zelderhipert
274 views13 hrs ago
Commander
Size: 100Salt sum: 37.06
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{"ops":[{"insert":"This is a Gruul landfall burn deck built around turning normal land development into direct pressure on the whole table. Tannuk rewards me twice for doing what the deck already wants to do: every landfall chips away at each opponent, and the second land entering each turn replaces itself with a card. That makes extra land drops, fetch lands and ramp spells more than simple acceleration. They are also damage, card advantage and fuel for the rest of the deck.\n\nThe basic gameplan is to keep lands moving constantly. I want to hit at least two landfall triggers whenever possible, then start stacking additional payoffs until every land entering the battlefield becomes a real problem. The deck does not need one huge explosive turn to function; even ordinary ramp starts adding up quickly when Tannuk and other landfall damage pieces are already on the board.\n\nBecause of that, I care more about how ramp creates landfall than about raw efficiency. Effects that put multiple lands into play, let me play additional lands or sacrifice and replace lands are especially valuable. Instant-speed ramp is also attractive because it can trigger Tannuk during other players’ turns and spread the damage and card draw across the round. I do not want the deck to drift into generic Gruul ramp where lands are only there to cast larger creatures.\n\nMost games are won by letting those small landfall triggers snowball until the table can no longer ignore them. Damage multipliers can turn a normal sequence of land drops into a lethal turn, while multiple landfall payoffs make even modest ramp spells hit surprisingly hard. The ideal finish is simple: keep putting lands into play until doing so is enough to burn everyone out.\n"}]}
Creature
Solphim, Mayhem Dominus
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead.
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

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

Prismatic Undercurrents
Vivid — When this enchantment enters, search your library for up to X basic land cards, where X is the number of colors among permanents you control. Reveal those cards, put them into your hand, then shuffle.
You may play an additional land on each of your turns.
You may play an additional land on each of your turns.
Enchantment

Valakut Exploration
Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
Enchantment

Enchantment
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Instant
Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant

Instant
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Land
Land
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Sorcery
Disorienting Choice
For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
Sorcery

Search for Tomorrow
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Will of the Sultai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
Sorcery

Sorcery
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"This is a Gruul landfall burn deck built around turning normal land development into direct pressure on the whole table. Tannuk rewards me twice for doing what the deck already wants to do: every landfall chips away at each opponent, and the second land entering each turn replaces itself with a card. That makes extra land drops, fetch lands and ramp spells more than simple acceleration. They are also damage, card advantage and fuel for the rest of the deck.\n\nThe basic gameplan is to keep lands moving constantly. I want to hit at least two landfall triggers whenever possible, then start stacking additional payoffs until every land entering the battlefield becomes a real problem. The deck does not need one huge explosive turn to function; even ordinary ramp starts adding up quickly when Tannuk and other landfall damage pieces are already on the board.\n\nBecause of that, I care more about how ramp creates landfall than about raw efficiency. Effects that put multiple lands into play, let me play additional lands or sacrifice and replace lands are especially valuable. Instant-speed ramp is also attractive because it can trigger Tannuk during other players’ turns and spread the damage and card draw across the round. I do not want the deck to drift into generic Gruul ramp where lands are only there to cast larger creatures.\n\nMost games are won by letting those small landfall triggers snowball until the table can no longer ignore them. Damage multipliers can turn a normal sequence of land drops into a lethal turn, while multiple landfall payoffs make even modest ramp spells hit surprisingly hard. The ideal finish is simple: keep putting lands into play until doing so is enough to burn everyone out.\n"}]}





























































