Riickroll
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Commander
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{"ops":[{"insert":"This deck tries to quickly ramp using traditional spells, such as "},{"insert":{"card-link":"Sol Ring"}},{"insert":" , "},{"insert":{"card-link":"Rampant Growth"}},{"insert":" , "},{"insert":{"card-link":"Cultivate"}},{"insert":" , "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":" , "},{"insert":{"card-link":"Harrow"}},{"insert":" , and "},{"insert":{"card-link":"Roiling Regrowth"}},{"insert":" to get "},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":" onto the battlefield as soon as possible.\n\nThe core mechanic of the deck is landfall. Trying to trigger landfall as many times as possible per turn in an attempt to go wide and get resource advantages is our main win-con. Cards such as "},{"insert":{"card-link":"Springheart Nantuko"}},{"insert":" ,"},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" , "},{"insert":{"card-link":"Mossborn Hydra"}},{"insert":" , "},{"insert":{"card-link":"Tifa Lockhart"}},{"insert":" ,"},{"insert":{"card-link":"Scute Swarm"}},{"insert":" ,"},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":" ,"},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":" , "},{"insert":{"card-link":"Tireless Provisioner"}},{"insert":" , and "},{"insert":{"card-link":"Greensleeves, Maro-Sorcerer"}},{"insert":" are all direct payoffs for the landfall strategy.\n\n\nThere are several other alternate win-lines in this deck. Many of these are made easily accessible through graveyard interaction. "},{"insert":{"card-link":"Conduit of Worlds"}},{"insert":" , "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" , "},{"insert":{"card-link":"Ramunap Excavator"}},{"insert":" , and "},{"insert":{"card-link":"Ancient Greenwarden"}},{"insert":" all grant us the ability to play lands from our graveyard. This helps in ensuring we get the most from "},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":" and cards like "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":"/ "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":" by having a greater chance of hitting multiple land drops per turn.\n\nSeveral cards are included to double the ability of our landfalls/ triggered abilities. "},{"insert":{"card-link":"Virtue of Knowledge // Vantress Visions"}},{"insert":" and "},{"insert":{"card-link":"Starfield Vocalist"}},{"insert":" are standouts in this category. \n\nWhile we play some direct removal and interaction in this deck, landfall has some board interaction incorporated as well. Cards like "},{"insert":{"card-link":"Elven Raft-Steerer"}},{"insert":" , "},{"insert":{"card-link":"Grappling Kraken"}},{"insert":" . "},{"insert":{"card-link":"Roil Elemental"}},{"insert":" , and "},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":" allow us to benefit from the deck's core mechanic and can quickly put opponents in a losing position if left unchecked.\n\n"},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" is worth mentioning. There are several synergies in this deck, but the best benefit is having all of your creatures count as lands. This means that the are no longer, \"non-land\" permanents, and have some level of resistance against many common removal spells. Secondly, certain synergies within the deck, such as "},{"insert":{"card-link":"Wilderness Reclamation"}},{"insert":" are fantastic. This allows you to untap all of your non-token creatures each end step. Obviously, "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" will allow our commander to get triggers any time we play a creature, too.\n\nThere are a few cards that lead us to extra turns. "},{"insert":{"card-link":"Teferi, Master of Time"}},{"insert":" is a beast. First, he filters lands into the graveyard if needed, offers protection to our commander at instant speed, and, if left unchecked, grants extra turns. \n\n"},{"insert":{"card-link":"Walk the Aeons"}},{"insert":" can chain infinite turns if played late game with our commander and "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" or any other extra land-enabler on the battlefield as well as any of the cards that enable playing land from the graveyard, such as "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" .\n\nAnother win-con can be finding "},{"insert":{"card-link":"Kodama of the East Tree"}},{"insert":" . While he does go infinite with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" , his more practical value comes from having him out with any landfall token generator (see: "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":" ) and any of the bounce lands ("},{"insert":{"card-link":"Coral Atoll"}},{"insert":" , "},{"insert":{"card-link":"Jungle Basin"}},{"insert":" , or "},{"insert":{"card-link":"Simic Growth Chamber"}},{"insert":") to create infinite landfall triggers and tokens this way. There are many other near-infinite or extremely economical combos to be made with "},{"insert":{"card-link":"Kodama of the East Tree"}},{"insert":" depending on board state.\n\n"},{"insert":{"card-link":"PuPu UFO"}},{"insert":", "},{"insert":{"card-link":"Sakura-Tribe Scout"}},{"insert":" , and"},{"insert":{"card-link":"Walking Atlas"}},{"insert":" provide easy ways to get extra land drops, but also have some important combos. They both go infinite with "},{"insert":{"card-link":"Meloku the Clouded Mirror"}},{"insert":" . In addition, all three can provide infinite landfall triggers with either "},{"insert":{"card-link":"Elven Raft-Steerer"}},{"insert":" or "},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":" . This synergy is very robust as each of the five cards mentioned here are solid includes to any board state, regardless of combo ability.\n\nOne other combo worth noting is if our commander and "},{"insert":{"card-link":"Burgeoning"}},{"insert":" are both on the battlefield with "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" (and 3 other islands). When this scenario is active, casting "},{"insert":{"card-link":"Deprive"}},{"insert":" (or "},{"insert":{"card-link":"Disappearing Act"}},{"insert":" ) allows us to bounce "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" to hand. \n\nOn all subsequent opponent turns we can then use our "},{"insert":{"card-link":"Burgeoning"}},{"insert":" trigger to re-deploy "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" , placing "},{"insert":{"card-link":"Deprive"}},{"insert":"/"},{"insert":{"card-link":"Disappearing Act"}},{"insert":" on top of our library, drawing it with "},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":" . This allows us to threaten a counter-spell on each opponent turn and is very frustrating to play against!\n\nSeveral bombs round out the roster, including "},{"insert":{"card-link":"Nezahal, Primal Tide"}},{"insert":" , "},{"insert":{"card-link":"Scourge of Fleets"}},{"insert":" , "},{"insert":{"card-link":"Lorthos, the Tidemaker"}},{"insert":" , and "},{"insert":{"card-link":"Stormtide Leviathan"}},{"insert":" . Each of these offer insane presence and can recover from an otherwise losing position.\n\nTwo other cards worth noting are "},{"insert":{"card-link":"Excavation"}},{"insert":" and "},{"insert":{"card-link":"Through the Forest Gate"}},{"insert":" . "},{"insert":{"card-link":"Excavation"}},{"insert":" allows us to rebuild if our commander is killed by refilling our hand and using graveyard synergies to get our extra land drops. "},{"insert":{"card-link":"Through the Forest Gate"}},{"insert":" can win games out of nowhere by getting multiple sequential landfall triggers and is a fun recent addition.\n"}]}
Copy
Starfield Vocalist
If a permanent entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Human Bard

Copy
(CTRL to add secondary)
Draw
Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Nezahal, Primal Tide
This spell can't be countered.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
Legendary Creature - Elder Dinosaur

Teferi, Master of Time
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
Legendary Planeswalker - Teferi

Draw
(CTRL to add secondary)
Finisher
Finisher
(CTRL to add secondary)
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

Land
(CTRL to add secondary)
Landfall
Greensleeves, Maro-Sorcerer
Protection from planeswalkers and from Wizards
Greensleeves's power and toughness are each equal to the number of lands you control.
Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.
Greensleeves's power and toughness are each equal to the number of lands you control.
Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.
Legendary Creature - Elemental Sorcerer

Mossborn Hydra
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
Creature - Elemental Hydra

Springheart Nantuko
Bestow
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Creature Enchantment - Monk Insect

Landfall
(CTRL to add secondary)
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
(CTRL to add secondary)
Ramp
Kodama of the East Tree
Reach
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Spirit

Loot, Exuberant Explorer
You may play an additional land on each of your turns.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
Legendary Creature - Beast Noble

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

Ramp
(CTRL to add secondary)
Recursion
Recursion
(CTRL to add secondary)
Removal
Spectral Deluge
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

Removal
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This deck tries to quickly ramp using traditional spells, such as "},{"insert":{"card-link":"Sol Ring"}},{"insert":" , "},{"insert":{"card-link":"Rampant Growth"}},{"insert":" , "},{"insert":{"card-link":"Cultivate"}},{"insert":" , "},{"insert":{"card-link":"Kodama's Reach"}},{"insert":" , "},{"insert":{"card-link":"Harrow"}},{"insert":" , and "},{"insert":{"card-link":"Roiling Regrowth"}},{"insert":" to get "},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":" onto the battlefield as soon as possible.\n\nThe core mechanic of the deck is landfall. Trying to trigger landfall as many times as possible per turn in an attempt to go wide and get resource advantages is our main win-con. Cards such as "},{"insert":{"card-link":"Springheart Nantuko"}},{"insert":" ,"},{"insert":{"card-link":"Lotus Cobra"}},{"insert":" , "},{"insert":{"card-link":"Mossborn Hydra"}},{"insert":" , "},{"insert":{"card-link":"Tifa Lockhart"}},{"insert":" ,"},{"insert":{"card-link":"Scute Swarm"}},{"insert":" ,"},{"insert":{"card-link":"Tatyova, Benthic Druid"}},{"insert":" ,"},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":" , "},{"insert":{"card-link":"Tireless Provisioner"}},{"insert":" , and "},{"insert":{"card-link":"Greensleeves, Maro-Sorcerer"}},{"insert":" are all direct payoffs for the landfall strategy.\n\n\nThere are several other alternate win-lines in this deck. Many of these are made easily accessible through graveyard interaction. "},{"insert":{"card-link":"Conduit of Worlds"}},{"insert":" , "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" , "},{"insert":{"card-link":"Ramunap Excavator"}},{"insert":" , and "},{"insert":{"card-link":"Ancient Greenwarden"}},{"insert":" all grant us the ability to play lands from our graveyard. This helps in ensuring we get the most from "},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":" and cards like "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":"/ "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":" by having a greater chance of hitting multiple land drops per turn.\n\nSeveral cards are included to double the ability of our landfalls/ triggered abilities. "},{"insert":{"card-link":"Virtue of Knowledge // Vantress Visions"}},{"insert":" and "},{"insert":{"card-link":"Starfield Vocalist"}},{"insert":" are standouts in this category. \n\nWhile we play some direct removal and interaction in this deck, landfall has some board interaction incorporated as well. Cards like "},{"insert":{"card-link":"Elven Raft-Steerer"}},{"insert":" , "},{"insert":{"card-link":"Grappling Kraken"}},{"insert":" . "},{"insert":{"card-link":"Roil Elemental"}},{"insert":" , and "},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":" allow us to benefit from the deck's core mechanic and can quickly put opponents in a losing position if left unchecked.\n\n"},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" is worth mentioning. There are several synergies in this deck, but the best benefit is having all of your creatures count as lands. This means that the are no longer, \"non-land\" permanents, and have some level of resistance against many common removal spells. Secondly, certain synergies within the deck, such as "},{"insert":{"card-link":"Wilderness Reclamation"}},{"insert":" are fantastic. This allows you to untap all of your non-token creatures each end step. Obviously, "},{"insert":{"card-link":"Ashaya, Soul of the Wild"}},{"insert":" will allow our commander to get triggers any time we play a creature, too.\n\nThere are a few cards that lead us to extra turns. "},{"insert":{"card-link":"Teferi, Master of Time"}},{"insert":" is a beast. First, he filters lands into the graveyard if needed, offers protection to our commander at instant speed, and, if left unchecked, grants extra turns. \n\n"},{"insert":{"card-link":"Walk the Aeons"}},{"insert":" can chain infinite turns if played late game with our commander and "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" or any other extra land-enabler on the battlefield as well as any of the cards that enable playing land from the graveyard, such as "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" .\n\nAnother win-con can be finding "},{"insert":{"card-link":"Kodama of the East Tree"}},{"insert":" . While he does go infinite with "},{"insert":{"card-link":"Uyo, Silent Prophet"}},{"insert":" , his more practical value comes from having him out with any landfall token generator (see: "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":" ) and any of the bounce lands ("},{"insert":{"card-link":"Coral Atoll"}},{"insert":" , "},{"insert":{"card-link":"Jungle Basin"}},{"insert":" , or "},{"insert":{"card-link":"Simic Growth Chamber"}},{"insert":") to create infinite landfall triggers and tokens this way. There are many other near-infinite or extremely economical combos to be made with "},{"insert":{"card-link":"Kodama of the East Tree"}},{"insert":" depending on board state.\n\n"},{"insert":{"card-link":"PuPu UFO"}},{"insert":", "},{"insert":{"card-link":"Sakura-Tribe Scout"}},{"insert":" , and"},{"insert":{"card-link":"Walking Atlas"}},{"insert":" provide easy ways to get extra land drops, but also have some important combos. They both go infinite with "},{"insert":{"card-link":"Meloku the Clouded Mirror"}},{"insert":" . In addition, all three can provide infinite landfall triggers with either "},{"insert":{"card-link":"Elven Raft-Steerer"}},{"insert":" or "},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":" . This synergy is very robust as each of the five cards mentioned here are solid includes to any board state, regardless of combo ability.\n\nOne other combo worth noting is if our commander and "},{"insert":{"card-link":"Burgeoning"}},{"insert":" are both on the battlefield with "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" (and 3 other islands). When this scenario is active, casting "},{"insert":{"card-link":"Deprive"}},{"insert":" (or "},{"insert":{"card-link":"Disappearing Act"}},{"insert":" ) allows us to bounce "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" to hand. \n\nOn all subsequent opponent turns we can then use our "},{"insert":{"card-link":"Burgeoning"}},{"insert":" trigger to re-deploy "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" , placing "},{"insert":{"card-link":"Deprive"}},{"insert":"/"},{"insert":{"card-link":"Disappearing Act"}},{"insert":" on top of our library, drawing it with "},{"insert":{"card-link":"Aesi, Tyrant of Gyre Strait"}},{"insert":" . This allows us to threaten a counter-spell on each opponent turn and is very frustrating to play against!\n\nSeveral bombs round out the roster, including "},{"insert":{"card-link":"Nezahal, Primal Tide"}},{"insert":" , "},{"insert":{"card-link":"Scourge of Fleets"}},{"insert":" , "},{"insert":{"card-link":"Lorthos, the Tidemaker"}},{"insert":" , and "},{"insert":{"card-link":"Stormtide Leviathan"}},{"insert":" . Each of these offer insane presence and can recover from an otherwise losing position.\n\nTwo other cards worth noting are "},{"insert":{"card-link":"Excavation"}},{"insert":" and "},{"insert":{"card-link":"Through the Forest Gate"}},{"insert":" . "},{"insert":{"card-link":"Excavation"}},{"insert":" allows us to rebuild if our commander is killed by refilling our hand and using graveyard synergies to get our extra land drops. "},{"insert":{"card-link":"Through the Forest Gate"}},{"insert":" can win games out of nowhere by getting multiple sequential landfall triggers and is a fun recent addition.\n"}]}

































































