Shroomba
264 views58 days ago
Commander
Size: 100Salt sum: 37.58
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{"ops":[{"insert":"Blor the Impervious – The Walls Still Stand\n\nBlor was my choice the moment the spoiler dropped. A 3/3 Frog Warrior with trample, hexproof, and indestructible already feels like a declaration. The flavor text made it personal: “Blor’s defenses are still impervious!”\n\nThis deck exists to make that statement literal.\n\nBlor does not lead from the front. He stands atop his battlements. The entire list is built around one stubborn idea: construct an ever-regenerating fortress of Walls so dense that outside forces never truly get through. If they somehow breach the outer layer, the walls simply rise again.\n\nThe strategy is pure defensive architecture:\n- Flood the board with Walls and defender creatures that form thick, recursive barriers.\n- Layer them with every meaningful regenerate effect mono-green can offer so that almost nothing stays dead for long.\n- Use Blor as the IMPERVIOUS general who sits safely, dangling his litle frog legs from his castle walls, growing larger while the fortifications absorb, regenerate, and rebuild.\n- When the time comes to strike, effects like Assault Formation turn the walls themselves into a trampling army, letting the fortress march.\n\nThe result is a mono-green castle that refuses to stay down. Opponents are forced to solve an endlessly regenerating wall of plant matter, wood, ice, and stone while an indestructible, hexproof trampler watches from his kingly throne and eventually decides the game is over.\n\nThis is not a glass-cannon Voltron list. It is a deliberate, flavor-first construction of the one idea Blor was born for: defenses so absolute that the outside forces never truly get in. And if they somehow do… the walls just rise again. \n"}]}
Counters
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
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Creature
Creature
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Draw
Draw
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Finisher
Finisher
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Land
Land
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Lifegain
Lifegain
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Protection
Mindbender Spores
Defender (This creature can't attack.)
Flying
Whenever this creature blocks a creature, put four fungus counters on that creature. The creature gains "This creature doesn't untap during your untap step if it has a fungus counter on it" and "At the beginning of your upkeep, remove a fungus counter from this creature."
Flying
Whenever this creature blocks a creature, put four fungus counters on that creature. The creature gains "This creature doesn't untap during your untap step if it has a fungus counter on it" and "At the beginning of your upkeep, remove a fungus counter from this creature."
Creature - Fungus Wall

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

Whip Vine
Defender; reach (This creature can block creatures with flying.)
You may choose not to untap this creature during your untap step.
: Tap target creature with flying blocked by this creature. That creature doesn't untap during its controller's untap step for as long as this creature remains tapped.
You may choose not to untap this creature during your untap step.
: Tap target creature with flying blocked by this creature. That creature doesn't untap during its controller's untap step for as long as this creature remains tapped.
Creature - Plant Wall

Protection
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Pump
Pump
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Ramp
Ramp
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Tokens
Tokens
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Sideboard
Germination Practicum
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Sideboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Blor the Impervious – The Walls Still Stand\n\nBlor was my choice the moment the spoiler dropped. A 3/3 Frog Warrior with trample, hexproof, and indestructible already feels like a declaration. The flavor text made it personal: “Blor’s defenses are still impervious!”\n\nThis deck exists to make that statement literal.\n\nBlor does not lead from the front. He stands atop his battlements. The entire list is built around one stubborn idea: construct an ever-regenerating fortress of Walls so dense that outside forces never truly get through. If they somehow breach the outer layer, the walls simply rise again.\n\nThe strategy is pure defensive architecture:\n- Flood the board with Walls and defender creatures that form thick, recursive barriers.\n- Layer them with every meaningful regenerate effect mono-green can offer so that almost nothing stays dead for long.\n- Use Blor as the IMPERVIOUS general who sits safely, dangling his litle frog legs from his castle walls, growing larger while the fortifications absorb, regenerate, and rebuild.\n- When the time comes to strike, effects like Assault Formation turn the walls themselves into a trampling army, letting the fortress march.\n\nThe result is a mono-green castle that refuses to stay down. Opponents are forced to solve an endlessly regenerating wall of plant matter, wood, ice, and stone while an indestructible, hexproof trampler watches from his kingly throne and eventually decides the game is over.\n\nThis is not a glass-cannon Voltron list. It is a deliberate, flavor-first construction of the one idea Blor was born for: defenses so absolute that the outside forces never truly get in. And if they somehow do… the walls just rise again. \n"}]}











































































