SilkStatic
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Commander
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{"ops":[{"attributes":{"italic":true,"bold":true},"insert":"Would you let a racoon drive your car? What about all of your cars… at once? "},{"insert":"\n\n"},{"attributes":{"italic":true,"bold":true},"insert":"Play a few big artifacts/enchantments first, then bring in Bello to animate them, swing, and fill your paws with cards"},{"insert":"\n\nThis deck is super fun, and will allow you to play a lot of high ceiling artifacts and enchantments that in other decks would maybe have too low of a floor. In this deck, they are at worst a 4/4 indestructible creature that can draw you cards.\n\nMy original idea was to fill it with exclusively vehicles - because it’s hilarious - but I have since been tempted by the idea of “I’ll swing for lethal with my "},{"attributes":{"italic":true,"bold":true},"insert":"Mana Reflection"},{"insert":", "},{"attributes":{"italic":true,"bold":true},"insert":"Great Henge"},{"insert":", and "},{"attributes":{"italic":true,"bold":true},"insert":"Thran Dynamo"},{"insert":"”. \n\nThe card advantage package is pretty solid, especially when you factor in that Bello will draw cards when creatures deal combat damage to opponents. I’ve added multiple evasion cards to help our “creatures” get through so we can fully leverage that ability\n\nThe removal package does leave a bit to be desired, but considering we’re in red/green I’m happy with it. When it comes to mass disruption, we have only a few, but they are INCREDIBLE in this deck. Both Blasphemous Act and Vandalblast become one sided wipes because Bello makes our stuff indestructible. \n\nAs amazing as he is, Bello has 2 mains problems:\n\nFirst, the super scary board full of indestructible 4/4s only exists on our turn, leaving us wide open for retaliation. To help with this, I’ve included a bunch of token generators, which should provide a few chumps to block with\n\nThe second issue is, if Bello dies, everything falls apart. This deck is the epitome of glass cannon. I’ve included a ton of protection to help keep our musical trash panda safe. If that fails, Bello is cheap enough to recast. The real nightmare is losing him during combat on your turn - your entire board suddenly stops being creatures, and the attack fizzles. As mentioned in the logline, play a bunch of artifacts/enchantments first - do NOT play Bello on turn 3\n\nAs far as winning goes, there is no dedicated “I win” card. Most games are won through repeated combat with evasive animated artifacts and enchantments, occasionally ending in one explosive turn where seemingly harmless mana rocks and value engines suddenly represent lethal damage.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Deckbuilding Philosophy"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"I build engines, not combos. Synergy is so much more interesting to me than infinite combos. Each deck of mine has a clear identity, and every card works toward that. I even remove sol ring from most of my decks in favour of a more “on theme” ramp card "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Replayability over consistency. I want every game to feel different, not tutor to find the same cards each time. I’d always rather draw a bunch of cards than search my library"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Memorable moments matter more than the winning. Some of my favourite games of all time, I don’t even remember who won. I prioritize cards that create big moments over cards that reliably win."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
Commander
Bello, Bard of the Brambles
During your turn, each non-Equipment artifact and non-Aura enchantment you control with mana value 4 or greater is a 4/4 Elemental creature in addition to its other types and has indestructible, haste, and "Whenever this creature deals combat damage to a player, draw a card."
Legendary Creature - Raccoon Bard

Commander
(CTRL to add secondary)
Card Advantage
Abundance
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Enchantment

Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

Grothama, All-Devouring
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring."
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
Legendary Creature - Wurm

Smuggler's Buggy
Hideaway 4 (When this artifact enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
Whenever this Vehicle deals combat damage to a player, you may cast the exiled card without paying its mana cost. If you do, return this Vehicle to its owner's hand.
Crew 2
Whenever this Vehicle deals combat damage to a player, you may cast the exiled card without paying its mana cost. If you do, return this Vehicle to its owner's hand.
Crew 2
Artifact - Vehicle

Sunbird's Invocation
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's mana value. You may cast a spell with mana value X or less from among cards revealed this way without paying its mana cost. Put the rest on the bottom of your library in a random order.
Enchantment

Card Advantage
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Evasion
Nylea, God of the Hunt
Indestructible
As long as your devotion to green is less than five, Nylea isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
: Target creature gets +2/+2 until end of turn.
As long as your devotion to green is less than five, Nylea isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
: Target creature gets +2/+2 until end of turn.
Legendary Creature Enchantment - God

Oviya, Automech Artisan
Each creature that's attacking one of your opponents has trample.
, : You may put a creature or Vehicle card from your hand onto the battlefield. If you put an artifact onto the battlefield this way, put two +1/+1 counters on it.
, : You may put a creature or Vehicle card from your hand onto the battlefield. If you put an artifact onto the battlefield this way, put two +1/+1 counters on it.
Legendary Creature - Human Artificer

Evasion
(CTRL to add secondary)
Land
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Land
(CTRL to add secondary)
Mass Disruption
Mass Disruption
(CTRL to add secondary)
More Value
More Value
(CTRL to add secondary)
Protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
(CTRL to add secondary)
Pump
Pump
(CTRL to add secondary)
Ramp
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

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

The Eternity Elevator
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Legendary Artifact - Spacecraft

Ramp
(CTRL to add secondary)
Removal
Overlord of the Boilerbilges
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, it deals 4 damage to any target.
Whenever this permanent enters or attacks, it deals 4 damage to any target.
Creature Enchantment - Avatar Horror

Removal
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Tokens
Threefold Thunderhulk
This creature enters with three +1/+1 counters on it.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Creature Artifact - Gnome

Tokens
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
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