106 views17 days ago
Commander
Size: 100Est cost: $510.88Salt sum: 36.8
limitsoflogic
106 views17 days ago
Commander
Size: 100Est cost: $510.88Salt sum: 36.8
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Commander
Ghalta and Mavren
Trample
Whenever you attack, choose one —
• Create a tapped and attacking X/X green Dinosaur creature token with trample, where X is the greatest power among other attacking creatures.
• Create X 1/1 white Vampire creature tokens with lifelink, where X is the number of other attacking creatures.
Whenever you attack, choose one —
• Create a tapped and attacking X/X green Dinosaur creature token with trample, where X is the greatest power among other attacking creatures.
• Create X 1/1 white Vampire creature tokens with lifelink, where X is the number of other attacking creatures.
Legendary Creature - Vampire Dinosaur

Commander
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Big Boys
Big Boys
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Draw
Battle Mammoth
Trample
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature - Elephant

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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Haste
Haste
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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

Land
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Protection
Protection
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Pump
The Skullspore Nexus
This spell costs less to cast, where X is the greatest power among creatures you control.
Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures.
, : Double target creature's power until end of turn.
Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures.
, : Double target creature's power until end of turn.
Legendary Artifact

Pump
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Ramp
Defiler of Vigor
Trample
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
Creature - Wurm Phyrexian

Journey to the Lost City
At the beginning of your upkeep, exile the top four cards of your library, then roll a d20.
1—9 | You may put a land card from among those cards onto the battlefield.
10—19 | Create a 2/2 green Wolf creature token, then put a +1/+1 counter on it for each creature card among those cards.
20 | Put all permanent cards exiled with this enchantment onto the battlefield, then sacrifice it.
1—9 | You may put a land card from among those cards onto the battlefield.
10—19 | Create a 2/2 green Wolf creature token, then put a +1/+1 counter on it for each creature card among those cards.
20 | Put all permanent cards exiled with this enchantment onto the battlefield, then sacrifice it.
Enchantment

Nylea, Keen-Eyed
Indestructible
As long as your devotion to green is less than five, Nylea isn't a creature.
Creature spells you cast cost less to cast.
: Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
As long as your devotion to green is less than five, Nylea isn't a creature.
Creature spells you cast cost less to cast.
: Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
Legendary Creature Enchantment - God

Runadi, Behemoth Caller
Whenever you cast a creature spell with mana value 5 or greater, that creature enters with X additional +1/+1 counters on it, where X is its mana value minus 4.
Creatures you control with three or more +1/+1 counters on them have haste.
: Add .
Creatures you control with three or more +1/+1 counters on them have haste.
: Add .
Legendary Creature - Shaman Cat

Topiary Stomper
Vigilance (Attacking doesn't cause this creature to tap.)
When this creature enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
This creature can't attack or block unless you control seven or more lands.
When this creature enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
This creature can't attack or block unless you control seven or more lands.
Creature - Dinosaur Plant

Ramp
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Recursion
Recursion
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Removal
Removal
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Maybeboard
Mightform Harmonizer
Landfall — Whenever a land you control enters, double the power of target creature you control until end of turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Druid Insect

Soul of Eternity
Soul of Eternity's power and toughness are each equal to your life total.
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 - Avatar

Tifa's Limit Break
Tiered (Choose one additional cost.)
• Somersault — — Target creature gets +2/+2 until end of turn.
• Meteor Strikes — — Double target creature's power and toughness until end of turn.
• Final Heaven — — Triple target creature's power and toughness until end of turn.
• Somersault — — Target creature gets +2/+2 until end of turn.
• Meteor Strikes — — Double target creature's power and toughness until end of turn.
• Final Heaven — — Triple target creature's power and toughness until end of turn.
Instant

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"The fact that "},{"insert":{"card-link":"Ghalta and Mavren"}},{"insert":" doesn't make the top 1,000 commanders list is proof positive of power creep. Seven-drop 12/12s with big upsides just can't catch a break these days, eh?\n\nMavren is gonna have to take a back seat today because this deck is all about the dinos. Vampires are all well and good, but they don't come in tapped and attacking do they? In a Selesnya deck, this is an important consideration, because white and green don't do much haste, so having to wait a turn to attack with your tokens is double-slow. Thus the aim of the deck is to ramp out early, put down a hefty body or two, then drop "},{"insert":{"card-link":"Ghalta and Mavren"}},{"insert":" to reap the dino harvest. And, of course if she does stick around, there is always the option of just killing opponents with Ghalta!\n\nThere isn't too much spot removal in the deck because the focus is on throwing down large volumes of damage, such that forcing players to throw valuable creatures under the bus, or just murdering them outright, becomes a surrogate for removal. Your boardwipes, such as they are, aim to preserve at least some of your own hitting power rather than truly resetting the board, such that you can get back to the beatings good and early.\n\nUnderstandably terrified players are going to target you, so the deck contains a fair bit of protection, including quite a few creatures that make your board hard to target or destroy. Their persistence in play means you can restart the dino factory straight away when you inevitably have to replay the commander.\n\nIn the high-cost end of the deck there is a balance to be struck between explosive power and resilience, such that you can take people out with surprising speed, but you don't totally dissolve on contact with wipes and removal. So "},{"insert":{"card-link":"Ojer Taq, Deepest Foundation // Temple of Civilization"}},{"insert":" lets you throw down triple dinosaurs but inevitably gets canned quicktime, while "},{"insert":{"card-link":"Spearbreaker Behemoth"}},{"insert":" allows you to keep some boardstate through the hard times. This deck is the spiritual home of "},{"insert":{"card-link":"Mossbridge Troll"}},{"insert":" . At 25/25-plus, sadly he doesn't trample, but he knows a dinosaur who does!\n\nAnthems and pump effects do work in the deck because the dino tokens bake in the pump. So a 5/5 hitting with a "},{"insert":{"card-link":"Collective Blessing"}},{"insert":" in play becomes an 8/8, but makes an 11/11 dino, which in turn will make a 14/14 the following turn, and so fourth.\n\nThere are several decent-sized creatures at the high end of your ramp package, which double up as dino producers. "},{"insert":{"card-link":"Journey to the Lost City"}},{"insert":" is especially good if dropped early, possibly not the entirely optimal choice but who can resist the chance of hitting the magic number 20 in the Lost City Lottery?\n\nSeven mana is obviously ridiculously high for a commander these days. Nevertheless, this can be quite a scary deck. The boardstate can get very beefy with surprising rapidity, and one or more players taking lethal damage in turn six is quite possible. It's also surprisingly resilient considering the high cost of the commander, because she only has to be out a little while to create long-term problems for your opponents, and your board is quite well protected. It meets all the criteria for bracket 2, but I think it has to go in bracket 3 because people will die before turn 8 if you are allowed to do your thing.\n"}]}












































































