33 views6 days ago
Commander
Size: 100Salt sum: 42.95
 avatar

demonicattorney

33 views6 days ago
Commander
Size: 100Salt sum: 42.95

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"ops":[{"insert":"Hamsters\n\nWhy one Hamster is enough\n\nThis is not Hamster typal unless one token and an alarming amount of emotional investment qualify as a tribe. Minsc & Boo create Boo on entry and at each upkeep, put three +1/+1 counters on a creature with trample or haste, and can sacrifice a creature to deal damage equal to its power. If the sacrificed creature is a Hamster, I also draw that many cards.\n\nThat is the entire machine: make Boo, make Boo unreasonable, attack, and decide whether Boo is more valuable alive or as direct damage and a new hand. The counter doublers and power multipliers make that decision increasingly unfair.\n\nI enjoy that the deck commits completely to a premise that should not work. The creature type has almost no support, the commander is a planeswalker that can be attacked, and the principal threat is a 1/1 token named Boo. The correct response was not restraint. It was to give the Hamster trample, place an irresponsible number of counters on it, and build an entire Gruul resource engine around repeatedly throwing it at people.\n\nPreparing the wheel\n\nThe ideal hand casts the commander on turn three or four and still has a way to protect either the planeswalker or Boo. One-mana Elves, Birds of Paradise, Wild Growth, Utopia Sprawl, Sol Ring, Arcane Signet, Talisman, Nature’s Lore, and Three Visits are the priority. Hardened Scales, Branching Evolution, Innkeeper’s Talent, Ozolith, or a protection spell makes the first activation substantially better.\n\nDo not keep a hand of multipliers with no mana or creature. Exponential Growth, Belt of Giant Strength, Tifa’s Limit Break, and Berserk are conclusions. The commander is the beginning.\n\nThe Boo cycle\n\nThe default turn is +1 Boo, attack with a hasty trampler, then decide in the second main phase whether the −2 is worth using. Sacrificing Boo before combat wastes the free damage; refusing to sacrifice Boo because the token has become emotionally significant wastes the commander’s best source of cards. If Boo is likely to die before the next turn, cashing him in is usually correct. The next upkeep can make another.\n\nHardened Scales, Branching Evolution, Ozolith, the Shattered Spire, Innkeeper’s Talent, Vorinclex, and Loading Zone increase the counters. The Ozolith preserves counters when a creature leaves, which makes the sacrifice line much less costly. Forgotten Ancient and Kami of Whispered Hopes distribute counters while providing another body or mana engine. The Great Henge, Tribute to the World Tree, Rishkar’s Expertise, Return of the Wildspeaker, Greater Good, and the commander’s Hamster clause keep power from becoming card disadvantage.\n\nThe recurring token is what keeps all of this from being ordinary Voltron. Boo is supposed to die. He attacks, he becomes cards and direct damage, and he comes back next upkeep with no memory of the incident. That allows the deck to commit resources to one creature without becoming precious about it. The emotional attachment is real; the operational policy remains unsentimental.\n\nCaverns of Despair quietly fits the plan: when combat is limited to two attackers and two blockers, one oversized trampler becomes much harder to trade with profitably. Kessig Wolf Run supplies trample when the target is not Boo. Rhythm of the Wild and Xenagos provide haste so the +1 can land on another serious creature immediately.\n\nWhen Boo delegates\n\nMalignus is the most obvious substitute projectile. Xenagos, Belt of Giant Strength, Berserk, Two-Handed Axe, Exponential Growth, Mage Slayer, and Tifa’s Limit Break can create a huge power number; Minsc & Boo, Soul’s Fire, Chandra’s Ignition, or Kazuul’s Fury converts it into damage without asking the creature to survive combat. The −2 can target any permanent or player, so it is both removal and a finisher.\n\nAll Will Be One turns counter placement into repeatable damage and makes every counter doubler louder. It is not infinite with the pieces in this list by itself, but it can remove several creatures or shorten the game dramatically. Spite damage should still advance the board; the deck is not improved by spending every trigger on whichever opponent last looked skeptical.\n\nThe large non-Hamster creatures also keep the deck honest after repeated commander removal. A Malignus or counter-fed utility creature can attack, draw through Greater Good, or become the object thrown by the −2. Boo is the soul of the deck, but he is not required to carry every scene.\n\nKeeping Minsc on the battlefield\n\nThe commander is unusually vulnerable because combat damage can remove him even when Boo survives. Guardian Augmenter, Caverns of Despair, Heroic Intervention, Tamiyo’s Safekeeping, Tyvar’s Stand, Veil of Summer, Bolt Bend, Deflecting Swat, and the redirect effects exist to preserve the engine through the turn that matters. Sometimes the correct defensive line is simply to sacrifice an attacker with the −2 before it reaches Minsc & Boo.\n\nThe deck is at its weakest after the commander is answered twice and the hand contains power multipliers with no body. Bala Ged Recovery, The Ozolith, and the independent large creatures provide some recovery, but threat assessment is the real protection: one medium Boo is not yet the crisis.\n\nThere are no Game Changers in the deck. It is still capable of enormous one-turn damage and belongs at a strong Bracket 3 table. There is no infinite, extra-turn loop, or land-denial plan. The warning is simpler: if Boo has become a 30/30, combat is only one of the available delivery methods.\n\n"}]}

Commander

Qty: 1 Price: $3.99
Minsc & Boo, Timeless Heroes
When Minsc & Boo enters and at the beginning of your upkeep, you may create Boo, a legendary 1/1 red Hamster creature token with trample and haste.
+1: Put three +1/+1 counters on up to one target creature with trample or haste.
−2: Sacrifice a creature. When you do, Minsc & Boo deals X damage to any target, where X is that creature's power. If the sacrificed creature was a Hamster, draw X cards.
Minsc & Boo, Timeless Heroes can be your commander.
Legendary Planeswalker - Minsc
Minsc & Boo, Timeless Heroes (clb) 285

Commander

(CTRL to add secondary)

Card Advantage

Qty: 9 Price: $64.21
High Score
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
At the beginning of your end step, draw a card if you control a creature with the greatest power among creatures on the battlefield.
Enchantment
High Score (tmc) 29
Level Up
Enchant creature
When this Aura enters, put a +1/+1 counter on enchanted creature.
Enchanted creature has "Whenever this creature attacks, double the number of +1/+1 counters on it. Then if it has power 10 or greater, draw a card."
Enchantment - Aura
Level Up (tmc) 31
Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Lifestream's Blessing (fic) 67
Ozolith, the Shattered Spire
If one or more +1/+1 counters would be put on an artifact or creature you control, that many plus one +1/+1 counters are put on it instead.
,
: Put a +1/+1 counter on target artifact or creature you control. Activate only as a sorcery.
Cycling
(
, Discard this card: Draw a card.)
Legendary Artifact
Ozolith, the Shattered Spire (soc) 281
Return of the Wildspeaker
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
Instant
Return of the Wildspeaker (ecc) 115
Rishkar's Expertise
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Sorcery
Rishkar's Expertise (m3c) 411
Spry and Mighty
Choose exactly two creatures you control. You draw X cards and the chosen creatures get +X/+X and gain trample until end of turn, where X is the difference between the chosen creatures' powers.
Sorcery
Spry and Mighty (ecl) 195
Terrasymbiosis
Whenever you put one or more +1/+1 counters on a creature you control, you may draw that many cards. Do this only once each turn.
Enchantment
Terrasymbiosis (eoe) 210
Tribute to the World Tree
Whenever a creature you control enters, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.
Enchantment
Tribute to the World Tree (mom) 211

Card Advantage

(CTRL to add secondary)

Engine and Synergy

Qty: 15 Price: $311.65
Belt of Giant Strength
Equipped creature has base power and toughness 10/10.
Equip
. This ability costs
less to activate, where X is the power of the creature it targets.
Artifact - Equipment
Belt of Giant Strength (afc) 38
Branching Evolution
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Enchantment
Branching Evolution (mh3) 285
Caverns of Despair
No more than two creatures can attack each combat.
No more than two creatures can block each combat.
World Enchantment
Caverns of Despair (leg) 136
Forgotten Ancient
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Creature - Elemental
Forgotten Ancient (soc) 267
Hardened Scales
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
Enchantment
Hardened Scales (soc) 272
Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward
.
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class
Innkeeper's Talent (blb) 180
Kami of Whispered Hopes
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead.
: Add X mana of any one color, where X is this creature's power.
Creature - Spirit
Kami of Whispered Hopes (soc) 273
Loading Zone
If one or more counters would be put on a creature, Spacecraft, or Planet you control, twice that many of each of those kinds of counters are put on it instead.
Warp
(You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Enchantment
Loading Zone (eoe) 196
Mage Slayer
Whenever equipped creature attacks, it deals damage equal to its power to the player or planeswalker it's attacking.
Equip
Artifact - Equipment
Mage Slayer (nec) 140
Malignus
Malignus's power and toughness are each equal to half the highest life total among your opponents, rounded up.
Damage that would be dealt by this creature can't be prevented.
Creature - Elemental Spirit
Malignus (plst) AVR-148
Rhythm of the Wild
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
Enchantment
Rhythm of the Wild (rvr) 217
The Earth Crystal
Green spells you cast cost
less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
,
: Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact
The Earth Crystal (fin) 184
The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact
The Ozolith (iko) 237
Two-Handed Axe
Whenever equipped creature attacks, double its power until end of turn.
Equip
Artifact - Equipment
Two-Handed Axe // Sweeping Cleave (clb) 203
Vorinclex, Monstrous Raider
Trample, haste
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
Legendary Creature - Praetor Phyrexian
Vorinclex, Monstrous Raider (khm) 199

Engine and Synergy

(CTRL to add secondary)

Interaction

Qty: 5 Price: $41.55
All Will Be One
Whenever you put one or more counters on a permanent or player, this enchantment deals that much damage to target opponent, creature an opponent controls, or planeswalker an opponent controls.
Enchantment
All Will Be One (one) 118
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (msc) 169
Greater Good
Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.
Enchantment
Greater Good (msc) 174
Krosan Grip
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Destroy target artifact or enchantment.
Instant
Krosan Grip (c21) 198
Pyroblast
Choose one —
• Counter target spell if it's blue.
• Destroy target permanent if it's blue.
Instant
Pyroblast (ema) 142

Interaction

(CTRL to add secondary)

Lands

Qty: 33 Price: $229.48
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Cinder Glade
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade (msc) 230
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Copperline Gorge
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Copperline Gorge (blc) 301
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Forest
(
: Add
.)
Basic Land - Forest
Forest (trk) 326
Kessig Wolf Run
: Add
.
,
: Target creature gets +X/+0 and gains trample until end of turn.
Land
Kessig Wolf Run (tdc) 375
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 438
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add
.
,
: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land
Mosswort Bridge (tdc) 379
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (trk) 324
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (fra) 186
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (msc) 261
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (tmc) 75
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (trk) 299
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
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 441

Lands

(CTRL to add secondary)

Payoffs and Finishers

Qty: 4 Price: $34.32
Berserk
Cast this spell only before the combat damage step.
Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.
Instant
Berserk (cn2) 175
Chandra's Ignition
Target creature you control deals damage equal to its power to each other creature and each opponent.
Sorcery
Chandra's Ignition (m3c) 209
Luxior, Giada's Gift
Equipped creature gets +1/+1 for each counter on it.
Equipped permanent isn't a planeswalker and is a creature in addition to its other types. (Loyalty abilities can still be activated.)
Equip planeswalker

Equip
Legendary Artifact - Equipment
Luxior, Giada's Gift (snc) 240
Tifa's Limit Break
Tiered (Choose one additional cost.)
• Somersault —
— Target creature gets +2/+2 until end of turn.
• Meteor Strikes —
— Double target creature's power and toughness until end of turn.
• Final Heaven —
— Triple target creature's power and toughness until end of turn.
Instant
Tifa's Limit Break (fin) 207

Payoffs and Finishers

(CTRL to add secondary)

Protection

Qty: 6 Price: $55.94
Guardian Augmenter
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
Creature - Wizard Troll
Guardian Augmenter (soc) 271
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (pip) 202
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tamiyo's Safekeeping (neo) 211
Tyvar's Stand
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tyvar's Stand (soc) 291
Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant
Veil of Summer (plst) M20-198
Xenagos, God of Revels
Indestructible
As long as your devotion to red and green is less than seven, Xenagos isn't a creature.
At the beginning of combat on your turn, another target creature you control gains haste and gets +X/+X until end of turn, where X is that creature's power.
Legendary Creature Enchantment - God
Xenagos, God of Revels (lcc) 295

Protection

(CTRL to add secondary)

Ramp and Cost Reduction

Qty: 17 Price: $159.49
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 193
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (msc) 170
Disciple of Freyalise
When this creature enters, you may sacrifice another creature. If you do, you gain X life and draw X cards, where X is that creature's power.
Creature - Elf Druid
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Elvish Mystic
: Add
.
Creature - Elf Druid
Elvish Mystic (hoc) 205
Fanatic of Rhonas
: Add
.
Ferocious —
: Add
. Activate only if you control a creature with power 4 or greater.
Eternalize
(
, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake
Fanatic of Rhonas (mh3) 152
Fyndhorn Elves
: Add
.
Creature - Elf Druid
Fyndhorn Elves (cmr) 228
Goblin Anarchomancer
Each spell you cast that's red or green costs
less to cast.
Creature - Goblin Shaman
Goblin Anarchomancer (mh2) 421
Kazuul's Fury
As an additional cost to cast this spell, sacrifice a creature.
Kazuul's Fury deals damage equal to the sacrificed creature's power to any target.
Instant
Kazuul's Fury // Kazuul's Cliffs (znr) 146Kazuul's Fury // Kazuul's Cliffs (znr) 146
Khalni Ambush
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Instant
Khalni Ambush // Khalni Territory (znr) 192Khalni Ambush // Khalni Territory (znr) 192
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (fdn) 227
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (msc) 177
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Talisman of Impulse
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Impulse (tdc) 332
The Great Henge
This spell costs
less to cast, where X is the greatest power among creatures you control.
: Add
. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
Legendary Artifact
The Great Henge (cmm) 294
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (msc) 181
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 (rvr) 355
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (pip) 208

Ramp and Cost Reduction

(CTRL to add secondary)

Recursion

Qty: 1 Price: $9.99
Bala Ged Recovery
Return target card from your graveyard to your hand.
Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180

Recursion

(CTRL to add secondary)

Selection and Tutors

Qty: 2 Price: $43.98
Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant
Entish Restoration (ltr) 163
Green Sun's Zenith
Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.
Sorcery
Green Sun's Zenith (2x2) 150

Selection and Tutors

(CTRL to add secondary)

Utility

Qty: 7 Price: $142.14
Bolt Bend
This spell costs
less to cast if you control a creature with power 4 or greater.
Change the target of target spell or ability with a single target.
Instant
Bolt Bend (tle) 163
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (msc) 164
Deflecting Swat
If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
Instant
Deflecting Swat (cmm) 214
Exponential Growth
Until end of turn, double target creature's power X times.
Sorcery
Exponential Growth (stx) 130
Force of Vigor
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
Instant
Force of Vigor (h1r) 21
Redirect Lightning
As an additional cost to cast this spell, pay 5 life or pay
.
Change the target of target spell or ability with a single target.
Instant - Lesson
Redirect Lightning (tla) 151
Soul's Fire
Target creature you control deals damage equal to its power to any target.
Instant
Soul's Fire (cmr) 200

Utility

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
22 pips - 17 cards
19 mana - 19 cards
62 pips - 50 cards
41 mana - 36 cards
0 pips - 0 cards
5 mana - 4 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Hamsters\n\nWhy one Hamster is enough\n\nThis is not Hamster typal unless one token and an alarming amount of emotional investment qualify as a tribe. Minsc & Boo create Boo on entry and at each upkeep, put three +1/+1 counters on a creature with trample or haste, and can sacrifice a creature to deal damage equal to its power. If the sacrificed creature is a Hamster, I also draw that many cards.\n\nThat is the entire machine: make Boo, make Boo unreasonable, attack, and decide whether Boo is more valuable alive or as direct damage and a new hand. The counter doublers and power multipliers make that decision increasingly unfair.\n\nI enjoy that the deck commits completely to a premise that should not work. The creature type has almost no support, the commander is a planeswalker that can be attacked, and the principal threat is a 1/1 token named Boo. The correct response was not restraint. It was to give the Hamster trample, place an irresponsible number of counters on it, and build an entire Gruul resource engine around repeatedly throwing it at people.\n\nPreparing the wheel\n\nThe ideal hand casts the commander on turn three or four and still has a way to protect either the planeswalker or Boo. One-mana Elves, Birds of Paradise, Wild Growth, Utopia Sprawl, Sol Ring, Arcane Signet, Talisman, Nature’s Lore, and Three Visits are the priority. Hardened Scales, Branching Evolution, Innkeeper’s Talent, Ozolith, or a protection spell makes the first activation substantially better.\n\nDo not keep a hand of multipliers with no mana or creature. Exponential Growth, Belt of Giant Strength, Tifa’s Limit Break, and Berserk are conclusions. The commander is the beginning.\n\nThe Boo cycle\n\nThe default turn is +1 Boo, attack with a hasty trampler, then decide in the second main phase whether the −2 is worth using. Sacrificing Boo before combat wastes the free damage; refusing to sacrifice Boo because the token has become emotionally significant wastes the commander’s best source of cards. If Boo is likely to die before the next turn, cashing him in is usually correct. The next upkeep can make another.\n\nHardened Scales, Branching Evolution, Ozolith, the Shattered Spire, Innkeeper’s Talent, Vorinclex, and Loading Zone increase the counters. The Ozolith preserves counters when a creature leaves, which makes the sacrifice line much less costly. Forgotten Ancient and Kami of Whispered Hopes distribute counters while providing another body or mana engine. The Great Henge, Tribute to the World Tree, Rishkar’s Expertise, Return of the Wildspeaker, Greater Good, and the commander’s Hamster clause keep power from becoming card disadvantage.\n\nThe recurring token is what keeps all of this from being ordinary Voltron. Boo is supposed to die. He attacks, he becomes cards and direct damage, and he comes back next upkeep with no memory of the incident. That allows the deck to commit resources to one creature without becoming precious about it. The emotional attachment is real; the operational policy remains unsentimental.\n\nCaverns of Despair quietly fits the plan: when combat is limited to two attackers and two blockers, one oversized trampler becomes much harder to trade with profitably. Kessig Wolf Run supplies trample when the target is not Boo. Rhythm of the Wild and Xenagos provide haste so the +1 can land on another serious creature immediately.\n\nWhen Boo delegates\n\nMalignus is the most obvious substitute projectile. Xenagos, Belt of Giant Strength, Berserk, Two-Handed Axe, Exponential Growth, Mage Slayer, and Tifa’s Limit Break can create a huge power number; Minsc & Boo, Soul’s Fire, Chandra’s Ignition, or Kazuul’s Fury converts it into damage without asking the creature to survive combat. The −2 can target any permanent or player, so it is both removal and a finisher.\n\nAll Will Be One turns counter placement into repeatable damage and makes every counter doubler louder. It is not infinite with the pieces in this list by itself, but it can remove several creatures or shorten the game dramatically. Spite damage should still advance the board; the deck is not improved by spending every trigger on whichever opponent last looked skeptical.\n\nThe large non-Hamster creatures also keep the deck honest after repeated commander removal. A Malignus or counter-fed utility creature can attack, draw through Greater Good, or become the object thrown by the −2. Boo is the soul of the deck, but he is not required to carry every scene.\n\nKeeping Minsc on the battlefield\n\nThe commander is unusually vulnerable because combat damage can remove him even when Boo survives. Guardian Augmenter, Caverns of Despair, Heroic Intervention, Tamiyo’s Safekeeping, Tyvar’s Stand, Veil of Summer, Bolt Bend, Deflecting Swat, and the redirect effects exist to preserve the engine through the turn that matters. Sometimes the correct defensive line is simply to sacrifice an attacker with the −2 before it reaches Minsc & Boo.\n\nThe deck is at its weakest after the commander is answered twice and the hand contains power multipliers with no body. Bala Ged Recovery, The Ozolith, and the independent large creatures provide some recovery, but threat assessment is the real protection: one medium Boo is not yet the crisis.\n\nThere are no Game Changers in the deck. It is still capable of enormous one-turn damage and belongs at a strong Bracket 3 table. There is no infinite, extra-turn loop, or land-denial plan. The warning is simpler: if Boo has become a 30/30, combat is only one of the available delivery methods.\n\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards