KackNasty
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Commander
Size: 100Salt sum: 69.5
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Baylen, the Haymaker
Tap two untapped tokens you control: Add one mana of any color.
Tap three untapped tokens you control: Draw a card.
Tap four untapped tokens you control: Put three +1/+1 counters on Baylen. It gains trample until end of turn.
Tap three untapped tokens you control: Draw a card.
Tap four untapped tokens you control: Put three +1/+1 counters on Baylen. It gains trample until end of turn.
Legendary Creature - Warrior Rabbit

Commander
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Nahiri's Resolve
Creatures you control get +1/+0 and have haste.
At the beginning of your end step, exile any number of nontoken artifacts and/or creatures you control. Return those cards to the battlefield under their owner's control at the beginning of your next upkeep.
At the beginning of your end step, exile any number of nontoken artifacts and/or creatures you control. Return those cards to the battlefield under their owner's control at the beginning of your next upkeep.
Enchantment

Blink
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Bow of Nylea
Attacking creatures you control have deathtouch.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
Legendary Artifact Enchantment

Counters
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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

Thrumming Stone
Spells you cast have ripple 4. (Whenever you cast a spell, you may reveal the top four cards of your library. You may cast spells with the same name as that spell from among the revealed cards without paying their mana costs. Put the rest on the bottom of your library.)
Legendary Artifact

Draw
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Ba Sing Se
This land enters tapped unless you control a basic land.
: Add .
, : Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
: Add .
, : Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Land

Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Land Destruction
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Protection
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Zirda, the Dawnwaker
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Legendary Creature - Elemental Fox

Ramp
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Recursion
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Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Removal
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Restoration Seminar
Return target nonland permanent card from your graveyard to the battlefield.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Sorcery
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Stax
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Legion Loyalty
Creatures you control have myriad. (Whenever a creature with myriad 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.)
Enchantment

Tokens
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Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Rabbits on a Rampage!!! In modern day society, bunnies are often depicted as harmless cute and cuddly little critters. But a farmer knows best. To a crop owner, they are crop destroying demons. They cause significant agricultural damage by eating crops, destroying seedlings, and stripping bark from fruit trees, which leads to reduced yields and lower profitability. Rabbits populate rapidly, reproducing and multiplying like, well like rabbits. Making them difficult to manage or control once they are established on a farm. If it's poluation is left unchecked, they will consume and destroy everything in their wake. This deck is designed to do just that. Produce and multiply your rabbits, while at the same time destroying all of your opponents lands, leaving no resources to produce from their battlefield graveyard or libraries. \n\n"},{"attributes":{"color":"#000000"},"insert":"Garden Grubbers is a Rabbit Tribal deck primarily centered around the 2/2 Rabbit Noble Creature, Hare Apparent. It is designed to be fast paced, hard hitting, and marriage-ending (say goodbye to key relationships). Garden Grubbers appears to be friendly by granting opponents extra card draws and additional land plays per turn. But this is not your average Group-hug. It only shares resources in order to create a \"prison\" environment that prevents opponents from casting spells, untapping lands, or maintaining a board state. This strategy is focused on destroying, exiling, or locking down most or all of an opponent's lands simultaneously to prevent them from casting spells. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**The Control Lock:** "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"By equipping a earthbended Ba Sing Se with a Thornbite Staff you can repeatedly untap Ba Sing Se to destroy each land your opponents play, causing each opponent to search their libraries for more non-basic lands to destroy. Or utilizing a combination with Mirrormind Crown to create multiple copies of lands like Ghost Quarter, enabling you to Sacrificing half of them to destroy the lands each opponent has in play. Thus forcing each opponent to search their libraries for basic lands and placing them into play tapped. Where you will be able to instantly sacrifice the other half of your Ghost Quarters to have them destroy the other half repeating the process anytime opponents attempt to play a land. Activating these abilities repeatedly, provides a nearly infinite control loop while multiple Hare Apparent act as token generators providing a steady supply of creatures/tokens as resources to ramp up and buff Baylen, the Haymaker to serve the final blow. This deck aims to create a \"lock\" where opponents cannot play the game, using cards like Armageddon to exhaust opponents and win through superior board state while others have zero mana. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**COMMANDER**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Baylen, the Haymaker is a Naya legendary Rabbit Warrior that acts as a powerful, versatile token engine. He features three activated abilities that allow you to tap untapped tokens you control to generate mana (2 tokens), draw cards (3 tokens), or give Baylen thee +1/+1 counters and trample (4 tokens), providing immense value and card advantage."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Win Condition:**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Causing opponents to have no lands in play or in their library and graveyards is a hard lock, acting as a functional win condition rather than an automatic one. While it prevents them from casting spells, it does not directly cause them to lose, so they must eventually be defeated by damage or an alternate win condition. This deck will offer many resources for damage, even when your opponents have none."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Baylen provides a simple and effective win condition with a consistent and predictable cycle of multiplying rabbit tokens and mass producing mana for a combo of utilizing his abilities for card draw and buffing him for the final blow. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Empty Library (Decking): If your opponents’ are required to draw a card and have no cards remaining in their library. Note that they do not lose simply because their library is empty; the loss only triggers when they actually attempt to draw from it."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**MASS LAND DENIAL LOOP**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Ba Sing Se is a rare land that has the special ability to Earthbend 2. This ability turns a target land you control into a 0/0 creature with haste that is still a land, puts two +1/+1 counters on it, and grants it a \"recurrence\" clause: if it dies or is exiled, it returns to the battlefield tapped."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Usage: It is notably useful in \"land-heavy\" decks because it can protect critical lands from removal or land destruction like Wasteland by ensuring they return to play if destroyed. Thus immortalizing your lands. This is the primary strategy for protecting your own lands from being destroyed by the spells you cast that destroy all lands. In this deck however it will be utilized as a shield, and a land destroying mega weapon."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The Loop Explained:"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Preparation: Have Ba Sing Se (with Earthbend 2) and Thornbite Staff on the battlefield. You need 3 mana to activate Ba Sing Se's ability."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Activate: Tap Ba Sing Se to Earthbend your Ghost Quarter or Field of Ruin (Preferably Field of Ruin if resources are available, as this loop will force all opponents to search their libraries for basic lands that enter the battlefield tapped only to be destroyed by Ghost Quarter all in one turn)."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Ghost Quarter becomes a 0/0 creature that is still a land, gets two +1/+1 counters (making it a 2/2), and gains the ability: \"When this land dies or is exiled, return it to the battlefield tapped\". Sacrifice Ghost Quarter (now a creature) to destroy an opponent's land."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Because the Ghost Quarter was a creature when it died, it triggers its own \"return to battlefield\" ability and triggers Thornbite Staff (\"Whenever a creature dies, untap this creature\"). Thornbite Staff untaps Ba Sing Se, and Ghost Quarter returns to the battlefield tapped. You can activate Ba Sing Se again and repeat this process with another un-tapped land."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Creating the condition to utilize Ghost Quarter and Ba Sing Se multiple times in one turn requires Spelunking. This enchantment has the ability “Lands you control enter the battlefield untapped.” Thus creating a loop of land denial for all opponents every turn that is only limited by mana Resources. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Mirrormind Crown has the ability to create 100s of copies of Ghost Quarter, even in one turn. This strategy utilizes fewer resources, having only to earthbend one land and requiring no other mana costs outside of the activated abilities to sac the land for value. With this strategy you will be able to multiply your land exponentially and destroy your opponents lands at instant speed. See a more detailed example of this below under Mana Acceleration. The same interaction as Mirrormind Crown on Ghost Quarter is also true with Sandworm. Sandworm has Haste and the ability, “When this creature enters, destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.” If it is equipped with Mirrormind Crown and you cast Hare Apparent while 10 or more other Hare Apparent are on the board, you will create 10 Sandworms that ETB and destroy 10 more lands."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**There’s a Fox in the Den**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Zirda, the Dawnwaker reduces the cost of activated abilities by up to {2}, but not less than one mana. Therefore, with Zirda on the battlefield, the \"Earthbend\" ability on Ba Sing Se will only cost 1 green mana. Thus reducing your cost per land destroyed significantly. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Key Notes on this Interaction:"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Zirda only reduces the generic mana portion of the cost, not the colored mana."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The \"Earthbend\" ability can only be activated as a sorcery."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Because the Earthbend ability includes a \"Tap\" symbol in the cost, you cannot tap Ba Sing Se for green mana and use that same mana on the same turn to pay for its own ability, unless you have a way to untap it."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The combination of Ba Sing Se (earthbended into a creature), Thornbite Staff, and Zirda, the Dawnwaker creates a nearly infinite loop that allows you to destroy all opponents' lands using Ghost Quarter."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Here is the breakdown of the interaction:"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The Setup: Ba Sing Se is on the battlefield and has been activated (Earthbended) to become a 0/0 creature with two +1/+1 counters. Thornbite Staff is equipped to the Earthbended Ba Sing Se. Zirda, the Dawnwaker is on the battlefield, reducing the cost of activated abilities by 2, but not less than 1. Normally, activating Ba Sing Se to earthbend a land (including itself or others) costs 3 mana and tapping. With Zirda, this cost is reduced to 1 and tapping. Activate Ba Sing Se to Earthbend Ghost Quarter for 1 mana. It becomes a creature, and a \"delayed trigger\" is set up to return it to the battlefield when it dies. Sacrifice Wasteland to destroy target opponents land. Because Ghost Quarter died, it returns to the battlefield tapped."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Because a creature died, Thornbite Staff triggers, allowing you to untap Ba Sing Se."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Repeat this process. If you use Ghost Quarter this loop will also destroy the lands in opponents libraries as well."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**ACCELERATING MANA PRODUCTION**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"White Lotus Tile and Three Tree City are two powerful cards that reward you for playing \"kindred\" (tribal) decks by generating mana based on how many creatures you control that share a creature type. They increase the total mana you can spend in a single turn, letting you \"get ahead of the curve“. While they share a similar goal, they function differently."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Three Tree City is a legendary land that requires a mana investment to activate. Three Tree City requires at least three creatures of the chosen type to start producing more mana than its activation cost."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"White Lotus Tile is a non-legendary mana rock that scales automatically without a specific type choice. It does not require you to choose a type when it enters. It simply checks your board and gives you mana for your largest \"tribe\" automatically. It produces mana immediately upon tapping, though it costs 4 mana to cast and enters tapped."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Elven Chorus grants you, “Creatures you control have \"Add one mana of any color.\" allowing for massive ramp in order to keep casting and drawing fluent and affordable."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"**Mirrormind Crown**, is the ace in the hole that nobody ever sees coming. Let’s use Ba Sing Se to earthbend any land. Have you ever had 100 Command Towers on the board? Could you imagine having 100 Ghost Quarters or 100 of a land producing three colors of mana? If any non-legendary land is earthbended while equipped with Mirrormind Crown, every time a Hare Apparent would ETB for as many Hare Apparent are on the battlefield you will create that many copies of that land. So every time a Hare Apparent is cast or attacks with Myriad, your land is multiplied by how many Hare Apparent are on the battlefield. This process is further noted below. When you use Mirrormind Crown on an \"earthbent\" land like Ba Sing Se, you will create multiple permanent copies of that land as non-creature lands. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The Interaction Mechanics: Ba Sing Se & Earthbend: Using Earthbend on Ba Sing Se turns it into a creature temporarily. While it is a creature, it can be equipped with Mirrormind Crown. When Hare Apparent enters the battlefield, its ability triggers to create rabbit tokens. If this is the first time you are creating tokens this turn, Mirrormind Crown replaces those rabbits with tokens that are copies of the equipped Ba Sing Se. Because copy effects only copy what is printed on the card (and not temporary effects like being turned into a creature), the new tokens will enter as tapped non-creature lands. They will not be creatures, they will not have haste, and they will not have the +1/+1 counters from the original earthbending effect. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Step-by-Step Resolution:"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Earthbend Ba Sing Se for 2 to turn it into a creature. Equip Mirrormind Crown to the now-creature land. Cast Hare Apparent. When it enters, its trigger wants to create X rabbit tokens (where X is the number of other Hare Apparents you control). Replace the rabbit creation with Mirrormind Crown. Instead of rabbits, you create tokens of the equipped Ba Sing Se. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Result: You get copies of the land Ba Sing Se on the battlefield. These are permanent lands that can tap for green mana and use their own Earthbend ability later. Now put that one in the books my friend! This is the first deck to ever achieve this effect. 🤭"},{"insert":"\n\n\n"},{"attributes":{"color":"#000000"},"insert":"**CARD DRAW ACCELERATION**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"To create these unique conditions, you will have to accelerate your card draw."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Baylen, The Haymaker has the ability, “Tap three untapped tokens you control: Draw a card.” "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Skullclamp is an Artifact Equipment card that grants the equipped creature +1/-1 and allows the player to draw two cards whenever the creature dies. Utilizing this on each 1/1 Rabbit token creature is a great draw engine for early game play. Whenever you can play a sorcery you can equip tokens with Skullclamp to draw 2 cards for each 1/1 creature it is equipped to. You can‘t use Skullclamp on Myriad tokens before they are exiled. Because the exile occurs at the \"end of combat\" step. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Fecundity has the ability, “Whenever a creature dies, that creature's controller may draw a card.”"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Rites of Flouishing has the ability, “At the beginning of each player's draw step, that player draws an additional card. Each player may play an additional land on each of their turns.”"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Thrumming Stone has the ability, “Spells you control have ripple 4. Whenever you play a spell (specifically a Hare Apparent), you may reveal the top four cards of your library. You may play any revealed cards with the same name as the spell without paying their mana costs. Put the rest on the bottom of your library. While this is not card draw, this will allow for massive ramp and get you through your library fast so that you can get to the cards you need."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Abundance has the ability, “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.” With Thrumming Stone and Abundance in play, if you cast a Hare Apparent, you will reveal cards 4 at a time, finding a Hare Apparent, casting it, and triggering new ripples, potentially casting all Hare Apparents in your deck, while land cards are skipped by Abundance. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The Chain Reaction: You cast Hare Apparent (HA), which triggers Thrumming Stone. You reveal the top 4 cards. Since every other card is a HA, you will always hit at least one and cast it for free."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Abundance Interaction: If you choose to replace the draw or reveal with Abundance, you can skip lands, ensuring every 4-card reveal finds a Hare Apparent, guaranteeing the chain continues until you stop hitting them or hit the end of the deck."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Land Cards in Ripple: If you choose not to use Abundance, lands count as part of the 4 cards revealed. If you reveal 4 cards and none are named \"Hare Apparent\" (e.g., you reveal lands, spells), the ripple effect for that HA stops."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**AVOID DECKING**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Abundance prevents you from losing by decking. Because Abundance replaces the action of drawing a card with revealing cards until a specific type is found, you never technically \"draw from an empty library.\" If you choose \"land\" and no lands are left, you reveal your whole library, put them all on the bottom, and do not draw a card. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Key Details regarding Abundance and Empty Libraries:"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"No Draw, No Loss: Since you are replacing the draw action, if your library is empty and you activate Abundance, you do not draw and therefore do not lose the game."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"\"Whiffing\" Mechanism: If you choose land (or nonland) and that card type is not found, you reveal your entire library, put it all on the bottom of your library in any order, and fail to draw."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Ordered Library: As noted, this allows you to effectively stack your entire deck if you are \"whiffing\" with no cards of that type left, providing a unique form of deck manipulation rather than a shuffle."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Rule Type: Abundance is a replacement effect, not a triggered ability, which means it applies immediately. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Wheel of Sun and Moon‘s effect, “Enchant player: If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.” will keep your permanents cycling for repeated use as they are destroyed and discarded. This will also help with decking."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Bow of Nylea is also very useful in keeping your library full. It’s second ability, “Pay 2 mana and tap, Choose one: Put a +1/+1 counter on target creature; or Bow of Nylea deals 2 damage to target creature with flying; or you gain 3 life; or put up to four target cards from your graveyard on the bottom of your library in any order."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Token Doubling through ETB ABUSE**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"**Legion Loyalty** is an enchantment that grants creatures Myriad. It allows a single creature to attack every opponent at the table simultaneously by creating temporary token copies. With it on the battlefield it creates a massive explosion of rabbit tokens due to how Myriad and \"Enter the Battlefield\" (ETB) triggers interact. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The Math: In a standard 4-player game, you have 3 opponents. If you had 8 Hare Apparent available to attack and you declare all 8 Hare Apparent as attackers at a single opponent, Myriad will trigger for each one to create copies attacking the other 2 opponents. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Declare Attackers: You attack one opponent with 8 original Hare Apparents."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Myriad Triggers: For each original Hare Apparent, you create 2 token copies (one for each other opponent). Creating 8x2 Hare Apparent for each opponent totaling 16 new Hare Apparent Token Copies."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"ETB Triggers: Each of these 16 tokens enters the battlefield and triggers its ability: \"create a 1/1 white Rabbit creature token for each other Hare Apparent you control\". When these tokens enter, you already control 8 originals. Since they all enter simultaneously from the Myriad triggers, they each \"see\" every other Hare Apparent on the board."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Total Hares on board: 8 (originals) + 16 (new tokens) = 24 Hare Apparents."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Calculation: Each of the 16 new tokens sees 23 \"other\" Hare Apparents."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Total 1/1 Rabbit Creature Tokens created is 16x23=368"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Key Rules to Remember:"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Simultaneous Entry: When Myriad creates tokens for multiple opponents, they enter at the same time. This is why every new Hare Apparent token counts all others (originals and other tokens) for its effect."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Attacking Status: The 16 Hare Apparent copies enter the battlefield already attacking. They do not trigger their own \"whenever this creature attacks\" abilities, but their ETB effects work perfectly."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"End of Combat: At the end of combat, the 16 Hare Apparent tokens created by Myriad are exiled. However, the 368 Rabbit tokens they created stay on the battlefield permanently because they were not created by Myriad itself."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"**Mirrormind Crown** and Hare Apparent creates an explosive token engine that scales exponentially. When Mirrormind Crown is equipped to a Hare Apparent, any effect that would create tokens (like a new Hare Apparent entering) can instead create token copies of the equipped Hare Apparent, which then trigger their own enter-the-battlefield (ETB) abilities. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Preparation: Have Mirrormind Crown equipped to a Hare Apparent you already control."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The Trigger: Play another Hare Apparent. Its ETB ability triggers, checking how many other Hare Apparents you control to determine how many 1/1 Rabbit tokens to create."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The Replacement: Mirrormind Crown's ability is a replacement effect. The \"first time\" you would create tokens each turn, you may instead create that many copies of the equipped creature."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The Result: Instead of getting 1/1 Rabbits, you get multiple Hare Apparent tokens. These tokens then trigger their own ETB abilities, creating even more Rabbit tokens."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Example Scenario: If you have one Hare Apparent equipped with the Crown and you play a second Hare Apparent:"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The new Hare Apparent sees one other Hare Apparent and tries to create one Rabbit token."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Mirrormind Crown replaces that Rabbit with one Hare Apparent token."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"That token enters and sees two other Hare Apparent (the original two), creating two Rabbit tokens."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The numbers grow much faster the more Hare Apparents you start with. For instance, if you start with three and play a fourth, you would create three Hare Apparent tokens, each of which would then create six Rabbits, totaling 18 Rabbits and 6 Hare Apparent total."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"**Nahiri's Resolve** allows creatures and artifacts to trigger their \"enters-the-battlefield\" (ETB) abilities when they return to the battlefield. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The Return Trigger: At the beginning of your end step, you exile any number of nontoken artifacts and/or creatures. These cards are then returned to the battlefield at the beginning of your next upkeep."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"ETB Retriggering: Because the cards were in exile and are now entering the battlefield again, the game treats them as brand-new objects. This causes any \"when [this permanent] enters the battlefield\" abilities to trigger and resolve as normal."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Simultaneous Entry: If you return multiple permanents at once, they all enter the battlefield simultaneously. You, as the controller, choose the order in which their ETB triggers are placed on the stack, allowing you to decide which ones resolve first. Since Nahiri's Resolve also grants your creatures haste, any creatures that return during your upkeep are immediately ready to attack or use tap abilities on that same turn. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Key Strategic Benefits: You can abuse the ETB of each exiled Hare Apparent every single turn cycle at the beginning of your upkeep. By exiling your creatures at the end of your turn, you protect them from \"sorcery-speed\" removal, such as most board wipes or targeted spells cast on your opponent's turn. While the original copies are in exile, your tokens and copies are left behind to protect your board state and defend for you. Once the end step ability resolves, the cards will return during your upkeep even if Nahiri's Resolve is destroyed before that time."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Example: If you exiled 8 Hare Apparent at the end of your last turn, then at the beginning of your next upkeep, all 8 Hare Apparent cards return to the battlefield at the exact same time. Each of the 8 Hares will \"see\" the others entering and trigger its own Enter the Battlefield (ETB) ability. When the first Hare's trigger resolves, the game checks how many other creatures named Hare Apparent you control on the battlefield. Since all 8 are currently on the field, the first Hare sees 7 others and creates 7 Rabbit tokens. This happens for each of the 8 Hares, with each one seeing the other 7. Total Calculation: 56 1/1 Rabbit Tokens with Haste are created."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Key Rules to Remember:"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Simultaneous Entry: When multiple creatures enter the battlefield at once, they all see each other for any \"whenever [this] or another creature enters\" or \"when [this] enters\" abilities."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Delayed Trigger: Even if Nahiri's Resolve is destroyed before your upkeep, the Hares will still return because the return is part of a \"delayed trigger\" set up when they were first exiled. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**A NOTE FROM THE CREATOR:**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"I believe that the rest of this deck is easy to understand. Once you know the how and why. There are cards in it that might leave you wondering. Like Natural Affinity, an instant with, “Until end of turn, all lands become 2/2 creatures that are still lands.” Let’s just say, the guy who actually gets one in on me and the pod by casting Farewell, is not going to be able to afford to cast his next spell. Whereas all of my lands will be earthbended and survive the board wipe. If you see something that doesn’t fit, comment on it and I’ll do my best to explain. As far as token doublers and +1/+1 counter doublers go, I don’t have time to count hundreds of rabbits and place counters on each of them. This deck doesn’t need it, it has Baylen, the Haymaker. He has all the 1/1 counters I need. Hope you enjoy my build. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Baylen, the Haymaker in Lore** "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Baylen, the Haymaker is a legendary Rabbit Warrior from the plane of Bloomburrow. A part-time farmer and part-time warrior, Baylen is the primary defender of Haymeadow Village, where they use a unique form of magic to imbue their body and tools with raw power."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"Background and Origins"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Life in Three Tree City: Before settling in the rural Haymeadow, Baylen lived in the bustling Three Tree City among lizardfolk. During this time, they learned the \"fiery ways\" of the lizards, which likely influenced their ability to channel raw, glowing magic."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The Pawpatch Recruit: Baylen originally sought a quiet life of farming to avoid fame. However, their combat potential was quickly recognized by the Pawpatch scouts, and they were recruited into an elite defense force."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Calamity Beast Threat: When disturbances from Calamity Beasts (massive, elemental predators) became too severe to ignore, Baylen joined the Pawpatch Party to defend the wider Valley. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"Equipment and Fighting Style:"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"The Scythe: Baylen's signature weapon is a red-glowing scythe crafted from a metalized chili pepper. This weapon doubles as a farming tool and a lethal combat implement when channeled with magic."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Petal Armor: They wear specialized armor made from the petals of fiery red flowers, reinforced with silver belt buckles and pauldrons shaped like leaves."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Defensive Stance: Although they were invited to join the main party of heroes defending the Valley, Baylen eventually chose to leave the Pawpatch Party to focus exclusively on the protection of Haymeadow Village, refusing to leave their home defenseless. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Lore vs. Gameplay**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"In the game, Baylen's lore as a leader of a community is reflected in their abilities that reward \"community\" effort. Rather than tapping themselves, Baylen taps tokens you control (representing villagers, resources, or food) to generate mana, draw cards, or grow in size for a massive \"haymaker\" strike. "},{"insert":"\n"}]}


















































