Xara_Dropfist
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Commander
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Commander
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.)
: 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

Commander
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Counters
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.)
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

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.)
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

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.)
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

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.)
, : 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

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.
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

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.
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

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.)
, : 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

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.)
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

Counters
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Draw
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."
+ — 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

Draw
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Evasion
Evasion
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Finisher
Finisher
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Land
Land
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Landfall
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

Landfall
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Protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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

Protection
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Ramp
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.
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

Ramp
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Recursion
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.
• 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

Recursion
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Removal
Removal
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Tutor
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.)
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

Tutor
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Deck Info
Deck stats
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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"}]}






































































