generalbobby
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Commander
Size: 100Salt sum: 33.82
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Creature
Cultivator Colossus
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Creature - Beast Plant

Creature
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Enchantment
Abundance
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Enchantment

Case of the Trampled Garden
When this Case enters, distribute two +1/+1 counters among one or two target creatures you control.
To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Enchantment - Case

Enchantment
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Instant
Restoration Magic
Tiered (Choose one additional cost.)
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant

Instant
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Land
Boseiju, Who Endures
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Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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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

Sorcery
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"So...\n\nThe idea here is Trostoni as the caretaker of a garden. Plant tribal. There are more plants than you think there are and some of them are even good cards. As I started to put the deck together I was realizing how many plants were also walls. So I added some ability to \"Butt Punch\" and ended up with a light defender theme that doesn't really detract from the main kindred plan of punching people with a fistful of peonies and irises. Two Typal.\n\n I tried, when possible, to pick cards based on flavor or just some tie to Trostani. All of your \"veggies\" are here. There's card draw. There's targeted and mass removal. There's a lot of ramp. \n\nThe adherence to flavor and a desire to not have the deck overpowered meant this deck would most comfortably sit in bracket 2. Another consideration was the thought that there probably wouldn't any artifacts in the deck. They are off theme. So no Sol Ring(I'm not anti-Sol Ring. It just wasn't flavorful here.) and none of the auto-include tribal artifacts. Also, the creature type chosen isn't exactly supported in white, so the deck is primarily green with white being used mainly for removal and a handful of flavorful Selesnya cards.\n\nThis is a combat based deck, plain and simple. Plants come out. Plants get big. Plants attack. A few notes though:\n\nSterling Grove is in there for flavor and also tutors out Rolling Stones, so your walls can swing. Huatli isn't exactly flavorful(Sun's Heart though. Plants need the sun. It can work!!) but provides another avenue for your plant walls to attack.\n\n Win condition is literally punch until your opponents die, but for the sake of having a \"real\" win condition I chose Triumph of the Hordes as the idea of poisonous plants overgrowing your opponents was perfect. \n\nSeedtime is flavorful. Bracket 2 restrictions on turns be damned. \n\nRealmwalker is my only changeling. I always feel dirty putting changelings in a kindred deck(lazy...) but the ability is very good and, like I said earlier, at some point I have to also put in good cards that do things.\n\n"}]}

















































































