Hulah
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Commander
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{"ops":[{"attributes":{"underline":true,"italic":true},"insert":"This is a work in progress "},{"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I tried builded "},{"insert":{"card-link":"Zagorka, Mother of Sanctum"}},{"insert":" as a landfall deck with some emphasis on token generation for playing at bracket 3. My idea was to get my commander of turn 3 to ramp into landfall payoff like "},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":" or "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":" turn 4 and generate value and eventually, close the game on a big finisher like "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" or "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" . I did a few games and it was nice, but I noticed a few problems with this gameplan :\nIf you play Zagorka early, your opponent usually don't have any real threat ready to swing. Not attacking you doesn't change anything and you can't count on it to lower the global health of your opponents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"After a couple of turn, my opponents don't need lands anymore, they have plenty already and their deck is not designed to use that much ressources, so taking a land is not appealing anymore and so, they can attack you at the very moment they have serious weapons to do so."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The matchup against combo decks, or anything that doesn't rely on combat damage and board presence is awful. You'r feeding decks with no downside so it's just easier for them to control the boardstate."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"By herself, Zagorka gives you one land per turn. That's useful but you'll need serious draw sources and payoff to make it impactful. It means you are doing nothing but ramping until turn 4. If for exemple your payoff (Aesi, Tatyova etc...) is quickly removed, you'r basically out of gas and rely on topdecks to start playing the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Since she have only 2 endurance, you don't have much solution to heat down the table. For exemple, "},{"insert":{"card-link":"Dragonback Assault"}},{"insert":" should be an absolute banger, but you'd want to cast it quite early to protect your life total and make value with this, but it would remove you commander right away. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sure, things goes a little crazy and it's fun, but at the end of they day, it's just a quite unreliable landfall deck and I wanted to push it further. That's why I rebuild the entire deck concept.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Concept"},{"attributes":{"header":3},"insert":"\n"},{"insert":"By design, Zagorka will overflood everyone with lands to a point your opponents don't have enough payoff to use the mana they can make. You however, can build your deck to turn crazy mana generation into some ridiculous winconditions.\n\nThe deck includes nearly every mana global mana multiplier of the game like "},{"insert":{"card-link":"Mana Flare"}},{"insert":" , "},{"insert":{"card-link":"Heartbeat of Spring"}},{"insert":" or "},{"insert":{"card-link":"Zhur-Taa Ancient"}},{"insert":". Yes, your opponents will also have access to dozens of mana, but you'll get even more since you'll have more lands and some ways to play cards that actually generate mana by getting on play untaped lands ("},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" &"},{"insert":{"card-link":"Harrow"}},{"insert":" ) or untap existing lands.\n\n"},{"attributes":{"bold":true},"insert":"Turn 1 and 2"},{"insert":" should allow you to ramp for at least 1 land since you have 14 fast ramp cards, including "},{"insert":{"card-link":"Collective Voyage"}},{"insert":" and "},{"insert":{"card-link":"New Frontiers"}},{"insert":" that can also do crazy things later and are very mana effective.\n\n"},{"attributes":{"bold":true},"insert":"Turn 3"},{"insert":" Zagorka comes into play.\n\n"},{"attributes":{"bold":true},"insert":"Turn 4"},{"insert":" you'll have 6 mana and Zagorka on board (very unlikely to get removed). Drawing cards will be your priority.\n\n"},{"attributes":{"bold":true},"insert":"Turn 5"},{"insert":" you'll usually have access to 8 mana and hopefully a few cards in hands to keep going and ramping even harder, drawing even harder and set you up for doing some \n\n"},{"attributes":{"bold":true},"insert":"Turn 6 or 7"},{"insert":" you should be able to explode. You'll have more than 10 lands and you should have founded multipliers. That's when everything becomes crazy and starts to cascade since "},{"insert":{"card-link":"Genesis Wave"}},{"insert":", "},{"insert":{"card-link":"For the Common Good"}},{"insert":"(on a land token), "},{"insert":{"card-link":"Animist's Awakening"}},{"insert":", "},{"insert":{"card-link":"Doppelgang"}},{"insert":" becomes all mana positive (you pay 15 mana to get 10 untapped lands that each produce 2, 3 or more mana for exemple).\n\n"},{"insert":{"card-link":"Palinchron"}},{"insert":" goes infinite with any mana multiplier (6 in deck) and two of them are creatures, easy to get in play, especially with entwined "},{"insert":{"card-link":"Tooth and Nail"}},{"insert":".\n\nYou have a two main finisher : "},{"insert":{"card-link":"Crackle with Power"}},{"insert":" and "},{"insert":{"card-link":"Comet Storm"}},{"insert":"\nYou also have a "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" to allow a finish with "},{"insert":{"card-link":"Kamahl's Druidic Vow"}},{"insert":" or "},{"insert":{"card-link":"Genesis Wave"}},{"insert":".\nTry to keep a way to shut down interactions, especially if you play against blue decks. \n\n"},{"attributes":{"underline":true},"insert":"Upgrades "},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Pact of Negation"}},{"insert":" : If you don't win on spot, you'll have the mana to pay anyway.\n"},{"insert":{"card-link":"Flare of Denial"}},{"insert":" : Your commander will probably stay on the board since it's not a threat and by the time you snowball, you don't need it anymore, sacrifice her is fine.\n"},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" : same as above\n"},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" : Can tutor Tooth and Nail or one of your finisher.\n"},{"insert":{"card-link":"The One Ring"}},{"insert":" : You won't drawn much with it but having protection from everything for one turn can help you secure the win if one of your opponents goes even faster than you do.\n"},{"insert":{"card-link":"Prismatic Vista"}},{"insert":" : Mana fixing and minor landfall synergy \n"},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" : An expensive forest most of the time\n"},{"insert":{"card-link":"Taiga"}},{"insert":", "},{"insert":{"card-link":"Tropical Island"}},{"insert":", "},{"insert":{"card-link":"Volcanic Island"}},{"insert":" : Of course\n\nYou may want to include some extra turn spells, ideally with a mana cost of 6 or lower (to be able to cast it turn 4).\n\n"},{"attributes":{"underline":true},"insert":"Warning ! "},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Palinchron"}},{"insert":" goes infinite with 7 cards in deck but this 2 cards combo seems to be considered acceptable at B3 because of it's mana cost and having infinite mana doesn't win by itself, a third card must be used to make it worth.\nFor now, the deck seems to be a brutal bracket 3 (doesn't win before turn 6, no game changer).\nHowever, It feels very consistent and hard to shut down or interact with since most B3 decks include a very limited number of interaction and focus about creatures removals. You may accidently crush your pod a couple of time and bring hate on yourself.\n\nBy design, I'm not sure the deck can handle serious Bracket 4 or CEDH since the engine is quite slow for the first turns and have a limited number of interactions designed to secure your own win. \n\nIf you want to push the deck to bracket 3, you'll probably want to sharpen the gameplan to the limits by optimising anything, especially the ramp package (some cards may be cut) but also by cutting the slowest values pieces like "},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":", "},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":", "},{"insert":{"card-link":"Hugs, Grisly Guardian"}},{"insert":" and "},{"insert":{"card-link":"Tannuk, Memorial Ensign"}},{"insert":" .\n\nGoing for a T2 Zagorka seems a very bad idea. Won't make a big difference and would need to use a ramp package using artifacts instead of lands. \n\n\n"}]}
Commander
Commander
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Crazy shit
Animist's Awakening
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery

Kamahl's Druidic Vow
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Look at the top X cards of your library. You may put any number of land and/or legendary permanent cards with mana value X or less from among them onto the battlefield. Put the rest into your graveyard.
Look at the top X cards of your library. You may put any number of land and/or legendary permanent cards with mana value X or less from among them onto the battlefield. Put the rest into your graveyard.
Legendary Sorcery

Crazy shit
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Draw
Draw
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Finisher
Finisher
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Interactions
Interactions
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Land
Land
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Land untapper
Land untapper
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Multipliers
Multipliers
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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

Ramp
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Tutor
Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Tutor
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Expensive / mean
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Expensive / mean
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Mayboard
Invasion of Ikoria
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
When this Siege enters, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
Battle - Siege


Oko, Thief of Crowns
+2: Create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
+1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
−5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
+1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
−5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
Legendary Planeswalker - Oko

Search for Tomorrow
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Mayboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"underline":true,"italic":true},"insert":"This is a work in progress "},{"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I tried builded "},{"insert":{"card-link":"Zagorka, Mother of Sanctum"}},{"insert":" as a landfall deck with some emphasis on token generation for playing at bracket 3. My idea was to get my commander of turn 3 to ramp into landfall payoff like "},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":" or "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":" turn 4 and generate value and eventually, close the game on a big finisher like "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" or "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" . I did a few games and it was nice, but I noticed a few problems with this gameplan :\nIf you play Zagorka early, your opponent usually don't have any real threat ready to swing. Not attacking you doesn't change anything and you can't count on it to lower the global health of your opponents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"After a couple of turn, my opponents don't need lands anymore, they have plenty already and their deck is not designed to use that much ressources, so taking a land is not appealing anymore and so, they can attack you at the very moment they have serious weapons to do so."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The matchup against combo decks, or anything that doesn't rely on combat damage and board presence is awful. You'r feeding decks with no downside so it's just easier for them to control the boardstate."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"By herself, Zagorka gives you one land per turn. That's useful but you'll need serious draw sources and payoff to make it impactful. It means you are doing nothing but ramping until turn 4. If for exemple your payoff (Aesi, Tatyova etc...) is quickly removed, you'r basically out of gas and rely on topdecks to start playing the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Since she have only 2 endurance, you don't have much solution to heat down the table. For exemple, "},{"insert":{"card-link":"Dragonback Assault"}},{"insert":" should be an absolute banger, but you'd want to cast it quite early to protect your life total and make value with this, but it would remove you commander right away. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sure, things goes a little crazy and it's fun, but at the end of they day, it's just a quite unreliable landfall deck and I wanted to push it further. That's why I rebuild the entire deck concept.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Concept"},{"attributes":{"header":3},"insert":"\n"},{"insert":"By design, Zagorka will overflood everyone with lands to a point your opponents don't have enough payoff to use the mana they can make. You however, can build your deck to turn crazy mana generation into some ridiculous winconditions.\n\nThe deck includes nearly every mana global mana multiplier of the game like "},{"insert":{"card-link":"Mana Flare"}},{"insert":" , "},{"insert":{"card-link":"Heartbeat of Spring"}},{"insert":" or "},{"insert":{"card-link":"Zhur-Taa Ancient"}},{"insert":". Yes, your opponents will also have access to dozens of mana, but you'll get even more since you'll have more lands and some ways to play cards that actually generate mana by getting on play untaped lands ("},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" &"},{"insert":{"card-link":"Harrow"}},{"insert":" ) or untap existing lands.\n\n"},{"attributes":{"bold":true},"insert":"Turn 1 and 2"},{"insert":" should allow you to ramp for at least 1 land since you have 14 fast ramp cards, including "},{"insert":{"card-link":"Collective Voyage"}},{"insert":" and "},{"insert":{"card-link":"New Frontiers"}},{"insert":" that can also do crazy things later and are very mana effective.\n\n"},{"attributes":{"bold":true},"insert":"Turn 3"},{"insert":" Zagorka comes into play.\n\n"},{"attributes":{"bold":true},"insert":"Turn 4"},{"insert":" you'll have 6 mana and Zagorka on board (very unlikely to get removed). Drawing cards will be your priority.\n\n"},{"attributes":{"bold":true},"insert":"Turn 5"},{"insert":" you'll usually have access to 8 mana and hopefully a few cards in hands to keep going and ramping even harder, drawing even harder and set you up for doing some \n\n"},{"attributes":{"bold":true},"insert":"Turn 6 or 7"},{"insert":" you should be able to explode. You'll have more than 10 lands and you should have founded multipliers. That's when everything becomes crazy and starts to cascade since "},{"insert":{"card-link":"Genesis Wave"}},{"insert":", "},{"insert":{"card-link":"For the Common Good"}},{"insert":"(on a land token), "},{"insert":{"card-link":"Animist's Awakening"}},{"insert":", "},{"insert":{"card-link":"Doppelgang"}},{"insert":" becomes all mana positive (you pay 15 mana to get 10 untapped lands that each produce 2, 3 or more mana for exemple).\n\n"},{"insert":{"card-link":"Palinchron"}},{"insert":" goes infinite with any mana multiplier (6 in deck) and two of them are creatures, easy to get in play, especially with entwined "},{"insert":{"card-link":"Tooth and Nail"}},{"insert":".\n\nYou have a two main finisher : "},{"insert":{"card-link":"Crackle with Power"}},{"insert":" and "},{"insert":{"card-link":"Comet Storm"}},{"insert":"\nYou also have a "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" to allow a finish with "},{"insert":{"card-link":"Kamahl's Druidic Vow"}},{"insert":" or "},{"insert":{"card-link":"Genesis Wave"}},{"insert":".\nTry to keep a way to shut down interactions, especially if you play against blue decks. \n\n"},{"attributes":{"underline":true},"insert":"Upgrades "},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Pact of Negation"}},{"insert":" : If you don't win on spot, you'll have the mana to pay anyway.\n"},{"insert":{"card-link":"Flare of Denial"}},{"insert":" : Your commander will probably stay on the board since it's not a threat and by the time you snowball, you don't need it anymore, sacrifice her is fine.\n"},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":" : same as above\n"},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" : Can tutor Tooth and Nail or one of your finisher.\n"},{"insert":{"card-link":"The One Ring"}},{"insert":" : You won't drawn much with it but having protection from everything for one turn can help you secure the win if one of your opponents goes even faster than you do.\n"},{"insert":{"card-link":"Prismatic Vista"}},{"insert":" : Mana fixing and minor landfall synergy \n"},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" : An expensive forest most of the time\n"},{"insert":{"card-link":"Taiga"}},{"insert":", "},{"insert":{"card-link":"Tropical Island"}},{"insert":", "},{"insert":{"card-link":"Volcanic Island"}},{"insert":" : Of course\n\nYou may want to include some extra turn spells, ideally with a mana cost of 6 or lower (to be able to cast it turn 4).\n\n"},{"attributes":{"underline":true},"insert":"Warning ! "},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Palinchron"}},{"insert":" goes infinite with 7 cards in deck but this 2 cards combo seems to be considered acceptable at B3 because of it's mana cost and having infinite mana doesn't win by itself, a third card must be used to make it worth.\nFor now, the deck seems to be a brutal bracket 3 (doesn't win before turn 6, no game changer).\nHowever, It feels very consistent and hard to shut down or interact with since most B3 decks include a very limited number of interaction and focus about creatures removals. You may accidently crush your pod a couple of time and bring hate on yourself.\n\nBy design, I'm not sure the deck can handle serious Bracket 4 or CEDH since the engine is quite slow for the first turns and have a limited number of interactions designed to secure your own win. \n\nIf you want to push the deck to bracket 3, you'll probably want to sharpen the gameplan to the limits by optimising anything, especially the ramp package (some cards may be cut) but also by cutting the slowest values pieces like "},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":", "},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":", "},{"insert":{"card-link":"Hugs, Grisly Guardian"}},{"insert":" and "},{"insert":{"card-link":"Tannuk, Memorial Ensign"}},{"insert":" .\n\nGoing for a T2 Zagorka seems a very bad idea. Won't make a big difference and would need to use a ramp package using artifacts instead of lands. \n\n\n"}]}




















































































































