Dimreapa
128 views2 months ago
Commander
Size: 100Salt sum: 33.75
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Commander
Ellivere of the Wild Court
Whenever Ellivere enters or attacks, create a Virtuous Role token attached to another target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1 for each enchantment you control.)
Whenever an enchanted creature you control deals combat damage to a player, draw a card.
Whenever an enchanted creature you control deals combat damage to a player, draw a card.
Legendary Creature - Human Knight

Commander
(CTRL to add secondary)
Bounce
Bounce
(CTRL to add secondary)
Copy
Yenna, Redtooth Regent
, : Choose target enchantment you control that doesn't have the same name as another permanent you control. Create a token that's a copy of it, except it isn't legendary. If the token is an Aura, untap Yenna, then scry 2. Activate only as a sorcery.
Legendary Creature - Elf Noble

Copy
(CTRL to add secondary)
Counters
Counters
(CTRL to add secondary)
Creature
Creature
(CTRL to add secondary)
Draw
Guardian of the Forgotten
Vigilance
Whenever a modified creature you control dies, manifest the top card of your library. (Equipment, Auras you control, and counters are modifications. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Whenever a modified creature you control dies, manifest the top card of your library. (Equipment, Auras you control, and counters are modifications. To manifest a card, put it onto the battlefield face down as a 2/2 creature. Turn it face up any time for its mana cost if it's a creature card.)
Creature - Warrior Elephant

Draw
(CTRL to add secondary)
Evasion
Evasion
(CTRL to add secondary)
Finisher
Salvation Colossus
Flying, vigilance, trample
Whenever you attack, other creatures you control get +2/+2 and gain indestructible until end of turn.
Unearth—Pay eight . (Pay eight energy counters: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Whenever you attack, other creatures you control get +2/+2 and gain indestructible until end of turn.
Unearth—Pay eight . (Pay eight energy counters: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature Artifact - Construct

Walking Skyscraper
This spell costs less to cast for each modified creature you control. (Equipment, Auras you control, and counters are modifications.)
Trample
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
Trample
This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.)
Creature Artifact - Construct

Woodcaller Automaton
Prototype — 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
When this creature enters, if you cast it, untap target land you control. It becomes a Treefolk creature with haste and base power and toughness equal to this creature's power and toughness. It's still a land.
When this creature enters, if you cast it, untap target land you control. It becomes a Treefolk creature with haste and base power and toughness equal to this creature's power and toughness. It's still a land.
Creature Artifact - Construct

Finisher
(CTRL to add secondary)
Land
Lupinflower Village
: Add .
: Add . Spend this mana only to cast a creature spell.
, , Sacrifice this land: Look at the top six cards of your library. You may reveal a Bat, Bird, Mouse, or Rabbit card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
: Add . Spend this mana only to cast a creature spell.
, , Sacrifice this land: Look at the top six cards of your library. You may reveal a Bat, Bird, Mouse, or Rabbit card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
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)
Landfall
Landfall
(CTRL to add secondary)
Lifegain
Guide of Souls
Whenever another creature you control enters, you gain 1 life and get (an energy counter).
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Creature - Human Cleric

Lifegain
(CTRL to add secondary)
Protection
Lion Umbra
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura

Perch Protection
Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.)
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Instant

Shield of the Oversoul
Enchant creature
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
As long as enchanted creature is green, it gets +1/+1 and has indestructible. (Damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it still dies.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
Enchantment - Aura

Protection
(CTRL to add secondary)
Pump
Pump
(CTRL to add secondary)
Ramp
Karametra, God of Harvests
Indestructible
As long as your devotion to green and white is less than seven, Karametra isn't a creature.
Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle.
As long as your devotion to green and white is less than seven, Karametra isn't a creature.
Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle.
Legendary Creature Enchantment - God

Nissa, Who Shakes the World
Whenever you tap a Forest for mana, add an additional .
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
Legendary Planeswalker - Nissa

Yasharn, Implacable Earth
When Yasharn enters, search your library for a basic Forest card and a basic Plains card, reveal those cards, put them into your hand, then shuffle.
Players can't pay life or sacrifice nonland permanents to cast spells or activate abilities.
Players can't pay life or sacrifice nonland permanents to cast spells or activate abilities.
Legendary Creature - Elemental Boar

Ramp
(CTRL to add secondary)
Recursion
Jolted Awake
Choose up to one target artifact or creature card in your graveyard. You get (two energy counters). Then you may pay an amount of equal to that card's mana value. If you do, return it from your graveyard to the battlefield.
Cycling (, Discard this card: Draw a card.)
Cycling (, Discard this card: Draw a card.)
Sorcery

Woodland Guidance
Return target card from your graveyard to your hand. Clash with an opponent. If you win, untap all Forests you control. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Exile Woodland Guidance.
Exile Woodland Guidance.
Sorcery

Recursion
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":{"card-link":"Ellivere of the Wild Court"}},{"insert":" \nI don't fully know what I've actually made here, but I really like it. The basic theme is nature using energy to empower itself. I leaned vaguely into"},{"attributes":{"italic":true},"insert":" Ellivere of the Wild Court's"},{"insert":" general theme to run with the idea of having lots of small woodland creatures (mostly from Bloomburrow) and then bigger creatures that either produce energy, or are big and bring heavy hitting effects with them. The aim is to utilise energy, via cards such as "},{"attributes":{"italic":true},"insert":"Primal Prayers"},{"insert":" to make mana stretch further, allowing for a very flexible mana curve, where you can get a surprising amount of big spells out quickly, but not via the usual sources of ramp available to green decks. Because sure, optimising mana to throw out big things is not unknown for Selesnya, but I hope this is at least a novel way of achieving that aim. I'm still a bit of a novice at deck building, but this is one of those cases where I approached a deck not really having a plan of exactly how the deck would function (this is as far from the Tribal decks I started making as it is possible to be) and found effects and new options and strategies as I built this. Whilst it is not absolutely optimised (I find such decks boring anyway) this deck is surprisingly flexible and much of that is the good fortune of the cards I found to combine into the deck itself. For example, finding Ellivere for a commander enhanced the theme, but also leaned into the Enchantment aspect that started to build up from some of the cards I'd chosen to add to enhance the features of the deck. \n\n"},{"insert":{"card-link":"Primal Prayers"}},{"insert":" \nSo let's talk energy first. There are a few permanents that produce energy, the majority being creatures, but there's also a few energy staple artifacts, such as "},{"attributes":{"italic":true},"insert":"Aetherflux Conduit"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Fabrication Module"},{"insert":". My preferred example is "},{"attributes":{"italic":true},"insert":"Woodweaver's Puzzleknot"},{"insert":", which leans into the theme quite nicely, and gives decent effects for a very reasonable mana cost. But the secret behind the Energy mechanic being behind this deck is the card "},{"attributes":{"italic":true},"insert":"Primal Prayers"},{"insert":", which allows you to cast creature spells using energy if their mana value is 3 or less. This card inspired the idea of the deck, and it functions, hopefully, to leave core mana open to bring out the bigger spells. To aid this, I've added some Enchantment Tutor to increase the odds of pulling it, but it's not absolutely necessary. I used energy-generating Creatures so that even if I have no sign of pulling a heavy energy synergy card, the energy counters still have utility. Obviously, some of the artifacts also provide utility (particularly "},{"attributes":{"italic":true},"insert":"Aetherflux Conduit's"},{"insert":" Card Draw ability) but I took the decision to not tutor for them, as I feel consciously that this is not an artifact deck and that I wanted to lean into the nature more to not throw the theme.\n\n"},{"insert":{"card-link":"Test of Endurance"}},{"insert":" "},{"insert":{"card-link":"Epic Struggle"}},{"insert":" "},{"insert":{"card-link":"Bear Umbra"}},{"insert":" \nNext worth mentioning is Enchantments. The deck is designed to thrive via the making and use of Enchantments; with each Enchantment adding new options to the play style, either through enhancing managain, empowering creatures, or throwing in additional wincons. The majority of Enchantments are Umbras. This obviously leans nicely into Eillivere's effect, but it also adds value to the smaller, easier to cast creatures whilst you build up new ways to add creatures, but it also allows this deck to constantly produce enchantments. Having more Enchantments alone is a source of empowerment in this deck, via cards such as "},{"attributes":{"italic":true},"insert":"Virtuous Role"},{"insert":" Tokens, "},{"attributes":{"italic":true},"insert":"Strength of the Host"},{"insert":", "},{"attributes":{"italic":true},"insert":"Silkguard"},{"insert":", "},{"attributes":{"italic":true},"insert":"Sigil of the Nayan Gods"},{"insert":", "},{"attributes":{"italic":true},"insert":"Sythis, Harvest's Hand"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Yenna, Redtooth Regent"},{"insert":". Obviously, it's possible to modify basically every creature, adding Umbras or Virtuous Roles, leaning into the effects of the deck. Lastly, Enchantments contain a few wincons, which lean into the deck's core features, albeit those features being usual Selesnya shenanigans. Through enchantment or creature effects, there's lots of ways to gain life, thus "},{"attributes":{"italic":true},"insert":"Test of Endurance"},{"insert":" is a potential win condition, and "},{"attributes":{"italic":true},"insert":"Felidar Sovereign"},{"insert":" gives you another way to bring this wincon in. You could really surprise players with this if the Sovereign enters second. Likewise, this deck has many ways to make creatures, thus "},{"attributes":{"italic":true},"insert":"Epic Struggle"},{"insert":" is also another way to win, especially via strategies of making forests into creatures, and via this deck it is possible to make all your lands forests, make them all produce additional mana, to make them all creatures, and to also make them all indestructible too.\n\n"},{"insert":{"card-link":"Nissa, Who Shakes the World"}},{"insert":" "},{"insert":{"card-link":"Yenna, Redtooth Regent"}},{"insert":" "},{"insert":{"card-link":"Sythis, Harvest's Hand"}},{"insert":" \nLet's talk legendary creatures and plainswalkers. For plainswalkers I added only one, "},{"attributes":{"italic":true},"insert":"Nissa, Who Shakes the Worl"},{"insert":"d. Nissa automatically adds utility to forests, although I didn't want to add too many effects like this, as that's more traditional ramp really. But the principal plan with Nissa is to hopefully build up to the emblem that makes Forests indestructible, as a protection which you may direly need if you plan to win via the "},{"attributes":{"italic":true},"insert":"Epic Struggle"},{"insert":" wincon. I added a few legendary creatures, all of whom could function as alternative commanders. "},{"attributes":{"italic":true},"insert":"Sythis, Harvest's Hand"},{"insert":" being likely the strongest alternative. This deck benefits greatly from lifegain and card-draw, so her utility is very obvious, but she is vulnerable, albeit this deck offers good sources of protection from removal. Yenna, Redtooth Regent likewise leans into empowerment via Enchantments. Yenna takes the breaks off enchantment gain, allowing you to double up Umbras and other useful enchantments. She synergises very well with Ellivere, so I had her more as a supportive role, but this is a viable alternative commander. "},{"attributes":{"italic":true},"insert":"Yasharn, Implacable Earth"},{"insert":" was an odd pick, but it wouldn't be a Selesnya deck without without some land tutor, but Yasharn functions mainly as a defensive strategy, by shutting down sacrifice plays and lifespend, which also pleasingly leans into the theme of the deck, of a balance of nature that itself is fighting back. "},{"attributes":{"italic":true},"insert":"Karametra, God of Harvests"},{"insert":" allows you to really hype up the landgain if you require it. The deck should help you get to their quite significant mana costs relatively easily even if you're wanting for land. I never intended them for an alternative commander, but they remain an option, at least. There are also two monogreen legendaries. First there's "},{"attributes":{"italic":true},"insert":"Nissa, Worldsoul Speaker"},{"insert":". This Nissa produces land via a tasty landfall effect, and adds another way to cheat creatures onto the battlefield via energy, so an auto-include for this deck. Lastly, I debated over adding them, but I added "},{"attributes":{"italic":true},"insert":"Yedora, Grave Gardener"},{"insert":" to the deck because their utility was too helpful to pass up. It is very traditional ramp, but thematic, and as this deck doesn't contain too much graveyard recursion, it allows your high proximity of low power creatures to turn into another source of mana utility. Obviously Yedora cannot be commander, but leaning more into Forest utility.\n\n"},{"insert":{"card-link":"Eddytrail Hawk"}},{"insert":" "},{"insert":{"card-link":"Lifecreed Duo"}},{"insert":" "},{"insert":{"card-link":"Salvation Colossus"}},{"insert":" \nI'll try to be brief on basic creatures. I divided it into three categories, which is Energy Production, Quirky Support and Big Stuff (there is some overlap). Most creatures produce energy on entry, and provide a few effects that can make use of energy. As I avoided most traditional ways of making energy do things, these just give you options to hopefully help you adapt to problems that may arise from other players or just give you utility if you need energy to do something for you. Around half of the creatures are neither big nor produce energy, but they do typically provide a useful keyword (lifegain and flying mainly) or some sources of recursion. The main weakness of this deck in terms of its own structure is the use of a handful of foraging mechanics without much in the way of Food token production. Still, recursion is limited, so this is mainly a way to provide situational options opponents are hopefully not going to see coming. Lastly, there are handful of big things, and I've tried to keep them thematic, but they are intended largely as surprise finishers, and most of them are artifacts in part because they represent the culmination of the theme's energy gain. I'll skip by the handful of token hydras, it's a deck that splashes green, they're almost a given. "},{"attributes":{"italic":true},"insert":"Aetherwind Basker"},{"insert":" was a fun find, just being big and stompy with trample (so a handy stealth finisher if you need it) that adds excellent energy utility. "},{"attributes":{"italic":true},"insert":"Salvation Colossus"},{"insert":" is intended as a traditional finisher. It provides emergency protection if you swing wide (whilst also distracting your opponent's plans with a big thing designed as a finisher). It also self-recurs, so in a bind it gives you a very useful usage of energy. "},{"attributes":{"italic":true},"insert":"Walking Skyscraper"},{"insert":" is a little off theme (I'd love to make an alt-art proxy of this which is more thematic), but it synergises with the deck very well. You have a solid chance of paying virtually, if not actually, nothing to bring this in and really start wrecking people's day. Stick one of the Enchantment-enhanced auras on it and this thing becomes a potent finisher, especially if you had enough auras to trick this in for nothing. Finally "},{"attributes":{"italic":true},"insert":"Woodcaller Automaton"},{"insert":" brings in some fun utility from Brother's War. Two alt costs allows you to decide if you can afford to grab something big and stompy (which you may also be able to trick out with energy with the right cards) or just grab the cheaper version. You get two creatures for the price of one with this, gaining a treefolk creature via one of your forests.\n\n"},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" "},{"insert":{"card-link":"Lupinflower Village"}},{"insert":" \nBriefly on Lands, I went for what I thought was a balance (skewing a little more towards Plains, given all the forest utility in the deck), with a few lands with utility, but I honestly think this deck could work most adequately with a handful of basic forests and plains on a budget. If you're going to go big on land purchase, "},{"attributes":{"italic":true},"insert":"Yavimaya, Cradle of Growth"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Reliquary Tower"},{"insert":" are probably the picks. I debated over adding Aether Hub, but I kept it as a redundancy. It's there principally as emergency Energy Utility. It can be turned into a Forest in the right circumstances.\n\n"},{"insert":{"card-link":"Silkguard"}},{"insert":" "},{"insert":{"card-link":"Sterling Grove"}},{"insert":" "},{"insert":{"card-link":"Perch Protection"}},{"insert":" \nBriefly on Instant and Sorceries, I added a few energy gain spells that provide some utility, most notable of these being "},{"attributes":{"italic":true},"insert":"Localized Destruction"},{"insert":", which adds a bit of removal to the deck, but also protection. I intend this as principally protecting you if you swing wide. "},{"attributes":{"italic":true},"insert":"Silkguard "},{"insert":"lets you empower some of your creatures and afford them some protection if they have auras on them. "},{"attributes":{"italic":true},"insert":"Idyllic Tutor"},{"insert":" is there to help you tutor for the enchantment you need., mostly I intend it for "},{"attributes":{"italic":true},"insert":"Primal Prayers"},{"insert":", but there are a lot of useful enchantments in the right circumstances. You could even tutor for "},{"attributes":{"italic":true},"insert":"Sterling Grove"},{"insert":", to protect your enchantments, and give you a chance to tutor for another enchantment should the need arise later, although be wary of throwing Yasharn onto battlefield if you plan that. Woodland Guidance gives you some recursion and a chance to expand your mana. If this deck were altered, the clash mechanic would work better, but hey, untapping forests would be a bonus. Finally, the one naughty card I added was "},{"attributes":{"italic":true},"insert":"Perch Protection"},{"insert":". This card exists to protect your Wincons. It's not foolproof (counterspell exists after all), and a player has to accept the second turn, but I felt less awful about adding this than adding "},{"attributes":{"italic":true},"insert":"Teferi's Protection"},{"insert":", but that's the card you add if you're less bothered about that.\n\n"},{"insert":{"card-link":"Monster // Virtuous"}},{"insert":" \nFinally a few notes on the ethos of the deck. I'm a theme builder. I like my decks to have strong themes, and I build to Core MTG. I don't like building Tier 3+ decks, as I never go to tournaments, and I never want to stomp my opponents into the ground. I want to win, sure, but fairly in a way that players enjoy. I like my opponents to find my decks fun and engaging to experience. So sure, I know I could bump up the power of this deck, and even though I'm adding this to a deck-building comp at time of writing, I am happy to sit in Tier 2 with this deck. I do think there's scope to improve it, and I can likely protect some of the wincons without bumping tiers that still doesn't detract from my desire to make the deck fun. I know that a few of these cards can work in infinite combos, but I find infinite combos against the spirit of the game, so I deliberately avoided them. If you want to add those in with your own variants of this concept is up to you. What most surprised me with this deck was the options I was able to glean out of it, and it was all inspired by one card ("},{"attributes":{"italic":true},"insert":"Primal Prayers"},{"insert":", pictured above). If you read all of this text, thanks, I hope it wasn't too tedious and I hope it enlightened you as to why I chose things, and I hope you find the deck concept novel and interesting.\n"}]}





































































