curtisrod88
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Commander
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Commander
Helga, Skittish Seer
Whenever you cast a creature spell with mana value 4 or greater, you draw a card, gain 1 life, and put a +1/+1 counter on Helga.
: Add X mana of any one color, where X is Helga's power. Spend this mana only to cast creature spells with mana value 4 or greater or creature spells with in their mana costs.
: Add X mana of any one color, where X is Helga's power. Spend this mana only to cast creature spells with mana value 4 or greater or creature spells with in their mana costs.
Legendary Creature - Druid Frog

Commander
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Clones
Sakashima the Impostor
You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has ": Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."
Legendary Creature - Human Rogue

Clones
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Copy
Chameleon, Master of Disguise
You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Legendary Creature - Human Shapeshifter Villain

Sakashima of a Thousand Faces
You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities.
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
The "legend rule" doesn't apply to permanents you control.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Rogue

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Copy
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Counters
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
Genesis Hydra
When you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Then shuffle the rest into your library.
This creature enters with X +1/+1 counters on it.
This creature enters with X +1/+1 counters on it.
Creature - Plant Hydra

Draw
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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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Protection
Protection
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Ramp
Kodama of the East Tree
Reach
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Spirit

Ramp
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Removal
Bronzebeak Foragers
When this creature enters, for each opponent, exile up to one target nonland permanent that player controls until this creature leaves the battlefield.
: Put target card with mana value X exiled with this creature into its owner's graveyard. You gain X life.
: Put target card with mana value X exiled with this creature into its owner's graveyard. You gain X life.
Creature - Dinosaur

Summon: Valefor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
I — Sonic Wings — Each opponent chooses a creature with the greatest mana value among creatures they control. Return those creatures to their owners' hands.
II, III, IV — Tap up to one target creature and put a stun counter on it.
Flying
Creature Enchantment - Saga Drake

Removal
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Tutor
Tutor
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Untap
Untap
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Maybeboard
Riptide Gearhulk
Double strike
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.
Creature Artifact - Construct

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Helga, Skittish Seer: How This Deck Works"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The basic idea"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Helga is a small frog who grows every time you cast an expensive creature. Specifically, any creature that costs 4 mana or more.\nEvery time that happens, three things occur at once. You draw a card. You gain 1 life. Helga gets bigger.\nOnce Helga is bigger, she can tap to make a big chunk of mana in any one color you want. That mana can only be spent on more expensive creatures, so it feeds right back into the loop.\nSo the whole deck is built around one habit: play a lot of creatures that cost 4 or more mana. Everything else in the deck exists to make that happen faster, safer, or bigger.\nWhat a normal game looks like"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Turn 1 or 2, you play a mana creature like Llanowar Elves. These little creatures do not trigger Helga, they just help you afford things faster.\nTurn 2 or 3, you play Helga herself.\nTurn 3 or 4, once you have enough mana, you cast your first big creature. This triggers Helga. You draw a card, gain a life, and Helga grows.\nFrom here the deck snowballs. Each big creature you cast makes Helga stronger and gets you a fresh card, which is often another big creature. The games where this deck feels great are the ones where you chain several expensive creatures together in a short span of turns.\nThe turn 5 or 6 goal is to get enough mana on the table (from your dorks, your lands, and Helga herself) to cast Craterhoof Behemoth. This creature gives your whole team a huge boost and lets them push through blockers. If you have a decent board by that point, this usually wins the game on the spot.\nThe two backup combos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sometimes the normal plan gets interrupted. Someone kills your creatures, or you get stuck on lands. For those games, the deck has two separate ways to make unlimited mana. Neither is required to win, but either one bails you out if the main plan falls apart.\nThe first combo uses two cards, Devoted Druid and Vizier of Remedies. Once both are in play, you can tap Devoted Druid for mana and then untap it for free, over and over. This makes as much green mana as you want.\nThe second combo uses three cards, Gaea's Cradle, Umbral Mantle, and Voyaging Satyr. Once all three are set up, you tap Gaea's Cradle for mana, use Voyaging Satyr to untap the Cradle for free, and spend a little of that mana to untap Voyaging Satyr again through Umbral Mantle. As long as you control a few creatures, each loop makes more mana than it costs, so it also becomes unlimited.\nEither way, once you have unlimited mana, you cast or grow Walking Ballista as large as you want and use it to deal lethal damage straight to your opponents.\nThe strong cards worth knowing by name"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Three cards in this deck are on Wizards of the Coast's official Game Changers list, meaning they are known to be unusually powerful for their cost. It is good etiquette to mention these to your table before playing, the same way you would mention a strong commander.\nGaea's Cradle is a land that taps for a lot of mana in this deck, since it counts every creature you control.\nSmothering Tithe punishes opponents for drawing extra cards by handing you free mana rocks.\nNatural Order lets you sacrifice a small green creature and immediately put any green creature straight into play. The usual target is Craterhoof Behemoth, which skips right past the need to pay its mana cost.\nWhat to actually do on your turn"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Play a land if you have one. Play your cheapest useful creature or spell. If you have a choice between two plays, generally prefer the one that lets Helga trigger sooner rather than later. Hold up your protection spells, Heroic Intervention and Blossoming Defense, if you suspect someone at the table has a board wipe or removal ready, since losing your board right before your big turn is the main way this deck loses.\nIf you draw into Craterhoof Behemoth or Avenger of Zendikar with a decent board already out, that is usually your signal to go for the win that turn rather than wait for a bigger one.\n"}]}


































































