161 views20 days ago
Commander
Size: 100Est cost: $92.14Salt sum:Β 42.94
duckgirl20
161 views20 days ago
Commander
Size: 100Est cost: $92.14Salt sum:Β 42.94
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{"ops":[{"insert":"Budget focused deck for my friend, Heather, who's looking to try a new commander strategy that won't break the bank while still having some serious power! This deck's main strategy is ramping hard in the early game to setup for a powerful midgame board state full of aggressive beaters to chunk opponents' life totals until they have nothing left. Force your way through the opposition and destroy anything that dares to stand in your path!!\n\nOpening Hand π€"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nYour opening hand should consist of low curve cards that help you setup value and draw cards in the early game in order to setup for a powerful midgame spike with "},{"insert":{"card-link":"Goreclaw, Terror of Qal Sisma"}},{"insert":" in play. "},{"insert":{"card-link":"Abundant Harvest"}},{"insert":", "},{"insert":{"card-link":"Explore"}},{"insert":", and "},{"insert":{"card-link":"Lifecrafter's Bestiary"}},{"insert":" can help an otherwise poor opening hand. "},{"insert":{"card-link":"Emerald Medallion"}},{"insert":" and "},{"insert":{"card-link":"Rhonas's Monument"}},{"insert":" are high priority gray pip reducers that actually stack with "},{"insert":{"card-link":"Goreclaw, Terror of Qal Sisma"}},{"insert":" which can help you blast through your early-midgame phase. "},{"insert":{"card-link":"Augur of Autumn"}},{"insert":" is an excellent source of card advantage and even more so if you can trigger its Coven ability. "},{"insert":{"card-link":"Fauna Shaman"}},{"insert":" is great for pitching less immediately useful creatures in exchange for more powerful card draw or ramp options. Any 1-2 drop mana dorks will also allow you to get to midgame more quickly.\n\nHaste π"},{"attributes":{"header":2},"insert":"\n\n"},{"insert":"Haste is normally a keyword reserved for Red decks, but Green still has enough niche options (often with caveats) that can still get your damage through before opponents can respond with sorcery speed removal. Additionally, having haste means you get to immediately swing out with creatures you've just played on that first main making your creatures even more threatening to your opponents' life totals. Haste also allows you to finish off a player's life total on the same turn you play your creatures, not giving them an entire turn cycle to potentially respond to your win attempt. There are three direct sources of haste, and two workarounds. "},{"insert":{"card-link":"Crashing Drawbridge"}},{"insert":", "},{"insert":{"card-link":"Ulvenwald Oddity // Ulvenwald Behemoth"}},{"insert":", and "},{"insert":{"card-link":"Surrak, the Hunt Caller"}},{"insert":" grant creatures haste and should be prioritized. "},{"insert":{"card-link":"Elvish Piper"}},{"insert":" and "},{"insert":{"card-link":"Oviya, Automech Artisan"}},{"insert":" are not direct haste enablers, but rather they can be used to put a creature into play during another player's turn in order to start your turn without that creature having summoning sickness. The ceiling is that you can use their ability to cheat out a fat creature for much greater than one mana, which can be quite powerful combined with getting them in with pseudo-haste!\n\nGuidelines Against Control π§ "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\"Can't be countered\" is not going to do you much good against control players, since \"can't be countered\" is definitely not the same as \"can't be removed\". You have to play differently if you're going up against a player who can respond to any play you make at instant speed. You need to change gears from slamming the gas and going full offense, and instead play to ask your opponent(s) deliberate questions again and again with each move you make:\nBy opting to play for your second main instead of your first, you play your combat phase with full mana and swing out. This asks your opponent if they are willing to use removal then and there to prevent losing life, but potentially leaving them open to even bigger threats during your second main. If they do use their precious removal, you absolutely punish them assuming they have no mana up after."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Respect not only your opponents untapped lands, but also their hand size. Mono colored decks, especially mono blue and mono black, have more access to free interaction and that's something you need to account for. The more cards they have in hand, the more likely they are to have free removal. Remember this in your threat assessment."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you see untapped lands or heavily suspect your opponent has removal ready to go, hold off on casting your precious card draw engines. "},{"insert":{"card-link":"Primordial Sage"}},{"insert":", "},{"insert":{"card-link":"Soul of the Harvest"}},{"insert":", and "},{"insert":{"card-link":"Zendikar Resurgent"}},{"insert":" are cards you should never cast into a control player who is ready to respond to your plays. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remember that your recursion package, especially "},{"insert":{"card-link":"Seasons Past"}},{"insert":" can be used to fetch cards from your graveyard that have been previously removed from play. This is basically card draw and should not be underestimated, especially if it follows a boardwipe."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play everything except card draw if you are anticipating getting slapped with removal. Once the control player takes the bait, draw more cards, recur card draw, or play a draw engine to punish their blunder. Remember that control players can never, ever match you card for card. Leverage this."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Always prioritize a healthy hand size, even if means simply leaving mana up just to keep cards in your hand. This is especially true if you anticipate a boardwipe, which you will be in a much better state to rebuild your board since you have cards in hand to plop down and smack face with! Remember, your opponents can't counter/remove what you don't cast. (unless they're running discard lol)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Elvish Piper"}},{"insert":" and "},{"insert":{"card-link":"Oviya, Automech Artisan"}},{"insert":" are great for pseudo-haste, but leaving them untapped in the face of potential removal means you can use their ability to punish your opponents when they use removal. Additionally, they make great bait if you just leave them untapped with cards in hand it means your opponents will have to respect the mere possibility of something scary slapping the board. You can take advantage of this in order to play slightly more aggressively in those matchups. Again, hand size & card draw are king."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n\n\n"}]}
Anthem
Anthem
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Draw
Abundance
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Enchantment

Evercoat Ursine
Trample
Hideaway 3, hideaway 3 (When this creature enters, look at the top three cards of your library, exile one face down, then put the rest on the bottom in a random order. Then do it again.)
Whenever this creature deals combat damage to a player, if there are cards exiled with it, you may play one of them without paying its mana cost.
Hideaway 3, hideaway 3 (When this creature enters, look at the top three cards of your library, exile one face down, then put the rest on the bottom in a random order. Then do it again.)
Whenever this creature deals combat damage to a player, if there are cards exiled with it, you may play one of them without paying its mana cost.
Creature - Elemental Bear

Garruk, Caller of Beasts
+1: Reveal the top five cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.
β3: You may put a green creature card from your hand onto the battlefield.
β7: You get an emblem with "Whenever you cast a creature spell, you may search your library for a creature card, put it onto the battlefield, then shuffle."
β3: You may put a green creature card from your hand onto the battlefield.
β7: You get an emblem with "Whenever you cast a creature spell, you may search your library for a creature card, put it onto the battlefield, then shuffle."
Legendary Planeswalker - Garruk

Trash the Town
Spree (Choose one or more additional costs.)
+ β Put two +1/+1 counters on target creature.
+ β Target creature gains trample until end of turn.
+ β Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
+ β Put two +1/+1 counters on target creature.
+ β Target creature gains trample until end of turn.
+ β Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
Instant

Draw
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Evasion
Surrak, the Hunt Caller
Formidable β At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn. (It can attack and no matter when it came under your control.)
Legendary Creature - Human Warrior

Evasion
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Land
Land
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Protection
Protection
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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

Ramp
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Recursion
Recursion
(CTRL to add secondary)
Removal
Scion of Calamity
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, destroy target artifact or enchantment that player controls.
Whenever this creature deals combat damage to a player, destroy target artifact or enchantment that player controls.
Creature - Dinosaur

Vivien Reid
+1: Look at the top four 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.
β3: Destroy target artifact, enchantment, or creature with flying.
β8: You get an emblem with "Creatures you control get +2/+2 and have vigilance, trample, and indestructible."
β3: Destroy target artifact, enchantment, or creature with flying.
β8: You get an emblem with "Creatures you control get +2/+2 and have vigilance, trample, and indestructible."
Legendary Planeswalker - Vivien

Removal
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Tutor
Traverse the Ulvenwald
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium β If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Delirium β If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Sorcery

Tutor
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Maybeboard
Khalni Heart Expedition
Landfall β Whenever a land you control enters, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment

Outcaster Trailblazer
When this creature enters, add one mana of any color.
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Human Druid

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Maybeboard
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Potential Upgrades
Archdruid's Charm
Choose one β
β’ Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
β’ Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
β’ Exile target artifact or enchantment.
β’ Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
β’ Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
β’ Exile target artifact or enchantment.
Instant

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

Season of Gathering
Choose up to five worth of modes. You may choose the same mode more than once.
β Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
β Choose artifact or enchantment. Destroy all permanents of the chosen type.
β Draw cards equal to the greatest power among creatures you control.
β Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
β Choose artifact or enchantment. Destroy all permanents of the chosen type.
β Draw cards equal to the greatest power among creatures you control.
Sorcery

Silverback Elder
Whenever you cast a creature spell, choose one β
β’ Destroy target artifact or enchantment.
β’ Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
β’ You gain 4 life.
β’ Destroy target artifact or enchantment.
β’ Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
β’ You gain 4 life.
Creature - Ape Shaman

Potential Upgrades
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Budget focused deck for my friend, Heather, who's looking to try a new commander strategy that won't break the bank while still having some serious power! This deck's main strategy is ramping hard in the early game to setup for a powerful midgame board state full of aggressive beaters to chunk opponents' life totals until they have nothing left. Force your way through the opposition and destroy anything that dares to stand in your path!!\n\nOpening Hand π€"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nYour opening hand should consist of low curve cards that help you setup value and draw cards in the early game in order to setup for a powerful midgame spike with "},{"insert":{"card-link":"Goreclaw, Terror of Qal Sisma"}},{"insert":" in play. "},{"insert":{"card-link":"Abundant Harvest"}},{"insert":", "},{"insert":{"card-link":"Explore"}},{"insert":", and "},{"insert":{"card-link":"Lifecrafter's Bestiary"}},{"insert":" can help an otherwise poor opening hand. "},{"insert":{"card-link":"Emerald Medallion"}},{"insert":" and "},{"insert":{"card-link":"Rhonas's Monument"}},{"insert":" are high priority gray pip reducers that actually stack with "},{"insert":{"card-link":"Goreclaw, Terror of Qal Sisma"}},{"insert":" which can help you blast through your early-midgame phase. "},{"insert":{"card-link":"Augur of Autumn"}},{"insert":" is an excellent source of card advantage and even more so if you can trigger its Coven ability. "},{"insert":{"card-link":"Fauna Shaman"}},{"insert":" is great for pitching less immediately useful creatures in exchange for more powerful card draw or ramp options. Any 1-2 drop mana dorks will also allow you to get to midgame more quickly.\n\nHaste π"},{"attributes":{"header":2},"insert":"\n\n"},{"insert":"Haste is normally a keyword reserved for Red decks, but Green still has enough niche options (often with caveats) that can still get your damage through before opponents can respond with sorcery speed removal. Additionally, having haste means you get to immediately swing out with creatures you've just played on that first main making your creatures even more threatening to your opponents' life totals. Haste also allows you to finish off a player's life total on the same turn you play your creatures, not giving them an entire turn cycle to potentially respond to your win attempt. There are three direct sources of haste, and two workarounds. "},{"insert":{"card-link":"Crashing Drawbridge"}},{"insert":", "},{"insert":{"card-link":"Ulvenwald Oddity // Ulvenwald Behemoth"}},{"insert":", and "},{"insert":{"card-link":"Surrak, the Hunt Caller"}},{"insert":" grant creatures haste and should be prioritized. "},{"insert":{"card-link":"Elvish Piper"}},{"insert":" and "},{"insert":{"card-link":"Oviya, Automech Artisan"}},{"insert":" are not direct haste enablers, but rather they can be used to put a creature into play during another player's turn in order to start your turn without that creature having summoning sickness. The ceiling is that you can use their ability to cheat out a fat creature for much greater than one mana, which can be quite powerful combined with getting them in with pseudo-haste!\n\nGuidelines Against Control π§ "},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n\"Can't be countered\" is not going to do you much good against control players, since \"can't be countered\" is definitely not the same as \"can't be removed\". You have to play differently if you're going up against a player who can respond to any play you make at instant speed. You need to change gears from slamming the gas and going full offense, and instead play to ask your opponent(s) deliberate questions again and again with each move you make:\nBy opting to play for your second main instead of your first, you play your combat phase with full mana and swing out. This asks your opponent if they are willing to use removal then and there to prevent losing life, but potentially leaving them open to even bigger threats during your second main. If they do use their precious removal, you absolutely punish them assuming they have no mana up after."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Respect not only your opponents untapped lands, but also their hand size. Mono colored decks, especially mono blue and mono black, have more access to free interaction and that's something you need to account for. The more cards they have in hand, the more likely they are to have free removal. Remember this in your threat assessment."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you see untapped lands or heavily suspect your opponent has removal ready to go, hold off on casting your precious card draw engines. "},{"insert":{"card-link":"Primordial Sage"}},{"insert":", "},{"insert":{"card-link":"Soul of the Harvest"}},{"insert":", and "},{"insert":{"card-link":"Zendikar Resurgent"}},{"insert":" are cards you should never cast into a control player who is ready to respond to your plays. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remember that your recursion package, especially "},{"insert":{"card-link":"Seasons Past"}},{"insert":" can be used to fetch cards from your graveyard that have been previously removed from play. This is basically card draw and should not be underestimated, especially if it follows a boardwipe."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play everything except card draw if you are anticipating getting slapped with removal. Once the control player takes the bait, draw more cards, recur card draw, or play a draw engine to punish their blunder. Remember that control players can never, ever match you card for card. Leverage this."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Always prioritize a healthy hand size, even if means simply leaving mana up just to keep cards in your hand. This is especially true if you anticipate a boardwipe, which you will be in a much better state to rebuild your board since you have cards in hand to plop down and smack face with! Remember, your opponents can't counter/remove what you don't cast. (unless they're running discard lol)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Elvish Piper"}},{"insert":" and "},{"insert":{"card-link":"Oviya, Automech Artisan"}},{"insert":" are great for pseudo-haste, but leaving them untapped in the face of potential removal means you can use their ability to punish your opponents when they use removal. Additionally, they make great bait if you just leave them untapped with cards in hand it means your opponents will have to respect the mere possibility of something scary slapping the board. You can take advantage of this in order to play slightly more aggressively in those matchups. Again, hand size & card draw are king."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n\n\n"}]}



























































































