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":"Tempt with Discovery"}},{"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":"Studious First-Year // Rampant Growth"}},{"insert":" "},{"insert":{"card-link":"Biophagus"}},{"insert":" "},{"insert":{"card-link":"Fanatic of Rhonas"}},{"insert":" "},{"insert":{"card-link":"Werebear"}},{"insert":" "},{"insert":{"card-link":"The Earth Crystal"}},{"insert":" "},{"insert":{"card-link":"Silverglade Pathfinder"}},{"insert":" "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" "},{"insert":{"card-link":"Ojer Kaslem, Deepest Growth // Temple of Cultivation"}},{"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":" "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":". The best land in the deck by far is "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":", this deck has insanely high devotion to green. The best ramp card in the deck is "},{"insert":{"card-link":"The Earth King"}},{"insert":", if you don't have him in hand or in play, always get him first with the tutors "},{"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 get 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 the 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 lands in the deck in play in like 3 or 4 turns.\nThe next goal, 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":"Predator Ooze"}},{"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":".\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":"Railway Brawler"}},{"insert":" "},{"insert":{"card-link":"Elder Gargaroth"}},{"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":" "},{"insert":{"card-link":"Canopy Gargantuan"}},{"insert":" "},{"insert":{"card-link":"Quilled Greatwurm"}},{"insert":".\nAfter you have some major threats and 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":"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":". Here are more generators that are usually played later: "},{"insert":{"card-link":"Dancing from Dark to Dawn"}},{"insert":" "},{"insert":{"card-link":"Germination Practicum"}},{"insert":" "},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" "},{"insert":{"card-link":"Canopy Gargantuan"}},{"insert":" "},{"insert":{"card-link":"Railway Brawler"}},{"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 for the +1/+1 counters, indestructible and card draw at instant speed. Also 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 is 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":"Ouroboroid"}},{"insert":" "},{"insert":{"card-link":"Kalonian Hydra"}},{"insert":" "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" "},{"insert":{"card-link":"Branching Evolution"}},{"insert":" "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":" "},{"insert":{"card-link":"Canopy Gargantuan"}},{"insert":" "},{"insert":{"card-link":"Quilled Greatwurm"}},{"insert":" and "},{"insert":{"card-link":"Innkeeper's Talent"}},{"insert":" when fully levelled.\nThere are a number of cards 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":". Because of the mill and very good card draw which can mean discarding, I included a nice suite of recursion, cards like "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" "},{"insert":{"card-link":"Genesis"}},{"insert":", and "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" gets any lands milled, discarded or destroyed back, which counts as ramp. 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":" or "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" (first strike). 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.\nI included many cards that count as card advantage, card draw or abilities that put cards into play for a discount. 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":"Terrasymbiosis"}},{"insert":" "},{"insert":{"card-link":"Greater Good"}},{"insert":" "},{"insert":{"card-link":"Elder Gargaroth"}},{"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":"Ojer Kaslem, Deepest Growth // Temple of Cultivation"}},{"insert":" "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" "},{"insert":{"card-link":"Vastlands Scavenger // Bind to Life"}},{"insert":" casting its prepared spell when possible is worth it. 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.\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 auto put +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":"Predator Ooze"}},{"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":"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 be able to keep the gas pedal down for longer. The deck just plays so much smoother and easier the earlier this card is in play.\nSome cards I included for the utility, besides the +1/+1 generation "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" is used for giving deathtouch to all my attackers, which interacts with trample in an interesting way, because 1 damage is enough to kill a creature you can assign 1 damage to each blocker, then the rest of it tramples over to the player. \nThese 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 is for the protection (hexproof) "},{"insert":{"card-link":"Saryth, the Viper's Fang"}},{"insert":". It also doubles as an untapper, use for a trick, or ramp with untapping Nykthos or Castle garenbrig. \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. \nI included "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" as an all around protection and defensive card for both me and my creatures, for the flying, vigilance and protection from black and red, so other than board wipes I will be much safer.\nThe weakness of this deck is that it doesn't have very much interaction with other 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":"Archdruid's Charm"}},{"insert":" "},{"insert":{"card-link":"Silverback Elder"}},{"insert":" "},{"insert":{"card-link":"Vivien of the Arkbow"}},{"insert":" and the final chapter of the saga on "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":".\nThat being said I can say this deck is a blast to play as you watch everything grow absurdly giant over the course of a few turns when you get the right cards out. It doesn't take much once things get going. \nThis deck really only has one way to win in it, and that's attacking with enormous creatures, so if that sounds fun to you and works in your play group I can 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
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Artifact
Bow of Nylea
Attacking creatures you control have deathtouch.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
Legendary Artifact Enchantment

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
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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

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

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


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
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Land
Land
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Planeswalker
Planeswalker
(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)
Sorcery
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

Sorcery
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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

Ozolith, the Shattered Spire
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
Legendary Artifact

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

Vivien Reid
+1: Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
−3: Destroy target artifact, enchantment, or creature with flying.
−8: You get an emblem with "Creatures you control get +2/+2 and have vigilance, trample, and indestructible."
−3: Destroy target artifact, enchantment, or creature with flying.
−8: You get an emblem with "Creatures you control get +2/+2 and have vigilance, trample, and indestructible."
Legendary Planeswalker - Vivien

Vivien, Arkbow Ranger
+1: Distribute two +1/+1 counters among up to two target creatures. They gain trample until end of turn.
−3: Target creature you control deals damage equal to its power to target creature or planeswalker.
−5: You may reveal a creature card you own from outside the game and put it into your hand.
−3: Target creature you control deals damage equal to its power to target creature or planeswalker.
−5: You may reveal a creature card you own from outside the game and put it into your hand.
Legendary Planeswalker - Vivien

Maybeboard
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Deck Info
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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":"Tempt with Discovery"}},{"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":"Studious First-Year // Rampant Growth"}},{"insert":" "},{"insert":{"card-link":"Biophagus"}},{"insert":" "},{"insert":{"card-link":"Fanatic of Rhonas"}},{"insert":" "},{"insert":{"card-link":"Werebear"}},{"insert":" "},{"insert":{"card-link":"The Earth Crystal"}},{"insert":" "},{"insert":{"card-link":"Silverglade Pathfinder"}},{"insert":" "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" "},{"insert":{"card-link":"Ojer Kaslem, Deepest Growth // Temple of Cultivation"}},{"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":" "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":". The best land in the deck by far is "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":", this deck has insanely high devotion to green. The best ramp card in the deck is "},{"insert":{"card-link":"The Earth King"}},{"insert":", if you don't have him in hand or in play, always get him first with the tutors "},{"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 get 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 the 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 lands in the deck in play in like 3 or 4 turns.\nThe next goal, 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":"Predator Ooze"}},{"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":".\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":"Railway Brawler"}},{"insert":" "},{"insert":{"card-link":"Elder Gargaroth"}},{"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":" "},{"insert":{"card-link":"Canopy Gargantuan"}},{"insert":" "},{"insert":{"card-link":"Quilled Greatwurm"}},{"insert":".\nAfter you have some major threats and 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":"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":". Here are more generators that are usually played later: "},{"insert":{"card-link":"Dancing from Dark to Dawn"}},{"insert":" "},{"insert":{"card-link":"Germination Practicum"}},{"insert":" "},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" "},{"insert":{"card-link":"Canopy Gargantuan"}},{"insert":" "},{"insert":{"card-link":"Railway Brawler"}},{"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 for the +1/+1 counters, indestructible and card draw at instant speed. Also 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 is 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":"Ouroboroid"}},{"insert":" "},{"insert":{"card-link":"Kalonian Hydra"}},{"insert":" "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" "},{"insert":{"card-link":"Branching Evolution"}},{"insert":" "},{"insert":{"card-link":"Vorinclex, Monstrous Raider"}},{"insert":" "},{"insert":{"card-link":"Canopy Gargantuan"}},{"insert":" "},{"insert":{"card-link":"Quilled Greatwurm"}},{"insert":" and "},{"insert":{"card-link":"Innkeeper's Talent"}},{"insert":" when fully levelled.\nThere are a number of cards 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":". Because of the mill and very good card draw which can mean discarding, I included a nice suite of recursion, cards like "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" "},{"insert":{"card-link":"Evolution Witness"}},{"insert":" "},{"insert":{"card-link":"Genesis"}},{"insert":", and "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" gets any lands milled, discarded or destroyed back, which counts as ramp. 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":" or "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" (first strike). 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.\nI included many cards that count as card advantage, card draw or abilities that put cards into play for a discount. 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":"Terrasymbiosis"}},{"insert":" "},{"insert":{"card-link":"Greater Good"}},{"insert":" "},{"insert":{"card-link":"Elder Gargaroth"}},{"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":"Ojer Kaslem, Deepest Growth // Temple of Cultivation"}},{"insert":" "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" "},{"insert":{"card-link":"Vastlands Scavenger // Bind to Life"}},{"insert":" casting its prepared spell when possible is worth it. 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.\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 auto put +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":"Predator Ooze"}},{"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":"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 be able to keep the gas pedal down for longer. The deck just plays so much smoother and easier the earlier this card is in play.\nSome cards I included for the utility, besides the +1/+1 generation "},{"insert":{"card-link":"Bow of Nylea"}},{"insert":" is used for giving deathtouch to all my attackers, which interacts with trample in an interesting way, because 1 damage is enough to kill a creature you can assign 1 damage to each blocker, then the rest of it tramples over to the player. \nThese 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 is for the protection (hexproof) "},{"insert":{"card-link":"Saryth, the Viper's Fang"}},{"insert":". It also doubles as an untapper, use for a trick, or ramp with untapping Nykthos or Castle garenbrig. \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. \nI included "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" as an all around protection and defensive card for both me and my creatures, for the flying, vigilance and protection from black and red, so other than board wipes I will be much safer.\nThe weakness of this deck is that it doesn't have very much interaction with other 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":"Archdruid's Charm"}},{"insert":" "},{"insert":{"card-link":"Silverback Elder"}},{"insert":" "},{"insert":{"card-link":"Vivien of the Arkbow"}},{"insert":" and the final chapter of the saga on "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":".\nThat being said I can say this deck is a blast to play as you watch everything grow absurdly giant over the course of a few turns when you get the right cards out. It doesn't take much once things get going. \nThis deck really only has one way to win in it, and that's attacking with enormous creatures, so if that sounds fun to you and works in your play group I can highly recommend it.\n\n"}]}






























































