maunewty
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Commander
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{"ops":[{"insert":"Druidic Eminent Domain\n\nThis is Druid tribal.\n\nThe Druids make mana. Chulane tells stories. We cultivate the land and live in harmony with nature.\n\nThen Gilt-Leaf Archdruid arrives and informs everyone that harmony requires new management.\n\nSustainable Development\n\nThe deck wants to turn Druids into mana, then mana into more Druids.\n\nSeton, Heritage Druid and Birchlore Rangers are especially important because their abilities can use creatures that just entered. Concordant Crossroads, Shang-Chi and Thousand-Year Elixir make the normal tap-ability Druids productive immediately as well.\n\nOnce Chulane is online, every creature cast draws a card and may put a land from hand onto the battlefield.\n\nThe may matters.\n\nDon't automatically deploy every land. Deeproot Historian gives Druids in the graveyard retrace, so lands in hand can become the cost of casting dead Druids again.\n\nSometimes the correct Chulane trigger is simply:\n\nDraw a card. Keep the land.\n\nEminent Domain\n\nGilt-Leaf Archdruid is the actual plan.\n\nCast Druids. Draw cards. Reach seven Druids.\n\nTap seven untapped Druids → gain control of every land target player controls.\n\nThe ability doesn't use the \"{T}\" symbol, so summoning sickness doesn't matter. A freshly entered seventh Druid can immediately join the acquisition.\n\nAnd the lands stay ours.\n\nLand Reform\n\nOne activation is good.\n\nSeveral are policy.\n\nDionus can untap the Elf half of the workforce after its first use.\n\nIntruder Alarm untaps everyone whenever another creature enters.\n\nTo Arms! reloads the whole board and draws a card.\n\nQuest for Renewal and Seedborn Muse can provide another seven Druids on each opponent's turn.\n\nOnce Gilt-Leaf has enough bodies, untapping seven Druids effectively reads:\n\nAcquire another mana base.\n\nThe Druid Economy\n\nChulane and Gilt-Leaf turn cheap Druids into card velocity while Beast Whisperer and Realmwalker keep the chain moving.\n\nMeanwhile Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Bloom Tender and the normal mana Druids scale with the board.\n\nKinnan makes those mana abilities even more excessive.\n\nThe objective isn't merely to have seven Druids.\n\nIt's to reach seven while still having enough mana and cards to keep going after the first acquisition.\n\nFinding Management\n\nGilt-Leaf is effectively the hidden commander, so the tutor package is intentionally dense.\n\nGreen Sun's Zenith, Finale of Devastation, Chord of Calling, Eladamri's Call, Eldritch Evolution, Celestial Reunion, Formidable Speaker, Magus of the Order, Elvish Harbinger and Archdruid's Charm can find Gilt-Leaf or whatever piece the board currently needs.\n\nDizzy Spell, Muddle the Mixture and Drift of Phantasms give the deck additional access to specific mana-value packages.\n\nWe aren't hoping to draw the land theft.\n\nWe're filing the paperwork.\n\nNatural Regrowth\n\nThe deck has several ways to rebuild.\n\nBala Ged Recovery and Emeritus of Abundance // Regrowth recover important pieces directly.\n\nRaise the Past brings back a large portion of the cheap Druid workforce at once.\n\nFanatic of Rhonas can eternalize itself.\n\nMost importantly, Deeproot Historian gives every Druid card in the graveyard retrace.\n\nThis is another reason not to blindly accept every Chulane land trigger. Lands in hand are resources, and after a wipe they can become whatever Druids are waiting in the graveyard.\n\nEviction Notice\n\nThe mass interaction is intentionally weighted toward instant-speed bounce and displacement.\n\nThe order matters.\n\nFirst, Gilt-Leaf takes the lands.\n\nAn opponent can tap those lands for mana in response, so stealing them does not instantly prevent interaction. But that mana eventually empties.\n\nOnce they no longer control the lands and the floating mana is gone, Aetherize, Cyclonic Rift and Evacuation become much harsher than ordinary temporary removal:\n\nReturn your creatures to your hand.\nNow recast them without a mana base.\n\nThe bounce wasn't meant to permanently answer the creatures by itself.\n\nGilt-Leaf makes the bounce permanent enough.\n\nAetherspouts is even nastier against an attack because it moves those creatures into the library instead of leaving them immediately available in hand.\n\nSettle the Wreckage is the emergency button, not the preferred post-theft answer. Giving someone replacement basic lands works against the broader plan, so use it when surviving the attack matters more than maintaining perfect land control.\n\nThe remaining spot removal handles whatever cannot wait for the eviction process.\n\nClosing Time\n\nThe land theft is the win condition.\n\nAfter the first activation, our mana advantage becomes enormous.\n\nAfter the second, large portions of the table may no longer have the resources to redeploy their boards.\n\nAfter the third, we generally own the infrastructure required to continue playing Magic.\n\nFrom there, the Druids finish naturally, or Finale of Devastation converts the absurd mana engine into a lethal attack.\n\nUntil seven Druids, we're responsible stewards of nature.\n\nAfter seven:\n\nReduce. Reuse. Repossess.\n"}]}
Counterspell
Counterspell
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Dork
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

Dork
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Dork now
Dork now
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Draw
Draw
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Land
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

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
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Mass removal
Mass removal
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Ramp
Kinnan, Bonder Prodigy
Whenever you tap a nonland permanent for mana, add one mana of any type that permanent produced.
: Look at the top five cards of your library. You may put a non-Human creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
: Look at the top five cards of your library. You may put a non-Human creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Legendary Creature - Human Druid

Ramp
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Recursion
Shigeki, Jukai Visionary
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake

Recursion
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Removal
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Removal
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Tutor
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.
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

Eldritch Evolution
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Sorcery

Tutor
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Untap
Untap
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Druidic Eminent Domain\n\nThis is Druid tribal.\n\nThe Druids make mana. Chulane tells stories. We cultivate the land and live in harmony with nature.\n\nThen Gilt-Leaf Archdruid arrives and informs everyone that harmony requires new management.\n\nSustainable Development\n\nThe deck wants to turn Druids into mana, then mana into more Druids.\n\nSeton, Heritage Druid and Birchlore Rangers are especially important because their abilities can use creatures that just entered. Concordant Crossroads, Shang-Chi and Thousand-Year Elixir make the normal tap-ability Druids productive immediately as well.\n\nOnce Chulane is online, every creature cast draws a card and may put a land from hand onto the battlefield.\n\nThe may matters.\n\nDon't automatically deploy every land. Deeproot Historian gives Druids in the graveyard retrace, so lands in hand can become the cost of casting dead Druids again.\n\nSometimes the correct Chulane trigger is simply:\n\nDraw a card. Keep the land.\n\nEminent Domain\n\nGilt-Leaf Archdruid is the actual plan.\n\nCast Druids. Draw cards. Reach seven Druids.\n\nTap seven untapped Druids → gain control of every land target player controls.\n\nThe ability doesn't use the \"{T}\" symbol, so summoning sickness doesn't matter. A freshly entered seventh Druid can immediately join the acquisition.\n\nAnd the lands stay ours.\n\nLand Reform\n\nOne activation is good.\n\nSeveral are policy.\n\nDionus can untap the Elf half of the workforce after its first use.\n\nIntruder Alarm untaps everyone whenever another creature enters.\n\nTo Arms! reloads the whole board and draws a card.\n\nQuest for Renewal and Seedborn Muse can provide another seven Druids on each opponent's turn.\n\nOnce Gilt-Leaf has enough bodies, untapping seven Druids effectively reads:\n\nAcquire another mana base.\n\nThe Druid Economy\n\nChulane and Gilt-Leaf turn cheap Druids into card velocity while Beast Whisperer and Realmwalker keep the chain moving.\n\nMeanwhile Priest of Titania, Elvish Archdruid, Circle of Dreams Druid, Bloom Tender and the normal mana Druids scale with the board.\n\nKinnan makes those mana abilities even more excessive.\n\nThe objective isn't merely to have seven Druids.\n\nIt's to reach seven while still having enough mana and cards to keep going after the first acquisition.\n\nFinding Management\n\nGilt-Leaf is effectively the hidden commander, so the tutor package is intentionally dense.\n\nGreen Sun's Zenith, Finale of Devastation, Chord of Calling, Eladamri's Call, Eldritch Evolution, Celestial Reunion, Formidable Speaker, Magus of the Order, Elvish Harbinger and Archdruid's Charm can find Gilt-Leaf or whatever piece the board currently needs.\n\nDizzy Spell, Muddle the Mixture and Drift of Phantasms give the deck additional access to specific mana-value packages.\n\nWe aren't hoping to draw the land theft.\n\nWe're filing the paperwork.\n\nNatural Regrowth\n\nThe deck has several ways to rebuild.\n\nBala Ged Recovery and Emeritus of Abundance // Regrowth recover important pieces directly.\n\nRaise the Past brings back a large portion of the cheap Druid workforce at once.\n\nFanatic of Rhonas can eternalize itself.\n\nMost importantly, Deeproot Historian gives every Druid card in the graveyard retrace.\n\nThis is another reason not to blindly accept every Chulane land trigger. Lands in hand are resources, and after a wipe they can become whatever Druids are waiting in the graveyard.\n\nEviction Notice\n\nThe mass interaction is intentionally weighted toward instant-speed bounce and displacement.\n\nThe order matters.\n\nFirst, Gilt-Leaf takes the lands.\n\nAn opponent can tap those lands for mana in response, so stealing them does not instantly prevent interaction. But that mana eventually empties.\n\nOnce they no longer control the lands and the floating mana is gone, Aetherize, Cyclonic Rift and Evacuation become much harsher than ordinary temporary removal:\n\nReturn your creatures to your hand.\nNow recast them without a mana base.\n\nThe bounce wasn't meant to permanently answer the creatures by itself.\n\nGilt-Leaf makes the bounce permanent enough.\n\nAetherspouts is even nastier against an attack because it moves those creatures into the library instead of leaving them immediately available in hand.\n\nSettle the Wreckage is the emergency button, not the preferred post-theft answer. Giving someone replacement basic lands works against the broader plan, so use it when surviving the attack matters more than maintaining perfect land control.\n\nThe remaining spot removal handles whatever cannot wait for the eviction process.\n\nClosing Time\n\nThe land theft is the win condition.\n\nAfter the first activation, our mana advantage becomes enormous.\n\nAfter the second, large portions of the table may no longer have the resources to redeploy their boards.\n\nAfter the third, we generally own the infrastructure required to continue playing Magic.\n\nFrom there, the Druids finish naturally, or Finale of Devastation converts the absurd mana engine into a lethal attack.\n\nUntil seven Druids, we're responsible stewards of nature.\n\nAfter seven:\n\nReduce. Reuse. Repossess.\n"}]}


























































































