demonicattorney
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Commander
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{"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
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.
+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

Commander
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Card Advantage
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.)
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

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.)
, : 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

Card Advantage
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Engine and Synergy
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.
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

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.)
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

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.
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 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.
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

Vorinclex, Monstrous Raider
Trample, haste
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
If an opponent would put one or more counters on a permanent or player, they put half that many of each of those kinds of counters on that permanent or player instead, rounded down.
Legendary Creature - Praetor Phyrexian

Engine and Synergy
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Interaction
Interaction
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Lands
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.
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

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.
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

Lands
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Payoffs and Finishers
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.
• 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

Payoffs and Finishers
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Protection
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

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

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.
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

Protection
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Ramp and Cost Reduction
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.)
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

Ramp and Cost Reduction
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Selection and Tutors
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

Selection and Tutors
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Utility
Utility
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Deck Info
Deck stats
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"}]}







































































