PickledOnions
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Commander
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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
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.)
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

Commander
(CTRL to add secondary)
0 Mana
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.
, Sacrifice this artifact: Add three mana of any one color.
Artifact

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.
: Add one mana of any color.
Artifact

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.
Each player discards their hand, then draws seven cards.
Sorcery

0 Mana
(CTRL to add secondary)
1 Mana
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

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.
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

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

1 Mana
(CTRL to add secondary)
2 Mana
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.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake

2 Mana
(CTRL to add secondary)
3 Mana
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.
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

3 Mana
(CTRL to add secondary)
4+ Mana
Defiler of Vigor
Trample
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
Creature - Wurm Phyrexian

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.
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

4+ Mana
(CTRL to add secondary)
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
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
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"}]}















































































