HahnSoloCup
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Count on It"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Math is for blockers"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAs is the nature of green decks, this deck is all about getting big. The commander of this deck effectively doubles +1/+1 counters on every creature you control when he attacks. His ability also turns temporary pump, like from Blossoming Defense, into permanent +1/+1 counters. This effect triggers before the combat damage is calculated so we're going to be going very big very fast. The best way to make use of the commander's ability as quickly as possible is to ensure our counters are already on our creatures when they enter the battlefield. While the creatures sent in this turn can't attack, they still get their counters doubled when the commander does and then doubled again on the following turn when they can attack. \n\n"},{"attributes":{"bold":true},"insert":"Strategy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe strategy here, while probably involving more math than most, is ironically pretty brain dead. We want to make very big creature do very big smash. Before he can do big smash, he must be very big, and before he is very big, we must get mana. This deck has a bunch of ramp at our disposal in order to get our mana. We have the staple, Sol Ring, along with Basking Broodscale, which generates tokens that can be sacrificed for mana when +1/+1 counters on put on him. Entish Restoration and Fertilid are great for getting a lot of land out early. Gyre Sage, Kami of Whispered Hopes, and Topiary Lecturer gives us mana for each +1/+1 counter on them, which will snowball quickly. \n\nNow that we have our mana pool, its time to play some permanents. Anything that enters with X counters should be sent out immediately. It doesn't matter if those enter counters start small, since we're going to be exponentially increasing them soon. Managorger Hydra and Forgotten Ancient should also be sent out as soon as possible to ensure our opponents are generating counters for us when they cast spells. Warden of the Grove is a must if we have it, since it increases the counters creatures enter with. \n\nProtection is limited in this deck, but we do have some instant hexproof spells like Blossoming Defense, Silkguard, or Vines of Vastwood. We also have Swiftfoot Boots, Lightning Greaves and Lavaspur Boots, which we should also get out as early as possible in order to protect our commander and give him haste to activate his ability a turn sooner. Important to note is that Sovereign Okinec Ahau, our commander has built in protection as well (Ward 2).\n\nOnce we have our small creatures out, we need to start giving them some buffs. +1/+1 counter buffs obvious, but we also need to be able to hit through our opponents creatures or we're going to be stonewalled by token generator decks. Cards like Duskshell Crawler, Garruk's Uprising, and Abzan Falconer are going to give our creatures trample and flying, which will allow us to break through our opponents ranks. These cards ensure that we are allowing our commander to get through and do commander damage, for a quick win or as counter to life gain decks.\n\nOnce we have those out (optimally around turn 2-4), we can send out Sovereign Okinec Ahau, our commander. His ability allows him to add counters to all of our other creatures to the difference of their current power and their base power when he attacks. While that sounds kind of complex at face value, all it does in practice is doubles modifiers. +2/+2 pump? Now hes at +4/+4. +1/+1 counter on that creature? Now he has 2 +1/+1 counters. Etc, etc. This doubling effect can quickly snowball into creating us some monstrous creatures, so long as we can keep the commander alive. \n\nUnnatural Growth is our finisher. Doubling our creatures’ power, which is then doubled again by the commander's ability will obliterate our opponents creatures if they choose to block and our opponents themselves if they don't.\n\n"},{"attributes":{"bold":true},"insert":"Combos"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nOur combos are of the infinite mana variety. Combining Umbra Mantle with Topiary Lecturer, Kami of the Whispered Woods, or Gyre sage gives us infinite mana as long as those cards have 3-4 counters on them. \n\nThis mana, when mixed with Lifecrafter's Bestiary, can allow us to play every green spell in our deck. It could also allow us to cast an infinitely sized creature with X in its mana cost with trample or haste, like Stonecoil Serpent, Goldvein Hydra, or Voracious Hydra. If we had Kami of Whispered Hopes at 4 power, we can also get unlimited white mana, which would allow us to use Umbral Mantle to use the Outlast ability infinitely, and create infinitely large creatures with cards like Abzan Falconer.\n"}]}
Commander
Commander
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Ability Enablers
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Ability Enablers
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Add/Additional Counters
Maester Seymour
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control.
: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
Legendary Creature - Human Cleric Elf

Warden of the Grove
At the beginning of your end step, put a +1/+1 counter on this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Creature - Hydra

Add/Additional Counters
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Draw
Draw
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Enters with Counter(s)
Benevolent Hydra
This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
Creature - Hydra

Dyadrine, Synthesis Amalgam
Trample
Dyadrine enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Whenever you attack, you may remove a +1/+1 counter from each of two creatures you control. If you do, draw a card and create a 2/2 colorless Robot artifact creature token.
Dyadrine enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Whenever you attack, you may remove a +1/+1 counter from each of two creatures you control. If you do, draw a card and create a 2/2 colorless Robot artifact creature token.
Legendary Creature Artifact - Construct

Kinetic Ooze
This creature enters with X +1/+1 counters on it.
When this creature enters, destroy up to one target artifact or enchantment with mana value X or less. If X is 5 or more, you draw a card. If X is 10 or more, double the number of +1/+1 counters on any number of other target creatures.
When this creature enters, destroy up to one target artifact or enchantment with mana value X or less. If X is 5 or more, you draw a card. If X is 10 or more, double the number of +1/+1 counters on any number of other target creatures.
Creature - Ooze

Mossborn Hydra
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
Creature - Elemental Hydra

Nyxborn Hydra
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Creature Enchantment - Hydra

Enters with Counter(s)
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Land
Land
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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

Vigorbloom Charm
Choose one —
• Target permanent you control gains hexproof and indestructible until end of turn.
• You draw a card and gain 3 life.
• Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
• Target permanent you control gains hexproof and indestructible until end of turn.
• You draw a card and gain 3 life.
• Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Instant

Protection
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Pump
Mightform Harmonizer
Landfall — Whenever a land you control enters, double the power of target creature you control until end of turn.
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.)
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 - Druid Insect

Pump
(CTRL to add secondary)
Ramp
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

Ramp
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Removal
Removal
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Maybeboard
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

Germination Practicum
Put two +1/+1 counters on each 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

Lae'zel, Vlaakith's Champion
If you would put one or more counters on a creature or planeswalker you control or on yourself, put that many plus one of each of those kinds of counters on that permanent or player instead.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Warrior Gith

Loading Zone
If one or more counters would be put on a creature, Spacecraft, or Planet you control, twice that many of each of those kinds of counters are put on it instead.
Warp (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Enchantment

Matt Murdock, Justice Seeker
At the beginning of combat on your turn, you may pay . When you do, put a +1/+1 counter on target creature you control.
Each creature you control with a counter on it has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Each creature you control with a counter on it has ward . (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Legendary Creature - Human Advisor Hero

Ochre Jelly
Trample
This creature enters with X +1/+1 counters on it.
Split — When this creature dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters with half that many +1/+1 counters on it, rounded down.
This creature enters with X +1/+1 counters on it.
Split — When this creature dies, if it had two or more +1/+1 counters on it, create a token that's a copy of it at the beginning of the next end step. The token enters with half that many +1/+1 counters on it, rounded down.
Creature - Ooze

Tromell, Seymour's Butler
Each other nontoken creature you control enters with an additional +1/+1 counter on it.
, : Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
, : Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Elf Advisor

Zopandrel, Hunger Dominus
Reach
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Count on It"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Math is for blockers"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nAs is the nature of green decks, this deck is all about getting big. The commander of this deck effectively doubles +1/+1 counters on every creature you control when he attacks. His ability also turns temporary pump, like from Blossoming Defense, into permanent +1/+1 counters. This effect triggers before the combat damage is calculated so we're going to be going very big very fast. The best way to make use of the commander's ability as quickly as possible is to ensure our counters are already on our creatures when they enter the battlefield. While the creatures sent in this turn can't attack, they still get their counters doubled when the commander does and then doubled again on the following turn when they can attack. \n\n"},{"attributes":{"bold":true},"insert":"Strategy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe strategy here, while probably involving more math than most, is ironically pretty brain dead. We want to make very big creature do very big smash. Before he can do big smash, he must be very big, and before he is very big, we must get mana. This deck has a bunch of ramp at our disposal in order to get our mana. We have the staple, Sol Ring, along with Basking Broodscale, which generates tokens that can be sacrificed for mana when +1/+1 counters on put on him. Entish Restoration and Fertilid are great for getting a lot of land out early. Gyre Sage, Kami of Whispered Hopes, and Topiary Lecturer gives us mana for each +1/+1 counter on them, which will snowball quickly. \n\nNow that we have our mana pool, its time to play some permanents. Anything that enters with X counters should be sent out immediately. It doesn't matter if those enter counters start small, since we're going to be exponentially increasing them soon. Managorger Hydra and Forgotten Ancient should also be sent out as soon as possible to ensure our opponents are generating counters for us when they cast spells. Warden of the Grove is a must if we have it, since it increases the counters creatures enter with. \n\nProtection is limited in this deck, but we do have some instant hexproof spells like Blossoming Defense, Silkguard, or Vines of Vastwood. We also have Swiftfoot Boots, Lightning Greaves and Lavaspur Boots, which we should also get out as early as possible in order to protect our commander and give him haste to activate his ability a turn sooner. Important to note is that Sovereign Okinec Ahau, our commander has built in protection as well (Ward 2).\n\nOnce we have our small creatures out, we need to start giving them some buffs. +1/+1 counter buffs obvious, but we also need to be able to hit through our opponents creatures or we're going to be stonewalled by token generator decks. Cards like Duskshell Crawler, Garruk's Uprising, and Abzan Falconer are going to give our creatures trample and flying, which will allow us to break through our opponents ranks. These cards ensure that we are allowing our commander to get through and do commander damage, for a quick win or as counter to life gain decks.\n\nOnce we have those out (optimally around turn 2-4), we can send out Sovereign Okinec Ahau, our commander. His ability allows him to add counters to all of our other creatures to the difference of their current power and their base power when he attacks. While that sounds kind of complex at face value, all it does in practice is doubles modifiers. +2/+2 pump? Now hes at +4/+4. +1/+1 counter on that creature? Now he has 2 +1/+1 counters. Etc, etc. This doubling effect can quickly snowball into creating us some monstrous creatures, so long as we can keep the commander alive. \n\nUnnatural Growth is our finisher. Doubling our creatures’ power, which is then doubled again by the commander's ability will obliterate our opponents creatures if they choose to block and our opponents themselves if they don't.\n\n"},{"attributes":{"bold":true},"insert":"Combos"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nOur combos are of the infinite mana variety. Combining Umbra Mantle with Topiary Lecturer, Kami of the Whispered Woods, or Gyre sage gives us infinite mana as long as those cards have 3-4 counters on them. \n\nThis mana, when mixed with Lifecrafter's Bestiary, can allow us to play every green spell in our deck. It could also allow us to cast an infinitely sized creature with X in its mana cost with trample or haste, like Stonecoil Serpent, Goldvein Hydra, or Voracious Hydra. If we had Kami of Whispered Hopes at 4 power, we can also get unlimited white mana, which would allow us to use Umbral Mantle to use the Outlast ability infinitely, and create infinitely large creatures with cards like Abzan Falconer.\n"}]}
















































































