Caliban99
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Commander
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{"ops":[{"attributes":{"color":"#000000"},"insert":"**Commander:**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"[[Glarb, Calamity's Augur]] is an unsexy, no-nonsense 3-mana Sultai commander. As a 2/4 Deathtouch, he's a serviceable blocker, but his real value is in playing from your library and refining draws via Surveil. With three creature sub-types, he also opens up multiple tribal synergies but I've chosen to lean into the \"Bounce to Hand\" theme of Bloomburrow's Frogs. And also Wizards. Because they rock. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* When Surveiling: Leave Glarb untapped so he can serve as a blocker during your opponents' turns. Surveil only during the opponent's end phase just before your upkeep to maximize the efficacy of your draws. Cards with <4 mana cost should be positioned on top so they're drawn first. Whenever possible, play lands and cast spells from your library to dig through more of your deck. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":" * Example: I Surveil 2 and see an Island followed by [[Longer River Lurker]]. Reposition the Lurker on Top so it's drawn in your draw phase. Play the Island from your library. You can now see the card below and, if it costs 4 or more mana, play it from your library also. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":" * If you manage to get [[Grolnok, the Omnivore]] on the board, any permanents you Surveil into your graveyard are exiled with Croak counters and can be cast later"},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Interaction:**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* The whole point of this build is to \"exile then return\" creatures to trigger ETB (and sometimes LTB) effects. ETB effects are some of the strongest in the game because most creatures are designed to enter only once. With this strategy, you can fetch lands, draw cards, and even cast spells from your graveyard without paying their mana cost (s/o [[Daring Waverider]])! Use cards like [[Blur]], [[Essence Flux]], and [[Planar Incision]] to build your board early. By turn 5-6, you should have permanents in the field that can flicker in place of spells (i.e. [[Conjurer's Closet]], [[Meneldor, Swift Savior]], fully powered [[Gossip's Talent]], etc)"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* With a Deathtouch commander, I LOVE cards that \"deal damage equal to creature's power\" because even your 1/1 tapped Mana Dork can remove massive creatures from the board. I lean into Instant-speed varieties but also include sorceries that are either a) cheap ([[Hard-Hitting Question]]) or b) allow multiple targets ([[Super Combo]]) "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* I dislike cards that just do *one thing* so I'm packing Counterspells that also fit my gameplan--[[Get Out]], [[Familiar's Ruse]], [[Decisive Denial]], etc. Use these over more limited versions like [[Negate]] or [[Essence Scatter]]. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* This is a slow burning control deck so I recommend packing multiple board wipes in the form of Mass-Bounce cards. Admittedly, these don't *kill* creatures, but they do circumvent Indestructible, return creatures you own that were stolen, and effectively stop go-wide token decks (I'm looking at you, [[Scute Swarm]]). Best case scenario, your opponents have to discard multiple cards and spend several turns rebuilding their board while you capitalize on the ETB effects this deck is built around."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* The Main Deck is low on protection but good news: Bounce/Flicker is just as good as being Hexproof! I love a [[Spore Frog]] for typal synergy and general deterrence; foes are more likely to swing at someone without damage prevention."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Additional Win-Cons:**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* [[Simic Ascendancy]] gives the deck an alternate win con. Even without much investment in +1/+1 counter generators, it can "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* [[Twenty-Toed Toad]] is another potential addition here. This deck has lots of card draw potential and TTT's +1/+1 ability synergizes well with Simic Ascendancy. I haven't included it in the Main Deck only because of it's price... "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* [[Triskaidekaphile]] would fit well here too. Nice budget alternative to TTT which still checks the typal box, as a wizard. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Combos**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* This deck has a couple late-game infinite mana combos you should tell the table about. [[Lilysplash Mentor]]/[[Deadeye Navigator]] + [[Palinchron]]/[[Peregrine Drake]]. Palinchron is, by far, the most expensive card in this deck. I only included it because I found it in my 20-year-old card stash. You can buy Peregrin Drake for $.40 and it's just as effective. Infinite mana obviously helps in many ways but in this deck we use it to bounce for card draw, life-gain, and to power up Simic Ascendancy. You can even stack +1/+1 counters on Glarb and make him unblockable with [[Long River Lurker]] for a Commander Damage TKO--choose your own adventure! "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Lands**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* I refuse to pay more than $2 for land cards so almost everything here is budget. Use shocklands or vergelands if you want. I didn't (unless I happened to rip one from a Booster). "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* The Main Deck runs 36 lands which is honestly probably too few. I'm banking on exceptional card draw and repeated land fetch from bouncing [[Coiling Oracle]] and [[Clifftop Lookout]], "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Deck Value**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Scrollvault tells me this is a $90 deck but if you remove Palinchron, Wastewood Verge, and one or two $5 cards, it's a mostly-jank $50 build. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Variations:**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"1. Toxic/Deathtouch"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"2. Ninja"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"3. She-Frog Bounce"},{"insert":"\n"}]}
Deadeye Navigator
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
As long as Deadeye Navigator is paired with another creature, each of those creatures has ": Exile this creature, then return it to the battlefield under your control."
Creature - Spirit

Gossip's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control enters, surveil 1.
: Level 2
Whenever you attack, target attacking creature with power 3 or less can't be blocked this turn.
: Level 3
Whenever a creature you control deals combat damage to a player, you may exile it, then return it to the battlefield under its owner's control.
Whenever a creature you control enters, surveil 1.
: Level 2
Whenever you attack, target attacking creature with power 3 or less can't be blocked this turn.
: Level 3
Whenever a creature you control deals combat damage to a player, you may exile it, then return it to the battlefield under its owner's control.
Enchantment - Class

Blink
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Simic Ascendancy
: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Enchantment

Counters
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Froghemoth
Trample, haste
Whenever this creature deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on this creature for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.
Whenever this creature deals combat damage to a player, exile up to that many target cards from their graveyard. Put a +1/+1 counter on this creature for each creature card exiled this way. You gain 1 life for each noncreature card exiled this way.
Creature - Horror Frog

Creature
(Ctrl to add secondary)
Grolnok, the Omnivore
Whenever a Frog you control attacks, mill three cards.
Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it.
You may play lands and cast spells from among cards you own in exile with croak counters on them.
Whenever a permanent card is put into your graveyard from your library, exile it with a croak counter on it.
You may play lands and cast spells from among cards you own in exile with croak counters on them.
Legendary Creature - Frog

Draw
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Ninja Teen
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control leaves the battlefield, each opponent loses 1 life.
: Level 2
Creatures you control get +1/+0 and have menace.
: Level 3
Creature cards in your graveyard have sneak .
You may cast creature spells from your graveyard using their sneak abilities.
Whenever a creature you control leaves the battlefield, each opponent loses 1 life.
: Level 2
Creatures you control get +1/+0 and have menace.
: Level 3
Creature cards in your graveyard have sneak .
You may cast creature spells from your graveyard using their sneak abilities.
Enchantment - Class

Enchantment
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Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Planeswalker
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Long River Lurker
Ward
Other Frogs you control have ward .
When this creature enters, target creature you control can't be blocked this turn. Whenever that creature deals combat damage this turn, you may exile it. If you do, return it to the battlefield under its owner's control.
Other Frogs you control have ward .
When this creature enters, target creature you control can't be blocked this turn. Whenever that creature deals combat damage this turn, you may exile it. If you do, return it to the battlefield under its owner's control.
Creature - Scout Frog

Protection
(Ctrl to add secondary)
Ramp
(Ctrl to add secondary)
Coiling Rebirth
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
Sorcery

Recursion
(Ctrl to add secondary)
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.
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

Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Removal
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Sorcery
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Analyze the Pollen
As an additional cost to cast this spell, you may collect evidence 8. (Exile cards with total mana value 8 or greater from your graveyard.)
Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
Search your library for a basic land card. If evidence was collected, instead search your library for a creature or land card. Reveal that card, put it into your hand, then shuffle.
Sorcery

Season of Gathering
Choose up to five worth of modes. You may choose the same mode more than once.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
Sorcery

Twenty-Toed Toad
Your maximum hand size is twenty.
Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card.
Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
Whenever you attack with two or more creatures, put a +1/+1 counter on this creature and draw a card.
Whenever this creature attacks, you win the game if there are twenty or more counters on it or you have twenty or more cards in hand.
Creature - Wizard Frog

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"color":"#000000"},"insert":"**Commander:**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"[[Glarb, Calamity's Augur]] is an unsexy, no-nonsense 3-mana Sultai commander. As a 2/4 Deathtouch, he's a serviceable blocker, but his real value is in playing from your library and refining draws via Surveil. With three creature sub-types, he also opens up multiple tribal synergies but I've chosen to lean into the \"Bounce to Hand\" theme of Bloomburrow's Frogs. And also Wizards. Because they rock. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* When Surveiling: Leave Glarb untapped so he can serve as a blocker during your opponents' turns. Surveil only during the opponent's end phase just before your upkeep to maximize the efficacy of your draws. Cards with <4 mana cost should be positioned on top so they're drawn first. Whenever possible, play lands and cast spells from your library to dig through more of your deck. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":" * Example: I Surveil 2 and see an Island followed by [[Longer River Lurker]]. Reposition the Lurker on Top so it's drawn in your draw phase. Play the Island from your library. You can now see the card below and, if it costs 4 or more mana, play it from your library also. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":" * If you manage to get [[Grolnok, the Omnivore]] on the board, any permanents you Surveil into your graveyard are exiled with Croak counters and can be cast later"},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Interaction:**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* The whole point of this build is to \"exile then return\" creatures to trigger ETB (and sometimes LTB) effects. ETB effects are some of the strongest in the game because most creatures are designed to enter only once. With this strategy, you can fetch lands, draw cards, and even cast spells from your graveyard without paying their mana cost (s/o [[Daring Waverider]])! Use cards like [[Blur]], [[Essence Flux]], and [[Planar Incision]] to build your board early. By turn 5-6, you should have permanents in the field that can flicker in place of spells (i.e. [[Conjurer's Closet]], [[Meneldor, Swift Savior]], fully powered [[Gossip's Talent]], etc)"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* With a Deathtouch commander, I LOVE cards that \"deal damage equal to creature's power\" because even your 1/1 tapped Mana Dork can remove massive creatures from the board. I lean into Instant-speed varieties but also include sorceries that are either a) cheap ([[Hard-Hitting Question]]) or b) allow multiple targets ([[Super Combo]]) "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* I dislike cards that just do *one thing* so I'm packing Counterspells that also fit my gameplan--[[Get Out]], [[Familiar's Ruse]], [[Decisive Denial]], etc. Use these over more limited versions like [[Negate]] or [[Essence Scatter]]. "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* This is a slow burning control deck so I recommend packing multiple board wipes in the form of Mass-Bounce cards. Admittedly, these don't *kill* creatures, but they do circumvent Indestructible, return creatures you own that were stolen, and effectively stop go-wide token decks (I'm looking at you, [[Scute Swarm]]). Best case scenario, your opponents have to discard multiple cards and spend several turns rebuilding their board while you capitalize on the ETB effects this deck is built around."},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* The Main Deck is low on protection but good news: Bounce/Flicker is just as good as being Hexproof! I love a [[Spore Frog]] for typal synergy and general deterrence; foes are more likely to swing at someone without damage prevention."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Additional Win-Cons:**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* [[Simic Ascendancy]] gives the deck an alternate win con. Even without much investment in +1/+1 counter generators, it can "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* [[Twenty-Toed Toad]] is another potential addition here. This deck has lots of card draw potential and TTT's +1/+1 ability synergizes well with Simic Ascendancy. I haven't included it in the Main Deck only because of it's price... "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* [[Triskaidekaphile]] would fit well here too. Nice budget alternative to TTT which still checks the typal box, as a wizard. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Combos**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* This deck has a couple late-game infinite mana combos you should tell the table about. [[Lilysplash Mentor]]/[[Deadeye Navigator]] + [[Palinchron]]/[[Peregrine Drake]]. Palinchron is, by far, the most expensive card in this deck. I only included it because I found it in my 20-year-old card stash. You can buy Peregrin Drake for $.40 and it's just as effective. Infinite mana obviously helps in many ways but in this deck we use it to bounce for card draw, life-gain, and to power up Simic Ascendancy. You can even stack +1/+1 counters on Glarb and make him unblockable with [[Long River Lurker]] for a Commander Damage TKO--choose your own adventure! "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Lands**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* I refuse to pay more than $2 for land cards so almost everything here is budget. Use shocklands or vergelands if you want. I didn't (unless I happened to rip one from a Booster). "},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"* The Main Deck runs 36 lands which is honestly probably too few. I'm banking on exceptional card draw and repeated land fetch from bouncing [[Coiling Oracle]] and [[Clifftop Lookout]], "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Deck Value**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"Scrollvault tells me this is a $90 deck but if you remove Palinchron, Wastewood Verge, and one or two $5 cards, it's a mostly-jank $50 build. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"**Variations:**"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"1. Toxic/Deathtouch"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"2. Ninja"},{"insert":"\n"},{"attributes":{"color":"#000000"},"insert":"3. She-Frog Bounce"},{"insert":"\n"}]}





















































































