carassiuspro
33 views12 days ago
Commander
Size: 100Salt sum: 27.9
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Creature
Creature
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Draw
Blossom Prancer
Reach
When this creature enters, look at the top five cards of your library. You may reveal a creature or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, you gain 4 life.
When this creature enters, look at the top five cards of your library. You may reveal a creature or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, you gain 4 life.
Creature - Spirit

Fecund Greenshell
Reach
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
As long as you control ten or more lands, creatures you control get +2/+2.
Whenever this creature or another creature you control with toughness greater than its power enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Otherwise, put it into your hand.
Creature - Elemental Turtle

Llanowar Empath
When this creature enters, scry 2, then reveal the top card of your library. If it's a creature card, put it into your hand. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature - Elf Shaman

Monstrous Vortex
Whenever you cast a creature spell with power 5 or greater, discover X, where X is that spell's mana value. (Exile cards from the top of your library until you exile a nonland card with that mana value 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.)
Enchantment

Draw
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Enchantment
Enchantment
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Evasion
Sidar Kondo of Jamuraa
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Creatures your opponents control without flying or reach can't block creatures with power 2 or less.
Partner (You can have two commanders if both have partner.)
Creatures your opponents control without flying or reach can't block creatures with power 2 or less.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Knight

Evasion
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Land
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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Lifegain
Lifegain
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Proliferate
Contagious Vorrac
When this creature enters, look at the top four cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. If you didn't put a card into your hand this way, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Beast Boar Phyrexian

Proliferate
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Protection
Protection
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Ramp
House Cartographer
Survival — At the beginning of your second main phase, if this creature is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
Creature - Human Scout Survivor

Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel

Wickerfolk Thresher
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
Creature Artifact - Scarecrow

Ramp
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Removal
Ajani Fells the Godsire
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target creature an opponent controls with power 3 or greater.
II — Create a 2/1 white Cat Warrior creature token, then put a vigilance counter on a creature you control.
III — Target creature you control gains double strike until end of turn.
I — Exile target creature an opponent controls with power 3 or greater.
II — Create a 2/1 white Cat Warrior creature token, then put a vigilance counter on a creature you control.
III — Target creature you control gains double strike until end of turn.
Enchantment - Saga

Spring Cleaning
Destroy target enchantment. Clash with an opponent. If you win, destroy all enchantments your opponents control. (Each clashing player reveals the top card of their library, then puts that card on their choice of the top or bottom. A player wins if their card had a greater mana value.)
Instant

Removal
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Tokens
Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Description
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