436 views7 days ago
Commander
Size: 100Salt sum: 41.97
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Skadisson

436 views7 days ago
Commander
Size: 100Salt sum: 41.97

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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
Zimone, All-Questioning (soc) 340

Commander

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Mockingbird
Flying
You may have this creature enter as a copy of any creature on the battlefield with mana value less than or equal to the amount of mana spent to cast this creature, except it's a Bird in addition to its other types and it has flying.
Creature - Bird Bard
Mockingbird (blb) 61

Copy

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Canopy Gargantuan
Flying, ward

At the beginning of your upkeep, put a number of +1/+1 counters on each other creature you control equal to that creature's toughness.
Creature - Dragon
Canopy Gargantuan (tdc) 45
Forgotten Ancient
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Creature - Elemental
Forgotten Ancient (soc) 267
Gift of the Viper
Put a +1/+1 counter, a reach counter, and a deathtouch counter on target creature. Untap it.
Instant
Gift of the Viper (mh3) 156
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.
Enchantment - Class
Innkeeper's Talent (blb) 180
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.
Legendary Creature - Illusion
Kianne, Corrupted Memory (dsc) 2
Level Up
Enchant creature
When this Aura enters, put a +1/+1 counter on enchanted creature.
Enchanted creature has "Whenever this creature attacks, double the number of +1/+1 counters on it. Then if it has power 10 or greater, draw a card."
Enchantment - Aura
Level Up (tmc) 31
Ouroboroid
At the beginning of combat on your turn, put X +1/+1 counters on each creature you control, where X is this creature's power.
Creature - Plant Wurm
Ouroboroid (eoe) 201
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.)
Legendary Artifact
Ozolith, the Shattered Spire (soc) 281
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.
Enchantment
Simic Ascendancy (blc) 260
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.
Legendary Creature - Elder Dragon
Tanazir Quandrix (soc) 332
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.
Legendary Artifact
The Earth Crystal (fin) 184
Zimone, Paradox Sculptor
At the beginning of combat on your turn, put a +1/+1 counter on each of up to two target creatures you control.
,
: Double the number of each kind of counter on up to two target creatures and/or artifacts you control.
Legendary Creature - Human Wizard
Zimone, Paradox Sculptor (fdn) 126

Counters

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High Score
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
At the beginning of your end step, draw a card if you control a creature with the greatest power among creatures on the battlefield.
Enchantment
High Score (tmc) 29
Prime Speaker Zegana
Prime Speaker Zegana enters with X +1/+1 counters on it, where X is the greatest power among other creatures you control.
When Prime Speaker Zegana enters, draw cards equal to its power.
Legendary Creature - Wizard Merfolk
Prime Speaker Zegana (fdn) 664
Rishkar's Expertise
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Sorcery
Rishkar's Expertise (pw25) 1
Stock Up
Look at the top five cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Stock Up (soa) 24

Draw

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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 (ncc) 284

Evasion

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Tyvar, the Pummeler
Tap another untapped creature you control: Tyvar gains indestructible until end of turn. Tap it.
: Creatures you control get +X/+X until end of turn, where X is the greatest power among creatures you control.
Legendary Creature - Warrior Elf
Tyvar, the Pummeler (dsk) 353

Finisher

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Alchemist's Refuge
: Add
.
,
: You may cast spells this turn as though they had flash.
Land
Alchemist's Refuge (soc) 360
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (tmc) 66
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
Flooded Grove
: Add
.
,
: Add
,
, or
.
Land
Flooded Grove (soc) 373
Forest
(
: Add
.)
Basic Land - Forest
Forest (sos) 271
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (tmc) 69
Island
(
: Add
.)
Basic Land - Island
Island (sos) 268
Opal Palace
: Add
.
,
: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
Land
Opal Palace (soc) 390
Oran-Rief, the Vastwood
This land enters tapped.
: Add
.
: Put a +1/+1 counter on each green creature that entered this turn.
Land
Oran-Rief, the Vastwood (soc) 391
Overflowing Basin
,
: Add
.
Land
Overflowing Basin (soc) 392
Paradox Gardens
This land enters tapped.
: Add
or
.
,
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land
Paradox Gardens (sos) 258
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.)
Land
Path of Ancestry (soc) 393
Quandrix 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
Quandrix Campus (soc) 395
Rain-Slicked Copse
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Forest
Rain-Slicked Copse (tmc) 71
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 (soc) 400
Sodden Verdure
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Forest
Sodden Verdure (tmc) 74
Study Hall
: Add
.
,
: Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
Land
Study Hall (soc) 407
Tangled Islet
(
: Add
or
.)
This land enters tapped.
Land - Island Forest
Tangled Islet (soc) 411
Temple of Mystery
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 Mystery (soc) 414
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (soc) 416
Terrain Generator
: Add
.
,
: You may put a basic land card from your hand onto the battlefield tapped.
Land
Terrain Generator (eos) 43
Turbulent Wilderness
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Forest
Turbulent Wilderness (soc) 59
Vineglimmer Snarl
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Vineglimmer Snarl (soc) 420
Yavimaya Coast
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Yavimaya Coast (soc) 425

Land

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Genemorph Imago
Flying
Landfall — Whenever a land you control enters, target creature has base power and toughness 3/3 until end of turn. If you control six or more lands, that creature has base power and toughness 6/6 until end of turn instead.
Creature - Druid Insect
Genemorph Imago (eoe) 299
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.)
Creature - Druid Insect
Mightform Harmonizer (eoe) 297
Sazh's Chocobo
Landfall — Whenever a land you control enters, put a +1/+1 counter on this creature.
Creature - Bird
Sazh's Chocobo (fin) 200
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
Tireless Provisioner (moc) 313

Landfall

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Deepglow Skate
When this creature enters, double the number of each kind of counter on any number of target permanents.
Creature - Fish
Deepglow Skate (eoc) 70
Expansion Algorithm
Proliferate X times. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
Expansion Algorithm (soc) 19

Proliferate

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Conqueror's Flail
Equipped creature gets +1/+1 for each color among permanents you control.
As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn.
Equip
Artifact - Equipment
Conqueror's Flail (pza) 15
Guardian Augmenter
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
Creature - Wizard Troll
Guardian Augmenter (soc) 271
Tam, Mindful First-Year
Each other creature you control has hexproof from each of its colors.
: Target creature you control becomes all colors until end of turn.
Legendary Creature - Wizard Gorgon
Tam, Mindful First-Year (ecl) 380
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.
Creature - Elemental Incarnation
Vigor (tmc) 53

Protection

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (soc) 127
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.
Enchantment - Case
Case of the Locked Hothouse (mkm) 155
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 (tmc) 50
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.
Creature - Leviathan
Famished Worldsire (eoe) 182
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (m13) 170
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.)
Creature - Human Rogue
Freestrider Lookout (otj) 163
Horizon Explorer
Lands you control enter untapped.
Whenever you attack a player, create a Lander token. (It's an artifact with "
,
, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Creature - Scout Insect
Horizon Explorer (eoc) 15
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
Creature - Scout Insect
Icetill Explorer (eoe) 192
Kodama's Reach
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 - Arcane
Kodama's Reach (moc) 306
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.
Legendary Creature - Mutant Ninja Turtle
Michelangelo, Improviser (tmt) 119
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (soc) 278
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (nec) 125
Realms Uncharted
Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
Instant
Realms Uncharted (sld) 1895
Seedborn Muse
Untap all permanents you control during each other player's untap step.
Creature - Spirit
Seedborn Muse (tdc) 268
Shared Roots
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Sorcery - Lesson
Shared Roots (tla) 196
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 128
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
Creature Enchantment - Saga Giant
Summon: Titan (fin) 204
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (soc) 289

Ramp

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Lumra, Bellow of the Woods
Reach, vigilance
Lumra's power and toughness are each equal to the number of lands you control.
When Lumra enters, mill four cards. Then return all land cards from your graveyard to the battlefield tapped.
Legendary Creature - Elemental Bear
Lumra, Bellow of the Woods (blb) 183
Regrowth
Return target card from your graveyard to your hand.
Sorcery
Regrowth (sld) 7075

Recursion

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Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (soc) 263
Decisive Denial
Choose one —
• Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
• Counter target noncreature spell unless its controller pays
.
Instant
Decisive Denial (soc) 304
Quandrix Charm
Choose one —
• Counter target spell unless its controller pays
.
• Destroy target enchantment.
• Target creature has base power and toughness 5/5 until end of turn.
Instant
Quandrix Charm (sos) 217
Quandrix Command
Choose two —
• Return target creature or planeswalker to its owner's hand.
• Counter target artifact or enchantment spell.
• Put two +1/+1 counters on target creature.
• Target player shuffles up to three target cards from their graveyard into their library.
Instant
Quandrix Command (soc) 325
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (soc) 198
Scrapshooter
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, when it enters, they draw a card.)
Reach
When this creature enters, if the gift was promised, destroy target artifact or enchantment an opponent controls.
Creature - Archer Raccoon
Scrapshooter (blb) 191
Super Combo
Replicate
(When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Target creature you control deals damage equal to its power to target creature an opponent controls.
Sorcery
Super Combo (tmc) 34
Zimone's Hypothesis
You may put a +1/+1 counter on a creature. Then choose odd or even. Return each creature with power of the chosen quality to its owner's hand. (Zero is even.)
Instant
Zimone's Hypothesis (soc) 206

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.
Legendary Creature - Wolf Fractal
Primo, the Unbounded (soc) 6

Tokens

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Chord of Calling
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Instant
Chord of Calling (sld) 2376

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.
Sorcery
Chocobo Kick (fin) 178
Negate
Counter target noncreature spell.
Instant
Negate (m13) 62
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.
Instant
Smuggler's Surprise (otj) 345
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (tdc) 325

Sideboard

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Beast
Creature Token - Beast
Beast (tsoc) 14
Food
,
, Sacrifice this token: You gain 3 life.
Artifact Token - Food
Food (ttla) 20
Fractal
Creature Token - Fractal
Fractal (tsos) 4
Frog Lizard
Creature Token - Lizard Frog
Frog Lizard (tsoc) 16
Lander
,
, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Artifact Token - Lander
Lander (teoe) 8
Primo, the Indivisible
Legendary Creature Token - Fractal
Primo, the Indivisible (tdsk) 14
Treasure
, Sacrifice this token: Add one mana of any color.
Artifact Token - Treasure
Treasure (tfin) 23

Tokens & Extras

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 7 cards
21 pips - 18 cards
28 mana - 26 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
71 pips - 51 cards
31 mana - 29 cards
0 pips - 0 cards
12 mana - 10 cards
CategoriesQtyOdds
Click charts to focus on cards
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"}]}
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