Char
391 views51 days ago
Pauper EDH
Size: 100Salt sum: 26.06
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{"ops":[{"insert":"PDH Voltron deck built around spamming snow-covered permanents to buff "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":". Instead of putting all our resources into equipment to buff the commander, our resources themselves are buffing "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":", meaning it will be easier to recast him when he dies, and he will continue to grow as we ramp. We run plenty of protection to keep him alive still, and run a few infinite lines without a true payoff, as the individual pieces are meant for synergy within the deck and not necessarily each other. Regardless, the most important part of the early game is to ramp out as many "},{"insert":{"card-link":"Snow-Covered Forest"}},{"insert":"s and "},{"insert":{"card-link":"Snow-Covered Island"}},{"insert":"s as we can using cards like "},{"insert":{"card-link":"Nature's Lore"}},{"insert":", "},{"insert":{"card-link":"Rampant Growth"}},{"insert":", "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":", "},{"insert":{"card-link":"Cultivate"}},{"insert":", "},{"insert":{"card-link":"Nissa's Pilgrimage"}},{"insert":", "},{"insert":{"card-link":"Into the North"}},{"insert":", "},{"insert":{"card-link":"Springbloom Druid"}},{"insert":", or "},{"insert":{"card-link":"Diligent Farmhand"}},{"insert":" to both increase the amount of mana available and buff our commander. As we ramp, we have plenty of card draw to find more ramp, snow-covereds, or protection, and includes draw such as "},{"insert":{"card-link":"Sea Gate Oracle"}},{"insert":", "},{"insert":{"card-link":"Coiling Oracle"}},{"insert":", "},{"insert":{"card-link":"Mulldrifter"}},{"insert":", "},{"insert":{"card-link":"Eureka Moment"}},{"insert":", "},{"insert":{"card-link":"Compulsive Research"}},{"insert":", "},{"insert":{"card-link":"Impulse"}},{"insert":", "},{"insert":{"card-link":"Pilfering Hawk"}},{"insert":", and "},{"insert":{"card-link":"Arcum's Astrolabe"}},{"insert":". Once we get enough snow-covered permanents onto the battlefield, we can focus on dealing damage with "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":". To keep him healthy, we run a large protection package with cards such as "},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":", "},{"insert":{"card-link":"Shielding Plax"}},{"insert":", and "},{"insert":{"card-link":"Neurok Stealthsuit"}},{"insert":" to prevent targeting, "},{"insert":{"card-link":"Withstand Death"}},{"insert":", "},{"insert":{"card-link":"Mortal's Resolve"}},{"insert":", "},{"insert":{"card-link":"Vines of Vastwood"}},{"insert":", and the umbras to keep him alive, "},{"insert":{"card-link":"Negate"}},{"insert":" and "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" to counter removal, and "},{"insert":{"card-link":"Vorrac Battlehorns"}},{"insert":", "},{"insert":{"card-link":"Haunted Cloak"}},{"insert":", "},{"insert":{"card-link":"Flight of Fancy"}},{"insert":", "},{"insert":{"card-link":"Fleetfeather Sandals"}},{"insert":", and "},{"insert":{"card-link":"Favor of the Overbeing"}},{"insert":" to give keywords and evasion. These combine to make "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":" hard to kill and block, allowing us to sneak through plenty of damage. "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" also allows us to Transmute for two, allowing us to find some situational cards when we need them, such as any of our two mana ramp, "},{"insert":{"card-link":"Neurok Stealthsuit"}},{"insert":" for protection, "},{"insert":{"card-link":"Favor of the Overbeing"}},{"insert":" for evasion, "},{"insert":{"card-link":"Winter's Rest"}},{"insert":" for creature removal, "},{"insert":{"card-link":"Rime Tender"}},{"insert":" for an untap ability, and many more two CMC options. We don’t need to play any equipment that buffs "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":" directly, as our ramp already does this while facilitating our game plan naturally. To dive into the few notable cards and combos, the two infinites present each make infinite mana in the same way. To pull off infinite mana, we need "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":", "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":", and either "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" or "},{"insert":{"card-link":"Mnemonic Wall"}},{"insert":". For both scenarios, we need to have the "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" in hand and the "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":" and either the "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" or "},{"insert":{"card-link":"Mnemonic Wall"}},{"insert":" on the battlefield. We then tap five of our lands, casting the "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" with the mana produced, blinking the "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":" and either the "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" or "},{"insert":{"card-link":"Mnemonic Wall"}},{"insert":". Then resolve the "},{"insert":{"card-link":"Archaeomancer"}},{"insert":"/"},{"insert":{"card-link":"Mnemonic Wall"}},{"insert":" trigger to return an instant or sorcery card from our graveyard to our hand, being the "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":", and resolve the "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":" to untap our five lands. This nets us two extra mana, as "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" costs three and we are untapping five mana. While we do not have much to do with this mana and the cards are mostly in the deck for their own strengths, we do run cards that take advantage of the mana should we stumble into it. "},{"insert":{"card-link":"Khalni Garden"}},{"insert":" gives us a way to make infinite 0/1 "},{"insert":{"card-link":"Plant"}},{"insert":" tokens by blinking it with "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" after we have made infinite mana using the same process as above, just blinking the "},{"insert":{"card-link":"Khalni Garden"}},{"insert":" instead of "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":". This has to be done in the same phase as when we blink the "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":", however, as we obviously need the infinite mana. We can also do the same blinking with creatures that draw us cards, such as "},{"insert":{"card-link":"Sea Gate Oracle"}},{"insert":" or "},{"insert":{"card-link":"Coiling Oracle"}},{"insert":" to help us find what we are looking for once we have infinite mana. Blinking our creatures is what the deck wants to do outside of infinite mana with our blink and bounce spells, as their EtBs are generally very useful to us. However, after we have infinite mana, it is also possible to bounce both the "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" and "},{"insert":{"card-link":"Mnemonic Wall"}},{"insert":" with "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" to bring back instants and sorceries, such as "},{"insert":{"card-link":"Capsize"}},{"insert":" or "},{"insert":{"card-link":"Naturalize"}},{"insert":" to clear the board, or grab more ramp to make "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":" as big as possible. Moving past the infinites, we also run the bounce spells for both removal and to take advantage of our own creature’s EtBs. "},{"insert":{"card-link":"Capsize"}},{"insert":" again is especially good, as Buyback is less difficult to cast in our deck given the hardcore ramp. "},{"insert":{"card-link":"Sporemound"}},{"insert":" also takes advantage of the extra lands being played to make lots of 1/1 "},{"insert":{"card-link":"Saproling"}},{"insert":" tokens to help go a little wider. Overall, the deck wants to play a bunch of snow-covered permanents, whether they be "},{"insert":{"card-link":"Snow-Covered Forest"}},{"insert":"s, "},{"insert":{"card-link":"Snow-Covered Island"}},{"insert":"s, creatures like "},{"insert":{"card-link":"Pilfering Hawk"}},{"insert":" and "},{"insert":{"card-link":"Rime Tender"}},{"insert":", or artifacts and enchantments like "},{"insert":{"card-link":"Arcum's Astrolabe"}},{"insert":" and "},{"insert":{"card-link":"Winter's Rest"}},{"insert":" to incrementally buff "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":"’s power and toughness so we can hit harder. The infinites are a nice backup plan but should not be looked at as a serious or necessary part of the deck; they are not our main plan, just a cherry on top. Change the “Group by” from Categories to Categories (multiple) to see each card’s designation within the deck.\n"}]}
Commander
Abominable Treefolk
Trample
Abominable Treefolk's power and toughness are each equal to the number of snow permanents you control.
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Abominable Treefolk's power and toughness are each equal to the number of snow permanents you control.
When this creature enters, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Snow Creature - Treefolk

Commander
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Artifact
Artifact
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Creature
Creature
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Enchantment
Enchantment
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Instant
Instant
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Land
Land
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Sorcery
Far Wanderings
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Threshold — If there are seven or more cards in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Threshold — If there are seven or more cards in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Sorcery

Grow from the Ashes
Kicker (You may pay an additional as you cast this spell.)
Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.
Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.
Sorcery

Nissa's Pilgrimage
Search your library for up to two basic Forest cards, reveal those cards, and put one onto the battlefield tapped and the rest into your hand. Then shuffle.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, search your library for up to three basic Forest cards instead of two.
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

Sorcery
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"PDH Voltron deck built around spamming snow-covered permanents to buff "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":". Instead of putting all our resources into equipment to buff the commander, our resources themselves are buffing "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":", meaning it will be easier to recast him when he dies, and he will continue to grow as we ramp. We run plenty of protection to keep him alive still, and run a few infinite lines without a true payoff, as the individual pieces are meant for synergy within the deck and not necessarily each other. Regardless, the most important part of the early game is to ramp out as many "},{"insert":{"card-link":"Snow-Covered Forest"}},{"insert":"s and "},{"insert":{"card-link":"Snow-Covered Island"}},{"insert":"s as we can using cards like "},{"insert":{"card-link":"Nature's Lore"}},{"insert":", "},{"insert":{"card-link":"Rampant Growth"}},{"insert":", "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":", "},{"insert":{"card-link":"Cultivate"}},{"insert":", "},{"insert":{"card-link":"Nissa's Pilgrimage"}},{"insert":", "},{"insert":{"card-link":"Into the North"}},{"insert":", "},{"insert":{"card-link":"Springbloom Druid"}},{"insert":", or "},{"insert":{"card-link":"Diligent Farmhand"}},{"insert":" to both increase the amount of mana available and buff our commander. As we ramp, we have plenty of card draw to find more ramp, snow-covereds, or protection, and includes draw such as "},{"insert":{"card-link":"Sea Gate Oracle"}},{"insert":", "},{"insert":{"card-link":"Coiling Oracle"}},{"insert":", "},{"insert":{"card-link":"Mulldrifter"}},{"insert":", "},{"insert":{"card-link":"Eureka Moment"}},{"insert":", "},{"insert":{"card-link":"Compulsive Research"}},{"insert":", "},{"insert":{"card-link":"Impulse"}},{"insert":", "},{"insert":{"card-link":"Pilfering Hawk"}},{"insert":", and "},{"insert":{"card-link":"Arcum's Astrolabe"}},{"insert":". Once we get enough snow-covered permanents onto the battlefield, we can focus on dealing damage with "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":". To keep him healthy, we run a large protection package with cards such as "},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":", "},{"insert":{"card-link":"Shielding Plax"}},{"insert":", and "},{"insert":{"card-link":"Neurok Stealthsuit"}},{"insert":" to prevent targeting, "},{"insert":{"card-link":"Withstand Death"}},{"insert":", "},{"insert":{"card-link":"Mortal's Resolve"}},{"insert":", "},{"insert":{"card-link":"Vines of Vastwood"}},{"insert":", and the umbras to keep him alive, "},{"insert":{"card-link":"Negate"}},{"insert":" and "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" to counter removal, and "},{"insert":{"card-link":"Vorrac Battlehorns"}},{"insert":", "},{"insert":{"card-link":"Haunted Cloak"}},{"insert":", "},{"insert":{"card-link":"Flight of Fancy"}},{"insert":", "},{"insert":{"card-link":"Fleetfeather Sandals"}},{"insert":", and "},{"insert":{"card-link":"Favor of the Overbeing"}},{"insert":" to give keywords and evasion. These combine to make "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":" hard to kill and block, allowing us to sneak through plenty of damage. "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" also allows us to Transmute for two, allowing us to find some situational cards when we need them, such as any of our two mana ramp, "},{"insert":{"card-link":"Neurok Stealthsuit"}},{"insert":" for protection, "},{"insert":{"card-link":"Favor of the Overbeing"}},{"insert":" for evasion, "},{"insert":{"card-link":"Winter's Rest"}},{"insert":" for creature removal, "},{"insert":{"card-link":"Rime Tender"}},{"insert":" for an untap ability, and many more two CMC options. We don’t need to play any equipment that buffs "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":" directly, as our ramp already does this while facilitating our game plan naturally. To dive into the few notable cards and combos, the two infinites present each make infinite mana in the same way. To pull off infinite mana, we need "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":", "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":", and either "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" or "},{"insert":{"card-link":"Mnemonic Wall"}},{"insert":". For both scenarios, we need to have the "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" in hand and the "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":" and either the "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" or "},{"insert":{"card-link":"Mnemonic Wall"}},{"insert":" on the battlefield. We then tap five of our lands, casting the "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" with the mana produced, blinking the "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":" and either the "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" or "},{"insert":{"card-link":"Mnemonic Wall"}},{"insert":". Then resolve the "},{"insert":{"card-link":"Archaeomancer"}},{"insert":"/"},{"insert":{"card-link":"Mnemonic Wall"}},{"insert":" trigger to return an instant or sorcery card from our graveyard to our hand, being the "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":", and resolve the "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":" to untap our five lands. This nets us two extra mana, as "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" costs three and we are untapping five mana. While we do not have much to do with this mana and the cards are mostly in the deck for their own strengths, we do run cards that take advantage of the mana should we stumble into it. "},{"insert":{"card-link":"Khalni Garden"}},{"insert":" gives us a way to make infinite 0/1 "},{"insert":{"card-link":"Plant"}},{"insert":" tokens by blinking it with "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" after we have made infinite mana using the same process as above, just blinking the "},{"insert":{"card-link":"Khalni Garden"}},{"insert":" instead of "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":". This has to be done in the same phase as when we blink the "},{"insert":{"card-link":"Peregrine Drake"}},{"insert":", however, as we obviously need the infinite mana. We can also do the same blinking with creatures that draw us cards, such as "},{"insert":{"card-link":"Sea Gate Oracle"}},{"insert":" or "},{"insert":{"card-link":"Coiling Oracle"}},{"insert":" to help us find what we are looking for once we have infinite mana. Blinking our creatures is what the deck wants to do outside of infinite mana with our blink and bounce spells, as their EtBs are generally very useful to us. However, after we have infinite mana, it is also possible to bounce both the "},{"insert":{"card-link":"Archaeomancer"}},{"insert":" and "},{"insert":{"card-link":"Mnemonic Wall"}},{"insert":" with "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" to bring back instants and sorceries, such as "},{"insert":{"card-link":"Capsize"}},{"insert":" or "},{"insert":{"card-link":"Naturalize"}},{"insert":" to clear the board, or grab more ramp to make "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":" as big as possible. Moving past the infinites, we also run the bounce spells for both removal and to take advantage of our own creature’s EtBs. "},{"insert":{"card-link":"Capsize"}},{"insert":" again is especially good, as Buyback is less difficult to cast in our deck given the hardcore ramp. "},{"insert":{"card-link":"Sporemound"}},{"insert":" also takes advantage of the extra lands being played to make lots of 1/1 "},{"insert":{"card-link":"Saproling"}},{"insert":" tokens to help go a little wider. Overall, the deck wants to play a bunch of snow-covered permanents, whether they be "},{"insert":{"card-link":"Snow-Covered Forest"}},{"insert":"s, "},{"insert":{"card-link":"Snow-Covered Island"}},{"insert":"s, creatures like "},{"insert":{"card-link":"Pilfering Hawk"}},{"insert":" and "},{"insert":{"card-link":"Rime Tender"}},{"insert":", or artifacts and enchantments like "},{"insert":{"card-link":"Arcum's Astrolabe"}},{"insert":" and "},{"insert":{"card-link":"Winter's Rest"}},{"insert":" to incrementally buff "},{"insert":{"card-link":"Abominable Treefolk"}},{"insert":"’s power and toughness so we can hit harder. The infinites are a nice backup plan but should not be looked at as a serious or necessary part of the deck; they are not our main plan, just a cherry on top. Change the “Group by” from Categories to Categories (multiple) to see each card’s designation within the deck.\n"}]}



































































