darkran
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Commander
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{"ops":[{"insert":"My goal was to create to create a Blor "},{"insert":{"card-link":"Blor the Impervious"}},{"insert":" Voltron deck but that was very simple, and I'm not a big fan of creating Voltron. I've never really made one before so I wanted to have a really unique twist that isn't really seen in mono green. Of course, we got the ramp, we got the counters, because obviously I need to do that to be able to push through damage in order to win the game. However my first big concern when building was around Farewell. That's a big issue for my commander because of the non-targeted exile and those types of effects along with mass sacrifice effects will lead to Blor dying. \n\nHe already has indestructible, he already has hexproof, and trample is kind of thrown in there as well so he already has a great sort of Boggles Strat with this with this totality of it all, I came to the conclusion of that I wanted to create a boardwipe deck that also disincentivized my opponents from casting non target removal to take out Blor. So the idea behind this is the cards that destroy non-land permanenants are neutral colored artifact board wipes. A neat side effect is they only destroy nonland permanents therefore it will not qualify as mass land destruction and won't push me into bracket 4. This combined with adding a subfocus on mass land animation disincentivizes regular wraths or mass exiles or mass sacrifice or toxic deluge -X - X style effects by basically forcing the opponent that wants to deal with my Blor they have to blow up their entire board as well as mine and I'm OK with that because I'm a green deck and if we have to start over from zero I can probably hold back a couple of late mana dorks and you know one or two lands maybe and be able to you know come back much more aggressively than they are. \n\nSo I found this a really unique concept, and I'm surprised that no one has ever done this before. I mean obviously we have cards like Zurgo where people that have built him around wraths but that's in the wrath colors black, red, and white. But mono green wrath? It's a unique strategy that is an unexplored space. I investigated Archidekt and there are some Voltron green commanders there's even some boardwiping mono green decks but there hasn't been or at least I have not seen any decks created of a Voltron wrath commander in monogreen.\n\nMy favorite card I found was “The Moment” it helps Blor avoid some of the few silver bullet removals that can actually hit it while the second mode is the exact type of boardwipe my deck is looking for."},{"insert":{"card-link":"The Moment"}},{"insert":" \n\nWhile this build is very unconventional, it by no means is ineffective. I have have designed this deck to hold its own at bracket 2 and 3 tables and can kill someone on turn 6 if it doesnt have to deploy it defenses which obviously slow it down a decent amount of the time.\n\n\nOk enough about the vibes, reasoning,or explanation about the picks. Heres the primer for how this deck wants to play\n\n\nWe have 13 2 mana or less ramp spells/dorks. Our goal is to have at least one of them in our hand along with 2-3 lands\n\nTurn 1: Once we have a keepable hand we play a land turn 1 and usually throwout a mana accerator or if we dont have one of those we might as well drop a hardened scales or equipment if we have 1\n\nTurn 2: ramp, ramp, we want to play a land and a 2 mana ramp or 3 mana if we have a dork. this turn also can enable us to sneak in a tapped land if \n\nTurn 3: in an ideal world we hit ramp ramp and are able to cast Blor here. But we dont play expecting this, its nice upside if we can but usually we are on 4 mana here. so here if we cant cast the commander we play a protection piece to maintain our life total like "},{"insert":{"card-link":"Crawlspace"}},{"insert":" or "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" , a buff piece for when we play Blor like "},{"insert":{"card-link":"The Earth Crystal"}},{"insert":" "},{"insert":{"card-link":"Ozolith, the Shattered Spire"}},{"insert":" "},{"insert":{"card-link":"Maester Seymour"}},{"insert":" , or we set up one of our many Blordwipes (trademark pending) like "},{"insert":{"card-link":"Karn's Sylex"}},{"insert":" or "},{"insert":{"card-link":"Time Bomb"}},{"insert":" to clear the way on a future turn.\n\nTurn 4: Usually we play Blor here hopefully we have some stuff already on the board to get his power buffed up a bit immediatly. If hes already in play great skip ahead.\n\nTurn 5: Cast our buffs/ equipments then hit someone for 6-8 damage usually\n\nTurn 6: this is an important turn, this where you decide do i go all in to try and take out one player and hope Blor can survive a cycle and then try and do the same to the next player, or as I recommend We set up a jigsaw trap and say "},{"insert":{"card-link":"Let's Play a Game"}},{"insert":" . If our opponents want to take our massive frog out, they will have to pay a heavy cost to do so. This is where we drop "},{"insert":{"card-link":"Living Plane"}},{"insert":" "},{"insert":{"card-link":"Nature's Revolt"}},{"insert":" "},{"insert":{"card-link":"Kamahl, Fist of Krosa"}},{"insert":" . Any "},{"insert":{"card-link":"Farewell"}},{"insert":" "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" "},{"insert":{"card-link":"Blasphemous Edict"}},{"insert":" will wipe everyone's board completely. as a mono green deck its much easier for us to bounce back as we have both ramp and no need to worry about color fixing. \n\nTurn 7: Hopefully we have dissuaded our opponents from doing anything too rash. But our hands a bit empty, thats where our card draw suite comes in with "},{"insert":{"card-link":"Lifestream's Blessing"}},{"insert":" "},{"insert":{"card-link":"Hunter's Insight"}},{"insert":" \nwith the damage/power draw spells ive found the floor to be about 5 cards and the ceiling to be around 20+. From there we should have enough protection pieces, 1 sided Blordwipes, plus life gain to finish off our opponents.\n\nThanks for reading this and hopefully this helps you wipe out everything in Blor's way\n\n\nP.S. sorry if its a bit rambly, used text to speech to type this up.\n"}]}
Blordwipe
Coercive Portal
Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice this artifact and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card.
Artifact

The Moment
At the beginning of your upkeep, put a time counter on The Moment.
, : Untap target creature you control. It phases out until The Moment leaves the battlefield.
, : Destroy each nonland permanent with mana value less than or equal to the number of time counters on The Moment. Then sacrifice The Moment. Activate only as a sorcery.
, : Untap target creature you control. It phases out until The Moment leaves the battlefield.
, : Destroy each nonland permanent with mana value less than or equal to the number of time counters on The Moment. Then sacrifice The Moment. Activate only as a sorcery.
Legendary Artifact

Blordwipe
(CTRL to add secondary)
Counters
Maester Seymour
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control.
: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
Legendary Creature - Human Cleric Elf

Ozolith, the Shattered Spire
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
Legendary Artifact

The Earth Crystal
Green spells you cast cost less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact

Counters
(CTRL to add secondary)
Draw
Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

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

Turntimber Symbiosis
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Sorcery


Draw
(CTRL to add secondary)
Land
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

Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

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

Land
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Protection
Protection
(CTRL to add secondary)
Pump
Tifa's Limit Break
Tiered (Choose one additional cost.)
• Somersault — — Target creature gets +2/+2 until end of turn.
• Meteor Strikes — — Double target creature's power and toughness until end of turn.
• Final Heaven — — Triple target creature's power and toughness until end of turn.
• Somersault — — Target creature gets +2/+2 until end of turn.
• Meteor Strikes — — Double target creature's power and toughness until end of turn.
• Final Heaven — — Triple target creature's power and toughness until end of turn.
Instant

Pump
(CTRL to add secondary)
Ramp
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

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
(CTRL to add secondary)
Removal
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Inscription of Abundance
Kicker
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Instant

Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment

Removal
(CTRL to add secondary)
Sideboard
Bow of Nylea
Attacking creatures you control have deathtouch.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
, : Choose one —
• Put a +1/+1 counter on target creature.
• Bow of Nylea deals 2 damage to target creature with flying.
• You gain 3 life.
• Put up to four target cards from your graveyard on the bottom of your library in any order.
Legendary Artifact Enchantment

Contest of Claws
Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery

Kusari-Gama
Equipped creature has ": This creature gets +1/+0 until end of turn."
Whenever equipped creature deals damage to a blocking creature, this Equipment deals that much damage to each other creature defending player controls.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals damage to a blocking creature, this Equipment deals that much damage to each other creature defending player controls.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Vorinclex, Monstrous Raider
Trample, haste
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
Legendary Creature - Praetor Phyrexian

Sideboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"My goal was to create to create a Blor "},{"insert":{"card-link":"Blor the Impervious"}},{"insert":" Voltron deck but that was very simple, and I'm not a big fan of creating Voltron. I've never really made one before so I wanted to have a really unique twist that isn't really seen in mono green. Of course, we got the ramp, we got the counters, because obviously I need to do that to be able to push through damage in order to win the game. However my first big concern when building was around Farewell. That's a big issue for my commander because of the non-targeted exile and those types of effects along with mass sacrifice effects will lead to Blor dying. \n\nHe already has indestructible, he already has hexproof, and trample is kind of thrown in there as well so he already has a great sort of Boggles Strat with this with this totality of it all, I came to the conclusion of that I wanted to create a boardwipe deck that also disincentivized my opponents from casting non target removal to take out Blor. So the idea behind this is the cards that destroy non-land permanenants are neutral colored artifact board wipes. A neat side effect is they only destroy nonland permanents therefore it will not qualify as mass land destruction and won't push me into bracket 4. This combined with adding a subfocus on mass land animation disincentivizes regular wraths or mass exiles or mass sacrifice or toxic deluge -X - X style effects by basically forcing the opponent that wants to deal with my Blor they have to blow up their entire board as well as mine and I'm OK with that because I'm a green deck and if we have to start over from zero I can probably hold back a couple of late mana dorks and you know one or two lands maybe and be able to you know come back much more aggressively than they are. \n\nSo I found this a really unique concept, and I'm surprised that no one has ever done this before. I mean obviously we have cards like Zurgo where people that have built him around wraths but that's in the wrath colors black, red, and white. But mono green wrath? It's a unique strategy that is an unexplored space. I investigated Archidekt and there are some Voltron green commanders there's even some boardwiping mono green decks but there hasn't been or at least I have not seen any decks created of a Voltron wrath commander in monogreen.\n\nMy favorite card I found was “The Moment” it helps Blor avoid some of the few silver bullet removals that can actually hit it while the second mode is the exact type of boardwipe my deck is looking for."},{"insert":{"card-link":"The Moment"}},{"insert":" \n\nWhile this build is very unconventional, it by no means is ineffective. I have have designed this deck to hold its own at bracket 2 and 3 tables and can kill someone on turn 6 if it doesnt have to deploy it defenses which obviously slow it down a decent amount of the time.\n\n\nOk enough about the vibes, reasoning,or explanation about the picks. Heres the primer for how this deck wants to play\n\n\nWe have 13 2 mana or less ramp spells/dorks. Our goal is to have at least one of them in our hand along with 2-3 lands\n\nTurn 1: Once we have a keepable hand we play a land turn 1 and usually throwout a mana accerator or if we dont have one of those we might as well drop a hardened scales or equipment if we have 1\n\nTurn 2: ramp, ramp, we want to play a land and a 2 mana ramp or 3 mana if we have a dork. this turn also can enable us to sneak in a tapped land if \n\nTurn 3: in an ideal world we hit ramp ramp and are able to cast Blor here. But we dont play expecting this, its nice upside if we can but usually we are on 4 mana here. so here if we cant cast the commander we play a protection piece to maintain our life total like "},{"insert":{"card-link":"Crawlspace"}},{"insert":" or "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" , a buff piece for when we play Blor like "},{"insert":{"card-link":"The Earth Crystal"}},{"insert":" "},{"insert":{"card-link":"Ozolith, the Shattered Spire"}},{"insert":" "},{"insert":{"card-link":"Maester Seymour"}},{"insert":" , or we set up one of our many Blordwipes (trademark pending) like "},{"insert":{"card-link":"Karn's Sylex"}},{"insert":" or "},{"insert":{"card-link":"Time Bomb"}},{"insert":" to clear the way on a future turn.\n\nTurn 4: Usually we play Blor here hopefully we have some stuff already on the board to get his power buffed up a bit immediatly. If hes already in play great skip ahead.\n\nTurn 5: Cast our buffs/ equipments then hit someone for 6-8 damage usually\n\nTurn 6: this is an important turn, this where you decide do i go all in to try and take out one player and hope Blor can survive a cycle and then try and do the same to the next player, or as I recommend We set up a jigsaw trap and say "},{"insert":{"card-link":"Let's Play a Game"}},{"insert":" . If our opponents want to take our massive frog out, they will have to pay a heavy cost to do so. This is where we drop "},{"insert":{"card-link":"Living Plane"}},{"insert":" "},{"insert":{"card-link":"Nature's Revolt"}},{"insert":" "},{"insert":{"card-link":"Kamahl, Fist of Krosa"}},{"insert":" . Any "},{"insert":{"card-link":"Farewell"}},{"insert":" "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" "},{"insert":{"card-link":"Blasphemous Edict"}},{"insert":" will wipe everyone's board completely. as a mono green deck its much easier for us to bounce back as we have both ramp and no need to worry about color fixing. \n\nTurn 7: Hopefully we have dissuaded our opponents from doing anything too rash. But our hands a bit empty, thats where our card draw suite comes in with "},{"insert":{"card-link":"Lifestream's Blessing"}},{"insert":" "},{"insert":{"card-link":"Hunter's Insight"}},{"insert":" \nwith the damage/power draw spells ive found the floor to be about 5 cards and the ceiling to be around 20+. From there we should have enough protection pieces, 1 sided Blordwipes, plus life gain to finish off our opponents.\n\nThanks for reading this and hopefully this helps you wipe out everything in Blor's way\n\n\nP.S. sorry if its a bit rambly, used text to speech to type this up.\n"}]}


















































































