Quil
265 views3 days ago
Commander
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{"ops":[{"insert":"I was just making a graveyard/sacrifice/reanimator deck when I stumbled along "},{"insert":{"card-link":"Springbloom Druid"}},{"insert":" and I thought, \"man, this art is really cool, in fact, all druid arts are cool, and druids themselves are cool, I should make a deck on druids.\" And so, I began my search for the perfect druid commander to lead my unstoppable army of really old and bad druids through rampaging battles. Unfortunately, "},{"insert":{"card-link":"Seton, Krosan Protector"}},{"insert":" was literally the only commander that cared about druids, so I went with him and after a bit of inspiration, I decided that I would make a deck where the main goal was to literally hoard all the mana in the game, after you do this, you would just win the game from one of the stupid but good combo of "},{"insert":{"card-link":"Staff of Domination"}},{"insert":" and "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" or "},{"insert":{"card-link":"Karametra's Acolyte"}},{"insert":". Where you add at least five mana from "},{"insert":{"card-link":"Karametra's Acolyte"}},{"insert":" or "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" to then use the staffs third ability to untap "},{"insert":{"card-link":"Karametra's Acolyte"}},{"insert":" or "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" and one mana to untap the staff, repeat. After you have infinite mana, draw cards with the staffs last ability until you draw "},{"insert":{"card-link":"Hurricane"}},{"insert":", then give yourself infinite life again using the staffs second ability, finally to close the game by casting "},{"insert":{"card-link":"Hurricane"}},{"insert":" where X is 99999. This combo might be one of my favorites as it is really cool and fits the theme. The other way to win is "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":". In this combo, you need it a decent amount of creatures, maybe five or six and craterhoof in your library, to start, tap all your lands and some creatures if you need to generate at least 12 mana, then, use finale of devastation to find craterhoof and put him into the battlefield, this will give your creature +x/+x but more importantly trample. finale of devastation then gives your creatures +10/+10 to finish the combo. This can work without finale of devastation, though finale of devastation can also search for circle of dreams druid or Karamatra's Acolyte if you have staff of domination on the battlefield, though I think that the +10/+10 is enough especially with craterhoof giving trample. it will be fun to play with old, dusty, original Magic: The Gathering cards again and to play with all the retro frames, though I will actually cry if this deck somehow turns out to be the bracket three deck I hope for, there is absolutely no way that old MTG druids can beat the abominations like "},{"insert":{"card-link":"Edgar Markov"}},{"insert":" or "},{"insert":{"card-link":"The Ur-Dragon"}},{"insert":"; but if it does, we will finally prove that old MTG is better.\n"}]}
Combo
Combo
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Draw
Abundance
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Enchantment

For the Ancestors
Choose a creature type. Look at the top six cards of your library. You may reveal any number of cards of the chosen type from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
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.)
Instant

Kindred Summons
Choose a creature type. Reveal cards from the top of your library until you reveal X creature cards of the chosen type, where X is the number of creatures you control of that type. Put those cards onto the battlefield, then shuffle the rest of the revealed cards into your library.
Instant

Draw
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Land
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Land
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Protection
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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Ramp
Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

Ramp
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Removal
Removal
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Tutor
Tutor
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Untap
Untap
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Win Con
Win Con
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Maybeboard
Turntimber Symbiosis
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Sorcery


Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"I was just making a graveyard/sacrifice/reanimator deck when I stumbled along "},{"insert":{"card-link":"Springbloom Druid"}},{"insert":" and I thought, \"man, this art is really cool, in fact, all druid arts are cool, and druids themselves are cool, I should make a deck on druids.\" And so, I began my search for the perfect druid commander to lead my unstoppable army of really old and bad druids through rampaging battles. Unfortunately, "},{"insert":{"card-link":"Seton, Krosan Protector"}},{"insert":" was literally the only commander that cared about druids, so I went with him and after a bit of inspiration, I decided that I would make a deck where the main goal was to literally hoard all the mana in the game, after you do this, you would just win the game from one of the stupid but good combo of "},{"insert":{"card-link":"Staff of Domination"}},{"insert":" and "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" or "},{"insert":{"card-link":"Karametra's Acolyte"}},{"insert":". Where you add at least five mana from "},{"insert":{"card-link":"Karametra's Acolyte"}},{"insert":" or "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" to then use the staffs third ability to untap "},{"insert":{"card-link":"Karametra's Acolyte"}},{"insert":" or "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" and one mana to untap the staff, repeat. After you have infinite mana, draw cards with the staffs last ability until you draw "},{"insert":{"card-link":"Hurricane"}},{"insert":", then give yourself infinite life again using the staffs second ability, finally to close the game by casting "},{"insert":{"card-link":"Hurricane"}},{"insert":" where X is 99999. This combo might be one of my favorites as it is really cool and fits the theme. The other way to win is "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":". In this combo, you need it a decent amount of creatures, maybe five or six and craterhoof in your library, to start, tap all your lands and some creatures if you need to generate at least 12 mana, then, use finale of devastation to find craterhoof and put him into the battlefield, this will give your creature +x/+x but more importantly trample. finale of devastation then gives your creatures +10/+10 to finish the combo. This can work without finale of devastation, though finale of devastation can also search for circle of dreams druid or Karamatra's Acolyte if you have staff of domination on the battlefield, though I think that the +10/+10 is enough especially with craterhoof giving trample. it will be fun to play with old, dusty, original Magic: The Gathering cards again and to play with all the retro frames, though I will actually cry if this deck somehow turns out to be the bracket three deck I hope for, there is absolutely no way that old MTG druids can beat the abominations like "},{"insert":{"card-link":"Edgar Markov"}},{"insert":" or "},{"insert":{"card-link":"The Ur-Dragon"}},{"insert":"; but if it does, we will finally prove that old MTG is better.\n"}]}
































































































