DreyrugrRekkr
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Commander
Size: 100Salt sum: 43.22
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{"ops":[{"insert":"Overview\n\nThis deck is a Bant Group Hug control strategy built around accelerating the entire table while protecting itself and eventually winning through alternate win conditions.\n\nAngus Mackenzie is the centerpiece of the deck. His repeatable Fog ability discourages attacks and lets the deck safely extend the game.\n\nThe goal is to give the table cards and mana, stay alive behind defensive tools, and win through inevitability.\n\n---\n\nCore Strategy\n\nGroup Card Draw\n\nHowling Mine \nFont of Mythos \nKami of the Crescent Moon \nTemple Bell \nDictate of Kruphix \nFolio of Fancies \nWell of Ideas \n\nThese effects build goodwill, speed up the game, and help dig toward win conditions.\n\n---\n\nGroup Ramp\n\nHeartbeat of Spring \nDictate of Karametra \nCollective Voyage \nTempt with Discovery \nVeteran Explorer \nRootweaver Druid \nMagus of the Vineyard \n\nThis creates explosive games, but you are built to benefit more than your opponents.\n\n---\n\nDefense and Survival\n\nCombat Prevention\n\nAngus Mackenzie \nConstant Mists \nAetherize \nAetherspouts \n\nThese effects make attacking you inefficient or pointless.\n\n---\n\nPillowfort\n\nCrawlspace \nPeacekeeper \nSolitary Confinement \nMaze of Ith \nKor Haven \nMystifying Maze \nThaumatic Compass \n\nThese discourage or prevent incoming damage.\n\n---\n\nProtection\n\nTeferi's Protection \nHeroic Intervention \nClever Concealment \n\nThese keep your board and game plan intact.\n\n---\n\nPolitical Tools\n\nGwafa Hazid, Profiteer \nSelvala, Explorer Returned \nSkullwinder \nCut a Deal \nTempting Contract \nMaster of Ceremonies \n\nUse these to influence opponents and redirect pressure.\n\n---\n\nWin Conditions\n\nApproach of the Second Sun\n\nCast it once, draw through your deck, then cast it again to win.\n\n---\n\nDivine Intervention\n\nForces a draw. Can be found with Academy Rector and reused with Hall of Heliod's Generosity.\n\n---\n\nDecking Opponents\n\nForced Fruition \nFolio of Fancies \nSkyscribing \nMinds Aglow \n\nOpponents can lose by drawing too many cards.\n\n---\n\nKey Synergies\n\nSeedborn Muse + Angus Mackenzie\n\nLets you Fog every turn cycle and effectively shut down combat.\n\n---\n\nSolitary Confinement + Draw Engines\n\nYour extra draw negates the discard downside and creates a lock.\n\n---\n\nMulligan Guide\n\nLook for:\n\n2–4 lands \nRamp or draw \nEarly interaction or defense \n\nAvoid slow hands or ones that only help opponents.\n\n---\n\nGame Plan\n\nEarly Game\n\nRamp and play light group draw. Stay low threat.\n\n---\n\nMid Game\n\nEstablish engines and defenses. Use politics to stay safe.\n\n---\n\nLate Game\n\nLock combat, dig aggressively, and win through Approach, decking, or Divine Intervention.\n\n---\n\nWeaknesses\n\nFast combo decks \nHeavy enchantment removal \nEarly aggression \n\n---\n\nOptional Upgrades\n\nSmothering Tithe \nRhystic Study \nTeferi's Ageless Insight \nNarset, Parter of Veils \n\n---\n\nNotes\n\nThis deck relies heavily on politics and threat management. Winning often comes from timing and positioning rather than raw power.\n"}]}
"Win Condition"
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1. Lands
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Combat Denial
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Disruption
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Master of Ceremonies
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
Creature - Druid Rhino

Draw
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Draw Spells
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Draw Things
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Finisher
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Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Let's Ramp
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Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Protection
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Rootweaver Druid
When this creature enters, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles.
Creature - Elf Druid

Ramp
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Overview\n\nThis deck is a Bant Group Hug control strategy built around accelerating the entire table while protecting itself and eventually winning through alternate win conditions.\n\nAngus Mackenzie is the centerpiece of the deck. His repeatable Fog ability discourages attacks and lets the deck safely extend the game.\n\nThe goal is to give the table cards and mana, stay alive behind defensive tools, and win through inevitability.\n\n---\n\nCore Strategy\n\nGroup Card Draw\n\nHowling Mine \nFont of Mythos \nKami of the Crescent Moon \nTemple Bell \nDictate of Kruphix \nFolio of Fancies \nWell of Ideas \n\nThese effects build goodwill, speed up the game, and help dig toward win conditions.\n\n---\n\nGroup Ramp\n\nHeartbeat of Spring \nDictate of Karametra \nCollective Voyage \nTempt with Discovery \nVeteran Explorer \nRootweaver Druid \nMagus of the Vineyard \n\nThis creates explosive games, but you are built to benefit more than your opponents.\n\n---\n\nDefense and Survival\n\nCombat Prevention\n\nAngus Mackenzie \nConstant Mists \nAetherize \nAetherspouts \n\nThese effects make attacking you inefficient or pointless.\n\n---\n\nPillowfort\n\nCrawlspace \nPeacekeeper \nSolitary Confinement \nMaze of Ith \nKor Haven \nMystifying Maze \nThaumatic Compass \n\nThese discourage or prevent incoming damage.\n\n---\n\nProtection\n\nTeferi's Protection \nHeroic Intervention \nClever Concealment \n\nThese keep your board and game plan intact.\n\n---\n\nPolitical Tools\n\nGwafa Hazid, Profiteer \nSelvala, Explorer Returned \nSkullwinder \nCut a Deal \nTempting Contract \nMaster of Ceremonies \n\nUse these to influence opponents and redirect pressure.\n\n---\n\nWin Conditions\n\nApproach of the Second Sun\n\nCast it once, draw through your deck, then cast it again to win.\n\n---\n\nDivine Intervention\n\nForces a draw. Can be found with Academy Rector and reused with Hall of Heliod's Generosity.\n\n---\n\nDecking Opponents\n\nForced Fruition \nFolio of Fancies \nSkyscribing \nMinds Aglow \n\nOpponents can lose by drawing too many cards.\n\n---\n\nKey Synergies\n\nSeedborn Muse + Angus Mackenzie\n\nLets you Fog every turn cycle and effectively shut down combat.\n\n---\n\nSolitary Confinement + Draw Engines\n\nYour extra draw negates the discard downside and creates a lock.\n\n---\n\nMulligan Guide\n\nLook for:\n\n2–4 lands \nRamp or draw \nEarly interaction or defense \n\nAvoid slow hands or ones that only help opponents.\n\n---\n\nGame Plan\n\nEarly Game\n\nRamp and play light group draw. Stay low threat.\n\n---\n\nMid Game\n\nEstablish engines and defenses. Use politics to stay safe.\n\n---\n\nLate Game\n\nLock combat, dig aggressively, and win through Approach, decking, or Divine Intervention.\n\n---\n\nWeaknesses\n\nFast combo decks \nHeavy enchantment removal \nEarly aggression \n\n---\n\nOptional Upgrades\n\nSmothering Tithe \nRhystic Study \nTeferi's Ageless Insight \nNarset, Parter of Veils \n\n---\n\nNotes\n\nThis deck relies heavily on politics and threat management. Winning often comes from timing and positioning rather than raw power.\n"}]}





















































































