friscomm
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Commander
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{"ops":[{"insert":"The cycle of life and death is a well-worn law of nature. That which lives is destined to die and that which dies feeds what is still to live. Beasts, embodiments of nature in their wildness and ferocity, are no strangers to this cycle, and embody it in my submission for this month’s deckbuilding contest: “Beasts on Bikes.”\n\nLed by "},{"insert":{"card-link":"Coram, the Undertaker"}},{"insert":", this Beast typal deck aims to dump high power beasts into the graveyard to buff up Coram and then mass reanimate them to stampede over its opponents. To do this, the deck focuses on beasts’ predominant position among creature types with “Cycling” abilities with 21 cycling beasts in total, 14 of which are in our Jund color shard. Given beasts’ typically higher mana value, this gives us some initial card draw to go along with our early turns of ramp so we’re not just sitting around waiting for Coram to hit the board or our cheapest 3mv beasts. The ability to cycle our beasts in the early going also has the upside of likely giving Coram at least 6 power to play with right away, since 8 of our cycling beasts have 6+ power (including "},{"insert":{"card-link":"Titanoth Rex"}},{"insert":" with a whopping 11 power that can also give Coram some much needing trampling capability).\n\nCycling our big beastly friends is fun and all, but what if we were able to make better use of them than as simple draw fodder? That’s where the deck’s package of creature type reanimation spells comes in, with "},{"insert":{"card-link":"Bloodline Bidding"}},{"insert":", "},{"insert":{"card-link":"Haunting Voyage"}},{"insert":", and "},{"insert":{"card-link":"Patriarch's Bidding"}},{"insert":" all able to return our cycled beasts back to the board en masse. Even without those, though, "},{"insert":{"card-link":"Raise the Draugr"}},{"insert":", "},{"insert":{"card-link":"Unbury"}},{"insert":", and "},{"insert":{"card-link":"Return from Extinction"}},{"insert":" are all cheap ways to return multiple beasts to our hand to either be re-cycled or played out if we’re in the mid-to-late stage of the game. \n\nWith our draw and recursion packages good to go, it’s time to dish out some damage. Given the vast majority of our creatures are beasts (in fact all but "},{"insert":{"card-link":"Ignoble Hierarch"}},{"insert":" and Coram) and have 4+ power (and even those that don’t have other ways to buff themselves or our board like "},{"insert":{"card-link":"Herald of Ilharg"}},{"insert":" and "},{"insert":{"card-link":"The Muckslinger Gang"}},{"insert":") a straightforward stompy approach is easy enough. Fill the board with big beasts via either recursion or ramp (or an "},{"insert":{"card-link":"Unpredictable Cyclone"}},{"insert":" hit that's likely to give us a 4+ mv beasty for free) and a trample enabler, and make the rest of the table have to do the math as they struggle to block our beefy beaters.\n\nThat said, the arguably more fun and certainly more explosive way to win here is to burn the table down with "},{"insert":{"card-link":"Aether Charge"}},{"insert":", whether via one of the aforementioned mass reanimation spells or an "},{"insert":{"card-link":"Ezuri's Predation"}},{"insert":" against a full board. Either way, our opponents are bound to be taking boatloads of damage while our board blossoms. \n"}]}
Commander
Coram, the Undertaker
Coram gets +X/+0, where X is the greatest power among creature cards in all graveyards.
Whenever Coram attacks, each player mills a card.
During each of your turns, you may play a land and cast a spell from among cards in graveyards that were put there from libraries this turn.
Whenever Coram attacks, each player mills a card.
During each of your turns, you may play a land and cast a spell from among cards in graveyards that were put there from libraries this turn.
Legendary Creature - Human Warrior

Commander
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Beasts Matter/Beast Makers
Slinza, the Spiked Stampede
Beast spells you cast cost less to cast.
Each other Beast creature you control enters with an additional +1/+1 counter on it.
Whenever Slinza or another creature with power 4 or greater enters, you may pay . When you do, Slinza fights target creature you don't control.
Each other Beast creature you control enters with an additional +1/+1 counter on it.
Whenever Slinza or another creature with power 4 or greater enters, you may pay . When you do, Slinza fights target creature you don't control.
Legendary Creature - Beast

Beasts Matter/Beast Makers
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Cyclers
Canyon Crawler
Deathtouch
When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Swampcycling (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
When this creature enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Swampcycling (, Discard this card: Search your library for a Swamp card, reveal it, put it into your hand, then shuffle.)
Creature - Beast Spider

Cyclers
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Cycling Matters
Unpredictable Cyclone
If a cycling ability of another nonland card would cause you to draw a card, instead exile cards from the top of your library until you exile a card that shares a card type with the cycled card. You may cast that card without paying its mana cost. Then put the exiled cards that weren't cast this way on the bottom of your library in a random order.
Cycling (, Discard this card: Draw a card.)
Cycling (, Discard this card: Draw a card.)
Enchantment

Cycling Matters
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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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Finisher
Finisher
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Land
Land
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Pump
Pump
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Ramp
Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case

Loot, Exuberant Explorer
You may play an additional land on each of your turns.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
Legendary Creature - Beast Noble

Will of the Sultai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
Sorcery

Ramp
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Recursion
Haunting Voyage
Choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. If this spell was foretold, return all creature cards of that type from your graveyard to the battlefield instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

Recursion
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Removal
Questing Beast
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Legendary Creature - Beast

Removal
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"The cycle of life and death is a well-worn law of nature. That which lives is destined to die and that which dies feeds what is still to live. Beasts, embodiments of nature in their wildness and ferocity, are no strangers to this cycle, and embody it in my submission for this month’s deckbuilding contest: “Beasts on Bikes.”\n\nLed by "},{"insert":{"card-link":"Coram, the Undertaker"}},{"insert":", this Beast typal deck aims to dump high power beasts into the graveyard to buff up Coram and then mass reanimate them to stampede over its opponents. To do this, the deck focuses on beasts’ predominant position among creature types with “Cycling” abilities with 21 cycling beasts in total, 14 of which are in our Jund color shard. Given beasts’ typically higher mana value, this gives us some initial card draw to go along with our early turns of ramp so we’re not just sitting around waiting for Coram to hit the board or our cheapest 3mv beasts. The ability to cycle our beasts in the early going also has the upside of likely giving Coram at least 6 power to play with right away, since 8 of our cycling beasts have 6+ power (including "},{"insert":{"card-link":"Titanoth Rex"}},{"insert":" with a whopping 11 power that can also give Coram some much needing trampling capability).\n\nCycling our big beastly friends is fun and all, but what if we were able to make better use of them than as simple draw fodder? That’s where the deck’s package of creature type reanimation spells comes in, with "},{"insert":{"card-link":"Bloodline Bidding"}},{"insert":", "},{"insert":{"card-link":"Haunting Voyage"}},{"insert":", and "},{"insert":{"card-link":"Patriarch's Bidding"}},{"insert":" all able to return our cycled beasts back to the board en masse. Even without those, though, "},{"insert":{"card-link":"Raise the Draugr"}},{"insert":", "},{"insert":{"card-link":"Unbury"}},{"insert":", and "},{"insert":{"card-link":"Return from Extinction"}},{"insert":" are all cheap ways to return multiple beasts to our hand to either be re-cycled or played out if we’re in the mid-to-late stage of the game. \n\nWith our draw and recursion packages good to go, it’s time to dish out some damage. Given the vast majority of our creatures are beasts (in fact all but "},{"insert":{"card-link":"Ignoble Hierarch"}},{"insert":" and Coram) and have 4+ power (and even those that don’t have other ways to buff themselves or our board like "},{"insert":{"card-link":"Herald of Ilharg"}},{"insert":" and "},{"insert":{"card-link":"The Muckslinger Gang"}},{"insert":") a straightforward stompy approach is easy enough. Fill the board with big beasts via either recursion or ramp (or an "},{"insert":{"card-link":"Unpredictable Cyclone"}},{"insert":" hit that's likely to give us a 4+ mv beasty for free) and a trample enabler, and make the rest of the table have to do the math as they struggle to block our beefy beaters.\n\nThat said, the arguably more fun and certainly more explosive way to win here is to burn the table down with "},{"insert":{"card-link":"Aether Charge"}},{"insert":", whether via one of the aforementioned mass reanimation spells or an "},{"insert":{"card-link":"Ezuri's Predation"}},{"insert":" against a full board. Either way, our opponents are bound to be taking boatloads of damage while our board blossoms. \n"}]}





















































































