Ivysaur
293 views9 days ago
Commander
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{"ops":[{"insert":"While typical Voltron decks dedicate slots to buffing the commander, Medusa grows solely through opponents' actions, so she doesn't need that support. Her strength lies in being able to use all those freed-up slots for cards that directly lead to victory.\n\nPlay Strategy: She tends to draw a lot of hate, so always keep defensive cards in hand. Hold back on playing her until you have defenses ready; prioritize preparation. Once she hits the board, defend her while using excess mana to accelerate her growth and securing resources through power-based card draw. Evasion abilities are naturally granted by other essential cards, so there is no need to dedicate specific slots to them.\n\n00. Summon a lieutenant to double her abilities. \n01. Prepare before casting her. I’ve avoided Mana-doll. Instead, I’ve included cards with Suspend that can be cast *after* she is out. *Herd Heirloom* restricts mana usage to creatures (and this deck has very few), but, it helps leave mana open for defense when casting her, and it helps grant her trample while drawing cards next turn and onward. \n02. Include plenty of cards to protect her. Options are limitless, but prioritize cards that offer both Hexproof (to protect against exile effects) and Indestructible (to protect against board wipes). \n03. Once you have mana to spare, outfit her with permanent armor to solidify her position. \n04. With your defenses secure, accelerate the rate at which she gains counters to hasten your victory. Take out threatening opponents one by one early on, and close out the game before *you*—now an obvious threat—get taken down. She has Vigilance, which will effectively deter attacks against you in the early game. \n09. No board wipes in Green? That’s true. But Mono-Green Voltron has *Lure*. Force all creatures to block and wipe out the threatening player's army. Alternatively, using this on a creature other than her can create an opening to deal commander damage directly to an opponent. \n10. Wizards should print more green cards that combine \"protection\" and \"Naturalize\" effects. It’s fantastic that *Hunter's Bow* and *Royal Treatment* grant her ward; the best feeling with this deck comes from playing a protection spell right after watching an opponent pay the mana for ward. Regarding creature removal, my research revealed plenty of cards that grant trample via a \"fight\" effect. \n11. Power-based card draw will generate explosive advantage in this deck, though I can't include too many such cards since the deck doesn't focus heavily on ramp. The best card is *Terrasymbiosis*—it’s essentially Medusa’s husband. \n12. Power-based ramp will primarily serve to secure the mana needed for those power-based draw spells. \n99. This deck includes quite a few cards that grant her trample. Consequently, *Ram Through* becomes a win condition capable of quickly eliminating a single player. Of course, it also serves as a creature removal spell even without trample. \nLands. There are artifacts—like *The Ozolith* and *Commander's Plate*—that can be devastating for opponents, so I’ve included lands to salvage them. \nWeird. *Mirror Shield*. While she can gain indestructible or regeneration, she is vulnerable to deathtouch. So, I decided to equip her with a shield that fits her flavor perfectly.\n"}]}
Thundering Mightmare
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Thundering Mightmare is paired with another creature, each of those creatures has "Whenever an opponent casts a spell, put a +1/+1 counter on this creature."
As long as Thundering Mightmare is paired with another creature, each of those creatures has "Whenever an opponent casts a spell, put a +1/+1 counter on this creature."
Creature - Spirit Horse

00. Lieutenant
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01. Prepared Protect
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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

01. Prepared Ramp
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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

01. Prepared Utility
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Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

02. Queen's Parry @CMC=1
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02. Queen's Parry @Overprotect
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02. Queen's Parry @Parmanent Power
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03. Queen's Armor
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04. Medusa's Growth
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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

04. Medusa's Mini-Growth
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09. Sweep
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Inscription of Abundance
Kicker
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Instant

10. Multiple Destruction
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10. Protective Destruction
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Hunter's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Enchantment - Class

Novel Nunchaku
When this Equipment enters, attach it to target creature you control. When you do, equipped creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Equipped creature gets +1/+1 and has trample.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +1/+1 and has trample.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

10. Trampling Destruction
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Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

11. Power-"Scale"d Draw
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The Vision
Flying, vigilance
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card.
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card.
Legendary Creature Artifact - Hero Robot

11. Repeated Draw
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12. Power-"Scale"d Ramp
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Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Anara, Wolvid Familiar
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)
Partner (You can have two commanders if both have partner.)
Partner (You can have two commanders if both have partner.)
Legendary Creature - Beast Wolf

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

Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
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

Curse of the Werefox
Create a Monster Role token attached to target creature you control. When you do, that creature fights up to one target creature you don't control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has trample. Creatures that fight each deal damage equal to their power to the other.)
Sorcery

Fangs of Kalonia
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on each creature that had a +1/+1 counter put on it this way.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Gilt-Leaf's Embrace
Flash
Enchant creature
When this Aura enters, enchanted creature gains trample and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
Enchanted creature gets +2/+0.
Enchant creature
When this Aura enters, enchanted creature gains trample and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
Enchanted creature gets +2/+0.
Enchantment - Aura

Manhole Cover
Flash (You may cast this spell any time you could cast an instant.)
When this artifact enters, target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
, Sacrifice this artifact: Target player draws a card.
When this artifact enters, target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
, Sacrifice this artifact: Target player draws a card.
Artifact

Meltstrider's Resolve
Enchant creature you control
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
Enchantment - Aura

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

Regeneration
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Enchantment - Aura

Ring of Kalonia
Equipped creature has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's green.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's green.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Search for Tomorrow
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

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

The Legend of Kyoshi
(As this Saga enters and after your draw step, add a lore counter.)
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Sideboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"While typical Voltron decks dedicate slots to buffing the commander, Medusa grows solely through opponents' actions, so she doesn't need that support. Her strength lies in being able to use all those freed-up slots for cards that directly lead to victory.\n\nPlay Strategy: She tends to draw a lot of hate, so always keep defensive cards in hand. Hold back on playing her until you have defenses ready; prioritize preparation. Once she hits the board, defend her while using excess mana to accelerate her growth and securing resources through power-based card draw. Evasion abilities are naturally granted by other essential cards, so there is no need to dedicate specific slots to them.\n\n00. Summon a lieutenant to double her abilities. \n01. Prepare before casting her. I’ve avoided Mana-doll. Instead, I’ve included cards with Suspend that can be cast *after* she is out. *Herd Heirloom* restricts mana usage to creatures (and this deck has very few), but, it helps leave mana open for defense when casting her, and it helps grant her trample while drawing cards next turn and onward. \n02. Include plenty of cards to protect her. Options are limitless, but prioritize cards that offer both Hexproof (to protect against exile effects) and Indestructible (to protect against board wipes). \n03. Once you have mana to spare, outfit her with permanent armor to solidify her position. \n04. With your defenses secure, accelerate the rate at which she gains counters to hasten your victory. Take out threatening opponents one by one early on, and close out the game before *you*—now an obvious threat—get taken down. She has Vigilance, which will effectively deter attacks against you in the early game. \n09. No board wipes in Green? That’s true. But Mono-Green Voltron has *Lure*. Force all creatures to block and wipe out the threatening player's army. Alternatively, using this on a creature other than her can create an opening to deal commander damage directly to an opponent. \n10. Wizards should print more green cards that combine \"protection\" and \"Naturalize\" effects. It’s fantastic that *Hunter's Bow* and *Royal Treatment* grant her ward; the best feeling with this deck comes from playing a protection spell right after watching an opponent pay the mana for ward. Regarding creature removal, my research revealed plenty of cards that grant trample via a \"fight\" effect. \n11. Power-based card draw will generate explosive advantage in this deck, though I can't include too many such cards since the deck doesn't focus heavily on ramp. The best card is *Terrasymbiosis*—it’s essentially Medusa’s husband. \n12. Power-based ramp will primarily serve to secure the mana needed for those power-based draw spells. \n99. This deck includes quite a few cards that grant her trample. Consequently, *Ram Through* becomes a win condition capable of quickly eliminating a single player. Of course, it also serves as a creature removal spell even without trample. \nLands. There are artifacts—like *The Ozolith* and *Commander's Plate*—that can be devastating for opponents, so I’ve included lands to salvage them. \nWeird. *Mirror Shield*. While she can gain indestructible or regeneration, she is vulnerable to deathtouch. So, I decided to equip her with a shield that fits her flavor perfectly.\n"}]}






































































































































