huntjones88@gmail.com
136 views43 hrs ago
Commander
Size: 100Salt sum: 31.89
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Brief description:\nHeavily changed from the Starter Commander token precon. Still probably bracket 2, though could hang with low-level bracket 3. The strategy is go-wide with tokens, and Suki just makes it easier to ensure you get the token generators you need.\n\nCommander details:\nI've found that as long as you can provide almost any other threat, Suki is not super likely to get removed. If she lasts long enough to use her ability once or twice, you usually won't need to get much more out of her, and she won't really be the threat to your opponents anymore, compared to some of the token generating machines. If she is targeted, it's worth one re-cast if there's a card you need to set up for the endgame, as long as it's timed right, but the other creatures are the ones who do the heavy lifting once you get past like turn 5/6. \n\nEarly game:\nObviously you'll want to adjust what you prioritize tutoring for based on how the game is going. However, the typical opening move should be ramp on turn 2 or 3 (plus a cheap spell or two), then casting Suki ("},{"insert":{"card-link":"Captain Sisay"}},{"insert":") on turn 3 or 4. Its best to tutor for "},{"insert":{"card-link":"Sting, the Glinting Dagger"}},{"insert":" first, because it allows you to search for a legendary card each combat, meaning you can set yourself up for some very smooth sailing for turns 5, 6, and maybe even 7. Even if Suki gets removed, the deck still functions well without her, though you typically want to get at least one or two key cards from her, even if she has to be re-cast. \n\n\nWinning (or trying to):\nThe best targets to search for in order to win are Zuko ("},{"insert":{"card-link":"Rhys the Redeemed"}},{"insert":"), "},{"insert":{"card-link":"Horn of Gondor"}},{"insert":", "},{"insert":{"card-link":"Inspiring Leader"}},{"insert":", and any of the other legendaries that will give you tokens, just adjust to whichever is most adventageous depending on the board state. \n\nMost obvious is just go wide, pump your tokens with things like "},{"insert":{"card-link":"Inspiring Leader"}},{"insert":" or "},{"insert":{"card-link":"Bess, Soul Nourisher"}},{"insert":", and attack. Unless you get board-wiped, it's fairly easy to get enough tokens/pump effects going to swing for lethal against at least one opponent by turn 7 (sometimes earlier, but things have to be going quite well).\n\nYou can't tutor for it, but if you draw into "},{"insert":{"card-link":"Halo Fountain"}},{"insert":", it gives you a very achievable alternative win-con. It's not hard to get fifteen creatures on the board. When you do, just attack with them and activate the fountain's \"win\" ability before anyone declares blockers.\n\nEating your deck veggies:\nThere's a decent amount of ramp, making it fairly reliable to cast the commander by turn 3, and in late game you can produce some stupid amounts of mana, especially with "},{"insert":{"card-link":"Jaheira, Friend of the Forest"}},{"insert":" or "},{"insert":{"card-link":"White Lotus Tile"}},{"insert":".\n\nThere aren't a lot of draw spells, partly because it's white/green, but mainly because the commander has a built-in tutor effect. However, of the few draw spells that are there (9 total), all but one are repeatable.\n\nThere are also only about 8 removal spells, but four of these are asymmetric board-wipes (either destroys only creatures with power four or greater, or leaves you with some/all of your token creatures). One of these board wipes is even tutor-able ("},{"insert":{"card-link":"Elspeth, Sun's Champion"}},{"insert":"). The trick is making sure you time it right so that you wipe the board after your opponent has cast their big threat. Due to revealing the cards you tutor for to your opponents, if you tutor for Elspeth, sometimes just knowing you have it in-hand is enough of a threat to get your opponent to hold back their big baddies.\n\nThere's no Lightning Greaves or Swiftfoot Boots, but there are several legendaries you can tutor for that give all your creatures hexproof, so you can protect your board (and especially your commander) fairly well if you know your opponents are running a lot of removal (again its bracket 2, so usually interaction is pretty moderate).\n\nPerformance:\nI've only played it in duel commander, so it might be weaker than I realize in a 3-4 person game. However I've tested it extensively against an upgraded Temur Roar deck that I have (probably my strongest or tied for strongest deck), and this is one of my only decks that can reliably go toe-to-toe against the dragons.\n"}]}
Anthem
Anthem
(CTRL to add secondary)
Counters
Counters
(CTRL to add secondary)
Creature
Creature
(CTRL to add secondary)
Draw
Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Pump
Bess, Soul Nourisher
Whenever one or more other creatures you control with base power and toughness 1/1 enter, put a +1/+1 counter on Bess.
Whenever Bess attacks, each other creature you control with base power and toughness 1/1 gets +X/+X until end of turn, where X is the number of +1/+1 counters on Bess.
Whenever Bess attacks, each other creature you control with base power and toughness 1/1 gets +X/+X until end of turn, where X is the number of +1/+1 counters on Bess.
Legendary Creature - Human Citizen

Pump
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Samwise Gamgee
Whenever another nontoken creature you control enters, create a Food token. (It's an artifact with ", , Sacrifice this token: You gain 3 life.")
Sacrifice three Foods: Return target historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Sacrifice three Foods: Return target historic card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Legendary Creature - Peasant Halfling

Recursion
(CTRL to add secondary)
Removal
Conclave Tribunal
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Enchantment

Removal
(CTRL to add secondary)
Tokens
Adeline, Resplendent Cathar
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Legendary Creature - Human Knight

Andúril, Flame of the West
Equipped creature gets +3/+1.
Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking.
Equip
Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking.
Equip
Legendary Artifact - Equipment

Brimaz, King of Oreskos
Vigilance
Whenever Brimaz attacks, create a 1/1 white Cat Soldier creature token with vigilance that's attacking.
Whenever Brimaz blocks a creature, create a 1/1 white Cat Soldier creature token with vigilance that's blocking that creature.
Whenever Brimaz attacks, create a 1/1 white Cat Soldier creature token with vigilance that's attacking.
Whenever Brimaz blocks a creature, create a 1/1 white Cat Soldier creature token with vigilance that's blocking that creature.
Legendary Creature - Soldier Cat

Queen Allenal of Ruadach
Queen Allenal of Ruadach's power and toughness are each equal to the number of creatures you control.
If one or more creature tokens would be created under your control, those tokens plus a 1/1 white Soldier creature token are created instead.
If one or more creature tokens would be created under your control, those tokens plus a 1/1 white Soldier creature token are created instead.
Legendary Creature - Elf Noble

Torens, Fist of the Angels
Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever you cast a creature spell, create a 1/1 green and white Human Soldier creature token with training.
Whenever you cast a creature spell, create a 1/1 green and white Human Soldier creature token with training.
Legendary Creature - Human Cleric

Tokens
(CTRL to add secondary)
Untap
Untap
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Brief description:\nHeavily changed from the Starter Commander token precon. Still probably bracket 2, though could hang with low-level bracket 3. The strategy is go-wide with tokens, and Suki just makes it easier to ensure you get the token generators you need.\n\nCommander details:\nI've found that as long as you can provide almost any other threat, Suki is not super likely to get removed. If she lasts long enough to use her ability once or twice, you usually won't need to get much more out of her, and she won't really be the threat to your opponents anymore, compared to some of the token generating machines. If she is targeted, it's worth one re-cast if there's a card you need to set up for the endgame, as long as it's timed right, but the other creatures are the ones who do the heavy lifting once you get past like turn 5/6. \n\nEarly game:\nObviously you'll want to adjust what you prioritize tutoring for based on how the game is going. However, the typical opening move should be ramp on turn 2 or 3 (plus a cheap spell or two), then casting Suki ("},{"insert":{"card-link":"Captain Sisay"}},{"insert":") on turn 3 or 4. Its best to tutor for "},{"insert":{"card-link":"Sting, the Glinting Dagger"}},{"insert":" first, because it allows you to search for a legendary card each combat, meaning you can set yourself up for some very smooth sailing for turns 5, 6, and maybe even 7. Even if Suki gets removed, the deck still functions well without her, though you typically want to get at least one or two key cards from her, even if she has to be re-cast. \n\n\nWinning (or trying to):\nThe best targets to search for in order to win are Zuko ("},{"insert":{"card-link":"Rhys the Redeemed"}},{"insert":"), "},{"insert":{"card-link":"Horn of Gondor"}},{"insert":", "},{"insert":{"card-link":"Inspiring Leader"}},{"insert":", and any of the other legendaries that will give you tokens, just adjust to whichever is most adventageous depending on the board state. \n\nMost obvious is just go wide, pump your tokens with things like "},{"insert":{"card-link":"Inspiring Leader"}},{"insert":" or "},{"insert":{"card-link":"Bess, Soul Nourisher"}},{"insert":", and attack. Unless you get board-wiped, it's fairly easy to get enough tokens/pump effects going to swing for lethal against at least one opponent by turn 7 (sometimes earlier, but things have to be going quite well).\n\nYou can't tutor for it, but if you draw into "},{"insert":{"card-link":"Halo Fountain"}},{"insert":", it gives you a very achievable alternative win-con. It's not hard to get fifteen creatures on the board. When you do, just attack with them and activate the fountain's \"win\" ability before anyone declares blockers.\n\nEating your deck veggies:\nThere's a decent amount of ramp, making it fairly reliable to cast the commander by turn 3, and in late game you can produce some stupid amounts of mana, especially with "},{"insert":{"card-link":"Jaheira, Friend of the Forest"}},{"insert":" or "},{"insert":{"card-link":"White Lotus Tile"}},{"insert":".\n\nThere aren't a lot of draw spells, partly because it's white/green, but mainly because the commander has a built-in tutor effect. However, of the few draw spells that are there (9 total), all but one are repeatable.\n\nThere are also only about 8 removal spells, but four of these are asymmetric board-wipes (either destroys only creatures with power four or greater, or leaves you with some/all of your token creatures). One of these board wipes is even tutor-able ("},{"insert":{"card-link":"Elspeth, Sun's Champion"}},{"insert":"). The trick is making sure you time it right so that you wipe the board after your opponent has cast their big threat. Due to revealing the cards you tutor for to your opponents, if you tutor for Elspeth, sometimes just knowing you have it in-hand is enough of a threat to get your opponent to hold back their big baddies.\n\nThere's no Lightning Greaves or Swiftfoot Boots, but there are several legendaries you can tutor for that give all your creatures hexproof, so you can protect your board (and especially your commander) fairly well if you know your opponents are running a lot of removal (again its bracket 2, so usually interaction is pretty moderate).\n\nPerformance:\nI've only played it in duel commander, so it might be weaker than I realize in a 3-4 person game. However I've tested it extensively against an upgraded Temur Roar deck that I have (probably my strongest or tied for strongest deck), and this is one of my only decks that can reliably go toe-to-toe against the dragons.\n"}]}










































































































