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Commander
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KwiGoneGin

208 views2 hrs ago
Commander
Size: 100Salt sum: 59.35

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{"ops":[{"insert":"Overview:"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Why settle for one monster when we can have two? Led by "},{"attributes":{"bold":true},"insert":"Volo, Guide to Monsters"},{"insert":", this deck is a Simic midrange stompy powerhouse built around a simple, wonderfully excessive philosophy: \n\n\""},{"attributes":{"bold":true},"insert":"Every creature is better with a buddy. \" "},{"insert":"\n\nBy assembling a carefully curated collection of unique creature types, we turn Volo into a relentless value engine that doubles our creatures, multiplies their abilities, and transforms an otherwise respectable board into an absolute stampede. Our game plan is straightforward and explosive. We spend the opening turns accelerating into a turn-three Volo, then begin flooding the battlefield with duplicated creatures on turn four. Every subsequent creature spell threatens to generate twice the value, whether we're drawing handfuls of cards, developing enormous amounts of mana, or creating increasingly ridiculous board states. By turn five, threats like "},{"attributes":{"bold":true},"insert":"Astral Dragon"},{"insert":", "},{"attributes":{"bold":true},"insert":"Spawning Kraken"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Pathbreaker Ibex"},{"insert":" can put the table under tremendous pressure. Come turn six, a well-timed "},{"attributes":{"bold":true},"insert":"Craterhoof Behemoth"},{"insert":" or "},{"attributes":{"bold":true},"insert":"God-Eternal Rhonas"},{"insert":" can turn our growing collection of monsters into a lethal assault capable of dealing well over 120 damage across the table.\n\nWhat makes Volo particularly enjoyable is that our creatures rarely accomplish just one thing. Every new addition to the battlefield can fuel an existing engine, unlock another interaction, or push our army closer to critical mass. We aren't assembling a complicated infinite combo or tutoring for the same winning line every game. We're building an overwhelming ecosystem of monsters and letting their collective strength do the talking.\n\nThe deck's greatest assets are its extraordinary card advantage, explosive mana production, and ability to turn individual creature spells into massive swings in board presence. Our biggest challenge is protecting that investment: a well-timed board wipe can undo several turns of development, and without dedicated creature tutors, we rely on our considerable drawing power to find the finishing blow.\n"},{"attributes":{"bold":true},"insert":"The goal is simple: build our army, double our monsters, and trample anything unfortunate enough to stand in the way."},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Core Strategy"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Everything revolves around Volo's unusual deckbuilding restriction. Whenever we cast a creature spell that shares no creature types with creatures we control or creature cards in our graveyard, Volo creates a token copy of that spell.\n\nThis makes creature-type diversity the foundation of our strategy. By minimizing overlapping types throughout the deck, we maximize the number of creatures Volo can duplicate and ensure that nearly every creature we cast contributes twice as \nmuch to our game plan.\n\nImportantly, Volo copies "},{"attributes":{"bold":true},"insert":"creature spells on the stack"},{"insert":", not creatures entering the battlefield. The copied spell resolves into a token creature, allowing us to double enter-the-battlefield abilities while also benefiting from additional creatures entering and triggering our other permanents.\n\nThat distinction is what makes the deck so dangerous. One creature spell can produce two bodies, multiple triggered abilities, and enough additional resources to keep the engine rolling.\n\nTurning Value Into an Avalanche"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once Volo is established, our priority shifts toward developing creatures that reward us for doing what we already want to do: casting more monsters.\n"},{"attributes":{"bold":true},"insert":"Beast Whisperer"},{"insert":" keeps cards flowing whenever we cast creature spells, while "},{"attributes":{"bold":true},"insert":"Garruk's Packleader"},{"insert":" rewards us for putting sufficiently powerful creatures onto the battlefield. With Volo copying our larger threats, Packleader can draw multiple cards from a single cast.\n\nEven humble creatures like "},{"attributes":{"bold":true},"insert":"Carven Caryatid"},{"insert":" become attractive when their enter-the-battlefield abilities are doubled. What would normally be a modest defensive creature becomes two bodies and two cards.\nMeanwhile, "},{"attributes":{"bold":true},"insert":"The Great Henge"},{"insert":" provides additional card draw, life gain, and permanent growth for our nontoken creatures, while "},{"attributes":{"bold":true},"insert":"Fanatic of Rhonas"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Gaea's Cradle"},{"insert":" help generate the enormous amounts of mana needed to keep deploying threats.\nOur ideal turns don't end after casting one impressive creature. They end with us drawing more cards, producing more mana, and finding yet another monster to add to the battlefield.\n\n"},{"attributes":{"bold":true},"insert":"The more creatures we play, the more resources we generate. The more resources we generate, the harder it becomes for the table to keep up."},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Early Game — Preparing the Expedition (Turns 1–3)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nOur opening turns are all about speed and consistency.\nWe want to establish our mana quickly, ideally using efficient acceleration like "},{"attributes":{"bold":true},"insert":"Birds of Paradise"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Three Visits"},{"insert":" to deploy Volo on turn three. Getting our commander onto the battlefield ahead of schedule is one of the most important things we can do, as every subsequent creature becomes significantly more valuable.\nDuring these turns, we should prioritize developing mana over committing creatures that don't meaningfully advance our strategy. We also want to be mindful of creature types from the very beginning. Even a seemingly harmless early creature can interfere with a much more valuable Volo trigger later.\nA strong opening leaves us with Volo in play, enough mana to begin casting meaningful creatures, and a hand ready to capitalize on his ability.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mid Game — Let the Monsters Loose (Turns 4–5)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is where the deck starts showing its teeth.\nWith Volo online, our creatures begin arriving in pairs, and our focus shifts toward establishing card advantage, generating mana, and developing a threatening battlefield.\nValue engines like "},{"attributes":{"bold":true},"insert":"Garruk's Packleader"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Beast Whisperer"},{"insert":" help sustain our momentum, while our larger creatures begin applying serious pressure. "},{"attributes":{"bold":true},"insert":"Astral Dragon"},{"insert":" can multiply powerful noncreature permanents, while "},{"attributes":{"bold":true},"insert":"Spawning Kraken"},{"insert":" threatens to turn successful combat damage into an ever-growing army of Krakens.\n"},{"attributes":{"bold":true},"insert":"Pathbreaker Ibex"},{"insert":" is especially threatening. With Volo producing a second Ibex, we can potentially set up multiple attack triggers, each scaling our entire army according to the greatest power among creatures we control.\nAt this stage, our biggest decision is often how aggressively to develop the board. We want enough creatures to threaten a decisive attack, but committing every resource into an obvious board wipe can be disastrous.\nIf we already have a commanding position, sometimes the strongest play is simply to hold back additional threats and force our opponents to find an answer.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Late Game — The Stampede (Turn 6 and Beyond)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBy turn six, our ideal battlefield has reached critical mass.\nWe should have a substantial collection of creatures, powerful engines supporting them, and enough mana to deploy a game-ending threat. At this point, our focus shifts from generating value to converting that advantage into lethal combat damage.\n"},{"attributes":{"bold":true},"insert":"Craterhoof Behemoth"},{"insert":" is our premier finisher, granting our entire army trample and a massive power boost based on the number of creatures we control. With Volo duplicating Craterhoof, the resulting enter-the-battlefield triggers can produce truly outrageous damage totals.\n"},{"attributes":{"bold":true},"insert":"God-Eternal Rhonas"},{"insert":" offers another devastating way to finish the game, doubling our creatures' power and granting vigilance. While Rhonas doesn't provide trample himself, pairing his effect with existing evasion or a sufficiently clear battlefield can make for an equally lethal attack.\nAnd when the ground becomes too crowded, "},{"attributes":{"bold":true},"insert":"Wonder"},{"insert":" gives us another avenue to victory by granting our creatures flying while it's in our graveyard and we control an Island.\nOur preferred finish is one overwhelming combat step that eliminates the table before anyone gets another opportunity to stabilize.\nOf course, not every game follows the perfect curve. When our initial assault is disrupted, our considerable card advantage and mana production give us the tools to rebuild and threaten another stampede.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Win Conditions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Craterhoof Behemoth — The Grand Finale"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are few sights in Commander more satisfying than a battlefield full of creatures followed by "},{"attributes":{"bold":true},"insert":"Craterhoof Behemoth"},{"insert":".\nCraterhoof is our most explosive finisher, converting the sheer number of creatures we've accumulated into an enormous, trampling army. Because Volo copies the creature spell, we can receive two Craterhoof enter-the-battlefield triggers from a single cast.\nEach trigger counts the creatures we control as it resolves, including our duplicated monsters. The resulting power boosts stack, allowing even our smallest utility creatures to become terrifying attackers.\nCraterhoof also grants haste, meaning newly created creatures can join the assault immediately.\nWith a sufficiently developed battlefield, this single spell can generate more than enough damage to eliminate all three opponents in one combat step.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Pathbreaker Ibex — The Growing Stampede"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pathbreaker Ibex"},{"insert":" offers a slightly slower but potentially repeatable route to victory.\nWhenever it attacks, our creatures gain trample and receive a power boost equal to the greatest power among creatures we control. With two Ibexes on the battlefield, we can generate multiple attack triggers and stack their bonuses for devastating results.\nUnlike Craterhoof, Ibex generally needs to survive until it can attack. However, its ability to threaten another enormous combat step every turn makes it a must-answer creature.\nGiven enough support, we don't even need to draw a dedicated finisher. Sometimes two enormous Ibexes are more than enough.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"God-Eternal Rhonas — Overwhelming Force"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"God-Eternal Rhonas"},{"insert":" turns our existing board presence into an immediate offensive threat by doubling the power of our other creatures and granting them vigilance.\nWhen Volo copies Rhonas, the token's enter-the-battlefield ability resolves before the original spell. Both abilities can double the power of creatures already on our battlefield, producing an effective fourfold increase.\nThe original Rhonas is legendary, but the token copy won't remain alongside it under the legend rule. Fortunately, both enter-the-battlefield triggers can still resolve.\nRhonas is particularly devastating when we already have access to trample or flying, allowing our newly empowered army to connect rather than simply crashing into blockers.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Wonder — Taking the Fight to the Skies"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sometimes our opponents manage to assemble enough blockers to survive even our largest ground assault.\nThat's where "},{"attributes":{"bold":true},"insert":"Wonder"},{"insert":" comes in.\nWith Wonder in our graveyard and an Island under our control, our entire creature army gains flying, allowing us to bypass most ground-based defenses and turn an otherwise stalled battlefield into a lethal aerial attack.\nWonder isn't a finisher by itself, but it provides an important alternative angle of attack when traditional combat becomes difficult.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Key Synergies & Notable Includes"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Astral Dragon — Twice the Dragon, Four Times the Possibilities"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Few creatures capture the spirit of this deck better than "},{"attributes":{"bold":true},"insert":"Astral Dragon"},{"insert":".\nOn its own, Astral Dragon creates two 3/3 flying Dragon token copies of a target noncreature permanent. With Volo copying the spell, we can resolve two Astral Dragons, each bringing its own enter-the-battlefield trigger.\nThat means a single creature spell can potentially produce "},{"attributes":{"bold":true},"insert":"four additional flying copies of valuable noncreature permanents"},{"insert":", alongside the two Astral Dragons themselves.\nCopying powerful enchantments like "},{"attributes":{"bold":true},"insert":"Doubling Season"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Parallel Lives"},{"insert":" can dramatically amplify our token production going forward. The timing of these effects matters, but the potential is enormous.\nAstral Dragon is exactly the kind of creature we love: a massive flying threat that also turns our existing resources into something spectacular.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Card Advantage — Keeping the Monsters Coming"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our ability to maintain pressure depends heavily on keeping our hand full.\n"},{"attributes":{"bold":true},"insert":"Beast Whisperer"},{"insert":" rewards every creature spell we cast, while "},{"attributes":{"bold":true},"insert":"Garruk's Packleader"},{"insert":" draws cards whenever sufficiently powerful creatures enter under our control. Because Volo creates additional creature entries, Packleader can generate exceptional value from our larger threats.\n"},{"attributes":{"bold":true},"insert":"Carven Caryatid"},{"insert":" offers a simpler example of the same principle: Volo turns its single enter-the-battlefield draw into two cards while providing additional defensive bodies.\n"},{"attributes":{"bold":true},"insert":"The Great Henge"},{"insert":" complements these engines by rewarding our nontoken creature entries with additional cards and +1/+1 counters.\nTogether, these effects help ensure that we're rarely forced to choose between developing our battlefield and maintaining resources for future turns.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana Production — Fueling the Menagerie"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Big monsters require big mana, and fortunately, our deck is very good at producing it.\n"},{"attributes":{"bold":true},"insert":"Fanatic of Rhonas"},{"insert":" becomes an excellent source of green mana once we control a creature with power 4 or greater. With Volo creating an additional Fanatic, we can potentially generate eight green mana from the pair once both are able to tap.\n"},{"attributes":{"bold":true},"insert":"Gaea's Cradle"},{"insert":" is particularly powerful in this shell. Since Volo doubles our creature production, Cradle can quickly begin tapping for extraordinary amounts of green mana.\nCombined with our early ramp and other acceleration, these cards allow us to deploy expensive threats ahead of schedule and potentially cast multiple impactful spells in the same turn.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Protection — Keeping the Expedition Alive"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our strategy naturally encourages us to build a large battlefield, which makes protecting that investment essential.\n"},{"attributes":{"bold":true},"insert":"Heroic Intervention"},{"insert":" is one of our most important defensive spells, granting our permanents hexproof and indestructible at instant speed. It can protect our army against many conventional destroy-based board wipes while also shielding our key permanents from targeted removal.\n"},{"attributes":{"bold":true},"insert":"Fierce Guardianship"},{"insert":" provides another invaluable layer of protection, allowing us to counter a dangerous noncreature spell without spending mana when we control Volo.\nThese spells are especially important during the turns immediately before our finishing attack.\nWe don't need to counter every inconvenient spell. We need to stop the ones that would actually dismantle our board or prevent us from winning.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Mulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOur opening hand should accomplish one thing above all else: "},{"attributes":{"bold":true},"insert":"get Volo onto the battlefield early and give us something worthwhile to copy."},{"insert":"\nAn ideal starting hand contains:\n"},{"attributes":{"bold":true},"insert":"2–3 lands"},{"insert":" with access to both colors."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one efficient "},{"attributes":{"bold":true},"insert":"1- or 2-mana ramp spell"},{"insert":", ideally enabling a turn-three Volo."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An early creature or value engine that can benefit from Volo without conflicting with our existing creature types."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Enough remaining resources to continue developing after our commander resolves."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We should be cautious about keeping hands overloaded with expensive creatures. Having Craterhoof Behemoth and several enormous threats in our opening seven might look exciting, but without the mana to cast them, those cards accomplish very little.\nSimilarly, hands with multiple overlapping creature types can create awkward sequencing problems and undermine our commander's effectiveness.\n"},{"attributes":{"bold":true},"insert":"A strong Volo hand doesn't need to be spectacular. It needs to get the engine running."},{"insert":" Once Volo begins generating additional creatures and our draw engines come online, the spectacular turns tend to follow naturally.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Final Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAt its heart, Volo, Guide to Monsters is a celebration of everything that makes creature-based Commander decks so much fun: enormous monsters, ridiculous value engines, and combat steps that spiral completely out of control.\nWe aren't trying to assemble an intricate combo or win through an obscure rules interaction. We're taking some of the most exciting creatures Simic has to offer, giving them a partner, and seeing just how much trouble we can cause.\nThe deck rewards careful sequencing, intelligent resource management, and knowing when to commit to the battlefield. It can generate extraordinary advantages, but it also asks us to recognize when to hold back, protect our army, and wait for the right moment to strike.\nAnd when that moment finally arrives, there's nothing quite like watching a seemingly manageable collection of creatures become an unstoppable stampede.\n"},{"attributes":{"bold":true},"insert":"After all, Volo didn't travel the multiverse to study ordinary creatures. And we certainly didn't build this deck to play just one of them."},{"insert":"\n"}]}
Volo, Guide to Monsters
Whenever you cast a creature spell that doesn't share a creature type with a creature you control or a creature card in your graveyard, copy that spell. (A copy of a creature spell becomes a token.)
Legendary Creature - Human Wizard
Volo, Guide to Monsters (afr) 347

Commander

(Ctrl to add secondary)
Glasspool Mimic
You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
Creature - Rogue Shapeshifter
Glasspool Mimic // Glasspool Shore (znr) 60Glasspool Mimic // Glasspool Shore (znr) 60
Phantasmal Image
You may have this creature enter as a copy of any creature on the battlefield, except it's an Illusion in addition to its other types and it has "When this creature becomes the target of a spell or ability, sacrifice it."
Creature - Illusion
Phantasmal Image (afc) 89
Phyrexian Metamorph
(
can be paid with either
or 2 life.)
You may have this creature enter as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types.
Creature Artifact - Shapeshifter Phyrexian
Phyrexian Metamorph (sld) 1758

Clones

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Auton Soldier
You may have this creature enter as a copy of any creature on the battlefield, except it isn't legendary, is an artifact in addition to its other types, and has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature Artifact - Soldier Alien
Auton Soldier (who) 353
Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion
Spark Double (rvr) 421
Strionic Resonator
,
: Copy target triggered ability you control. You may choose new targets for the copy. (A triggered ability uses the words "when," "whenever," or "at.")
Artifact
Strionic Resonator (lcc) 116
Wizard's Staff
Equipped creature has prowess. (Whenever its controller casts a noncreature spell, that creature gets +1/+1 until end of turn.)
If a triggered ability of equipped creature triggers, that ability triggers an additional time.
Equip Wizard

Equip
Artifact - Equipment
Wizard's Staff (hob) 294

Copy

(Ctrl to add secondary)
Managorger Hydra
Trample
Whenever a player casts a spell, put a +1/+1 counter on this creature.
Creature - Hydra
Managorger Hydra (sld) 306

Counters

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Beast Whisperer
Whenever you cast a creature spell, draw a card.
Creature - Elf Druid
Beast Whisperer (sld) 1099
Carven Caryatid
Defender (This creature can't attack.)
When this creature enters, draw a card.
Creature - Spirit
Carven Caryatid (tdc) 250
Consecrated Sphinx
Flying
Whenever an opponent draws a card, you may draw two cards.
Creature - Sphinx
Consecrated Sphinx (2x2) 345
Disciple of Freyalise
When this creature enters, you may sacrifice another creature. If you do, you gain X life and draw X cards, where X is that creature's power.
Creature - Elf Druid
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Garruk's Packleader
Whenever another creature you control with power 3 or greater enters, you may draw a card.
Creature - Beast
Garruk's Packleader (fdc) 205
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
.
Enchantment
Mystic Remora (sld) 406
Ohran Frostfang
Attacking creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a player, draw a card.
Snow Creature - Snake
Ohran Frostfang (cmm) 650
The Great Henge
This spell costs
less to cast, where X is the greatest power among creatures you control.
: Add
. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
Legendary Artifact
The Great Henge (ltc) 378z
Wall of Blossoms
Defender
When this creature enters, draw a card.
Creature - Plant Wall
Wall of Blossoms (tdc) 277

Draw

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Wonder
Flying
As long as this card is in your graveyard and you control an Island, creatures you control have flying.
Creature - Incarnation
Wonder (cmd) 71

Evasion

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Craterhoof Behemoth
Haste
When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Beast
Craterhoof Behemoth (tdm) 138
God-Eternal Rhonas
Deathtouch
When God-Eternal Rhonas enters, double the power of each other creature you control until end of turn. Those creatures gain vigilance until end of turn.
When God-Eternal Rhonas dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Zombie God
God-Eternal Rhonas (ps19) 163
Pathbreaker Ibex
Whenever this creature attacks, creatures you control gain trample and get +X/+X until end of turn, where X is the greatest power among creatures you control.
Creature - Goat
Pathbreaker Ibex (sld) 307

Finisher

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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 (eoe) 278
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (sld) 2812
Dreamroot Cascade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Dreamroot Cascade (sos) 302
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Forest
(
: Add
.)
Basic Land - Forest
Forest (sld) 452
Gaea's Cradle
: Add
for each creature you control.
Legendary Land
Gaea's Cradle (usg) 321
Island
(
: Add
.)
Basic Land - Island
Island (sld) 449
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (spg) 111
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 438
Rejuvenating Springs
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Rejuvenating Springs (cmm) 662
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (sld) 7104
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (sld) 607
Shifting Woodland
This land enters tapped unless you control a Forest.
: Add
.
Delirium —
: This land becomes a copy of target permanent card in your graveyard until end of turn. Activate only if there are four or more card types among cards in your graveyard.
Land
Shifting Woodland (mh3) 228
Tropical Island
(
: Add
or
.)
Land - Island Forest
Tropical Island (3ed) 288
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 440
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 235
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 236
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (ltc) 407z

Land

(Ctrl to add secondary)
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (mar) 78
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (trc) 496

Protection

(Ctrl to add secondary)
Ashnod's Altar
Sacrifice a creature: Add
.
Artifact
Ashnod's Altar (cmm) 368
Badgermole Cub
When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you tap a creature for mana, add an additional
.
Creature - Mole Badger
Badgermole Cub (tla) 326
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (sld) 1675
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 (sld) 2679
Delighted Halfling
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
Creature - Citizen Halfling
Delighted Halfling (ltr) 402
Fanatic of Rhonas
: Add
.
Ferocious —
: Add
. Activate only if you control a creature with power 4 or greater.
Eternalize
(
, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake
Fanatic of Rhonas (mh3) 458
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (sld) 2222
Food Chain
Exile a creature you control: Add X mana of any one color, where X is 1 plus the exiled creature's mana value. Spend this mana only to cast creature spells.
Enchantment
Food Chain (sld) 1369
Great Whale
When this creature enters, untap up to seven lands.
Creature - Whale
Great Whale (usg) 77
Ilysian Caryatid
: Add one mana of any color. If you control a creature with power 4 or greater, add two mana of any one color instead.
Creature - Plant
Ilysian Caryatid (fdc) 211
Manaweft Sliver
Sliver creatures you control have "
: Add one mana of any color."
Creature - Sliver
Manaweft Sliver (m14) 184
Maraleaf Pixie
Flying
: Add
or
.
Creature - Faerie
Maraleaf Pixie (plst) ELD-196
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (sld) 2278
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (2x2) 371
Sol Ring
: Add
.
Artifact
Sol Ring (sld) 1696
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
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (lcc) 118
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (sld) 1676
Twitching Doll
: Add one mana of any color. Put a nest counter on this creature.
, Sacrifice this creature: Create a 2/2 green Spider creature token with reach for each counter on this creature. Activate only as a sorcery.
Creature Artifact - Spider Toy
Twitching Doll (dsk) 417

Ramp

(Ctrl to add secondary)
Bala Ged Recovery
Return target card from your graveyard to your hand.
Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Eternal Witness
When this creature enters, you may return target card from your graveyard to your hand.
Creature - Human Shaman
Eternal Witness (m3c) 227

Recursion

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Counterspell
Counter target spell.
Instant
Counterspell (sld) 2497
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (cmm) 94
Gilded Drake
Flying
When this creature enters, exchange control of this creature and up to one target creature an opponent controls. If you don't or can't make an exchange, sacrifice this creature. This ability still resolves if its target becomes illegal.
Creature - Drake
Gilded Drake (usg) 76
Insidious Fungus
, Sacrifice this creature: Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
Creature - Fungus
Insidious Fungus (dsk) 321
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (otp) 11
Mystic Reflection
Choose target nonlegendary creature. The next time one or more creatures or planeswalkers enter this turn, they enter as copies of the chosen creature.
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.)
Instant
Mystic Reflection (khm) 346
Negate
Counter target noncreature spell.
Instant
Negate (sta) 18
Silverback Elder
Whenever you cast a creature spell, choose one —
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
Creature - Ape Shaman
Silverback Elder (dmu) 418

Removal

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Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 412
Codecracker Hound
When this creature enters, look at the top two cards of your library. Put one into your hand and the other into your graveyard.
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 - Dog
Codecracker Hound (eoe) 50
Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer
Enduring Curiosity (dsk) 388
Evendo, Waking Haven
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+ |
,
: Add
for each creature you control.
Land - Planet
Evendo, Waking Haven (eoe) 279
Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror
Silent Hallcreeper (dsk) 345
Starwinder
Whenever a creature you control deals combat damage to a player, you may draw that many cards.
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 - Leviathan
Starwinder (eoe) 291

SIDEBOARD

(Ctrl to add secondary)
Astral Dragon
Flying
Project Image — When this creature enters, create two tokens that are copies of target noncreature permanent, except they're 3/3 Dragon creatures in addition to their other types, and they have flying.
Creature - Dragon
Astral Dragon (clb) 613
Combine Chrysalis
Creature tokens you control have flying.
,
, Sacrifice a token: Create a 4/4 green Beast creature token. Activate only as a sorcery.
Artifact
Combine Chrysalis (plst) MH2-191
Doubling Season
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.
Enchantment
Doubling Season (wot) 52
Parallel Lives
If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.
Enchantment
Parallel Lives (wot) 58
Spawning Kraken
Whenever a Kraken, Leviathan, Octopus, or Serpent you control deals combat damage to a player, create a 9/9 blue Kraken creature token.
Creature - Kraken
Spawning Kraken (c21) 360

Tokens

(Ctrl to add secondary)
Murkfiend Liege
Other green creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
Untap all green and/or blue creatures you control during each other player's untap step.
Creature - Horror
Murkfiend Liege (cmr) 448

Untap

(Ctrl to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 7 cards
36 pips - 26 cards
25 mana - 23 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
51 pips - 36 cards
38 mana - 30 cards
0 pips - 0 cards
9 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Overview:"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Why settle for one monster when we can have two? Led by "},{"attributes":{"bold":true},"insert":"Volo, Guide to Monsters"},{"insert":", this deck is a Simic midrange stompy powerhouse built around a simple, wonderfully excessive philosophy: \n\n\""},{"attributes":{"bold":true},"insert":"Every creature is better with a buddy. \" "},{"insert":"\n\nBy assembling a carefully curated collection of unique creature types, we turn Volo into a relentless value engine that doubles our creatures, multiplies their abilities, and transforms an otherwise respectable board into an absolute stampede. Our game plan is straightforward and explosive. We spend the opening turns accelerating into a turn-three Volo, then begin flooding the battlefield with duplicated creatures on turn four. Every subsequent creature spell threatens to generate twice the value, whether we're drawing handfuls of cards, developing enormous amounts of mana, or creating increasingly ridiculous board states. By turn five, threats like "},{"attributes":{"bold":true},"insert":"Astral Dragon"},{"insert":", "},{"attributes":{"bold":true},"insert":"Spawning Kraken"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Pathbreaker Ibex"},{"insert":" can put the table under tremendous pressure. Come turn six, a well-timed "},{"attributes":{"bold":true},"insert":"Craterhoof Behemoth"},{"insert":" or "},{"attributes":{"bold":true},"insert":"God-Eternal Rhonas"},{"insert":" can turn our growing collection of monsters into a lethal assault capable of dealing well over 120 damage across the table.\n\nWhat makes Volo particularly enjoyable is that our creatures rarely accomplish just one thing. Every new addition to the battlefield can fuel an existing engine, unlock another interaction, or push our army closer to critical mass. We aren't assembling a complicated infinite combo or tutoring for the same winning line every game. We're building an overwhelming ecosystem of monsters and letting their collective strength do the talking.\n\nThe deck's greatest assets are its extraordinary card advantage, explosive mana production, and ability to turn individual creature spells into massive swings in board presence. Our biggest challenge is protecting that investment: a well-timed board wipe can undo several turns of development, and without dedicated creature tutors, we rely on our considerable drawing power to find the finishing blow.\n"},{"attributes":{"bold":true},"insert":"The goal is simple: build our army, double our monsters, and trample anything unfortunate enough to stand in the way."},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Core Strategy"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Everything revolves around Volo's unusual deckbuilding restriction. Whenever we cast a creature spell that shares no creature types with creatures we control or creature cards in our graveyard, Volo creates a token copy of that spell.\n\nThis makes creature-type diversity the foundation of our strategy. By minimizing overlapping types throughout the deck, we maximize the number of creatures Volo can duplicate and ensure that nearly every creature we cast contributes twice as \nmuch to our game plan.\n\nImportantly, Volo copies "},{"attributes":{"bold":true},"insert":"creature spells on the stack"},{"insert":", not creatures entering the battlefield. The copied spell resolves into a token creature, allowing us to double enter-the-battlefield abilities while also benefiting from additional creatures entering and triggering our other permanents.\n\nThat distinction is what makes the deck so dangerous. One creature spell can produce two bodies, multiple triggered abilities, and enough additional resources to keep the engine rolling.\n\nTurning Value Into an Avalanche"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Once Volo is established, our priority shifts toward developing creatures that reward us for doing what we already want to do: casting more monsters.\n"},{"attributes":{"bold":true},"insert":"Beast Whisperer"},{"insert":" keeps cards flowing whenever we cast creature spells, while "},{"attributes":{"bold":true},"insert":"Garruk's Packleader"},{"insert":" rewards us for putting sufficiently powerful creatures onto the battlefield. With Volo copying our larger threats, Packleader can draw multiple cards from a single cast.\n\nEven humble creatures like "},{"attributes":{"bold":true},"insert":"Carven Caryatid"},{"insert":" become attractive when their enter-the-battlefield abilities are doubled. What would normally be a modest defensive creature becomes two bodies and two cards.\nMeanwhile, "},{"attributes":{"bold":true},"insert":"The Great Henge"},{"insert":" provides additional card draw, life gain, and permanent growth for our nontoken creatures, while "},{"attributes":{"bold":true},"insert":"Fanatic of Rhonas"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Gaea's Cradle"},{"insert":" help generate the enormous amounts of mana needed to keep deploying threats.\nOur ideal turns don't end after casting one impressive creature. They end with us drawing more cards, producing more mana, and finding yet another monster to add to the battlefield.\n\n"},{"attributes":{"bold":true},"insert":"The more creatures we play, the more resources we generate. The more resources we generate, the harder it becomes for the table to keep up."},{"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Early Game — Preparing the Expedition (Turns 1–3)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nOur opening turns are all about speed and consistency.\nWe want to establish our mana quickly, ideally using efficient acceleration like "},{"attributes":{"bold":true},"insert":"Birds of Paradise"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Three Visits"},{"insert":" to deploy Volo on turn three. Getting our commander onto the battlefield ahead of schedule is one of the most important things we can do, as every subsequent creature becomes significantly more valuable.\nDuring these turns, we should prioritize developing mana over committing creatures that don't meaningfully advance our strategy. We also want to be mindful of creature types from the very beginning. Even a seemingly harmless early creature can interfere with a much more valuable Volo trigger later.\nA strong opening leaves us with Volo in play, enough mana to begin casting meaningful creatures, and a hand ready to capitalize on his ability.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mid Game — Let the Monsters Loose (Turns 4–5)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is where the deck starts showing its teeth.\nWith Volo online, our creatures begin arriving in pairs, and our focus shifts toward establishing card advantage, generating mana, and developing a threatening battlefield.\nValue engines like "},{"attributes":{"bold":true},"insert":"Garruk's Packleader"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Beast Whisperer"},{"insert":" help sustain our momentum, while our larger creatures begin applying serious pressure. "},{"attributes":{"bold":true},"insert":"Astral Dragon"},{"insert":" can multiply powerful noncreature permanents, while "},{"attributes":{"bold":true},"insert":"Spawning Kraken"},{"insert":" threatens to turn successful combat damage into an ever-growing army of Krakens.\n"},{"attributes":{"bold":true},"insert":"Pathbreaker Ibex"},{"insert":" is especially threatening. With Volo producing a second Ibex, we can potentially set up multiple attack triggers, each scaling our entire army according to the greatest power among creatures we control.\nAt this stage, our biggest decision is often how aggressively to develop the board. We want enough creatures to threaten a decisive attack, but committing every resource into an obvious board wipe can be disastrous.\nIf we already have a commanding position, sometimes the strongest play is simply to hold back additional threats and force our opponents to find an answer.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Late Game — The Stampede (Turn 6 and Beyond)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBy turn six, our ideal battlefield has reached critical mass.\nWe should have a substantial collection of creatures, powerful engines supporting them, and enough mana to deploy a game-ending threat. At this point, our focus shifts from generating value to converting that advantage into lethal combat damage.\n"},{"attributes":{"bold":true},"insert":"Craterhoof Behemoth"},{"insert":" is our premier finisher, granting our entire army trample and a massive power boost based on the number of creatures we control. With Volo duplicating Craterhoof, the resulting enter-the-battlefield triggers can produce truly outrageous damage totals.\n"},{"attributes":{"bold":true},"insert":"God-Eternal Rhonas"},{"insert":" offers another devastating way to finish the game, doubling our creatures' power and granting vigilance. While Rhonas doesn't provide trample himself, pairing his effect with existing evasion or a sufficiently clear battlefield can make for an equally lethal attack.\nAnd when the ground becomes too crowded, "},{"attributes":{"bold":true},"insert":"Wonder"},{"insert":" gives us another avenue to victory by granting our creatures flying while it's in our graveyard and we control an Island.\nOur preferred finish is one overwhelming combat step that eliminates the table before anyone gets another opportunity to stabilize.\nOf course, not every game follows the perfect curve. When our initial assault is disrupted, our considerable card advantage and mana production give us the tools to rebuild and threaten another stampede.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Win Conditions"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Craterhoof Behemoth — The Grand Finale"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There are few sights in Commander more satisfying than a battlefield full of creatures followed by "},{"attributes":{"bold":true},"insert":"Craterhoof Behemoth"},{"insert":".\nCraterhoof is our most explosive finisher, converting the sheer number of creatures we've accumulated into an enormous, trampling army. Because Volo copies the creature spell, we can receive two Craterhoof enter-the-battlefield triggers from a single cast.\nEach trigger counts the creatures we control as it resolves, including our duplicated monsters. The resulting power boosts stack, allowing even our smallest utility creatures to become terrifying attackers.\nCraterhoof also grants haste, meaning newly created creatures can join the assault immediately.\nWith a sufficiently developed battlefield, this single spell can generate more than enough damage to eliminate all three opponents in one combat step.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Pathbreaker Ibex — The Growing Stampede"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pathbreaker Ibex"},{"insert":" offers a slightly slower but potentially repeatable route to victory.\nWhenever it attacks, our creatures gain trample and receive a power boost equal to the greatest power among creatures we control. With two Ibexes on the battlefield, we can generate multiple attack triggers and stack their bonuses for devastating results.\nUnlike Craterhoof, Ibex generally needs to survive until it can attack. However, its ability to threaten another enormous combat step every turn makes it a must-answer creature.\nGiven enough support, we don't even need to draw a dedicated finisher. Sometimes two enormous Ibexes are more than enough.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"God-Eternal Rhonas — Overwhelming Force"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"God-Eternal Rhonas"},{"insert":" turns our existing board presence into an immediate offensive threat by doubling the power of our other creatures and granting them vigilance.\nWhen Volo copies Rhonas, the token's enter-the-battlefield ability resolves before the original spell. Both abilities can double the power of creatures already on our battlefield, producing an effective fourfold increase.\nThe original Rhonas is legendary, but the token copy won't remain alongside it under the legend rule. Fortunately, both enter-the-battlefield triggers can still resolve.\nRhonas is particularly devastating when we already have access to trample or flying, allowing our newly empowered army to connect rather than simply crashing into blockers.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Wonder — Taking the Fight to the Skies"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Sometimes our opponents manage to assemble enough blockers to survive even our largest ground assault.\nThat's where "},{"attributes":{"bold":true},"insert":"Wonder"},{"insert":" comes in.\nWith Wonder in our graveyard and an Island under our control, our entire creature army gains flying, allowing us to bypass most ground-based defenses and turn an otherwise stalled battlefield into a lethal aerial attack.\nWonder isn't a finisher by itself, but it provides an important alternative angle of attack when traditional combat becomes difficult.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Key Synergies & Notable Includes"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Astral Dragon — Twice the Dragon, Four Times the Possibilities"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Few creatures capture the spirit of this deck better than "},{"attributes":{"bold":true},"insert":"Astral Dragon"},{"insert":".\nOn its own, Astral Dragon creates two 3/3 flying Dragon token copies of a target noncreature permanent. With Volo copying the spell, we can resolve two Astral Dragons, each bringing its own enter-the-battlefield trigger.\nThat means a single creature spell can potentially produce "},{"attributes":{"bold":true},"insert":"four additional flying copies of valuable noncreature permanents"},{"insert":", alongside the two Astral Dragons themselves.\nCopying powerful enchantments like "},{"attributes":{"bold":true},"insert":"Doubling Season"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Parallel Lives"},{"insert":" can dramatically amplify our token production going forward. The timing of these effects matters, but the potential is enormous.\nAstral Dragon is exactly the kind of creature we love: a massive flying threat that also turns our existing resources into something spectacular.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Card Advantage — Keeping the Monsters Coming"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our ability to maintain pressure depends heavily on keeping our hand full.\n"},{"attributes":{"bold":true},"insert":"Beast Whisperer"},{"insert":" rewards every creature spell we cast, while "},{"attributes":{"bold":true},"insert":"Garruk's Packleader"},{"insert":" draws cards whenever sufficiently powerful creatures enter under our control. Because Volo creates additional creature entries, Packleader can generate exceptional value from our larger threats.\n"},{"attributes":{"bold":true},"insert":"Carven Caryatid"},{"insert":" offers a simpler example of the same principle: Volo turns its single enter-the-battlefield draw into two cards while providing additional defensive bodies.\n"},{"attributes":{"bold":true},"insert":"The Great Henge"},{"insert":" complements these engines by rewarding our nontoken creature entries with additional cards and +1/+1 counters.\nTogether, these effects help ensure that we're rarely forced to choose between developing our battlefield and maintaining resources for future turns.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana Production — Fueling the Menagerie"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Big monsters require big mana, and fortunately, our deck is very good at producing it.\n"},{"attributes":{"bold":true},"insert":"Fanatic of Rhonas"},{"insert":" becomes an excellent source of green mana once we control a creature with power 4 or greater. With Volo creating an additional Fanatic, we can potentially generate eight green mana from the pair once both are able to tap.\n"},{"attributes":{"bold":true},"insert":"Gaea's Cradle"},{"insert":" is particularly powerful in this shell. Since Volo doubles our creature production, Cradle can quickly begin tapping for extraordinary amounts of green mana.\nCombined with our early ramp and other acceleration, these cards allow us to deploy expensive threats ahead of schedule and potentially cast multiple impactful spells in the same turn.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Protection — Keeping the Expedition Alive"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our strategy naturally encourages us to build a large battlefield, which makes protecting that investment essential.\n"},{"attributes":{"bold":true},"insert":"Heroic Intervention"},{"insert":" is one of our most important defensive spells, granting our permanents hexproof and indestructible at instant speed. It can protect our army against many conventional destroy-based board wipes while also shielding our key permanents from targeted removal.\n"},{"attributes":{"bold":true},"insert":"Fierce Guardianship"},{"insert":" provides another invaluable layer of protection, allowing us to counter a dangerous noncreature spell without spending mana when we control Volo.\nThese spells are especially important during the turns immediately before our finishing attack.\nWe don't need to counter every inconvenient spell. We need to stop the ones that would actually dismantle our board or prevent us from winning.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Mulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOur opening hand should accomplish one thing above all else: "},{"attributes":{"bold":true},"insert":"get Volo onto the battlefield early and give us something worthwhile to copy."},{"insert":"\nAn ideal starting hand contains:\n"},{"attributes":{"bold":true},"insert":"2–3 lands"},{"insert":" with access to both colors."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one efficient "},{"attributes":{"bold":true},"insert":"1- or 2-mana ramp spell"},{"insert":", ideally enabling a turn-three Volo."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An early creature or value engine that can benefit from Volo without conflicting with our existing creature types."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Enough remaining resources to continue developing after our commander resolves."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We should be cautious about keeping hands overloaded with expensive creatures. Having Craterhoof Behemoth and several enormous threats in our opening seven might look exciting, but without the mana to cast them, those cards accomplish very little.\nSimilarly, hands with multiple overlapping creature types can create awkward sequencing problems and undermine our commander's effectiveness.\n"},{"attributes":{"bold":true},"insert":"A strong Volo hand doesn't need to be spectacular. It needs to get the engine running."},{"insert":" Once Volo begins generating additional creatures and our draw engines come online, the spectacular turns tend to follow naturally.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Final Thoughts"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAt its heart, Volo, Guide to Monsters is a celebration of everything that makes creature-based Commander decks so much fun: enormous monsters, ridiculous value engines, and combat steps that spiral completely out of control.\nWe aren't trying to assemble an intricate combo or win through an obscure rules interaction. We're taking some of the most exciting creatures Simic has to offer, giving them a partner, and seeing just how much trouble we can cause.\nThe deck rewards careful sequencing, intelligent resource management, and knowing when to commit to the battlefield. It can generate extraordinary advantages, but it also asks us to recognize when to hold back, protect our army, and wait for the right moment to strike.\nAnd when that moment finally arrives, there's nothing quite like watching a seemingly manageable collection of creatures become an unstoppable stampede.\n"},{"attributes":{"bold":true},"insert":"After all, Volo didn't travel the multiverse to study ordinary creatures. And we certainly didn't build this deck to play just one of them."},{"insert":"\n"}]}
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