space_wizard
238 views8 days ago
Commander
Size: 100Salt sum: 40.63
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"The general game plan is to get Hans out on turn three and start attacking with him to get big creatures out and start hitting people. We want to use our topdeck manipulation cards to control Hans flips and our protection pieces to keep him from dying to our own creatures.\n\nHans-\nHans smooths out the gameplan. You want to attack with him when possible for his attack trigger. When you do you will either draw a card or cheat a big creature into play. That creature will fight Hans. If you dont have protection sometimes Hans will die to your own creatures. This is OK. Anything that can kill Hans is worth it.\n\nMuligans- \nThe most important thing for muligans is getting being able to cast Hans. We want to do this on turn 3 so having 1 mana ramp in our opening hand is important. We also want a topdeck manipulatior or protection piece if possible but we can draw into those. DO NOT keep a hand that cannot cast Hans. If it does not have 4 mana even if that is just 4 lands with one of each color DO NOT keep it. It is also good to have card draw in hand. We do not care if there are big creatures. We can draw thise later or Hans will flip them.\n\nGameplay-\nIt is almost always right to attack when possible. You are a combat deck. Your creatures are usually bigger than theirs. Hit them. Do not be affaird of attacking with Hans without protection. It is worth it. Just attack your oppenents until they lose. You should wait to play your lands until your second main phase in case you draw one from Hans or flip into Morag for extra combats\n\nInteractions-\nSome creatures have wierd interactions in this deck. There are 4 of note. \nXenagos is a creature in your deck and hand but on the battlefield it is only a creature when your devotion is 7 or higher. If Xenagos isnt a creature it will still enter the battlefield from Hans's ability but it will not be attacking or fight Hans. It will still be tapped.\nMDFC creatures are similar. The front side is a creature so Hans can put them on the battlefield but you can pick the side. If you choose the land side they enter as tapped lands and do not fight Hans.\nHans puts creatures onto the battlefield tapped and attacking. This will not trigger their attack triggers when they enter this way.\nVigor is a powerful protection piece but it has one problen it prevents damage so anythig that triggers when damage is dealt to your creature doesnt while it is on the field.\n\nTutors-\nThere is one tutor in the deck. Urza's Saga. DO NOY play Urza's Saga on turn one. You wont be able to cast Hans on turn 4 if you do. It is almost always correct to get Sensei's Divining Top. Otherwise you can get Sol Ring for mana or Slagwoods Bridge for colors.\n\nJUST ATTACK WITH YOUR BIG CREATURES.\n"}]}
Commander
Hans Eriksson
Whenever Hans Eriksson attacks, reveal the top card of your library. If it's a creature card, put it onto the battlefield tapped and attacking defending player or a planeswalker they control. Otherwise, put that card into your hand. When you put a creature card onto the battlefield this way, it fights Hans Eriksson.
Legendary Creature - Human Scout

Commander
(CTRL to add secondary)
Cheat
Ilharg, the Raze-Boar
Trample
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Boar God

Kodama of the East Tree
Reach
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Spirit

Ojer Kaslem, Deepest Growth
Trample
Whenever Ojer Kaslem deals combat damage to a player, reveal that many cards from the top of your library. You may put a creature card and/or a land card from among them onto the battlefield. Put the rest on the bottom in a random order.
When Ojer Kaslem dies, return it to the battlefield tapped and transformed under its owner's control.
Whenever Ojer Kaslem deals combat damage to a player, reveal that many cards from the top of your library. You may put a creature card and/or a land card from among them onto the battlefield. Put the rest on the bottom in a random order.
When Ojer Kaslem dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - God


Selvala's Stampede
Council's dilemma — Starting with you, each player votes for wild or free. Reveal cards from the top of your library until you reveal a creature card for each wild vote. Put those creature cards onto the battlefield, then shuffle the rest into your library. You may put a permanent card from your hand onto the battlefield for each free vote.
Sorcery

Cheat
(CTRL to add secondary)
Draw
Garruk, Curse Breaker
Whenever a creature you control with power 4 or greater enters, draw a card.
+2: Untap up to two target lands.
−3: Create a 4/4 green Beast creature token with trample.
−4: Until your next turn, whenever one or more creatures attack one of your opponents, those creatures get +2/+2 and gain trample until end of turn.
+2: Untap up to two target lands.
−3: Create a 4/4 green Beast creature token with trample.
−4: Until your next turn, whenever one or more creatures attack one of your opponents, those creatures get +2/+2 and gain trample until end of turn.
Legendary Planeswalker - Garruk

Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Neyith of the Dire Hunt
Whenever one or more creatures you control fight or become blocked, draw a card.
At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)
At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)
Legendary Creature - Human Warrior

Draw
(CTRL to add secondary)
Finisher
Moraug, Fury of Akoum
Each creature you control gets +1/+0 for each time it has attacked this turn.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Landfall — Whenever a land you control enters, if it's your main phase, there's an additional combat phase after this phase. At the beginning of that combat, untap all creatures you control.
Legendary Creature - Warrior Minotaur

Xenagos, God of Revels
Indestructible
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
Legendary Creature Enchantment - God

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

Spinerock Knoll
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 an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
(CTRL to add secondary)
Protection
Anara, Wolvid Familiar
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)
Partner (You can have two commanders if both have partner.)
Partner (You can have two commanders if both have partner.)
Legendary Creature - Beast Wolf

Family's Favor
Whenever you attack, put a shield counter on target attacking creature. Until end of turn, it gains "Whenever this creature deals combat damage to a player, remove a shield counter from it. If you do, draw a card." (If a creature with a shield counter on it would be dealt damage or destroyed, remove a shield counter from it instead.)
Enchantment

Regeneration
Enchant creature (Target a creature as you cast this. This card enters attached to that creature.)
: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
: Regenerate enchanted creature. (The next time that creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Enchantment - Aura

Sword of Forge and Frontier
Equipped creature gets +2/+2 and has protection from red and from green.
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
Whenever equipped creature deals combat damage to a player, exile the top two cards of your library. You may play those cards this turn. You may play an additional land this turn.
Equip
Artifact - Equipment

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

Vigor
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature - Elemental Incarnation

Protection
(CTRL to add secondary)
Ramp
Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

Ramp
(CTRL to add secondary)
Recursion
Recursion
(CTRL to add secondary)
Removal
Kogla, the Titan Ape
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Legendary Creature - Ape

Summon: Bahamut
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
I, II — Destroy up to one target nonland permanent.
III — Draw two cards.
IV — Mega Flare — This creature deals damage equal to the total mana value of other permanents you control to each opponent.
Flying
Creature Enchantment - Saga Dragon

Removal
(CTRL to add secondary)
Topdeck
Doors of Durin
Whenever you attack, scry 2, then you may reveal the top card of your library. If a creature card is revealed this way, put it onto the battlefield tapped and attacking. Until your next turn, it gains trample if you control a Dwarf and hexproof if you control an Elf.
Legendary Artifact

Topdeck
(CTRL to add secondary)
Maybeboard
"Ach! Hans, Run!"
At the beginning of your upkeep, you may say "Ach! Hans, run! It's the . . ." and the name of a creature card. If you do, search your library for a card with that name, put it onto the battlefield, then shuffle. That creature gains haste. Exile it at the beginning of the next end step.
Enchantment

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"The general game plan is to get Hans out on turn three and start attacking with him to get big creatures out and start hitting people. We want to use our topdeck manipulation cards to control Hans flips and our protection pieces to keep him from dying to our own creatures.\n\nHans-\nHans smooths out the gameplan. You want to attack with him when possible for his attack trigger. When you do you will either draw a card or cheat a big creature into play. That creature will fight Hans. If you dont have protection sometimes Hans will die to your own creatures. This is OK. Anything that can kill Hans is worth it.\n\nMuligans- \nThe most important thing for muligans is getting being able to cast Hans. We want to do this on turn 3 so having 1 mana ramp in our opening hand is important. We also want a topdeck manipulatior or protection piece if possible but we can draw into those. DO NOT keep a hand that cannot cast Hans. If it does not have 4 mana even if that is just 4 lands with one of each color DO NOT keep it. It is also good to have card draw in hand. We do not care if there are big creatures. We can draw thise later or Hans will flip them.\n\nGameplay-\nIt is almost always right to attack when possible. You are a combat deck. Your creatures are usually bigger than theirs. Hit them. Do not be affaird of attacking with Hans without protection. It is worth it. Just attack your oppenents until they lose. You should wait to play your lands until your second main phase in case you draw one from Hans or flip into Morag for extra combats\n\nInteractions-\nSome creatures have wierd interactions in this deck. There are 4 of note. \nXenagos is a creature in your deck and hand but on the battlefield it is only a creature when your devotion is 7 or higher. If Xenagos isnt a creature it will still enter the battlefield from Hans's ability but it will not be attacking or fight Hans. It will still be tapped.\nMDFC creatures are similar. The front side is a creature so Hans can put them on the battlefield but you can pick the side. If you choose the land side they enter as tapped lands and do not fight Hans.\nHans puts creatures onto the battlefield tapped and attacking. This will not trigger their attack triggers when they enter this way.\nVigor is a powerful protection piece but it has one problen it prevents damage so anythig that triggers when damage is dealt to your creature doesnt while it is on the field.\n\nTutors-\nThere is one tutor in the deck. Urza's Saga. DO NOY play Urza's Saga on turn one. You wont be able to cast Hans on turn 4 if you do. It is almost always correct to get Sensei's Divining Top. Otherwise you can get Sol Ring for mana or Slagwoods Bridge for colors.\n\nJUST ATTACK WITH YOUR BIG CREATURES.\n"}]}






















































































