JankyJoes
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Commander
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{"ops":[{"insert":"Property Damage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCommander: Marwyn, the Preserver\nMost decks tap their lands for mana.\nProperty Damage taps its lands sideways at your opponents.\n\nThe Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nMarwyn, the Preserver gives lands we control hexproof and lets us return land cards from our graveyard to our hand.\nThose two abilities give us exactly the foundation we need to turn the mana base into our creature base.\nProperty Damage is a mono-green land-creature deck built around Earthbend, creature lands, land animation, +1/+1 counters and land sacrifice. We develop our mana early, begin converting lands into creatures, and eventually reach a point where nearly every part of the battlefield can become an attacker.\n\nEarthbend"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nEarthbend is at the center of the deck.\nWhen we earthbend a land, it becomes a 0/0 creature with haste while remaining a land, then receives +1/+1 counters.\nIf that land dies or gets exiled, it returns to the battlefield tapped.\nThat gives us considerably more freedom to attack with our mana base. Marwyn adds another layer of protection by giving our lands hexproof.\nCards like Toph, Earthbending Master, Bumi, Eclectic Earthbender, Earthbender Ascension, Cracked Earth Technique, The Boulder, Ready to Rumble and Avatar Kyoshi, Earthbender steadily convert our lands into increasingly threatening creatures.\nThe lands aren't supporting the army.\nThey are the army.\n\nMarwyn Protects the Investment"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nMarwyn doesn't need to become the largest creature on the battlefield. Her job is to make the rest of the deck safer.\nHexproof prevents opponents from easily targeting our increasingly valuable lands, while her activated ability gives us a repeatable way to recover land cards from the graveyard.\nThat's particularly important because we intentionally sacrifice lands.\nCrop Rotation, Harrow, Entish Restoration, Springbloom Druid and Sylvan Safekeeper all convert lands into other resources.\nA land can become ramp.\nIt can become protection.\nIt can become a tutor.\nAnd once it reaches the graveyard, Marwyn, Titania and our other recursion effects can bring it back into circulation.\n\nThe Lands Are Creatures"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nEarthbend isn't our only way to weaponize the mana base.\nSeveral of our lands already have the ability to become creatures:\nMutavault. \nMishra's Factory. \nMishra's Foundry. \nTreetop Village. \nLair of the Hydra. \nFaceless Haven. \nSoulstone Sanctuary.\nThen Nissa, Who Shakes the World, Nissa, Vital Force, Destiny Spinner, Embodiment of Insight and Kamahl, Heart of Krosa give us additional ways to animate ordinary lands.\nAwaken the Woods creates Forest Dryad land creatures directly.\nAnd Ashaya, Soul of the Wild works from the opposite direction, turning our nontoken creatures into Forest lands.\nEventually, the distinction between our creature base and our mana base stops being particularly useful.\nThey're the same resource.\n\nBuilding Equity"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nEarthbend naturally puts +1/+1 counters on lands, giving the deck a counter engine alongside the land-creature strategy.\nSolid Ground increases the number of counters we place.\nBumi puts two +1/+1 counters on every land creature whenever he attacks.\nKarn's Bastion and Smell Fear proliferate.\nBadgermole gives our creatures with counters trample.\nSylvan Advocate strengthens our land creatures once we've developed six lands.\nAnd Toph, the Blind Bandit scales with the number of +1/+1 counters we've accumulated on our lands.\nA land that starts as a modest Earthbend target can become a substantial threat as the game continues.\nProperty values appreciate.\n\nLiquidating Assets"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSometimes the best use for a large land creature isn't attacking with it.\nIt's sacrificing it.\nLife's Legacy, Momentous Fall, Greater Good and Disciple of Freyalise convert creature power into cards.\nEarthbent lands are especially useful here.\nWe can animate a land, build counters on it, attack with it, and eventually sacrifice it for a large burst of card advantage.\nIf it was Earthbent, dying returns it to the battlefield tapped.\nThe creature becomes cards.\nThe land comes back.\nAnd we can begin the process again.\n\nTitania and the Graveyard"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTitania, Protector of Argoth turns land sacrifice into board development.\nWhen one of our lands goes to the graveyard, Titania gives us a 5/3 Elemental.\nThat means a card like Crop Rotation can sacrifice one resource, create a creature, find exactly the land we need, put it onto the battlefield and trigger any relevant landfall effects.\nAncient Greenwarden lets us play lands from the graveyard and doubles our landfall triggers.\nBlossoming Tortoise mills cards, returns lands directly to the battlefield and makes our land abilities cheaper while strengthening our land creatures.\nThe graveyard isn't the end of the land engine.\nIt's another place we can operate from.\n\nTurning Power Into Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck naturally creates large creatures, so much of our card advantage converts power or combat into additional resources.\nRishkar's Expertise and Return of the Wildspeaker reward us for building something enormous.\nThe Legend of Kyoshi can draw based on our greatest power before eventually becoming Avatar Kyoshi.\nTireless Tracker turns landfall into Clues.\nThe Great Henge turns our creatures entering the battlefield into cards and additional counters.\nAnd once we're attacking, Toski and Ohran Frostfang let the entire army generate cards through combat.\nOur draw engines therefore reinforce the same things the deck already wants to do:\nPlay lands.\nMake them large.\nAttack.\n\nClearing the Lot"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe land creatures also give us access to a natural removal package.\nUlvenwald Tracker, Smell Fear, Khalni Ambush, Archdruid's Charm and Monstrous Onslaught convert the size of our creatures into removal.\nWhen an Earthbent land has accumulated enough counters, it can simply fight whatever is causing trouble.\nFor noncreature permanents we have Nature's Claim, Force of Vigor, Beast Within and Song of the Dryads.\nSong of the Dryads is particularly appropriate.\nWhatever the problem used to be, it's a Forest now.\nWe know what to do with Forests.\n\nClosing the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nProperty Damage wins by reaching the point where the mana base itself represents lethal pressure.\nToph, Earthbending Master creates increasingly large Earthbent lands as experience counters accumulate.\nRockalanche scales with the number of Forests we control.\nAvatar Kyoshi Earthbends for eight at the beginning of combat.\nBumi grows every land creature when he attacks.\nStaff of Titania scales with our Forest count while producing additional Forest Dryad land creatures.\nAnd Kamahl, Heart of Krosa gives the entire creature army +3/+3 and trample every combat.\nA battlefield that originally looked like a large collection of lands can therefore become a lethal combat step very quickly.\nThe deck begins by developing property.\nThen we improve it.\nWe protect it.\nWe increase its value.\nAnd when the time comes to close the game, we send the entire neighborhood into combat.\nThe damage wasn't caused by creatures on the property.\nThe property caused the damage.\n"}]}
Anthem
Earthbending Student
When this creature enters, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Land creatures you control have vigilance. (Attacking doesn't cause them to tap.)
Land creatures you control have vigilance. (Attacking doesn't cause them to tap.)
Creature - Human Warrior Ally

Anthem
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Counters
Avatar Kyoshi, Earthbender
During your turn, Avatar Kyoshi has hexproof.
At the beginning of combat on your turn, earthbend 8, then untap that land. (Target land you control becomes a 0/0 creature with haste that's still a land. Put eight +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
At the beginning of combat on your turn, earthbend 8, then untap that land. (Target land you control becomes a 0/0 creature with haste that's still a land. Put eight +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature - Human Avatar

Badgermole
When this creature enters, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Creatures you control with +1/+1 counters on them have trample.
Creatures you control with +1/+1 counters on them have trample.
Creature - Mole Badger

Bumi, Eclectic Earthbender
When Bumi enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever Bumi attacks, put two +1/+1 counters on each land creature you control.
Whenever Bumi attacks, put two +1/+1 counters on each land creature you control.
Legendary Creature - Human Ally Noble

Rockalanche
Earthbend X, where X is the number of Forests you control. (Target land you control becomes a 0/0 creature with haste that's still a land. Put X +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery - Lesson

Solid Ground
When this enchantment enters, earthbend 3. (Target land you control becomes a 0/0 creature with haste that's still a land. Put three +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on it instead.
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on it instead.
Enchantment

The Boulder, Ready to Rumble
Whenever The Boulder attacks, earthbend X, where X is the number of creatures you control with power 4 or greater. (Target land you control becomes a 0/0 creature with haste that's still a land. Put X +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature - Human Warrior Performer

Toph, the Blind Bandit
When Toph enters, earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Toph's power is equal to the number of +1/+1 counters on lands you control.
Toph's power is equal to the number of +1/+1 counters on lands you control.
Legendary Creature - Human Warrior Ally

Counters
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Draw
Nissa, Vital Force
+1: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land.
−3: Return target permanent card from your graveyard to your hand.
−6: You get an emblem with "Whenever a land you control enters, you may draw a card."
−3: Return target permanent card from your graveyard to your hand.
−6: You get an emblem with "Whenever a land you control enters, you may draw a card."
Legendary Planeswalker - Nissa

The Legend of Kyoshi
(As this Saga enters and after your draw step, add a lore counter.)
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Draw
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Finisher
Kamahl, Heart of Krosa
At the beginning of combat on your turn, creatures you control get +3/+3 and gain trample until end of turn.
: Until end of turn, target land you control becomes a 1/1 Elemental creature with vigilance, indestructible, and haste. It's still a land.
Partner (You can have two commanders if both have partner.)
: Until end of turn, target land you control becomes a 1/1 Elemental creature with vigilance, indestructible, and haste. It's still a land.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Druid

Finisher
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Land
Ba Sing Se
This land enters tapped unless you control a basic land.
: Add .
, : Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
: Add .
, : Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Land

Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
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Landfall
Toph, Earthbending Master
Landfall — Whenever a land you control enters, you get an experience counter.
Whenever you attack, earthbend X, where X is the number of experience counters you have. (Target land you control becomes a 0/0 creature with haste that's still a land. Put X +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you attack, earthbend X, where X is the number of experience counters you have. (Target land you control becomes a 0/0 creature with haste that's still a land. Put X +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Legendary Creature - Human Warrior Ally

Landfall
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Protection
Protection
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Ramp
Badgermole Cub
When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you tap a creature for mana, add an additional .
Whenever you tap a creature for mana, add an additional .
Creature - Mole Badger

Earthbender Ascension
When this enchantment enters, earthbend 2. Then search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. When you do, if it has four or more quest counters on it, put a +1/+1 counter on target creature you control. It gains trample until end of turn.
Landfall — Whenever a land you control enters, put a quest counter on this enchantment. When you do, if it has four or more quest counters on it, put a +1/+1 counter on target creature you control. It gains trample until end of turn.
Enchantment

Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant

Nissa, Who Shakes the World
Whenever you tap a Forest for mana, add an additional .
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
Legendary Planeswalker - Nissa

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

Removal
(CTRL to add secondary)
Tokens
Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Property Damage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCommander: Marwyn, the Preserver\nMost decks tap their lands for mana.\nProperty Damage taps its lands sideways at your opponents.\n\nThe Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nMarwyn, the Preserver gives lands we control hexproof and lets us return land cards from our graveyard to our hand.\nThose two abilities give us exactly the foundation we need to turn the mana base into our creature base.\nProperty Damage is a mono-green land-creature deck built around Earthbend, creature lands, land animation, +1/+1 counters and land sacrifice. We develop our mana early, begin converting lands into creatures, and eventually reach a point where nearly every part of the battlefield can become an attacker.\n\nEarthbend"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nEarthbend is at the center of the deck.\nWhen we earthbend a land, it becomes a 0/0 creature with haste while remaining a land, then receives +1/+1 counters.\nIf that land dies or gets exiled, it returns to the battlefield tapped.\nThat gives us considerably more freedom to attack with our mana base. Marwyn adds another layer of protection by giving our lands hexproof.\nCards like Toph, Earthbending Master, Bumi, Eclectic Earthbender, Earthbender Ascension, Cracked Earth Technique, The Boulder, Ready to Rumble and Avatar Kyoshi, Earthbender steadily convert our lands into increasingly threatening creatures.\nThe lands aren't supporting the army.\nThey are the army.\n\nMarwyn Protects the Investment"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nMarwyn doesn't need to become the largest creature on the battlefield. Her job is to make the rest of the deck safer.\nHexproof prevents opponents from easily targeting our increasingly valuable lands, while her activated ability gives us a repeatable way to recover land cards from the graveyard.\nThat's particularly important because we intentionally sacrifice lands.\nCrop Rotation, Harrow, Entish Restoration, Springbloom Druid and Sylvan Safekeeper all convert lands into other resources.\nA land can become ramp.\nIt can become protection.\nIt can become a tutor.\nAnd once it reaches the graveyard, Marwyn, Titania and our other recursion effects can bring it back into circulation.\n\nThe Lands Are Creatures"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nEarthbend isn't our only way to weaponize the mana base.\nSeveral of our lands already have the ability to become creatures:\nMutavault. \nMishra's Factory. \nMishra's Foundry. \nTreetop Village. \nLair of the Hydra. \nFaceless Haven. \nSoulstone Sanctuary.\nThen Nissa, Who Shakes the World, Nissa, Vital Force, Destiny Spinner, Embodiment of Insight and Kamahl, Heart of Krosa give us additional ways to animate ordinary lands.\nAwaken the Woods creates Forest Dryad land creatures directly.\nAnd Ashaya, Soul of the Wild works from the opposite direction, turning our nontoken creatures into Forest lands.\nEventually, the distinction between our creature base and our mana base stops being particularly useful.\nThey're the same resource.\n\nBuilding Equity"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nEarthbend naturally puts +1/+1 counters on lands, giving the deck a counter engine alongside the land-creature strategy.\nSolid Ground increases the number of counters we place.\nBumi puts two +1/+1 counters on every land creature whenever he attacks.\nKarn's Bastion and Smell Fear proliferate.\nBadgermole gives our creatures with counters trample.\nSylvan Advocate strengthens our land creatures once we've developed six lands.\nAnd Toph, the Blind Bandit scales with the number of +1/+1 counters we've accumulated on our lands.\nA land that starts as a modest Earthbend target can become a substantial threat as the game continues.\nProperty values appreciate.\n\nLiquidating Assets"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSometimes the best use for a large land creature isn't attacking with it.\nIt's sacrificing it.\nLife's Legacy, Momentous Fall, Greater Good and Disciple of Freyalise convert creature power into cards.\nEarthbent lands are especially useful here.\nWe can animate a land, build counters on it, attack with it, and eventually sacrifice it for a large burst of card advantage.\nIf it was Earthbent, dying returns it to the battlefield tapped.\nThe creature becomes cards.\nThe land comes back.\nAnd we can begin the process again.\n\nTitania and the Graveyard"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTitania, Protector of Argoth turns land sacrifice into board development.\nWhen one of our lands goes to the graveyard, Titania gives us a 5/3 Elemental.\nThat means a card like Crop Rotation can sacrifice one resource, create a creature, find exactly the land we need, put it onto the battlefield and trigger any relevant landfall effects.\nAncient Greenwarden lets us play lands from the graveyard and doubles our landfall triggers.\nBlossoming Tortoise mills cards, returns lands directly to the battlefield and makes our land abilities cheaper while strengthening our land creatures.\nThe graveyard isn't the end of the land engine.\nIt's another place we can operate from.\n\nTurning Power Into Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck naturally creates large creatures, so much of our card advantage converts power or combat into additional resources.\nRishkar's Expertise and Return of the Wildspeaker reward us for building something enormous.\nThe Legend of Kyoshi can draw based on our greatest power before eventually becoming Avatar Kyoshi.\nTireless Tracker turns landfall into Clues.\nThe Great Henge turns our creatures entering the battlefield into cards and additional counters.\nAnd once we're attacking, Toski and Ohran Frostfang let the entire army generate cards through combat.\nOur draw engines therefore reinforce the same things the deck already wants to do:\nPlay lands.\nMake them large.\nAttack.\n\nClearing the Lot"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe land creatures also give us access to a natural removal package.\nUlvenwald Tracker, Smell Fear, Khalni Ambush, Archdruid's Charm and Monstrous Onslaught convert the size of our creatures into removal.\nWhen an Earthbent land has accumulated enough counters, it can simply fight whatever is causing trouble.\nFor noncreature permanents we have Nature's Claim, Force of Vigor, Beast Within and Song of the Dryads.\nSong of the Dryads is particularly appropriate.\nWhatever the problem used to be, it's a Forest now.\nWe know what to do with Forests.\n\nClosing the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nProperty Damage wins by reaching the point where the mana base itself represents lethal pressure.\nToph, Earthbending Master creates increasingly large Earthbent lands as experience counters accumulate.\nRockalanche scales with the number of Forests we control.\nAvatar Kyoshi Earthbends for eight at the beginning of combat.\nBumi grows every land creature when he attacks.\nStaff of Titania scales with our Forest count while producing additional Forest Dryad land creatures.\nAnd Kamahl, Heart of Krosa gives the entire creature army +3/+3 and trample every combat.\nA battlefield that originally looked like a large collection of lands can therefore become a lethal combat step very quickly.\nThe deck begins by developing property.\nThen we improve it.\nWe protect it.\nWe increase its value.\nAnd when the time comes to close the game, we send the entire neighborhood into combat.\nThe damage wasn't caused by creatures on the property.\nThe property caused the damage.\n"}]}































































