considered as one of the win conditions, but it's just worse Blood Artist. We don't need it.\n"},{"attributes":{"underline":true},"insert":"Verdant Force"},{"insert":" - Too slow. Ok for B2 S&S deck.\n"},{"attributes":{"underline":true},"insert":"Flayer of the Hatebound"},{"insert":" - Too slow.\n"},{"attributes":{"underline":true},"insert":"Archon of Cruelty"},{"insert":" - Too fair. I could see it being run here if it said \"each opponent\". B2 card.\n"},{"attributes":{"underline":true},"insert":"Apex Altisaur"},{"insert":" - Should be good here with Technomancer shenanigans and so on, but it falls flat. Enrage can be responded to with an instant speed removal spell and our big dino dies miserably. Trap card.\n"},{"attributes":{"underline":true},"insert":"Chaos warp"},{"insert":" - Don't run this card please. Play Beast Within instead.\n"},{"attributes":{"underline":true},"insert":"Blasphemous Act"},{"insert":" - We will propably be the fastest deck on the table, so board wipes are anti-synergistic (if we are not, we have bigger problems). Other people need to wipe us, not the other way around. Board wipes are also not even that good against S&S, as long as you leave a saproling behind.\n"},{"attributes":{"underline":true},"insert":"Artifact Mutation"},{"insert":" - I know I know, it makes saprolings. But it only targets artifacts. For 2 different colors of mana. And how many saprolings realisticaly we are getting with this effect. Two? Three? I'd argue Shenanigans is a better card. \n"},{"attributes":{"underline":true},"insert":"Insidious Roots"},{"insert":" - We want saprolings. This one makes Plants. it even gives them +1/+1 counters, which is antisynergistic with Skullclamp. That sucks. If you want mana, just run Cryptolith Rite instead.\n"},{"attributes":{"underline":true},"insert":"Saproling Cluster"},{"insert":" - It's a Good card in this deck, but why run this, and go through the whole process of discarding and then reanimating, if you could just play Sneak Attack instead? \n"},{"attributes":{"underline":true},"insert":"High Market"},{"insert":" - Sacrifice outlet on a land is good. Colorless land is awful. Play Lazotep Quarry instead.\n"},{"attributes":{"underline":true},"insert":"Chainer, Nightmare Adept"},{"insert":" - It could be good. Feels worse than Anger in practice. Play Anger instead, if you have to.\n"},{"attributes":{"underline":true},"insert":"Massacre Wurm"},{"insert":" - Someone still plays this card in big 2026? I guess if your local meta is all Scute Swarm and Homunculus.\n"},{"attributes":{"underline":true},"insert":"Infested Thrinax"},{"insert":" - Costs too much mana unfortunately. Could be bonkers, but isn't.\n"},{"attributes":{"underline":true},"insert":"All 2 mana discard 1 draw 2 cards"},{"insert":" (i. e. Thrill of Possibility effects) - They are fine, but going all the way in this direction is a trap, since you don't want to build a deck full of these effects and 20 huge guys for 8 mana. It sounds fun, but It's bad (I tried). One of these is fine as a draw smoother.\n"},{"attributes":{"underline":true},"insert":"Cultivate"},{"insert":" - Run Flare of Cultivation instead.\n"},{"attributes":{"underline":true},"insert":"Anti-graveyard-hate"},{"insert":" cards (Turn the Earth, Perpetual Timepiece, Riftsweeper) - These are just dead cards most of the time. Don't play these, play interactive universal protection instead, like ability/spell redirection or even Tibalts Trickery.\n"},{"attributes":{"underline":true},"insert":"Anger"},{"insert":" - Shang-Chi is better. Play Shang-Chi. Yes I hate New York Plane. Yes I'm a power gamer. Suprised?\n"},{"attributes":{"underline":true},"insert":"Hermit Druid"},{"insert":" - Would need a total deck re-creation. Too much work. Amazing card tho.\n"},{"attributes":{"underline":true},"insert":"Bojuka Bog"},{"insert":" and utility lands that enters tapped and tap for only 1 color - I consider these lands very bad here. This deck is quite color pipe intensive, and in all 3 colors, so these lands make our mana significantly worse. This advice does not apply to lands like Boseiju, Yavimaya, Cradle of Growth and Urborg, Tomb of Yawgmoth. These are cracked.\n\n\n\n"},{"attributes":{"bold":true},"insert":"Additional Notes:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Want to go even faster and make a full B4 deck? Add Vampiric & Demonic Tutor, Natural Order, Fetchlands, Dark Ritual, Burnt Offering, Phyrexian Altar, Warren Soultrader and maybe Birthing Pod/Eldritch Evolution/Tainted Pact or Simian/Elvish spirit guide. Cut some of the win lines like Roxanne, Atsushi, Bolg's Company, Grave Reaver, maybe forgo the lifegain combo."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Want to go slower? Cut cards like Razaketh, Hulk, Hoarding Broodlord, Sneak Attack, Diabolic Intent, Entomb, Reanimate/Animate dead. Put in big guys that don't win on the spot and Reanimate/Entomb effects that costs more mana ->"},{"attributes":{"underline":true},"insert":" "},{"attributes":{"underline":true,"bold":true},"insert":"Out"},{"attributes":{"underline":true},"insert":" Section should help with that."},{"insert":" It still won't be a B2 deck, but it won't threaten a win out of nowhere."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Have fun playing this deck!"},{"attributes":{"header":3},"insert":"\n"}]}
Commander
Slimefoot and Squee
Whenever Slimefoot and Squee enters or attacks, create a 1/1 green Saproling creature token.
, Sacrifice a Saproling: Return this card and up to one other target creature card from your graveyard to the battlefield. Activate only as a sorcery.
, Sacrifice a Saproling: Return this card and up to one other target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Legendary Creature - Goblin Fungus

Commander
(CTRL to add secondary)
Artifact
Artifact
(CTRL to add secondary)
Creature
Etali, Primal Conqueror
Trample
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
When Etali enters, each player exiles cards from the top of their library until they exile a nonland card. You may cast any number of spells from among the nonland cards exiled this way without paying their mana costs.
: Transform Etali. Activate only as a sorcery.
Legendary Creature - Elder Dinosaur


Roxanne, Starfall Savant
Whenever Roxanne enters or attacks, create a tapped colorless artifact token named Meteorite with "When this token enters, it deals 2 damage to any target" and ": Add one mana of any color."
Whenever you tap an artifact token for mana, add one mana of any type that artifact token produced.
Whenever you tap an artifact token for mana, add one mana of any type that artifact token produced.
Legendary Creature - Druid Cat

Ruthless Technomancer
When this creature enters, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature's power.
, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
Creature - Human Wizard

Creature
(CTRL to add secondary)
Enchantment
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

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


Enchantment
(CTRL to add secondary)
Instant
Instant
(CTRL to add secondary)
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)
Sorcery
Breach the Multiverse
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery

Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Sorcery
(CTRL to add secondary)
In-not-yet
Eldritch Evolution
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Sorcery

Impulsive Pilferer
When this creature dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Goblin Pirate

Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

In-not-yet
(CTRL to add secondary)
Maybeboard
Aurora Awakener
Trample
Vivid — When this creature enters, reveal cards from the top of your library until you reveal X permanent cards, where X is the number of colors among permanents you control. Put any number of those permanent cards onto the battlefield, then put the rest of the revealed cards on the bottom of your library in a random order.
Vivid — When this creature enters, reveal cards from the top of your library until you reveal X permanent cards, where X is the number of colors among permanents you control. Put any number of those permanent cards onto the battlefield, then put the rest of the revealed cards on the bottom of your library in a random order.
Creature - Druid Giant

Baloth Prime
This creature enters tapped with six stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you sacrifice a land, create a tapped 4/4 green Beast creature token and untap this creature.
, Sacrifice a land: You gain 2 life.
Whenever you sacrifice a land, create a tapped 4/4 green Beast creature token and untap this creature.
, Sacrifice a land: You gain 2 life.
Creature - Beast

Beseech the Mirror
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
Search your library for a card, exile it face down, then shuffle. If this spell was bargained, you may cast the exiled card without paying its mana cost if that spell's mana value is 4 or less. Put the exiled card into your hand if it wasn't cast this way.
Search your library for a card, exile it face down, then shuffle. If this spell was bargained, you may cast the exiled card without paying its mana cost if that spell's mana value is 4 or less. Put the exiled card into your hand if it wasn't cast this way.
Sorcery

Braids, Arisen Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature - Nightmare

Chainer, Nightmare Adept
Discard a card: You may cast a creature spell from your graveyard this turn. Activate only once each turn.
Whenever a nontoken creature you control enters, if you didn't cast it from your hand, it gains haste until your next turn.
Whenever a nontoken creature you control enters, if you didn't cast it from your hand, it gains haste until your next turn.
Legendary Creature - Human Minion

Chatterfang, Squirrel General
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead.
, Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.
If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead.
, Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.
Legendary Creature - Warrior Squirrel

Crawling Infestation
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more creature cards are put into your graveyard from anywhere during your turn, create a 1/1 green Insect creature token. This ability triggers only once each turn.
Whenever one or more creature cards are put into your graveyard from anywhere during your turn, create a 1/1 green Insect creature token. This ability triggers only once each turn.
Enchantment

Once Upon a Time
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost.
Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant

Shadowgrange Archfiend
When this creature enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way.
Madness—, Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Madness—, Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Demon

Soul of Windgrace
Whenever Soul of Windgrace enters or attacks, you may put a land card from a graveyard onto the battlefield tapped under your control.
, Discard a land card: You gain 3 life.
, Discard a land card: Draw a card.
, Discard a land card: Soul of Windgrace gains indestructible until end of turn. Tap it.
, Discard a land card: You gain 3 life.
, Discard a land card: Draw a card.
, Discard a land card: Soul of Windgrace gains indestructible until end of turn. Tap it.
Legendary Creature - Avatar Cat

The Cabbage Merchant
Whenever an opponent casts a noncreature spell, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Whenever a creature deals combat damage to you, sacrifice a Food token.
Tap two untapped Foods you control: Add one mana of any color.
Whenever a creature deals combat damage to you, sacrifice a Food token.
Tap two untapped Foods you control: Add one mana of any color.
Legendary Creature - Human Citizen

Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Twilight Diviner
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Creature - Cleric Elf

Valgavoth, Terror Eater
Flying, lifelink
Ward—Sacrifice three nonland permanents.
If a card you didn't control would be put into an opponent's graveyard from anywhere, exile it instead.
During your turn, you may play cards exiled with Valgavoth. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
Ward—Sacrifice three nonland permanents.
If a card you didn't control would be put into an opponent's graveyard from anywhere, exile it instead.
During your turn, you may play cards exiled with Valgavoth. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
Legendary Creature - Elder Demon

Yawgmoth, Thran Physician
Protection from Humans
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Cleric

Maybeboard
(CTRL to add secondary)
Out
Akawalli, the Seething Tower
Descend 4 — As long as there are four or more permanent cards in your graveyard, Akawalli gets +2/+2 and has trample.
Descend 8 — As long as there are eight or more permanent cards in your graveyard, Akawalli gets an additional +2/+2 and can't be blocked by more than one creature.
Descend 8 — As long as there are eight or more permanent cards in your graveyard, Akawalli gets an additional +2/+2 and can't be blocked by more than one creature.
Legendary Creature - Fungus

Cache Grab
Mill four cards. You may put a permanent card from among the cards milled this way into your hand. If you control a Squirrel or returned a Squirrel card to your hand this way, create a Food token. (To mill four cards, put the top four cards of your library into your graveyard. A Food token is an artifact with ", , Sacrifice this token: You gain 3 life.")
Instant

Calamity, Galloping Inferno
Haste
Whenever Calamity attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once.
Saddle 1
Whenever Calamity attacks while saddled, choose a nonlegendary creature that saddled it this turn and create a tapped and attacking token that's a copy of it. Sacrifice that token at the beginning of the next end step. Repeat this process once.
Saddle 1
Legendary Creature - Horse Mount

Canyon Crawler
Deathtouch
When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Swampcycling (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Swampcycling (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
Creature - Beast Spider

Dredger's Insight
Whenever one or more artifact and/or creature cards leave your graveyard, you gain 1 life.
When this enchantment enters, mill four cards. You may put an artifact, creature, or land card from among the milled cards into your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
When this enchantment enters, mill four cards. You may put an artifact, creature, or land card from among the milled cards into your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
Enchantment

Flayer of the Hatebound
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
Creature - Devil

Invasion of Zendikar
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Battle - Siege


Kickoff Celebrations
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
When this enchantment enters, you may discard a card. If you do, draw two cards.
Max speed — Sacrifice this enchantment: Creatures and Vehicles you control gain haste until end of turn.
When this enchantment enters, you may discard a card. If you do, draw two cards.
Max speed — Sacrifice this enchantment: Creatures and Vehicles you control gain haste until end of turn.
Enchantment

Korvold, Gleeful Glutton
This spell costs less to cast for each card type among permanents you've sacrificed this turn.
Flying, trample, haste
Whenever Korvold deals combat damage to a player, put X +1/+1 counters on Korvold and draw X cards, where X is the number of permanent types among cards in your graveyard.
Flying, trample, haste
Whenever Korvold deals combat damage to a player, put X +1/+1 counters on Korvold and draw X cards, where X is the number of permanent types among cards in your graveyard.
Legendary Creature - Dragon Noble

Namazu Trader
When this creature enters, you lose 1 life and create a Treasure token.
Whenever this creature attacks, you may sacrifice another creature or artifact. If you do, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever this creature attacks, you may sacrifice another creature or artifact. If you do, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Creature - Fish Citizen

Rowan's Grim Search
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
If this spell was bargained, look at the top four cards of your library, then put up to two of them back on top of your library in any order and the rest into your graveyard.
You draw two cards and you lose 2 life.
If this spell was bargained, look at the top four cards of your library, then put up to two of them back on top of your library in any order and the rest into your graveyard.
You draw two cards and you lose 2 life.
Instant

Sheoldred
Menace
When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice.
: Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice.
: Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
Legendary Creature - Praetor Phyrexian


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

Tithing Blade
When this artifact enters, each opponent sacrifices a creature of their choice.
Craft with creature (, Exile this artifact, Exile a creature you control or a creature card from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Craft with creature (, Exile this artifact, Exile a creature you control or a creature card from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Artifact


Toph, Hardheaded Teacher
When Toph enters, you may discard a card. If you do, return target instant or sorcery card from your graveyard to your hand.
Whenever you cast a spell, earthbend 1. If that spell is a Lesson, put an additional +1/+1 counter on that land. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you cast a spell, earthbend 1. If that spell is a Lesson, put an additional +1/+1 counter on that land. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature - Human Warrior Ally

Out
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out-not-yet
Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

out-not-yet
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Tokens & Extras
Map
, , Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Artifact Token - Map

Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"color":"#ffffff"},"insert":"Hello!"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nIf You're looking for an "},{"attributes":{"bold":true},"insert":"absurdely"},{"insert":" strong Jund Reanimator deck, then I got you covered!"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOne time I wondered: \"I'd like to make a reanimator deck, who should I pick as a commander?\" then I looked at Slimefoot and Squee.\n\n"},{"attributes":{"italic":true},"insert":"Oh boy let me tell you something."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nMaybe it's not cEDH power commander (although there are some tournament entries with them, not very significant tho),\nbut it definitely is NOT your everyday casual Commander.\n\n\n"},{"attributes":{"underline":true},"insert":"Power Level"},{"insert":": This Slimefoot and Squee (S&S) deck as it is stands somewhere between high B3 and low B4, without running any game changers, and on a relative budget. Changes are still being made to the final list. It is not apropriate to play this below B3, although this deck should stomp an average B3 deck pretty easily.\n\n"},{"attributes":{"underline":true},"insert":"For who"},{"insert":": This deck is quite complex in its winning lines and can feel like a real challenge to put a win through 3 other people targeting your stuff ("},{"attributes":{"italic":true},"insert":"You "},{"attributes":{"italic":true,"bold":true},"insert":"will"},{"attributes":{"italic":true},"insert":" be an Archenemy of the table with this deck"},{"insert":"), but if you like thinking and have many outs then it is a deck for You.\n\n"},{"attributes":{"underline":true},"insert":"Strategy"},{"insert":": put our big friends (Protean Hulk, Razaketh, Etali, Broodlord or Grave Reaver) into the yard, reanimate them using cheap reanimate effects or our commander and either chain-tutor for the win using razaketh/Broodlord or a Hulk Pile. \nAlternative Strategy: Use Sneak Attack and go infinite with ham sandwitch. Razaketh, Broodlord, Enduring Vitality and Technomancer are your best friends here.\n\nYes, this deck runs a dedicated Jund Hulk Pile, which You won't find anywhere else, since it requires Slimefoot and Squee in the command zone.\nThis deck wins on average around turn 4-5, sometimes can high roll into turn 2-3 win. I don't run dark ritual, so it can't win turn 1, but then it would just stomp any other deck in B4 or below that doesnt run a Force of Will or other 0 mana interaction.\n\n"},{"attributes":{"underline":true},"insert":"The best part about the deck"},{"insert":": it is very Lethal, Resilient, Fast and hard to interactive with once you have a sacrifice outlet on the board. There is a bilion different winning lines. Slimefoot and Squee is an absurd value/combo piece, board wipes and destroy effects do nothing, opponents have to strictly run exile effects, and even then later in the game cards like PTE or STP do nothing if we have a sac outlet on board or instant sac in hand.\nSomething to improve on: It could run more interaction/protection pieces, like Redirect Lightning, Untimely Malfunction, Defense Grid or Hexing Squelcher.\nThe ugly part: this is a reanimator deck, static effects like Rest in Piece or Leyline of the Void can really mess up our gameplan, so to stop that the deck runs a few non-creature removal spells like Assasins Trophy, Tear Asunder and reccurable-and-easily-tutorable Haywire Mite, although it could run even more. It is at most importance to hold onto these removal spells for things that stops our gameplan and ignore most permanents that our opponents will play, don't crack haywire mite just to exile an Unholy Annex, it usually is not worth it. \nOn the bright side, You can still win by just playing Your threats from hand with mana generated using many ramp pieces. Turn 4 or 5 Breach the Multiverse is still a massive value play in B3, not so much in B4 but still okay-ish.\n\nBesides that, deck is structured that even with half of your library exiled you still propably can win, there is that many win conditions.\n\n\n\n"},{"attributes":{"bold":true},"insert":"I'll list here a bunch of win lines that EDHREC and Youtube won't show you"},{"insert":":"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Hulk Pile"},{"insert":" (Prerequisite: Hulk on the board and a way to sacrifice it, no mana needed beyond that): Hulk into sac with 0 mana open and commander in the command zone ("},{"attributes":{"underline":true},"insert":"costing 3 mana, important!"},{"insert":") is an automatic win. The only condition is that we have Shang-Chi in the library. Hulk Pile look like this: carrion feeder/viscera seer + junji -> sac junji -> bring back hulk -> sac hulk -> 1 mana drop, Shang-Chi, Enduring Vitality -> tap sac outlet, 1 mana drop and enduring for 3 mana, cast commander -> tap commander, saproling for 2 mana and Shang-Chi for 2 mana only to be used by creature sources abilities -> sac Slimefoot, bring back Hulk -> tap Hulk, Slimefoot and a saproling for 3 mana, sac Hulk -> get either Pitless Plunderer or Technomancer and go infinite from here, or just get Avatar and then Bloodthirsty Conqueror for a swift lifegain infinite combo.\nThere is an alternate line if you i. e. cant play Enduring Vitality -> from second Hulk activation get Bloom Tender, Shang Chi and Bolg's Company, then proceed from here as before.\n\n"},{"attributes":{"underline":true},"insert":"Sneak Attack"},{"insert":" (Prerequisite: 6 mana open, 3 red and 3 generic, Sneak attack and Razaketh in hand and 1 body on the battlefield): Sneak attack for 4 mana, razaketh for 1 red, sac body get Hulk, play Hulk with Sneak Attack for 1 red. Then do the Hulk Pile. You can also get Enduring Vitality and since Sneak Attack gives Haste, you can tap every creature that comes down from Razaketh's tutor ability for 1 red mana to play another creature (and thus, playing all creatures in your deck)\n\n"},{"attributes":{"underline":true},"insert":"Roxanne"},{"insert":": Goes infinite with our commander and something that makes 3 treasures every time we do a loop using S&S ability, i. e. Piteless Plunderer, Atsushi, Technomancer \n(Note: Roxanne is a little slow for what this deck can do. She adds constistancy, ramp and a little interaction, at the cost of speed, so she could be swapped out for Birds of Paradise or more efficient interaction)\n\n"},{"attributes":{"underline":true},"insert":"Buried Alive + Victimize"},{"insert":": If you Buried Alive turn 3 with a body on board, then it's just a turn 4 win. Protean Hulk + Razaketh is a win, Lifegain Combo with a sac outlet is a win, sometimes you can even do something like Technomancer+Razaketh, or Technomancer with a big body, like Etali.\n\n"},{"attributes":{"underline":true},"insert":"Entomb + Reanimate + 1 time sacrifice for 1 mana"},{"insert":" = "},{"attributes":{"bold":true},"insert":"turn 2 win with Hulk Pile "},{"attributes":{"italic":true},"insert":"(if you have a black mana producing land)"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Grave Reaver + any Entomb effect"},{"insert":" = broken, You can do anything from this point, go crazy!\n\nAnd many, many more lines using mainly Hoarding Broodlord, Pitless Plunderer, Technomancer + Korvold, Ashnod's Altar, the list goes on\n\n\n\n"},{"attributes":{"bold":true},"insert":"Additional card categories"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"In-not-yet"},{"insert":": Cards that could be very good depending on your playgroup and budget.\n\n"},{"attributes":{"underline":true},"insert":"Out-not-yet"},{"insert":": Cards that were very recently in the 99, but for the moment are swapped out for experiments.\n\n"},{"attributes":{"underline":true},"insert":"In"},{"insert":": Cards that I'm testing right now and will propably stay, they replace cards that go into "},{"attributes":{"underline":true},"insert":"Out-not-yet"},{"insert":" category.\n\n"},{"attributes":{"underline":true},"insert":"Out"},{"insert":": These are the cards that were once in this deck, but I got my hands on better options. They are sometimes good cards, but not good enough to make the cut. Don't play these cards, unless you want to power down the deck.\n\n"},{"attributes":{"underline":true},"insert":"Maybeboard"},{"insert":": Self Explanatory.\n\n\n\n"},{"attributes":{"bold":true},"insert":"General Cards Discussion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhat could be added into the deck:"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Burnt Offering"},{"insert":" - Top Priority, I should've added this card a long time ago.\n\n"},{"attributes":{"underline":true},"insert":"Fire Covenant"},{"insert":" - Very good and flexible removal spell, should consider running this one. No idea what to swap out tho.\n\n"},{"attributes":{"underline":true},"insert":"Impulsive Pilferer"},{"insert":" - Very interesting common, makes some lines that are 1 treasure short of going infinite (S&S and Technomancer, S&S and Pitless Plunderer) actually going infinite. Also a very nice 1 drop to sac for value on turn 2. It may be a sleeper pick, that smoothes out mana curve in this deck, but didn't test it yet. Could make the cut.\n\n"},{"attributes":{"underline":true},"insert":"Blood Artist"},{"insert":" - It's an amazing card, I just can't find a way to justify putting it in. The best part is the lifegain part, still works as a win condition in all infinite sac scenarios for just 2 mana, and stabilizes us vs. all the board wipes and dmg that we will be unevitably taking as an Archenemy. maybe it could replace lifegain combo, which would free 1 spell slot in the deck. That would be kinda huge ngl. Needs more testing.\n\n"},{"attributes":{"underline":true},"insert":"Saw in Half"},{"insert":" - It "},{"attributes":{"italic":true},"insert":"should"},{"insert":" be good in this deck or even insane, but feels clunky instead. Maybe it needs dedicated Broodlord pile to be worth it? Needs more testing.\n\n"},{"attributes":{"underline":true},"insert":"Doom Whisperer"},{"insert":" - Builds 2-card non-deterministic win with Grave Reaver. From my playtesting it looks like if you start on a high life total (30+) there is like 95% of winning the game nad 5% of losing on the spot. Chance to generate a decent amount of mana in next 30-ish cards is very high, but not 100%. Dead card if either Grave Reaver is exiled or you are on low life. Its soo alluring, but maybe its just better to cut Grave Reaver and make other win lines more robust, than putting in yet another wincon. Not sure on this one, because even on its own is kinda like a Griselbrand in this deck. Maybe I should just forgo infinite lifegain line and put in Doom Whisperer and Blood Artist. Idk, You tell me.\n\n"},{"attributes":{"underline":true},"insert":"Flare of Cultivation"},{"insert":" - Neat card, but its sorcery speed, which kinda sucks, because other Flares give S&S protection from Exile effects like STP, by sending him to graveyard as a cost on other people's turns, which is really good for our gameplan. Still, could be considered.\n\n"},{"attributes":{"underline":true},"insert":"Beast Within"},{"insert":" - It's ok. 3 mana is a lot tho in today's MTG EDH mana economy for a single target removal spell. Could be higher consideration if someone runs stax or other BS effects on lands. Generally cards like Nature's Claim are better for non-creature removal, and there are other ways to deal with problematic creatures for less mana. Still one of the better removal options.\n\n"},{"attributes":{"underline":true},"insert":"Chord of Calling"},{"insert":" - Depends on the Pod. Not so good if other people have removal-heavy decks. Bonkers otherwise, but if people don't run a lot of removal then this deck just wins without this card. I'm on edge with this one.\n\n"},{"attributes":{"underline":true},"insert":"Greater Good "},{"insert":"- It might be awesome. It might be doo doo. Needs more testing.\n\n"},{"attributes":{"underline":true},"insert":"Wight of the Reliquary"},{"insert":" - Might be a good ramp option. Needs more testing.\n\n"},{"attributes":{"underline":true},"insert":"Cauldron of Essence"},{"insert":" - Im on edge with this card. It could be good, but it's a bit slow.\n\n\nWhat could be removed from the deck (but I really don't want to):"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Nemata, Primeval Warden"},{"insert":" - It looks way worse than it plays unfortunately. You play this card for 4 mana and nothing happens, which sucks. It looks slow. What doesn't suck (and is in fact, very good) is that with Nemata on board, you are basically board wipe immune, Opponent does anything and you get a saproling, and can even draw cards in a pinch, which is actually usefull. It can also buff itself to protect itself from fight effects, Dismember-like spells and alike. You also stop other Graveyard decks from playing the game, which could be neat.\n\n"},{"attributes":{"underline":true},"insert":"Brightcap Badger"},{"insert":" - Another card that feels way better to play than what I imagined. It is also too slow for full on B4 deck, but is a great card when you have this one removal-happy opponent that just waits to kill your commander on the spot. Making 2 saprolings for 3 mana doesn't look crazy, but actually bodies like that are very usefull in reanimator style decks. It's also a very synergistic mana dork.\n\n"},{"attributes":{"underline":true},"insert":"Roxanne, Starfall Savant"},{"insert":" - She does sooo many things right. Even then, she costs 5 mana. 5 mana creatures in reanimator are in a weird spot. Unless they are total value monsters like Korvold, or an important combo piece combo like Bloodthirsty Conqueror or Junji, its hard to justify running them. Why? It all goes back to mana curve. Let me teach you a quick lesson:\n\nOn average with this deck you keep a hand with either turn 1 or turn 2 ramp. This means, either 3 mana on turn 2, or 4 mana on turn 3. Either way, you end up with 4 mana on turn 3. What it means, is that on turn 3 you can either:\na) Play a permanent spell for 4 mana \nb) Play a combination of permanent spells for 4 mana (less common)\nc) Play entomb effect \nd) Play reanimate effect and propably win the game with some haymaker that happens to already be in the graveyard from previous turns.\nIf you are doing something else, than it's propably a bad play and you shouldn't have keeped your opening hand.\nSo, half of the things we can do with our mana is playing entomb and reanimate effects. We will always use these on our biggest of the biggest bombs, not on some 5 mana creatures.\nThe other half of the things we do is play 3 or 4 mana permanents.\nDo you see where I'm going with this? - If we play only entomb and reanimate effects, then our mid-curve creatures are obsolete. If we set up big turn with our 3 and 4 mana permanents on turn 2-3-4, then we don't need 5 mana value spells, especially creatures. We don't want to use 5 mana to play them from hand, and we also don't want to reanimate them, which leaves us in a conundrum. 5 mana could be spent to sac S&S for 1 mana and use its ability for 4 mana, which is 99% of time a better play then playing a 5 drop from hand.\n"},{"attributes":{"bold":true},"insert":"tl;dr:"},{"insert":" Don't play spells with mv=5 or mv=6, unless it is a total banger. \n\n"},{"attributes":{"underline":true},"insert":"Bloodthirsty Conqueror & South Wind Avatar"},{"insert":" - This is a tough one. It is a very effficient B4 wincon. But it's kinda a dead draw. Wins the game, but doesn't improve our boardstate at all, it just make it scary. Propably will get this combo out at some point and replace with more tutors/rituals.\n\n"},{"attributes":{"underline":true},"insert":"Golgari Germination"},{"insert":" - As long as it is on the board, we have pretty much unlimited saprolings. That's good. Goes infinite with Piteless Plunderer. That's good. Alternative play for turn 3 instead of S&S to dodge creature removal. That's good. What isn't so good that it feels slower than it should be. Problem with this card is that it's generally better to play either mv=3 creature, entomb, reanimate, draw or ramp effects than a \"setup\" card like this. Cards like Undercellar Myconid pushes mana and gameplan, Golgari Germination doesn't push anything. That's bad.\n\n"},{"attributes":{"underline":true},"insert":"Growing Rites of Itlimoc"},{"insert":" - Replaces itself (most of the time), has crazy high ceiling, okay floor, not difficult to play this and immediately flip, although not guaranteed. This card has one problem in this deck specifically. Mana curve & timing. It's adviced to have 4 bodies in play before playing this card, that way our opponents don't get a turn cycle to blow it up, the thing is that we can't play this on turn 3. So, let's say we had 0 ramp. Turn 3 S&S. Turn 4 swing, 4 mana open and 3 bodies. Unless we have specifically a 1-drop in hand, we kinda still don't really want to play GRoI. My point is, it is easy to get 3 bodies with this deck (S&S + swing, Thranix, Undercellar+2-drop, mana dork + S&S), but not that easy to get 4 bodies consistently. I'd say it's 50/50 if we get it or not. I should do some more Math and return to this card later I guess.\n\n"},{"attributes":{"underline":true},"insert":"Colossal Grave-Reaver"},{"insert":" - It feels amazing to play. Still, It's not that amazing without Doom Whisperer. I need to do more research and come back to this. I can see a world where Grave Reaver and Doom Whisperer are actually just better than Bloodthirsty Conqueror and South Wind Avatar, although lifegain can sometimes be clutch even without going infinite (Reanimate, Razaketh and Ripples of Undeath can get quite costly in HP).\n\n\n"},{"attributes":{"bold":true},"insert":"Popular EDHREC options that are not that good in practice:"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true},"insert":"Slimefoot, the Stowaway"},{"insert":" - It's a B2 card. This deck is not a Saproling tribal, and we don't need it as a infinite mana sink.\n"},{"attributes":{"underline":true},"insert":"Syr Konrad, the Grim"},{"insert":" - B2 card. We don't need to ping our opponents, and this card doesn't improve our gameplan or protect it.\n"},{"attributes":{"underline":true},"insert":"Ziatora, the Incinerator"},{"insert":" - Too slow.\n"},{"attributes":{"underline":true},"insert":"Zulaport Cutthtroat"},{"insert":" - Could be considered as one of the win conditions, but it's just worse Blood Artist. We don't need it.\n"},{"attributes":{"underline":true},"insert":"Verdant Force"},{"insert":" - Too slow. Ok for B2 S&S deck.\n"},{"attributes":{"underline":true},"insert":"Flayer of the Hatebound"},{"insert":" - Too slow.\n"},{"attributes":{"underline":true},"insert":"Archon of Cruelty"},{"insert":" - Too fair. I could see it being run here if it said \"each opponent\". B2 card.\n"},{"attributes":{"underline":true},"insert":"Apex Altisaur"},{"insert":" - Should be good here with Technomancer shenanigans and so on, but it falls flat. Enrage can be responded to with an instant speed removal spell and our big dino dies miserably. Trap card.\n"},{"attributes":{"underline":true},"insert":"Chaos warp"},{"insert":" - Don't run this card please. Play Beast Within instead.\n"},{"attributes":{"underline":true},"insert":"Blasphemous Act"},{"insert":" - We will propably be the fastest deck on the table, so board wipes are anti-synergistic (if we are not, we have bigger problems). Other people need to wipe us, not the other way around. Board wipes are also not even that good against S&S, as long as you leave a saproling behind.\n"},{"attributes":{"underline":true},"insert":"Artifact Mutation"},{"insert":" - I know I know, it makes saprolings. But it only targets artifacts. For 2 different colors of mana. And how many saprolings realisticaly we are getting with this effect. Two? Three? I'd argue Shenanigans is a better card. \n"},{"attributes":{"underline":true},"insert":"Insidious Roots"},{"insert":" - We want saprolings. This one makes Plants. it even gives them +1/+1 counters, which is antisynergistic with Skullclamp. That sucks. If you want mana, just run Cryptolith Rite instead.\n"},{"attributes":{"underline":true},"insert":"Saproling Cluster"},{"insert":" - It's a Good card in this deck, but why run this, and go through the whole process of discarding and then reanimating, if you could just play Sneak Attack instead? \n"},{"attributes":{"underline":true},"insert":"High Market"},{"insert":" - Sacrifice outlet on a land is good. Colorless land is awful. Play Lazotep Quarry instead.\n"},{"attributes":{"underline":true},"insert":"Chainer, Nightmare Adept"},{"insert":" - It could be good. Feels worse than Anger in practice. Play Anger instead, if you have to.\n"},{"attributes":{"underline":true},"insert":"Massacre Wurm"},{"insert":" - Someone still plays this card in big 2026? I guess if your local meta is all Scute Swarm and Homunculus.\n"},{"attributes":{"underline":true},"insert":"Infested Thrinax"},{"insert":" - Costs too much mana unfortunately. Could be bonkers, but isn't.\n"},{"attributes":{"underline":true},"insert":"All 2 mana discard 1 draw 2 cards"},{"insert":" (i. e. Thrill of Possibility effects) - They are fine, but going all the way in this direction is a trap, since you don't want to build a deck full of these effects and 20 huge guys for 8 mana. It sounds fun, but It's bad (I tried). One of these is fine as a draw smoother.\n"},{"attributes":{"underline":true},"insert":"Cultivate"},{"insert":" - Run Flare of Cultivation instead.\n"},{"attributes":{"underline":true},"insert":"Anti-graveyard-hate"},{"insert":" cards (Turn the Earth, Perpetual Timepiece, Riftsweeper) - These are just dead cards most of the time. Don't play these, play interactive universal protection instead, like ability/spell redirection or even Tibalts Trickery.\n"},{"attributes":{"underline":true},"insert":"Anger"},{"insert":" - Shang-Chi is better. Play Shang-Chi. Yes I hate New York Plane. Yes I'm a power gamer. Suprised?\n"},{"attributes":{"underline":true},"insert":"Hermit Druid"},{"insert":" - Would need a total deck re-creation. Too much work. Amazing card tho.\n"},{"attributes":{"underline":true},"insert":"Bojuka Bog"},{"insert":" and utility lands that enters tapped and tap for only 1 color - I consider these lands very bad here. This deck is quite color pipe intensive, and in all 3 colors, so these lands make our mana significantly worse. This advice does not apply to lands like Boseiju, Yavimaya, Cradle of Growth and Urborg, Tomb of Yawgmoth. These are cracked.\n\n\n\n"},{"attributes":{"bold":true},"insert":"Additional Notes:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Want to go even faster and make a full B4 deck? Add Vampiric & Demonic Tutor, Natural Order, Fetchlands, Dark Ritual, Burnt Offering, Phyrexian Altar, Warren Soultrader and maybe Birthing Pod/Eldritch Evolution/Tainted Pact or Simian/Elvish spirit guide. Cut some of the win lines like Roxanne, Atsushi, Bolg's Company, Grave Reaver, maybe forgo the lifegain combo."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Want to go slower? Cut cards like Razaketh, Hulk, Hoarding Broodlord, Sneak Attack, Diabolic Intent, Entomb, Reanimate/Animate dead. Put in big guys that don't win on the spot and Reanimate/Entomb effects that costs more mana ->"},{"attributes":{"underline":true},"insert":" "},{"attributes":{"underline":true,"bold":true},"insert":"Out"},{"attributes":{"underline":true},"insert":" Section should help with that."},{"insert":" It still won't be a B2 deck, but it won't threaten a win out of nowhere."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Have fun playing this deck!"},{"attributes":{"header":3},"insert":"\n"}]}




















































































































































































































































































