Char
307 views54 days ago
Pauper EDH
Size: 100Salt sum: 30.24
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Very simple budget combat-focused PDH "},{"insert":{"card-link":"Genghis Frog"}},{"insert":" midrange Mutant tribal deck built to spam Mutants, making "},{"insert":{"card-link":"Mutagen"}},{"insert":" tokens to buff them, and eventually swing out with a big board. We run a decent amount of ramp to help get out "},{"insert":{"card-link":"Genghis Frog"}},{"insert":" and the Mutant gang early for as many "},{"insert":{"card-link":"Mutagen"}},{"insert":" tokens as possible. Our early ramp package includes "},{"insert":{"card-link":"Rampant Growth"}},{"insert":", "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":", "},{"insert":{"card-link":"Growth Spiral"}},{"insert":", "},{"insert":{"card-link":"Explore"}},{"insert":", and "},{"insert":{"card-link":"Cultivate"}},{"insert":". We run plenty more ramp, however, some is meant for burst ramp, like "},{"insert":{"card-link":"Elvish Aberration"}},{"insert":", and more importantly, we combine different needs in as many places as possible to make sure we have enough of every category, like draw, removal, and even Mutants! With this in mind, we run "},{"insert":{"card-link":"Thirsting Roots"}},{"insert":" to have the option to both ramp and proliferate, "},{"insert":{"card-link":"Scale the Heights"}},{"insert":" for counters, draw, and ramp, and "},{"insert":{"card-link":"Firdoch Core"}},{"insert":" for ramp that’s a Mutant! Moving past ramp, we want to focus on giving our Mutants +1/+1 counters and ensure we can cast plenty of Mutants in the first place! With "},{"insert":{"card-link":"Genghis Frog"}},{"insert":" on the battlefield, whenever another Mutant enters the battlefield, we create a "},{"insert":{"card-link":"Mutagen"}},{"insert":" token. This is the easiest and most consistent way to give our Mutants +1/+1 counters. We care about dispersing these counters because our main win condition is giving all of our ever-growing Mutants trample through effects that give our creatures with +1/+1 counters on them trample, such as "},{"insert":{"card-link":"Pridemalkin"}},{"insert":", "},{"insert":{"card-link":"Tuskguard Captain"}},{"insert":", "},{"insert":{"card-link":"Badgermole"}},{"insert":", "},{"insert":{"card-link":"Drix Fatemaker"}},{"insert":", and "},{"insert":{"card-link":"Duskshell Crawler"}},{"insert":". Some of these, such as "},{"insert":{"card-link":"Duskshell Crawler"}},{"insert":", also dish out a +1/+1 counter to a creature when entering. This is very important and a persistent theme throughout the deck; many of our cards will disperse +1/+1 counters to our Mutants to help grow them. The best at this is "},{"insert":{"card-link":"Thrummingbird"}},{"insert":", who is able to repeatedly proliferate our counters to grow our army of Mutants. "},{"insert":{"card-link":"Master Chef"}},{"insert":" also puts a +1/+1 counter on each creature that enters, setting up "},{"insert":{"card-link":"Thrummingbird"}},{"insert":" very nicely. Ideally, while we are developing our board of creatures, we will go wide instead of tall. We run 37 creatures not including "},{"insert":{"card-link":"Genghis Frog"}},{"insert":" or our spells that create token creatures. Spreading out to a wide board and spreading our counters between multiple Mutants is a much better plan that going tall 95% of the time. To help with this, we keep draw at a premium and staple it onto as much as we can. "},{"insert":{"card-link":"Donatello, Turtle Techie"}},{"insert":" is a Mutant that draws, "},{"insert":{"card-link":"Deepwood Denizen"}},{"insert":" is a repeatable draw engine for us that scales its cost with counters, "},{"insert":{"card-link":"Meditation Pools"}},{"insert":" is draw on a land, "},{"insert":{"card-link":"Rook Turret"}},{"insert":" draws quite a bit, as our "},{"insert":{"card-link":"Mutagen"}},{"insert":" tokens are artifacts, and my favorite burst draw is "},{"insert":{"card-link":"Distant Melody"}},{"insert":", as we can name Mutant and draw for our tribal count. We also run many "},{"insert":{"card-link":"Shapeshifter"}},{"insert":"s and Changelings to ensure our Mutant count is very high; we have 27 Mutants in the deck including the "},{"insert":{"card-link":"Shapeshifter"}},{"insert":"s. Because of this, many of our creatures are dorky. They are common Mutants; we are not picking from the cream of the crop here. The most important thing to remember is we are playing a midrange deck. We get our value from playing our creatures, grow them, and only attack when it benefits us. We cannot afford to throw our creatures away into meaningless attacks. We need them to stick around so we can grow them with our +1/+1 counter-granters and "},{"insert":{"card-link":"Mutagen"}},{"insert":" tokens. Creatures like "},{"insert":{"card-link":"Changeling Wayfinder"}},{"insert":" look bad, but it draws us a land, puts a creature onto the board, and is a Mutant. This is what we want out of our creatures. We do, however, still need to attack when it is correct to do so, just not when it hurts us and trades down our board. To help with when this does happen, we run a small package of cards that recur other cards or themselves, so we always have something to do. "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" and "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" give us genuine recursion while "},{"insert":{"card-link":"Rancor"}},{"insert":" allows us to buff a creature and return itself to hand when the creature dies. In a similar way, "},{"insert":{"card-link":"Slow Motion"}},{"insert":" is removal that recurs itself. Speaking of removal, we run removal that can benefit us at the same time, like "},{"insert":{"card-link":"Mutant Chain Reaction"}},{"insert":", "},{"insert":{"card-link":"Smell Fear"}},{"insert":", and "},{"insert":{"card-link":"Return to the Sewers"}},{"insert":". We also run more spot removal, such as "},{"insert":{"card-link":"Tenderize"}},{"insert":", "},{"insert":{"card-link":"Retro-Mutation"}},{"insert":", "},{"insert":{"card-link":"Ram Through"}},{"insert":", "},{"insert":{"card-link":"Nantuko Vigilante"}},{"insert":", "},{"insert":{"card-link":"Masked Vandal"}},{"insert":", "},{"insert":{"card-link":"Zuko's Exile"}},{"insert":", and "},{"insert":{"card-link":"Frogify"}},{"insert":". These allow us to blow up or transform creatures, artifacts, or enchantments that are annoying us. "},{"insert":{"card-link":"Rooftop Percher"}},{"insert":" also provides a different type of removal by exiling two cards from players' graveyards. Closing out, we win by building a big board and buffing it by holding back attacks and not throwing away our Mutants on offense and defense when we don’t need to. Once we have enough +1/+1 counters, dropping a trample-giving bomb will end the game quickly, like a much worse "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" that takes a few combats to kill everyone! We get there not all at once, but by growing our advantages turn over turn and converting them into a big board full of buffed Mutants! Change the “Group by” from Categories to Categories (multiple) to see each card’s designation within the deck.\n"}]}
Commander
Commander
(CTRL to add secondary)
Artifact
Stalactite Dagger
When this Equipment enters, create a 1/1 colorless Shapeshifter creature token with changeling. (It's every creature type.)
Equipped creature gets +1/+1 and is all creature types.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +1/+1 and is all creature types.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Artifact
(CTRL to add secondary)
Creature
Aquastrand Spider
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
: Target creature with a +1/+1 counter on it gains reach until end of turn. (It can block creatures with flying.)
Creature - Mutant Spider

Badgermole
When this creature enters, earthbend 2. (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.)
Creatures you control with +1/+1 counters on them have trample.
Creatures you control with +1/+1 counters on them have trample.
Creature - Mole Badger

Basking Broodscale
Devoid (This card has no color.)
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, you may create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
: Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1 counter on it.)
Whenever one or more +1/+1 counters are put on this creature, you may create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add ."
Creature - Lizard Eldrazi

Drix Fatemaker
When this creature enters, put a +1/+1 counter on target creature.
Each creature you control with a +1/+1 counter on it has trample.
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.)
Each creature you control with a +1/+1 counter on it has trample.
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 - Wizard Drix

Rocksteady, Crash Courser
Rocksteady can't be blocked by more than one creature.
Boars you control can't be blocked by more than one creature.
Forestcycling (, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
Boars you control can't be blocked by more than one creature.
Forestcycling (, Discard this card: Search your library for a Forest card, reveal it, put it into your hand, then shuffle.)
Legendary Creature - Mutant Rhino

Creature
(CTRL to add secondary)
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
Sorcery
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Very simple budget combat-focused PDH "},{"insert":{"card-link":"Genghis Frog"}},{"insert":" midrange Mutant tribal deck built to spam Mutants, making "},{"insert":{"card-link":"Mutagen"}},{"insert":" tokens to buff them, and eventually swing out with a big board. We run a decent amount of ramp to help get out "},{"insert":{"card-link":"Genghis Frog"}},{"insert":" and the Mutant gang early for as many "},{"insert":{"card-link":"Mutagen"}},{"insert":" tokens as possible. Our early ramp package includes "},{"insert":{"card-link":"Rampant Growth"}},{"insert":", "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":", "},{"insert":{"card-link":"Growth Spiral"}},{"insert":", "},{"insert":{"card-link":"Explore"}},{"insert":", and "},{"insert":{"card-link":"Cultivate"}},{"insert":". We run plenty more ramp, however, some is meant for burst ramp, like "},{"insert":{"card-link":"Elvish Aberration"}},{"insert":", and more importantly, we combine different needs in as many places as possible to make sure we have enough of every category, like draw, removal, and even Mutants! With this in mind, we run "},{"insert":{"card-link":"Thirsting Roots"}},{"insert":" to have the option to both ramp and proliferate, "},{"insert":{"card-link":"Scale the Heights"}},{"insert":" for counters, draw, and ramp, and "},{"insert":{"card-link":"Firdoch Core"}},{"insert":" for ramp that’s a Mutant! Moving past ramp, we want to focus on giving our Mutants +1/+1 counters and ensure we can cast plenty of Mutants in the first place! With "},{"insert":{"card-link":"Genghis Frog"}},{"insert":" on the battlefield, whenever another Mutant enters the battlefield, we create a "},{"insert":{"card-link":"Mutagen"}},{"insert":" token. This is the easiest and most consistent way to give our Mutants +1/+1 counters. We care about dispersing these counters because our main win condition is giving all of our ever-growing Mutants trample through effects that give our creatures with +1/+1 counters on them trample, such as "},{"insert":{"card-link":"Pridemalkin"}},{"insert":", "},{"insert":{"card-link":"Tuskguard Captain"}},{"insert":", "},{"insert":{"card-link":"Badgermole"}},{"insert":", "},{"insert":{"card-link":"Drix Fatemaker"}},{"insert":", and "},{"insert":{"card-link":"Duskshell Crawler"}},{"insert":". Some of these, such as "},{"insert":{"card-link":"Duskshell Crawler"}},{"insert":", also dish out a +1/+1 counter to a creature when entering. This is very important and a persistent theme throughout the deck; many of our cards will disperse +1/+1 counters to our Mutants to help grow them. The best at this is "},{"insert":{"card-link":"Thrummingbird"}},{"insert":", who is able to repeatedly proliferate our counters to grow our army of Mutants. "},{"insert":{"card-link":"Master Chef"}},{"insert":" also puts a +1/+1 counter on each creature that enters, setting up "},{"insert":{"card-link":"Thrummingbird"}},{"insert":" very nicely. Ideally, while we are developing our board of creatures, we will go wide instead of tall. We run 37 creatures not including "},{"insert":{"card-link":"Genghis Frog"}},{"insert":" or our spells that create token creatures. Spreading out to a wide board and spreading our counters between multiple Mutants is a much better plan that going tall 95% of the time. To help with this, we keep draw at a premium and staple it onto as much as we can. "},{"insert":{"card-link":"Donatello, Turtle Techie"}},{"insert":" is a Mutant that draws, "},{"insert":{"card-link":"Deepwood Denizen"}},{"insert":" is a repeatable draw engine for us that scales its cost with counters, "},{"insert":{"card-link":"Meditation Pools"}},{"insert":" is draw on a land, "},{"insert":{"card-link":"Rook Turret"}},{"insert":" draws quite a bit, as our "},{"insert":{"card-link":"Mutagen"}},{"insert":" tokens are artifacts, and my favorite burst draw is "},{"insert":{"card-link":"Distant Melody"}},{"insert":", as we can name Mutant and draw for our tribal count. We also run many "},{"insert":{"card-link":"Shapeshifter"}},{"insert":"s and Changelings to ensure our Mutant count is very high; we have 27 Mutants in the deck including the "},{"insert":{"card-link":"Shapeshifter"}},{"insert":"s. Because of this, many of our creatures are dorky. They are common Mutants; we are not picking from the cream of the crop here. The most important thing to remember is we are playing a midrange deck. We get our value from playing our creatures, grow them, and only attack when it benefits us. We cannot afford to throw our creatures away into meaningless attacks. We need them to stick around so we can grow them with our +1/+1 counter-granters and "},{"insert":{"card-link":"Mutagen"}},{"insert":" tokens. Creatures like "},{"insert":{"card-link":"Changeling Wayfinder"}},{"insert":" look bad, but it draws us a land, puts a creature onto the board, and is a Mutant. This is what we want out of our creatures. We do, however, still need to attack when it is correct to do so, just not when it hurts us and trades down our board. To help with when this does happen, we run a small package of cards that recur other cards or themselves, so we always have something to do. "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" and "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" give us genuine recursion while "},{"insert":{"card-link":"Rancor"}},{"insert":" allows us to buff a creature and return itself to hand when the creature dies. In a similar way, "},{"insert":{"card-link":"Slow Motion"}},{"insert":" is removal that recurs itself. Speaking of removal, we run removal that can benefit us at the same time, like "},{"insert":{"card-link":"Mutant Chain Reaction"}},{"insert":", "},{"insert":{"card-link":"Smell Fear"}},{"insert":", and "},{"insert":{"card-link":"Return to the Sewers"}},{"insert":". We also run more spot removal, such as "},{"insert":{"card-link":"Tenderize"}},{"insert":", "},{"insert":{"card-link":"Retro-Mutation"}},{"insert":", "},{"insert":{"card-link":"Ram Through"}},{"insert":", "},{"insert":{"card-link":"Nantuko Vigilante"}},{"insert":", "},{"insert":{"card-link":"Masked Vandal"}},{"insert":", "},{"insert":{"card-link":"Zuko's Exile"}},{"insert":", and "},{"insert":{"card-link":"Frogify"}},{"insert":". These allow us to blow up or transform creatures, artifacts, or enchantments that are annoying us. "},{"insert":{"card-link":"Rooftop Percher"}},{"insert":" also provides a different type of removal by exiling two cards from players' graveyards. Closing out, we win by building a big board and buffing it by holding back attacks and not throwing away our Mutants on offense and defense when we don’t need to. Once we have enough +1/+1 counters, dropping a trample-giving bomb will end the game quickly, like a much worse "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" that takes a few combats to kill everyone! We get there not all at once, but by growing our advantages turn over turn and converting them into a big board full of buffed Mutants! Change the “Group by” from Categories to Categories (multiple) to see each card’s designation within the deck.\n"}]}









































































