HevnsCrusader
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Commander
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{"ops":[{"insert":"This mono-green commander deck is based around "},{"insert":{"card-link":"Beorn the Fierce"}},{"insert":". He serves several important functions at once.\n1: The turn you play him he puts a trample counter on a creature you have out already, which also becomes a bear in addition to other types.\n2: Once you control three bears total or more (including Beorn) you start drawing 2 cards each combat on your turn, which keeps the threats and ramp going.\n3: He gives all bears +2/+2. This deck takes advantage of all of these things.\nTo take advantage of the outstanding commander, first is to play any ramp type cards you started out with, cards like: "},{"insert":{"card-link":"The Earth King"}},{"insert":" "},{"insert":{"card-link":"Planar Engineering"}},{"insert":" "},{"insert":{"card-link":"Sol Ring"}},{"insert":" "},{"insert":{"card-link":"Myriad Landscape"}},{"insert":" "},{"insert":{"card-link":"Castle Garenbrig"}},{"insert":" "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" "},{"insert":{"card-link":"Werebear"}},{"insert":" "},{"insert":{"card-link":"Kodama of the West Tree"}},{"insert":" "},{"insert":{"card-link":"Biophagus"}},{"insert":" "},{"insert":{"card-link":"Fanatic of Rhonas"}},{"insert":" "},{"insert":{"card-link":"The Earth Crystal"}},{"insert":" "},{"insert":{"card-link":"Hexhaven Invigorator"}},{"insert":" "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" "},{"insert":{"card-link":"Necklace of Girion"}},{"insert":" "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" "},{"insert":{"card-link":"The Great Henge"}},{"insert":" "},{"insert":{"card-link":"Defense of the Heart"}},{"insert":" "},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":". The best land in the deck by far is "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" because this deck has extremely high devotion to green, always tutor for it first with "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" or "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":". The best ramp card in the deck is "},{"insert":{"card-link":"The Earth King"}},{"insert":", if needed always tutor for him first with "},{"insert":{"card-link":"Defense of the Heart"}},{"insert":" or "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" as soon as possible, it's just so good in this deck because even things that aren't normally 4 power have it after getting a trample counter on it with the +2/+2 from Beorn or from all the +1/+1 counters being thrown around in here, not to mention he brings his own bear friend which gets buffed from Beorn. The ideal scenario is play "},{"insert":{"card-link":"The Earth King"}},{"insert":" turn 4 or earlier, then "},{"insert":{"card-link":"Beorn the Fierce"}},{"insert":" the next turn, giving the Earth King the trample counter if no other creature is out. This means you get to draw 2 cards and ramp at least 2 lands into play depending on what other creatures or enchantments are out. If you also have "},{"insert":{"card-link":"Dancing from Dark to Dawn"}},{"insert":" in play, then you get an accelerating ramp and bear token interaction that gets more insane each turn. You get all your basic lands in the deck in play in like 3 or 4 turns.\nThe next goal is play the bangers and threats. Examples of bangers to play as early as possible include: "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" "},{"insert":{"card-link":"Questing Beast"}},{"insert":" "},{"insert":{"card-link":"Hit-Monkey"}},{"insert":" "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":" "},{"insert":{"card-link":"Wilson, Refined Grizzly"}},{"insert":" "},{"insert":{"card-link":"Managorger Hydra"}},{"insert":" "},{"insert":{"card-link":"Medusa, Inhuman Queen"}},{"insert":" "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":" "},{"insert":{"card-link":"Warden of the Grove"}},{"insert":" "},{"insert":{"card-link":"Rhonas the Indomitable"}},{"insert":" "},{"insert":{"card-link":"Vastlands Scavenger // Bind to Life"}},{"insert":" "},{"insert":{"card-link":"Radagast of Rhosgobel"}},{"insert":" "},{"insert":{"card-link":"Nylea, Keen-Eyed"}},{"insert":" "},{"insert":{"card-link":"Hexhaven Invigorator"}},{"insert":".\nThe bigger and badder threats to play later after more ramping has occurred include: "},{"insert":{"card-link":"Vigor"}},{"insert":" "},{"insert":{"card-link":"Kalonian Hydra"}},{"insert":" "},{"insert":{"card-link":"Silverback Elder"}},{"insert":" "},{"insert":{"card-link":"Elder Gargaroth"}},{"insert":" "},{"insert":{"card-link":"Kogla, the Titan Ape"}},{"insert":" "},{"insert":{"card-link":"Quilled Greatwurm"}},{"insert":" "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":" "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" and "},{"insert":{"card-link":"Verdant Kraken"}},{"insert":" for good token generation which also doubles as ramp.\nAfter you have some bangers out, play the +1/+1 generators. Some of these can and should be played early, like "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" "},{"insert":{"card-link":"Necklace of Girion"}},{"insert":" "},{"insert":{"card-link":"Innkeeper's Talent"}},{"insert":" "},{"insert":{"card-link":"Court of Garenbrig"}},{"insert":" "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":" "},{"insert":{"card-link":"Biophagus"}},{"insert":" "},{"insert":{"card-link":"Sphere Grid"}},{"insert":" "},{"insert":{"card-link":"Tribute to the World Tree"}},{"insert":" "},{"insert":{"card-link":"Warden of the Grove"}},{"insert":". \nHere are more counter generators that are usually played later: "},{"insert":{"card-link":"Dancing from Dark to Dawn"}},{"insert":" "},{"insert":{"card-link":"Railway Brawler"}},{"insert":" "},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" "},{"insert":{"card-link":"Canopy Gargantuan"}},{"insert":" "},{"insert":{"card-link":"Vigor"}},{"insert":" "},{"insert":{"card-link":"The Great Henge"}},{"insert":". This card "},{"insert":{"card-link":"Agonasaur Rex"}},{"insert":" is a creature but I included it in here as a trick to always cycle it and get the +1/+1 counters, indestructible and card draw at instant speed. The saga part of "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" is a crazy good counter generator, I recommend activating its saga ability as soon as possible, it's worth it.\nFinal stage of this deck is to play the +1/+1 counter doublers and enjoy the ride (and math). Counter doublers included are: "},{"insert":{"card-link":"The Earth Crystal"}},{"insert":" "},{"insert":{"card-link":"Branching Evolution"}},{"insert":" "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" "},{"insert":{"card-link":"Kalonian Hydra"}},{"insert":" "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" "},{"insert":{"card-link":"Court of Garenbrig"}},{"insert":" "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":" "},{"insert":{"card-link":"Quilled Greatwurm"}},{"insert":" and "},{"insert":{"card-link":"Innkeeper's Talent"}},{"insert":" when fully levelled.\nSome other ideas in here are a number of cards I included that have self mill abilities which this deck uses for advantage. Things like "},{"insert":{"card-link":"Vastlands Scavenger // Bind to Life"}},{"insert":" "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" "},{"insert":{"card-link":"Argoth, Sanctum of Nature"}},{"insert":" and "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":". To counteract the self mill, discarding, and any destruction opponents might use, I included a nice suite of recursion, cards like "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" "},{"insert":{"card-link":"Genesis"}},{"insert":" "},{"insert":{"card-link":"Emeritus of Abundance // Regrowth"}},{"insert":", and "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" can get any lands milled, discarded or destroyed back. A card that can get itself back from the graveyard is "},{"insert":{"card-link":"Quilled Greatwurm"}},{"insert":", as long as you have a lot of counters, it won't stay dead and is a great threat that buffs all your creatures. It works extremely well with "},{"insert":{"card-link":"Vigor"}},{"insert":". This card "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" can get a ton of other cards back over the course of a game because of all the counter generators in here. The best way to get "},{"insert":{"card-link":"Genesis"}},{"insert":" into your graveyard to start getting back creatures is with "},{"insert":{"card-link":"Greater Good"}},{"insert":", if Genesis is in play you can sac it to draw cards, or if it's in hand you can discard it to GG's effect. Be aware when your creatures are 60+ power from +1/+1 counters you probably shouldn't activate "},{"insert":{"card-link":"Greater Good"}},{"insert":" on them any more, but it's a good problem to have so I can live with it.\nNow on to the many cards that count as card advantage, card draw or abilities that put cards into play from your library. These include: "},{"insert":{"card-link":"Beorn the Fierce"}},{"insert":" "},{"insert":{"card-link":"Tribute to the World Tree"}},{"insert":" "},{"insert":{"card-link":"The Great Henge"}},{"insert":" "},{"insert":{"card-link":"Greater Good"}},{"insert":" "},{"insert":{"card-link":"Elder Gargaroth"}},{"insert":" "},{"insert":{"card-link":"Ohran Frostfang"}},{"insert":" "},{"insert":{"card-link":"Augur of Autumn"}},{"insert":" "},{"insert":{"card-link":"War Room"}},{"insert":" "},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":" "},{"insert":{"card-link":"Nylea, Keen-Eyed"}},{"insert":" "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" and "},{"insert":{"card-link":"Vastlands Scavenger // Bind to Life"}},{"insert":", casting its prepared spell when possible is worth it. \nThis card has proven to be ideal for this deck while playing, "},{"insert":{"card-link":"Tribute to the World Tree"}},{"insert":", it naturally does exactly what I want it to do when I cast a creature, like generate two +1/+1 counters on all of these when they enter: "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" "},{"insert":{"card-link":"Managorger Hydra"}},{"insert":" "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":" "},{"insert":{"card-link":"Warden of the Grove"}},{"insert":" "},{"insert":{"card-link":"Medusa, Inhuman Queen"}},{"insert":" "},{"insert":{"card-link":"Wilson, Refined Grizzly"}},{"insert":" "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":" "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" which just makes everything run so much faster. Then when I cast the bigger stuff it draws me a card and allows me to keep the gas pedal down for longer. This deck plays so much smoother and faster the earlier Tribute is in play.\nHere are some cards I included for utility. This is for hexproof "},{"insert":{"card-link":"Saryth, the Viper's Fang"}},{"insert":" and also for giving deathtouch to my creatures, which interacts with trample in an interesting way, because 1 damage is considered lethal you can assign 1 damage to each blocker, then the rest of it tramples over to the player. It also doubles as an untapper, which can be used for a combat trick or ramp by untapping "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":", or card draw with "},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":". These cards are included for power as well as good synergy together "},{"insert":{"card-link":"Radagast of Rhosgobel"}},{"insert":" and "},{"insert":{"card-link":"Seedborn Muse"}},{"insert":". This card "},{"insert":{"card-link":"Dawnstrider"}},{"insert":" is for defense and combos well with Muse, assuming you have cards in hand, you can fog for a long time. \nThis card "},{"insert":{"card-link":"Defense of the Heart"}},{"insert":" is an absurd tutor for 2 creatures to put directly into play and can get a witness to bring it back to do again next turn.\nThe weakness of this deck is that it doesn't have very much interaction with the plans of opponents' decks in it. The only cards that can be classified as answers to opponents' threats would be: "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":" "},{"insert":{"card-link":"Kogla, the Titan Ape"}},{"insert":" "},{"insert":{"card-link":"Ulvenwald Tracker"}},{"insert":" "},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":" "},{"insert":{"card-link":"Silverback Elder"}},{"insert":" "},{"insert":{"card-link":"Halana, Kessig Ranger"}},{"insert":" and the final chapter of the saga on "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":".\nWith all that being said, this deck is a blast to play as you watch everything grow absurdly giant over the course of a few turns, it doesn't take long once things get going.\nThis deck really only has one way to win in it, and that's attacking with enormous creatures that have trample counters on them, so if that sounds fun to you and works in your play group, I highly recommend it.\n\n"}]}
Commander
Beorn the Fierce
Trample
Other Bears you control get +2/+2.
At the beginning of combat on your turn, put a trample counter on up to one target creature you control. It becomes a Bear in addition to its other types. Then if you control three or more Bears, draw two cards.
Other Bears you control get +2/+2.
At the beginning of combat on your turn, put a trample counter on up to one target creature you control. It becomes a Bear in addition to its other types. Then if you control three or more Bears, draw two cards.
Legendary Creature - Warrior Bear Shapeshifter

Commander
(CTRL to add secondary)
Artifact
The Earth Crystal
Green spells you cast cost less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact

Artifact
(CTRL to add secondary)
Creature
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

Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

Kodama of the West Tree
Reach
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Creature - Spirit

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

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

Nylea, Keen-Eyed
Indestructible
As long as your devotion to green is less than five, Nylea isn't a creature.
Creature spells you cast cost less to cast.
: Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
As long as your devotion to green is less than five, Nylea isn't a creature.
Creature spells you cast cost less to cast.
: Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
Legendary Creature Enchantment - God

Questing Beast
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Legendary Creature - Beast

Quilled Greatwurm
Trample
Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.)
You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.
Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.)
You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.
Creature - Wurm

Railway Brawler
Reach, trample
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Warrior Rhino

Silverback Elder
Whenever you cast a creature spell, choose one —
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
Creature - Ape Shaman

The Earth King
When The Earth King enters, create a 4/4 green Bear creature token.
Whenever one or more creatures you control with power 4 or greater attack, search your library for up to that many basic land cards, put them onto the battlefield tapped, then shuffle.
Whenever one or more creatures you control with power 4 or greater attack, search your library for up to that many basic land cards, put them onto the battlefield tapped, then shuffle.
Legendary Creature - Human Ally Noble

Vigor
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature - Elemental Incarnation

Vorinclex
Reach, trample
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Praetor Phyrexian


Vorinclex, Monstrous Raider
Trample, haste
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
Legendary Creature - Praetor Phyrexian

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

Wilson, Refined Grizzly
This spell can't be countered.
Reach, vigilance, trample
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Choose a Background (You can have a Background as a second commander.)
Reach, vigilance, trample
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Warrior Bear

Creature
(CTRL to add secondary)
Enchantment
Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class

Enchantment
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Ramp
Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Ramp
(CTRL to add secondary)
Removal
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

Removal
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Maybeboard
Doubling Season
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Enchantment

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

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

Ojer Kaslem, Deepest Growth
Trample
Whenever Ojer Kaslem deals combat damage to a player, reveal that many cards from the top of your library. You may put a creature card and/or a land card from among them onto the battlefield. Put the rest on the bottom in a random order.
When Ojer Kaslem dies, return it to the battlefield tapped and transformed under its owner's control.
Whenever Ojer Kaslem deals combat damage to a player, reveal that many cards from the top of your library. You may put a creature card and/or a land card from among them onto the battlefield. Put the rest on the bottom in a random order.
When Ojer Kaslem dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God


The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
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Description
{"ops":[{"insert":"This mono-green commander deck is based around "},{"insert":{"card-link":"Beorn the Fierce"}},{"insert":". He serves several important functions at once.\n1: The turn you play him he puts a trample counter on a creature you have out already, which also becomes a bear in addition to other types.\n2: Once you control three bears total or more (including Beorn) you start drawing 2 cards each combat on your turn, which keeps the threats and ramp going.\n3: He gives all bears +2/+2. This deck takes advantage of all of these things.\nTo take advantage of the outstanding commander, first is to play any ramp type cards you started out with, cards like: "},{"insert":{"card-link":"The Earth King"}},{"insert":" "},{"insert":{"card-link":"Planar Engineering"}},{"insert":" "},{"insert":{"card-link":"Sol Ring"}},{"insert":" "},{"insert":{"card-link":"Myriad Landscape"}},{"insert":" "},{"insert":{"card-link":"Castle Garenbrig"}},{"insert":" "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" "},{"insert":{"card-link":"Werebear"}},{"insert":" "},{"insert":{"card-link":"Kodama of the West Tree"}},{"insert":" "},{"insert":{"card-link":"Biophagus"}},{"insert":" "},{"insert":{"card-link":"Fanatic of Rhonas"}},{"insert":" "},{"insert":{"card-link":"The Earth Crystal"}},{"insert":" "},{"insert":{"card-link":"Hexhaven Invigorator"}},{"insert":" "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" "},{"insert":{"card-link":"Necklace of Girion"}},{"insert":" "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" "},{"insert":{"card-link":"The Great Henge"}},{"insert":" "},{"insert":{"card-link":"Defense of the Heart"}},{"insert":" "},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":". The best land in the deck by far is "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" because this deck has extremely high devotion to green, always tutor for it first with "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" or "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":". The best ramp card in the deck is "},{"insert":{"card-link":"The Earth King"}},{"insert":", if needed always tutor for him first with "},{"insert":{"card-link":"Defense of the Heart"}},{"insert":" or "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" as soon as possible, it's just so good in this deck because even things that aren't normally 4 power have it after getting a trample counter on it with the +2/+2 from Beorn or from all the +1/+1 counters being thrown around in here, not to mention he brings his own bear friend which gets buffed from Beorn. The ideal scenario is play "},{"insert":{"card-link":"The Earth King"}},{"insert":" turn 4 or earlier, then "},{"insert":{"card-link":"Beorn the Fierce"}},{"insert":" the next turn, giving the Earth King the trample counter if no other creature is out. This means you get to draw 2 cards and ramp at least 2 lands into play depending on what other creatures or enchantments are out. If you also have "},{"insert":{"card-link":"Dancing from Dark to Dawn"}},{"insert":" in play, then you get an accelerating ramp and bear token interaction that gets more insane each turn. You get all your basic lands in the deck in play in like 3 or 4 turns.\nThe next goal is play the bangers and threats. Examples of bangers to play as early as possible include: "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" "},{"insert":{"card-link":"Questing Beast"}},{"insert":" "},{"insert":{"card-link":"Hit-Monkey"}},{"insert":" "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":" "},{"insert":{"card-link":"Wilson, Refined Grizzly"}},{"insert":" "},{"insert":{"card-link":"Managorger Hydra"}},{"insert":" "},{"insert":{"card-link":"Medusa, Inhuman Queen"}},{"insert":" "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":" "},{"insert":{"card-link":"Warden of the Grove"}},{"insert":" "},{"insert":{"card-link":"Rhonas the Indomitable"}},{"insert":" "},{"insert":{"card-link":"Vastlands Scavenger // Bind to Life"}},{"insert":" "},{"insert":{"card-link":"Radagast of Rhosgobel"}},{"insert":" "},{"insert":{"card-link":"Nylea, Keen-Eyed"}},{"insert":" "},{"insert":{"card-link":"Hexhaven Invigorator"}},{"insert":".\nThe bigger and badder threats to play later after more ramping has occurred include: "},{"insert":{"card-link":"Vigor"}},{"insert":" "},{"insert":{"card-link":"Kalonian Hydra"}},{"insert":" "},{"insert":{"card-link":"Silverback Elder"}},{"insert":" "},{"insert":{"card-link":"Elder Gargaroth"}},{"insert":" "},{"insert":{"card-link":"Kogla, the Titan Ape"}},{"insert":" "},{"insert":{"card-link":"Quilled Greatwurm"}},{"insert":" "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":" "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" and "},{"insert":{"card-link":"Verdant Kraken"}},{"insert":" for good token generation which also doubles as ramp.\nAfter you have some bangers out, play the +1/+1 generators. Some of these can and should be played early, like "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" "},{"insert":{"card-link":"Necklace of Girion"}},{"insert":" "},{"insert":{"card-link":"Innkeeper's Talent"}},{"insert":" "},{"insert":{"card-link":"Court of Garenbrig"}},{"insert":" "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":" "},{"insert":{"card-link":"Biophagus"}},{"insert":" "},{"insert":{"card-link":"Sphere Grid"}},{"insert":" "},{"insert":{"card-link":"Tribute to the World Tree"}},{"insert":" "},{"insert":{"card-link":"Warden of the Grove"}},{"insert":". \nHere are more counter generators that are usually played later: "},{"insert":{"card-link":"Dancing from Dark to Dawn"}},{"insert":" "},{"insert":{"card-link":"Railway Brawler"}},{"insert":" "},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" "},{"insert":{"card-link":"Canopy Gargantuan"}},{"insert":" "},{"insert":{"card-link":"Vigor"}},{"insert":" "},{"insert":{"card-link":"The Great Henge"}},{"insert":". This card "},{"insert":{"card-link":"Agonasaur Rex"}},{"insert":" is a creature but I included it in here as a trick to always cycle it and get the +1/+1 counters, indestructible and card draw at instant speed. The saga part of "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" is a crazy good counter generator, I recommend activating its saga ability as soon as possible, it's worth it.\nFinal stage of this deck is to play the +1/+1 counter doublers and enjoy the ride (and math). Counter doublers included are: "},{"insert":{"card-link":"The Earth Crystal"}},{"insert":" "},{"insert":{"card-link":"Branching Evolution"}},{"insert":" "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" "},{"insert":{"card-link":"Kalonian Hydra"}},{"insert":" "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" "},{"insert":{"card-link":"Court of Garenbrig"}},{"insert":" "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":" "},{"insert":{"card-link":"Quilled Greatwurm"}},{"insert":" and "},{"insert":{"card-link":"Innkeeper's Talent"}},{"insert":" when fully levelled.\nSome other ideas in here are a number of cards I included that have self mill abilities which this deck uses for advantage. Things like "},{"insert":{"card-link":"Vastlands Scavenger // Bind to Life"}},{"insert":" "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" "},{"insert":{"card-link":"Argoth, Sanctum of Nature"}},{"insert":" and "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":". To counteract the self mill, discarding, and any destruction opponents might use, I included a nice suite of recursion, cards like "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" "},{"insert":{"card-link":"Genesis"}},{"insert":" "},{"insert":{"card-link":"Emeritus of Abundance // Regrowth"}},{"insert":", and "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" can get any lands milled, discarded or destroyed back. A card that can get itself back from the graveyard is "},{"insert":{"card-link":"Quilled Greatwurm"}},{"insert":", as long as you have a lot of counters, it won't stay dead and is a great threat that buffs all your creatures. It works extremely well with "},{"insert":{"card-link":"Vigor"}},{"insert":". This card "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" can get a ton of other cards back over the course of a game because of all the counter generators in here. The best way to get "},{"insert":{"card-link":"Genesis"}},{"insert":" into your graveyard to start getting back creatures is with "},{"insert":{"card-link":"Greater Good"}},{"insert":", if Genesis is in play you can sac it to draw cards, or if it's in hand you can discard it to GG's effect. Be aware when your creatures are 60+ power from +1/+1 counters you probably shouldn't activate "},{"insert":{"card-link":"Greater Good"}},{"insert":" on them any more, but it's a good problem to have so I can live with it.\nNow on to the many cards that count as card advantage, card draw or abilities that put cards into play from your library. These include: "},{"insert":{"card-link":"Beorn the Fierce"}},{"insert":" "},{"insert":{"card-link":"Tribute to the World Tree"}},{"insert":" "},{"insert":{"card-link":"The Great Henge"}},{"insert":" "},{"insert":{"card-link":"Greater Good"}},{"insert":" "},{"insert":{"card-link":"Elder Gargaroth"}},{"insert":" "},{"insert":{"card-link":"Ohran Frostfang"}},{"insert":" "},{"insert":{"card-link":"Augur of Autumn"}},{"insert":" "},{"insert":{"card-link":"War Room"}},{"insert":" "},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":" "},{"insert":{"card-link":"Nylea, Keen-Eyed"}},{"insert":" "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" and "},{"insert":{"card-link":"Vastlands Scavenger // Bind to Life"}},{"insert":", casting its prepared spell when possible is worth it. \nThis card has proven to be ideal for this deck while playing, "},{"insert":{"card-link":"Tribute to the World Tree"}},{"insert":", it naturally does exactly what I want it to do when I cast a creature, like generate two +1/+1 counters on all of these when they enter: "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" "},{"insert":{"card-link":"Managorger Hydra"}},{"insert":" "},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":" "},{"insert":{"card-link":"Warden of the Grove"}},{"insert":" "},{"insert":{"card-link":"Medusa, Inhuman Queen"}},{"insert":" "},{"insert":{"card-link":"Wilson, Refined Grizzly"}},{"insert":" "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":" "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" which just makes everything run so much faster. Then when I cast the bigger stuff it draws me a card and allows me to keep the gas pedal down for longer. This deck plays so much smoother and faster the earlier Tribute is in play.\nHere are some cards I included for utility. This is for hexproof "},{"insert":{"card-link":"Saryth, the Viper's Fang"}},{"insert":" and also for giving deathtouch to my creatures, which interacts with trample in an interesting way, because 1 damage is considered lethal you can assign 1 damage to each blocker, then the rest of it tramples over to the player. It also doubles as an untapper, which can be used for a combat trick or ramp by untapping "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":", or card draw with "},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":". These cards are included for power as well as good synergy together "},{"insert":{"card-link":"Radagast of Rhosgobel"}},{"insert":" and "},{"insert":{"card-link":"Seedborn Muse"}},{"insert":". This card "},{"insert":{"card-link":"Dawnstrider"}},{"insert":" is for defense and combos well with Muse, assuming you have cards in hand, you can fog for a long time. \nThis card "},{"insert":{"card-link":"Defense of the Heart"}},{"insert":" is an absurd tutor for 2 creatures to put directly into play and can get a witness to bring it back to do again next turn.\nThe weakness of this deck is that it doesn't have very much interaction with the plans of opponents' decks in it. The only cards that can be classified as answers to opponents' threats would be: "},{"insert":{"card-link":"Ayula, Queen Among Bears"}},{"insert":" "},{"insert":{"card-link":"Kogla, the Titan Ape"}},{"insert":" "},{"insert":{"card-link":"Ulvenwald Tracker"}},{"insert":" "},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":" "},{"insert":{"card-link":"Silverback Elder"}},{"insert":" "},{"insert":{"card-link":"Halana, Kessig Ranger"}},{"insert":" and the final chapter of the saga on "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":".\nWith all that being said, this deck is a blast to play as you watch everything grow absurdly giant over the course of a few turns, it doesn't take long once things get going.\nThis deck really only has one way to win in it, and that's attacking with enormous creatures that have trample counters on them, so if that sounds fun to you and works in your play group, I highly recommend it.\n\n"}]}










































































