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Commander
Size: 100Salt sum: 30.71
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PickledOnions

53 views31 days ago
Commander
Size: 100Salt sum: 30.71

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{"ops":[{"insert":"Giving Cascade to your spells is such a Commander thing: it's a big, flashy mechanic that multiplies your value and rewards casting expensive spells by turning them into two-for-ones.\nWhich is exactly why this Wildsear deck is... 75% two or less mana spells???\n\nThat's right, we're not simply cascading for enchantress value here, we're STORMING OFF WITH AURAS!!\n\nThe main idea for this deck is to use any cost reducer alongside "},{"insert":{"card-link":"A Realm Reborn"}},{"insert":" to cast low-cost auras, which will then cascade into another permanent, both of which being able to tap for mana with Realm!\nWith a small input of 0-1 mana and a card, the output is a 1-2 mana, drawing a couple cards, and pumping our commander. With the pieces in place, this deck can go infinite very easily.\n\nThe deck is versatile and has a few different lines to victory:\nCommander Damage. Wildsear will get very large very fast, and their built-in trample is made to close games. Use "},{"insert":{"card-link":"Grim Reaper's Sprint"}},{"insert":" to KO two players in one turn!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Flinging Wildsear. Technically line 1.5, after smacking down one player it's a small matter of using "},{"insert":{"card-link":"Self-Destruct"}},{"insert":" or "},{"insert":{"card-link":"Pain for All"}},{"insert":" to finish off the next scariest player, or both at once if you can combine the two!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"For these two victory lines, look out for "},{"insert":{"card-link":"Strong Back"}},{"insert":", "},{"insert":{"card-link":"Ancestral Mask"}},{"insert":", and "},{"insert":{"card-link":"Helm of the Gods"}},{"insert":" to pump Wildsear FAST!"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Pingers. "},{"insert":{"card-link":"Firebrand Archer"}},{"insert":" and her kin all dish out damage per aura cast, and those pings become lethal with an infinite storm count. Pair them with either "},{"insert":{"card-link":"Keen Sense"}},{"insert":" or "},{"insert":{"card-link":"Snake Umbra"}},{"insert":" and now they're also part of the storm engine!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"A Realm Reborn"}},{"insert":" is definitely the most important card to this deck, but Gruul isn't the best at finding enchantments. Luckily, we have some redundancy:\n"},{"insert":{"card-link":"Gamble"}},{"insert":". It's the only (good) tutor in these colors to find Realm, and while it's not super interesting we'll take any redundancy we can find."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" is a decent stand-in for Realm that also can work in conjunction with it to further reduce costs. It also pulls double-duty by pumping your board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWhile Realm provides the mana, our enchantresses provide the cards to cast with it. In order for the deck's engine to run, you need at least one of them. Don't forget that the pingers are also your best enchantresses when paired with "},{"insert":{"card-link":"Keen Sense"}},{"insert":" and/or "},{"insert":{"card-link":"Snake Umbra"}},{"insert":".\n\nAdditional cards to look out for:\n"},{"insert":{"card-link":"Serene Remembrance"}},{"insert":" and "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":" allow you to reuse auras if Wildsear gets answered, but more importantly let you recycle "},{"insert":{"card-link":"Lotus Bloom"}},{"insert":" and "},{"insert":{"card-link":"Lotus Petal"}},{"insert":" so you can cascade into them again!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" and "},{"insert":{"card-link":"Wheel of Fate"}},{"insert":" let you ditch your hand to refuel if you get loaded up on lands or non-enchantments."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Emerald Charm"}},{"insert":" is a ritual when used to untap an enchanted land or "},{"insert":{"card-link":"Sanctum Weaver"}},{"insert":". "},{"insert":{"card-link":"Silken Strength"}},{"insert":" is similar but only for the Weaver."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nDownsides:\nSingle point of failure: if Wildsear goes, the deck goes. I have tried to include plenty of protection options to keep them around, but be careful."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Interactivity. There are all of two fight spells in this deck, and that's it. If someone else is threatening to win or stop you, your options are to win faster or kill them."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Fuel. Without an enchantress, the deck runs out of gas FAST. Your first cascades with Wildsear need to be directed at finding ways to refill your hand if you don't already have one."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAnd, that's kinda it. Once you have your reducers and your draw, use two-drop auras to find one-drop auras and one-drop auras to find zero-drop mana rocks. Try to win around turn 6!\n"}]}

Commander

Qty: 1 Price: $0.99
Wildsear, Scouring Maw
Trample
Enchantment spells you cast from your hand have cascade. (Whenever you cast an enchantment spell from your hand, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Legendary Creature - Elemental Wolf
Wildsear, Scouring Maw (blc) 8

Commander

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0 Mana

Qty: 5 Price: $64.25
Lotus Bloom
Suspend 3—
(Rather than cast this card from your hand, pay
and exile it with three 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.)
, Sacrifice this artifact: Add three mana of any one color.
Artifact
Lotus Bloom (tsr) 270
Lotus Petal
, Sacrifice this artifact: Add one mana of any color.
Artifact
Lotus Petal (plst) TMP-294
Mox Tantalite
Suspend 3—
(Rather than cast this card from your hand, pay
and exile it with three 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.)
: Add one mana of any color.
Artifact
Mox Tantalite (mh1) 226
Sol Talisman
Suspend 3—
(Rather than cast this card from your hand, pay
and exile it with three 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.)
: Add
.
Artifact
Sol Talisman (mh2) 236
Wheel of Fate
Suspend 4—
(Rather than cast this card from your hand, pay
and exile it with four 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.)
Each player discards their hand, then draws seven cards.
Sorcery
Wheel of Fate (tsr) 198

0 Mana

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1 Mana

Qty: 20 Price: $95.84
Briar Shield
Enchant creature
Enchanted creature gets +1/+1.
Sacrifice this Aura: Enchanted creature gets +3/+3 until end of turn.
Enchantment - Aura
Briar Shield (wth) 121
Consuming Fervor
Enchant creature
Enchanted creature gets +3/+3 and has "At the beginning of your upkeep, put a -1/-1 counter on this creature."
Enchantment - Aura
Consuming Fervor (akh) 126
Curse of Opulence
Enchant player
Whenever enchanted player is attacked, create a Gold token. Each opponent attacking that player does the same. (A Gold token is an artifact with "Sacrifice this token: Add one mana of any color.")
Enchantment - Aura Curse
Curse of Opulence (tdc) 209
Dragon Mantle
Enchant creature
When this Aura enters, draw a card.
Enchanted creature has "
: This creature gets +1/+0 until end of turn."
Enchantment - Aura
Dragon Mantle (wot) 41
Elixir of Immortality
,
: You gain 5 life. Shuffle this artifact and your graveyard into their owner's library.
Artifact
Elixir of Immortality (m12) 208
Emerald Charm
Choose one —
• Untap target permanent.
• Destroy target non-Aura enchantment.
• Target creature loses flying until end of turn.
Instant
Emerald Charm (dmr) 158
Exploration
You may play an additional land on each of your turns.
Enchantment
Exploration (dmr) 159
Frog Tongue
Enchant creature
When this Aura enters, draw a card.
Enchanted creature has reach. (It can block creatures with flying.)
Enchantment - Aura
Frog Tongue (tmp) 228
Gamble
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
Sorcery
Gamble (dmr) 121
Hammerhand
Enchant creature
When this Aura enters, target creature can't block this turn.
Enchanted creature gets +1/+1 and has haste.
Enchantment - Aura
Hammerhand (dmu) 129
Helm of the Gods
Equipped creature gets +1/+1 for each enchantment you control.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Helm of the Gods (ori) 230
Keen Sense
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Keen Sense (tsr) 213
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.
Enchantment - Aura
Meltstrider's Resolve (eoe) 199
Royal Treatment
Target creature you control gains hexproof until end of turn. Create a Royal Role token attached to that creature. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 and has ward
.)
Instant
Royal Treatment (soa) 56
Serene Remembrance
Shuffle Serene Remembrance and up to three target cards from a single graveyard into their owners' libraries.
Sorcery
Serene Remembrance (gtc) 132
Sticky Fingers
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with "
, Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchantment - Aura
Sticky Fingers (plst) SNC-124
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
Tamiyo's Safekeeping (neo) 211
Utopia Sprawl
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Utopia Sprawl (wot) 63
Vessel of Nascency
, Sacrifice this enchantment: Reveal the top four cards of your library. You may put an artifact, creature, enchantment, land, or planeswalker card from among them into your hand. Put the rest into your graveyard.
Enchantment
Vessel of Nascency (a25) 193
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (4ed) 289

1 Mana

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2 Mana

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Alpha Authority
Enchant creature
Enchanted creature has hexproof and can't be blocked by more than one creature.
Enchantment - Aura
Alpha Authority (gtc) 114
Argothian Enchantress
Shroud (This creature can't be the target of spells or abilities.)
Whenever you cast an enchantment spell, draw a card.
Creature - Human Druid
Argothian Enchantress (ema) 158
Canopy Cover
Enchant creature
Enchanted creature can't be blocked except by creatures with flying or reach.
Enchanted creature can't be the target of spells or abilities your opponents control.
Enchantment - Aura
Canopy Cover (wwk) 98
Commune with the Gods
Reveal the top five cards of your library. You may put a creature or enchantment card from among them into your hand. Put the rest into your graveyard.
Sorcery
Commune with the Gods (ths) 155
Coruscation Mage
Offspring
(You may pay an additional
as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Creature - Wizard Otter
Coruscation Mage (blb) 131
Destiny Spinner
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
Creature Enchantment - Human
Destiny Spinner (cmm) 890
Fertile Ground
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Fertile Ground (ecc) 106
Firebrand Archer
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Creature - Human Archer
Firebrand Archer (fdn) 196
Frenzied Rage
Enchant creature
Enchanted creature gets +2/+1 and has menace. (It can't be blocked except by two or more creatures.)
Enchantment - Aura
Frenzied Rage (dom) 124
Goblin Anarchomancer
Each spell you cast that's red or green costs
less to cast.
Creature - Goblin Shaman
Goblin Anarchomancer (mh2) 421
Kessig Flamebreather
Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent.
Creature - Human Shaman
Kessig Flamebreather (vow) 164
Mark of Sakiko
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, add that much
. Until end of turn, you don't lose this mana as steps and phases end."
Enchantment - Aura
Mark of Sakiko (bok) 135
Ram Through
Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.
Instant
Ram Through (iko) 170
Rune of Might
Enchant permanent
When this Aura enters, draw a card.
As long as enchanted permanent is a creature, it gets +1/+1 and has trample.
As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."
Enchantment - Aura Rune
Rune of Might (khm) 191
Rune of Speed
Enchant permanent
When this Aura enters, draw a card.
As long as enchanted permanent is a creature, it gets +1/+0 and has haste.
As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+0 and has haste."
Enchantment - Aura Rune
Rune of Speed (khm) 148
Sanctum Weaver
: Add X mana of any one color, where X is the number of enchantments you control.
Creature Enchantment - Dryad
Sanctum Weaver (woc) 131
Season of Growth
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Whenever you cast a spell that targets a creature you control, draw a card.
Enchantment
Season of Growth (wot) 61
Self-Destruct
Target creature you control deals X damage to any other target and X damage to itself, where X is its power.
Instant
Self-Destruct (fin) 157
Setessan Training
Enchant creature you control
When this Aura enters, draw a card.
Enchanted creature gets +1/+0 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)
Enchantment - Aura
Setessan Training (m21) 205
Shigeki, Jukai Visionary
,
, Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel —
, Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake
Shigeki, Jukai Visionary (neo) 206
Shimmerwilds Growth
Enchant land
As this Aura enters, choose a color.
Enchanted land is the chosen color.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Shimmerwilds Growth (ecl) 194
Thunderous Might
Enchant creature
Whenever enchanted creature attacks, it gets +X/+0 until end of turn, where X is your devotion to red. (Each
in the mana costs of permanents you control counts toward your devotion to red.)
Enchantment - Aura
Thunderous Might (bng) 114

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Ancestral Mask
Enchant creature
Enchanted creature gets +2/+2 for each other enchantment on the battlefield.
Enchantment - Aura
Ancestral Mask (plst) MMQ-229
Enchantress's Presence
Whenever you cast an enchantment spell, draw a card.
Enchantment
Enchantress's Presence (mh2) 283
Etali's Favor
Enchant creature you control
When this Aura enters, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 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.)
Enchanted creature gets +1/+1 and has trample.
Enchantment - Aura
Etali's Favor (lci) 149
Kruphix's Insight
Reveal the top six cards of your library. Put up to three enchantment cards from among them into your hand and the rest of the revealed cards into your graveyard.
Sorcery
Kruphix's Insight (c18) 155
Pain for All
Enchant creature you control
When this Aura enters, enchanted creature deals damage equal to its power to any other target.
Whenever enchanted creature is dealt damage, it deals that much damage to each opponent.
Enchantment - Aura
Pain for All (eoe) 151
Setessan Champion
Constellation — Whenever an enchantment you control enters, put a +1/+1 counter on this creature and draw a card.
Creature - Human Warrior
Setessan Champion (cmm) 912
Snake Umbra
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Snake Umbra (plst) C18-162
Strong Back
Enchant creature
Equip abilities you activate that target enchanted creature cost
less to activate.
Aura spells you cast that target enchanted creature cost
less to cast.
Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
Enchantment - Aura
Strong Back (pip) 83
Tanglespan Lookout
Whenever an Aura you control enters, draw a card.
Creature - Satyr
Tanglespan Lookout (woe) 188
Valakut Awakening
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Valakut Awakening // Valakut Stoneforge (znr) 174Valakut Awakening // Valakut Stoneforge (znr) 174

3 Mana

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4+ Mana

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A Realm Reborn
Other permanents you control have "
: Add one mana of any color."
Enchantment
A Realm Reborn (fin) 196
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.
Creature - Wurm Phyrexian
Defiler of Vigor (dmu) 160
Eidolon of Blossoms
Constellation — Whenever this creature or another enchantment you control enters, draw a card.
Creature Enchantment - Spirit
Eidolon of Blossoms (cmm) 892
Grim Reaper's Sprint
Morbid — This spell costs
less to cast if a creature died this turn.
Enchant creature
When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase.
Enchanted creature gets +2/+2 and has haste.
Enchantment - Aura
Grim Reaper's Sprint (pip) 58
Not of This World
Counter target spell or ability that targets a permanent you control.
This spell costs
less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater.
Instant Kindred - Eldrazi
Not of This World (roe) 8

4+ Mana

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Land

Qty: 37 (38 w/ MDFC)Price: $365.45
Arena of Glory
This land enters tapped unless you control a Mountain.
: Add
.
,
, Exert this land: Add
. If that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
Land
Arena of Glory (mh3) 215
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 436
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 435
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.
Legendary Land
Boseiju, Who Endures (neo) 266
Cinder Glade
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade (tmc) 61
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (eoc) 59
Commercial District
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Mountain Forest
Commercial District (mkm) 259
Copperline Gorge
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Copperline Gorge (one) 249
Cragcrown Pathway
: Add
.
Land
Cragcrown Pathway // Timbercrown Pathway (znr) 261Cragcrown Pathway // Timbercrown Pathway (znr) 261
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (tmc) 66
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (msc) 242
Fire-Lit Thicket
: Add
.
,
: Add
,
, or
.
Land
Fire-Lit Thicket (fic) 392
Forest
(
: Add
.)
Basic Land - Forest
Forest (j25) 95
Grove of the Burnwillows
: Add
.
: Add
or
. Each opponent gains 1 life.
Land
Grove of the Burnwillows (ima) 238
Karplusan Forest
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Karplusan Forest (m3c) 351
Kessig Wolf Run
: Add
.
,
: Target creature gets +X/+0 and gains trample until end of turn.
Land
Kessig Wolf Run (tdc) 375
Lindblum, Industrial Regency
This land enters tapped.
: Add
.
Land - Town
Lindblum, Industrial Regency // Mage Siege (fin) 285
Mossfire Valley
,
: Add
.
Land
Mossfire Valley (fic) 407
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (j25) 90
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (inr) 282
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (msc) 261
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (tmc) 75
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (eoe) 258
Thornspire Verge
: Add
.
: Add
. Activate only if you control a Mountain or a Forest.
Land
Thornspire Verge (dsk) 270
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 440
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 441
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (mh2) 441

Land

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
0 mana - 9 cards
20 pips - 20 cards
34 mana - 28 cards
41 pips - 38 cards
37 mana - 33 cards
0 pips - 0 cards
6 mana - 5 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Giving Cascade to your spells is such a Commander thing: it's a big, flashy mechanic that multiplies your value and rewards casting expensive spells by turning them into two-for-ones.\nWhich is exactly why this Wildsear deck is... 75% two or less mana spells???\n\nThat's right, we're not simply cascading for enchantress value here, we're STORMING OFF WITH AURAS!!\n\nThe main idea for this deck is to use any cost reducer alongside "},{"insert":{"card-link":"A Realm Reborn"}},{"insert":" to cast low-cost auras, which will then cascade into another permanent, both of which being able to tap for mana with Realm!\nWith a small input of 0-1 mana and a card, the output is a 1-2 mana, drawing a couple cards, and pumping our commander. With the pieces in place, this deck can go infinite very easily.\n\nThe deck is versatile and has a few different lines to victory:\nCommander Damage. Wildsear will get very large very fast, and their built-in trample is made to close games. Use "},{"insert":{"card-link":"Grim Reaper's Sprint"}},{"insert":" to KO two players in one turn!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Flinging Wildsear. Technically line 1.5, after smacking down one player it's a small matter of using "},{"insert":{"card-link":"Self-Destruct"}},{"insert":" or "},{"insert":{"card-link":"Pain for All"}},{"insert":" to finish off the next scariest player, or both at once if you can combine the two!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"For these two victory lines, look out for "},{"insert":{"card-link":"Strong Back"}},{"insert":", "},{"insert":{"card-link":"Ancestral Mask"}},{"insert":", and "},{"insert":{"card-link":"Helm of the Gods"}},{"insert":" to pump Wildsear FAST!"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Pingers. "},{"insert":{"card-link":"Firebrand Archer"}},{"insert":" and her kin all dish out damage per aura cast, and those pings become lethal with an infinite storm count. Pair them with either "},{"insert":{"card-link":"Keen Sense"}},{"insert":" or "},{"insert":{"card-link":"Snake Umbra"}},{"insert":" and now they're also part of the storm engine!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"A Realm Reborn"}},{"insert":" is definitely the most important card to this deck, but Gruul isn't the best at finding enchantments. Luckily, we have some redundancy:\n"},{"insert":{"card-link":"Gamble"}},{"insert":". It's the only (good) tutor in these colors to find Realm, and while it's not super interesting we'll take any redundancy we can find."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Defiler of Vigor"}},{"insert":" is a decent stand-in for Realm that also can work in conjunction with it to further reduce costs. It also pulls double-duty by pumping your board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWhile Realm provides the mana, our enchantresses provide the cards to cast with it. In order for the deck's engine to run, you need at least one of them. Don't forget that the pingers are also your best enchantresses when paired with "},{"insert":{"card-link":"Keen Sense"}},{"insert":" and/or "},{"insert":{"card-link":"Snake Umbra"}},{"insert":".\n\nAdditional cards to look out for:\n"},{"insert":{"card-link":"Serene Remembrance"}},{"insert":" and "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":" allow you to reuse auras if Wildsear gets answered, but more importantly let you recycle "},{"insert":{"card-link":"Lotus Bloom"}},{"insert":" and "},{"insert":{"card-link":"Lotus Petal"}},{"insert":" so you can cascade into them again!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" and "},{"insert":{"card-link":"Wheel of Fate"}},{"insert":" let you ditch your hand to refuel if you get loaded up on lands or non-enchantments."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Emerald Charm"}},{"insert":" is a ritual when used to untap an enchanted land or "},{"insert":{"card-link":"Sanctum Weaver"}},{"insert":". "},{"insert":{"card-link":"Silken Strength"}},{"insert":" is similar but only for the Weaver."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nDownsides:\nSingle point of failure: if Wildsear goes, the deck goes. I have tried to include plenty of protection options to keep them around, but be careful."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Interactivity. There are all of two fight spells in this deck, and that's it. If someone else is threatening to win or stop you, your options are to win faster or kill them."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Fuel. Without an enchantress, the deck runs out of gas FAST. Your first cascades with Wildsear need to be directed at finding ways to refill your hand if you don't already have one."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAnd, that's kinda it. Once you have your reducers and your draw, use two-drop auras to find one-drop auras and one-drop auras to find zero-drop mana rocks. Try to win around turn 6!\n"}]}
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