220 views6 days ago
Commander
Size: 100Salt sum: 42.75
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leomaliki

220 views6 days ago
Commander
Size: 100Salt sum: 42.75

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{"ops":[{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Short Primer:"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"This bucket of laughs is a mono-green aggressive-control deck built around turning Isao’s regeneration into a combat resource."},{"insert":"\n\nRather than building Isao as conventional Voltron, instead we use a dense suite of "},{"attributes":{"bold":true},"insert":"fight spells, combat tricks, and protection "},{"insert":"to control opposing boards while steadily turning Isao into a lethal attacker. The core trick is simple: "},{"attributes":{"bold":true},"insert":"fight is normally worse than one-sided green “bite” removal because your creature takes damage back. But it's also dishonorable. Isao doesn’t like dishonor, but does love a fight."},{"insert":" Establish a regeneration shield, send him into a fight, kill the opposing creature, regenerate if necessary, and continue on. The result plays less like traditional mono-green stompy and more like a strange green tempo/control deck:\n\n"},{"attributes":{"bold":true},"insert":"Ramp hard. Fight unfair. Hold up tricks. Refuse to die. Turn sideways. Drink beer. Win. "},{"insert":"\n\nAnd accompanying our wandering Samurai is an improbable collection of "},{"attributes":{"bold":true},"insert":"venomous Snakes"},{"insert":" providing varied utility for ramp, card advantage, recursion, deathtouch, and general mischief.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Long Primer:"},{"attributes":{"header":2},"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Game Plan:"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Early game:"},{"insert":" Establish mana aggressively with the deck’s deep low-cost ramp package. Isao costs only three and can’t be countered, so getting the commander online is generally painless.\n\n"},{"attributes":{"bold":true},"insert":"Midgame:"},{"insert":" This is where Lone Ronin lives. Attack with Isao while keeping mana available for regeneration, fight spells and protection. Opposing utility creatures get challenged to single combat; artifact/enchantment threats get picked apart; combat tricks make blocking difficult; and cheap draw engines keep the hand supplied.\n\n"},{"attributes":{"bold":true},"insert":"Late game:"},{"insert":" The same cards we’ve been using for control begin turning Isao into the win condition. Runechanter’s Pike converts the graveyard full of spent spells into power. Bristly Bill and Karok Wrangler create permanent growth. Untamed Might converts excess mana into commander damage. Mightform Harmonizer can suddenly double Isao’s power.\n\nAnd occasionally "},{"attributes":{"bold":true},"insert":"Sasaya flips and something deeply irresponsible happens. (See below for infinite mana combo that’s weirdly easy to pull off)"},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Fight Club:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Cards such as "},{"attributes":{"bold":true},"insert":"Ancient Animus, Fight for the Throne, Primal Might, Savage Swipe, Inscription of Abundance, Setessan Tactics and Ulvenwald Tracker"},{"insert":" allow Isao (or one of his deathtouch accomplice) to repeatedly remove creatures. Isao's regeneration is what makes this unusually attractive. If the opposing creature would deal lethal damage back, Isao can simply have a regeneration shield waiting. This also creates interesting resource decisions. Two untapped mana can represent regeneration or a fight; one green can represent protection or pump. The deck wants opponents to have difficulty knowing exactly how combat is going to resolve. It's never in their favor. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Woodland Accomplices "},{"attributes":{"bold":true},"insert":"🐍"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Snake package isn’t tribal for tribal’s sake. Most of the Snakes occupy legitimate deck roles: "},{"attributes":{"bold":true},"insert":"Lotus Cobra, Sakura-Tribe Elder, Fanatic of Rhonas and Shigeki"},{"insert":" help generate mana. "},{"attributes":{"bold":true},"insert":"Ohran Viper and Ohran Frostfang"},{"insert":" provide cards and deathtouch. "},{"attributes":{"bold":true},"insert":"Skullwinder"},{"insert":" provides recursion. "},{"attributes":{"bold":true},"insert":"Saryth"},{"insert":" provides protection and deathtouch. "},{"attributes":{"bold":true},"insert":"Ambush Viper and Wasteland Viper"},{"insert":" double as interaction.\n\nThen there are your weirdos.\n\n"},{"attributes":{"bold":true},"insert":"Shisato, Whispering Hunter"},{"insert":" can effectively lock an opponent’s creatures down after connecting. "},{"attributes":{"bold":true},"insert":"Seshiro the Anointed "},{"insert":"turns the woodland accomplices into legitimate attackers and card-advantage engines. And "},{"attributes":{"bold":true},"insert":"Sasaya, Orochi Ascendant"},{"insert":" is deliberately "},{"attributes":{"italic":true},"insert":"not"},{"insert":" something the deck is optimized to flip reliably (unless you add the 3-card tutor sideboard) but when seven lands happen to accumulate in hand, the deck suddenly gains a ludicrous mana engine.\nThey’re supporting characters rather than the strategy itself that fit in to fill various roles. \n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Spells Become Steel:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck contains a very high density of 26 instants and sorceries, and several cards turn all that spellcasting into permanent advantage.\n\n"},{"attributes":{"bold":true},"insert":"Season of Growth"},{"insert":" can turn our many targeted fights, pump spells and protection spells into cards.\n\n"},{"attributes":{"bold":true},"insert":"Karok Wrangler"},{"insert":" turns subsequent spellcasting into +1/+1 counters, allowing ordinary interaction to gradually build Isao into a commander-damage threat.\n\nAnd perhaps the deck’s most representative weapon is "},{"attributes":{"bold":true},"insert":"Runechanter’s Pike"},{"insert":": every fight spell, protection spell and piece of interaction we’ve already spent becomes additional power.\nThe control game literally sharpens Isao’s sword, without it playing out like a normal Voltron deck.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Drawing Cards:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Lone Ronin deliberately carries "},{"attributes":{"bold":true},"insert":"11 draw engines"},{"insert":" because its low-cost interactive game plan can otherwise empty a hand quickly.\nRather than relying primarily on huge green draw spells, much of the package rewards things we’re already doing: "},{"attributes":{"bold":true},"insert":"Keen Sense, Sixth Sense, Snake Umbra, Hunter’s Insight, Mask of Memory and Sword of Fire and Ice"},{"insert":" reward attacking and connecting, while "},{"attributes":{"bold":true},"insert":"Season of Growth"},{"insert":" rewards casting our targeted spells.\n"},{"attributes":{"bold":true},"insert":"Ohran Viper, Toski, Ohran Frostfang and Seshiro"},{"insert":" provide increasingly powerful engines farther up the curve.\nEven "},{"attributes":{"bold":true},"insert":"War Room"},{"insert":" gives the mana base an emergency source of cards.\nThe objective is to keep fighting without having to spend an entire late-game turn tapping out just to reload. If necessary, you can cut 1-2 removal to add more draw. \n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Winning:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There isn’t a dedicated "},{"attributes":{"bold":true},"insert":"FINISHER™"},{"insert":" package. That was intentional.\nThe deck controls the board until one of its existing engines becomes lethal. Fight harder to find victory. Snek for the win.\n\n Isao accumulates counters. Pike becomes enormous. Untamed Might converts excess mana into power. Mightform Harmonizer doubles something already dangerous. Equipment makes combat increasingly unpleasant. "},{"attributes":{"bold":true},"insert":"Hurricane and Squall Line"},{"insert":" provide wonderfully green ways to turn excess mana into damage while controlling flyers. \n\nMost clean victories should eventually come from "},{"attributes":{"bold":true},"insert":"Isao himself"},{"insert":", often through commander damage, but it’s not necessary. \nThe deck doesn’t necessarily make Isao unblockable; instead, it tries to make "},{"attributes":{"bold":true},"insert":"blocking him a terrible idea."},{"insert":"\n\nIf you want to bring this to a really spicy high-power table, add the 3-card tutor package to help you pull the Sasaya / Wakeroot Elemental infinite combo (for infinite mana), and go nuts. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"What Lone Ronin is not:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It’s not Voltron. It’s not Snake tribal. It’s not mono-green Goodstuff. And it’s not designed to race toward the same deterministic ending every game. This is a super niche commander, after all. \n\n"},{"attributes":{"bold":true},"insert":"Bracket target:"},{"insert":" On paper, this is a bracket 2. It plays more like a strong "},{"attributes":{"bold":true},"insert":"Bracket 3"},{"insert":", with enough interaction and ceiling to punch upward, but without the tutor density, fast mana package or deterministic convergence that would make every game feel the same. If you add the tutor package, it’s a soft b4 on paper. \n\nhappy fighting! No step on snek!\n\n\n"}]}

Commander

Qty: 1 Price: $0.69
Isao, Enlightened Bushi
This spell can't be countered.
Bushido 2 (Whenever this creature blocks or becomes blocked, it gets +2/+2 until end of turn.)
: Regenerate target Samurai.
Legendary Creature - Human Samurai
Isao, Enlightened Bushi (bok) 129

Commander

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Counters

Qty: 2 Price: $55.34
Bristly Bill, Spine Sower
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature.
: Double the number of +1/+1 counters on each creature you control.
Legendary Creature - Druid Plant
Bristly Bill, Spine Sower (otj) 157
Karok Wrangler
Magecraft — Whenever you cast or copy an instant or sorcery spell, put a +1/+1 counter on target creature you control.
Creature - Elf Druid
Karok Wrangler (stx) 135

Counters

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Draw

Qty: 11 Price: $80.59
Hunter's Insight
Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.
Instant
Hunter's Insight (cmm) 296
Keen Sense
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Keen Sense (plc) 152
Mask of Memory
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Mask of Memory (fic) 350
Ohran Frostfang
Attacking creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a player, draw a card.
Snow Creature - Snake
Ohran Frostfang (soc) 279
Ohran Viper
Whenever this creature deals combat damage to a creature, destroy that creature at end of combat.
Whenever this creature deals combat damage to a player, you may draw a card.
Snow Creature - Snake
Ohran Viper (c15) 194
Season of Growth
Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Whenever you cast a spell that targets a creature you control, draw a card.
Enchantment
Season of Growth (plst) M20-191
Seshiro the Anointed
Other Snake creatures you control get +2/+2.
Whenever a Snake you control deals combat damage to a player, you may draw a card.
Legendary Creature - Monk Snake
Seshiro the Anointed (plst) CHK-241
Sixth Sense
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, you may draw a card."
Enchantment - Aura
Sixth Sense (akh) 187
Snake Umbra
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Snake Umbra (woc) 133
Sword of Fire and Ice
Equipped creature gets +2/+2 and has protection from red and from blue.
Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card.
Equip
Artifact - Equipment
Sword of Fire and Ice (2xm) 297
Toski, Bearer of Secrets
This spell can't be countered.
Indestructible
Toski attacks each combat if able.
Whenever a creature you control deals combat damage to a player, draw a card.
Legendary Creature - Squirrel
Toski, Bearer of Secrets (blc) 244

Draw

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Land

Qty: 36 (38 w/ MDFC)Price: $116.54
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.
Legendary Land
Boseiju, Who Endures (neo) 266
Forest
(
: Add
.)
Basic Land - Forest
Forest (trk) 325
Heart of Yavimaya
If this land would enter, sacrifice a Forest instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard.
: Add
.
: Target creature gets +1/+1 until end of turn.
Land
Heart of Yavimaya (all) 138
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add
.
,
: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land
Mosswort Bridge (tdc) 379
Okina, Temple to the Grandfathers
: Add
.
,
: Target legendary creature gets +1/+1 until end of turn.
Legendary Land
Okina, Temple to the Grandfathers (plst) CHK-280
Oran-Rief, the Vastwood
This land enters tapped.
: Add
.
: Put a +1/+1 counter on each green creature that entered this turn.
Land
Oran-Rief, the Vastwood (soc) 391
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (hoc) 212
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (soc) 422
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (m3c) 409

Land

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Landfall

Qty: 1 Price: $3.49
Mightform Harmonizer
Landfall — Whenever a land you control enters, double the power of target creature you control until end of turn.
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 - Druid Insect
Mightform Harmonizer (eoe) 200

Landfall

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Protection

Qty: 7 Price: $119.73
Blossoming Defense
Target creature you control gets +2/+2 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Blossoming Defense (ecl) 167
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (pip) 202
Legolas's Quick Reflexes
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Instant
Legolas's Quick Reflexes (ltc) 493
Saryth, the Viper's Fang
Other tapped creatures you control have deathtouch.
Other untapped creatures you control have hexproof.
,
: Untap another target creature or land you control.
Legendary Creature - Human Warlock
Saryth, the Viper's Fang (mkc) 185
Shisato, Whispering Hunter
At the beginning of your upkeep, sacrifice a Snake.
Whenever Shisato deals combat damage to a player, that player skips their next untap step.
Legendary Creature - Warrior Snake
Shisato, Whispering Hunter (chk) 242
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
Tamiyo's Safekeeping (neo) 211
Tyvar's Stand
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tyvar's Stand (soc) 291

Protection

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Pump

Qty: 5 Price: $2.13
Aspect of Hydra
Target creature gets +X/+X until end of turn, where X is your devotion to green. (Each
in the mana costs of permanents you control counts toward your devotion to green.)
Instant
Aspect of Hydra (bng) 117
Luxurious Libation
Target creature gets +X/+X until end of turn. Create a 1/1 green and white Citizen creature token.
Instant
Luxurious Libation (snc) 152
No-Dachi
Equipped creature gets +2/+0 and has first strike.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
No-Dachi (chk) 264
Runechanter's Pike
Equipped creature has first strike and gets +X/+0, where X is the number of instant and sorcery cards in your graveyard.
Equip
Artifact - Equipment
Runechanter's Pike (isd) 231
Untamed Might
Target creature gets +X/+X until end of turn.
Instant
Untamed Might (som) 131

Pump

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Ramp

Qty: 14 Price: $127.02
Bear Umbra
Enchant creature
Enchanted creature gets +2/+2 and has "Whenever this creature attacks, untap all lands you control."
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Bear Umbra (woc) 121
Elvish Mystic
: Add
.
Creature - Elf Druid
Elvish Mystic (hoc) 205
Fanatic of Rhonas
: Add
.
Ferocious —
: Add
. Activate only if you control a creature with power 4 or greater.
Eternalize
(
, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake
Fanatic of Rhonas (mh3) 152
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (j25) 149
Lotus Cobra
Landfall — Whenever a land you control enters, add one mana of any color.
Creature - Snake
Lotus Cobra (j25) 685
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (msc) 177
Ordeal of Nylea
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment - Aura
Ordeal of Nylea (fdn) 641
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (fic) 313
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Shaman Snake
Sakura-Tribe Elder (soc) 285
Sasaya, Orochi Ascendant
Reveal your hand: If you have seven or more land cards in your hand, flip Sasaya.
Legendary Creature - Monk Snake
Sasaya, Orochi Ascendant // Sasaya's Essence (sok) 145
Search for Tomorrow
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2—
(Rather than cast this card from your hand, you may pay
and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery
Search for Tomorrow (dmc) 137
Shigeki, Jukai Visionary
,
, Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel —
, Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake
Shigeki, Jukai Visionary (tdc) 270
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Sword of Feast and Famine
Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip
Artifact - Equipment
Sword of Feast and Famine (acr) 99

Ramp

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Recursion

Qty: 2 Price: $10.38
Bala Ged Recovery
Return target card from your graveyard to your hand.
Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Skullwinder
Deathtouch
When this creature enters, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.
Creature - Snake
Skullwinder (m3c) 247

Recursion

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Removal

Qty: 20 Price: $65.36
Ambush Viper
Flash
Deathtouch
Creature - Snake
Ambush Viper (inr) 186
Ancient Animus
Put a +1/+1 counter on target creature you control if it's legendary. Then it fights target creature an opponent controls. (Each deals damage equal to its power to the other.)
Instant
Ancient Animus (cmr) 215
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant
Archdruid's Charm (mkm) 151
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Basilisk Collar (fdn) 669
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (msc) 169
Fight for the Throne
Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. When the creature an opponent controls dies this turn, if you control your commander, you become the monarch.
Instant
Fight for the Throne (msc) 65
Hunter's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Enchantment - Class
Hunter's Talent (blb) 179
Hurricane
Hurricane deals X damage to each creature with flying and each player.
Sorcery
Hurricane (plst) 10E-270
Inscription of Abundance
Kicker

Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Instant
Inscription of Abundance (dsc) 186
Khalni Ambush
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Instant
Khalni Ambush // Khalni Territory (znr) 192Khalni Ambush // Khalni Territory (znr) 192
Kusari-Gama
Equipped creature has "
: This creature gets +1/+0 until end of turn."
Whenever equipped creature deals damage to a blocking creature, this Equipment deals that much damage to each other creature defending player controls.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Kusari-Gama (chk) 260
Multani's Decree
Destroy all enchantments. You gain 2 life for each enchantment destroyed this way.
Sorcery
Multani's Decree (uds) 114
Origin of Metalbending
Choose one —
• Destroy target artifact or enchantment.
• Put a +1/+1 counter on target creature you control. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant - Lesson
Origin of Metalbending (tla) 187
Primal Might
Target creature you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Primal Might (soc) 283
Savage Swipe
Target creature you control gets +2/+2 until end of turn if its power is 2. Then it fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Savage Swipe (mh1) 178
Setessan Tactics
Strive — This spell costs
more to cast for each target beyond the first.
Until end of turn, any number of target creatures each get +1/+1 and gain "
: This creature fights another target creature."
Instant
Setessan Tactics (jou) 140
Squall Line
Squall Line deals X damage to each creature with flying and each player.
Instant
Squall Line (tsp) 222
Ulvenwald Tracker
,
: Target creature you control fights another target creature.
Creature - Human Shaman
Ulvenwald Tracker (mm3) 144
Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment
Umezawa's Jitte (plst) BOK-163
Wasteland Viper
Deathtouch
Bloodrush —
, Discard this card: Target attacking creature gets +1/+2 and gains deathtouch until end of turn.
Creature - Snake
Wasteland Viper (rvr) 160

Removal

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Untap

Qty: 1 Price: $0.49
Wakeroot Elemental
: Untap target land you control. It becomes a 5/5 Elemental creature with haste. It's still a land. (This effect lasts as long as that land remains on the battlefield.)
Creature - Elemental
Wakeroot Elemental (m20) 202

Untap

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Maybeboard

Qty: 5 Price: $84.45
Calming Verse
Destroy all enchantments you don't control. Then if you control an untapped land, destroy all enchantments you control.
Sorcery
Calming Verse (pcy) 110
Green Sun's Zenith
Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.
Sorcery
Green Sun's Zenith (2x2) 150
Mark of Sakiko
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, add that much
. Until end of turn, you don't lose this mana as steps and phases end."
Enchantment - Aura
Mark of Sakiko (bok) 135
Shared Summons
Search your library for up to two creature cards with different names, reveal them, put them into your hand, then shuffle.
Instant
Shared Summons (plst) M20-193
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (dmr) 185

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0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
66 pips - 55 cards
44 mana - 40 cards
0 pips - 0 cards
4 mana - 3 cards
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{"ops":[{"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Short Primer:"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"This bucket of laughs is a mono-green aggressive-control deck built around turning Isao’s regeneration into a combat resource."},{"insert":"\n\nRather than building Isao as conventional Voltron, instead we use a dense suite of "},{"attributes":{"bold":true},"insert":"fight spells, combat tricks, and protection "},{"insert":"to control opposing boards while steadily turning Isao into a lethal attacker. The core trick is simple: "},{"attributes":{"bold":true},"insert":"fight is normally worse than one-sided green “bite” removal because your creature takes damage back. But it's also dishonorable. Isao doesn’t like dishonor, but does love a fight."},{"insert":" Establish a regeneration shield, send him into a fight, kill the opposing creature, regenerate if necessary, and continue on. The result plays less like traditional mono-green stompy and more like a strange green tempo/control deck:\n\n"},{"attributes":{"bold":true},"insert":"Ramp hard. Fight unfair. Hold up tricks. Refuse to die. Turn sideways. Drink beer. Win. "},{"insert":"\n\nAnd accompanying our wandering Samurai is an improbable collection of "},{"attributes":{"bold":true},"insert":"venomous Snakes"},{"insert":" providing varied utility for ramp, card advantage, recursion, deathtouch, and general mischief.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Long Primer:"},{"attributes":{"header":2},"insert":"\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Game Plan:"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Early game:"},{"insert":" Establish mana aggressively with the deck’s deep low-cost ramp package. Isao costs only three and can’t be countered, so getting the commander online is generally painless.\n\n"},{"attributes":{"bold":true},"insert":"Midgame:"},{"insert":" This is where Lone Ronin lives. Attack with Isao while keeping mana available for regeneration, fight spells and protection. Opposing utility creatures get challenged to single combat; artifact/enchantment threats get picked apart; combat tricks make blocking difficult; and cheap draw engines keep the hand supplied.\n\n"},{"attributes":{"bold":true},"insert":"Late game:"},{"insert":" The same cards we’ve been using for control begin turning Isao into the win condition. Runechanter’s Pike converts the graveyard full of spent spells into power. Bristly Bill and Karok Wrangler create permanent growth. Untamed Might converts excess mana into commander damage. Mightform Harmonizer can suddenly double Isao’s power.\n\nAnd occasionally "},{"attributes":{"bold":true},"insert":"Sasaya flips and something deeply irresponsible happens. (See below for infinite mana combo that’s weirdly easy to pull off)"},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Fight Club:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Cards such as "},{"attributes":{"bold":true},"insert":"Ancient Animus, Fight for the Throne, Primal Might, Savage Swipe, Inscription of Abundance, Setessan Tactics and Ulvenwald Tracker"},{"insert":" allow Isao (or one of his deathtouch accomplice) to repeatedly remove creatures. Isao's regeneration is what makes this unusually attractive. If the opposing creature would deal lethal damage back, Isao can simply have a regeneration shield waiting. This also creates interesting resource decisions. Two untapped mana can represent regeneration or a fight; one green can represent protection or pump. The deck wants opponents to have difficulty knowing exactly how combat is going to resolve. It's never in their favor. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Woodland Accomplices "},{"attributes":{"bold":true},"insert":"🐍"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Snake package isn’t tribal for tribal’s sake. Most of the Snakes occupy legitimate deck roles: "},{"attributes":{"bold":true},"insert":"Lotus Cobra, Sakura-Tribe Elder, Fanatic of Rhonas and Shigeki"},{"insert":" help generate mana. "},{"attributes":{"bold":true},"insert":"Ohran Viper and Ohran Frostfang"},{"insert":" provide cards and deathtouch. "},{"attributes":{"bold":true},"insert":"Skullwinder"},{"insert":" provides recursion. "},{"attributes":{"bold":true},"insert":"Saryth"},{"insert":" provides protection and deathtouch. "},{"attributes":{"bold":true},"insert":"Ambush Viper and Wasteland Viper"},{"insert":" double as interaction.\n\nThen there are your weirdos.\n\n"},{"attributes":{"bold":true},"insert":"Shisato, Whispering Hunter"},{"insert":" can effectively lock an opponent’s creatures down after connecting. "},{"attributes":{"bold":true},"insert":"Seshiro the Anointed "},{"insert":"turns the woodland accomplices into legitimate attackers and card-advantage engines. And "},{"attributes":{"bold":true},"insert":"Sasaya, Orochi Ascendant"},{"insert":" is deliberately "},{"attributes":{"italic":true},"insert":"not"},{"insert":" something the deck is optimized to flip reliably (unless you add the 3-card tutor sideboard) but when seven lands happen to accumulate in hand, the deck suddenly gains a ludicrous mana engine.\nThey’re supporting characters rather than the strategy itself that fit in to fill various roles. \n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Spells Become Steel:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck contains a very high density of 26 instants and sorceries, and several cards turn all that spellcasting into permanent advantage.\n\n"},{"attributes":{"bold":true},"insert":"Season of Growth"},{"insert":" can turn our many targeted fights, pump spells and protection spells into cards.\n\n"},{"attributes":{"bold":true},"insert":"Karok Wrangler"},{"insert":" turns subsequent spellcasting into +1/+1 counters, allowing ordinary interaction to gradually build Isao into a commander-damage threat.\n\nAnd perhaps the deck’s most representative weapon is "},{"attributes":{"bold":true},"insert":"Runechanter’s Pike"},{"insert":": every fight spell, protection spell and piece of interaction we’ve already spent becomes additional power.\nThe control game literally sharpens Isao’s sword, without it playing out like a normal Voltron deck.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Drawing Cards:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Lone Ronin deliberately carries "},{"attributes":{"bold":true},"insert":"11 draw engines"},{"insert":" because its low-cost interactive game plan can otherwise empty a hand quickly.\nRather than relying primarily on huge green draw spells, much of the package rewards things we’re already doing: "},{"attributes":{"bold":true},"insert":"Keen Sense, Sixth Sense, Snake Umbra, Hunter’s Insight, Mask of Memory and Sword of Fire and Ice"},{"insert":" reward attacking and connecting, while "},{"attributes":{"bold":true},"insert":"Season of Growth"},{"insert":" rewards casting our targeted spells.\n"},{"attributes":{"bold":true},"insert":"Ohran Viper, Toski, Ohran Frostfang and Seshiro"},{"insert":" provide increasingly powerful engines farther up the curve.\nEven "},{"attributes":{"bold":true},"insert":"War Room"},{"insert":" gives the mana base an emergency source of cards.\nThe objective is to keep fighting without having to spend an entire late-game turn tapping out just to reload. If necessary, you can cut 1-2 removal to add more draw. \n"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Winning:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There isn’t a dedicated "},{"attributes":{"bold":true},"insert":"FINISHER™"},{"insert":" package. That was intentional.\nThe deck controls the board until one of its existing engines becomes lethal. Fight harder to find victory. Snek for the win.\n\n Isao accumulates counters. Pike becomes enormous. Untamed Might converts excess mana into power. Mightform Harmonizer doubles something already dangerous. Equipment makes combat increasingly unpleasant. "},{"attributes":{"bold":true},"insert":"Hurricane and Squall Line"},{"insert":" provide wonderfully green ways to turn excess mana into damage while controlling flyers. \n\nMost clean victories should eventually come from "},{"attributes":{"bold":true},"insert":"Isao himself"},{"insert":", often through commander damage, but it’s not necessary. \nThe deck doesn’t necessarily make Isao unblockable; instead, it tries to make "},{"attributes":{"bold":true},"insert":"blocking him a terrible idea."},{"insert":"\n\nIf you want to bring this to a really spicy high-power table, add the 3-card tutor package to help you pull the Sasaya / Wakeroot Elemental infinite combo (for infinite mana), and go nuts. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"What Lone Ronin is not:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It’s not Voltron. It’s not Snake tribal. It’s not mono-green Goodstuff. And it’s not designed to race toward the same deterministic ending every game. This is a super niche commander, after all. \n\n"},{"attributes":{"bold":true},"insert":"Bracket target:"},{"insert":" On paper, this is a bracket 2. It plays more like a strong "},{"attributes":{"bold":true},"insert":"Bracket 3"},{"insert":", with enough interaction and ceiling to punch upward, but without the tutor density, fast mana package or deterministic convergence that would make every game feel the same. If you add the tutor package, it’s a soft b4 on paper. \n\nhappy fighting! No step on snek!\n\n\n"}]}
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