1278 views4 hrs ago
Commander
Size: 100Est cost: $1581.88Salt sum: 51.78
Frydendahl
1278 views4 hrs ago
Commander
Size: 100Est cost: $1581.88Salt sum: 51.78
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{"ops":[{"attributes":{"bold":true},"insert":"Introduction: "},{"insert":"\nReki turns every legendary spell into a cantrip. This deck leans heavily into that, chaining legends together to generate continuous card advantage while developing a rapidly growing board state that we leverage for big mana payoffs.\n\nThe primary gameplan is not pure storm, but the deck can reach high spell counts in ideal situations (7+), enabling occasional storm-style turns with dedicated payoffs like "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" . More often, though, the deck wins by converting repeated legendary spells into overwhelming board presence, exponential mana production, and efficient card flow.\n\nBecause Reki supplies us with consistent draw, the deck is resilient against interaction and can rebuild quickly after disruption. We also run multiple protection effects and recursion engines to support this.\n\n"},{"attributes":{"bold":true},"insert":"Gameplan:"},{"insert":"\nOur main goal is getting Reki out ASAP - ideally on turn two. The deck runs a concentrated ramp package specifically to support this. Establishing Reki early is what converts every subsequent play into sustained advantage. \n\nAn ideal opening hand includes (i.e., what we mulligan for - don't be afraid to mulligan quite agressively either): \n~3 lands "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"turn 1 ramp into Reki"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":" a cheap legendary spell to start the draw engine"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":" protection or follow-up ramp "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\nFrom there, the deck transitions into a compounding engine: each legend replacing itself, mana production scales with board development, and incremental advantages accumulate into a point where the deck can “pop off” and take over the game.\n\nTypically, this happens around turns 5–7, where the deck produces a high-impact turn that either wins outright, or establishes lethal pressure over the next few combat steps.\n\n"},{"attributes":{"bold":true},"insert":"Win Conditions:"},{"insert":"\nThe deck closes games through flexible, overlapping lines rather than a single deterministic combo. Primary paths include: \noverwhelming combat damage via several large creatures"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"mana-dense turns that convert into exponential board growth with effects like "},{"insert":{"card-link":"Genesis Wave"}},{"insert":" /"},{"insert":{"card-link":"Kamahl's Druidic Vow"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"high spell count turns that leverage payoffs like "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" /"},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Overrun-style effects from a wide boards of manadorks/tokens like "},{"insert":{"card-link":"Kamahl, Fist of Krosa"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Closing Philosophy:"},{"insert":"\nThis deck is designed to set the tempo of the game. Rather than reacting or controlling the table, it forces opponents to respond to an escalating series of threats that quickly outscale normal interaction. For that reason we don't run board wipes, and we're built to recover from them with effects like "},{"insert":{"card-link":"The Skullspore Nexus"}},{"insert":" /"},{"insert":{"card-link":"Gerrard's Hourglass Pendant"}},{"insert":" and recursion effects like "},{"insert":{"card-link":"Seasons Past"}},{"insert":" , as well as redundancies for Reki.\n\nEvery turn increases pressure, every spell replaces itself, and every engine compounds until the deck either wins through combat or pivots into an explosive finish. As a result, the deck can end up feeling oppressive against certain matchups, so be sure you're playing into a more competitively minded pod for best results.\n\n"},{"attributes":{"bold":true},"insert":"Notable cards and major card interactions:"},{"insert":"\n"},{"insert":{"card-link":"Hope of Ghirapur"}},{"insert":" + "},{"insert":{"card-link":"Six"}},{"insert":" allows for consistent lockdown of a single player, while letting us cycle excess lands (feel free to quote Randy Quaid's final line from Independence Day when you deliver Hope's payload). Good for hand sculpting, or closing out a final 1v1. Hope can also be used alongside "},{"insert":{"card-link":"Veil of Summer"}},{"insert":" to protect our storm turns. Hope is also one of our only main ways of shutting down hard combo decks.\n\n"},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" + "},{"insert":{"card-link":"Scryb Ranger"}},{"insert":" /"},{"insert":{"card-link":"Arbor Elf"}},{"insert":" . As all our dudes become forests, the Ranger can bounce them to hand for protection, and the Elf can untap them - ideal with "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" who will already generate tons of mana from Ashaya's power. "},{"insert":{"card-link":"Sutina, Speaker of the Tajuru"}},{"insert":" can enable a similar trick.\n\n"},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":" for X = 0 can grab "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" turn 1 for Reki ramp, and otherwise shuffles back in to reused later.\n\n"},{"insert":{"card-link":"Gilded Goose"}},{"insert":" can ramp Reki early, and later let us spend excess mana for lifegain - especially strong with "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":" out.\n\n"},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":" + "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" /"},{"insert":{"card-link":"Sylvan Library"}},{"insert":" let's us skip the drawbacks of their draw effects, as library let's us draw 5 and return 2, and the top taps to let us draw 2, which if we can play a legend let's us recover the top. Obviously the Archive also helps "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" a ton. "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":" is by far one of the strongest cards for this build!\n\n"},{"insert":{"card-link":"Natural Order"}},{"insert":" has several prime targets, but can also just be used for for cheating out "},{"insert":{"card-link":"Regal Force"}},{"insert":" and "},{"insert":{"card-link":"Worldspine Wurm"}},{"insert":" early.\n\n"},{"insert":{"card-link":"The Skullspore Nexus"}},{"insert":" + "},{"insert":{"card-link":"Disciple of Freyalise // Garden of Freyalise"}},{"insert":" let's us draw an absurd amount of cards from even a nominal creature.\n\n"},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" is borderline our second commander. We run several untap effects to utilize her ability several times per turn to generate 15+ mana. Ideally this feeds into a large storm turn or a "},{"insert":{"card-link":"Genesis Wave"}},{"insert":" .\n\n"},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" + "},{"insert":{"card-link":"Arbor Elf"}},{"insert":" let's us untap value lands like "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" and "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":" .\n\n"},{"insert":{"card-link":"Lost Jitte"}},{"insert":" similarly gains value with lands that tap for multiple mana, and with "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" it can also untap our creatures for super charging Selvala.\n\n"},{"insert":{"card-link":"Rhonas's Monument"}},{"insert":" both enables bigger storm turns for pumping out creatures cheaper, and gives a good scaling +2/+2 payoff for storming out with creature spells. "},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" serves a similar function.\n\n"},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":" + "},{"insert":{"card-link":"Six"}},{"insert":" becomes a consistent recursion and draw engine that can recover our key interaction and protection spells.\n\n"},{"insert":{"card-link":"Agatha's Soul Cauldron"}},{"insert":" is mainly here for graveyard hate, but it can go absolutely ballistic with exiling our own "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" or "},{"insert":{"card-link":"Saryth, the Viper's Fang"}},{"insert":" with Selvala in play. With a "},{"insert":{"card-link":"Myojin of Towering Might"}},{"insert":" , exiling a "},{"insert":{"card-link":"Cankerbloom"}},{"insert":" can let all our dudes proliferate to make several Indestructible counters to make a really large creature of boost a wide board.\n\n"},{"insert":{"card-link":"Constant Mists"}},{"insert":" + "},{"insert":{"card-link":"Emerald Medallion"}},{"insert":" can effectively give us a storm count equal to the number of lands we can tap for green, as we can keep saccing the lands we tap to buy it back. If "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" is out, we can do the same with all our non-token forest creatures.\n\n"},{"insert":{"card-link":"Kamahl, Fist of Krosa"}},{"insert":" let's us turn "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" into a creature so we can more easily untap it. Together with "},{"insert":{"card-link":"Benefactor's Draught"}},{"insert":" he can also animate all our lands for an overrun push. He also protects our board by threatening to turn opponents' lands into creatures so they'd die during a board wipe.\n\n"},{"insert":{"card-link":"Walking Ballista"}},{"insert":" is mostly here as a removal piece for creatures and planeswalkers, as it is easy to tutor for. It can also become a very strong manasink later on (potentially game ending), and if we have a wide board with counters from "},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" , we can exile the ballista with "},{"insert":{"card-link":"Agatha's Soul Cauldron"}},{"insert":" to let our entire board shoot. As we can play the ballista for X=0, it's super easy to put in the graveyard from hand. With "},{"insert":{"card-link":"Saryth, the Viper's Fang"}},{"insert":" it can also function as a board wipe if we attack with the ballista first.\n\n"},{"insert":{"card-link":"Prismatic Vista"}},{"insert":" might seem like an odd inclusion in a mono-green deck, but with "},{"insert":{"card-link":"Erinis, Gloom Stalker"}},{"insert":" it can quickly become a second ramp piece. It also let's us shuffle the library if we are stuck with dead draws from "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" /"},{"insert":{"card-link":"Sylvan Library"}},{"insert":" . Finally, it gives us two land drops for "},{"insert":{"card-link":"Nissa, Resurgent Animist"}},{"insert":" .\n"}]}
Draw
Eladamri, Korvecdal
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
, , Tap two untapped creatures you control: Reveal a card from your hand or the top card of your library. If you reveal a creature card this way, put it onto the battlefield. Activate only during your turn.
You may cast creature spells from the top of your library.
, , Tap two untapped creatures you control: Reveal a card from your hand or the top card of your library. If you reveal a creature card this way, put it onto the battlefield. Activate only during your turn.
Legendary Creature - Warrior Elf

Kolvori, God of Kinship
As long as you control three or more legendary creatures, Kolvori gets +4/+2 and has vigilance.
, : Look at the top six cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
, : Look at the top six cards of your library. You may reveal a legendary creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Creature - God


Draw
(CTRL to add secondary)
Finisher
Myojin of Towering Might
Myojin of Towering Might enters with an indestructible counter on it if you cast it from your hand.
Remove an indestructible counter from Myojin of Towering Might: Distribute eight +1/+1 counters among any number of target creatures you control. They gain trample until end of turn.
Remove an indestructible counter from Myojin of Towering Might: Distribute eight +1/+1 counters among any number of target creatures you control. They gain trample until end of turn.
Legendary Creature - Spirit

Finisher
(CTRL to add secondary)
General 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

Kamahl's Druidic Vow
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Look at the top X cards of your library. You may put any number of land and/or legendary permanent cards with mana value X or less from among them onto the battlefield. Put the rest into your graveyard.
Look at the top X cards of your library. You may put any number of land and/or legendary permanent cards with mana value X or less from among them onto the battlefield. Put the rest into your graveyard.
Legendary Sorcery

Kodama of the East Tree
Reach
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Spirit

Nissa, Resurgent Animist
Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.
Legendary Creature - Elf Scout

Sutina, Speaker of the Tajuru
When Sutina enters, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Whenever Sutina attacks, you may return a land you control to its owner's hand. When you do, put a +1/+1 counter on target creature.
Whenever Sutina attacks, you may return a land you control to its owner's hand. When you do, put a +1/+1 counter on target creature.
Legendary Creature - Elf Scout

General Ramp
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Interaction
Agatha's Soul Cauldron
You may spend mana as though it were mana of any color to activate abilities of creatures you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Legendary Artifact

Archdruid's Charm
Choose one —
• 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.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• 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.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Kogla, the Titan Ape
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Legendary Creature - Ape

Interaction
(CTRL to add secondary)
Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary 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
(CTRL to add secondary)
Protection
Gerrard's Hourglass Pendant
Flash
If a player would begin an extra turn, that player skips that turn instead.
, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
If a player would begin an extra turn, that player skips that turn instead.
, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
Legendary Artifact

Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

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

Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

Protection
(CTRL to add secondary)
Recursion
Shigeki, Jukai Visionary
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake

Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Recursion
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Reki Ramp
Reki Ramp
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Maybeboard
Kura, the Boundless Sky
Flying, deathtouch
When Kura dies, choose one —
• Search your library for up to three land cards, reveal them, put them into your hand, then shuffle.
• Create an X/X green Spirit creature token, where X is the number of lands you control.
When Kura dies, choose one —
• Search your library for up to three land cards, reveal them, put them into your hand, then shuffle.
• Create an X/X green Spirit creature token, where X is the number of lands you control.
Legendary Creature - Dragon Spirit

Turntimber Symbiosis
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Sorcery


Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Introduction: "},{"insert":"\nReki turns every legendary spell into a cantrip. This deck leans heavily into that, chaining legends together to generate continuous card advantage while developing a rapidly growing board state that we leverage for big mana payoffs.\n\nThe primary gameplan is not pure storm, but the deck can reach high spell counts in ideal situations (7+), enabling occasional storm-style turns with dedicated payoffs like "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" . More often, though, the deck wins by converting repeated legendary spells into overwhelming board presence, exponential mana production, and efficient card flow.\n\nBecause Reki supplies us with consistent draw, the deck is resilient against interaction and can rebuild quickly after disruption. We also run multiple protection effects and recursion engines to support this.\n\n"},{"attributes":{"bold":true},"insert":"Gameplan:"},{"insert":"\nOur main goal is getting Reki out ASAP - ideally on turn two. The deck runs a concentrated ramp package specifically to support this. Establishing Reki early is what converts every subsequent play into sustained advantage. \n\nAn ideal opening hand includes (i.e., what we mulligan for - don't be afraid to mulligan quite agressively either): \n~3 lands "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"turn 1 ramp into Reki"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":" a cheap legendary spell to start the draw engine"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":" protection or follow-up ramp "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\nFrom there, the deck transitions into a compounding engine: each legend replacing itself, mana production scales with board development, and incremental advantages accumulate into a point where the deck can “pop off” and take over the game.\n\nTypically, this happens around turns 5–7, where the deck produces a high-impact turn that either wins outright, or establishes lethal pressure over the next few combat steps.\n\n"},{"attributes":{"bold":true},"insert":"Win Conditions:"},{"insert":"\nThe deck closes games through flexible, overlapping lines rather than a single deterministic combo. Primary paths include: \noverwhelming combat damage via several large creatures"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"mana-dense turns that convert into exponential board growth with effects like "},{"insert":{"card-link":"Genesis Wave"}},{"insert":" /"},{"insert":{"card-link":"Kamahl's Druidic Vow"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"high spell count turns that leverage payoffs like "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" /"},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Overrun-style effects from a wide boards of manadorks/tokens like "},{"insert":{"card-link":"Kamahl, Fist of Krosa"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Closing Philosophy:"},{"insert":"\nThis deck is designed to set the tempo of the game. Rather than reacting or controlling the table, it forces opponents to respond to an escalating series of threats that quickly outscale normal interaction. For that reason we don't run board wipes, and we're built to recover from them with effects like "},{"insert":{"card-link":"The Skullspore Nexus"}},{"insert":" /"},{"insert":{"card-link":"Gerrard's Hourglass Pendant"}},{"insert":" and recursion effects like "},{"insert":{"card-link":"Seasons Past"}},{"insert":" , as well as redundancies for Reki.\n\nEvery turn increases pressure, every spell replaces itself, and every engine compounds until the deck either wins through combat or pivots into an explosive finish. As a result, the deck can end up feeling oppressive against certain matchups, so be sure you're playing into a more competitively minded pod for best results.\n\n"},{"attributes":{"bold":true},"insert":"Notable cards and major card interactions:"},{"insert":"\n"},{"insert":{"card-link":"Hope of Ghirapur"}},{"insert":" + "},{"insert":{"card-link":"Six"}},{"insert":" allows for consistent lockdown of a single player, while letting us cycle excess lands (feel free to quote Randy Quaid's final line from Independence Day when you deliver Hope's payload). Good for hand sculpting, or closing out a final 1v1. Hope can also be used alongside "},{"insert":{"card-link":"Veil of Summer"}},{"insert":" to protect our storm turns. Hope is also one of our only main ways of shutting down hard combo decks.\n\n"},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" + "},{"insert":{"card-link":"Scryb Ranger"}},{"insert":" /"},{"insert":{"card-link":"Arbor Elf"}},{"insert":" . As all our dudes become forests, the Ranger can bounce them to hand for protection, and the Elf can untap them - ideal with "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" who will already generate tons of mana from Ashaya's power. "},{"insert":{"card-link":"Sutina, Speaker of the Tajuru"}},{"insert":" can enable a similar trick.\n\n"},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":" for X = 0 can grab "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" turn 1 for Reki ramp, and otherwise shuffles back in to reused later.\n\n"},{"insert":{"card-link":"Gilded Goose"}},{"insert":" can ramp Reki early, and later let us spend excess mana for lifegain - especially strong with "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":" out.\n\n"},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":" + "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" /"},{"insert":{"card-link":"Sylvan Library"}},{"insert":" let's us skip the drawbacks of their draw effects, as library let's us draw 5 and return 2, and the top taps to let us draw 2, which if we can play a legend let's us recover the top. Obviously the Archive also helps "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" a ton. "},{"insert":{"card-link":"Alhammarret's Archive"}},{"insert":" is by far one of the strongest cards for this build!\n\n"},{"insert":{"card-link":"Natural Order"}},{"insert":" has several prime targets, but can also just be used for for cheating out "},{"insert":{"card-link":"Regal Force"}},{"insert":" and "},{"insert":{"card-link":"Worldspine Wurm"}},{"insert":" early.\n\n"},{"insert":{"card-link":"The Skullspore Nexus"}},{"insert":" + "},{"insert":{"card-link":"Disciple of Freyalise // Garden of Freyalise"}},{"insert":" let's us draw an absurd amount of cards from even a nominal creature.\n\n"},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" is borderline our second commander. We run several untap effects to utilize her ability several times per turn to generate 15+ mana. Ideally this feeds into a large storm turn or a "},{"insert":{"card-link":"Genesis Wave"}},{"insert":" .\n\n"},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" + "},{"insert":{"card-link":"Arbor Elf"}},{"insert":" let's us untap value lands like "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" and "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":" .\n\n"},{"insert":{"card-link":"Lost Jitte"}},{"insert":" similarly gains value with lands that tap for multiple mana, and with "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" it can also untap our creatures for super charging Selvala.\n\n"},{"insert":{"card-link":"Rhonas's Monument"}},{"insert":" both enables bigger storm turns for pumping out creatures cheaper, and gives a good scaling +2/+2 payoff for storming out with creature spells. "},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" serves a similar function.\n\n"},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":" + "},{"insert":{"card-link":"Six"}},{"insert":" becomes a consistent recursion and draw engine that can recover our key interaction and protection spells.\n\n"},{"insert":{"card-link":"Agatha's Soul Cauldron"}},{"insert":" is mainly here for graveyard hate, but it can go absolutely ballistic with exiling our own "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" or "},{"insert":{"card-link":"Saryth, the Viper's Fang"}},{"insert":" with Selvala in play. With a "},{"insert":{"card-link":"Myojin of Towering Might"}},{"insert":" , exiling a "},{"insert":{"card-link":"Cankerbloom"}},{"insert":" can let all our dudes proliferate to make several Indestructible counters to make a really large creature of boost a wide board.\n\n"},{"insert":{"card-link":"Constant Mists"}},{"insert":" + "},{"insert":{"card-link":"Emerald Medallion"}},{"insert":" can effectively give us a storm count equal to the number of lands we can tap for green, as we can keep saccing the lands we tap to buy it back. If "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" is out, we can do the same with all our non-token forest creatures.\n\n"},{"insert":{"card-link":"Kamahl, Fist of Krosa"}},{"insert":" let's us turn "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" into a creature so we can more easily untap it. Together with "},{"insert":{"card-link":"Benefactor's Draught"}},{"insert":" he can also animate all our lands for an overrun push. He also protects our board by threatening to turn opponents' lands into creatures so they'd die during a board wipe.\n\n"},{"insert":{"card-link":"Walking Ballista"}},{"insert":" is mostly here as a removal piece for creatures and planeswalkers, as it is easy to tutor for. It can also become a very strong manasink later on (potentially game ending), and if we have a wide board with counters from "},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" , we can exile the ballista with "},{"insert":{"card-link":"Agatha's Soul Cauldron"}},{"insert":" to let our entire board shoot. As we can play the ballista for X=0, it's super easy to put in the graveyard from hand. With "},{"insert":{"card-link":"Saryth, the Viper's Fang"}},{"insert":" it can also function as a board wipe if we attack with the ballista first.\n\n"},{"insert":{"card-link":"Prismatic Vista"}},{"insert":" might seem like an odd inclusion in a mono-green deck, but with "},{"insert":{"card-link":"Erinis, Gloom Stalker"}},{"insert":" it can quickly become a second ramp piece. It also let's us shuffle the library if we are stuck with dead draws from "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" /"},{"insert":{"card-link":"Sylvan Library"}},{"insert":" . Finally, it gives us two land drops for "},{"insert":{"card-link":"Nissa, Resurgent Animist"}},{"insert":" .\n"}]}























































































