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Commander
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HarvestWind

283 views4 days ago
Commander
Size: 100Salt sum: 31.07

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{"ops":[{"insert":"================================================================\n MONSTER RODEO\n A Primer for The Gitrog, Ravenous Ride (Commander)\n\n \"The frog always eats first. Everything else is logistics.\"\n================================================================\n\nCommander: The Gitrog, Ravenous Ride\nColors: Black-Green (Golgari, but with horses)\nVibe: A livestock-swap program where the livestock wins.\n\n----------------------------------------------------------------\n1. WELCOME TO THE RODEO\n----------------------------------------------------------------\n\nSome commanders want card advantage. Some want value. The Gitrog, Ravenous Ride wants a full grandstand, a half-dozen enormous monsters in the chute, and permission to eat one per lap.\n\nThis deck is a three-ring circus with one frog:\n\n RING ONE: Saddle the frog with the biggest monsters you own and crack him into people. Every time he connects, he eats a rider and pays you in cards and land drops.\n\n RING TWO: Recursion. The monsters got bucked off (read:\n devoured). We run a full wrangler crew to drag them out of the\n graveyard and put them right back in the saddle.\n\n RING THREE: The finale. Either drain the arena dry with\n Exsanguinate, trample over the fence with 20/20 stompys, or\n send a stampede of tokens over the wall while everyone's armor is indestructible.\n\n----------------------------------------------------------------\n2. MEET YOUR FROG\n----------------------------------------------------------------\n\nTHE GITROG, RAVENOUS RIDE — {3}{B}{G}\nLegendary 6/5 Frog Horror Mount, Mythic\nTrample, haste. Saddle 1.\n\nThe engine, in plain English:\n\n * Saddle 1: tap any number of untapped creatures you control\n with total power 1 or greater. That's the bar. A Squirrel\n token clears it. You have no excuse.\n * Whenever Gitrog deals combat damage to a player, you may\n sacrifice a creature that saddled it this turn. If you do,\n draw X cards, then put up to X land cards from your hand\n onto the battlefield tapped — where X is the eaten\n creature's power.\n\n Your rider's power becomes card draw AND that\nmany land drops, in the same trigger, on a 6/5 with trample and\nhaste. Feed him a 12/12 and you draw twelve cards and slam twelve lands. Each of those lands triggers your entire landfall section below. This is the whole deck. Everything else is cowboy hats.\n\nRULES CORNER — know your bronco before you climb on:\n\n * Gitrog is a Mount, not a Vehicle. He is ALWAYS a creature and\n can attack or block without ever being saddled. Saddle only\n arms the sacrifice payout.\n * He has haste. Cast him, saddle him, swing. No warm-up lap.\n * Saddle taps the RIDERS, not the frog. His summoning sickness is irrelevant; the horses were never going anywhere anyway.\n * You can activate Saddle any time you have priority. Beginning\n of combat is the classic spot.\n * Riders stay tapped until your next untap step — saddle with\n creatures you weren't going to attack or block with anyway.\n * The sacrifice is OPTIONAL. If the trigger resolves and you\n would rather keep your 12/12, simply decline to feed the frog\n (he will remember this).\n * \"Up to X lands\" means up to. Deck yourself responsibly.\n * The trigger fires once per player damaged. Trample through one defender, one trigger.\n\n----------------------------------------------------------------\n3. THE GAME PLAN\n----------------------------------------------------------------\n\nPHASE 1 — THE GRAZING YEARS (turns 1-3)\nRamp. Elvish Mystic, Llanowar Elves, Sol Ring, Arcane Signet,\nFellwar Stone, Commander's Sphere, Cultivate, Nature's Lore,\nRampant Growth. Hit every single land drop. Your dream board\ngoing into turn 4 is four-plus lands, a fat hand, and a couple of\nbig dumb bodies loitering by the fence.\n\nPHASE 2 — RIDE TIME (turn 4+)\nCast Gitrog (Spelunking makes your many tapped lands untap-first, and its enter-the-battlefield draw finds him). Saddle him with the biggest lump on the field and swing with haste. Connect = feed the frog, draw a fistful of cards, slam that many lands. Each land\nslams MORE payoffs: Elf tokens, Moloid tokens, 3/4 Treefolk with reach, energy counters, life. Your board explodes sideways.\n\nPHASE 3 — THE ENCORE (recursion)\nThe monsters got bucked off. Again. And again. We drag them back:\nZombify, Victimize, Dread Return, Defossilize, plus a two-card\nperpetual-motion machine involving Mole Man and Memorial to Folly (see section 6). The graveyard is a roster, not a morgue.\n\nPHASE 4 — THE FINALE\nExsanguinate the table, trample through with land-counted\nbehemoths, or stampede with tokens under an indestructible canopy.\nDetails in section 8.\n\n----------------------------------------------------------------\n4. THE SADDLE BRIGADE (choosing your riders)\n----------------------------------------------------------------\n\nThe payout math is simple: bigger rider, bigger payday. A 2-powerrider draws 2 cards and drops 2 lands. Quakestrider Ceratops draws twelve. Ride the big ones.\n\n * QUAKESTRIDER CERATOPS — a 12/8 for six mana. His resume is one\n line long and it's the only line that matters.\n * GHALTA, PRIMAL HUNGER — a 12/12 trampler whose cost shrinks by the total power of your team. After one turn of this deck he costs {G}{G}. .\n * TERRIAN, WORLD TYRANT — 9/7 legendary Dinosaur Ooze. No abilities, no notes, just nine power of paid-up rodeo\nliability.\n * ALLOSAURUS RIDER — power and toughness each equal to 1 plus the number of lands you control... and you may exile two green cards from your hand instead of paying his mana cost. A free 20/20 or bigger is the finest saddle in the territory, and casting him for free means the mana went to the frog fund.\n * MOLIMO, MARO-SORCERER / ULVENWALD HYDRA / HARMONIOUS / GROVESTRIDER / CULTIVATOR COLOSSUS — all four have power and toughness equal to the number of lands you control. Your acreage is their gym membership. Late game these are 20/20s+ that make the frog's sacrifice trigger look like winning the rodeo lottery.\n * DOMESTICATED HYDRA — 3/3 base that can monstrosity itself (trample included) when you need a medium-sized rider.\n * ELFSWORN GIANT — 5/3 with reach, and he makes an Elf Warrior for every landfall while he waits in the chute.\n\nThe beautiful part: every rider is ALSO a legitimate attacker, so\nthe deck never draws a card that says \"do nothing until the frog\nis awake.\"\n\n----------------------------------------------------------------\n5. THE SAFETY HARNESS (dying is a formality)\n----------------------------------------------------------------\n\nThe frog eats a rider every time he connects. Rather than grieve,\nwe've issued everyone a safety harness — four cards that all say\nsome version of \"when this creature dies, return it to the\nbattlefield\":\n\n * FAKE YOUR OWN DEATH ({1}{B}): +2/+0, rider comes back tapped, and you get a Treasure for your trouble. The most honest card name in the deck.\n * NOT DEAD AFTER ALL ({B}): rider comes back tapped wearing a Wicked Role (+1/+1, and it drains each opponent 1 when the Role leaves). Also a fine emergency save.\n * PAIN 101 ({1}{B}): deathtouch plus the return clause. The\n syllabus is one line: get eaten, come back.\n * DEMONIC GIFTS ({1}{B}): +2/+0 and returns UNTAPPED. The premium harness.\n\nThe full loop: saddle Gitrog with a harnessed rider, connect,\nsacrifice the rider to the trigger (draw X, drop X lands), and the\nharness brings the rider right back. Net cost: zero creatures. The frog keeps the calories; you keep the cowboy. These instants also double as ordinary saves — point them at whatever an opponent just killed.\n\n----------------------------------------------------------------\n6. LANDFALL — THE HAY MACHINE\n----------------------------------------------------------------\n\nEvery land drop is a rodeo event with tickets sold in three\ndenominations:\n\n*SCUTE SWARM - 1/1 Insect or 1/1 Scute Swarm per landfall. Classic and scary. \n* ELFSWORN GIANT — 1/1 Elf Warrior per landfall.\n * MOLE MAN, MOLOID MASTER — 1/1 Moloid token per landfall, and (this is the broken part) you may play lands from your graveyard.\n * SAPLING NURSERY — 3/4 Treefolk token with reach per landfall. Affinity for Forests makes it nearly free late, and you can exile it to give your whole army and your Forests indestructible for a turn. That is a stampede button.\n * NISSA, WORLDSOUL SPEAKER — two energy per landfall, and she lets you pay 8 energy instead of mana for permanent spells. Twenty-four landfalls is three free Gitrogs.\n * KAZANDU NECTARPOT — 1 life per landfall. Somebody has to patch up the rodeo clown.\n * CULTIVATOR COLOSSUS — the chain: when he enters, keep putting a land from your hand onto the battlefield and drawing a card,repeating while the lands hold out. With a full hand this is\npotenitally multiple landfalls on one body — and he's a land-sized trampler besides.\n * SPELUNKING — ALL your lands enter untapped. This deck runs a fair of enters-tapped lands and all the lands from Gitrog enter tapped; this enchantment removes the downside so they are working for you now. Plus it draws a card and drops a land from your hand on arrival.\n\nTECH CORNER — Mole Man plus Memorial to Folly: sacrifice Memorial to return a creature from your graveyard to your hand, then replay Memorial from your graveyard with Mole Man. Lather, rinse, repeat. A slow, undignified, entirely legal perpetual-motion machine.\n\n----------------------------------------------------------------\n7. THE RECURSION RODEO (bring 'em back, saddle 'em again)\n----------------------------------------------------------------\n\n * ZOMBIFY ({3}{B}) — creature from grave to battlefield. Classic.\n * DEFOSILLIZE ({4}{B}) — returns a creature, which then explores TWICE. Your returnee gets bigger or digs you lands on the way out of the yard.\n * DREAD RETURN ({2}{B}{B}) — reanimate now, and its flashback (sacrifice three creatures) is a second reanimate later. Feed\nit Elf tokens; the Elves have nowhere to be.\n * VICTIMIZE ({2}{B}) — sacrifice a token, return TWO monster\n cards to the battlefield tapped. The best trade this side of\n the Mississippi.\n * ELVISH REGROWER — enters: any permanent card from your graveyard to your hand. Lands, walkers, the frog's old\nequipment, anything.\n * EVOLUTION WITNESS — adapt it, then every time it gets +1/+1 counters, any permanent card from your graveyard to your hand.\n * MEMORIAL TO FOLLY — a land that moonlights as a one-mammal ambulance (see Tech Corner above).\n * BOJUKA BOG — while we're in everyone's graveyards, delete the opponent's before their Zombify becomes your problem.\n\n----------------------------------------------------------------\n8. MAKING THE FROG CONNECT (evasion)\n----------------------------------------------------------------\n\nA payout trigger that doesn't trigger is just a large frog wearing\na hat. So a full third of the deck is devoted to the phrase\n\"can't be blocked\":\n\n * WHISPERSILK CLOAK — can't be blocked AND shroud. Equip it FIRST and remember shroud means you can't re-target your own frog with future equips — dress him in boots first, cloak last.\n * BROTHERHOOD REGALIA — can't be blocked plus ward {2}, and it makes him an Assassin for style points. Equip legendary\n creatures for just {1}.\n * ROGUE'S PASSAGE — unblockable on a land, {4} to activate.\n Sitting right there in your mana base.\n * CHAMPION OF LAMBHOLT — creatures with less power than her can't block ANY of your attackers, and she grows every time another creature enters (that's every landfall token). By\n mid-game, half the opposing army is legally barred from blocking.\n * GARRUK'S UPRISING — trample for the whole team, plus a card whenever a power-4-or-greater creature enters. Your riders qualify. So does the frog. So does everything.\n * BLANCHWOOD ARMOR — +1/+1 per Forest you control. On the frog with twelve Forests out, that's 6/5 becoming 18/17 with trample. Trample handles the rest; the fence is decorative.\n\n----------------------------------------------------------------\n9. KEEPING THE RIDE ALIVE (protection)\n----------------------------------------------------------------\n\n * SWIFTFOOT BOOTS — hexproof and haste. The classic frog\n footwear.\n * The four harness instants (section 5) each save a creature\n from removal AND feed the loop. Never a dead card.\n * BLESSED RESPITE — full combat-damage fog plus it shuffles your graveyard back into your library (anti-mill, anti-grave-hate,\n anti-sadness).\n * TANGLE — prevent all combat damage this turn AND every\n attacking creature doesn't untap next turn. A one-turn time\n walk that leaves the enemy army napping while you swing free.\n\n----------------------------------------------------------------\n10. CROWD CONTROL (hog-tying the opposition)\n----------------------------------------------------------------\n\n * ASSASSIN'S TROPHY — destroys any permanent. Yes, they get a basic land, but the deck runs 45 lands so fair is fair.\n * HERO'S DOWNFALL — creature or planeswalker, instant speed.\n * GO FOR THE THROAT — cheap and reliable, unless they brought an artifact creature to the rodeo.\n * WITHERING TORMENT — creature or enchantment for {2}{B} and 2 life. Enchantment removal in Golgari is a public service.\n * RECLAMATION SAGE — artifact or enchantment, on a 2/1 body that can help pay the Saddle 1 toll in a pinch.\n * CULLING RITUAL — destroys every nonland permanent with mana value 2 or less and ADDS {B} or {G} for each one destroyed. Late game that's a board wipe that pays YOU. \nTwo warnings:\n (1) it hits your cheap stuff too — swing first, cull after;\n (2) the mana it adds is the setup for Exsanguinate. Store it.\n * BLASPHEMOUS EDICT — EACH player sacrifices THIRTEEN creatures. You have a token factory and a recursion engine; they have a mullet and a dream. If thirteen-plus creatures are on the\nbattlefield you may pay only {B}. Choose the turn their board\nis full of cheap creatures and yours is full of receipts.\n\n----------------------------------------------------------------\n11. HOW TO WIN (three ways to clear the arena)\n----------------------------------------------------------------\n\nFINISHER ONE — THE VAMPIRE (Exsanguinate)\nDeck runs 45 lands plus powerful ramp like Dark Ritual. Combined with a board full of insects and lands, Culling Ritual can pump an obscene amount of mana into Exsanguinate. It is easier than one would think to make X = 20+. More often than not your are wiping out multiple if not all your opponents. If for some reason, you do not get them all, the massive life game will all but guarantee the eventual victory. \n\nFINISHER TWO — THE STOMP\nAllosaurus Rider (free cast, power = 1 + your lands), Molimo,\nUlvenwald Hydra, Harmonious Grovestrider, and Cultivator Colossus all scale with land count. Ghalta discounts off your monstrous team. Terrian and Quakestrider arrive pre-swollen. Add Blanchwood Armor on the frog and Garruk's Uprising trample everywhere, and \"through defenses\" stops being a metaphor.\n\nFINISHER THREE — THE STAMPEDE\nElfsworn Giant, Mole Man, and Sapling Nursery each spit out a\ntoken for EVERY landfall — a big Gitrog turn can mint thirty\ntokens in one go. Then exile Sapling Nursery: your entire army\n(and your Forests) gain indestructible for the turn. Send\neveryone in. Champion of Lambholt makes sure nobody small can block, Garruk's Uprising makes the ones who can regret it.\n\n----------------------------------------------------------------\n12. MULLIGANS\n----------------------------------------------------------------\n\nKEEP: 3-4 lands plus two ramp pieces; or 4-plus lands and any\nlandfall payoff (Scute Swarm, Elfsworn Giant, Nissa, Sapling Nursery); or a\nhand with Cultivate-chain mana into a turn-4 frog.\n\nFOLD: Gitrog with no ramp (a frog without a pond), ramp with no and drops (a pond without a frog), and any hand that doesn't hit\nits first four land drops. The frog is the headliner; he always\nshows up. The opening act is acreage.\n\n----------------------------------------------------------------\n13. GOTCHAS, TRAPS & HONEST WEAKNESSES\n----------------------------------------------------------------\n\n * The whole engine leans on the frog CONNECTING. Whiff turns hurt. Buy the evasion early (Rogue's Passage, boots, cloak).\n * Riders tapped for Saddle can't block that turn. Saddle\n attackers only, or accept the risk with your hand hovering\n over the fog spells.\n * Culling Ritual is symmetrical in all the wrong ways. Count\n your own permanents with mana value 2 or less before you\n light the fuse.\n * Board wipes set you back a turn, not a game — recursion and\n token factories rebuild. But exile-based removal on the frog\n means paying commander tax; shrug, pay it, he's worth it.\n * Graveyard hate (Bojuka Bog, Rest in Peace) turns off the\n Encore. That's what Blessed Respite and your own Bojuka Bog\n are for.\n * Flying armies fly over the ground rodeo. Elfsworn Giant\n reaches; the rest is vibes and removal spells.\n * Reliquary Tower and Spellbook exist because the frog's payout turns draw twelve cards and the rules committee has opinions about maximum hand size. Hold both.\n\n----------------------------------------------------------------\n14. FINAL WORDS\n----------------------------------------------------------------\n\nRide safe. Sacrifice responsibly. Tip your rodeo clowns. And when\nsomeone at the table asks why you're feeding a legendary\namphibian a perfectly good 12/12 dinosaur, smile, draw twelve\ncards, slam twelve lands, and tell them:\n\n\"The frog always eats first.\"\n\n\n"}]}
The Gitrog, Ravenous Ride
Trample, haste
Whenever The Gitrog deals combat damage to a player, you may sacrifice a creature that saddled it this turn. If you do, draw X cards, then put up to X land cards from your hand onto the battlefield tapped, where X is the sacrificed creature's power.
Saddle 1
Legendary Creature - Horror Frog Mount
The Gitrog, Ravenous Ride (otj) 206

Commander

(Ctrl to add secondary)
Domesticated Hydra
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has trample.
Creature - Hydra
Domesticated Hydra (plst) CN2-63

Counters

(Ctrl to add secondary)
Mole Man, Moloid Master
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card."
Legendary Creature - Human Villain
Mole Man, Moloid Master (msh) 177

Creature

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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.
Enchantment
Garruk's Uprising (wot) 53
Spellbook
You have no maximum hand size.
Artifact - Book
Spellbook (9ed) 309
Up the Beanstalk
When this enchantment enters and whenever you cast a spell with mana value 5 or greater, draw a card.
Enchantment
Up the Beanstalk (woe) 195

Draw

(Ctrl to add secondary)
Sapling Nursery
Affinity for Forests (This spell costs
less to cast for each Forest you control.)
Landfall — Whenever a land you control enters, create a 3/4 green Treefolk creature token with reach.
, Exile this enchantment: Treefolk and Forests you control gain indestructible until end of turn.
Enchantment
Sapling Nursery (ecl) 192

Enchantment

(Ctrl to add secondary)
Brotherhood Regalia
Equipped creature has ward
, is an Assassin in addition to its other types, and can't be blocked.
Equip legendary creature

Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Brotherhood Regalia (acr) 71
Champion of Lambholt
Creatures with power less than this creature's power can't block creatures you control.
Whenever another creature you control enters, put a +1/+1 counter on this creature.
Creature - Human Warrior
Champion of Lambholt (nec) 115
Ghalta, Primal Hunger
This spell costs
less to cast, where X is the total power of creatures you control.
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Legendary Creature - Elder Dinosaur
Ghalta, Primal Hunger (plst) RIX-130

Evasion

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Allosaurus Rider
You may exile two green cards from your hand rather than pay this spell's mana cost.
Allosaurus Rider's power and toughness are each equal to 1 plus the number of lands you control.
Creature - Warrior Elf
Allosaurus Rider (plst) CSP-101
Exsanguinate
Each opponent loses X life. You gain life equal to the life lost this way.
Sorcery
Exsanguinate (fic) 276
Harmonious Grovestrider
Ward
(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Harmonious Grovestrider's power and toughness are each equal to the number of lands you control.
Creature - Beast
Harmonious Grovestrider (eoe) 189
Quakestrider Ceratops
Creature - Dinosaur
Quakestrider Ceratops (fdn) 110
Terrian, World Tyrant
Legendary Creature - Ooze Dinosaur
Terrian, World Tyrant (dft) 182

Finisher

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Pain 101
Until end of turn, target creature gains deathtouch and "When this creature dies, return it to the battlefield tapped under its owner's control."
Instant
Pain 101 (tmt) 69

Instant

(Ctrl to add secondary)
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (soc) 363
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (frc) 22
Deathcap Glade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deathcap Glade (sos) 253
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (soc) 130
Festering Thicket
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Swamp Forest
Festering Thicket (soc) 371
Forest
(
: Add
.)
Basic Land - Forest
Forest (blb) 377
Haunted Mire
(
: Add
or
.)
This land enters tapped.
Land - Swamp Forest
Haunted Mire (soc) 379
Llanowar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Llanowar Wastes (soc) 383
Memorial to Folly
This land enters tapped.
: Add
.
,
, Sacrifice this land: Return target creature card from your graveyard to your hand.
Land
Memorial to Folly (tdc) 377
Necroblossom Snarl
As this land enters, you may reveal a Swamp or Forest card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Necroblossom Snarl (soc) 389
Nurturing Peatland
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Nurturing Peatland (acr) 114
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (soc) 398
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (fdn) 264
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (dmu) 268
Temple of Malady
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Malady (soc) 413
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (sos) 265
Titan's Grave
This land enters tapped.
: Add
or
.
,
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land
Titan's Grave (sos) 266
Turbulent Fen
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Swamp Forest
Turbulent Fen (soc) 55
Twilight Mire
: Add
.
,
: Add
,
, or
.
Land
Twilight Mire (soc) 418
Vernal Fen
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Swamp Forest
Vernal Fen (soc) 419
Viridescent Bog
,
: Add
.
Land
Viridescent Bog (soc) 421
Wastewood Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Forest.
Land
Wastewood Verge (dft) 268
Witherbloom Campus
This land enters tapped.
: Add
or
.
,
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Witherbloom Campus (soc) 423
Woodland Cemetery
This land enters tapped unless you control a Swamp or a Forest.
: Add
or
.
Land
Woodland Cemetery (soc) 424

Land

(Ctrl to add secondary)
Molimo, Maro-Sorcerer
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Molimo's power and toughness are each equal to the number of lands you control.
Legendary Creature - Elemental Sorcerer
Molimo, Maro-Sorcerer (dpa) 74
Nissa, Worldsoul Speaker
Landfall — Whenever a land you control enters, you get
(two energy counters).
You may pay eight
rather than pay the mana cost for permanent spells you cast.
Legendary Creature - Elf Druid
Nissa, Worldsoul Speaker (drc) 13
Scute Swarm
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
Creature - Insect
Scute Swarm (trc) 470

Landfall

(Ctrl to add secondary)
Blessed Respite
Target player shuffles their graveyard into their library. Prevent all combat damage that would be dealt this turn.
Instant
Blessed Respite (mh2) 150
Demonic Gifts
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield under its owner's control."
Instant
Demonic Gifts (khm) 84
Fake Your Own Death
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield tapped under its owner's control and you create a Treasure token." (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Instant
Fake Your Own Death (fdn) 174
Not Dead After All
Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control, then create a Wicked Role token attached to it." (Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Instant
Not Dead After All (woe) 101
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (voc) 169
Tangle
Prevent all combat damage that would be dealt this turn.
Each attacking creature doesn't untap during its controller's next untap step.
Instant
Tangle (plst) INV-213
Whispersilk Cloak
Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Whispersilk Cloak (msc) 225

Protection

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Blanchwood Armor
Enchant creature
Enchanted creature gets +1/+1 for each Forest you control.
Enchantment - Aura
Blanchwood Armor (fdn) 213

Pump

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (frc) 20
Commander's Sphere
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
Artifact
Commander's Sphere (drc) 125
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (soc) 265
Cultivator Colossus
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Creature - Beast Plant
Cultivator Colossus (inr) 190
Dark Ritual
Add
.
Instant
Dark Ritual (plst) DDE-18
Elvish Mystic
: Add
.
Creature - Elf Druid
Elvish Mystic (soc) 266
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (soc) 347
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
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (dsc) 193
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 128
Spelunking
When this enchantment enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life.
Lands you control enter untapped.
Enchantment
Spelunking (lci) 213
Ulvenwald Hydra
Reach
Ulvenwald Hydra's power and toughness are each equal to the number of lands you control.
When this creature enters, you may search your library for a land card, put it onto the battlefield tapped, then shuffle.
Creature - Hydra
Ulvenwald Hydra (m3c) 250

Ramp

(Ctrl to add secondary)
Defossilize
Return target creature card from your graveyard to the battlefield. That creature explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Sorcery
Defossilize (lci) 103
Dread Return
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Dread Return (dmr) 302
Elvish Regrower
When this creature enters, return target permanent card from your graveyard to your hand.
Creature - Elf Druid
Elvish Regrower (fdn) 104
Evolution Witness
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Whenever one or more +1/+1 counters are put on this creature, return target permanent card from your graveyard to your hand.
Creature - Elf Shaman Mutant
Evolution Witness (mh3) 151
Victimize
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
Sorcery
Victimize (mh3) 278
Zombify
Return target creature card from your graveyard to the battlefield.
Sorcery
Zombify (soa) 36

Recursion

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Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (soc) 294
Blasphemous Edict
You may pay
rather than pay this spell's mana cost if there are thirteen or more creatures on the battlefield.
Each player sacrifices thirteen creatures of their choice.
Sorcery
Blasphemous Edict (fdn) 57
Culling Ritual
Destroy each nonland permanent with mana value 2 or less. Add
or
for each permanent destroyed this way.
Sorcery
Culling Ritual (soc) 302
Go for the Throat
Destroy target nonartifact creature.
Instant
Go for the Throat (fdc) 100
Hero's Downfall
Destroy target creature or planeswalker.
Instant
Hero's Downfall (fdn) 175
Reclamation Sage
When this creature enters, you may destroy target artifact or enchantment.
Creature - Elf Shaman
Reclamation Sage (sld) 777
Withering Torment
Destroy target creature or enchantment. You lose 2 life.
Instant
Withering Torment (dsk) 124

Removal

(Ctrl to add secondary)
Elfsworn Giant
Reach (This creature can block creatures with flying.)
Landfall — Whenever a land you control enters, create a 1/1 green Elf Warrior creature token.
Creature - Giant
Elfsworn Giant (fdn) 103

Tokens

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Insatiable Avarice
Spree (Choose one or more additional costs.)
+
— Search your library for a card, then shuffle and put that card on top.
+
— Target player draws three cards and loses 3 life.
Sorcery
Insatiable Avarice (otj) 91

Tutor

(Ctrl to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
22 pips - 18 cards
39 mana - 35 cards
0 pips - 0 cards
0 mana - 5 cards
49 pips - 32 cards
37 mana - 35 cards
0 pips - 0 cards
6 mana - 5 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"================================================================\n MONSTER RODEO\n A Primer for The Gitrog, Ravenous Ride (Commander)\n\n \"The frog always eats first. Everything else is logistics.\"\n================================================================\n\nCommander: The Gitrog, Ravenous Ride\nColors: Black-Green (Golgari, but with horses)\nVibe: A livestock-swap program where the livestock wins.\n\n----------------------------------------------------------------\n1. WELCOME TO THE RODEO\n----------------------------------------------------------------\n\nSome commanders want card advantage. Some want value. The Gitrog, Ravenous Ride wants a full grandstand, a half-dozen enormous monsters in the chute, and permission to eat one per lap.\n\nThis deck is a three-ring circus with one frog:\n\n RING ONE: Saddle the frog with the biggest monsters you own and crack him into people. Every time he connects, he eats a rider and pays you in cards and land drops.\n\n RING TWO: Recursion. The monsters got bucked off (read:\n devoured). We run a full wrangler crew to drag them out of the\n graveyard and put them right back in the saddle.\n\n RING THREE: The finale. Either drain the arena dry with\n Exsanguinate, trample over the fence with 20/20 stompys, or\n send a stampede of tokens over the wall while everyone's armor is indestructible.\n\n----------------------------------------------------------------\n2. MEET YOUR FROG\n----------------------------------------------------------------\n\nTHE GITROG, RAVENOUS RIDE — {3}{B}{G}\nLegendary 6/5 Frog Horror Mount, Mythic\nTrample, haste. Saddle 1.\n\nThe engine, in plain English:\n\n * Saddle 1: tap any number of untapped creatures you control\n with total power 1 or greater. That's the bar. A Squirrel\n token clears it. You have no excuse.\n * Whenever Gitrog deals combat damage to a player, you may\n sacrifice a creature that saddled it this turn. If you do,\n draw X cards, then put up to X land cards from your hand\n onto the battlefield tapped — where X is the eaten\n creature's power.\n\n Your rider's power becomes card draw AND that\nmany land drops, in the same trigger, on a 6/5 with trample and\nhaste. Feed him a 12/12 and you draw twelve cards and slam twelve lands. Each of those lands triggers your entire landfall section below. This is the whole deck. Everything else is cowboy hats.\n\nRULES CORNER — know your bronco before you climb on:\n\n * Gitrog is a Mount, not a Vehicle. He is ALWAYS a creature and\n can attack or block without ever being saddled. Saddle only\n arms the sacrifice payout.\n * He has haste. Cast him, saddle him, swing. No warm-up lap.\n * Saddle taps the RIDERS, not the frog. His summoning sickness is irrelevant; the horses were never going anywhere anyway.\n * You can activate Saddle any time you have priority. Beginning\n of combat is the classic spot.\n * Riders stay tapped until your next untap step — saddle with\n creatures you weren't going to attack or block with anyway.\n * The sacrifice is OPTIONAL. If the trigger resolves and you\n would rather keep your 12/12, simply decline to feed the frog\n (he will remember this).\n * \"Up to X lands\" means up to. Deck yourself responsibly.\n * The trigger fires once per player damaged. Trample through one defender, one trigger.\n\n----------------------------------------------------------------\n3. THE GAME PLAN\n----------------------------------------------------------------\n\nPHASE 1 — THE GRAZING YEARS (turns 1-3)\nRamp. Elvish Mystic, Llanowar Elves, Sol Ring, Arcane Signet,\nFellwar Stone, Commander's Sphere, Cultivate, Nature's Lore,\nRampant Growth. Hit every single land drop. Your dream board\ngoing into turn 4 is four-plus lands, a fat hand, and a couple of\nbig dumb bodies loitering by the fence.\n\nPHASE 2 — RIDE TIME (turn 4+)\nCast Gitrog (Spelunking makes your many tapped lands untap-first, and its enter-the-battlefield draw finds him). Saddle him with the biggest lump on the field and swing with haste. Connect = feed the frog, draw a fistful of cards, slam that many lands. Each land\nslams MORE payoffs: Elf tokens, Moloid tokens, 3/4 Treefolk with reach, energy counters, life. Your board explodes sideways.\n\nPHASE 3 — THE ENCORE (recursion)\nThe monsters got bucked off. Again. And again. We drag them back:\nZombify, Victimize, Dread Return, Defossilize, plus a two-card\nperpetual-motion machine involving Mole Man and Memorial to Folly (see section 6). The graveyard is a roster, not a morgue.\n\nPHASE 4 — THE FINALE\nExsanguinate the table, trample through with land-counted\nbehemoths, or stampede with tokens under an indestructible canopy.\nDetails in section 8.\n\n----------------------------------------------------------------\n4. THE SADDLE BRIGADE (choosing your riders)\n----------------------------------------------------------------\n\nThe payout math is simple: bigger rider, bigger payday. A 2-powerrider draws 2 cards and drops 2 lands. Quakestrider Ceratops draws twelve. Ride the big ones.\n\n * QUAKESTRIDER CERATOPS — a 12/8 for six mana. His resume is one\n line long and it's the only line that matters.\n * GHALTA, PRIMAL HUNGER — a 12/12 trampler whose cost shrinks by the total power of your team. After one turn of this deck he costs {G}{G}. .\n * TERRIAN, WORLD TYRANT — 9/7 legendary Dinosaur Ooze. No abilities, no notes, just nine power of paid-up rodeo\nliability.\n * ALLOSAURUS RIDER — power and toughness each equal to 1 plus the number of lands you control... and you may exile two green cards from your hand instead of paying his mana cost. A free 20/20 or bigger is the finest saddle in the territory, and casting him for free means the mana went to the frog fund.\n * MOLIMO, MARO-SORCERER / ULVENWALD HYDRA / HARMONIOUS / GROVESTRIDER / CULTIVATOR COLOSSUS — all four have power and toughness equal to the number of lands you control. Your acreage is their gym membership. Late game these are 20/20s+ that make the frog's sacrifice trigger look like winning the rodeo lottery.\n * DOMESTICATED HYDRA — 3/3 base that can monstrosity itself (trample included) when you need a medium-sized rider.\n * ELFSWORN GIANT — 5/3 with reach, and he makes an Elf Warrior for every landfall while he waits in the chute.\n\nThe beautiful part: every rider is ALSO a legitimate attacker, so\nthe deck never draws a card that says \"do nothing until the frog\nis awake.\"\n\n----------------------------------------------------------------\n5. THE SAFETY HARNESS (dying is a formality)\n----------------------------------------------------------------\n\nThe frog eats a rider every time he connects. Rather than grieve,\nwe've issued everyone a safety harness — four cards that all say\nsome version of \"when this creature dies, return it to the\nbattlefield\":\n\n * FAKE YOUR OWN DEATH ({1}{B}): +2/+0, rider comes back tapped, and you get a Treasure for your trouble. The most honest card name in the deck.\n * NOT DEAD AFTER ALL ({B}): rider comes back tapped wearing a Wicked Role (+1/+1, and it drains each opponent 1 when the Role leaves). Also a fine emergency save.\n * PAIN 101 ({1}{B}): deathtouch plus the return clause. The\n syllabus is one line: get eaten, come back.\n * DEMONIC GIFTS ({1}{B}): +2/+0 and returns UNTAPPED. The premium harness.\n\nThe full loop: saddle Gitrog with a harnessed rider, connect,\nsacrifice the rider to the trigger (draw X, drop X lands), and the\nharness brings the rider right back. Net cost: zero creatures. The frog keeps the calories; you keep the cowboy. These instants also double as ordinary saves — point them at whatever an opponent just killed.\n\n----------------------------------------------------------------\n6. LANDFALL — THE HAY MACHINE\n----------------------------------------------------------------\n\nEvery land drop is a rodeo event with tickets sold in three\ndenominations:\n\n*SCUTE SWARM - 1/1 Insect or 1/1 Scute Swarm per landfall. Classic and scary. \n* ELFSWORN GIANT — 1/1 Elf Warrior per landfall.\n * MOLE MAN, MOLOID MASTER — 1/1 Moloid token per landfall, and (this is the broken part) you may play lands from your graveyard.\n * SAPLING NURSERY — 3/4 Treefolk token with reach per landfall. Affinity for Forests makes it nearly free late, and you can exile it to give your whole army and your Forests indestructible for a turn. That is a stampede button.\n * NISSA, WORLDSOUL SPEAKER — two energy per landfall, and she lets you pay 8 energy instead of mana for permanent spells. Twenty-four landfalls is three free Gitrogs.\n * KAZANDU NECTARPOT — 1 life per landfall. Somebody has to patch up the rodeo clown.\n * CULTIVATOR COLOSSUS — the chain: when he enters, keep putting a land from your hand onto the battlefield and drawing a card,repeating while the lands hold out. With a full hand this is\npotenitally multiple landfalls on one body — and he's a land-sized trampler besides.\n * SPELUNKING — ALL your lands enter untapped. This deck runs a fair of enters-tapped lands and all the lands from Gitrog enter tapped; this enchantment removes the downside so they are working for you now. Plus it draws a card and drops a land from your hand on arrival.\n\nTECH CORNER — Mole Man plus Memorial to Folly: sacrifice Memorial to return a creature from your graveyard to your hand, then replay Memorial from your graveyard with Mole Man. Lather, rinse, repeat. A slow, undignified, entirely legal perpetual-motion machine.\n\n----------------------------------------------------------------\n7. THE RECURSION RODEO (bring 'em back, saddle 'em again)\n----------------------------------------------------------------\n\n * ZOMBIFY ({3}{B}) — creature from grave to battlefield. Classic.\n * DEFOSILLIZE ({4}{B}) — returns a creature, which then explores TWICE. Your returnee gets bigger or digs you lands on the way out of the yard.\n * DREAD RETURN ({2}{B}{B}) — reanimate now, and its flashback (sacrifice three creatures) is a second reanimate later. Feed\nit Elf tokens; the Elves have nowhere to be.\n * VICTIMIZE ({2}{B}) — sacrifice a token, return TWO monster\n cards to the battlefield tapped. The best trade this side of\n the Mississippi.\n * ELVISH REGROWER — enters: any permanent card from your graveyard to your hand. Lands, walkers, the frog's old\nequipment, anything.\n * EVOLUTION WITNESS — adapt it, then every time it gets +1/+1 counters, any permanent card from your graveyard to your hand.\n * MEMORIAL TO FOLLY — a land that moonlights as a one-mammal ambulance (see Tech Corner above).\n * BOJUKA BOG — while we're in everyone's graveyards, delete the opponent's before their Zombify becomes your problem.\n\n----------------------------------------------------------------\n8. MAKING THE FROG CONNECT (evasion)\n----------------------------------------------------------------\n\nA payout trigger that doesn't trigger is just a large frog wearing\na hat. So a full third of the deck is devoted to the phrase\n\"can't be blocked\":\n\n * WHISPERSILK CLOAK — can't be blocked AND shroud. Equip it FIRST and remember shroud means you can't re-target your own frog with future equips — dress him in boots first, cloak last.\n * BROTHERHOOD REGALIA — can't be blocked plus ward {2}, and it makes him an Assassin for style points. Equip legendary\n creatures for just {1}.\n * ROGUE'S PASSAGE — unblockable on a land, {4} to activate.\n Sitting right there in your mana base.\n * CHAMPION OF LAMBHOLT — creatures with less power than her can't block ANY of your attackers, and she grows every time another creature enters (that's every landfall token). By\n mid-game, half the opposing army is legally barred from blocking.\n * GARRUK'S UPRISING — trample for the whole team, plus a card whenever a power-4-or-greater creature enters. Your riders qualify. So does the frog. So does everything.\n * BLANCHWOOD ARMOR — +1/+1 per Forest you control. On the frog with twelve Forests out, that's 6/5 becoming 18/17 with trample. Trample handles the rest; the fence is decorative.\n\n----------------------------------------------------------------\n9. KEEPING THE RIDE ALIVE (protection)\n----------------------------------------------------------------\n\n * SWIFTFOOT BOOTS — hexproof and haste. The classic frog\n footwear.\n * The four harness instants (section 5) each save a creature\n from removal AND feed the loop. Never a dead card.\n * BLESSED RESPITE — full combat-damage fog plus it shuffles your graveyard back into your library (anti-mill, anti-grave-hate,\n anti-sadness).\n * TANGLE — prevent all combat damage this turn AND every\n attacking creature doesn't untap next turn. A one-turn time\n walk that leaves the enemy army napping while you swing free.\n\n----------------------------------------------------------------\n10. CROWD CONTROL (hog-tying the opposition)\n----------------------------------------------------------------\n\n * ASSASSIN'S TROPHY — destroys any permanent. Yes, they get a basic land, but the deck runs 45 lands so fair is fair.\n * HERO'S DOWNFALL — creature or planeswalker, instant speed.\n * GO FOR THE THROAT — cheap and reliable, unless they brought an artifact creature to the rodeo.\n * WITHERING TORMENT — creature or enchantment for {2}{B} and 2 life. Enchantment removal in Golgari is a public service.\n * RECLAMATION SAGE — artifact or enchantment, on a 2/1 body that can help pay the Saddle 1 toll in a pinch.\n * CULLING RITUAL — destroys every nonland permanent with mana value 2 or less and ADDS {B} or {G} for each one destroyed. Late game that's a board wipe that pays YOU. \nTwo warnings:\n (1) it hits your cheap stuff too — swing first, cull after;\n (2) the mana it adds is the setup for Exsanguinate. Store it.\n * BLASPHEMOUS EDICT — EACH player sacrifices THIRTEEN creatures. You have a token factory and a recursion engine; they have a mullet and a dream. If thirteen-plus creatures are on the\nbattlefield you may pay only {B}. Choose the turn their board\nis full of cheap creatures and yours is full of receipts.\n\n----------------------------------------------------------------\n11. HOW TO WIN (three ways to clear the arena)\n----------------------------------------------------------------\n\nFINISHER ONE — THE VAMPIRE (Exsanguinate)\nDeck runs 45 lands plus powerful ramp like Dark Ritual. Combined with a board full of insects and lands, Culling Ritual can pump an obscene amount of mana into Exsanguinate. It is easier than one would think to make X = 20+. More often than not your are wiping out multiple if not all your opponents. If for some reason, you do not get them all, the massive life game will all but guarantee the eventual victory. \n\nFINISHER TWO — THE STOMP\nAllosaurus Rider (free cast, power = 1 + your lands), Molimo,\nUlvenwald Hydra, Harmonious Grovestrider, and Cultivator Colossus all scale with land count. Ghalta discounts off your monstrous team. Terrian and Quakestrider arrive pre-swollen. Add Blanchwood Armor on the frog and Garruk's Uprising trample everywhere, and \"through defenses\" stops being a metaphor.\n\nFINISHER THREE — THE STAMPEDE\nElfsworn Giant, Mole Man, and Sapling Nursery each spit out a\ntoken for EVERY landfall — a big Gitrog turn can mint thirty\ntokens in one go. Then exile Sapling Nursery: your entire army\n(and your Forests) gain indestructible for the turn. Send\neveryone in. Champion of Lambholt makes sure nobody small can block, Garruk's Uprising makes the ones who can regret it.\n\n----------------------------------------------------------------\n12. MULLIGANS\n----------------------------------------------------------------\n\nKEEP: 3-4 lands plus two ramp pieces; or 4-plus lands and any\nlandfall payoff (Scute Swarm, Elfsworn Giant, Nissa, Sapling Nursery); or a\nhand with Cultivate-chain mana into a turn-4 frog.\n\nFOLD: Gitrog with no ramp (a frog without a pond), ramp with no and drops (a pond without a frog), and any hand that doesn't hit\nits first four land drops. The frog is the headliner; he always\nshows up. The opening act is acreage.\n\n----------------------------------------------------------------\n13. GOTCHAS, TRAPS & HONEST WEAKNESSES\n----------------------------------------------------------------\n\n * The whole engine leans on the frog CONNECTING. Whiff turns hurt. Buy the evasion early (Rogue's Passage, boots, cloak).\n * Riders tapped for Saddle can't block that turn. Saddle\n attackers only, or accept the risk with your hand hovering\n over the fog spells.\n * Culling Ritual is symmetrical in all the wrong ways. Count\n your own permanents with mana value 2 or less before you\n light the fuse.\n * Board wipes set you back a turn, not a game — recursion and\n token factories rebuild. But exile-based removal on the frog\n means paying commander tax; shrug, pay it, he's worth it.\n * Graveyard hate (Bojuka Bog, Rest in Peace) turns off the\n Encore. That's what Blessed Respite and your own Bojuka Bog\n are for.\n * Flying armies fly over the ground rodeo. Elfsworn Giant\n reaches; the rest is vibes and removal spells.\n * Reliquary Tower and Spellbook exist because the frog's payout turns draw twelve cards and the rules committee has opinions about maximum hand size. Hold both.\n\n----------------------------------------------------------------\n14. FINAL WORDS\n----------------------------------------------------------------\n\nRide safe. Sacrifice responsibly. Tip your rodeo clowns. And when\nsomeone at the table asks why you're feeding a legendary\namphibian a perfectly good 12/12 dinosaur, smile, draw twelve\ncards, slam twelve lands, and tell them:\n\n\"The frog always eats first.\"\n\n\n"}]}
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