kylona
1.2k views3 days ago
Commander
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{"ops":[{"insert":"A group hug accelerationist deck.\n\nThe goal is to accelerate everyone's deck so their engines can really roar! \nAt the same time, I want to steer those terrifying machines to hit my opponents first and hardest. \n\nGame Plan\nRamp everyone fast"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Put +1/+1 counters on all my opponent's creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Get Kros out."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Proliferate to goad everyone else into fighting to the death"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"In 1-on-1, instant-speed proliferate so Kros can tap their creatures before they can attack. Swing for the final blow."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe scenario where I win is when all 3 of my opponents swing at each other and get their life totals very close to 0 so when I'm left in a 1-on-1, I can tap key defenders and swing for the final blow. \nThey will be so souped up that I can't expect to have more than 1 or maybe two turns of 1-on-1. \nIf I can get a counter on every creature (either from my opponent placing it or placing myself), then a proliferate is as good as a fog on their turn or on my turn I can tap their creatures.\n\nIn our ideal scenario:\nIn the early game, we get a lot of the group hug ramp and card draw. A turn 1 "},{"insert":{"card-link":"Veteran Explorer"}},{"insert":" would be ideal, followed by "},{"insert":{"card-link":"Collective Voyage"}},{"insert":" or "},{"insert":{"card-link":"Heartbeat of Spring"}},{"insert":" This will let us get "},{"insert":{"card-link":"Kros, Defense Contractor"}},{"insert":" out early (and recast him later) if he gets removed. Maybe "},{"insert":{"card-link":"Minds Aglow"}},{"insert":" on the turn after to make sure people have things to spend their tons of mana on.\n\nOur mid-game ideal moves depend on our opponent:\nFor a go-wide style opponent, we get "},{"insert":{"card-link":"Practiced Offense"}},{"insert":" or "},{"insert":{"card-link":"Requisition Raid"}},{"insert":" to put a +1/+1 counter on every creature they control. That makes them swing at our opponents. For an opponent running "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":" forcing them to swing helps keep the exponential growth in check too, which prevents them from running away with the game. \nFor a Vultron-style opponent, we can use Kros's upkeep shield counter to keep that threat on the board and swinging at our opponents first. \nOur worst matchup is a spell-slinger deck. No big creature threats means they don't give us any ammunition, but we should be able to steer things to take them out early. "},{"insert":{"card-link":"Duelist's Heritage"}},{"insert":" Can let us give the Vultron player double-strike, doubling up massive damage to make sure they are killed. We can also use "},{"insert":{"card-link":"Public Enemy"}},{"insert":" to make sure our opponents take them out first. "},{"insert":{"card-link":"Trostani, Three Whispers"}},{"insert":" can also give attackers or blockers deathtouch, which we can use to discourage our opponents from attacking someone we don't want. \nAggro/Haste matchups can also be tricky because they will likely be able to swing before we can put counters on them and goad to protect ourselves. For those matchups, pulling in "},{"insert":{"card-link":"Vigean Hydropon"}},{"insert":" may help because graft lets us place the +1/+1 counter as soon as it enters. \n\nWe use repeatable proliferate effects to place additional counters each turn to re-up our goad. We can also use it to tap their creatures to remove key defenders either for our direct attack or to make one of our opponent's attacks against them more effective. "},{"insert":{"card-link":"Flux Channeler"}},{"insert":" "},{"insert":{"card-link":"Lulu, Stern Guardian"}},{"insert":" and "},{"insert":{"card-link":"Karn's Bastion"}},{"insert":" are key because they let us proliferate at instant speed. This lets us use Proliferate defensively to tap their creatures before combat. "},{"insert":{"card-link":"Grateful Apparition"}},{"insert":" and "},{"insert":{"card-link":"Metastatic Evangel"}},{"insert":" are great for offensive proliferate to keep our opponent's goaded and dealing massive damage to each other. \n\nBalancing combat so that one opponent doesn't run away with the game early is important. The only way we win is if our opponent has a very low life total when we get to the 1 on 1. So "},{"insert":{"card-link":"Respite"}},{"insert":" can help save one of our opponent's while also giving us some life. \n\nWe also want to go into the 1 on 1 with a significant life advantage. They likely will have a scarier board state so we have to squeak by to get the win before they can kill us. "},{"insert":{"card-link":"Armadillo Cloak"}},{"insert":" and "},{"insert":{"card-link":"Spirit Link"}},{"insert":" are great to cast on your opponent's creatures. This turns their damage to another opponent into my life gain. When possible we should use some of our +1/+1 counters on our own creatures so we can grow them as we proliferate too. That will make "},{"insert":{"card-link":"Envoy of the Ancestors"}},{"insert":" a great source of lifegain. \n\nWe have a few counterspells focused on instants and sorceries. Many serve double roles. "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" can tutor (more on that later). "},{"insert":{"card-link":"Reject Imperfection"}},{"insert":" can be an instant-speed proliferate. "},{"insert":{"card-link":"Disallow"}},{"insert":" is helpful because it can stop infinite combos or for cards like "},{"insert":{"card-link":"Wakening Sun's Avatar"}},{"insert":" we can allow the 7/7 to enter (fodder for our war machine) but counter it's triggered ability boardwipe when it enters.\n\nFor the most part, we want our opponent's decks to do exactly what they were built to do. We want to see their board states grow to be big and scary. We also want a very close fight for out other 3 opponents, so when that battle is over, it's easy to pick the last survivor off. So we want to save our counterspells for board wipes, targeted removal aimed at our commander (or other key creatures our opponents control), or something that will let one opponent run away with the game. \n\nI added a splash of limited tutor to make it more likely we can get cards that we need. \n "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" can tutor (more on that later) can transmute to search for key pieces of our plan. "},{"insert":{"card-link":"Sheltering Ancient"}},{"insert":" can really place a ton of +1/+1 counters as it's cumulative upkeep grows. And we can even increase it's age counter with proliferate to get that growing faster. Also as a 5/5 body for 2 it can help in the 1 on 1 final brawl. Muddle the Mixture can also can pull "},{"insert":{"card-link":"Lost in the Maze"}},{"insert":" to incapacitate our opponent for the 1 on 1. "},{"insert":{"card-link":"Cankerbloom"}},{"insert":" if we need removal. "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" or even "},{"insert":{"card-link":"Jwari Disruption // Jwari Ruins"}},{"insert":" if we need ramp/land. \n"},{"insert":{"card-link":"Drift of Phantasms"}},{"insert":" can be a blocker in a pinch but can also transmute to get "},{"insert":{"card-link":"Collective Effort"}},{"insert":" or "},{"insert":{"card-link":"Practiced Offense"}},{"insert":" to deal with a go-wide opponent, "},{"insert":{"card-link":"Heartbeat of Spring"}},{"insert":" for ramp, "},{"insert":{"card-link":"Verity Circle"}},{"insert":" for card draw or many others. 32 of our cards have mana value 3 so it can grab a wide variety of useful goodies. \n\n\nSo that's the plan. Get our opponents' engines running crazy well (should be fun to play against). Make sure your opponent's are swinging hard and fast at each other. Try to balance the game to keep all the players in as long as possible so you end up in a favorable 1-on-1 for the win. \n\n\n"}]}
Commander
Kros, Defense Contractor
At the beginning of your upkeep, put a shield counter on target creature an opponent controls.
Whenever you put one or more counters on a creature you don't control, tap that creature and goad it. It gains trample until your next turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever you put one or more counters on a creature you don't control, tap that creature and goad it. It gains trample until your next turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Legendary Creature - Advisor Cat

Commander
(CTRL to add secondary)
Combat Mayhem
Combat Mayhem
(CTRL to add secondary)
Counters
Ajani, Adversary of Tyrants
+1: Put a +1/+1 counter on each of up to two target creatures.
−2: Return target creature card with mana value 2 or less from your graveyard to the battlefield.
−7: You get an emblem with "At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink."
−2: Return target creature card with mana value 2 or less from your graveyard to the battlefield.
−7: You get an emblem with "At the beginning of your end step, create three 1/1 white Cat creature tokens with lifelink."
Legendary Planeswalker - Ajani

Blitzball Stadium
When this artifact enters, support X. (Put a +1/+1 counter on each of up to X target creatures.)
Go for the Goal! — , : Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn.
Go for the Goal! — , : Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw a card for each kind of counter on it" and it can't be blocked this turn.
Artifact

Collective Effort
Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls.
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls.
Sorcery

Iron Man, Armored Avenger
Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature Artifact - Human Hero

Solitary Sanctuary
When this enchantment enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you tap an untapped creature an opponent controls, put a +1/+1 counter on target creature you control.
Whenever you tap an untapped creature an opponent controls, put a +1/+1 counter on target creature you control.
Enchantment

Counters
(CTRL to add secondary)
Counterspell
Counterspell
(CTRL to add secondary)
Draw
Hylda of the Icy Crown
Whenever you tap an untapped creature an opponent controls, you may pay . When you do, choose one —
• Create a 4/4 white and blue Elemental creature token.
• Put a +1/+1 counter on each creature you control.
• Scry 2, then draw a card.
• Create a 4/4 white and blue Elemental creature token.
• Put a +1/+1 counter on each creature you control.
• Scry 2, then draw a card.
Legendary Creature - Human Warlock

Draw
(CTRL to add secondary)
Goad
Goad
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Lifegain
Lifegain
(CTRL to add secondary)
Proliferate
Lulu, Stern Guardian
Whenever an opponent attacks you, choose target creature attacking you. Put a stun counter on that creature.
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Wizard

Patrolling Peacemaker
This creature enters with two +1/+1 counters on it.
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Soldier Robot

Proliferate
(CTRL to add secondary)
Protection
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Lost in the Maze
Flash
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
Enchantment

Nils, Discipline Enforcer
At the beginning of your end step, for each player, put a +1/+1 counter on up to one target creature that player controls.
Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.
Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.
Legendary Creature - Human Cleric

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

Plaxcaster Frogling
Graft 3 (This creature enters with three +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)
: Target creature with a +1/+1 counter on it gains shroud until end of turn. (It can't be the target of spells or abilities.)
Creature - Mutant Frog

Protection
(CTRL to add secondary)
Ramp
Hithlain Rope
This artifact can't be sacrificed.
, : Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of this artifact.
, : Draw a card. The player to your right gains control of this artifact.
, : Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of this artifact.
, : Draw a card. The player to your right gains control of this artifact.
Artifact

Ramp
(CTRL to add secondary)
Removal
Tolarian Contempt
When this enchantment enters, put a rejection counter on each creature your opponents control.
At the beginning of your end step, for each opponent, choose up to one target creature they control with a rejection counter on it. That creature's owner puts it on their choice of the top or bottom of their library.
At the beginning of your end step, for each opponent, choose up to one target creature they control with a rejection counter on it. That creature's owner puts it on their choice of the top or bottom of their library.
Enchantment

Removal
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Sideboard
Archangel of Tithes
Flying
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
Creature - Angel

Expand the Sphere
Look at the top six cards of your library. Put up to two land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. If you put fewer than two lands onto the battlefield this way, proliferate a number of times equal to the difference. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery

Park Heights Maverick
Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1 counter on it.)
This creature can't be blocked by creatures with power 2 or less.
Whenever this creature deals combat damage to a player or dies, proliferate.
This creature can't be blocked by creatures with power 2 or less.
Whenever this creature deals combat damage to a player or dies, proliferate.
Creature - Human Soldier

Wedding Ring
When this artifact enters, if it was cast, target opponent creates a token that's a copy of it.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Artifact

Sideboard
(CTRL to add secondary)
Maybeboard
Agatha's Soul Cauldron
You may spend mana as though it were mana of any color to activate abilities of creatures you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Legendary Artifact

Azor's Elocutors
At the beginning of your upkeep, put a filibuster counter on this creature. Then if this creature has five or more filibuster counters on it, you win the game.
Whenever a source deals damage to you, remove a filibuster counter from this creature.
Whenever a source deals damage to you, remove a filibuster counter from this creature.
Creature - Human Advisor

Communal Brewing
When this enchantment enters, any number of target opponents each draw a card. Put an ingredient counter on this enchantment, then put an ingredient counter on it for each card drawn this way.
Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of ingredient counters on this enchantment.
Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of ingredient counters on this enchantment.
Enchantment

Conformer Shuriken
Equipped creature has "Whenever this creature attacks, tap target creature defending player controls. If that creature has greater power than this creature, put a number of +1/+1 counters on this creature equal to the difference."
Equip
Equip
Legendary Artifact - Equipment

Cytoplast Manipulator
Graft 2 (This creature enters with two +1/+1 counters on it. Whenever another creature enters, you may move a +1/+1 counter from this creature onto it.)
, : Gain control of target creature with a +1/+1 counter on it for as long as this creature remains on the battlefield.
, : Gain control of target creature with a +1/+1 counter on it for as long as this creature remains on the battlefield.
Creature - Human Wizard Mutant

Eon Frolicker
Flying
When this creature enters, if you cast it, target opponent takes an extra turn after this one. Until your next turn, you and planeswalkers you control gain protection from that player. (You and planeswalkers you control can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
When this creature enters, if you cast it, target opponent takes an extra turn after this one. Until your next turn, you and planeswalkers you control gain protection from that player. (You and planeswalkers you control can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Creature - Elemental Otter

Filigree Vector
When this creature enters, put a +1/+1 counter on each of any number of target creatures and a charge counter on each of any number of target artifacts.
, , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
, , Sacrifice another artifact: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Construct Phyrexian

Fisher's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card.
: Level 2
If you would create a Fish token, create a 3/3 blue Shark creature token instead.
: Level 3
If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
At the beginning of your upkeep, look at the top card of your library. You may reveal it if it's a land card. Create a 1/1 blue Fish creature token if you revealed it this way. Then draw a card.
: Level 2
If you would create a Fish token, create a 3/3 blue Shark creature token instead.
: Level 3
If you would create a Shark token, create an 8/8 blue Octopus creature token instead.
Enchantment - Class

Immortal Obligation
Return target creature card from an opponent's graveyard to the battlefield under their control with a duty counter on it. For as long as that creature has a duty counter on it, it is goaded, can't attack you or a permanent you control, and can't block creatures you control.
Instant

Kellan Joins Up
When Kellan Joins Up enters, you may exile a nonland card with mana value 3 or less from your hand. If you do, it becomes plotted. (You may cast it as a sorcery on a later turn without paying its mana cost.)
Whenever a legendary creature you control enters, put a +1/+1 counter on each creature you control.
Whenever a legendary creature you control enters, put a +1/+1 counter on each creature you control.
Legendary Enchantment

Laser Screwdriver
: Add one mana of any color.
, : Tap target artifact.
, : Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
, : Goad target creature. (Until your next turn, it attacks each combat if able and attacks a player other than you if able.)
, : Tap target artifact.
, : Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
, : Goad target creature. (Until your next turn, it attacks each combat if able and attacks a player other than you if able.)
Artifact

Magnetic Web
If a creature with a magnet counter on it attacks, all creatures with magnet counters on them attack if able.
Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able.
, : Put a magnet counter on target creature.
Whenever a creature with a magnet counter on it attacks, all creatures with magnet counters on them block that creature this turn if able.
, : Put a magnet counter on target creature.
Artifact

Master of Ceremonies
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
Creature - Druid Rhino

Mesmerizing Dose
Enchant creature
When this Aura enters, tap enchanted creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchanted creature doesn't untap during its controller's untap step.
When this Aura enters, tap enchanted creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchanted creature doesn't untap during its controller's untap step.
Enchantment - Aura

Mutational Advantage
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Instant

Noble Heritage
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Legendary Enchantment - Background

Overencumbered
Enchant opponent
When this Aura enters, enchanted opponent creates a Clue token, a Food token, and a Junk token.
At the beginning of combat on enchanted opponent's turn, that player may pay for each artifact they control. If they don't, creatures can't attack this combat.
When this Aura enters, enchanted opponent creates a Clue token, a Food token, and a Junk token.
At the beginning of combat on enchanted opponent's turn, that player may pay for each artifact they control. If they don't, creatures can't attack this combat.
Enchantment - Aura

Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Rootweaver Druid
When this creature enters, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles.
Creature - Elf Druid

Scholarship Sponsor
When this creature enters, each player who controls fewer lands than the player who controls the most lands searches their library for a number of basic land cards less than or equal to the difference, puts those cards onto the battlefield tapped, then shuffles.
Creature - Human Advisor

Sharae of Numbing Depths
When Sharae enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you tap one or more untapped creatures your opponents control, draw a card. This ability triggers only once each turn.
Whenever you tap one or more untapped creatures your opponents control, draw a card. This ability triggers only once each turn.
Legendary Creature - Wizard Merfolk

Simic Ascendancy
: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Enchantment

Slurrk, All-Ingesting
Slurrk enters with five +1/+1 counters on it.
Whenever Slurrk or another creature you control dies, if it had a +1/+1 counter on it, put a +1/+1 counter on each creature you control that has a +1/+1 counter on it.
Partner (You can have two commanders if both have partner.)
Whenever Slurrk or another creature you control dies, if it had a +1/+1 counter on it, put a +1/+1 counter on each creature you control that has a +1/+1 counter on it.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Ooze

Splinter & Leo, Father & Son
When Splinter & Leo enter, choose one or both. Each mode must target a different player.
• Target player creates a 2/2 red Mutant creature token.
• Put a +1/+1 counter on each other creature target player controls.
• Target player creates a 2/2 red Mutant creature token.
• Put a +1/+1 counter on each other creature target player controls.
Legendary Creature - Rat Mutant Ninja Turtle

Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
Creature Enchantment - Saga Samurai

Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Tidus, Yuna's Guardian
At the beginning of combat on your turn, you may move a counter from target creature you control onto a second target creature you control.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
Cheer — Whenever one or more creatures you control with counters on them deal combat damage to a player, you may draw a card and proliferate. Do this only once each turn.
Legendary Creature - Human Warrior

Tromell, Seymour's Butler
Each other nontoken creature you control enters with an additional +1/+1 counter on it.
, : Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
, : Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Elf Advisor

Urdnan, Dromoka Warrior
When Urdnan enters, put a +1/+1 counter on target creature.
Whenever you attack, target attacking creature with a +1/+1 counter on it gains first strike until end of turn. If that creature has two or more +1/+1 counters on it, it gains double strike until end of turn instead.
Whenever you attack, target attacking creature with a +1/+1 counter on it gains first strike until end of turn. If that creature has two or more +1/+1 counters on it, it gains double strike until end of turn instead.
Legendary Creature - Human Warrior

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Deck Info
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Description
{"ops":[{"insert":"A group hug accelerationist deck.\n\nThe goal is to accelerate everyone's deck so their engines can really roar! \nAt the same time, I want to steer those terrifying machines to hit my opponents first and hardest. \n\nGame Plan\nRamp everyone fast"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Put +1/+1 counters on all my opponent's creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Get Kros out."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Proliferate to goad everyone else into fighting to the death"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"In 1-on-1, instant-speed proliferate so Kros can tap their creatures before they can attack. Swing for the final blow."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe scenario where I win is when all 3 of my opponents swing at each other and get their life totals very close to 0 so when I'm left in a 1-on-1, I can tap key defenders and swing for the final blow. \nThey will be so souped up that I can't expect to have more than 1 or maybe two turns of 1-on-1. \nIf I can get a counter on every creature (either from my opponent placing it or placing myself), then a proliferate is as good as a fog on their turn or on my turn I can tap their creatures.\n\nIn our ideal scenario:\nIn the early game, we get a lot of the group hug ramp and card draw. A turn 1 "},{"insert":{"card-link":"Veteran Explorer"}},{"insert":" would be ideal, followed by "},{"insert":{"card-link":"Collective Voyage"}},{"insert":" or "},{"insert":{"card-link":"Heartbeat of Spring"}},{"insert":" This will let us get "},{"insert":{"card-link":"Kros, Defense Contractor"}},{"insert":" out early (and recast him later) if he gets removed. Maybe "},{"insert":{"card-link":"Minds Aglow"}},{"insert":" on the turn after to make sure people have things to spend their tons of mana on.\n\nOur mid-game ideal moves depend on our opponent:\nFor a go-wide style opponent, we get "},{"insert":{"card-link":"Practiced Offense"}},{"insert":" or "},{"insert":{"card-link":"Requisition Raid"}},{"insert":" to put a +1/+1 counter on every creature they control. That makes them swing at our opponents. For an opponent running "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":" forcing them to swing helps keep the exponential growth in check too, which prevents them from running away with the game. \nFor a Vultron-style opponent, we can use Kros's upkeep shield counter to keep that threat on the board and swinging at our opponents first. \nOur worst matchup is a spell-slinger deck. No big creature threats means they don't give us any ammunition, but we should be able to steer things to take them out early. "},{"insert":{"card-link":"Duelist's Heritage"}},{"insert":" Can let us give the Vultron player double-strike, doubling up massive damage to make sure they are killed. We can also use "},{"insert":{"card-link":"Public Enemy"}},{"insert":" to make sure our opponents take them out first. "},{"insert":{"card-link":"Trostani, Three Whispers"}},{"insert":" can also give attackers or blockers deathtouch, which we can use to discourage our opponents from attacking someone we don't want. \nAggro/Haste matchups can also be tricky because they will likely be able to swing before we can put counters on them and goad to protect ourselves. For those matchups, pulling in "},{"insert":{"card-link":"Vigean Hydropon"}},{"insert":" may help because graft lets us place the +1/+1 counter as soon as it enters. \n\nWe use repeatable proliferate effects to place additional counters each turn to re-up our goad. We can also use it to tap their creatures to remove key defenders either for our direct attack or to make one of our opponent's attacks against them more effective. "},{"insert":{"card-link":"Flux Channeler"}},{"insert":" "},{"insert":{"card-link":"Lulu, Stern Guardian"}},{"insert":" and "},{"insert":{"card-link":"Karn's Bastion"}},{"insert":" are key because they let us proliferate at instant speed. This lets us use Proliferate defensively to tap their creatures before combat. "},{"insert":{"card-link":"Grateful Apparition"}},{"insert":" and "},{"insert":{"card-link":"Metastatic Evangel"}},{"insert":" are great for offensive proliferate to keep our opponent's goaded and dealing massive damage to each other. \n\nBalancing combat so that one opponent doesn't run away with the game early is important. The only way we win is if our opponent has a very low life total when we get to the 1 on 1. So "},{"insert":{"card-link":"Respite"}},{"insert":" can help save one of our opponent's while also giving us some life. \n\nWe also want to go into the 1 on 1 with a significant life advantage. They likely will have a scarier board state so we have to squeak by to get the win before they can kill us. "},{"insert":{"card-link":"Armadillo Cloak"}},{"insert":" and "},{"insert":{"card-link":"Spirit Link"}},{"insert":" are great to cast on your opponent's creatures. This turns their damage to another opponent into my life gain. When possible we should use some of our +1/+1 counters on our own creatures so we can grow them as we proliferate too. That will make "},{"insert":{"card-link":"Envoy of the Ancestors"}},{"insert":" a great source of lifegain. \n\nWe have a few counterspells focused on instants and sorceries. Many serve double roles. "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" can tutor (more on that later). "},{"insert":{"card-link":"Reject Imperfection"}},{"insert":" can be an instant-speed proliferate. "},{"insert":{"card-link":"Disallow"}},{"insert":" is helpful because it can stop infinite combos or for cards like "},{"insert":{"card-link":"Wakening Sun's Avatar"}},{"insert":" we can allow the 7/7 to enter (fodder for our war machine) but counter it's triggered ability boardwipe when it enters.\n\nFor the most part, we want our opponent's decks to do exactly what they were built to do. We want to see their board states grow to be big and scary. We also want a very close fight for out other 3 opponents, so when that battle is over, it's easy to pick the last survivor off. So we want to save our counterspells for board wipes, targeted removal aimed at our commander (or other key creatures our opponents control), or something that will let one opponent run away with the game. \n\nI added a splash of limited tutor to make it more likely we can get cards that we need. \n "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":" can tutor (more on that later) can transmute to search for key pieces of our plan. "},{"insert":{"card-link":"Sheltering Ancient"}},{"insert":" can really place a ton of +1/+1 counters as it's cumulative upkeep grows. And we can even increase it's age counter with proliferate to get that growing faster. Also as a 5/5 body for 2 it can help in the 1 on 1 final brawl. Muddle the Mixture can also can pull "},{"insert":{"card-link":"Lost in the Maze"}},{"insert":" to incapacitate our opponent for the 1 on 1. "},{"insert":{"card-link":"Cankerbloom"}},{"insert":" if we need removal. "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" or even "},{"insert":{"card-link":"Jwari Disruption // Jwari Ruins"}},{"insert":" if we need ramp/land. \n"},{"insert":{"card-link":"Drift of Phantasms"}},{"insert":" can be a blocker in a pinch but can also transmute to get "},{"insert":{"card-link":"Collective Effort"}},{"insert":" or "},{"insert":{"card-link":"Practiced Offense"}},{"insert":" to deal with a go-wide opponent, "},{"insert":{"card-link":"Heartbeat of Spring"}},{"insert":" for ramp, "},{"insert":{"card-link":"Verity Circle"}},{"insert":" for card draw or many others. 32 of our cards have mana value 3 so it can grab a wide variety of useful goodies. \n\n\nSo that's the plan. Get our opponents' engines running crazy well (should be fun to play against). Make sure your opponent's are swinging hard and fast at each other. Try to balance the game to keep all the players in as long as possible so you end up in a favorable 1-on-1 for the win. \n\n\n"}]}






































































































































































