TingusPingus
86 views6 days ago
Commander
Size: 100Salt sum: 39.65
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Mono green stompy energy on a budget. Perfect for if you are looking to play a unique deck for cheap. \n\nStart the game with a few ramp spells or creatures before playing Nissa and gaining energy quickly with each land per turn and landfall spells. Try to save spells that fetch lands directly onto the battlefield for after you have played Nissa to benefit from her ability. The deck also utilises other spells that proliferate or enter and give you more energy to accelerate you quicker to 8 energy.\n\nOnce you have reached 8 energy, its time to start casting your big stompy creatures to close out the game. The deck runs about 12 finisher spells, and you should be able to play a big creature for free with energy, and hopefully have the mana from creatures and lands to play out a second finisher per turn. \n\nThe deck has some standard removal, targeting artifacts, enchantments and creatures with flying. \nThe deck has basic card draw, mainly in the form of creatures that draw you a card when they enter.\nThe deck has four protection spells, either for your commander or for any finisher that doesn't have hexproof.\n\nFinally the best card of the deck is Gonti's aether heart. For 8 energy you take an extra turn. It is not difficult mid to late game for you to have enough energy to cast this and immediately take an extra turn, which should allow you to win the game from there.\n\n\n***Note: this deck isn't heavily optimised, I'm sure there are changes that could be made to improve this deck and push it into higher brackets, feel free to do so. \n\nIf you are looking to improve this deck then I recommend starting with card draw. I mainly built the deck with creatures that drew a single card on ETB so swapping some cards for stronger draw like 'return of the wildspeaker' and so on is a good start.\n\nRemoval is also worth tweaking, as the majority of removal I included was standard and cheap removal that targets artifacts and enchantments. 'Broken bond' or 'Krosan grip' could be potential inclusions.\n\nAs well as this, the finisher cards I added were meant to be some of the most cheap and niche cards in the deck, often big creatures with high mana cost and little to no abilities. Worthwhile swaps could be 'Craterhoof behemoth', 'Tyrranax Rex', or 'The Tarrasque'.\n\nLastly, some game changers, extra turn spells, or land denial pushes the deck further towards bracket 5. 'Worldly tutor', 'Seedborn Muse', 'Seedtime', 'Tsunami' all have some potential in the deck.\n"}]}
1. Ramp
1. Ramp
(CTRL to add secondary)
2. Landfall Fetch
Roamer's Routine
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
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 , where X is its power. Then exile this spell.)
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 , where X is its power. Then exile this spell.)
Sorcery

2. Landfall Fetch
(CTRL to add secondary)
3. Proliferation
Adaptive Sporesinger
Vigilance
When this creature enters, choose one —
• Target creature gets +2/+2 and gains vigilance until end of turn.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
When this creature enters, choose one —
• Target creature gets +2/+2 and gains vigilance until end of turn.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Druid Phyrexian

3. Proliferation
(CTRL to add secondary)
4. Extra Energy
4. Extra Energy
(CTRL to add secondary)
5. Draw
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

5. Draw
(CTRL to add secondary)
6. Removal
6. Removal
(CTRL to add secondary)
8. Finishers
8. Finishers
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Mono green stompy energy on a budget. Perfect for if you are looking to play a unique deck for cheap. \n\nStart the game with a few ramp spells or creatures before playing Nissa and gaining energy quickly with each land per turn and landfall spells. Try to save spells that fetch lands directly onto the battlefield for after you have played Nissa to benefit from her ability. The deck also utilises other spells that proliferate or enter and give you more energy to accelerate you quicker to 8 energy.\n\nOnce you have reached 8 energy, its time to start casting your big stompy creatures to close out the game. The deck runs about 12 finisher spells, and you should be able to play a big creature for free with energy, and hopefully have the mana from creatures and lands to play out a second finisher per turn. \n\nThe deck has some standard removal, targeting artifacts, enchantments and creatures with flying. \nThe deck has basic card draw, mainly in the form of creatures that draw you a card when they enter.\nThe deck has four protection spells, either for your commander or for any finisher that doesn't have hexproof.\n\nFinally the best card of the deck is Gonti's aether heart. For 8 energy you take an extra turn. It is not difficult mid to late game for you to have enough energy to cast this and immediately take an extra turn, which should allow you to win the game from there.\n\n\n***Note: this deck isn't heavily optimised, I'm sure there are changes that could be made to improve this deck and push it into higher brackets, feel free to do so. \n\nIf you are looking to improve this deck then I recommend starting with card draw. I mainly built the deck with creatures that drew a single card on ETB so swapping some cards for stronger draw like 'return of the wildspeaker' and so on is a good start.\n\nRemoval is also worth tweaking, as the majority of removal I included was standard and cheap removal that targets artifacts and enchantments. 'Broken bond' or 'Krosan grip' could be potential inclusions.\n\nAs well as this, the finisher cards I added were meant to be some of the most cheap and niche cards in the deck, often big creatures with high mana cost and little to no abilities. Worthwhile swaps could be 'Craterhoof behemoth', 'Tyrranax Rex', or 'The Tarrasque'.\n\nLastly, some game changers, extra turn spells, or land denial pushes the deck further towards bracket 5. 'Worldly tutor', 'Seedborn Muse', 'Seedtime', 'Tsunami' all have some potential in the deck.\n"}]}






























































