Skadisson
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Commander
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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

Commander
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Copy
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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

Kianne, Corrupted Memory
As long as Kianne's power is even, you may cast noncreature spells as though they had flash.
As long as Kianne's power is odd, you may cast creature spells as though they had flash.
Whenever you draw a card, put a +1/+1 counter on Kianne.
As long as Kianne's power is odd, you may cast creature spells as though they had flash.
Whenever you draw a card, put a +1/+1 counter on Kianne.
Legendary Creature - Illusion

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

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

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

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

Counters
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Draw
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Finisher
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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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Mightform Harmonizer
Landfall — Whenever a land you control enters, double the power of target creature you control until end of turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature 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 creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Druid Insect

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Landfall
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Proliferate
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Vigor
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature - Elemental Incarnation

Protection
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Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case

Famished Worldsire
Ward
Devour land 3 (As this creature enters, you may sacrifice any number of lands. It enters with three times that many +1/+1 counters on it.)
When this creature enters, look at the top X cards of your library, where X is this creature's power. Put any number of land cards from among them onto the battlefield tapped, then shuffle.
Devour land 3 (As this creature enters, you may sacrifice any number of lands. It enters with three times that many +1/+1 counters on it.)
When this creature enters, look at the top X cards of your library, where X is this creature's power. Put any number of land cards from among them onto the battlefield tapped, then shuffle.
Creature - Leviathan

Freestrider Lookout
Reach
Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature - Human Rogue

Michelangelo, Improviser
Sneak (You may cast this spell for if you also return an unblocked attacker you control to hand during the declare blockers step. He enters tapped and attacking.)
Whenever Michelangelo deals combat damage to a player, you may put a creature card and/or a land card from your hand onto the battlefield.
Whenever Michelangelo deals combat damage to a player, you may put a creature card and/or a land card from your hand onto the battlefield.
Legendary Creature - Mutant Ninja Turtle

Summon: Titan
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill five cards.
II — Return all land cards from your graveyard to the battlefield tapped.
III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
I — Mill five cards.
II — Return all land cards from your graveyard to the battlefield tapped.
III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
Creature Enchantment - Saga Giant

Ramp
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Recursion
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Removal
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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

Tokens
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Tutor
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Chocobo Kick
Kicker—Return a land you control to its owner's hand. (You may return a land you control to its owner's hand in addition to any other costs as you cast this spell.)
Target creature you control deals damage equal to its power to target creature an opponent controls. If this spell was kicked, the creature you control deals twice that much damage instead.
Target creature you control deals damage equal to its power to target creature an opponent controls. If this spell was kicked, the creature you control deals twice that much damage instead.
Sorcery

Smuggler's Surprise
Spree (Choose one or more additional costs.)
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
Instant

Sideboard
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Tokens & Extras
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Zimone's Sketchbook"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis Deck is all about "},{"insert":{"card-link":"Zimone, All-Questioning"}},{"insert":" and her "},{"insert":{"card-link":"Primo, the Indivisible"}},{"insert":" Token Creature.\n\nZimone's Sketchbook is hard to wrap your head around if you watch from the outside (e.g. as an opponent),\nthey see a young girl just playing around with her magic pet. But what goes on in her mind and outside\nof anyone's view is that she is a Worldshaper and whatever she comes up with will change the fate of the\nentire planet she is currently on. And just like that people might try to bully this deck by attacking Primo\nor even Zimone herself, but they are doing exactly what this deck wants - it does it's little magic trick while\na massive amount of Mana is being generated to bring out green stompy synergies that in the end will also\nmake Primo a force to be reckoned with.\n\nWhat Zimone's Sketchbook demands of the reader (as the one playing it) is to lock in - you have to manage your\nland count precisely while also making sure that lands come pouring in. If this is too hard to manage, i added\n"},{"insert":{"card-link":"Chocobo Kick"}},{"insert":" to the sideboard, where you can remove a land whenever you added one too many because you\ngot the sequence during your turn wrong. Like a pencil eraser in a Sketchbook.\n\n Landfall"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nFor "},{"insert":{"card-link":"Zimone, All-Questioning"}},{"insert":" to summon "},{"insert":{"card-link":"Primo, the Indivisible"}},{"insert":", the number one thing you do is playing Lands\nto get to:\n3 Lands in Turn 3 so you can summon Zimone and then she will summon Primo on your End Step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"5 Lands in Turn 4 so Primo gets resummoned, pushed to 5 +1/+1 Counters and his 3 +1/+1 Counter instance being destroyed by the Legendary Rule."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"11 Lands in Turn 6 so Primo becomes a real Threat, you should easily be able to play 2 Lands per Turn in this Deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"... and so forth hitting 13, 17, 19 Lands etc."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Important to understand is that you have to have a Land hit during the Turn you wanna summon Primo. So if you don't hit a prime number on your current Turn, try to be exactly 1 Land underneath it, or 2 if you know you'll be playing 2 Lands again next Turn. And what's equally important for Control is that Land destruction and Removal of Zimone herself are ways for Opponents to ruin this plan.\n\n"},{"insert":{"card-link":"Sazh's Chocobo"}},{"insert":" - a great Turn 1 play, especially if you don't have Sol Ring on your starting hand, to benefit from the speedy early land-ramp, because the land-ramp spells will start at 2 mana.\n"},{"insert":{"card-link":"Genemorph Imago"}},{"insert":" - play this card more cautious, you can bring it out on Turn 2, if you don't have a land-ramp spell like e.g. "},{"insert":{"card-link":"Farseek"}},{"insert":" on hand. His primary goal is to pump the 0/0 "},{"insert":{"card-link":"Primo, the Indivisible"}},{"insert":" Token to a 3/3, which makes the Primo Token a 6/6 or 8/8 threat very early on.\n"},{"insert":{"card-link":"Tireless Provisioner"}},{"insert":" - a great way to catch back up to the Table if an Opponent bullied your Board during the first few Turns and hindered your early Ramp and Primo goals.\n"},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" - in Midgame this Card prepares your Board for the Land Recursion based Finishers, like "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" and "},{"insert":{"card-link":"Summon: Titan"}},{"insert":".\n"},{"insert":{"card-link":"Mightform Harmonizer"}},{"insert":" - this Card supports your Finishers and "},{"insert":{"card-link":"Primo, the Indivisible"}},{"insert":" equally, and especially with Land Recursion this Card makes your Finisher's Power rise exponentially.\n\nLand Ramp"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTo enable the Landfall mechanic on your Cards you need to swap to Land based Ramp Spells instead of relying on Mana Rocks (Artifacts that can be tapped for Mana) or Mana Dorks (Creatures that can be tapped for Mana). These Spells let you play Lands beyond your Land for Turn. (So before or after casting them you can still play your Land for Turn).\n\nIdeally Turn 2"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Farseek"}},{"insert":", "},{"insert":{"card-link":"Rampant Growth"}},{"insert":", "},{"insert":{"card-link":"Shared Roots"}},{"insert":" let you search any Basic Land and put it onto the Battlefield tapped.\n"},{"insert":{"card-link":"Nature's Lore"}},{"insert":" and "},{"insert":{"card-link":"Three Visits"}},{"insert":" let you search for a Forest Basic Land Card but you put it onto the Battlefield untapped.\n\nTurn 3 or earlier"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Cultivate"}},{"insert":" and "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":" give you two Lands, where one is tapped on the Battlefield and the other goes into your Hand, this will help you to get to 5 Lands quickly.\n"},{"insert":{"card-link":"Realms Uncharted"}},{"insert":" allow you to get 2 out of 4 Dual-Color Lands or other Special Lands, and the 2 that go to the Graveyard help you prepare your Land Recursion Finishers.\n"},{"insert":{"card-link":"Freestrider Lookout"}},{"insert":" and "},{"insert":{"card-link":"Horizon Explorer"}},{"insert":" bring in Lands directly or indirectly (through Lander Tokens) but at a static pace when ever you trigger their Abilities. \n\nTurn 4 or earlier"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":" is probably one of the strongest Land Ramp Spells and allows you to play an additional Land for Turn and when it's Case is solved will help you with a higher Chance of getting Lands during future Turns.\n"},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" also lets you play an additional Land for Turn and helps prepare for Land Recursion Finishers. You can play Lands from your Graveyard using this Card if you don't get Lands otherwise, but remember that you need Lands in your Graveyard for Land Recursion Finishers, so this should only be a last ditch effort.\n"},{"insert":{"card-link":"Michelangelo, Improviser"}},{"insert":" gives you two great options - play a Land from your Hand regardless or play a massive Creature for no Mana Cost.\n\nTurn 5 or earlier"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Seedborn Muse"}},{"insert":" - this is one of the strongest Green Cards in Magic. It lets you untap Permanents, which includes Lands, this makes it a massive Land Ramp Spell, even if it doesn't directly help with Landfall.\n"},{"insert":{"card-link":"Summon: Titan"}},{"insert":" - in it's second Stage this Land Recursion Finisher will put all your Lands in your Graveyard from the Graveyard onto the Battlefield, it will have milled 5 Cards during it's initial Stage, so in this 40-Land Deck you should at least have 1 or 2 Lands in your Graveyard just by this Card's own doing.\n\nTurn 6 or earlier"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" - the mightiest Land Recursion based Finisher i know of, this Card mills 4 Cards and other than the Titan immediately gets all Land Cards out of your Graveyard onto the Battlefield. Additionally it gets pumped by your Board's Land Count alone. Outside of "},{"insert":{"card-link":"Primo, the Indivisible"}},{"insert":" reaching a high +1/+1-Counter count this is your strongest Finisher.\n\nTurn 7 or earlier"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Famished Worldsire"}},{"insert":" - this is a scary Land based Finisher that helps several Aspects of this Deck. First it allows you to reduce your Land Count for a massive Power Boost. This Land Reduction helps you reach a precise Prime Number for "},{"insert":{"card-link":"Primo, the Indivisible"}},{"insert":" during Lategame. And additionally it's Ability prepares for one of the two Land Recursion based Finishers to enter after it.\n\nCounters"},{"attributes":{"header":2},"insert":"\n"},{"insert":"+ Proliferate\n\nA lot of this Deck's Power comes from +1/+1 Counters, especially for it's primary Creature Card, the "},{"insert":{"card-link":"Primo, the Indivisible"}},{"insert":" Token. So any Spell that doubles or just adds +1/+1 Counters are of great benefit.\n\nIdeally Turn 1"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Sazh's Chocobo"}},{"insert":" - having this Creature out on Turn 1 gives you a Power advantage even earlier than "},{"insert":{"card-link":"Primo, the Indivisible"}},{"insert":" already does. It uses Landfall to add +1/+1 Counters to itself.\n\nTurn 2"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Innkeeper's Talent"}},{"insert":" - this is one of the stronger +1/+1 Counter Spells in Magic and lets you add a +1/+1 Counter right out of the Gate on Level 1 at the Beginning of all your future Combat Phases. Level 2 is a slight Protection Buff. Level 3 is the best Part of this Card, it will double all +1/+1 Counters you are putting on Creatures in the future.\n"},{"insert":{"card-link":"Level Up"}},{"insert":" - this Creature Enchantment helps you by adding 1 +1/+1 Counter initially and then doubling the amount of Counters on the enchanted Creature for every Attack declared by the Creature. This is something you could enchant "},{"insert":{"card-link":"Primo, the Unbounded"}},{"insert":" with, but if you do it too early Primo will just be respawned on the next Turn and loose the Enchantment again or even before he could ever attack. So choose your Enchantment Taget wisely or just hold the Card ready for one of your Finishers. \n"},{"insert":{"card-link":"Ozolith, the Shattered Spire"}},{"insert":" - a +1/+1 Counter Staple - just as a steady provider for +1/+1 Counters on Creatures its a bit on the slower end, but it's reliable, especially if other tactics fail.\n\nTurn 3 or earlier"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Gift of the Viper"}},{"insert":" - even tho this is a 1-Mana Card, it only really makes sense in this Deck as an Early Midgame Upgrade against Flyers thanks to the Reach-Counter that is added additionally to the +1/+1 Counter.\n"},{"insert":{"card-link":"Champion of Lambholt"}},{"insert":" - another +1/+1 Counter Staple - this Card basically gives your Creatures Stealth, they can't get blocked by anything with Power lower than the Champion's Power. This removes the Option for your Opponents to use small Creatures and Creature Tokens as Chunk Blockers against your Finishers and Primo. This Card is crucial for this Deck, because you have to be attacking nonstop in order to win.\n"},{"insert":{"card-link":"High Score"}},{"insert":" - steadily adds an additional +1/+1 Counter to any of your Creatures when ever +1/+1 Counters are put on them. And this Card rewards you with Draw if you own the Creature with the greatest Power, which shouldn't be hard in this Deck.\n"},{"insert":{"card-link":"Primo, the Unbounded"}},{"insert":" - this Card comes in with it's own +1/+1 Counters, but they are only relevant if you choose to proliferate this Card's Counters using other Spells, what actually matters is this Card spawning a new "},{"insert":{"card-link":"Fractal"}},{"insert":" whenever this or another 0/0 Base Power and Toughness Creature, like "},{"insert":{"card-link":"Primo, the Indivisible"}},{"insert":" is, does Damage to a Player. The Fractal Token is then added +1/+1 Counters based on the Damage done.\n\nTurn 4 or earlier"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Forgotten Ancient"}},{"insert":" - the next +1/+1 Counter Staple - this Creature Card will add a ton of +1/+1 Counters on itself very quickly, because it does it every time a Spell is cast by any Player. And then you can distribute it's +1/+1 Counters ot a Creature with an even faster way to get pumped using +1/+1 Counters.\n"},{"insert":{"card-link":"Kianne, Corrupted Memory"}},{"insert":" - a +1/+1 Counter Card that is on the slower side herself, adding a +1/+1 Counter on itself when you draw a Card.\n\n(Primer under development.)\n\nUpdate 2026/09/29: Replaced Michaelangelo, The Heart with Mockingbird\n\n"},{"attributes":{"link":"https://www.youtube.com/watch?v=H8bNzSr2zdw"},"insert":"https://www.youtube.com/watch?v=H8bNzSr2zdw"},{"insert":"\n"}]}













































































