y42
7 views40 hrs ago
Commander
Size: 100Est cost: $714.20Salt sum: 46.12
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{"ops":[{"insert":"IT'S PRIME TIME!\n\nI know what you're thinking--\"Wow, another generic Simic slop deck that does the same thing they all do, ramp and draw cards.\" Although those are heavy strategies that this deck uses to succeed, this deck is all about THEMATICS. \n\nThis deck was created for the July 2026 deckbuilding contest, with the theme being \" to brew a creative and interesting commander-legal deck featuring a weird mana curve that's relevant to the deck's game plan.\" Well, this deck's game plan is for everything to be as mathematically PRIME as possible. All of this stems from our commander, "},{"insert":{"card-link":"Zimone, All-Questioning"}},{"insert":" . Zimone cares about having a prime number of lands. The more land, the bigger the token you create. Thus, the game plan with her is to progressively and exponentially increase our land count. Since we're trying to ramp as fast and high as possible, we bring along as many landfall payoffs as possible to widen and heighten our board state through to the late game.\n\nAs previously mentioned, this deck's theme is highly integrated with its function. If our commander cares about prime numbers, why don't we have the whole deck care about prime numbers? We can't have 1 commander, since 1 isn't prime. However, Zimone doesn't have Partner. This is where "},{"insert":{"card-link":"Keruga, the Macrosage"}},{"insert":" comes in! Keruga does many things for us, both thematically and functionally. Thematically, Keruga creates a LOT of prime numbers: \nKeruga is our 2nd 'commander'."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keruga is our '101st card', since we play her from outside the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keruga restricts our deck to have a minimum mana value for our nonland cards--3."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thematics aside, Keruga is a reliable way for us to refill our hand once we have established a board state, since it essentially reads \"Draw a card for each nonland permanent you control.\"\n\nAs for the rest of our deck, the thematics only get better from there. Our mana curve is especially unique. In fact, it's not a curve at all; it's perfectly straight. We have exactly 23 cards for mana values 3, 5, and 7. Why 23 and why only 3, 5, and 7? Well, they're prime, of course! Three prime mana values and prime quantities of copies of cards in them. It's perfect! With 69 nonland cards in our deck, that leaves us with room for 31 lands--which is also a prime number! Everything that exists in this deck is specifically placed to keep this theme! There's even more that I'll leave for you to discover.\n\nWith thematics out of the way, how does this deck work? The theme doesn't mean anything if the deck isn't functional. Here's the breakdown.\n\nSince we've limited ourselves to mana values 3, 5, and 7, we lose out on powerful Simic combo pieces, landfall triggers, card advantage engines, and more. As such, we need to get creative with how we deal with integral parts of commander games, such as interaction. "},{"insert":{"card-link":"Coastal Breach"}},{"insert":" acts as a symmetrical, sorcery speed "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" (that we can play with a discount) to reset the board. For more asymmetrical removal options, we can rely on powerful cards like "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" , "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" and "},{"insert":{"card-link":"Oko, Thief of Crowns"}},{"insert":" . Keeping our commander and wiping the board with "},{"insert":{"card-link":"Cyclone Summoner"}},{"insert":" is great too.\n\nFor card draw, we again get to be creative. "},{"insert":{"card-link":"Terrasymbiosis"}},{"insert":" will draw you 5+ cards on your end step, whereas "},{"insert":{"card-link":"Gush"}},{"insert":" is a free way to draw 2 cards while also letting us replay lands for more landfall triggers. "},{"insert":{"card-link":"Augur of Autumn"}},{"insert":" acts as our "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":" , since we can't play it in this deck. This lets us keep our hand full while we continue to play cards from our library.\n\nTo ramp ourselves up to these 7 cost cards, we luckily don't have to overstep too many boundaries. We rely on familiar faces, like "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" and "},{"insert":{"card-link":"Loot, Exuberant Explorer"}},{"insert":" . The fruit doesn't fall that far from the tree.\n\nNow for the juicy stuff. THE LANDFALL. While we continually ramp, we want continuous payoffs. We're all familiar with the classics, "},{"insert":{"card-link":"Scute Swarm"}},{"insert":", "},{"insert":{"card-link":"Mossborn Hydra"}},{"insert":" ,"},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":", and "},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":" . Luckily, they all fit our deck requirements. Since we miss out on several powerful landfall tools with our deck restrictions, however, some unique cards have made the decklist. "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" grants us 2 landfall triggers for 3 mana. "},{"insert":{"card-link":"Patron of the Moon"}},{"insert":" on its own will let us dump our lands, but with"},{"insert":{"card-link":"Horizon Explorer"}},{"insert":" , it will significantly ramp us AND get the triggers we want.\n\nOnce the board is assembled, how do you win? Well, an entwined "},{"insert":{"card-link":"Tooth and Nail"}},{"insert":" always guarantees extreme value that can either even the table or shoot you ahead. "},{"insert":{"card-link":"Traveling Chocobo"}},{"insert":" with any of our landfall outlets can get out of hand fast. "},{"insert":{"card-link":"Overwhelming Stampede"}},{"insert":" gives us a classic green overrun effect to stomp over our opponents with trample damage. A well-timed"},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" can sneak in a kill, especially when "},{"insert":{"card-link":"Branching Evolution"}},{"insert":" lets us turn our free 17/17 Primo creature token into a 34/34. "},{"insert":{"card-link":"Mossborn Hydra"}},{"insert":" always gets the job done too.\n\nUltimately, yes, this deck does aim to draw a lot of cards and get a lot of mana. But that's just what Simic does best. What makes this deck not just strong, but FUN and THEMATIC is the idea that every card has been perfectly placed to create this monstrosity--this mathematically perfect monstrosity.\n"}]}
Commander
Zimone, All-Questioning
At the beginning of your end step, if a land entered the battlefield under your control this turn and you control a prime number of lands, create Primo, the Indivisible, a legendary 0/0 green and blue Fractal creature token, then put that many +1/+1 counters on it. (2, 3, 5, 7, 11, 13, 17, 19, 23, 29, and 31 are prime numbers.)
Legendary Creature - Human Wizard

Commander
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Draw
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Nezahal, Primal Tide
This spell can't be countered.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
Legendary Creature - Elder Dinosaur

Starwinder
Whenever a creature you control deals combat damage to a player, you may draw that many cards.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Leviathan

Subterfuge
When this creature enters, target creature gains flying and "Whenever this creature deals combat damage to a player, draw that many cards" until end of turn.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Elemental Incarnation

The Unagi of Kyoshi Island
Flash
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Ward—Waterbend . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays . They can tap their artifacts and creatures to help. Each one pays for .)
Whenever an opponent draws their second card each turn, you draw two cards.
Legendary Creature - Serpent

Turntimber Symbiosis
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Sorcery


Vaultborn Tyrant
Trample
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Creature - Dinosaur

Draw
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Finisher
Finisher
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Land
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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Landfall
Eusocial Engineering
Landfall — Whenever a land you control enters, create a 2/2 colorless Robot artifact creature token.
Warp (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Enchantment

Greensleeves, Maro-Sorcerer
Protection from planeswalkers and from Wizards
Greensleeves's power and toughness are each equal to the number of lands you control.
Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.
Greensleeves's power and toughness are each equal to the number of lands you control.
Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.
Legendary Creature - Elemental Sorcerer

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

Nissa, Resurgent Animist
Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.
Legendary Creature - Elf Scout

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Traveling Chocobo
You may look at the top card of your library any time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature - Bird

Landfall
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Ramp
Cultivator Colossus
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Creature - Beast Plant

Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant

Fecund Greenshell
Reach
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
Creature - Elemental Turtle

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

Loot, Exuberant Explorer
You may play an additional land on each of your turns.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
Legendary Creature - Beast Noble

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


Overlord of the Hauntwoods
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Creature Enchantment - Avatar Horror

Patron of the Moon
Moonfolk offering (You may cast this spell any time you could cast an instant by sacrificing a Moonfolk and paying the difference in mana costs between this and the sacrificed Moonfolk. Mana cost includes color.)
Flying
: Put up to two land cards from your hand onto the battlefield tapped.
Flying
: Put up to two land cards from your hand onto the battlefield tapped.
Legendary Creature - Spirit

Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Ramp
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Removal
Oko, Thief of Crowns
+2: Create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
+1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
−5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
+1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
−5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
Legendary Planeswalker - Oko

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

Removal
(CTRL to add secondary)
Tokens
Koma, Cosmos Serpent
This spell can't be countered.
At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil.
Sacrifice another Serpent: Choose one —
• Tap target permanent. Its activated abilities can't be activated this turn.
• Koma gains indestructible until end of turn.
At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil.
Sacrifice another Serpent: Choose one —
• Tap target permanent. Its activated abilities can't be activated this turn.
• Koma gains indestructible until end of turn.
Legendary Creature - Serpent

Tokens
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Sideboard
Keruga, the Macrosage
Companion — Your starting deck contains only cards with mana value 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.
When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.
Legendary Creature - Dinosaur Hippo

Sideboard
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Maybeboard
Earthbender Ascension
When this enchantment enters, earthbend 2. Then search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. When you do, if it has four or more quest counters on it, put a +1/+1 counter on target creature you control. It gains trample until end of turn.
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. When you do, if it has four or more quest counters on it, put a +1/+1 counter on target creature you control. It gains trample until end of turn.
Enchantment

Ka-Zar of the Savage Land
You may look at the top card of your library any time.
You may play lands from the top of your library.
When Ka-Zar enters, create Zabu, a legendary 2/2 green Cat creature token with "Landfall — Whenever a land you control enters, put a +1/+1 counter on Zabu."
You may play lands from the top of your library.
When Ka-Zar enters, create Zabu, a legendary 2/2 green Cat creature token with "Landfall — Whenever a land you control enters, put a +1/+1 counter on Zabu."
Legendary Creature - Human Barbarian Hero

Sin, Unending Cataclysm
Flying, trample
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way.
When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
Legendary Creature - Avatar Leviathan

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"IT'S PRIME TIME!\n\nI know what you're thinking--\"Wow, another generic Simic slop deck that does the same thing they all do, ramp and draw cards.\" Although those are heavy strategies that this deck uses to succeed, this deck is all about THEMATICS. \n\nThis deck was created for the July 2026 deckbuilding contest, with the theme being \" to brew a creative and interesting commander-legal deck featuring a weird mana curve that's relevant to the deck's game plan.\" Well, this deck's game plan is for everything to be as mathematically PRIME as possible. All of this stems from our commander, "},{"insert":{"card-link":"Zimone, All-Questioning"}},{"insert":" . Zimone cares about having a prime number of lands. The more land, the bigger the token you create. Thus, the game plan with her is to progressively and exponentially increase our land count. Since we're trying to ramp as fast and high as possible, we bring along as many landfall payoffs as possible to widen and heighten our board state through to the late game.\n\nAs previously mentioned, this deck's theme is highly integrated with its function. If our commander cares about prime numbers, why don't we have the whole deck care about prime numbers? We can't have 1 commander, since 1 isn't prime. However, Zimone doesn't have Partner. This is where "},{"insert":{"card-link":"Keruga, the Macrosage"}},{"insert":" comes in! Keruga does many things for us, both thematically and functionally. Thematically, Keruga creates a LOT of prime numbers: \nKeruga is our 2nd 'commander'."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keruga is our '101st card', since we play her from outside the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keruga restricts our deck to have a minimum mana value for our nonland cards--3."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thematics aside, Keruga is a reliable way for us to refill our hand once we have established a board state, since it essentially reads \"Draw a card for each nonland permanent you control.\"\n\nAs for the rest of our deck, the thematics only get better from there. Our mana curve is especially unique. In fact, it's not a curve at all; it's perfectly straight. We have exactly 23 cards for mana values 3, 5, and 7. Why 23 and why only 3, 5, and 7? Well, they're prime, of course! Three prime mana values and prime quantities of copies of cards in them. It's perfect! With 69 nonland cards in our deck, that leaves us with room for 31 lands--which is also a prime number! Everything that exists in this deck is specifically placed to keep this theme! There's even more that I'll leave for you to discover.\n\nWith thematics out of the way, how does this deck work? The theme doesn't mean anything if the deck isn't functional. Here's the breakdown.\n\nSince we've limited ourselves to mana values 3, 5, and 7, we lose out on powerful Simic combo pieces, landfall triggers, card advantage engines, and more. As such, we need to get creative with how we deal with integral parts of commander games, such as interaction. "},{"insert":{"card-link":"Coastal Breach"}},{"insert":" acts as a symmetrical, sorcery speed "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" (that we can play with a discount) to reset the board. For more asymmetrical removal options, we can rely on powerful cards like "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" , "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" and "},{"insert":{"card-link":"Oko, Thief of Crowns"}},{"insert":" . Keeping our commander and wiping the board with "},{"insert":{"card-link":"Cyclone Summoner"}},{"insert":" is great too.\n\nFor card draw, we again get to be creative. "},{"insert":{"card-link":"Terrasymbiosis"}},{"insert":" will draw you 5+ cards on your end step, whereas "},{"insert":{"card-link":"Gush"}},{"insert":" is a free way to draw 2 cards while also letting us replay lands for more landfall triggers. "},{"insert":{"card-link":"Augur of Autumn"}},{"insert":" acts as our "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":" , since we can't play it in this deck. This lets us keep our hand full while we continue to play cards from our library.\n\nTo ramp ourselves up to these 7 cost cards, we luckily don't have to overstep too many boundaries. We rely on familiar faces, like "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" and "},{"insert":{"card-link":"Loot, Exuberant Explorer"}},{"insert":" . The fruit doesn't fall that far from the tree.\n\nNow for the juicy stuff. THE LANDFALL. While we continually ramp, we want continuous payoffs. We're all familiar with the classics, "},{"insert":{"card-link":"Scute Swarm"}},{"insert":", "},{"insert":{"card-link":"Mossborn Hydra"}},{"insert":" ,"},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":", and "},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":" . Luckily, they all fit our deck requirements. Since we miss out on several powerful landfall tools with our deck restrictions, however, some unique cards have made the decklist. "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":" grants us 2 landfall triggers for 3 mana. "},{"insert":{"card-link":"Patron of the Moon"}},{"insert":" on its own will let us dump our lands, but with"},{"insert":{"card-link":"Horizon Explorer"}},{"insert":" , it will significantly ramp us AND get the triggers we want.\n\nOnce the board is assembled, how do you win? Well, an entwined "},{"insert":{"card-link":"Tooth and Nail"}},{"insert":" always guarantees extreme value that can either even the table or shoot you ahead. "},{"insert":{"card-link":"Traveling Chocobo"}},{"insert":" with any of our landfall outlets can get out of hand fast. "},{"insert":{"card-link":"Overwhelming Stampede"}},{"insert":" gives us a classic green overrun effect to stomp over our opponents with trample damage. A well-timed"},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" can sneak in a kill, especially when "},{"insert":{"card-link":"Branching Evolution"}},{"insert":" lets us turn our free 17/17 Primo creature token into a 34/34. "},{"insert":{"card-link":"Mossborn Hydra"}},{"insert":" always gets the job done too.\n\nUltimately, yes, this deck does aim to draw a lot of cards and get a lot of mana. But that's just what Simic does best. What makes this deck not just strong, but FUN and THEMATIC is the idea that every card has been perfectly placed to create this monstrosity--this mathematically perfect monstrosity.\n"}]}















































































