332 views3 months ago
Commander
Size: 100Salt sum: 34.08
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Dunglebungus

332 views3 months ago
Commander
Size: 100Salt sum: 34.08

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{"ops":[{"insert":"Have you ever wanted to swing for 40 with a land equipped by a dozen ramp spells? "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"The primary objective of the deck is to abuse my favorite combo in all of magic, "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bludgeon Brawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Mycosynth Lattice"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" . Normally, this combination is played with cards that give free equips, otherwise paying the mana cost of a card to equip is incredibly inefficient. But what if we could equip the cards before they ever gained the equipment type? By turning auras into equipment, we essentially double dip on the auras while cheating the cost to equip them. Here, our commander "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allows us to churn through our deck to find our combo enablers while ramping at the same time. If needed, our commander can also fix mana or create bodies. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One problem with the 5 color rulebreaker commanders is of course the mana base. We have access to a couple of 5c lands, but this deck fixes the problem by running... 30 forests? Almost a quarter of our deck consists of land enchantments that fix for 5 colors. Normally, most of these enchantments are below rate, but between the raw value of the "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , the synergy with Bludgeon Brawl, and the need for 5 color fixing, this pile of draft chaff can explode into 10-15 mana by turn 5. Running all forests makes our ramp 100% consistent and helps support basic lands matter cards like "},{"insert":{"card-link":"On Thin Ice"}},{"insert":" and "},{"insert":{"card-link":"Ossification"}},{"insert":" . Combined with land untapping cards, our enchanted lands can overwhelm our opponents through card advantage, tokens, mana, and even theft. \n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"The Gameplay Loop"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" Every game begins with ramp. Generally, you'll want at least 2 ramp auras in your opening hand. Its important to note the triggered ability ramp spells ("},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Utopia Sprawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Dawn's Reflection"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"), which stack, vs the ability granting lands ("},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bigger on the Inside"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"New Horizons"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"), which need to be placed on different lands. You will want to stack one land with as many triggered abilities as possible while the others get a spread of the ability granting ones. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Whenever you're in doubt, cast the commander and -3 for a new hand immediately. I cannot stress enough how insanely powerful having access to a 3 mana draw 10+ in the command zone is. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Eventually, you'll build up an absolutely enormous stack of auras on one of your forests. At that point, either tutor up "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Mycosynth Lattice"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bludgeon Brawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or just naturally draw it with your 30 cards drawn a turn, then enchant your largest land with one of the animation enchantments like "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Genju of the Realm"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Wind Zendikon"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" . You should probably not do that if you don't have some of your protection spells available though. Or do it anyway and see what happens, I don't care. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Card Choices"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One small downside of "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is that you can't hold situational cards in your hand if you are wheeling all the time, so many of our utility cards are chosen for their ability to be cast from the graveyard. Some highlights are:"},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Flame Jab"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , which is in the deck mostly to ensure that we can kill our own "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and continue wheeling once our opponents realize the strength of the -3 and stop attacking him. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Seize the Day"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allows us to get an extra combat once we assemble lord Genju."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Conflagrate"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is our only real alternate win condition and it only takes out one player most of the time. The front side can also be frontcast if we assemble some of our higher mana generating boards with "},{"insert":{"card-link":"Candelabra of Tawnos"}},{"insert":" . \n\n"},{"insert":{"card-link":"Soul of New Phyrexia"}},{"insert":" protects our lands while on board or in the grave. \n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Codex Shredder"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Eden, Seat of the Sanctum"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allow us to recur our important combo pieces or one of our land animators. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Urza's Saga"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is generally included for the ability to tutor for "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Candelabra of Tawnos"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , which is the best non commander card in the deck. However, karnstructs become very relevant as well once you cast "},{"insert":{"card-link":"Mycosynth Lattice"}},{"insert":" . \n\nStaying Alive"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One major issue of having this many enchantments and few creatures is staying alive. Even with access to other colors' auras, we don't have a lot of tools to slow the game down and keep ourselves alive. Our biggest tool is threatening removal on our opponents commanders through notoriously frustrating removal like "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" and "},{"insert":{"card-link":"Noggle the Mind"}},{"insert":" , much of which can be done at instant speed. We also have a small suite of pillow fort cards like "},{"insert":{"card-link":"Kazuul, Tyrant of the Cliffs"}},{"insert":" and "},{"insert":{"card-link":"Smoke"}},{"insert":" . \n\nFinally, I'd like to highlight my second favorite combo in the deck, "},{"insert":{"card-link":"Urban Burgeoning"}},{"insert":" and "},{"insert":{"card-link":"Chamber of Manipulation"}},{"insert":" \n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" "},{"insert":"\n"}]}
The Unluckiest Planeswalker
Rulebreaker — A deck with this commander can have Aura cards of any color identity and any basic land cards.
+1: Add one mana of any color. When you spend this mana to cast an Aura spell this turn, create a 1/1 red Gremlin creature token.
−3: Discard your hand, then draw cards equal to twice the number of Auras you control. For each Aura attached to you, attach it to an opponent of your choice.
The Unluckiest Planeswalker can be your commander.
Legendary Planeswalker
The Unluckiest Planeswalker (mbc) 26

Commander

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Bludgeon Brawl
Each noncreature, non-Equipment artifact is an Equipment with equip
and "Equipped creature gets +X/+0," where X is that artifact's mana value.
Enchantment
Bludgeon Brawl (nph) 80
Dan Lewis
Noncreature, non-Equipment artifacts you control are Equipment in addition to their other types and have "Equipped creature gets +1/+0" and equip
.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Human
Dan Lewis (who) 78
Mycosynth Lattice
All permanents are artifacts in addition to their other types.
All cards that aren't on the battlefield, spells, and permanents are colorless.
Players may spend mana as though it were mana of any color.
Artifact
Mycosynth Lattice (plst) BBD-241

!Combo

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Bigger on the Inside
Enchant artifact or land
Enchanted permanent has "
: Target player adds two mana of any one color. The next spell they cast this turn has cascade." (When they cast their next spell, they exile cards from the top of their library until they exile a nonland card that costs less. They may cast it without paying its mana cost. They put the exiled cards on the bottom in a random order.)
Enchantment - Aura
Bigger on the Inside (who) 115
Gift of Paradise
Enchant land
When this Aura enters, you gain 3 life.
Enchanted land has "
: Add two mana of any one color."
Enchantment - Aura
Gift of Paradise (c21) 191
Nature's Embrace
Enchant creature or land
As long as enchanted permanent is a creature, it gets +2/+2.
As long as enchanted permanent is a land, it has "
: Add two mana of any one color."
Enchantment - Aura
Nature's Embrace (vow) 211
New Horizons
Enchant land
When this Aura enters, put a +1/+1 counter on target creature you control.
Enchanted land has "
: Add two mana of any one color."
Enchantment - Aura
New Horizons (fdn) 557
Sheltered Aerie
Enchant land
Enchanted land has "
: Add two mana of any one color."
Enchantment - Aura
Sheltered Aerie (dtk) 206
Weirding Wood
Enchant land
When this Aura enters, investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Enchanted land has "
: Add two mana of any one color."
Enchantment - Aura
Weirding Wood (moc) 315

Ability Granting Land Aura Ramp

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Genju of the Cedars
Enchant Forest
: Enchanted Forest becomes a 4/4 green Spirit creature until end of turn. It's still a land.
When enchanted Forest is put into a graveyard, you may return this card from your graveyard to your hand.
Enchantment - Aura
Genju of the Cedars (gvl) 13
Genju of the Realm
Enchant land
: Enchanted land becomes a legendary 8/12 Spirit creature with trample until end of turn. It's still a land.
When enchanted land is put into a graveyard, you may return Genju of the Realm from your graveyard to your hand.
Legendary Enchantment - Aura
Genju of the Realm (bok) 151
Harmonious Emergence
Enchant land you control
Enchanted land is a 4/5 green Spirit creature with vigilance and haste. It's still a land.
If enchanted land would be destroyed, instead sacrifice this Aura and that land gains indestructible until end of turn.
Enchantment - Aura
Harmonious Emergence (neo) 190
Wind Zendikon
Enchant land
Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land.
When enchanted land dies, return that card to its owner's hand.
Enchantment - Aura
Wind Zendikon (wwk) 46

Animator

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Conflagrate
Conflagrate deals X damage divided as you choose among any number of targets.
Flashback—
, Discard X cards. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Conflagrate (tsr) 160
Seize the Day
Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Seize the Day (msc) 166

Finisher

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City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (tmc) 62
Deserted Temple
: Add
.
,
: Untap target land.
Land
Deserted Temple (mh3) 301
Eden, Seat of the Sanctum
: Add
.
,
: Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand.
Land - Town
Eden, Seat of the Sanctum (fin) 277
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (jou) 163
Snow-Covered Forest
(
: Add
.)
Basic Snow Land - Forest
Snow-Covered Forest (khm) 285
Strength of the Harvest
Enchant creature
Enchanted creature gets +1/+1 for each creature and/or enchantment you control.
Enchantment - Aura
Strength of the Harvest // Haven of the Harvest (mh3) 258Strength of the Harvest // Haven of the Harvest (mh3) 258
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (tsr) 287
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "
: Add
."
II — This Saga gains "
,
: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost
or
, put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's
Urza's Saga (mh2) 259
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (m3c) 409

Land

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Abundant Growth
Enchant land
When this Aura enters, draw a card.
Enchanted land has "
: Add one mana of any color."
Enchantment - Aura
Abundant Growth (ecc) 97
Nylea's Presence
Enchant land
When this Aura enters, draw a card.
Enchanted land is every basic land type in addition to its other types.
Enchantment - Aura
Nylea's Presence (plst) THS-169
Shimmerwilds Growth
Enchant land
As this Aura enters, choose a color.
Enchanted land is the chosen color.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Shimmerwilds Growth (ecl) 194
Unbridled Growth
Enchant land
Enchanted land has "
: Add one mana of any color."
Sacrifice this Aura: Draw a card.
Enchantment - Aura
Unbridled Growth (aer) 126
Urban Utopia
Enchant land
When this Aura enters, draw a card.
Enchanted land has "
: Add one mana of any color."
Enchantment - Aura
Urban Utopia (grn) 146

Mana Fixing

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Chamber of Manipulation
Enchant land
Enchanted land has "
, Discard a card: Gain control of target creature until end of turn."
Enchantment - Aura
Chamber of Manipulation (ody) 76
Kazuul, Tyrant of the Cliffs
Whenever a creature an opponent controls attacks, if you're the defending player, create a 3/3 red Ogre creature token unless that creature's controller pays
.
Legendary Creature - Warrior Ogre
Kazuul, Tyrant of the Cliffs (mkc) 157
Smoke
Players can't untap more than one creature during their untap steps.
Enchantment
Smoke (5ed) 268

Pillow Fort

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Cradle of Safety
Flash
Enchant creature you control
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.
Enchantment - Aura
Cradle of Safety (vow) 54
Darksteel Garrison
Fortified land has indestructible.
Whenever fortified land becomes tapped, target creature gets +1/+1 until end of turn.
Fortify
(
: Attach to target land you control. Fortify only as a sorcery. This card enters unattached and stays on the battlefield if the land leaves.)
Artifact - Fortification
Darksteel Garrison (plst) FUT-167
Equinox
Enchant land
Enchanted land has "
: Counter target spell if it would destroy a land you control."
Enchantment - Aura
Equinox (leg) 13
Fae Flight
Flash
Enchant creature
When this Aura enters, enchanted creature gains hexproof until end of turn.
Enchanted creature gets +1/+0 and has flying.
Enchantment - Aura
Fae Flight (mkm) 56
Hexing Squelcher
This spell can't be countered.
Ward—Pay 2 life.
Spells you control can't be countered.
Other creatures you control have "Ward—Pay 2 life."
Creature - Goblin Sorcerer
Hexing Squelcher (ecl) 145
Shardmage's Rescue
Flash
Enchant creature you control
As long as this Aura entered this turn, enchanted creature has hexproof.
Enchanted creature gets +1/+1.
Enchantment - Aura
Shardmage's Rescue (dsk) 29
Soul of New Phyrexia
Trample
: Permanents you control gain indestructible until end of turn.
, Exile this card from your graveyard: Permanents you control gain indestructible until end of turn.
Creature Artifact - Avatar Phyrexian
Soul of New Phyrexia (cmm) 974
Starlit Mantle
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature you control
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +1/+1.
Enchantment - Aura
Starlit Mantle (j25) 366

Protection

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Glasswing Grace
Enchant creature
Enchanted creature gets +2/+2 and has flying and lifelink.
Enchantment - Aura
Glasswing Grace // Age-Graced Chapel (mh3) 254Glasswing Grace // Age-Graced Chapel (mh3) 254

Pump

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Codex Shredder
: Target player mills a card. (They put the top card of their library into their graveyard.)
,
, Sacrifice this artifact: Return target card from your graveyard to your hand.
Artifact
Codex Shredder (cmr) 304

Recursion

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Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura
Amphibian Downpour (mh3) 51
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (msc) 163
Darksteel Mutation
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment - Aura
Darksteel Mutation (soc) 142
Dimensional Exile
Enchant basic land you control
When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield.
Enchantment - Aura
Dimensional Exile (tmt) 4
Eaten by Piranhas
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchantment - Aura
Eaten by Piranhas (fdn) 507
Flame Jab
Flame Jab deals 1 damage to any target.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery
Flame Jab (plst) EMA-131
Noggle the Mind
Flash
Enchant creature
Enchanted creature loses all abilities and is a colorless Noggle with base power and toughness 1/1. (It loses all colors and all other creature types.)
Enchantment - Aura
Noggle the Mind (ecl) 60
On Thin Ice
Enchant snow land you control
When this Aura enters, exile target creature an opponent controls until this Aura leaves the battlefield.
Snow Enchantment - Aura
On Thin Ice (mh1) 20
Ossification
Enchant basic land you control
When this Aura enters, exile target creature or planeswalker an opponent controls until this Aura leaves the battlefield.
Enchantment - Aura
Ossification (one) 26
Utter Insignificance
Flash
Enchant creature
Enchanted creature loses all abilities and has base power and toughness 1/1.
: Exile enchanted creature.
Enchantment - Aura
Utter Insignificance (mh3) 78

Removal

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Blighted Burgeoning
Enchant land
When this Aura enters, incubate 2. (Create an Incubator token with two +1/+1 counters on it and "
: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Blighted Burgeoning (mom) 177
Buried in the Garden
Enchant land
When this Aura enters, exile target nonland permanent you don't control until this Aura leaves the battlefield.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Buried in the Garden (mkm) 191
Dawn's Reflection
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
Enchantment - Aura
Dawn's Reflection (plst) C18-139
Fertile Ground
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Fertile Ground (ecc) 106
Glittering Frost
Enchant land
Enchanted land is snow.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Snow Enchantment - Aura
Glittering Frost (khm) 171
Market Festival
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional two mana in any combination of colors.
Enchantment - Aura
Market Festival (jou) 130
Overgrowth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Overgrowth (j22) 702
Trace of Abundance
Enchant land
Enchanted land has shroud. (It can't be the target of spells or abilities.)
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Trace of Abundance (arb) 142
Verdant Haven
Enchant land
When this Aura enters, you gain 2 life.
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Verdant Haven (m15) 206
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (pip) 208
Wolfwillow Haven
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
, Sacrifice this Aura: Create a 2/2 green Wolf creature token. Activate only during your turn.
Enchantment - Aura
Wolfwillow Haven (blc) 246

Triggered Ability Land Aura Ramp

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Gamble
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
Sorcery
Gamble (dmr) 321

Tutor

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Bear Umbra
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Bear Umbra (woc) 121
Candelabra of Tawnos
,
: Untap X target lands.
Artifact
Candelabra of Tawnos (atq) 43
Fiery Gambit
Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.
Sorcery
Fiery Gambit (plst) MRD-90
Treachery
Enchant creature
When this Aura enters, untap up to five lands.
You control enchanted creature.
Enchantment - Aura
Treachery (uds) 50
Urban Burgeoning
Enchant land
Enchanted land has "Untap this land during each other player's untap step."
Enchantment - Aura
Urban Burgeoning (rtr) 138

Untappers

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Changing Loyalty
Flash
Replicate
(When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
When enchanted creature dies, return it to the battlefield under your control.
Enchantment - Aura
Changing Loyalty (soc) 23
Spawning Grounds
Enchant land
Enchanted land has "
: Create a 5/5 green Beast creature token with trample."
Enchantment - Aura
Spawning Grounds (plst) C18-163

Value

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Deck Info

Deck stats

12 pips - 11 cards
0 mana - 14 cards
13 pips - 11 cards
0 mana - 12 cards
4 pips - 3 cards
0 mana - 13 cards
17 pips - 15 cards
17 mana - 12 cards
31 pips - 29 cards
0 mana - 41 cards
0 pips - 0 cards
3 mana - 3 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Have you ever wanted to swing for 40 with a land equipped by a dozen ramp spells? "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"The primary objective of the deck is to abuse my favorite combo in all of magic, "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bludgeon Brawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Mycosynth Lattice"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" . Normally, this combination is played with cards that give free equips, otherwise paying the mana cost of a card to equip is incredibly inefficient. But what if we could equip the cards before they ever gained the equipment type? By turning auras into equipment, we essentially double dip on the auras while cheating the cost to equip them. Here, our commander "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allows us to churn through our deck to find our combo enablers while ramping at the same time. If needed, our commander can also fix mana or create bodies. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One problem with the 5 color rulebreaker commanders is of course the mana base. We have access to a couple of 5c lands, but this deck fixes the problem by running... 30 forests? Almost a quarter of our deck consists of land enchantments that fix for 5 colors. Normally, most of these enchantments are below rate, but between the raw value of the "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , the synergy with Bludgeon Brawl, and the need for 5 color fixing, this pile of draft chaff can explode into 10-15 mana by turn 5. Running all forests makes our ramp 100% consistent and helps support basic lands matter cards like "},{"insert":{"card-link":"On Thin Ice"}},{"insert":" and "},{"insert":{"card-link":"Ossification"}},{"insert":" . Combined with land untapping cards, our enchanted lands can overwhelm our opponents through card advantage, tokens, mana, and even theft. \n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"The Gameplay Loop"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" Every game begins with ramp. Generally, you'll want at least 2 ramp auras in your opening hand. Its important to note the triggered ability ramp spells ("},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Utopia Sprawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Dawn's Reflection"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"), which stack, vs the ability granting lands ("},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bigger on the Inside"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"New Horizons"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"), which need to be placed on different lands. You will want to stack one land with as many triggered abilities as possible while the others get a spread of the ability granting ones. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Whenever you're in doubt, cast the commander and -3 for a new hand immediately. I cannot stress enough how insanely powerful having access to a 3 mana draw 10+ in the command zone is. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Eventually, you'll build up an absolutely enormous stack of auras on one of your forests. At that point, either tutor up "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Mycosynth Lattice"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Bludgeon Brawl"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or just naturally draw it with your 30 cards drawn a turn, then enchant your largest land with one of the animation enchantments like "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Genju of the Realm"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" or "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Wind Zendikon"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" . You should probably not do that if you don't have some of your protection spells available though. Or do it anyway and see what happens, I don't care. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"Card Choices"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One small downside of "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is that you can't hold situational cards in your hand if you are wheeling all the time, so many of our utility cards are chosen for their ability to be cast from the graveyard. Some highlights are:"},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Flame Jab"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , which is in the deck mostly to ensure that we can kill our own "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"The Unluckiest Planeswalker"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and continue wheeling once our opponents realize the strength of the -3 and stop attacking him. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Seize the Day"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allows us to get an extra combat once we assemble lord Genju."},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Conflagrate"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is our only real alternate win condition and it only takes out one player most of the time. The front side can also be frontcast if we assemble some of our higher mana generating boards with "},{"insert":{"card-link":"Candelabra of Tawnos"}},{"insert":" . \n\n"},{"insert":{"card-link":"Soul of New Phyrexia"}},{"insert":" protects our lands while on board or in the grave. \n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Codex Shredder"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" and "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Eden, Seat of the Sanctum"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" allow us to recur our important combo pieces or one of our land animators. "},{"insert":"\n\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Urza's Saga"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" is generally included for the ability to tutor for "},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":{"card-link":"Candelabra of Tawnos"}},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":" , which is the best non commander card in the deck. However, karnstructs become very relevant as well once you cast "},{"insert":{"card-link":"Mycosynth Lattice"}},{"insert":" . \n\nStaying Alive"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#ffffff","background":"transparent"},"insert":"One major issue of having this many enchantments and few creatures is staying alive. Even with access to other colors' auras, we don't have a lot of tools to slow the game down and keep ourselves alive. Our biggest tool is threatening removal on our opponents commanders through notoriously frustrating removal like "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" and "},{"insert":{"card-link":"Noggle the Mind"}},{"insert":" , much of which can be done at instant speed. We also have a small suite of pillow fort cards like "},{"insert":{"card-link":"Kazuul, Tyrant of the Cliffs"}},{"insert":" and "},{"insert":{"card-link":"Smoke"}},{"insert":" . \n\nFinally, I'd like to highlight my second favorite combo in the deck, "},{"insert":{"card-link":"Urban Burgeoning"}},{"insert":" and "},{"insert":{"card-link":"Chamber of Manipulation"}},{"insert":" \n\n"},{"attributes":{"background":"transparent","color":"#000000"},"insert":" "},{"insert":"\n"}]}
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