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Commander
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HarvestWind

165 views2 days ago
Commander
Size: 100Salt sum: 29.28

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{"ops":[{"insert":"Muerra, Trash Tactician — The Queen of the Dumpster Primer\n\nMuerra, Trash Tactician\n=======================\n\nThe Queen of the Dumpster Primer — a friendly, filthy (in a good way) Commander deck guide\n\n“For Glory. For Snacks. For Bloomburrow!”\n\nCommander: Muerra, Trash Tactician — {R}{G} Raccoon Warrior, 2/4\nColors: Gruul (red + green)  ·  Playstyle: Big-mana aggro-combo of raccoon proportions\n\nPlan A: Flood the board with Raccoons (and their identical changeling cousins), make absurd mana, trigger expend for snacks and impulse draw, win with giant X spells.\n\nPlan B: Steal the train, untap everything, and fight an extra combat or two.\n\n=======================\n\nWelcome to the Kingdom of the Dumpster. This primer is a guide to running a small woodland realm whose exports are stolen mana, recycled garbage, and unmanageable enthusiasm. You will learn the sacred art of dumpster diving (impulse draw), the subtle science of snack acquisition (life gain), and the glorious moment when you spend the entire budget at once (big X spells — plural X, the fun kind).\n\nTABLE OF CONTENTS\n----------------\n1. Meet the Queen\n2. The Trash Economy\n3. Changelings: Nature’s Fake ID\n4. Expend & Snacks\n5. Impulse Draw City\n6. The Bouncer Squad\n7. Polite Removal\n8. Ramp It Up\n9. Win Con #1: Big X Energy\n10. Win Con #2: The Great Train Heist\n11. The Grand Unified Game Plan\n12. Optional Swaps & Daydreams\n\n1. Meet the Queen\n-----------------\n\nMuerra, Trash Tactician is a raccoon. Not just any raccoon — a tactician. Her battlefield is the trash can; her strategy is looting it with style. Let us read her card like the sacred text it is:\n\n-----------------\n * Muerra, Trash Tactician {1}{R}{G} — Legendary Creature — Raccoon Warrior\nAt the beginning of your first main phase, add {R} or {G} for each Raccoon you control.\n\n Whenever you expend 4, you gain 3 life. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)\n\n Whenever you expend 8, exile the top two cards of your library. Until the end of your next turn, you may play those cards.\n \n2/4\n-----------------\n\nThree abilities, three promises, one very busy raccoon:\n - The Mana Engine. Every Raccoon you control makes you an extra {R} or {G}-equivalent-mana every single turn, right in your first main phase. This is the whole economy. More raccoons = more budget. Budget goes to spells. Spells go to triggers. Triggers go to win.\n - Expend 4 + gain snacks (3 life). The moment you’ve cast enough spells to total 4 mana during your turn, Muerra finds a snack and you gain 3 life. This is called the snack break, and it is mandatory.\n - Expend 8 + dumpster diving. Cross 8 total mana’s worth of spells in a turn and Muerra kicks open the dumpster (your library’s top two) and hands you anything shiny: you can play those cards until the end of your next turn. That’s card advantage you don’t have to pay for, and the raccoon economy loves free.\nBecause both expend triggers only care about total mana spent casting spells across your turn, the deck is built to spend 8+ mana per turn, every turn, mostly in chunky first-main-phase bursts of cheap spells and fatter ones. If you ever end a turn without expending both, an accountant raccoon shows up, checks your paperwork, and tsk-tsks. Do not let this happen.\n\n2. The Trash Economy (How Money Works Here)\n-------------------------------------------\n\nMuerra’s first ability turns Raccoons into per-turn mana taps. The math is deliberately ridiculous: with six raccoon-jobs on the board, she drops a free 6 mana on you at the start of your first main phase — for free, every turn, in addition to your lands. This deck simply reroutes the entire national budget into casting spells, because casting spells is how you expend, and expending is how you get paid again. It’s a wheel of cheese and it is delicious.\nTwo crucial fine-print notes on the engine:\n - The mana is a phase credit, not a piggy bank. You get it at the start of your first main phase, and unspent leftovers vanish when you move to combat. So the play pattern is: first main phase = fire every spell you’ve been hoarding. That’s fine — that’s exactly when this deck wants to do business. (Your lands stay untapped through combat, which is where the train gets stolen. More in Section 10.)\n - Activated abilities don’t expend. Expending counts mana spent casting spells. Equipping boots, activating Maskwood Nexus, tapping for mana — none of those count, sadly. Cast. Spells. That’s the law.\n\n3. Changelings: Nature’s Most Convincing Fake ID\n------------------------------------------------\n\nHere’s the beautiful worm in the apple: a Changeling is every creature type, which legally makes it a Raccoon. Not a raccoon imitation — a genuine, card-text-certified raccoon, eligible for the full raccoon pension of Muerra’s mana engine. Changelings stroll into the Queen’s court with a perfect fake ID and nobody bats an eye, because everybody’s too busy eating snacks.\nThis is the deck’s not-so-secret weapon: a changeling plays every role a raccoon plays, and the deck has an abundant supply of them. Every changeling you cast is one more mana in your first main phase.\nAnd then there’s Maskwood Nexus. Creatures you control are every creature type — same for creature spells you cast and creature cards you own that aren’t on the battlefield. Translate that to raccoon law: every creature in your deck, in your hand, in your library, and on your board becomes a Raccoon. The tokens generated by Sandwurm Convergence become Raccwurms, the 6/6 March-of-the-World-Ooze elephants become Elephecoonzes, and the goblins from Goblin Negotiation show up late to the meeting, discover they’re Gobcoons now. \n\n---------------------------------------------------\nThe Queen's Army \nCard-counted with royal seal of approval\n---------------------------------------------------\nRaccoon & Changeling Squad | Job Description | Cost\n\n\nRaccoon Rallier | The hype man. Taps to give any creature haste so the party starts immediately. | {1}{R}\n\nBakersbane Duo | Squirrel-Raccoon diplomatic envoy. Brings a Food token to the meeting; turns into a hockey player when you expend. | {1}{G}\n\nTeapot Slinger | The arsonist. Every expend 4: 2 damage to each opponent. Raccoon-powered kettle. | {3}{R}\n\nJunkblade Bruiser | Trample tax man. Every expend 4 he gets +2/+1. Grows into a forklift. | {3}{R/G}{R/G}\n\nRoughshod Duo | A Mouse and a Raccoon: double citizenship. Pumps any target creature on expend. | {2}{R}\n\nBark-Knuckle Boxer | Bodyguard. Expend 4 → indestructible until end of turn. Do not punch the raccoon. | {1}{G}\n\nWandertale Mentor | Two jobs at once: taps for {R}/{G} and grows +1/+1 every expend. | {R}{G}\n\nRust-Shield Rampager | Can’t be blocked by power 2 or less, and brings a tiny copy of himself (offspring). Squeaky wheel, gets the combat damage. | {3}{G}\n\nBramble Familiar | Raccoon mana dork on the front; Fetch Quest on the back mills 7 anddeploys a creature/enchantment/land for free. | {1}{G}\n\nChangeling Wayfinder | Changeling that fetches a basic land on arrival. Freshly claimed territory for the Queen and dual citizenship. | {3}\n\nGuardian Gladewalker | Changeling with a +1/+1 counter to gift on arrival. Welfare served fresh. | {1}{G}\n\nMutable Explorer | Changeling that makes a free Mutavault token — a land that becomes a 2/2 of every creature type. An honorary raccoon that is also expands kingdom. | {2}{G}\n\nRooftop Percher | Flying changeling. Exiles two graveyard troublemakers and gains 3 life. Pest control + snack control. | {5}\n\nSizzling Changeling | Dies → dumpster dive (exile top card, may play until your next end step). Posthumous snacks. | {2}{R}\n\nThree Tree Mascot | Changeling that taps for any color once a turn. Basically a raccoon with a key to every dumpster. | {2}\n\nBarkform Harvester | Changeling with reach; tucks a graveyard card back into the library. Recycling, literally. | {3}\n\nFirdoch Core | A changeling artifact that taps for any color and turns into a 4/4. Not a raccoon. Definitely a raccoon. | {3}\n\nCount them. Most of the army either is, or is legally required to identify as, a Raccoon. \n\n4. Expend 4, Gain Snacks: The Snack Economy\n-------------------------------------------\n\nExpend is the Bloomburrow keyword that reads like it was written by a raccoon accountant: you expend 4 when you’ve spent your fourth total mana on spells this turn, and you expend 8 when you hit the eighth. Both fire once per turn at the moment you cross the line — not once per spell after that. So the entire game is: make sure you cross both lines, then cross them again next turn.\nThe line-crossing is easier than it looks, because this deck is stuffed with cheap spells. A single turn of “Blossoming Defense (1) + Wear Down (2) + Demand Answers (2) + Faithless Looting (1)” is 6 mana spent — expend 4 snacks already banked, and you’re two mana from the big dumpster. Every {X} spell you cast does the same job at the other end of the turn. The thresholds are a tide, not a chore.\nYour expend-4 payoffs, in full:\nWhen you expend 4 | What happens\n--------------------------------\n\nMuerra, Trash Tactician | You gain 3 life. Snack break. Non-negotiable.\n\nTeapot Slinger | 2 damage to each opponent. The kettle is whistling at them.\n\nBakersbane Duo | Gets +1/+1 until end of turn. Hangs out, gets bigger.\n\nBark-Knuckle Boxer | Gains indestructible until end of turn. Un-punchable.\n\nJunkblade Bruiser | Gets +2/+1 until end of turn. The forklift revs its engine.\n\nRoughshod Duo | Gives a creature +1/+1 and trample until end of turn. Crowd control.\n\nWandertale Mentor | Puts a permanent +1/+1 counter on itself. Retirement plan.\n\nNotice the beautiful synergy: you gain life when you expend 4, and the life lets you play loosely — pay life costs (Karplusan Forest), block aggressively, wave at face-down attackers. And the life total is not the prize; the prize is expend 8.\nExpend 8: the dumpster opens. Exile the top two, play them until the end of your next turn. Sometimes they’re lands (great, play them). Sometimes they’re a Great Train Heist you can hold for the right combat (amazing). This is how the deck turns casting-spells-into-more-casting: you spend mana, gain snacks, get free cards, cast more spells, and the wheel spins so fast someone should call safety.\n\n5. Impulse Draw City: Dumpster Diving for Fun and Profit\n--------------------------------------------------------\n\nThe Queen’s expend-8 opens one dumpster. This deck opens an entire landfill of impulse draw. The motto: “Why wait to draw a card when you can simply reach in and take it?”\n - Valakut Exploration — the MVP of the whole landfill. Every land you play exiles the top card of your library, and you may play it while it stays exiled. Then at your end step, the leftovers get flung at everyone: each opponent takes damage equal to the number of cards still exiled. Translation: your ramp spells become draw spells, and whatever you don’t use becomes a missile. Landfall × dumpster diving × burn. This card does more chores than a raccoon with a clipboard.\n - Zenith Festival — the X-sized dumpster: exile X cards, play them until the end of your next turn, and it even has Harmonize to climb out of your graveyard for a second work shift.\n - Triple Triad — every upkeep, everyone exiles a card and you can play any of them with lesser mana value than your own. You are literally stealing card advantage from the whole table with a card game. The Final Fantasy of it all is a bonus.\n - Sizzling Changeling — dies, takes a card with it. Graveyard-to-hand is for amateurs; exile-and-play is the Queen’s brand.\n - Gathering Stone — name Raccoon (say it loud, say it proud), and every creature spell you cast costs {1} less, and every upkeep you peek at the top card and can simply take raccoons into hand. With Maskwood Nexus out, every creature in your library is “a card of the chosen type.” The Stone believes in you.\n - Highway Robbery — cheap card advantage: discard or sacrifice a land, draw two. Plot it, cast it later for free, rob mid-turn. On-mission.\n - The looting patrol: Faithless Looting, Thrill of Possibility, Demand Answers, Grab the Prize (bonus: 2 damage to each opponent if you discarded a non-land!), Seize the Spoils (draw two and a Treasure). Cheap, instant-speed, and each one nudges you across the expend thresholds. Graveyard clutter is fine — you have Barkform Harvester for recycling and Peerless Recycling for politely taking permanent cards back.\n - Reforge the Soul — the emergency wheel. Everyone discards, everyone draws seven, everyone blames you, miracles happen.\n - Garruk’s Uprising — not impulse, but free-flowing: trample for the squad and draw a card whenever a 4+ power creature enters. Combined with March of the World Ooze turning everything into 6/6s, this is a card-drawing waterfall wearing a hunter’s hat.\n\n6. The Bouncer Squad: 15 Ways to Keep Your Raccoons Alive\n---------------------------------------------------------\n\nMuerra is the whole board of directors. If she gets removed, the trash economy collapses and the coons scatter. So this deck carries more protection than a raccoon crossing a street at night:\n - Hexproof & indestructible instants: Blossoming Defense (+2/+2!), Snakeskin Veil (with a counter), Silkguard (X targets, plus all your Auras/Equipment/modified critters!), Tyvar’s Stand (the X-sized one — +X/+X and hexproof and indestructible on the same target; this doubles as a finisher), Biosynthic Burst (counter + reach + trample + indestructible + untap, so huge on a March of the World Ooze or a Stonecoil Serpent).\n - Fogs: Blinding Fog (hexproof + damage prevention) and Clinging Mists (prevent all combat damage; at low life it also taps the attackers, which is a raccoon scam of the highest order).\n - Equipment: Lightning Greaves and Swiftfoot Boots — haste for the rescue party, shroud/hexproof for the Queen. Equip Muerra turn 1 after she lands and watch opponents sigh.\n - Board armor: Spidersilk Armor (+0/+2 and reach for everyone — nothing flies over the trash heap now) and Sandwurm Convergence (flying creatures can’t touch you, plus a free 5/5 Wurm every end step. The wurm is also a Raccoon under Maskwood Nexus. Everything is.)\n - The Boxer: Bark-Knuckle Boxer hands out indestructible every expend 4, like a gym membership.\nFun fact: the protection suite doubles as an expend battery. Most of it costs 1—2 mana. Cast it at instant speed on your opponent’s turn? No — cast it on yours when you need to cross the threshold. The spells protect the raccoons and feed the economy. It’s not a bouncer squad and a finance department; it’s the same department.\n\n7. Removal, But Make It Polite\n------------------------------\n\n - Blasphemous Act — the polite way to say “everyone’s creature dies”: 13 damage to all creatures, discounted per creature on the table. Costs a pittance when you’re the raccoon player with the biggest field and, conveniently, the most life and indestructible tricks.\n - Calamity of Cinders — 6 damage to each untapped creature, paid with convoke: tap your own raccoons to cast it, so your raccoons are tapped when the damage hits. You just cast a board wipe that philosophically missed your own board. Chefs kiss.\n - Goblin Negotiation — X damage to a creature; the excess damage converts to 1/1 goblin tokens. You are literally liquefying a blocker into expendable employees. With Maskwood Nexus, those goblins punch in as Raccoons.\n - Wear Down — destroy an artifact/enchantment; promise the gift and it’s two. Cheap, sorcery-speed, and one mana of expend fuel.\n - Steelbane Hydra — the Executioner: enters with X counters, spends counters to destroy artifacts/enchantments, keeps getting huge. Removal AND body AND an X spell in one stretched turtle-raccoon.\n - Collective Inferno — choose a creature type and double all damage from your sources of that type. Choose Raccoon. With Maskwood Nexus, every creature you control deals double. Teapot Slinger’s pings double. The Great Train Heist’s extra-combat beatdown doubles. This enchantment is the difference between a polite kitty and a fire-breathing god-damned trash panda.\n\n8. Ramp: Build the World’s Biggest Trash Pile\n---------------------------------------------\n\nYou need mana to make mana. The pile:\n - Rocks & rings: Sol Ring, Arcane Signet, Talisman of Impulse.\n - Forestry services: Nature’s Lore, Three Visits, Rampant Growth — the turn-2 classics. 36 lands × fetch ramp = no mana screw.\n - Enchanted lands: Utopia Sprawl and Wild Growth — a single Forest paying for two-thirds of a Great Train Heist every turn.\n - Critters with day jobs: Wandertale Mentor (taps for {R}/{G}), Three Tree Mascot and Firdoch Core (any-color taps), Mutable Explorer (free Mutavault!), Bramble Familiar (front: mana dork; back: Fetch Quest, one of the best cards nobody reads twice).\n - The X-sized funnel: Animist’s Awakening. Reveal X cards, slam every land from them into play (tapped), and thanks to Spell Mastery — which this deck, absolutely drowning in instants and sorceries, always has — untap them all. Cast it big with Muerra’s raccoon mana, and your entire deck becomes a pile of lands you get to play for free this turn. This is the moment accountants call “the audit.”\n\n9. Win Condition #1: Big X Energy\n---------------------------------\n\nThis deck hoards mana the way raccoons hoard everything, which means the natural language of victory here is {X}. Plural X. Big, greedy, quadruple-digit-edition X.\n - Animist’s Awakening for everything (see above) — the X that starts the fire.\n - Zenith Festival for a fat number — the X that reads “free cards for two turns.” Exile 12, then play all 12, including the instants you’ve been waiting to point at someone. Then Harmonize it back from the graveyard later and do it again.\n - Silkguard and Tyvar’s Stand for combat X’s — untargetable, indestructible, enormous. Cast Tyvar’s Stand with X=15 on a Stonecoil Serpent and the table learns respect.\n - Steelbane Hydra and Stonecoil Serpent for creature X’s — a removal hydra and a reach/trample/protection-from-multicolor serpent that scales with the budget. Under March of the World Ooze, even baseline 6/6s feel like X spells.\n - Celestial Reunion — the X tutor: search for a creature of mana value X or less; behold two creatures of a chosen type (it’s “Raccoon,” it’s always “Raccoon”) and it comes straight into play. Go get the biggest Bruiser money can buy.\n - March of the World Ooze — the secret X spell that doesn’t have an X in its cost but behaves like one on the battlefield: all your creatures become base 6/6 Oozes (in addition to their other types — still raccoons, the court ruled). An army of chunky 1/1s instantly becomes a bludgeoning squad, and every 6/6 entering triggers Garruk’s Uprising for a card. Oh, and opponents casting things off-turn? Free 3/3 elephants. Stop. Feeding. The. Raccoons.\n - Sylvan Scavenging — end step: a counter somewhere, or make a 3/3 Raccoon token whenever you control a 4+ power creature. Post-March, that’s basically “make a raccoon every turn,” which is compound interest on Muerra’s mana engine. Raccoons making mana making raccoons. The economy is self-sustaining, go home.\n - Biosynthic Burst + Collective Inferno — the double-damage firestarter, on a 6/6 that just became unblockable… enough.\n\n10. Win Condition #2: The Great Train Heist (All Aboard)\n--------------------------------------------------------\n\nThe crown jewel of the list, and the only card that justifies the deck’s entire government:\n\n > Great Train Heist — {R} Instant (Spree — choose one or more):\n >\n > • {+2R}: Untap all creatures you control. If it’s your combat phase, there’s an additional combat phase.\n >\n > • {+2}: Creatures you control get +1/+0 and first strike until end of turn.\n >\n > • {+R}: All your creatures create Treasure tokens when they hit the chosen player.\n\nRead that again. It’s an instant extra combat card that also gives everything first strike and prints Treasures when you connect. For a mana curve that peaks at “as much as I can hold,” this deck has one hand in the cookie jar at all times and the other already on the conductor’s hat:\n - The namesake turn: your combat begins. Cast the Heist with all three modes. Everything untaps, everything gets first strike and +1/+0, there’s a whole second combat, and every hit schedules a Treasure. Two combats × first strike blockers you don’t have to respect × Treasures for next turn = a train robbery the entire table watches in slow motion.\n - It’s an expend foot-soldier too. Need exactly one more mana to cross expend 4 before combat? Fire the base {R}-cost Heist as a 1-mana flex. Snacks, and a heater in hand... well, graveyard? No — it resolves and can’t be recast, but the abandon on getting snacks is real. (Just usually you’ll want to save it.)\n - Who’s attacking? Everything small becomes effective: Raccoon Rallier pre-hastes your squad, Rust-Shield Rampager can’t be chump-blocked by power-2-and-under, Bark-Knuckle Boxer is indestructible after expend, and March of the World Ooze makes the whole notion of “small” moot. With Maskwood Nexus & Collective Inferno, every one of those attackers deals double damage. First strike + double damage on extra-combat turns is not a combat step, it’s a census.\n - Sequencing note for the purists: Muerra’s automatic mana arrives and expires in your first main phase, so the Heist’s combat-phase bill is usually paid by your lands, Treasures, and mana dorks — which is why the deck runs 36 lands and every Treasure maker it can find. Don’t tap out in the first main phase if the train is coming.\nPlan C, equally legal: Steal the Show. Mode one is a politely aggressive awkward–discard-and-redraw for someone; mode two burns a creature or planeswalker for the number of instants and sorceries in your graveyard. This deck puts dozens of cheap spells in the bin per game. Do the math quietly, at someone’s giant blocker, and smile.\n\n11. The Grand Unified Game Plan\n-------------------------------\n\n * Turns 1–3: Lay Track (and Recruit)\nFetch and enchant lands (Nature’s Lore, Utopia Sprawl, Wild Growth, Rampant Growth, Three Visits) and drop your first racquet-tier raccoons: Bakersbane Duo, Bark-Knuckle Boxer, Bramble Familiar, Wandertale Mentor. Turn 3 you usually want the Queen herself, with a hexproof spell or Boots in the wings — she comes down, looks at the board, and clarifies who runs this dump.\n * Turns 4–6: The Queendom Blossoms\nNow every first main phase is a lottery win: Muerra feeds you a couple of free mana per raccoon, you rip through your hand (dumpster-diving via Valakut Exploration, Zenith Festival, Triple Triad), you cross expend 4 (snacks!) and expend 8 (free cards!) every single turn, and the table slowly realizes you’ve built a perpetual motion machine out of trash. Drop Maskwood Nexus here; that’s the moment changelings get the corner office and every creature becomes family. Gathering Stone discounts all your creature spells if you named the obvious type.\n * Turns 7+: The Heist\nEither explode on the spot with a giant Animist’s Awakening → Zenith Festival → Great Train Heist with Collective Inferno and March of the World Ooze already on stage — or play rocket raccoon regularly: 6/6s everywhere, double damage, extra combats, Treasures cloning themselves. If someone boards-wipes, you have Blasphemous Act for mirror purposes, Calamity of Cinders with convoke citizenship, fogs, and enough recursion (Peerless Recycling, Barkform Harvester) to rebuild before dessert.\n\n * Mulligan Recommendations\n - Keep: 3+ lands and a ramp card. Keep: any hand with a raccoon or changeling and the Queen arrives by turn 3–4.\n - Ship: zero-ramp all-lands, one-land dreams, and any hand with more than one six-drop that isn’t a game-ender.\n - If you keep a 4-lander with a dork, you’re basically already up.\n * The Threat Assessment You’ll Need\nYou have no true card draw outside impulse engines, so keep Valakut Exploration alive like a sacred dumpster. You win through combat damage — blockers with reach or first strike are your actual enemy until the train arrives. And remember: the table’s removal is aimed at Muerra. Bait it with a changeling first, laugh, and re-cast her from the command zone; your land count forgives it.\n\n12. Optional Swaps & Daydreams (Not in the List)\n------------------------------------------------\n\nEvery monarch keeps a filing cabinet of ideas the royal court hasn’t approved yet. These aren’t in the list — they’re just famous friends of the raccoon economy, if you ever want to tinker:\nCard | Why it would love this deck\n----------------------------------\n\nFinale of Devastation | Search up any creature for X; at X≥10 everything gets +X/+X, haste, trample. The raccoon pays for its own riot.\n\nAggravated Assault / Savage Beating | More extra combats. With Muerra’s recurring mana pile, Aggravated Assault is nearly infinite; Savage Beating is a one-and-done encore.\n\nCrackle with Power / Walking Ballista | The classic big-X murder buttons. Crackle splits 5×X; the Ballista turns your mana pool into a gun with legs.\n\nAetherflux Reservoir | Spend spells, gain life, then pay 50 life to delete someone. The final snack.\n\nShared Animosity | Every attacking raccoon buffs every other attacking raccoon. Raccoon rush hour.\n\nCommune with Lava | Instant-speed Zenith Festival that reads X cards into your hand, playable until your next turn. The spiritual sibling of your Festival.\n\nIn conclusion: cast raccoons, burn through cheap spells, gain snacks, dive dumpsters, then spend like a raccoon with a budget — all of it — on a giant X and a stolen train. The table will either applaud or call for a recount. Either way, the raccoons are already in the trash can.\nFor Glory. For Snacks. For Bloomburrow. 🦝\n\n"}]}

Commander

Qty: 1 Price: $0.49
Muerra, Trash Tactician
At the beginning of your first main phase, add
or
for each Raccoon you control.
Whenever you expend 4, you gain 3 life. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Whenever you expend 8, exile the top two cards of your library. Until the end of your next turn, you may play those cards.
Legendary Creature - Warrior Raccoon
Muerra, Trash Tactician (blb) 227

Commander

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Artifact

Qty: 2 Price: $2.48
Firdoch Core
Changeling (This card is every creature type.)
: Add one mana of any color.
: This artifact becomes a 4/4 artifact creature until end of turn.
Artifact Kindred - Shapeshifter
Firdoch Core (ecl) 255
Gathering Stone
As this artifact enters, choose a creature type.
Spells you cast of the chosen type cost
less to cast.
When this artifact enters and at the beginning of your upkeep, look at the top card of your library. If it's a card of the chosen type, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Artifact
Gathering Stone (ecl) 257

Artifact

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Burn

Qty: 1 Price: $0.35
Teapot Slinger
Menace
Whenever you expend 4, this creature deals 2 damage to each opponent. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Creature - Warrior Raccoon
Teapot Slinger (blb) 157

Burn

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Counters

Qty: 3 Price: $1.83
Guardian Gladewalker
Changeling (This card is every creature type.)
When this creature enters, put a +1/+1 counter on target creature.
Creature - Shapeshifter
Guardian Gladewalker (khm) 174
Stonecoil Serpent
Reach, trample, protection from multicolored
This creature enters with X +1/+1 counters on it.
Creature Artifact - Snake
Stonecoil Serpent (soc) 356
Sylvan Scavenging
At the beginning of your end step, choose one —
• Put a +1/+1 counter on target creature you control.
• Create a 3/3 green Raccoon creature token if you control a creature with power 4 or greater.
Enchantment
Sylvan Scavenging (fdn) 113

Counters

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Creature

Qty: 3 Price: $1.05
Changeling Wayfinder
Changeling (This card is every creature type.)
When this creature enters, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Creature - Shapeshifter
Changeling Wayfinder (ecl) 1
Rooftop Percher
Changeling (This card is every creature type.)
Flying
When this creature enters, exile up to two target cards from graveyards. You gain 3 life.
Creature - Shapeshifter
Rooftop Percher (ecl) 2
Sizzling Changeling
Changeling (This card is every creature type.)
When this creature dies, exile the top card of your library. Until the end of your next turn, you may play that card.
Creature - Shapeshifter
Sizzling Changeling (ecl) 155

Creature

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Draw

Qty: 11 Price: $23.55
Demand Answers
As an additional cost to cast this spell, sacrifice an artifact or discard a card.
Draw two cards.
Instant
Demand Answers (mkm) 306
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (lcc) 225
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.
Enchantment
Garruk's Uprising (fdn) 220
Grab the Prize
As an additional cost to cast this spell, discard a card.
Draw two cards. If the discarded card wasn't a land card, Grab the Prize deals 2 damage to each opponent.
Sorcery
Grab the Prize (dsk) 138
Highway Robbery
You may discard a card or sacrifice a land. If you do, draw two cards.
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.)
Sorcery
Highway Robbery (otj) 129
Reforge the Soul
Each player discards their hand, then draws seven cards.
Miracle
(You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Reforge the Soul (inr) 167
Seize the Spoils
As an additional cost to cast this spell, discard a card.
Draw two cards and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Seize the Spoils (sos) 129
Thrill of Possibility
As an additional cost to cast this spell, discard a card.
Draw two cards.
Instant
Thrill of Possibility (fdn) 210
Triple Triad
At the beginning of your upkeep, each player exiles the top card of their library. Until end of turn, you may play the card you own exiled this way and each other card exiled this way with lesser mana value than it without paying their mana costs.
Enchantment
Triple Triad (fin) 166
Valakut Exploration
Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
Enchantment
Valakut Exploration (znr) 175
Zenith Festival
Exile the top X cards of your library. You may play them until the end of your next turn.
Harmonize
(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery
Zenith Festival (tdc) 41

Draw

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Enchantment

Qty: 1 Price: $3.49
Collective Inferno
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.)
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal.
Enchantment
Collective Inferno (ecl) 132

Enchantment

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Finisher

Qty: 1 Price: $9.49
Great Train Heist
Spree (Choose one or more additional costs.)
+
— Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+
— Creatures you control get +1/+0 and gain first strike until end of turn.
+
— Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant
Great Train Heist (otj) 331

Finisher

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Land

Qty: 36 Price: $21.72
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (fic) 389
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (soc) 369
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (soc) 130
Forest
(
: Add
.)
Basic Land - Forest
Forest (j25) 93
Forest
(
: Add
.)
Basic Land - Forest
Forest (sos) 280
Karplusan Forest
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Karplusan Forest (drc) 163
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (ecl) 272
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (sos) 279
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.)
Land
Path of Ancestry (soc) 393
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (drc) 168
Temple of Abandon
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Abandon (mkc) 301
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (dsk) 269
Training Compound
: Add
.
: Add
or
. Activate only if this land entered this turn or if you control a basic land.
Land
Training Compound (msh) 275

Land

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Protection

Qty: 12 Price: $20.12
Bark-Knuckle Boxer
Whenever you expend 4, this creature gains indestructible until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Creature - Berserker Raccoon
Bark-Knuckle Boxer (blb) 164
Biosynthic Burst
Put a +1/+1 counter on target creature you control. It gains reach, trample, and indestructible until end of turn. Untap it. (Damage and effects that say "destroy" don't destroy it.)
Instant
Biosynthic Burst (eoe) 173
Blinding Fog
Prevent all damage that would be dealt to creatures this turn. Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
Instant
Blinding Fog (xln) 177
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
Clinging Mists
Prevent all combat damage that would be dealt this turn.
Fateful hour — If you have 5 or less life, tap all attacking creatures. Those creatures don't untap during their controller's next untap step.
Instant
Clinging Mists (dka) 109
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (soc) 350
Sandwurm Convergence
Creatures with flying can't attack you or planeswalkers you control.
At the beginning of your end step, create a 5/5 green Wurm creature token.
Enchantment
Sandwurm Convergence (dsc) 195
Silkguard
Put a +1/+1 counter on each of up to X target creatures you control.
Auras, Equipment, and modified creatures you control gain hexproof until end of turn. (Equipment, Auras you control, and counters are modifications.)
Instant
Silkguard (soc) 286
Snakeskin Veil
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Snakeskin Veil (j25) 713
Spidersilk Armor
Creatures you control get +0/+1 and have reach. (They can block creatures with flying.)
Enchantment
Spidersilk Armor (plst) MMQ-273
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (fdn) 258
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

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Junkblade Bruiser
Trample
Whenever you expend 4, this creature gets +2/+1 until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Creature - Berserker Raccoon
Junkblade Bruiser (blb) 220
Raccoon Rallier
: Target creature you control gains haste until end of turn. Activate only as a sorcery.
Creature - Raccoon Bard
Raccoon Rallier (blb) 148
Roughshod Duo
Trample
Whenever you expend 4, target creature you control gets +1/+1 and gains trample until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Creature - Raccoon Mouse
Roughshod Duo (blb) 150

Pump

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Ramp

Qty: 13 Price: $28.73
Animist's Awakening
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery
Animist's Awakening (soc) 261
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (soc) 127
Bramble Familiar
: Add
.
,
, Discard a card: Return this creature to its owner's hand.
Creature - Elemental Raccoon
Bramble Familiar // Fetch Quest (woe) 164
Mutable Explorer
Changeling (This card is every creature type.)
When this creature enters, create a tapped Mutavault token. (It's a land with "
: Add
" and "
: This token becomes a 2/2 creature with all creature types until end of turn. It's still a land.")
Creature - Shapeshifter
Mutable Explorer (ecl) 186
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (soc) 278
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (dsc) 193
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 128
Talisman of Impulse
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Impulse (m3c) 311
Three Tree Mascot
Changeling (This card is every creature type.)
: Add one mana of any color. Activate only once each turn.
Creature Artifact - Shapeshifter
Three Tree Mascot (blb) 251
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (soc) 289
Utopia Sprawl
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Utopia Sprawl (wot) 63
Wandertale Mentor
Whenever you expend 4, put a +1/+1 counter on this creature. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
: Add
or
.
Creature - Raccoon Bard
Wandertale Mentor (blb) 240
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (dmr) 184

Ramp

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Recursion

Qty: 2 Price: $0.88
Barkform Harvester
Changeling (This card is every creature type.)
Reach
: Put target card from your graveyard on the bottom of your library.
Creature Artifact - Shapeshifter
Barkform Harvester (blb) 243
Peerless Recycling
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Instant
Peerless Recycling (blb) 188

Recursion

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Removal

Qty: 5 Price: $4.81
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (soc) 238
Calamity of Cinders
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.)
Calamity of Cinders deals 6 damage to each untapped creature.
Sorcery
Calamity of Cinders (blc) 57
Goblin Negotiation
Goblin Negotiation deals X damage to target creature. Create a number of 1/1 red Goblin creature tokens equal to the amount of excess damage dealt to that creature this way.
Sorcery
Goblin Negotiation (fdn) 88
Steelbane Hydra
This creature enters with X +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
Creature - Hydra Turtle
Steelbane Hydra (soc) 288
Wear Down
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Destroy target artifact or enchantment. If the gift was promised, instead destroy two target artifacts and/or enchantments.
Sorcery
Wear Down (blb) 203

Removal

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Sorcery

Qty: 2 Price: $2.48
Celestial Reunion
As an additional cost to cast this spell, you may choose a creature type and behold two creatures of that type.
Search your library for a creature card with mana value X or less, reveal it, put it into your hand, then shuffle. If this spell's additional cost was paid and the revealed card is the chosen type, put that card onto the battlefield instead of putting it into your hand.
Sorcery
Celestial Reunion (ecl) 170
Steal the Show
Choose one or both —
• Target player discards any number of cards, then draws that many cards.
• Steal the Show deals damage equal to the number of instant and sorcery cards in your graveyard to target creature or planeswalker.
Sorcery
Steal the Show (sos) 336

Sorcery

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Tokens

Qty: 4 Price: $7.98
Bakersbane Duo
When this creature enters, create a Food token.
Whenever you expend 4, this creature gets +1/+1 until end of turn. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)
Creature - Squirrel Raccoon
Bakersbane Duo (blb) 163
March of the World Ooze
Creatures you control have base power and toughness 6/6 and are Oozes in addition to their other types.
Whenever an opponent casts a spell, if it's not their turn, you create a 3/3 green Elephant creature token.
Enchantment
March of the World Ooze (dft) 169
Maskwood Nexus
Creatures you control are every creature type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
,
: Create a 2/2 blue Shapeshifter creature token with changeling. (It is every creature type.)
Artifact
Maskwood Nexus (drc) 132
Rust-Shield Rampager
Offspring
(You may pay an additional
as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
This creature can't be blocked by creatures with power 2 or less.
Creature - Warrior Raccoon
Rust-Shield Rampager (blb) 190

Tokens

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
31 pips - 23 cards
26 mana - 26 cards
39 pips - 31 cards
29 mana - 29 cards
0 pips - 0 cards
6 mana - 5 cards
CategoriesQtyOdds
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Description

{"ops":[{"insert":"Muerra, Trash Tactician — The Queen of the Dumpster Primer\n\nMuerra, Trash Tactician\n=======================\n\nThe Queen of the Dumpster Primer — a friendly, filthy (in a good way) Commander deck guide\n\n“For Glory. For Snacks. For Bloomburrow!”\n\nCommander: Muerra, Trash Tactician — {R}{G} Raccoon Warrior, 2/4\nColors: Gruul (red + green)  ·  Playstyle: Big-mana aggro-combo of raccoon proportions\n\nPlan A: Flood the board with Raccoons (and their identical changeling cousins), make absurd mana, trigger expend for snacks and impulse draw, win with giant X spells.\n\nPlan B: Steal the train, untap everything, and fight an extra combat or two.\n\n=======================\n\nWelcome to the Kingdom of the Dumpster. This primer is a guide to running a small woodland realm whose exports are stolen mana, recycled garbage, and unmanageable enthusiasm. You will learn the sacred art of dumpster diving (impulse draw), the subtle science of snack acquisition (life gain), and the glorious moment when you spend the entire budget at once (big X spells — plural X, the fun kind).\n\nTABLE OF CONTENTS\n----------------\n1. Meet the Queen\n2. The Trash Economy\n3. Changelings: Nature’s Fake ID\n4. Expend & Snacks\n5. Impulse Draw City\n6. The Bouncer Squad\n7. Polite Removal\n8. Ramp It Up\n9. Win Con #1: Big X Energy\n10. Win Con #2: The Great Train Heist\n11. The Grand Unified Game Plan\n12. Optional Swaps & Daydreams\n\n1. Meet the Queen\n-----------------\n\nMuerra, Trash Tactician is a raccoon. Not just any raccoon — a tactician. Her battlefield is the trash can; her strategy is looting it with style. Let us read her card like the sacred text it is:\n\n-----------------\n * Muerra, Trash Tactician {1}{R}{G} — Legendary Creature — Raccoon Warrior\nAt the beginning of your first main phase, add {R} or {G} for each Raccoon you control.\n\n Whenever you expend 4, you gain 3 life. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)\n\n Whenever you expend 8, exile the top two cards of your library. Until the end of your next turn, you may play those cards.\n \n2/4\n-----------------\n\nThree abilities, three promises, one very busy raccoon:\n - The Mana Engine. Every Raccoon you control makes you an extra {R} or {G}-equivalent-mana every single turn, right in your first main phase. This is the whole economy. More raccoons = more budget. Budget goes to spells. Spells go to triggers. Triggers go to win.\n - Expend 4 + gain snacks (3 life). The moment you’ve cast enough spells to total 4 mana during your turn, Muerra finds a snack and you gain 3 life. This is called the snack break, and it is mandatory.\n - Expend 8 + dumpster diving. Cross 8 total mana’s worth of spells in a turn and Muerra kicks open the dumpster (your library’s top two) and hands you anything shiny: you can play those cards until the end of your next turn. That’s card advantage you don’t have to pay for, and the raccoon economy loves free.\nBecause both expend triggers only care about total mana spent casting spells across your turn, the deck is built to spend 8+ mana per turn, every turn, mostly in chunky first-main-phase bursts of cheap spells and fatter ones. If you ever end a turn without expending both, an accountant raccoon shows up, checks your paperwork, and tsk-tsks. Do not let this happen.\n\n2. The Trash Economy (How Money Works Here)\n-------------------------------------------\n\nMuerra’s first ability turns Raccoons into per-turn mana taps. The math is deliberately ridiculous: with six raccoon-jobs on the board, she drops a free 6 mana on you at the start of your first main phase — for free, every turn, in addition to your lands. This deck simply reroutes the entire national budget into casting spells, because casting spells is how you expend, and expending is how you get paid again. It’s a wheel of cheese and it is delicious.\nTwo crucial fine-print notes on the engine:\n - The mana is a phase credit, not a piggy bank. You get it at the start of your first main phase, and unspent leftovers vanish when you move to combat. So the play pattern is: first main phase = fire every spell you’ve been hoarding. That’s fine — that’s exactly when this deck wants to do business. (Your lands stay untapped through combat, which is where the train gets stolen. More in Section 10.)\n - Activated abilities don’t expend. Expending counts mana spent casting spells. Equipping boots, activating Maskwood Nexus, tapping for mana — none of those count, sadly. Cast. Spells. That’s the law.\n\n3. Changelings: Nature’s Most Convincing Fake ID\n------------------------------------------------\n\nHere’s the beautiful worm in the apple: a Changeling is every creature type, which legally makes it a Raccoon. Not a raccoon imitation — a genuine, card-text-certified raccoon, eligible for the full raccoon pension of Muerra’s mana engine. Changelings stroll into the Queen’s court with a perfect fake ID and nobody bats an eye, because everybody’s too busy eating snacks.\nThis is the deck’s not-so-secret weapon: a changeling plays every role a raccoon plays, and the deck has an abundant supply of them. Every changeling you cast is one more mana in your first main phase.\nAnd then there’s Maskwood Nexus. Creatures you control are every creature type — same for creature spells you cast and creature cards you own that aren’t on the battlefield. Translate that to raccoon law: every creature in your deck, in your hand, in your library, and on your board becomes a Raccoon. The tokens generated by Sandwurm Convergence become Raccwurms, the 6/6 March-of-the-World-Ooze elephants become Elephecoonzes, and the goblins from Goblin Negotiation show up late to the meeting, discover they’re Gobcoons now. \n\n---------------------------------------------------\nThe Queen's Army \nCard-counted with royal seal of approval\n---------------------------------------------------\nRaccoon & Changeling Squad | Job Description | Cost\n\n\nRaccoon Rallier | The hype man. Taps to give any creature haste so the party starts immediately. | {1}{R}\n\nBakersbane Duo | Squirrel-Raccoon diplomatic envoy. Brings a Food token to the meeting; turns into a hockey player when you expend. | {1}{G}\n\nTeapot Slinger | The arsonist. Every expend 4: 2 damage to each opponent. Raccoon-powered kettle. | {3}{R}\n\nJunkblade Bruiser | Trample tax man. Every expend 4 he gets +2/+1. Grows into a forklift. | {3}{R/G}{R/G}\n\nRoughshod Duo | A Mouse and a Raccoon: double citizenship. Pumps any target creature on expend. | {2}{R}\n\nBark-Knuckle Boxer | Bodyguard. Expend 4 → indestructible until end of turn. Do not punch the raccoon. | {1}{G}\n\nWandertale Mentor | Two jobs at once: taps for {R}/{G} and grows +1/+1 every expend. | {R}{G}\n\nRust-Shield Rampager | Can’t be blocked by power 2 or less, and brings a tiny copy of himself (offspring). Squeaky wheel, gets the combat damage. | {3}{G}\n\nBramble Familiar | Raccoon mana dork on the front; Fetch Quest on the back mills 7 anddeploys a creature/enchantment/land for free. | {1}{G}\n\nChangeling Wayfinder | Changeling that fetches a basic land on arrival. Freshly claimed territory for the Queen and dual citizenship. | {3}\n\nGuardian Gladewalker | Changeling with a +1/+1 counter to gift on arrival. Welfare served fresh. | {1}{G}\n\nMutable Explorer | Changeling that makes a free Mutavault token — a land that becomes a 2/2 of every creature type. An honorary raccoon that is also expands kingdom. | {2}{G}\n\nRooftop Percher | Flying changeling. Exiles two graveyard troublemakers and gains 3 life. Pest control + snack control. | {5}\n\nSizzling Changeling | Dies → dumpster dive (exile top card, may play until your next end step). Posthumous snacks. | {2}{R}\n\nThree Tree Mascot | Changeling that taps for any color once a turn. Basically a raccoon with a key to every dumpster. | {2}\n\nBarkform Harvester | Changeling with reach; tucks a graveyard card back into the library. Recycling, literally. | {3}\n\nFirdoch Core | A changeling artifact that taps for any color and turns into a 4/4. Not a raccoon. Definitely a raccoon. | {3}\n\nCount them. Most of the army either is, or is legally required to identify as, a Raccoon. \n\n4. Expend 4, Gain Snacks: The Snack Economy\n-------------------------------------------\n\nExpend is the Bloomburrow keyword that reads like it was written by a raccoon accountant: you expend 4 when you’ve spent your fourth total mana on spells this turn, and you expend 8 when you hit the eighth. Both fire once per turn at the moment you cross the line — not once per spell after that. So the entire game is: make sure you cross both lines, then cross them again next turn.\nThe line-crossing is easier than it looks, because this deck is stuffed with cheap spells. A single turn of “Blossoming Defense (1) + Wear Down (2) + Demand Answers (2) + Faithless Looting (1)” is 6 mana spent — expend 4 snacks already banked, and you’re two mana from the big dumpster. Every {X} spell you cast does the same job at the other end of the turn. The thresholds are a tide, not a chore.\nYour expend-4 payoffs, in full:\nWhen you expend 4 | What happens\n--------------------------------\n\nMuerra, Trash Tactician | You gain 3 life. Snack break. Non-negotiable.\n\nTeapot Slinger | 2 damage to each opponent. The kettle is whistling at them.\n\nBakersbane Duo | Gets +1/+1 until end of turn. Hangs out, gets bigger.\n\nBark-Knuckle Boxer | Gains indestructible until end of turn. Un-punchable.\n\nJunkblade Bruiser | Gets +2/+1 until end of turn. The forklift revs its engine.\n\nRoughshod Duo | Gives a creature +1/+1 and trample until end of turn. Crowd control.\n\nWandertale Mentor | Puts a permanent +1/+1 counter on itself. Retirement plan.\n\nNotice the beautiful synergy: you gain life when you expend 4, and the life lets you play loosely — pay life costs (Karplusan Forest), block aggressively, wave at face-down attackers. And the life total is not the prize; the prize is expend 8.\nExpend 8: the dumpster opens. Exile the top two, play them until the end of your next turn. Sometimes they’re lands (great, play them). Sometimes they’re a Great Train Heist you can hold for the right combat (amazing). This is how the deck turns casting-spells-into-more-casting: you spend mana, gain snacks, get free cards, cast more spells, and the wheel spins so fast someone should call safety.\n\n5. Impulse Draw City: Dumpster Diving for Fun and Profit\n--------------------------------------------------------\n\nThe Queen’s expend-8 opens one dumpster. This deck opens an entire landfill of impulse draw. The motto: “Why wait to draw a card when you can simply reach in and take it?”\n - Valakut Exploration — the MVP of the whole landfill. Every land you play exiles the top card of your library, and you may play it while it stays exiled. Then at your end step, the leftovers get flung at everyone: each opponent takes damage equal to the number of cards still exiled. Translation: your ramp spells become draw spells, and whatever you don’t use becomes a missile. Landfall × dumpster diving × burn. This card does more chores than a raccoon with a clipboard.\n - Zenith Festival — the X-sized dumpster: exile X cards, play them until the end of your next turn, and it even has Harmonize to climb out of your graveyard for a second work shift.\n - Triple Triad — every upkeep, everyone exiles a card and you can play any of them with lesser mana value than your own. You are literally stealing card advantage from the whole table with a card game. The Final Fantasy of it all is a bonus.\n - Sizzling Changeling — dies, takes a card with it. Graveyard-to-hand is for amateurs; exile-and-play is the Queen’s brand.\n - Gathering Stone — name Raccoon (say it loud, say it proud), and every creature spell you cast costs {1} less, and every upkeep you peek at the top card and can simply take raccoons into hand. With Maskwood Nexus out, every creature in your library is “a card of the chosen type.” The Stone believes in you.\n - Highway Robbery — cheap card advantage: discard or sacrifice a land, draw two. Plot it, cast it later for free, rob mid-turn. On-mission.\n - The looting patrol: Faithless Looting, Thrill of Possibility, Demand Answers, Grab the Prize (bonus: 2 damage to each opponent if you discarded a non-land!), Seize the Spoils (draw two and a Treasure). Cheap, instant-speed, and each one nudges you across the expend thresholds. Graveyard clutter is fine — you have Barkform Harvester for recycling and Peerless Recycling for politely taking permanent cards back.\n - Reforge the Soul — the emergency wheel. Everyone discards, everyone draws seven, everyone blames you, miracles happen.\n - Garruk’s Uprising — not impulse, but free-flowing: trample for the squad and draw a card whenever a 4+ power creature enters. Combined with March of the World Ooze turning everything into 6/6s, this is a card-drawing waterfall wearing a hunter’s hat.\n\n6. The Bouncer Squad: 15 Ways to Keep Your Raccoons Alive\n---------------------------------------------------------\n\nMuerra is the whole board of directors. If she gets removed, the trash economy collapses and the coons scatter. So this deck carries more protection than a raccoon crossing a street at night:\n - Hexproof & indestructible instants: Blossoming Defense (+2/+2!), Snakeskin Veil (with a counter), Silkguard (X targets, plus all your Auras/Equipment/modified critters!), Tyvar’s Stand (the X-sized one — +X/+X and hexproof and indestructible on the same target; this doubles as a finisher), Biosynthic Burst (counter + reach + trample + indestructible + untap, so huge on a March of the World Ooze or a Stonecoil Serpent).\n - Fogs: Blinding Fog (hexproof + damage prevention) and Clinging Mists (prevent all combat damage; at low life it also taps the attackers, which is a raccoon scam of the highest order).\n - Equipment: Lightning Greaves and Swiftfoot Boots — haste for the rescue party, shroud/hexproof for the Queen. Equip Muerra turn 1 after she lands and watch opponents sigh.\n - Board armor: Spidersilk Armor (+0/+2 and reach for everyone — nothing flies over the trash heap now) and Sandwurm Convergence (flying creatures can’t touch you, plus a free 5/5 Wurm every end step. The wurm is also a Raccoon under Maskwood Nexus. Everything is.)\n - The Boxer: Bark-Knuckle Boxer hands out indestructible every expend 4, like a gym membership.\nFun fact: the protection suite doubles as an expend battery. Most of it costs 1—2 mana. Cast it at instant speed on your opponent’s turn? No — cast it on yours when you need to cross the threshold. The spells protect the raccoons and feed the economy. It’s not a bouncer squad and a finance department; it’s the same department.\n\n7. Removal, But Make It Polite\n------------------------------\n\n - Blasphemous Act — the polite way to say “everyone’s creature dies”: 13 damage to all creatures, discounted per creature on the table. Costs a pittance when you’re the raccoon player with the biggest field and, conveniently, the most life and indestructible tricks.\n - Calamity of Cinders — 6 damage to each untapped creature, paid with convoke: tap your own raccoons to cast it, so your raccoons are tapped when the damage hits. You just cast a board wipe that philosophically missed your own board. Chefs kiss.\n - Goblin Negotiation — X damage to a creature; the excess damage converts to 1/1 goblin tokens. You are literally liquefying a blocker into expendable employees. With Maskwood Nexus, those goblins punch in as Raccoons.\n - Wear Down — destroy an artifact/enchantment; promise the gift and it’s two. Cheap, sorcery-speed, and one mana of expend fuel.\n - Steelbane Hydra — the Executioner: enters with X counters, spends counters to destroy artifacts/enchantments, keeps getting huge. Removal AND body AND an X spell in one stretched turtle-raccoon.\n - Collective Inferno — choose a creature type and double all damage from your sources of that type. Choose Raccoon. With Maskwood Nexus, every creature you control deals double. Teapot Slinger’s pings double. The Great Train Heist’s extra-combat beatdown doubles. This enchantment is the difference between a polite kitty and a fire-breathing god-damned trash panda.\n\n8. Ramp: Build the World’s Biggest Trash Pile\n---------------------------------------------\n\nYou need mana to make mana. The pile:\n - Rocks & rings: Sol Ring, Arcane Signet, Talisman of Impulse.\n - Forestry services: Nature’s Lore, Three Visits, Rampant Growth — the turn-2 classics. 36 lands × fetch ramp = no mana screw.\n - Enchanted lands: Utopia Sprawl and Wild Growth — a single Forest paying for two-thirds of a Great Train Heist every turn.\n - Critters with day jobs: Wandertale Mentor (taps for {R}/{G}), Three Tree Mascot and Firdoch Core (any-color taps), Mutable Explorer (free Mutavault!), Bramble Familiar (front: mana dork; back: Fetch Quest, one of the best cards nobody reads twice).\n - The X-sized funnel: Animist’s Awakening. Reveal X cards, slam every land from them into play (tapped), and thanks to Spell Mastery — which this deck, absolutely drowning in instants and sorceries, always has — untap them all. Cast it big with Muerra’s raccoon mana, and your entire deck becomes a pile of lands you get to play for free this turn. This is the moment accountants call “the audit.”\n\n9. Win Condition #1: Big X Energy\n---------------------------------\n\nThis deck hoards mana the way raccoons hoard everything, which means the natural language of victory here is {X}. Plural X. Big, greedy, quadruple-digit-edition X.\n - Animist’s Awakening for everything (see above) — the X that starts the fire.\n - Zenith Festival for a fat number — the X that reads “free cards for two turns.” Exile 12, then play all 12, including the instants you’ve been waiting to point at someone. Then Harmonize it back from the graveyard later and do it again.\n - Silkguard and Tyvar’s Stand for combat X’s — untargetable, indestructible, enormous. Cast Tyvar’s Stand with X=15 on a Stonecoil Serpent and the table learns respect.\n - Steelbane Hydra and Stonecoil Serpent for creature X’s — a removal hydra and a reach/trample/protection-from-multicolor serpent that scales with the budget. Under March of the World Ooze, even baseline 6/6s feel like X spells.\n - Celestial Reunion — the X tutor: search for a creature of mana value X or less; behold two creatures of a chosen type (it’s “Raccoon,” it’s always “Raccoon”) and it comes straight into play. Go get the biggest Bruiser money can buy.\n - March of the World Ooze — the secret X spell that doesn’t have an X in its cost but behaves like one on the battlefield: all your creatures become base 6/6 Oozes (in addition to their other types — still raccoons, the court ruled). An army of chunky 1/1s instantly becomes a bludgeoning squad, and every 6/6 entering triggers Garruk’s Uprising for a card. Oh, and opponents casting things off-turn? Free 3/3 elephants. Stop. Feeding. The. Raccoons.\n - Sylvan Scavenging — end step: a counter somewhere, or make a 3/3 Raccoon token whenever you control a 4+ power creature. Post-March, that’s basically “make a raccoon every turn,” which is compound interest on Muerra’s mana engine. Raccoons making mana making raccoons. The economy is self-sustaining, go home.\n - Biosynthic Burst + Collective Inferno — the double-damage firestarter, on a 6/6 that just became unblockable… enough.\n\n10. Win Condition #2: The Great Train Heist (All Aboard)\n--------------------------------------------------------\n\nThe crown jewel of the list, and the only card that justifies the deck’s entire government:\n\n > Great Train Heist — {R} Instant (Spree — choose one or more):\n >\n > • {+2R}: Untap all creatures you control. If it’s your combat phase, there’s an additional combat phase.\n >\n > • {+2}: Creatures you control get +1/+0 and first strike until end of turn.\n >\n > • {+R}: All your creatures create Treasure tokens when they hit the chosen player.\n\nRead that again. It’s an instant extra combat card that also gives everything first strike and prints Treasures when you connect. For a mana curve that peaks at “as much as I can hold,” this deck has one hand in the cookie jar at all times and the other already on the conductor’s hat:\n - The namesake turn: your combat begins. Cast the Heist with all three modes. Everything untaps, everything gets first strike and +1/+0, there’s a whole second combat, and every hit schedules a Treasure. Two combats × first strike blockers you don’t have to respect × Treasures for next turn = a train robbery the entire table watches in slow motion.\n - It’s an expend foot-soldier too. Need exactly one more mana to cross expend 4 before combat? Fire the base {R}-cost Heist as a 1-mana flex. Snacks, and a heater in hand... well, graveyard? No — it resolves and can’t be recast, but the abandon on getting snacks is real. (Just usually you’ll want to save it.)\n - Who’s attacking? Everything small becomes effective: Raccoon Rallier pre-hastes your squad, Rust-Shield Rampager can’t be chump-blocked by power-2-and-under, Bark-Knuckle Boxer is indestructible after expend, and March of the World Ooze makes the whole notion of “small” moot. With Maskwood Nexus & Collective Inferno, every one of those attackers deals double damage. First strike + double damage on extra-combat turns is not a combat step, it’s a census.\n - Sequencing note for the purists: Muerra’s automatic mana arrives and expires in your first main phase, so the Heist’s combat-phase bill is usually paid by your lands, Treasures, and mana dorks — which is why the deck runs 36 lands and every Treasure maker it can find. Don’t tap out in the first main phase if the train is coming.\nPlan C, equally legal: Steal the Show. Mode one is a politely aggressive awkward–discard-and-redraw for someone; mode two burns a creature or planeswalker for the number of instants and sorceries in your graveyard. This deck puts dozens of cheap spells in the bin per game. Do the math quietly, at someone’s giant blocker, and smile.\n\n11. The Grand Unified Game Plan\n-------------------------------\n\n * Turns 1–3: Lay Track (and Recruit)\nFetch and enchant lands (Nature’s Lore, Utopia Sprawl, Wild Growth, Rampant Growth, Three Visits) and drop your first racquet-tier raccoons: Bakersbane Duo, Bark-Knuckle Boxer, Bramble Familiar, Wandertale Mentor. Turn 3 you usually want the Queen herself, with a hexproof spell or Boots in the wings — she comes down, looks at the board, and clarifies who runs this dump.\n * Turns 4–6: The Queendom Blossoms\nNow every first main phase is a lottery win: Muerra feeds you a couple of free mana per raccoon, you rip through your hand (dumpster-diving via Valakut Exploration, Zenith Festival, Triple Triad), you cross expend 4 (snacks!) and expend 8 (free cards!) every single turn, and the table slowly realizes you’ve built a perpetual motion machine out of trash. Drop Maskwood Nexus here; that’s the moment changelings get the corner office and every creature becomes family. Gathering Stone discounts all your creature spells if you named the obvious type.\n * Turns 7+: The Heist\nEither explode on the spot with a giant Animist’s Awakening → Zenith Festival → Great Train Heist with Collective Inferno and March of the World Ooze already on stage — or play rocket raccoon regularly: 6/6s everywhere, double damage, extra combats, Treasures cloning themselves. If someone boards-wipes, you have Blasphemous Act for mirror purposes, Calamity of Cinders with convoke citizenship, fogs, and enough recursion (Peerless Recycling, Barkform Harvester) to rebuild before dessert.\n\n * Mulligan Recommendations\n - Keep: 3+ lands and a ramp card. Keep: any hand with a raccoon or changeling and the Queen arrives by turn 3–4.\n - Ship: zero-ramp all-lands, one-land dreams, and any hand with more than one six-drop that isn’t a game-ender.\n - If you keep a 4-lander with a dork, you’re basically already up.\n * The Threat Assessment You’ll Need\nYou have no true card draw outside impulse engines, so keep Valakut Exploration alive like a sacred dumpster. You win through combat damage — blockers with reach or first strike are your actual enemy until the train arrives. And remember: the table’s removal is aimed at Muerra. Bait it with a changeling first, laugh, and re-cast her from the command zone; your land count forgives it.\n\n12. Optional Swaps & Daydreams (Not in the List)\n------------------------------------------------\n\nEvery monarch keeps a filing cabinet of ideas the royal court hasn’t approved yet. These aren’t in the list — they’re just famous friends of the raccoon economy, if you ever want to tinker:\nCard | Why it would love this deck\n----------------------------------\n\nFinale of Devastation | Search up any creature for X; at X≥10 everything gets +X/+X, haste, trample. The raccoon pays for its own riot.\n\nAggravated Assault / Savage Beating | More extra combats. With Muerra’s recurring mana pile, Aggravated Assault is nearly infinite; Savage Beating is a one-and-done encore.\n\nCrackle with Power / Walking Ballista | The classic big-X murder buttons. Crackle splits 5×X; the Ballista turns your mana pool into a gun with legs.\n\nAetherflux Reservoir | Spend spells, gain life, then pay 50 life to delete someone. The final snack.\n\nShared Animosity | Every attacking raccoon buffs every other attacking raccoon. Raccoon rush hour.\n\nCommune with Lava | Instant-speed Zenith Festival that reads X cards into your hand, playable until your next turn. The spiritual sibling of your Festival.\n\nIn conclusion: cast raccoons, burn through cheap spells, gain snacks, dive dumpsters, then spend like a raccoon with a budget — all of it — on a giant X and a stolen train. The table will either applaud or call for a recount. Either way, the raccoons are already in the trash can.\nFor Glory. For Snacks. For Bloomburrow. 🦝\n\n"}]}
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