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Commander
Size: 100Salt sum: 45.49
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Xara_Dropfist

59 views8 days ago
Commander
Size: 100Salt sum: 45.49

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Commander

Qty: 1 Price: $0.49
Maester Seymour
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control.
: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
Legendary Creature - Human Cleric Elf
Maester Seymour (fic) 68

Commander

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Counters

Qty: 22 Price: $79.30
Big Play
Target creature gets +2/+2 and gains reach until end of turn. Put a +1/+1 counter on it. (A creature with reach can block creatures with flying.)
Instant
Big Play (stx) 122
Branching Evolution
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Enchantment
Branching Evolution (mh3) 285
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
Contortionist Troupe
This creature enters with X +1/+1 counters on it.
Coven — At the beginning of your end step, if you control three or more creatures with different powers, put a +1/+1 counter on target creature you control.
Creature - Human
Contortionist Troupe (mid) 178
Forgotten Ancient
Whenever a player casts a spell, you may put a +1/+1 counter on this creature.
At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.
Creature - Elemental
Forgotten Ancient (fic) 304
Galuf's Final Act
Until end of turn, target creature gets +1/+0 and gains "When this creature dies, put a number of +1/+1 counters equal to its power on up to one target creature."
Instant
Galuf's Final Act (fin) 186
Germination Practicum
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson
Germination Practicum (sos) 149
Gift of the Viper
Put a +1/+1 counter, a reach counter, and a deathtouch counter on target creature. Untap it.
Instant
Gift of the Viper (mh3) 156
High Score
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.
At the beginning of your end step, draw a card if you control a creature with the greatest power among creatures on the battlefield.
Enchantment
High Score (tmc) 29
Invigorating Surge
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on that creature.
Instant
Invigorating Surge (plst) M21-190
Ironscale Hydra
If a creature would deal combat damage to this creature, prevent that damage and put a +1/+1 counter on this creature.
Creature - Hydra
Ironscale Hydra (thb) 296
Knight of Wundagore
Trample
Whenever you put a +1/+1 counter on another creature, put a +1/+1 counter on this creature. This ability triggers only once each turn.
Creature - Knight Cat Villain
Knight of Wundagore (msh) 175
Loading Zone
If one or more counters would be put on a creature, Spacecraft, or Planet you control, twice that many of each of those kinds of counters are put on it instead.
Warp
(You may cast this card from your hand for its warp cost. Exile this enchantment at the beginning of the next end step, then you may cast it from exile on a later turn.)
Enchantment
Loading Zone (eoe) 196
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 (mom) 372
Ride the Shoopuf
Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control.
: This enchantment becomes a 7/7 Beast creature in addition to its other types.
Enchantment
Ride the Shoopuf (fin) 197
Sazh Katzroy
When Sazh Katzroy enters, you may search your library for a Bird or basic land card, reveal it, put it into your hand, then shuffle.
Whenever Sazh Katzroy attacks, put a +1/+1 counter on target creature, then double the number of +1/+1 counters on that creature.
Legendary Creature - Human Pilot
Sazh Katzroy (fin) 199
Solidarity of Heroes
Strive — This spell costs
more to cast for each target beyond the first.
Choose any number of target creatures. Double the number of +1/+1 counters on each of them.
Instant
Solidarity of Heroes (jou) 141
Storm the Seedcore
Distribute four +1/+1 counters among up to four target creatures you control. Creatures you control gain vigilance and trample until end of turn.
Sorcery
Storm the Seedcore (mom) 206
The Earth Crystal
Green spells you cast cost
less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
,
: Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact
The Earth Crystal (pfin) 184s
Training Regimen
Creatures you control with +1/+1 counters on them have trample.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
Enchantment
Training Regimen (msh) 192
Tromell, Seymour's Butler
Each other nontoken creature you control enters with an additional +1/+1 counter on it.
,
: Proliferate X times, where X is the number of nontoken creatures you control that entered this turn. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Elf Advisor
Tromell, Seymour's Butler (fic) 73
Warden of the Grove
At the beginning of your end step, put a +1/+1 counter on this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Creature - Hydra
Warden of the Grove (tdm) 351

Counters

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Draw

Qty: 2 Price: $1.28
Inspiring Call
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Instant
Inspiring Call (fic) 310
Trash the Town
Spree (Choose one or more additional costs.)
+
— Put two +1/+1 counters on target creature.
+
— Target creature gains trample until end of turn.
+
— Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."
Instant
Trash the Town (otj) 186

Draw

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Evasion

Qty: 2 Price: $5.34
Champion of Lambholt
Creatures with power less than this creature's power can't block creatures you control.
Whenever another creature you control enters, put a +1/+1 counter on this creature.
Creature - Human Warrior
Champion of Lambholt (2xm) 156
Cobbled Wings
Equipped creature has flying.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Cobbled Wings (inr) 258

Evasion

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Finisher

Qty: 2 Price: $17.98
Genji Glove
Equipped creature has double strike.
Whenever equipped creature attacks, if it's the first combat phase of the turn, untap it. After this phase, there is an additional combat phase.
Equip
Artifact - Equipment
Genji Glove (fin) 258
Jumbo Cactuar
10,000 Needles — Whenever this creature attacks, it gets +9999/+0 until end of turn.
Creature - Plant
Jumbo Cactuar (fin) 191

Finisher

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Land

Qty: 32 Price: $42.08
Adventurer's Inn
When this land enters, you gain 2 life.
: Add
.
Land - Town
Adventurer's Inn (fin) 271
Forest
(
: Add
.)
Basic Land - Forest
Forest (sld) 1943
Forest
(
: Add
.)
Basic Land - Forest
Forest (thb) 254
Forest
(
: Add
.)
Basic Land - Forest
Forest (vow) 277
Forest
(
: Add
.)
Basic Land - Forest
Forest (one) 266
Forest
(
: Add
.)
Basic Land - Forest
Forest (one) 276
Forest
(
: Add
.)
Basic Land - Forest
Forest (dsk) 276
Forest
(
: Add
.)
Basic Land - Forest
Forest (fdn) 291
Forest
(
: Add
.)
Basic Land - Forest
Forest (dft) 276
Forest
(
: Add
.)
Basic Land - Forest
Forest (tdm) 276
Forest
(
: Add
.)
Basic Land - Forest
Forest (tdm) 285
Forest
(
: Add
.)
Basic Land - Forest
Forest (fin) 306
Forest
(
: Add
.)
Basic Land - Forest
Forest (fin) 307
Forest
(
: Add
.)
Basic Land - Forest
Forest (fin) 308
Forest
(
: Add
.)
Basic Land - Forest
Forest (fic) 482
Forest
(
: Add
.)
Basic Land - Forest
Forest (eoe) 371
Forest
(
: Add
.)
Basic Land - Forest
Forest (spm) 193
Forest
(
: Add
.)
Basic Land - Forest
Forest (spm) 198
Forest
(
: Add
.)
Basic Land - Forest
Forest (ecl) 273

Land

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Landfall

Qty: 2 Price: $19.48
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.
Creature - Elemental Hydra
Mossborn Hydra (fdn) 107
Tifa Lockhart
Trample
Landfall — Whenever a land you control enters, double Tifa Lockhart's power until end of turn.
Legendary Creature - Human Monk
Tifa Lockhart (fin) 206

Landfall

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Proliferate

Qty: 1 Price: $5.49
Evolution Sage
Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Elf Druid
Evolution Sage (plst) WAR-159

Proliferate

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Protection

Qty: 6 Price: $23.30
Biosynthic Burst
Put a +1/+1 counter on target creature you control. It gains reach, trample, and indestructible until end of turn. Untap it. (Damage and effects that say "destroy" don't destroy it.)
Instant
Biosynthic Burst (eoe) 173
Darksteel Plate
Indestructible
Equipped creature has indestructible.
Equip
Artifact - Equipment
Darksteel Plate (fic) 342
Echo Circlet
Equipped creature can block an additional creature each combat.
Equip
Artifact - Equipment
Echo Circlet (som) 153
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (fic) 349
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 (blc) 286
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tamiyo's Safekeeping (neo) 211

Protection

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Pump

Qty: 2 Price: $1.98
Colossification
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature gets +20/+20.
Enchantment - Aura
Colossification (iko) 364
Exponential Growth
Until end of turn, double target creature's power X times.
Sorcery
Exponential Growth (stx) 130

Pump

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Ramp

Qty: 17 Price: $94.93
Azusa, Lost but Seeking
You may play two additional lands on each of your turns.
Legendary Creature - Human Monk
Azusa, Lost but Seeking (pm21) 173p
Blitzball
: Add one mana of any color.
GOOOOAAAALLL! —
, Sacrifice this artifact: Draw two cards. Activate only if an opponent was dealt combat damage by a legendary creature this turn.
Artifact
Blitzball (fin) 254
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 (fic) 300
Flare of Cultivation
You may sacrifice a nontoken green creature rather than pay this spell's mana cost.
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
Flare of Cultivation (mh3) 338
Incubation Druid
: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
Creature - Elf Druid
Incubation Druid (fic) 309
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 (mom) 196
Kodama of the West Tree
Reach
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Creature - Spirit
Kodama of the West Tree (neo) 199
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 (cmm) 649
Moss Diamond
This artifact enters tapped.
: Add
.
Artifact
Moss Diamond (clb) 327
Prishe's Wanderings
Search your library for a basic land card or Town card, put it onto the battlefield tapped, then shuffle. When you search your library this way, put a +1/+1 counter on target creature you control.
Instant
Prishe's Wanderings (fin) 193
Reach the Horizon
Search your library for up to two basic land cards and/or Town cards with different names, put them onto the battlefield tapped, then shuffle.
Sorcery
Reach the Horizon (fin) 195
Restorative Technique
Target player gains 2 life, then searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put a +1/+1 counter on up to one target creature.
Sorcery
Restorative Technique (msh) 183
Ring of the Lucii
: Add
.
,
, Pay 1 life: Tap target nonland permanent.
Legendary Artifact
Ring of the Lucii (fin) 269
Sol Ring
: Add
.
Artifact
Sol Ring (m3c) 305
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (fic) 315
Traverse the Outlands
Search your library for up to X basic land cards, where X is the greatest power among creatures you control. Put those cards onto the battlefield tapped, then shuffle.
Sorcery
Traverse the Outlands (clb) 258
Vorinclex, Voice of Hunger
Trample
Whenever you tap a land for mana, add one mana of any type that land produced.
Whenever an opponent taps a land for mana, that land doesn't untap during its controller's next untap step.
Legendary Creature - Praetor Phyrexian
Vorinclex, Voice of Hunger (ima) 189

Ramp

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Recursion

Qty: 5 Price: $23.61
Ancient Greenwarden
Reach (This creature can block creatures with flying.)
You may play lands from your graveyard.
If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature - Elemental
Ancient Greenwarden (j25) 627
Call Damage Control
Choose up to two. Return those cards from your graveyard to your hand.
• Target artifact card.
• Target creature card.
• Target enchantment card.
• Target land card.
Sorcery
Call Damage Control (msh) 162
Conduit of Worlds
You may play lands from your graveyard.
: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
Artifact
Conduit of Worlds (one) 163
Puca's Covenant
Whenever a creature you control with a counter on it dies, you may return another target permanent card with mana value less than or equal to the number of counters on that creature from your graveyard to your hand. Do this only once each turn.
Enchantment
Puca's Covenant (ecc) 18
Yuna's Decision
Choose one —
• Continue the Pilgrimage — Sacrifice a creature. If you do, draw a card, then you may put a creature card and/or a land card from your hand onto the battlefield.
• Find Another Way — Return one or two target permanent cards from your graveyard to your hand.
Sorcery
Yuna's Decision (fic) 74

Recursion

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Removal

Qty: 5 Price: $2.33
Cankerbloom
, Sacrifice this creature: Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Fungus Phyrexian
Cankerbloom (one) 161
Epic Fight
Choose one or both —
• Double target creature's power and toughness until end of turn.
• Target creature you control fights target creature an opponent controls.
Sorcery
Epic Fight (msh) 166
Punishing Punch
This spell costs
less to cast if there are two or more creature cards in your graveyard.
Target creature you control deals damage equal to twice its power to target creature an opponent controls.
Instant
Punishing Punch (msh) 180
Rocky Rebuke
Target creature you control deals damage equal to its power to target creature an opponent controls.
Instant
Rocky Rebuke (tla) 193
Unforgiving Aim
Choose one —
• Destroy target creature with flying.
• Destroy target enchantment.
• Create a 2/2 black and green Elf creature token.
Instant
Unforgiving Aim (ecl) 200

Removal

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Tutor

Qty: 1 Price: $8.99
Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize
(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery
Nature's Rhythm (tdm) 349

Tutor

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
72 pips - 58 cards
39 mana - 36 cards
0 pips - 0 cards
5 mana - 3 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Maester Seymour — Stompy Stomp"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mono-Green | +1/+1 Counters | Exponential Growth | Combat Domination"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Why settle for a 10/10 when you could have a 100/100?"},{"insert":"\nThis deck is built around "},{"attributes":{"bold":true},"insert":"Maester Seymour"},{"insert":", turning +1/+1 counters into an ever-growing engine of ridiculous creature power.\nThe objective is simple: develop our mana, establish creatures with counters, multiply those counters to absurd levels and crush our opponents beneath an army of increasingly enormous threats.\nSeymour isn't simply another creature that benefits from +1/+1 counters. He's a commander capable of redistributing tremendous power every combat and eventually becoming a monster himself.\n\nThe Strategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Early Game — Establish the Foundation"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our opening turns focus on developing mana and establishing creatures that can benefit from +1/+1 counters.\nWith ramp effects such as "},{"attributes":{"bold":true},"insert":"Azusa, Lost but Seeking"},{"insert":", we're looking to develop our resources quickly and prepare for Seymour's arrival.\nCards such as "},{"attributes":{"bold":true},"insert":"Forgotten Ancient"},{"insert":", "},{"attributes":{"bold":true},"insert":"Ride the Shoopuf"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Ozolith, the Shattered Spire"},{"insert":" help establish our counter engine.\nThe aim is to build a battlefield where every additional counter contributes to a much larger threat.\n\nMid Game — The Counters Begin Multiplying"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is where the deck starts getting out of hand.\nAt the beginning of combat on our turn, Seymour puts +1/+1 counters on another creature equal to his power.\nWith counter-enhancing effects on the battlefield, even a modest Seymour can generate an enormous increase in creature power.\nOur main counter engines include:\n"},{"attributes":{"bold":true},"insert":"Branching Evolution:"},{"insert":" Doubles the +1/+1 counters placed on our creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Loading Zone:"},{"insert":" Doubles counters placed on our creatures and other supported permanent types."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Earth Crystal:"},{"insert":" Reduces the cost of green spells while doubling +1/+1 counter placement."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Invigorating Surge:"},{"insert":" Adds a counter before doubling the counters already on a creature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sazh Katzroy:"},{"insert":" Doubles the +1/+1 counters on a target creature whenever he attacks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Tromell, Seymour's Butler:"},{"insert":" Supports our counter strategy with additional counters and potentially repeated proliferate effects."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These effects allow our creatures to grow far beyond their printed power and toughness.\n\nLate Game — Unleash the Monster"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once our creatures have accumulated substantial numbers of counters, Seymour's Monstrosity ability becomes particularly dangerous.\nHis Monstrosity X scales with the total number of counters among creatures we control.\nThe more counters we've distributed across the battlefield, the larger Seymour can become.\nAnd because his combat ability scales with his power, a monstrous Seymour can distribute an extraordinary number of counters on subsequent turns.\nAt this point, we're no longer trying to build a strong board.\nWe're trying to build a completely unreasonable one.\n\nMaking the Damage Count"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Having enormous creatures is only useful if they can actually connect with our opponents.\nThat's where our evasion and finishing tools become essential.\n"},{"attributes":{"bold":true},"insert":"Champion of Lambholt"},{"insert":" can prevent smaller opposing creatures from blocking our attackers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Training Regimen"},{"insert":" grants trample to our creatures with +1/+1 counters."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Storm the Seedcore"},{"insert":" distributes counters while giving our creatures vigilance and trample for the turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Genji Glove"},{"insert":" grants double strike and provides an additional combat phase."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Jumbo Cactuar"},{"insert":" brings an absurd +9999 power boost whenever it attacks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"And if our creatures still aren't large enough, "},{"attributes":{"bold":true},"insert":"Colossification"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Exponential Growth"},{"insert":" provide even more opportunities to reach ridiculous levels of power.\nThe goal is to turn our counter advantage into lethal combat damage rather than simply assembling enormous creatures that opponents can chump block indefinitely.\n\nKeeping the Engine Alive"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A deck that invests heavily in creature power needs ways to protect those investments.\n"},{"attributes":{"bold":true},"insert":"Inspiring Call"},{"insert":" can draw cards based on our counter-bearing creatures while granting them indestructible for the turn.\n"},{"attributes":{"bold":true},"insert":"Tamiyo's Safekeeping"},{"insert":" can protect an important permanent from targeted removal and destruction.\nMeanwhile, our recursion package, including "},{"attributes":{"bold":true},"insert":"Conduit of Worlds"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Yuna's Decision"},{"insert":", gives us ways to recover valuable resources after setbacks.\nThe deck is at its strongest when we can preserve our counters and continue building on previous turns.\n\nWinning the Game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck is designed to win through overwhelming combat damage.\nOur main routes to victory are:\n"},{"attributes":{"bold":true},"insert":"Exponential counter growth:"},{"insert":" Stack counter multipliers to produce increasingly enormous creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Seymour's Monstrosity:"},{"insert":" Convert our accumulated counters into a massive commander."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander damage:"},{"insert":" Make Seymour large enough to eliminate opponents through combat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Trample and evasion:"},{"insert":" Ensure our enormous creatures can push damage through opposing blockers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Explosive finishers:"},{"insert":" Use cards such as Jumbo Cactuar, Genji Glove and Exponential Growth to deliver devastating attacks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"There is no need for an elaborate infinite combo when a single creature can deal more damage than an opponent has life.\n\nFinal Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Maester Seymour — Stompy Stomp is about taking one of Magic's simplest mechanics and pushing it to ridiculous extremes.\nEvery counter makes our creatures stronger. Every counter multiplier accelerates our growth. Every combat step threatens to turn a manageable battlefield into something completely absurd.\nThis isn't a deck that wants to win through subtlety or political negotiation.\nIt wants to hit things.\n"},{"attributes":{"bold":true},"insert":"Hard."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"And if hitting something for 100 damage doesn't work, we'll try 10,000."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Stompy Stomp."},{"insert":"\n"}]}
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