90 views42 days ago
Commander
Size: 100Salt sum: 38.31
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Colanti

90 views42 days ago
Commander
Size: 100Salt sum: 38.31

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{"ops":[{"insert":"This deck should be understood in a very specific way: it is not primarily a Hydra or +1/+1 counter deck. It is a Simic X-spells engine-control deck that uses the counters on Zimone as a second form of mana. Huge creatures are one of the ways the deck wins, but they are not the real engine.\nThe main strength of the deck is the way Zimone, Infinite Analyst scales throughout the game. The first spell you cast with X in its mana cost during each turn costs one generic mana less for each +1/+1 counter on Zimone. Whenever you cast a spell with X in its mana cost, Zimone also gets two additional +1/+1 counters.\nThis means every X-spell makes the following X-spells cheaper. The deck becomes progressively more mana-efficient as the game continues.\nOne of the most important things to understand is that Zimone works on every turn, not only your own turn. In a four-player Commander game you can potentially receive Zimone's cost reduction once during your own turn and once during each opponent's turn.\nThis is why the deck contains so many instant-speed X-spells, especially counterspells, card draw and protection spells.\nCards such as Clash of Wills, Condescend, Power Sink, Spell Burst, Syncopate, Spectral Denial, Repulsive Mutation, Pull from Tomorrow, Blue Sun's Zenith, Thassa's Intervention, Silkguard and Tyvar's Stand allow you to develop Zimone while interacting with the table.\nThis is one of the deck's greatest advantages. Your defensive spells also improve your board and make future spells cheaper.\nThe +1/+1 counter package makes the engine much stronger.\nHardened Scales increases the number of counters placed on your creatures.\nThe Ozolith, the Shattered Spire does something similar while also providing another way to increase counters.\nKami of Whispered Hopes increases the number of counters placed on your permanents and later becomes an increasingly powerful mana creature.\nBenevolent Hydra increases the number of counters placed on your other creatures.\nZimone, Paradox Sculptor can dramatically increase the number of counters on permanents you already control.\nBecause of these cards, Zimone can grow much faster than the basic rate of two counters per X-spell.\nYou should therefore think of the counters on Zimone not simply as power and toughness, but as stored mana.\nIf Zimone has eight +1/+1 counters, the first X-spell you cast during a turn effectively receives an eight-mana discount.\nFor example, if you cast Hydroid Krasis with X equal to eight, the normal cost is eight generic mana plus green and blue. With eight counters on Zimone, you pay only green and blue.\nThis interaction becomes even more powerful with cards containing X more than once in their mana cost.\nDoppelgang is one of the most explosive cards in the deck.\nIf X equals three, its mana cost includes three separate X values, meaning nine generic mana plus green and blue. If Zimone already has eight counters, eight of those nine generic mana are removed from the total cost.\nYou can therefore generate an enormous number of copied permanents for very little actual mana.\nUnbound Flourishing is one of the strongest cards in the entire deck.\nWith permanent spells that have X in their mana cost, it doubles the value of X.\nWith instant and sorcery spells, it copies the spell instead.\nThis makes cards such as Walking Ballista, Primordial Hydra, Goldvein Hydra, The Goose Mother, Hydroid Krasis, Voracious Hydra, Stonecoil Serpent and Sporocyst dramatically stronger.\nWalking Ballista is particularly dangerous.\nSuppose you choose X equal to five. Normally Walking Ballista costs ten generic mana because its mana cost is XX.\nIf Zimone has eight counters, the cost can be reduced to only two mana.\nThen Unbound Flourishing doubles X from five to ten.\nWalking Ballista therefore enters with ten counters before considering additional counter effects from Hardened Scales, The Ozolith, Kami of Whispered Hopes or similar cards.\nThose counters can then be converted directly into damage.\nUnbound Flourishing behaves differently with instant and sorcery spells.\nInstead of doubling X, it copies them.\nThis is particularly powerful with cards such as Expansion Algorithm, Pull from Tomorrow, Blue Sun's Zenith, Pest Infestation, Curse of the Swine and Mathemagics.\nOwlin Spiralmancer makes this even stronger because it copies the first X-spell you cast each turn.\nIf you control both Owlin Spiralmancer and Unbound Flourishing, the first instant or sorcery X-spell you cast during a turn can effectively resolve three times: the original spell, the copy from Unbound Flourishing and the copy from Owlin Spiralmancer.\nExpansion Algorithm is one of the most dangerous scaling cards in the deck.\nIt proliferates X times.\nSuppose Zimone has eight counters and you cast Expansion Algorithm with X equal to eight.\nNormally the spell would cost eight generic mana plus two blue mana.\nZimone can remove the eight generic mana from the cost, so you only pay two blue mana.\nZimone also receives another two counters from casting the X-spell.\nThen Expansion Algorithm proliferates eight times.\nThat can increase counters on Zimone, Walking Ballista, Elementalist's Palette, Astral Cornucopia, Lattice Library and all your creatures with +1/+1 counters.\nBecause proliferation happens repeatedly, cards such as Hardened Scales and The Ozolith make the effect even more explosive.\nElementalist's Palette is another important engine card.\nEvery time you cast an X-spell, it receives two charge counters.\nIt can then produce mana equal to the number of charge counters on it, provided that mana is spent on costs containing X.\nThe charge counters themselves can also be proliferated or doubled by other effects.\nIn long games, Elementalist's Palette can generate enormous amounts of mana.\nThe deck also has a very strong conventional ramp package.\nBirds of Paradise, Sol Ring, Arcane Signet, Talisman of Curiosity, Cultivate, Kodama's Reach, Farseek, Three Visits, Rampant Growth, Open the Way and Animist's Awakening give the deck a stable foundation.\nSporocyst is especially useful because it can put multiple basic lands directly onto the battlefield while also functioning as an X-spell for Zimone.\nGoldvein Hydra is both a threat and a mana engine. When it dies, it produces Treasure tokens equal to its power, potentially financing another enormous X-spell.\nWilderness Reclamation is also extremely important because it allows you to use your lands during your own turn and then untap them during your end step.\nThis is exactly what the deck wants.\nYou can cast an important spell during your turn, untap your lands, and then keep mana available for counterspells, card draw or protection during your opponents' turns.\nAlchemist's Refuge strengthens this strategy even further because it allows you to cast nonland cards as though they had flash.\nThis means that cards normally limited to your own turn can become the first X-spell of an opponent's turn, allowing you to use Zimone's reduction again.\nThe deck's card draw is another major strength.\nBlue Sun's Zenith, Pull from Tomorrow, Finale of Revelation, Hydroid Krasis, The Goose Mother, Ingenious Prodigy, Drown in Dreams, Thassa's Intervention, Mind into Matter and Mathemagics all help prevent you from running out of resources.\nFinale of Revelation is particularly strong in long games because once X reaches ten or more, it also untaps lands, removes your maximum hand size limitation and provides additional value.\nGeometer's Arthropod is another excellent engine card because it rewards you every time you cast an X-spell.\nBecause it can trigger multiple times, it becomes particularly dangerous when you cast several X-spells during a single turn cycle.\nThe removal package is also well integrated with the main strategy.\nCurse of the Swine can exile or transform several problematic creatures at once.\nPest Infestation removes artifacts and enchantments while creating a large number of creatures.\nSteelbane Hydra provides repeatable artifact and enchantment removal.\nVoracious Hydra can remove creatures through fighting.\nMass Manipulation can take permanent control of opposing creatures and planeswalkers.\nRepulsive Mutation combines counter growth with interaction.\nThis means the deck does not need to stop developing its main plan in order to answer threats.\nSpell Burst deserves special attention because it can become one of the most oppressive cards in the deck.\nSpell Burst counters a spell with mana value X and has buyback.\nThe buyback cost is added to the total mana cost before Zimone's reduction is applied.\nSuppose Zimone has ten counters and an opponent casts a spell with mana value six.\nYou cast Spell Burst with X equal to six and pay the buyback cost.\nThe total generic portion of the spell is nine mana.\nZimone removes nine generic mana from the cost, leaving only the single blue mana.\nYou counter the spell, return Spell Burst to your hand because of buyback, and Zimone receives two more counters.\nOn the next opponent's turn, Zimone's first-X-spell reduction is available again.\nThis can allow you to repeatedly counter important spells for extremely low mana costs.\nThe deck also has several protection effects.\nLightning Greaves and Swiftfoot Boots protect Zimone from targeted removal.\nMarch of Swirling Mist can temporarily phase out important creatures.\nSilkguard and Tyvar's Stand are especially valuable because they protect your board while still counting as X-spells.\nAn important detail is that an X-spell can still have X equal to zero.\nFor example, Tyvar's Stand can be cast with X equal to zero simply to give a creature hexproof and indestructible.\nIt still counts as an X-spell, so Zimone still receives counters.\nSilkguard can also be cast with X equal to zero when the main purpose is protection rather than adding counters.\nRepulsive Mutation can similarly be cast with a very small X value while still helping trigger Zimone.\nYou should not waste protection spells merely to trigger Zimone, but knowing this option exists is tactically important.\nLightning Greaves requires particular attention because it gives shroud, not hexproof.\nA creature with shroud cannot be targeted even by you.\nTherefore, if Lightning Greaves is attached to Zimone, you cannot target Zimone with your own Tyvar's Stand, Repulsive Mutation or other targeted effects.\nSometimes the correct sequence is to move Lightning Greaves to another creature, resolve your effects on Zimone and then move the Greaves back afterward.\nLattice Library fits the deck extremely well because it rewards the first X-spell you cast each turn.\nIf it has several study counters, every first X-spell can create a very large Fractal token.\nBecause you can potentially trigger this during your own turn and during each opponent's turn, Lattice Library can generate a huge board very quickly.\nThose Fractals also synergize well with Primo, the Unbounded and Nev, the Practical Dean.\nNev is particularly useful because creatures with counters gain trample, allowing your huge creatures to actually convert their size into damage.\nThe deck has multiple independent ways to win.\nThe simplest is combat damage through enormous Hydras, Fractals, The Goose Mother, Hydroid Krasis and other large creatures.\nZimone herself can also become a serious commander-damage threat.\nBecause she accumulates counters continuously, she can easily reach more than twenty power.\nNev can give her trample, while Rogue's Passage can make her unblockable.\nThis means that an opponent focusing too much on your Hydras may suddenly lose to twenty-one commander damage from Zimone.\nWalking Ballista provides a direct-damage win condition.\nMass Manipulation can effectively win by stealing the best creatures and planeswalkers on the battlefield.\nDoppelgang can create an overwhelming board by copying several powerful permanents multiple times.\nMathemagics provides another completely different way to win.\nIt makes a player draw two to the power of X cards.\nAt X equal to three, that is eight cards.\nAt X equal to four, it is sixteen cards.\nAt X equal to five, it is thirty-two cards.\nAt X equal to six, it is sixty-four cards.\nAt X equal to seven, it is one hundred and twenty-eight cards.\nThis means Mathemagics can be used as a library-kill spell against an opponent.\nWith X equal to seven, most Commander players will not have anywhere near one hundred and twenty-eight cards remaining in their library.\nNormally such a spell would be extremely expensive because its cost contains X twice.\nWith enough counters on Zimone, however, most or all of the generic portion can be removed.\nWith Unbound Flourishing the spell is copied.\nWith Owlin Spiralmancer, if it is your first X-spell of the turn, it can receive another copy.\nThat allows you to threaten multiple opponents.\nThe most important strategic mistake to avoid is casting all your X-spells during your own main phase.\nIf you cast three X-spells during your own turn, only the first receives Zimone's discount for that turn.\nA much stronger pattern is to cast one X-spell during your turn and then additional X-spells during your opponents' turns.\nFor example, you might cast a Hydra during your turn, use a counterspell during the first opponent's turn, cast Pull from Tomorrow during the second opponent's turn and use another counterspell or protection spell during the third opponent's turn.\nIn a full rotation of the table, Zimone could gain eight counters instead of only two.\nWith Hardened Scales, Kami of Whispered Hopes or other counter multipliers, the difference becomes even greater.\nYour opening hand should generally contain two or three lands, access to both colors, at least one ramp spell and at least one playable X-spell.\nWith only thirty-five lands, you should not keep slow hands without acceleration.\nBirds of Paradise, Sol Ring, Arcane Signet, Talisman of Curiosity, Farseek, Three Visits and Rampant Growth are among your best early plays.\nThe ideal early sequence is usually to ramp during the first two turns, cast Zimone as early as reasonably possible and then immediately begin building counters with inexpensive X-spells.\nYou do not need to wait until you can cast X equal to five or six.\nEven a small X-spell early in the game helps start the engine.\nOnce Zimone has accumulated six to ten counters, the way you play the deck should change.\nAt that stage you often want to keep mana untapped rather than committing everything during your own main phase.\nA board with Zimone holding eight or more counters, several untapped lands and multiple cards in hand is extremely difficult for opponents to read.\nYour available mana may represent a counterspell, protection spell, card draw spell, removal spell, large creature or win condition.\nThat uncertainty itself becomes a strategic advantage.\nThe deck should therefore not be played as a simple ramp-into-Hydra strategy.\nThe correct philosophy is to ramp, establish Zimone, accumulate counters, play at instant speed whenever possible, convert Zimone's counters into mana discounts, generate card advantage while controlling the table and then win using whichever threat is hardest for your opponents to answer.\nThe strongest aspect of the deck is that its interaction and its engine are the same thing.\nCounterspells, protection spells and card draw spells with X do not merely defend you. They also\n"}]}
Zimone, Infinite Analyst
The first spell you cast with
in its mana cost each turn costs
less to cast for each +1/+1 counter on Zimone.
Whenever you cast your first spell with
in its mana cost each turn, put two +1/+1 counters on Zimone.
Legendary Creature - Human Wizard
Zimone, Infinite Analyst (soc) 10

Commander

(Ctrl to add secondary)
Brass Infiniscope
: Add
. When you next cast a spell with
in its mana cost this turn, you draw a card and gain half X life, rounded down.
Artifact
Brass Infiniscope (soc) 51

Artifact

(Ctrl to add secondary)
Doppelgang
For each of X target permanents, create X tokens that are copies of that permanent.
Sorcery
Doppelgang (mkm) 198

Copy

(Ctrl to add secondary)
Benevolent Hydra
This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
Creature - Hydra
Benevolent Hydra (soc) 124
Broodguard Elite
This creature enters with X +1/+1 counters on it.
When this creature leaves the battlefield, put its counters on target creature you control.
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 - Knight Insect
Broodguard Elite (eoe) 175
Hardened Scales
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.
Enchantment
Hardened Scales (soc) 272
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
Primordial Hydra
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on this creature.
This creature has trample as long as it has ten or more +1/+1 counters on it.
Creature - Hydra
Primordial Hydra (soc) 284
Stonecoil Serpent
Reach, trample, protection from multicolored
This creature enters with X +1/+1 counters on it.
Creature Artifact - Snake
Stonecoil Serpent (soc) 356
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

(Ctrl to add secondary)
Geometer's Arthropod
Whenever you cast a spell with
in its mana cost, look at the top X cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
Creature - Crab Fractal
Geometer's Arthropod (sos) 191
Kinetic Ooze
This creature enters with X +1/+1 counters on it.
When this creature enters, destroy up to one target artifact or enchantment with mana value X or less. If X is 5 or more, you draw a card. If X is 10 or more, double the number of +1/+1 counters on any number of other target creatures.
Creature - Ooze
Kinetic Ooze (soc) 39
Nev, the Practical Dean
Creatures you control with counters on them have trample.
Whenever you cast your first spell with
in its mana cost each turn, put X +1/+1 counters on Nev.
Legendary Creature - Wizard Merfolk
Nev, the Practical Dean (soc) 41
Owlin Spiralmancer
Flying, vigilance
Whenever you cast your first spell with
in its mana cost each turn, you may copy it. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
Creature - Wizard Bird
Owlin Spiralmancer (soc) 22
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

Creature

(Ctrl to add secondary)
Blue Sun's Zenith
Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.
Instant
Blue Sun's Zenith (a25) 44
Drown in Dreams
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target player draws X cards.
• Target player mills twice X cards.
Instant
Drown in Dreams (m3c) 181
Finale of Revelation
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game.
Exile Finale of Revelation.
Sorcery
Finale of Revelation (fdn) 589
Hydroid Krasis
When you cast this spell, you gain half X life and draw half X cards. Round down each time.
Flying, trample
This creature enters with X +1/+1 counters on it.
Creature - Beast Jellyfish Hydra
Hydroid Krasis (soc) 315
Ingenious Prodigy
Skulk (This creature can't be blocked by creatures with greater power.)
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
Creature - Human Wizard
Ingenious Prodigy (soc) 115
Pull from Tomorrow
Draw X cards, then discard a card.
Instant
Pull from Tomorrow (soc) 116
Thassa's Intervention
Choose one —
• Look at the top X cards of your library. Put up to two of them into your hand and the rest on the bottom of your library in a random order.
• Counter target spell unless its controller pays twice
.
Instant
Thassa's Intervention (thb) 72
The Goose Mother
Flying
The Goose Mother enters with X +1/+1 counters on it.
When The Goose Mother enters, create half X Food tokens, rounded up.
Whenever The Goose Mother attacks, you may sacrifice a Food. If you do, draw a card.
Legendary Creature - Bird Hydra
The Goose Mother (soc) 312

Draw

(Ctrl to add secondary)
Lattice Library
This enchantment enters with X study counters on it.
When this enchantment enters and whenever you cast your first spell with
in its mana cost each turn, create a 0/0 green and blue Fractal creature token. Put a number of +1/+1 counters on it equal to the number of study counters on this enchantment.
Enchantment
Lattice Library (soc) 40

Enchantment

(Ctrl to add secondary)
Alchemist's Refuge
: Add
.
,
: You may cast spells this turn as though they had flash.
Land
Alchemist's Refuge (soc) 360
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (trk) 279
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (frc) 22
Dreamroot Cascade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Dreamroot Cascade (sos) 254
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (frc) 70
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 (frc) 71
Flooded Grove
: Add
.
,
: Add
,
, or
.
Land
Flooded Grove (soc) 373
Forest
(
: Add
.)
Basic Land - Forest
Forest (trk) 326
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (msc) 250
Island
(
: Add
.)
Basic Land - Island
Island (trk) 320
Karn's Bastion
: Add
.
,
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Land
Karn's Bastion (eoc) 163
Overflowing Basin
,
: Add
.
Land
Overflowing Basin (soc) 392
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 (hoc) 212
Sodden Verdure
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Forest
Sodden Verdure (msc) 267
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

(Ctrl to add secondary)
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (msc) 202
March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs
less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant
March of Swirling Mist (neo) 61
Silkguard
Put a +1/+1 counter on each of up to X target creatures you control.
Auras, Equipment, and modified creatures you control gain hexproof until end of turn. (Equipment, Auras you control, and counters are modifications.)
Instant
Silkguard (soc) 286
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (msc) 216
Tyvar's Stand
Target creature you control gets +X/+X and gains hexproof and indestructible until end of turn. (It can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tyvar's Stand (soc) 291

Protection

(Ctrl to add secondary)
Animist's Awakening
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery
Animist's Awakening (soc) 261
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (frc) 20
Astral Cornucopia
This artifact enters with X charge counters on it.
: Choose a color. Add one mana of that color for each charge counter on this artifact.
Artifact
Astral Cornucopia (soc) 342
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (msc) 170
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 (msc) 172
Elementalist's Palette
Whenever you cast a spell with
in its mana cost, put two charge counters on this artifact.
: Add one mana of any color.
: Add
for each charge counter on this artifact. Spend this mana only on costs that contain
.
Artifact
Elementalist's Palette (soc) 346
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (msc) 815
Goldvein Hydra
Vigilance, trample, haste
This creature enters with X +1/+1 counters on it.
When this creature dies, create a number of tapped Treasure tokens equal to its power.
Creature - Hydra
Goldvein Hydra (soc) 270
Kami of Whispered Hopes
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 that permanent instead.
: Add X mana of any one color, where X is this creature's power.
Creature - Spirit
Kami of Whispered Hopes (soc) 273
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 (ecc) 113
Mana Bloom
This enchantment enters with X charge counters on it.
Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn.
At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
Enchantment
Mana Bloom (soc) 275
Open the Way
X can't be greater than the number of players in the game.
Reveal cards from the top of your library until you reveal X land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.
Sorcery
Open the Way (soc) 280
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (fic) 313
Sol Ring
: Add
.
Artifact
Sol Ring (frc) 21
Sporocyst
Ravenous (This creature enters with X +1/+1 counters on it. If X is 5 or more, draw a card when it enters.)
Defender
Spore Chimney — When this creature enters, search your library for up to X basic land cards, put them onto the battlefield tapped, then shuffle.
Creature - Tyranid
Sporocyst (40k) 98
Talisman of Curiosity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Curiosity (drc) 140
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (msc) 181
Troyan, Gutsy Explorer
: Add
. Spend this mana only to cast spells with mana value 5 or greater or spells with
in their mana costs.
,
: Draw a card, then discard a card.
Legendary Creature - Scout Vedalken
Troyan, Gutsy Explorer (soc) 334
Unbound Flourishing
Whenever you cast a permanent spell with a mana cost that contains
, double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains
, copy that spell or ability. You may choose new targets for the copy.
Enchantment
Unbound Flourishing (soc) 126
Wilderness Reclamation
At the beginning of your end step, untap all lands you control.
Enchantment
Wilderness Reclamation (dsc) 205

Ramp

(Ctrl to add secondary)
Clash of Wills
Counter target spell unless its controller pays
.
Instant
Clash of Wills (ori) 49
Condescend
Counter target spell unless its controller pays
. Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Instant
Condescend (j22) 282
Curse of the Swine
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Sorcery
Curse of the Swine (soc) 192
Mass Manipulation
Gain control of X target creatures and/or planeswalkers.
Sorcery
Mass Manipulation (rna) 42
Pest Infestation
Destroy up to X target artifacts and/or enchantments. Create twice X 1/1 black and green Pest creature tokens with "When this token dies, you gain 1 life."
Sorcery
Pest Infestation (soc) 282
Power Sink
Counter target spell unless its controller pays
. If that player doesn't, they tap all lands with mana abilities they control and lose all unspent mana.
Instant
Power Sink (plst) MIR-83
Repulsive Mutation
Put X +1/+1 counters on target creature you control. Then counter up to one target spell unless its controller pays mana equal to the greatest power among creatures you control.
Instant
Repulsive Mutation (mkm) 227
Spectral Denial
This spell costs
less to cast for each creature you control with power 4 or greater.
Counter target spell unless its controller pays
.
Instant
Spectral Denial (tdm) 58
Spell Burst
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Counter target spell with mana value X.
Instant
Spell Burst (tsr) 88
Steelbane Hydra
This creature enters with X +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Destroy target artifact or enchantment.
Creature - Hydra Turtle
Steelbane Hydra (soc) 288
Syncopate
Counter target spell unless its controller pays
. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
Syncopate (fin) 80
Voracious Hydra
Trample
This creature enters with X +1/+1 counters on it.
When this creature enters, choose one —
• Double the number of +1/+1 counters on this creature.
• This creature fights target creature you don't control.
Creature - Hydra
Voracious Hydra (tmc) 54
Walking Ballista
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Creature Artifact - Construct
Walking Ballista (fic) 371

Removal

(Ctrl to add secondary)
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
Mathemagics
Target player draws 2ˣ cards. (2⁰ = 1, 2¹ = 2, 2² = 4, 2³ = 8, 2⁴ = 16, 2⁵ = 32, and so on.)
Sorcery
Mathemagics (sos) 58
Mind into Matter
Draw X cards. Then you may put a permanent card with mana value X or less from your hand onto the battlefield tapped.
Sorcery
Mind into Matter (sos) 202

Sorcery

(Ctrl to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 8 cards
39 pips - 28 cards
29 mana - 27 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
0 mana - 8 cards
45 pips - 37 cards
31 mana - 29 cards
0 pips - 0 cards
12 mana - 10 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"This deck should be understood in a very specific way: it is not primarily a Hydra or +1/+1 counter deck. It is a Simic X-spells engine-control deck that uses the counters on Zimone as a second form of mana. Huge creatures are one of the ways the deck wins, but they are not the real engine.\nThe main strength of the deck is the way Zimone, Infinite Analyst scales throughout the game. The first spell you cast with X in its mana cost during each turn costs one generic mana less for each +1/+1 counter on Zimone. Whenever you cast a spell with X in its mana cost, Zimone also gets two additional +1/+1 counters.\nThis means every X-spell makes the following X-spells cheaper. The deck becomes progressively more mana-efficient as the game continues.\nOne of the most important things to understand is that Zimone works on every turn, not only your own turn. In a four-player Commander game you can potentially receive Zimone's cost reduction once during your own turn and once during each opponent's turn.\nThis is why the deck contains so many instant-speed X-spells, especially counterspells, card draw and protection spells.\nCards such as Clash of Wills, Condescend, Power Sink, Spell Burst, Syncopate, Spectral Denial, Repulsive Mutation, Pull from Tomorrow, Blue Sun's Zenith, Thassa's Intervention, Silkguard and Tyvar's Stand allow you to develop Zimone while interacting with the table.\nThis is one of the deck's greatest advantages. Your defensive spells also improve your board and make future spells cheaper.\nThe +1/+1 counter package makes the engine much stronger.\nHardened Scales increases the number of counters placed on your creatures.\nThe Ozolith, the Shattered Spire does something similar while also providing another way to increase counters.\nKami of Whispered Hopes increases the number of counters placed on your permanents and later becomes an increasingly powerful mana creature.\nBenevolent Hydra increases the number of counters placed on your other creatures.\nZimone, Paradox Sculptor can dramatically increase the number of counters on permanents you already control.\nBecause of these cards, Zimone can grow much faster than the basic rate of two counters per X-spell.\nYou should therefore think of the counters on Zimone not simply as power and toughness, but as stored mana.\nIf Zimone has eight +1/+1 counters, the first X-spell you cast during a turn effectively receives an eight-mana discount.\nFor example, if you cast Hydroid Krasis with X equal to eight, the normal cost is eight generic mana plus green and blue. With eight counters on Zimone, you pay only green and blue.\nThis interaction becomes even more powerful with cards containing X more than once in their mana cost.\nDoppelgang is one of the most explosive cards in the deck.\nIf X equals three, its mana cost includes three separate X values, meaning nine generic mana plus green and blue. If Zimone already has eight counters, eight of those nine generic mana are removed from the total cost.\nYou can therefore generate an enormous number of copied permanents for very little actual mana.\nUnbound Flourishing is one of the strongest cards in the entire deck.\nWith permanent spells that have X in their mana cost, it doubles the value of X.\nWith instant and sorcery spells, it copies the spell instead.\nThis makes cards such as Walking Ballista, Primordial Hydra, Goldvein Hydra, The Goose Mother, Hydroid Krasis, Voracious Hydra, Stonecoil Serpent and Sporocyst dramatically stronger.\nWalking Ballista is particularly dangerous.\nSuppose you choose X equal to five. Normally Walking Ballista costs ten generic mana because its mana cost is XX.\nIf Zimone has eight counters, the cost can be reduced to only two mana.\nThen Unbound Flourishing doubles X from five to ten.\nWalking Ballista therefore enters with ten counters before considering additional counter effects from Hardened Scales, The Ozolith, Kami of Whispered Hopes or similar cards.\nThose counters can then be converted directly into damage.\nUnbound Flourishing behaves differently with instant and sorcery spells.\nInstead of doubling X, it copies them.\nThis is particularly powerful with cards such as Expansion Algorithm, Pull from Tomorrow, Blue Sun's Zenith, Pest Infestation, Curse of the Swine and Mathemagics.\nOwlin Spiralmancer makes this even stronger because it copies the first X-spell you cast each turn.\nIf you control both Owlin Spiralmancer and Unbound Flourishing, the first instant or sorcery X-spell you cast during a turn can effectively resolve three times: the original spell, the copy from Unbound Flourishing and the copy from Owlin Spiralmancer.\nExpansion Algorithm is one of the most dangerous scaling cards in the deck.\nIt proliferates X times.\nSuppose Zimone has eight counters and you cast Expansion Algorithm with X equal to eight.\nNormally the spell would cost eight generic mana plus two blue mana.\nZimone can remove the eight generic mana from the cost, so you only pay two blue mana.\nZimone also receives another two counters from casting the X-spell.\nThen Expansion Algorithm proliferates eight times.\nThat can increase counters on Zimone, Walking Ballista, Elementalist's Palette, Astral Cornucopia, Lattice Library and all your creatures with +1/+1 counters.\nBecause proliferation happens repeatedly, cards such as Hardened Scales and The Ozolith make the effect even more explosive.\nElementalist's Palette is another important engine card.\nEvery time you cast an X-spell, it receives two charge counters.\nIt can then produce mana equal to the number of charge counters on it, provided that mana is spent on costs containing X.\nThe charge counters themselves can also be proliferated or doubled by other effects.\nIn long games, Elementalist's Palette can generate enormous amounts of mana.\nThe deck also has a very strong conventional ramp package.\nBirds of Paradise, Sol Ring, Arcane Signet, Talisman of Curiosity, Cultivate, Kodama's Reach, Farseek, Three Visits, Rampant Growth, Open the Way and Animist's Awakening give the deck a stable foundation.\nSporocyst is especially useful because it can put multiple basic lands directly onto the battlefield while also functioning as an X-spell for Zimone.\nGoldvein Hydra is both a threat and a mana engine. When it dies, it produces Treasure tokens equal to its power, potentially financing another enormous X-spell.\nWilderness Reclamation is also extremely important because it allows you to use your lands during your own turn and then untap them during your end step.\nThis is exactly what the deck wants.\nYou can cast an important spell during your turn, untap your lands, and then keep mana available for counterspells, card draw or protection during your opponents' turns.\nAlchemist's Refuge strengthens this strategy even further because it allows you to cast nonland cards as though they had flash.\nThis means that cards normally limited to your own turn can become the first X-spell of an opponent's turn, allowing you to use Zimone's reduction again.\nThe deck's card draw is another major strength.\nBlue Sun's Zenith, Pull from Tomorrow, Finale of Revelation, Hydroid Krasis, The Goose Mother, Ingenious Prodigy, Drown in Dreams, Thassa's Intervention, Mind into Matter and Mathemagics all help prevent you from running out of resources.\nFinale of Revelation is particularly strong in long games because once X reaches ten or more, it also untaps lands, removes your maximum hand size limitation and provides additional value.\nGeometer's Arthropod is another excellent engine card because it rewards you every time you cast an X-spell.\nBecause it can trigger multiple times, it becomes particularly dangerous when you cast several X-spells during a single turn cycle.\nThe removal package is also well integrated with the main strategy.\nCurse of the Swine can exile or transform several problematic creatures at once.\nPest Infestation removes artifacts and enchantments while creating a large number of creatures.\nSteelbane Hydra provides repeatable artifact and enchantment removal.\nVoracious Hydra can remove creatures through fighting.\nMass Manipulation can take permanent control of opposing creatures and planeswalkers.\nRepulsive Mutation combines counter growth with interaction.\nThis means the deck does not need to stop developing its main plan in order to answer threats.\nSpell Burst deserves special attention because it can become one of the most oppressive cards in the deck.\nSpell Burst counters a spell with mana value X and has buyback.\nThe buyback cost is added to the total mana cost before Zimone's reduction is applied.\nSuppose Zimone has ten counters and an opponent casts a spell with mana value six.\nYou cast Spell Burst with X equal to six and pay the buyback cost.\nThe total generic portion of the spell is nine mana.\nZimone removes nine generic mana from the cost, leaving only the single blue mana.\nYou counter the spell, return Spell Burst to your hand because of buyback, and Zimone receives two more counters.\nOn the next opponent's turn, Zimone's first-X-spell reduction is available again.\nThis can allow you to repeatedly counter important spells for extremely low mana costs.\nThe deck also has several protection effects.\nLightning Greaves and Swiftfoot Boots protect Zimone from targeted removal.\nMarch of Swirling Mist can temporarily phase out important creatures.\nSilkguard and Tyvar's Stand are especially valuable because they protect your board while still counting as X-spells.\nAn important detail is that an X-spell can still have X equal to zero.\nFor example, Tyvar's Stand can be cast with X equal to zero simply to give a creature hexproof and indestructible.\nIt still counts as an X-spell, so Zimone still receives counters.\nSilkguard can also be cast with X equal to zero when the main purpose is protection rather than adding counters.\nRepulsive Mutation can similarly be cast with a very small X value while still helping trigger Zimone.\nYou should not waste protection spells merely to trigger Zimone, but knowing this option exists is tactically important.\nLightning Greaves requires particular attention because it gives shroud, not hexproof.\nA creature with shroud cannot be targeted even by you.\nTherefore, if Lightning Greaves is attached to Zimone, you cannot target Zimone with your own Tyvar's Stand, Repulsive Mutation or other targeted effects.\nSometimes the correct sequence is to move Lightning Greaves to another creature, resolve your effects on Zimone and then move the Greaves back afterward.\nLattice Library fits the deck extremely well because it rewards the first X-spell you cast each turn.\nIf it has several study counters, every first X-spell can create a very large Fractal token.\nBecause you can potentially trigger this during your own turn and during each opponent's turn, Lattice Library can generate a huge board very quickly.\nThose Fractals also synergize well with Primo, the Unbounded and Nev, the Practical Dean.\nNev is particularly useful because creatures with counters gain trample, allowing your huge creatures to actually convert their size into damage.\nThe deck has multiple independent ways to win.\nThe simplest is combat damage through enormous Hydras, Fractals, The Goose Mother, Hydroid Krasis and other large creatures.\nZimone herself can also become a serious commander-damage threat.\nBecause she accumulates counters continuously, she can easily reach more than twenty power.\nNev can give her trample, while Rogue's Passage can make her unblockable.\nThis means that an opponent focusing too much on your Hydras may suddenly lose to twenty-one commander damage from Zimone.\nWalking Ballista provides a direct-damage win condition.\nMass Manipulation can effectively win by stealing the best creatures and planeswalkers on the battlefield.\nDoppelgang can create an overwhelming board by copying several powerful permanents multiple times.\nMathemagics provides another completely different way to win.\nIt makes a player draw two to the power of X cards.\nAt X equal to three, that is eight cards.\nAt X equal to four, it is sixteen cards.\nAt X equal to five, it is thirty-two cards.\nAt X equal to six, it is sixty-four cards.\nAt X equal to seven, it is one hundred and twenty-eight cards.\nThis means Mathemagics can be used as a library-kill spell against an opponent.\nWith X equal to seven, most Commander players will not have anywhere near one hundred and twenty-eight cards remaining in their library.\nNormally such a spell would be extremely expensive because its cost contains X twice.\nWith enough counters on Zimone, however, most or all of the generic portion can be removed.\nWith Unbound Flourishing the spell is copied.\nWith Owlin Spiralmancer, if it is your first X-spell of the turn, it can receive another copy.\nThat allows you to threaten multiple opponents.\nThe most important strategic mistake to avoid is casting all your X-spells during your own main phase.\nIf you cast three X-spells during your own turn, only the first receives Zimone's discount for that turn.\nA much stronger pattern is to cast one X-spell during your turn and then additional X-spells during your opponents' turns.\nFor example, you might cast a Hydra during your turn, use a counterspell during the first opponent's turn, cast Pull from Tomorrow during the second opponent's turn and use another counterspell or protection spell during the third opponent's turn.\nIn a full rotation of the table, Zimone could gain eight counters instead of only two.\nWith Hardened Scales, Kami of Whispered Hopes or other counter multipliers, the difference becomes even greater.\nYour opening hand should generally contain two or three lands, access to both colors, at least one ramp spell and at least one playable X-spell.\nWith only thirty-five lands, you should not keep slow hands without acceleration.\nBirds of Paradise, Sol Ring, Arcane Signet, Talisman of Curiosity, Farseek, Three Visits and Rampant Growth are among your best early plays.\nThe ideal early sequence is usually to ramp during the first two turns, cast Zimone as early as reasonably possible and then immediately begin building counters with inexpensive X-spells.\nYou do not need to wait until you can cast X equal to five or six.\nEven a small X-spell early in the game helps start the engine.\nOnce Zimone has accumulated six to ten counters, the way you play the deck should change.\nAt that stage you often want to keep mana untapped rather than committing everything during your own main phase.\nA board with Zimone holding eight or more counters, several untapped lands and multiple cards in hand is extremely difficult for opponents to read.\nYour available mana may represent a counterspell, protection spell, card draw spell, removal spell, large creature or win condition.\nThat uncertainty itself becomes a strategic advantage.\nThe deck should therefore not be played as a simple ramp-into-Hydra strategy.\nThe correct philosophy is to ramp, establish Zimone, accumulate counters, play at instant speed whenever possible, convert Zimone's counters into mana discounts, generate card advantage while controlling the table and then win using whichever threat is hardest for your opponents to answer.\nThe strongest aspect of the deck is that its interaction and its engine are the same thing.\nCounterspells, protection spells and card draw spells with X do not merely defend you. They also\n"}]}
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