Travis
142 views18 days ago
Commander
Size: 100Salt sum: 35.09
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"👑 Zimone, Infinite Analyst: The Calculus of Chaos and Tentacles Colors & Color Identity: Simic (Green/Blue)\nArchetype/Vibe: A manic, data-crunching, counter-stacking laboratory explosion where we turn land drops and card draw into ungodly amounts of mana, massive hydras, and enough +1/+1 counters to divide by zero and break the fabric of reality.\n\n🧙♂️ The Commander & The Game Plan The Commander: "},{"attributes":{"bold":true},"insert":"Zimone, Infinite Analyst"},{"insert":" is what happens when a Simic prodigy drinks too much espresso and starts calculating the velocity of a hydra hitting someone's face at terminal velocity. She rewards us for doing what Simic does best: playing extra lands and drawing cards, turning every puzzle-solving puzzle piece into explosive token generation and unstoppable momentum.\n\nGeneral Play Style: Turn 1 to 3 is all about setting up our lab equipment—ramping hard with spells like "},{"attributes":{"italic":true},"insert":"Nature's Lore"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Three Visits"},{"insert":", deploying cost-reducers like "},{"attributes":{"italic":true},"insert":"Emerald Medallion"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Sapphire Medallion"},{"insert":", and getting our counter-multipliers online. By the mid-game, we pivot into explosive turns where a single land drop triggers a cascade of card draw, massive X-spells, and board states so mathematically complex your opponents will need a graphing calculator just to figure out who to block.\n\n⚔️ Core Strategies & Key Players\n\n🌪️ \"Math is for Blockers\" (The Counter & Hydra Cult)\n"},{"attributes":{"bold":true},"insert":"Doubling Season"},{"insert":": Because multiplying our counters and tokens by two is just good fiscal responsibility."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Kalonian Hydra"},{"insert":": A terrifying biological calculator that doubles its own math every time it swings."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Simic Ascendancy"},{"insert":": Our ultimate spreadsheet win condition—who needs combat damage when you can just count to twenty and win the game on upkeep?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"🧪 \"Big Brain Energy\" (X-Marks the Spot)\n"},{"attributes":{"bold":true},"insert":"Unbound Flourishing"},{"insert":": The crown jewel of our X-spell laboratory, making our hydras and massive mana dumps twice as devastating."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Hydroid Krasis"},{"insert":": The ultimate Swiss Army knife that draws us cards, gains us life, and enters the battlefield as an absolute unit."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pull from Tomorrow"},{"insert":": Turning all that excess mana into a literal mountain of fresh cards to keep the simulation running."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n💥 Closing Time (How the Deck Ends Games) When it's time to pack up the lab, we don't bother with subtle plays. We drop a massive "},{"attributes":{"bold":true},"insert":"Doppelgang"},{"insert":" copying our best permanents, channel an absurd amount of mana into a game-ending "},{"attributes":{"bold":true},"insert":"Blue Sun's Zenith"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Stroke of Genius"},{"insert":", or swing with a trample-enabled army of hydras buffed to the moon by "},{"attributes":{"bold":true},"insert":"Tanazir Quandrix"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Unbound Flourishing"},{"insert":". If all else fails, slide a few dozen counters onto "},{"attributes":{"italic":true},"insert":"Simic Ascendancy"},{"insert":" and dare your opponents to do the math before your next turn.\n\n🗃️ The \"Maybe Board\" & Infinite Tinkering No scientific breakthrough is ever truly final! The decklist is always evolving, and there are plenty of spicy tech options sitting on the sidelines in the maybe board waiting for their chance to step into the particle accelerator. Whether it's adjusting our counter-spells or finding new ways to abuse landfall, the tinkering never stops.\n"}]}
Commander
(Ctrl to add secondary)
Ring of Evos Isle
: Equipped creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's blue.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's blue.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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

Artifact
(Ctrl to add secondary)
Benevolent Hydra
This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
Creature - Hydra

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

Tanazir Quandrix
Flying, trample
When Tanazir Quandrix enters, double the number of +1/+1 counters on target creature you control.
Whenever Tanazir Quandrix attacks, you may have the base power and toughness of other creatures you control become equal to Tanazir Quandrix's power and toughness until end of turn.
When Tanazir Quandrix enters, double the number of +1/+1 counters on target creature you control.
Whenever Tanazir Quandrix attacks, you may have the base power and toughness of other creatures you control become equal to Tanazir Quandrix's power and toughness until end of turn.
Legendary Creature - Elder Dragon

Counters
(Ctrl to add secondary)
Kinetic Ooze
This creature enters with X +1/+1 counters on it.
When this creature enters, destroy up to one target artifact or enchantment with mana value X or less. If X is 5 or more, you draw a card. If X is 10 or more, double the number of +1/+1 counters on any number of other target creatures.
When this creature enters, destroy up to one target artifact or enchantment with mana value X or less. If X is 5 or more, you draw a card. If X is 10 or more, double the number of +1/+1 counters on any number of other target creatures.
Creature - Ooze

Primo, the Unbounded
Trample
Primo enters with twice X +1/+1 counters on it.
Whenever one or more creatures you control with base power 0 deal combat damage to a player, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the damage dealt.
Primo enters with twice X +1/+1 counters on it.
Whenever one or more creatures you control with base power 0 deal combat damage to a player, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the damage dealt.
Legendary Creature - Wolf Fractal

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

Creature
(Ctrl to add secondary)
Ingenious Prodigy
Skulk (This creature can't be blocked by creatures with greater power.)
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
Creature - Human Wizard

Draw
(Ctrl to add secondary)
Doubling Season
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Enchantment

Lattice Library
This enchantment enters with X study counters on it.
When this enchantment enters and whenever you cast your first spell with in its mana cost each turn, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the number of study counters on this enchantment.
When this enchantment enters and whenever you cast your first spell with in its mana cost each turn, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the number of study counters on this enchantment.
Enchantment

Enchantment
(Ctrl to add secondary)
Change of Plans
Each of X target creatures you control connive. You may have any number of them phase out. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Instant
(Ctrl to add secondary)
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.)
: 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

Land
(Ctrl to add secondary)
Protection
(Ctrl to add secondary)
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.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery

Mana Bloom
This enchantment enters with X charge counters on it.
Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn.
At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn.
At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
Enchantment

Unbound Flourishing
Whenever you cast a permanent spell with a mana cost that contains , double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
Enchantment

Ramp
(Ctrl to add secondary)
Removal
(Ctrl to add secondary)
March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant

Roalesk, Apex Hybrid
Flying, trample
When Roalesk enters, put two +1/+1 counters on another target creature you control.
When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
When Roalesk enters, put two +1/+1 counters on another target creature you control.
When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
Legendary Creature - Human Mutant

Simic Ascendancy
: Put a +1/+1 counter on target creature you control.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Whenever one or more +1/+1 counters are put on a creature you control, put that many growth counters on this enchantment.
At the beginning of your upkeep, if this enchantment has twenty or more growth counters on it, you win the game.
Enchantment

Yavimaya Bloomsage
At the beginning of your end step, put a +1/+1 counter on target creature you control. Then if that creature has power 7 or greater, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Druid Dryad

Zimone, All-Questioning
At the beginning of your end step, if a land entered the battlefield under your control this turn and you control a prime number of lands, create Primo, the Indivisible, a legendary 0/0 green and blue Fractal creature token, then put that many +1/+1 counters on it. (2, 3, 5, 7, 11, 13, 17, 19, 23, 29, and 31 are prime numbers.)
Legendary Creature - Human Wizard

Maybeboard
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"👑 Zimone, Infinite Analyst: The Calculus of Chaos and Tentacles Colors & Color Identity: Simic (Green/Blue)\nArchetype/Vibe: A manic, data-crunching, counter-stacking laboratory explosion where we turn land drops and card draw into ungodly amounts of mana, massive hydras, and enough +1/+1 counters to divide by zero and break the fabric of reality.\n\n🧙♂️ The Commander & The Game Plan The Commander: "},{"attributes":{"bold":true},"insert":"Zimone, Infinite Analyst"},{"insert":" is what happens when a Simic prodigy drinks too much espresso and starts calculating the velocity of a hydra hitting someone's face at terminal velocity. She rewards us for doing what Simic does best: playing extra lands and drawing cards, turning every puzzle-solving puzzle piece into explosive token generation and unstoppable momentum.\n\nGeneral Play Style: Turn 1 to 3 is all about setting up our lab equipment—ramping hard with spells like "},{"attributes":{"italic":true},"insert":"Nature's Lore"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Three Visits"},{"insert":", deploying cost-reducers like "},{"attributes":{"italic":true},"insert":"Emerald Medallion"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Sapphire Medallion"},{"insert":", and getting our counter-multipliers online. By the mid-game, we pivot into explosive turns where a single land drop triggers a cascade of card draw, massive X-spells, and board states so mathematically complex your opponents will need a graphing calculator just to figure out who to block.\n\n⚔️ Core Strategies & Key Players\n\n🌪️ \"Math is for Blockers\" (The Counter & Hydra Cult)\n"},{"attributes":{"bold":true},"insert":"Doubling Season"},{"insert":": Because multiplying our counters and tokens by two is just good fiscal responsibility."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Kalonian Hydra"},{"insert":": A terrifying biological calculator that doubles its own math every time it swings."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Simic Ascendancy"},{"insert":": Our ultimate spreadsheet win condition—who needs combat damage when you can just count to twenty and win the game on upkeep?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"🧪 \"Big Brain Energy\" (X-Marks the Spot)\n"},{"attributes":{"bold":true},"insert":"Unbound Flourishing"},{"insert":": The crown jewel of our X-spell laboratory, making our hydras and massive mana dumps twice as devastating."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Hydroid Krasis"},{"insert":": The ultimate Swiss Army knife that draws us cards, gains us life, and enters the battlefield as an absolute unit."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pull from Tomorrow"},{"insert":": Turning all that excess mana into a literal mountain of fresh cards to keep the simulation running."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n💥 Closing Time (How the Deck Ends Games) When it's time to pack up the lab, we don't bother with subtle plays. We drop a massive "},{"attributes":{"bold":true},"insert":"Doppelgang"},{"insert":" copying our best permanents, channel an absurd amount of mana into a game-ending "},{"attributes":{"bold":true},"insert":"Blue Sun's Zenith"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Stroke of Genius"},{"insert":", or swing with a trample-enabled army of hydras buffed to the moon by "},{"attributes":{"bold":true},"insert":"Tanazir Quandrix"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Unbound Flourishing"},{"insert":". If all else fails, slide a few dozen counters onto "},{"attributes":{"italic":true},"insert":"Simic Ascendancy"},{"insert":" and dare your opponents to do the math before your next turn.\n\n🗃️ The \"Maybe Board\" & Infinite Tinkering No scientific breakthrough is ever truly final! The decklist is always evolving, and there are plenty of spicy tech options sitting on the sidelines in the maybe board waiting for their chance to step into the particle accelerator. Whether it's adjusting our counter-spells or finding new ways to abuse landfall, the tinkering never stops.\n"}]}




































































































