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Commander
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{"ops":[{"insert":"Deck built with www.MTGOracle.gg\n\nFull deck guide available here: https://www.mtgoracle.gg/news/hit-monkey-commander-guide\n\nHit-Monkey loads himself with aura after aura while the enchantress engine replaces each one in hand. Equipment adds indestructibility and double strike. Silent Arbiter ensures nobody gets to chump block their way out of it.\n\nHit-Monkey combines two of green's most powerful archetypes in a single coherent strategy. The enchantress engine — Argothian Enchantress, Verduran Enchantress, Setessan Champion, and Eidolon of Blossoms — fires whenever an enchantment enters the battlefield under your control, converting each aura you attach to Hit-Monkey into a replacement card. Building the kill condition and maintaining card advantage are the same action, not competing uses of the same resources.\nThe equipment suite adds what auras alone cannot provide: flash-speed protection, combat keywords, and resilience against removal. Hammer of Nazahn enters and immediately equips to Hit-Monkey, granting indestructible and making targeted removal essentially useless once it is in play. Fireshrieker grants double strike, meaning a single swing can represent lethal commander damage without needing extraordinary power. Mithril Coat gives shroud at instant speed. Shadowspear adds lifelink and trample, punching through tokens and countering lifegain opponents. The equipment and aura halves are not redundant: they solve different problems and reinforce each other's weaknesses.\nThe deck's most important non-Hit-Monkey permanent is Silent Arbiter. A resolved Arbiter limits each player to one attacker and one blocker per combat step. Opponents cannot chump block with token armies; whatever they put in front takes the full hit. Combined with Rogue's Passage, Trailblazer's Boots, and Bear Umbra's untap-on-attack clause, the deck has multiple ways to guarantee that combat damage lands. When it does, the on-damage draw engines — Snake Umbra, Keen Sense, Sixth Sense, and Toski, Bearer of Secrets — convert the hit into additional card advantage and deepen the hand on every successful swing.\n"}]}
Artifact
Artifact
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Counters
Nyxborn Hydra
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Creature Enchantment - Hydra

Counters
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Draw
Draw
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Enchantment
Claim the Kingdom
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control and a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, put an indestructible counter on target creature you control.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, put an indestructible counter on target creature you control.
Enchantment - Plan

Enchantment
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Evasion
Evasion
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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
Lion Umbra
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura

Thran Power Suit
Equipped creature gets +1/+1 for each Aura and Equipment attached to it and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
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

Protection
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Pump
Pump
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Ramp
Ramp
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Removal
Hunter's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Enchantment - Class

Questing Beast
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Legendary Creature - Beast

Removal
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Deck built with www.MTGOracle.gg\n\nFull deck guide available here: https://www.mtgoracle.gg/news/hit-monkey-commander-guide\n\nHit-Monkey loads himself with aura after aura while the enchantress engine replaces each one in hand. Equipment adds indestructibility and double strike. Silent Arbiter ensures nobody gets to chump block their way out of it.\n\nHit-Monkey combines two of green's most powerful archetypes in a single coherent strategy. The enchantress engine — Argothian Enchantress, Verduran Enchantress, Setessan Champion, and Eidolon of Blossoms — fires whenever an enchantment enters the battlefield under your control, converting each aura you attach to Hit-Monkey into a replacement card. Building the kill condition and maintaining card advantage are the same action, not competing uses of the same resources.\nThe equipment suite adds what auras alone cannot provide: flash-speed protection, combat keywords, and resilience against removal. Hammer of Nazahn enters and immediately equips to Hit-Monkey, granting indestructible and making targeted removal essentially useless once it is in play. Fireshrieker grants double strike, meaning a single swing can represent lethal commander damage without needing extraordinary power. Mithril Coat gives shroud at instant speed. Shadowspear adds lifelink and trample, punching through tokens and countering lifegain opponents. The equipment and aura halves are not redundant: they solve different problems and reinforce each other's weaknesses.\nThe deck's most important non-Hit-Monkey permanent is Silent Arbiter. A resolved Arbiter limits each player to one attacker and one blocker per combat step. Opponents cannot chump block with token armies; whatever they put in front takes the full hit. Combined with Rogue's Passage, Trailblazer's Boots, and Bear Umbra's untap-on-attack clause, the deck has multiple ways to guarantee that combat damage lands. When it does, the on-damage draw engines — Snake Umbra, Keen Sense, Sixth Sense, and Toski, Bearer of Secrets — convert the hit into additional card advantage and deepen the hand on every successful swing.\n"}]}






































































