TheHiveMind
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Commander
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{"ops":[{"insert":" I wanted to use a creature type that does not get much attention, so I went way back and landed on Spikes. Most Spikes are built around +1/+1 counters. They enter with them, move them around, or remove them to pay for different abilities. That made Shang-Chi, Martial Mentor a really fun fit. He is a Human Warrior Hero, not a Spike, but he doubles any +1/+1 counters that get put on my creatures.\n\nWhat I like about him with SPIKES is that Shang-Chi does more than just make the Spikes bigger. Their counters are basically fuel. Spike Weaver removes them to prevent combat damage, Spike Feeder can turn them into life, Spike Breeder uses them to make more Spikes, and several of the others can move counters between creatures. If one of those creatures would normally enter with 3 counters, Shang-Chi gives it 6 instead, so it gets twice as much fuel to work with.\n\nThe deck also has cards like Hardened Scales, Branching Evolution, Doubling Season and Ozolith, the Shattered Spire to push the counter theme even further. One of my favorite little interactions is with Spike Rogue. It can remove a counter from another creature and put one on itself. With Shang-Chi out, that one counter becomes two. So we can actually gain counters just by moving them around. Apparently this is what they teach in advanced Spike class.\n\nThere are only so many mono-green Spikes in Magic, so I used the green ones I could along with a few changelings. Since changelings are every creature type, they count as Spikes too and help fill out the class without moving away from the typal theme.\n\nThe deck mostly wins through combat once the creatures get loaded up with counters. Champion of Lambholt, Garruk's Uprising, Overwhelming Stampede and Finale of Devastation help turn a board full of oversized Spikes into an actual win. Walking Ballista also gives me somewhere useful to dump a silly amount of counters if the board gets clogged up.\n\nI really liked the idea of taking a brand new Marvel commander and pairing him with this strange old creature type from Magic's past. Shang-Chi was obviously never made to be a Spike commander, but doubling the things that almost every Spike is built around makes him feel like their weirdly perfect teacher.\n\nWelcome to Shang Chi's School of Spikes. Class is mostly just moving +1/+1 counters around until somebody gets hurt.\n\nI added \"Giggling Skitterspike\" for some flavor...while not technically a spike but it is super awesome and one of my pet cards. (very dangerous the bigger it gets and works well with the commander. Could be a win-con itself)\n\n(I really love brewing! I have a serious pain condition known as CRPS and playing and brewing commander decks helps me alot..helps me so much I'd play 24hrs a day if I could lol. I hope to win one of these one day; but also hope I inspire someone to build one of my decks and play something fun and unique that makes them smile...life is indeed too short! Hope ya'll Enjoy)\n"}]}
Commander
Shang-Chi, Martial Mentor
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Power-up — : Put three +1/+1 counters on Shang-Chi. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Power-up — : Put three +1/+1 counters on Shang-Chi. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
Legendary Creature - Human Warrior Hero

Commander
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Burn
Giggling Skitterspike
Indestructible
Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Creature Artifact - Toy

Burn
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Counters
Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class

Ozolith, the Shattered Spire
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
, : Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling (, Discard this card: Draw a card.)
Legendary Artifact

Railway Brawler
Reach, trample
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Warrior Rhino

Renata, Called to the Hunt
Renata's power is equal to your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.)
Each other creature you control enters with an additional +1/+1 counter on it.
Each other creature you control enters with an additional +1/+1 counter on it.
Legendary Creature Enchantment - Demigod

Spike Tiller
This creature enters with three +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
, Remove a +1/+1 counter from this creature: Target land becomes a 2/2 creature that's still a land. Put a +1/+1 counter on it.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on target creature.
, Remove a +1/+1 counter from this creature: Target land becomes a 2/2 creature that's still a land. Put a +1/+1 counter on it.
Creature - Spike

The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Vorinclex, Monstrous Raider
Trample, haste
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
Legendary Creature - Praetor Phyrexian

Counters
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Draw
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Draw
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Land
Boseiju, Who Endures
: Add .
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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Protection
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Vigor
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature - Elemental Incarnation

Protection
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Ramp
Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

Ramp
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Recursion
Recursion
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Removal
Removal
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Tokens
Doubling Season
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Enchantment

Tokens
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Tutor
Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":" I wanted to use a creature type that does not get much attention, so I went way back and landed on Spikes. Most Spikes are built around +1/+1 counters. They enter with them, move them around, or remove them to pay for different abilities. That made Shang-Chi, Martial Mentor a really fun fit. He is a Human Warrior Hero, not a Spike, but he doubles any +1/+1 counters that get put on my creatures.\n\nWhat I like about him with SPIKES is that Shang-Chi does more than just make the Spikes bigger. Their counters are basically fuel. Spike Weaver removes them to prevent combat damage, Spike Feeder can turn them into life, Spike Breeder uses them to make more Spikes, and several of the others can move counters between creatures. If one of those creatures would normally enter with 3 counters, Shang-Chi gives it 6 instead, so it gets twice as much fuel to work with.\n\nThe deck also has cards like Hardened Scales, Branching Evolution, Doubling Season and Ozolith, the Shattered Spire to push the counter theme even further. One of my favorite little interactions is with Spike Rogue. It can remove a counter from another creature and put one on itself. With Shang-Chi out, that one counter becomes two. So we can actually gain counters just by moving them around. Apparently this is what they teach in advanced Spike class.\n\nThere are only so many mono-green Spikes in Magic, so I used the green ones I could along with a few changelings. Since changelings are every creature type, they count as Spikes too and help fill out the class without moving away from the typal theme.\n\nThe deck mostly wins through combat once the creatures get loaded up with counters. Champion of Lambholt, Garruk's Uprising, Overwhelming Stampede and Finale of Devastation help turn a board full of oversized Spikes into an actual win. Walking Ballista also gives me somewhere useful to dump a silly amount of counters if the board gets clogged up.\n\nI really liked the idea of taking a brand new Marvel commander and pairing him with this strange old creature type from Magic's past. Shang-Chi was obviously never made to be a Spike commander, but doubling the things that almost every Spike is built around makes him feel like their weirdly perfect teacher.\n\nWelcome to Shang Chi's School of Spikes. Class is mostly just moving +1/+1 counters around until somebody gets hurt.\n\nI added \"Giggling Skitterspike\" for some flavor...while not technically a spike but it is super awesome and one of my pet cards. (very dangerous the bigger it gets and works well with the commander. Could be a win-con itself)\n\n(I really love brewing! I have a serious pain condition known as CRPS and playing and brewing commander decks helps me alot..helps me so much I'd play 24hrs a day if I could lol. I hope to win one of these one day; but also hope I inspire someone to build one of my decks and play something fun and unique that makes them smile...life is indeed too short! Hope ya'll Enjoy)\n"}]}
























































