128 views2 months ago
Commander
Size: 100Salt sum: 33.75
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Dimreapa

128 views2 months ago
Commander
Size: 100Salt sum: 33.75

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Commander

Qty: 1 Price: $1.79
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.
Legendary Creature - Human Knight
Ellivere of the Wild Court (woc) 2

Commander

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Anthem

Qty: 2 Price: $1.18
Anthem of Champions
Creatures you control get +1/+1.
Enchantment
Anthem of Champions (fdn) 116
Collective Blessing
Creatures you control get +3/+3.
Enchantment
Collective Blessing (scd) 222

Anthem

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Bounce

Qty: 2 Price: $0.84
Decoction Module
Whenever a creature you control enters, you get
(an energy counter).
,
: Return target creature you control to its owner's hand.
Artifact
Decoction Module (drc) 128
Greenbelt Rampager
When this creature enters, pay
(two energy counters). If you can't, return this creature to its owner's hand and you get
.
Creature - Elephant
Greenbelt Rampager (plst) AER-107

Bounce

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Copy

Qty: 1 Price: $2.49
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
Yenna, Redtooth Regent (woe) 219

Copy

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Counters

Qty: 3 Price: $1.33
Bristling Hydra
When this creature enters, you get
(three energy counters).
Pay
: Put a +1/+1 counter on this creature. It gains hexproof until end of turn.
Creature - Hydra
Bristling Hydra (kld) 147
Fabrication Module
Whenever you get one or more
(energy counters), put a +1/+1 counter on target creature you control.
,
: You get
.
Artifact
Fabrication Module (plst) KLD-211
Rampaging Aetherhood
Trample, ward

At the beginning of your upkeep, you get an amount of
(energy counters) equal to this creature's power. Then you may pay one or more
. If you do, put that many +1/+1 counters on this creature.
Creature - Snake Hydra
Rampaging Aetherhood (drc) 15

Counters

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Creature

Qty: 2 Price: $0.70
Aetherstream Leopard
Trample
When this creature enters, you get
(an energy counter).
Whenever this creature attacks, you may pay
. If you do, it gets +2/+0 until end of turn.
Creature - Cat
Aetherstream Leopard (aer) 103
Riparian Tiger
Trample
When this creature enters, you get
(two energy counters).
Whenever this creature attacks, you may pay
. If you do, it gets +2/+2 until end of turn.
Creature - Cat
Riparian Tiger (plst) KLD-167

Creature

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Draw

Qty: 3 Price: $7.63
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.)
Creature - Warrior Elephant
Guardian of the Forgotten (mh3) 28
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 (woc) 133
Sythis, Harvest's Hand
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
Legendary Creature Enchantment - Nymph
Sythis, Harvest's Hand (cmm) 938

Draw

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Evasion

Qty: 4 Price: $4.22
Armadillo Cloak
Enchant creature
Enchanted creature gets +2/+2 and has trample.
Whenever enchanted creature deals damage, you gain that much life.
Enchantment - Aura
Armadillo Cloak (plst) EMA-195
Eddytrail Hawk
Flying
When this creature enters, you get
(two energy counters).
Whenever this creature attacks, you may pay
. If you do, another target attacking creature gains flying until end of turn.
Creature - Bird
Eddytrail Hawk (plst) KLD-12
Shrike Force
Flying, double strike, vigilance
Creature - Knight Bird
Shrike Force (blb) 31
Unflinching Courage
Enchant creature
Enchanted creature gets +2/+2 and has trample and lifelink. (Damage dealt by the creature also causes its controller to gain that much life.)
Enchantment - Aura
Unflinching Courage (fdn) 722

Evasion

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Finisher

Qty: 7 Price: $12.65
Aetherflux Conduit
Whenever you cast a spell, you get an amount of
(energy counters) equal to the amount of mana spent to cast that spell.
, Pay fifty
: Draw seven cards. You may cast any number of spells from your hand without paying their mana costs.
Artifact
Aetherflux Conduit (drc) 17
Aetherwind Basker
Trample
Whenever this creature enters or attacks, you get
(an energy counter) for each creature you control.
Pay
: This creature gets +1/+1 until end of turn.
Creature - Lizard
Aetherwind Basker (drc) 107
Burrowguard Mentor
Trample
Burrowguard Mentor's power and toughness are each equal to the number of creatures you control.
Creature - Soldier Rabbit
Burrowguard Mentor (blb) 206
Epic Struggle
At the beginning of your upkeep, if you control twenty or more creatures, you win the game.
Enchantment
Epic Struggle (jud) 112
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.)
Creature Artifact - Construct
Salvation Colossus (m3c) 95
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.)
Creature Artifact - Construct
Walking Skyscraper (neo) 263
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.
Creature Artifact - Construct
Woodcaller Automaton (bro) 292

Finisher

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Land

Qty: 34 (35 w/ MDFC)Price: $60.24
Aether Hub
When this land enters, you get
(an energy counter).
: Add
.
, Pay
: Add one mana of any color.
Land
Aether Hub (drc) 145
Blossoming Sands
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Blossoming Sands (tdm) 251
Canopy Vista
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Forest
Canopy Vista (msc) 227
Forest
(
: Add
.)
Basic Land - Forest
Forest (mh2) 490
Fortified Village
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Fortified Village (msc) 245
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.
Land
Lupinflower Village (blb) 256
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.
Land
Mosswort Bridge (lrw) 270
Overgrown Farmland
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Overgrown Farmland (inr) 281
Plains
(
: Add
.)
Basic Land - Plains
Plains (mh2) 481
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (m3c) 368
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (msc) 272
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (ecl) 268
Temple of Plenty
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Plenty (fic) 437
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (m3c) 409

Land

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Landfall

Qty: 3 Price: $1.57
Architect of the Untamed
Landfall — Whenever a land you control enters, you get
(an energy counter).
Pay eight
: Create a 6/6 colorless Beast artifact creature token.
Creature - Elf Artificer Druid
Architect of the Untamed (drc) 108
Nissa, Worldsoul Speaker
Landfall — Whenever a land you control enters, you get
(two energy counters).
You may pay eight
rather than pay the mana cost for permanent spells you cast.
Legendary Creature - Elf Druid
Nissa, Worldsoul Speaker (drc) 13
Oran-Rief Hydra
Trample
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature. If that land is a Forest, put two +1/+1 counters on this creature instead.
Creature - Hydra
Oran-Rief Hydra (e01) 69

Landfall

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Lifegain

Qty: 5 Price: $16.67
Felidar Sovereign
Vigilance (Attacking doesn't cause this creature to tap.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
At the beginning of your upkeep, if you have 40 or more life, you win the game.
Creature - Beast Cat
Felidar Sovereign (j25) 198
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.
Creature - Human Cleric
Guide of Souls (mh3) 29
Lifecreed Duo
Flying
Whenever another creature you control enters, you gain 1 life.
Creature - Bird Bat
Lifecreed Duo (blb) 20
Test of Endurance
At the beginning of your upkeep, if you have 50 or more life, you win the game.
Enchantment
Test of Endurance (dmr) 276
Woodweaver's Puzzleknot
When this artifact enters, you gain 3 life and get
(three energy counters).
, Sacrifice this artifact: You gain 3 life and get
.
Artifact
Woodweaver's Puzzleknot (kld) 240

Lifegain

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Protection

Qty: 10 Price: $24.46
Boar Umbra
Enchant creature
Enchanted creature gets +3/+3.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Boar Umbra (uma) 158
Felidar Umbra
Enchant creature
Enchanted creature has lifelink.
: Attach this Aura to target creature you control.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Felidar Umbra (plst) PCA-6
Indrik Umbra
Enchant creature
Enchanted creature gets +4/+4 and has first strike, and all creatures able to block it do so.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Indrik Umbra (pca) 96
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.)
Enchantment - Aura
Lion Umbra (mh3) 160
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.
Instant
Perch Protection (blc) 11
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.
Enchantment - Aura
Shield of the Oversoul (plst) SHM-242
Silkguard
Put a +1/+1 counter on each of up to X target creatures you control.
Auras, Equipment, and modified creatures you control gain hexproof until end of turn. (Equipment, Auras you control, and counters are modifications.)
Instant
Silkguard (soc) 286
Spider Umbra
Enchant creature
Enchanted creature gets +1/+1 and has reach. (It can block creatures with flying.)
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Spider Umbra (uma) 184
Sterling Grove
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
, Sacrifice this enchantment: Search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Enchantment
Sterling Grove (mh2) 293
Treefolk Umbra
Enchant creature
Enchanted creature gets +0/+2 and assigns combat damage equal to its toughness rather than its power.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Treefolk Umbra (mh1) 185

Protection

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Pump

Qty: 4 Price: $1.78
Blanchwood Armor
Enchant creature
Enchanted creature gets +1/+1 for each Forest you control.
Enchantment - Aura
Blanchwood Armor (fdn) 213
Highspire Infusion
Target creature gets +3/+3 until end of turn. You get
(two energy counters).
Instant
Highspire Infusion (aer) 111
Sigil of the Nayan Gods
Enchant creature
Enchanted creature gets +1/+1 for each creature you control.
Cycling
(
, Discard this card: Draw a card.)
Enchantment - Aura
Sigil of the Nayan Gods (arb) 78
Strength of the Harvest
Enchant creature
Enchanted creature gets +1/+1 for each creature and/or enchantment you control.
Enchantment - Aura
Strength of the Harvest // Haven of the Harvest (mh3) 258Strength of the Harvest // Haven of the Harvest (mh3) 258

Pump

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Ramp

Qty: 12 Price: $44.22
Attune with Aether
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You get
(two energy counters).
Sorcery
Attune with Aether (drc) 109
Bear Umbra
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Bear Umbra (woc) 121
Hunting Grounds
Threshold — As long as there are seven or more cards in your graveyard, this enchantment has "Whenever an opponent casts a spell, you may put a creature card from your hand onto the battlefield."
Enchantment
Hunting Grounds (dmr) 191
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.
Legendary Creature Enchantment - God
Karametra, God of Harvests (plst) BNG-148
Life and Limb
All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types. (They're affected by summoning sickness.)
Enchantment
Life and Limb (tsr) 215
Mirari's Wake
Creatures you control get +1/+1.
Whenever you tap a land for mana, add one mana of any type that land produced.
Enchantment
Mirari's Wake (cmm) 928
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.
Legendary Planeswalker - Nissa
Nissa, Who Shakes the World (war) 169
Primal Prayers
When this enchantment enters, you get
(two energy counters).
You may cast creature spells with mana value 3 or less by paying
rather than paying their mana costs. If you cast a spell this way, you may cast it as though it had flash.
Enchantment
Primal Prayers (mh3) 166
Servant of the Conduit
When this creature enters, you get
(two energy counters).
, Pay
: Add one mana of any color.
Creature - Elf Druid
Servant of the Conduit (drc) 114
Three Tree Rootweaver
: Add one mana of any color.
Creature - Druid Mole
Three Tree Rootweaver (blb) 198
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.
Legendary Creature - Elemental Boar
Yasharn, Implacable Earth (znr) 240
Yedora, Grave Gardener
Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.)
Legendary Creature - Druid Treefolk
Yedora, Grave Gardener (dsc) 209

Ramp

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Recursion

Qty: 4 Price: $1.84
Curious Forager
When this creature enters, you may forage. When you do, return target permanent card from your graveyard to your hand. (To forage, exile three cards from your graveyard or sacrifice a Food.)
Creature - Druid Squirrel
Curious Forager (blb) 169
Jackdaw Savior
Flying
Whenever this creature or another creature you control with flying dies, return another target creature card with lesser mana value from your graveyard to the battlefield.
Creature - Cleric Bird
Jackdaw Savior (blb) 18
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.)
Sorcery
Jolted Awake (mh3) 33
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.
Sorcery
Woodland Guidance (lrw) 243

Recursion

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Removal

Qty: 1 Price: $0.49
Localized Destruction
You get
(an energy counter), then you may pay one or more
. If you do, each creature you control with power equal to the amount of
paid this way gains indestructible until end of turn.
Destroy all creatures.
Sorcery
Localized Destruction (m3c) 93

Removal

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Tokens

Qty: 1 Price: $0.35
Pollenbright Wings
Enchant creature
Enchanted creature has flying.
Whenever enchanted creature deals combat damage to a player, create that many 1/1 green Saproling creature tokens.
Enchantment - Aura
Pollenbright Wings (woc) 143

Tokens

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Tutor

Qty: 1 Price: $14.99
Idyllic Tutor
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Sorcery
Idyllic Tutor (thb) 24

Tutor

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Tokens & Extras

Qty: 6 Price: $6.54
Beast
Creature Artifact Token - Beast
Beast (tdrc) 11
Bird
Flying
Creature Token - Bird
Bird (teoc) 3
Copy
(This token can be used to represent a token that's a copy of a permanent.)
Token
Copy (tmsc) 1
Manifest
(You can cover a face-down manifested creature with this reminder card.
A manifested creature card can be turned face up any time for its mana cost. A face-down card can also be turned face up for its morph cost.)
Creature
Manifest (tsoc) 30
Monster
Enchant creature
Enchanted creature gets +1/+1 and has trample.
Enchantment Token - Aura Role
Monster // Virtuous (twoc) 1
Saproling
Creature Token - Saproling
Saproling (tsoc) 18

Tokens & Extras

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Deck Info

Deck stats

37 pips - 32 cards
25 mana - 25 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
57 pips - 46 cards
24 mana - 24 cards
0 pips - 0 cards
3 mana - 3 cards
CategoriesQtyOdds
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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"}]}
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