IsaBaguette
67 views16 days ago
Commander
Size: 100Salt sum: 32.66
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{"ops":[{"insert":"Mono-Green voltron with a... COMMON commander????? Well it's not quite so far-fetched with "},{"insert":{"card-link":"Wolfsbane, Highland Hero"}},{"insert":"! With her ability to pump herself at ANY time alongside a slew of pump spells, auras, and maybe even a sneaky combo or two, it's no WONDER that we have such a fun commander deck, all for the low price of... $44?! \n\n"},{"attributes":{"underline":true},"insert":"How the deck works:"},{"insert":"\n\n\t\tNamely, you're simply pumping your commander as BIG as they'll get, but "},{"insert":{"card-link":"Giant Growth"}},{"insert":" and "},{"insert":{"card-link":"Snake Umbra"}},{"insert":" aren't going to quite get you to a finishing board state in well enough time to close out a game of commander... \n\t\tFortunately we do have "},{"attributes":{"italic":true},"insert":"one"},{"insert":" way around this! "},{"insert":{"card-link":"Pili-Pala"}},{"insert":" and "},{"insert":{"card-link":"Careful Cultivation"}},{"insert":" is the deck's ONLY infinite combo, netting infinite mana! While at a quick glance, this lets our commander go infinite, we can only use her activated ability once per turn, restricting us to how we can end up actually closing out a game...\n\t\tOur best infinite mana outlet by FAR is a "},{"insert":{"card-link":"Nyxborn Hydra"}},{"insert":", which will let us bestow it to our commander to ensure that no matter what, everyone else at the table WILL be perishing in short manners. "},{"insert":{"card-link":"Wildheart Invoker"}},{"insert":" is likely our next best option, giving ANY creature, not just our commander infinitely large stats as well as trample, potentially closing out the game in one BIG swing!\n\n"},{"attributes":{"underline":true},"insert":"The shortcomings:"},{"insert":"\n\t\tAs both a green deck AND a deck full of only common cards, it's QUITE difficult to draw cards. To attempt to rectify this issue, we do run each cycling land possible, alongside as many fetch lands as we can get our grubby little mitts upon to help attempt to get as far through the deck as possible. The best (and only) means of repeatably drawing cards are "},{"insert":{"card-link":"Brightwood Tracker"}},{"insert":" and "},{"insert":{"card-link":"Deepwood Denizen"}},{"insert":", which are admittedly not very impressive on their own in the slightest, but do their best with what we have!\n"}]}
Combo!
Combo!
(CTRL to add secondary)
Draw
You Meet in a Tavern
Choose one —
• Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
• Start a Brawl — Creatures you control get +2/+2 until end of turn.
• Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
• Start a Brawl — Creatures you control get +2/+2 until end of turn.
Sorcery

Draw
(CTRL to add secondary)
Land
Hidden Nursery
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 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.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 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.)
Land - Cave

Land
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Mana outlet
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

Mana outlet
(CTRL to add secondary)
Pump
Pump
(CTRL to add secondary)
Ramp
Goldvein Pick
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Ramp
(CTRL to add secondary)
Removal
Over the Edge
Choose one —
• Destroy target artifact or enchantment.
• Target creature you control explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
• Destroy target artifact or enchantment.
• Target creature you control explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Sorcery

Removal
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Mono-Green voltron with a... COMMON commander????? Well it's not quite so far-fetched with "},{"insert":{"card-link":"Wolfsbane, Highland Hero"}},{"insert":"! With her ability to pump herself at ANY time alongside a slew of pump spells, auras, and maybe even a sneaky combo or two, it's no WONDER that we have such a fun commander deck, all for the low price of... $44?! \n\n"},{"attributes":{"underline":true},"insert":"How the deck works:"},{"insert":"\n\n\t\tNamely, you're simply pumping your commander as BIG as they'll get, but "},{"insert":{"card-link":"Giant Growth"}},{"insert":" and "},{"insert":{"card-link":"Snake Umbra"}},{"insert":" aren't going to quite get you to a finishing board state in well enough time to close out a game of commander... \n\t\tFortunately we do have "},{"attributes":{"italic":true},"insert":"one"},{"insert":" way around this! "},{"insert":{"card-link":"Pili-Pala"}},{"insert":" and "},{"insert":{"card-link":"Careful Cultivation"}},{"insert":" is the deck's ONLY infinite combo, netting infinite mana! While at a quick glance, this lets our commander go infinite, we can only use her activated ability once per turn, restricting us to how we can end up actually closing out a game...\n\t\tOur best infinite mana outlet by FAR is a "},{"insert":{"card-link":"Nyxborn Hydra"}},{"insert":", which will let us bestow it to our commander to ensure that no matter what, everyone else at the table WILL be perishing in short manners. "},{"insert":{"card-link":"Wildheart Invoker"}},{"insert":" is likely our next best option, giving ANY creature, not just our commander infinitely large stats as well as trample, potentially closing out the game in one BIG swing!\n\n"},{"attributes":{"underline":true},"insert":"The shortcomings:"},{"insert":"\n\t\tAs both a green deck AND a deck full of only common cards, it's QUITE difficult to draw cards. To attempt to rectify this issue, we do run each cycling land possible, alongside as many fetch lands as we can get our grubby little mitts upon to help attempt to get as far through the deck as possible. The best (and only) means of repeatably drawing cards are "},{"insert":{"card-link":"Brightwood Tracker"}},{"insert":" and "},{"insert":{"card-link":"Deepwood Denizen"}},{"insert":", which are admittedly not very impressive on their own in the slightest, but do their best with what we have!\n"}]}






































































