49 views34 days ago
Commander
Size: 100Est cost: $258.77Salt sum: 33.24
CatDadtheDadofCats
49 views34 days ago
Commander
Size: 100Est cost: $258.77Salt sum: 33.24
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{"ops":[{"insert":"My favorite bracket 2. Easy to play, it's surprisingly solid. Jonathan Bailey the catboy is overshadowed by Y'shtola, but I prefer him as a commander. The biggest issue with playing G'raha in a control-style is how much it eats your life as the game goes on. But he has a built-in replenishing method with lifelink, so I play around that, making this deck almost voltron.\n\nBasic play: cast a spell, make a Hero, and attack with your commander. Easy peasy.\n\nIt shouldn't need to be said, but use your turn for artifacts and sorceries. Save instants for opponents' turns to maximize your board. Lots of ways to make G'raha stronger and protect him with equipment and auras to give you better lifegain so you can keep this process up. On Serra's Wings is excellent here, letting you attack with G'raha and block to get more life. I tend not to bother attacking with my Heroes until I have Teysa on the board to give them vigilance and lifelink--this is one of your wincons. Get a bigger board with your token doublers, Exalted Sunborn and Kaya Geist Hunter, and use your copy spells on Exalted for ridiculously big boards very fast.\n\nPapalymo is your best friend, recovering your life as you make more Heroes, and Y'Shtola does the same (her card draw is nice too, of course). Soul Warden and Bastion of Remembrance do the same. Cleric Class is something to consider if you have it, as you'll gain plenty of life and it's nice to get those +1/+1 counters when you do. There are better counterspells to include, so play around with those based on what you have on-hand (Mana Sculpt is great here since G'raha is a Wizard). If your pod dislikes counterspells, simple early cantrips to give G'raha hexproof until you get your equipment can be very effective, like Octopus Form or Enter the Avatar State. I favor a lot of ramp since casting a mana rock triggers G'raha, so it never is unwelcome. Try not to overextend. You only need one spell a turn to get your Hero token, and there's nothing worse than being unable to play a counterspell that could save you because you're tapped out of mana.\n\nEchocasting Symposium is a lot of fun, as even when you cast it for free you can still pay the life to get a big Hero, if you have the life to spare. If Exalted isn't on the board yet, it's best to use your copy spells on Soul Warden or your card draw creatures like Archmage Emeritus since a copy of a Hero token comes in as a 1/1. You can consider a copier like Ember Island Production to make a non-legendary Papalymo or Y'shtola, but this is far from necessary.\n\nAkroma's Will is a crazy finisher when you get it; just be aware that if you have an aura attached to G'raha you'll lost it, since the protection from all colors applies there. Exsanguinate and River's Rebuke speak for themselves. Moment of Reckoning is almost a finisher too, getting you an enormous Hero and removing four problem cards all at once, but you can always use it to bring back a friend from the grave if Y'shtola or Papalymo got some hate. Champions from Beyond and Divine Visitation are all banger wincons, too. With Divine Visitation your Heroes become Angels, and still get their counters.\n\nVery, very easy to skew this deck into a higher bracket with game changers or combos like Exquisite Blood, but G'raha was really made for a 2-3 bracket, and thrives here, imo. I steer away from the toxicity of stax decks but of course there are plenty of ways to incorporate them here if you wish. More token doublers are always welcome if you have them, and depending on your pod, you might want a few more board wipes.\n\nOverall, a fun and flexible commander to play with.\n"}]}
Commander
G'raha Tia, Scion Reborn
Lifelink
Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn.
Throw Wide the Gates — Whenever you cast a noncreature spell, you may pay X life, where X is that spell's mana value. If you do, create a 1/1 colorless Hero creature token and put X +1/+1 counters on it. Do this only once each turn.
Legendary Creature - Wizard Cat

Commander
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Copy
Echocasting Symposium
Target player creates a token that's a copy of target creature you control.
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

Copy
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Counters
Counters
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Draw
Spirit Water Revival
As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Sorcery

Draw
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Evasion
Evasion
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Finisher
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Finisher
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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

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
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Lifegain/Drain
Papalymo Totolymo
Whenever you cast a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life.
, , Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control.
, , Sacrifice Papalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control.
Legendary Creature - Wizard Dwarf

Y'shtola, Night's Blessed
Vigilance
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
At the beginning of each end step, if a player lost 4 or more life this turn, you draw a card.
Whenever you cast a noncreature spell with mana value 3 or greater, Y'shtola deals 2 damage to each opponent and you gain 2 life.
Legendary Creature - Cat Warlock

Lifegain/Drain
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Protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Ramp
Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Ramp
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Removal
Collective Effort
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls.
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls.
Sorcery

Removal
(CTRL to add secondary)
Tokens
Andúril, Flame of the West
Equipped creature gets +3/+1.
Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking.
Equip
Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking.
Equip
Legendary Artifact - Equipment

Champions from Beyond
When this enchantment enters, create X 1/1 colorless Hero creature tokens.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Enchantment

Exalted Sunborn
Flying, lifelink
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
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.)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
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 Angel

Kaya, Geist Hunter
+1: Creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on up to one target creature token you control.
−2: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
−6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
−2: Until end of turn, if one or more tokens would be created under your control, twice that many of those tokens are created instead.
−6: Exile all cards from all graveyards, then create a 1/1 white Spirit creature token with flying for each card exiled this way.
Legendary Planeswalker - Kaya

Tokens
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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":[{"insert":"My favorite bracket 2. Easy to play, it's surprisingly solid. Jonathan Bailey the catboy is overshadowed by Y'shtola, but I prefer him as a commander. The biggest issue with playing G'raha in a control-style is how much it eats your life as the game goes on. But he has a built-in replenishing method with lifelink, so I play around that, making this deck almost voltron.\n\nBasic play: cast a spell, make a Hero, and attack with your commander. Easy peasy.\n\nIt shouldn't need to be said, but use your turn for artifacts and sorceries. Save instants for opponents' turns to maximize your board. Lots of ways to make G'raha stronger and protect him with equipment and auras to give you better lifegain so you can keep this process up. On Serra's Wings is excellent here, letting you attack with G'raha and block to get more life. I tend not to bother attacking with my Heroes until I have Teysa on the board to give them vigilance and lifelink--this is one of your wincons. Get a bigger board with your token doublers, Exalted Sunborn and Kaya Geist Hunter, and use your copy spells on Exalted for ridiculously big boards very fast.\n\nPapalymo is your best friend, recovering your life as you make more Heroes, and Y'Shtola does the same (her card draw is nice too, of course). Soul Warden and Bastion of Remembrance do the same. Cleric Class is something to consider if you have it, as you'll gain plenty of life and it's nice to get those +1/+1 counters when you do. There are better counterspells to include, so play around with those based on what you have on-hand (Mana Sculpt is great here since G'raha is a Wizard). If your pod dislikes counterspells, simple early cantrips to give G'raha hexproof until you get your equipment can be very effective, like Octopus Form or Enter the Avatar State. I favor a lot of ramp since casting a mana rock triggers G'raha, so it never is unwelcome. Try not to overextend. You only need one spell a turn to get your Hero token, and there's nothing worse than being unable to play a counterspell that could save you because you're tapped out of mana.\n\nEchocasting Symposium is a lot of fun, as even when you cast it for free you can still pay the life to get a big Hero, if you have the life to spare. If Exalted isn't on the board yet, it's best to use your copy spells on Soul Warden or your card draw creatures like Archmage Emeritus since a copy of a Hero token comes in as a 1/1. You can consider a copier like Ember Island Production to make a non-legendary Papalymo or Y'shtola, but this is far from necessary.\n\nAkroma's Will is a crazy finisher when you get it; just be aware that if you have an aura attached to G'raha you'll lost it, since the protection from all colors applies there. Exsanguinate and River's Rebuke speak for themselves. Moment of Reckoning is almost a finisher too, getting you an enormous Hero and removing four problem cards all at once, but you can always use it to bring back a friend from the grave if Y'shtola or Papalymo got some hate. Champions from Beyond and Divine Visitation are all banger wincons, too. With Divine Visitation your Heroes become Angels, and still get their counters.\n\nVery, very easy to skew this deck into a higher bracket with game changers or combos like Exquisite Blood, but G'raha was really made for a 2-3 bracket, and thrives here, imo. I steer away from the toxicity of stax decks but of course there are plenty of ways to incorporate them here if you wish. More token doublers are always welcome if you have them, and depending on your pod, you might want a few more board wipes.\n\nOverall, a fun and flexible commander to play with.\n"}]}















































































