zugaikotsu_no_saisei
1.2k views2 months ago
Commander
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{"ops":[{"insert":"The plan is simple: make obscene amounts of mana, make a ton of saprolings, then mulch said saprolings to kill your opponents. It's even better if you can complete the cycle and turn the mulch back into mana! Everything dies anyways, so might as well do something useful with it.\n\nOn paper, the deck is bracket 3, but I've tried to build this as close as possible to bracket 4. As time goes on, I may tune it up a bit further, adding in more tutors and possible fast mana as I get my hands on it.\n\nTitle from: Misanthropic Drunken Loner by Days N Daze\n\nSlimefoot looks like it is a very simple deck on the surface, but it's deceptively complex. On its face, Slimefoot wants you to make saprolings die to ping your opponents, and then it has a mana sink to make said saprolings. However, this deck of mine has been around the longest, and has probably gone through the most iterations. Everything has been pored over and considered, and the angles have all been checked, making this a very tight list, with the notable exception of my ugly son, "},{"insert":{"card-link":"Thallid"}},{"insert":", who will leave my deck when he's pried from my "},{"attributes":{"bold":true},"insert":"cold dead hands"},{"insert":". That said, on with the primer!\n\nOne of the main ways we make saprolings is going to be using Slimefoot's ability, as it's the most reliable way to do so. This can be done at instant speed, so we want to do this as late as possible. This has informed our first interesting deckbuilding decision: "},{"attributes":{"bold":true},"insert":"four-mana removal"},{"insert":". Because we're holding up four mana for our commander's ability quite often, having removal like "},{"insert":{"card-link":"Fell the Profane // Fell Mire"}},{"insert":" and "},{"insert":{"card-link":"Lethal Scheme"}},{"insert":" at four mana means we can also hold up removal while leaving space to activate our commander should we not have any threats to remove. The flexibility of the convoke on Lethal Scheme particularly helps us should we have other removal, other things to do, or just generally want to keep mana up, all while helping sculpt our hand.\n\nNow, our commander's ability is very mana intensive, so we want a lot of mana. And it just so happens that using more mana than your opponents to do things that contribute to your gameplan are just good anyways, so we like lots and lots of mana. One mana dorks to get the commander out a turn early are excellent, but effects like "},{"insert":{"card-link":"Cryptolith Rite"}},{"insert":" and "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" are the cards that pull the most weight. Being able to turn the saprolings we're making into mana means we can make more saprolings. Speaking of, cards like "},{"insert":{"card-link":"Utopia Mycon"}},{"insert":" and "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":" are also particularly good, as they are free sacrifice outlets that will help kill our opponents, and give us a way to squeeze more mana out of the little buggers we're constantly making. The true power of these two cards in particular, though, is that they are mana abilities. Tying back into doing as much as late as possible, we can sacrifice all of our saprolings to put massive amounts of damage from our commander on the stack before people can do much about it, because mana abilities don't use the stack, and they get around stuff like split second, making these not only some of our best burst-ramp cards, but some of our best sac outlets as well.\n\nSpeaking of sacrifice\n"}]}
Bolas's Citadel
You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
, Sacrifice ten nonland permanents: Each opponent loses 10 life.
You may play lands and cast spells from the top of your library. If you cast a spell this way, pay life equal to its mana value rather than pay its mana cost.
, Sacrifice ten nonland permanents: Each opponent loses 10 life.
Legendary Artifact

Artifact
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Marionette Apprentice
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Creature - Human Artificer

Tendershoot Dryad
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
Creature - Dryad

Yawgmoth, Thran Physician
Protection from Humans
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Cleric

Creature
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Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Legendary Enchantment


Enchantment
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Lethal Scheme
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Instant

Sprout Swarm
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Create a 1/1 green Saproling creature token.
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Create a 1/1 green Saproling creature token.
Instant

Instant
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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

Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land

Land
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Liliana, Dreadhorde General
Whenever a creature you control dies, draw a card.
+1: Create a 2/2 black Zombie creature token.
−4: Each player sacrifices two creatures of their choice.
−9: Each opponent chooses a permanent they control of each permanent type and sacrifices the rest.
+1: Create a 2/2 black Zombie creature token.
−4: Each player sacrifices two creatures of their choice.
−9: Each opponent chooses a permanent they control of each permanent type and sacrifices the rest.
Legendary Planeswalker - Liliana

Planeswalker
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Eldritch Evolution
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Sorcery

Sorcery
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Deathrite Shaman
: Exile target land card from a graveyard. Add one mana of any color. (Activate only as an instant.)
, : Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
, : Exile target creature card from a graveyard. You gain 2 life.
, : Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
, : Exile target creature card from a graveyard. You gain 2 life.
Creature - Elf Shaman

Susur Secundi, Void Altar
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land - Planet

Sideboard
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Braids, Arisen Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature - Nightmare

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"The plan is simple: make obscene amounts of mana, make a ton of saprolings, then mulch said saprolings to kill your opponents. It's even better if you can complete the cycle and turn the mulch back into mana! Everything dies anyways, so might as well do something useful with it.\n\nOn paper, the deck is bracket 3, but I've tried to build this as close as possible to bracket 4. As time goes on, I may tune it up a bit further, adding in more tutors and possible fast mana as I get my hands on it.\n\nTitle from: Misanthropic Drunken Loner by Days N Daze\n\nSlimefoot looks like it is a very simple deck on the surface, but it's deceptively complex. On its face, Slimefoot wants you to make saprolings die to ping your opponents, and then it has a mana sink to make said saprolings. However, this deck of mine has been around the longest, and has probably gone through the most iterations. Everything has been pored over and considered, and the angles have all been checked, making this a very tight list, with the notable exception of my ugly son, "},{"insert":{"card-link":"Thallid"}},{"insert":", who will leave my deck when he's pried from my "},{"attributes":{"bold":true},"insert":"cold dead hands"},{"insert":". That said, on with the primer!\n\nOne of the main ways we make saprolings is going to be using Slimefoot's ability, as it's the most reliable way to do so. This can be done at instant speed, so we want to do this as late as possible. This has informed our first interesting deckbuilding decision: "},{"attributes":{"bold":true},"insert":"four-mana removal"},{"insert":". Because we're holding up four mana for our commander's ability quite often, having removal like "},{"insert":{"card-link":"Fell the Profane // Fell Mire"}},{"insert":" and "},{"insert":{"card-link":"Lethal Scheme"}},{"insert":" at four mana means we can also hold up removal while leaving space to activate our commander should we not have any threats to remove. The flexibility of the convoke on Lethal Scheme particularly helps us should we have other removal, other things to do, or just generally want to keep mana up, all while helping sculpt our hand.\n\nNow, our commander's ability is very mana intensive, so we want a lot of mana. And it just so happens that using more mana than your opponents to do things that contribute to your gameplan are just good anyways, so we like lots and lots of mana. One mana dorks to get the commander out a turn early are excellent, but effects like "},{"insert":{"card-link":"Cryptolith Rite"}},{"insert":" and "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" are the cards that pull the most weight. Being able to turn the saprolings we're making into mana means we can make more saprolings. Speaking of, cards like "},{"insert":{"card-link":"Utopia Mycon"}},{"insert":" and "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":" are also particularly good, as they are free sacrifice outlets that will help kill our opponents, and give us a way to squeeze more mana out of the little buggers we're constantly making. The true power of these two cards in particular, though, is that they are mana abilities. Tying back into doing as much as late as possible, we can sacrifice all of our saprolings to put massive amounts of damage from our commander on the stack before people can do much about it, because mana abilities don't use the stack, and they get around stuff like split second, making these not only some of our best burst-ramp cards, but some of our best sac outlets as well.\n\nSpeaking of sacrifice\n"}]}



































































































