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Commander
Size: 100Salt sum: 52.87
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Siegislash

144 views5 days ago
Commander
Size: 100Salt sum: 52.87

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{"ops":[{"insert":"DISCLAIMER: There are a few cards that make it illegal for bracket 2, namely [[sprout swarm]] and [[earthcraft]]/[[squirrel nest]], replace sprout swarm and one of either earthcraft or squirrel nest if your pod has made hard restrictions to bracket two because these cards are not integral/wincons in your primary strategy.\n\nGameplan: Play Mana Dorks and tokens to charge up affinity for creatures then drop giant X spells!\n\n[[Witherbloom, the Balancer]] has the blessing of also having affinity themselves, letting them cheat commander tax fairly easily, as well as not needing haste like many other commanders(tap cost, combat damage, and voltron commanders) to do their job. \n\nRemoving Witherbloom will feel very futile, making gameplay feel less stressful. (caveat will be explained later)\n\nYour primary win cons are...\n\n[[Torment of Hailfire]]/[[Exsanguinate]] - Drop it with a giant X value, killing everyone on the table or at least dealing lots of damage.\n\n[[Finale of Devastation]]/[[Nature's Rhythm]] into a [[Craterhoof Behemoth]] - Craterhoof might not be an instant/sorcery, but Finale and Rhythm are! [[Green sun's zenith]] and [[Chord of calling]] are also great options, but investing too much in one behemoth is not advised as Craterhoof can end up in your hand, making all the tutors less effective. You do have the option to add more cards that do Craterhoof's job but worse to combat this, like [[Pathbreaker Ibex]] and [[End-raze Forerunners]], which justify the addition of Green sun's Zenith and Chord of Calling.\n\n[[Vitalizing Wind]] - unsuspectingly declare all your many creatures as attackers, then drop a massive pump to all creatures. Either you wipe the table or if they play optimally, they are left with very little to no creatures.\n\n[[Wurmcalling]] - With witherbloom, wurmcalling can summon a giant worm for every 2 green mana you have open, and the best part is that this card is sent back to your hand, so you get to keep summoning subsequent turns until the table is overwhelmed by giant wurms. However, the wurm do not have haste. Use [[Heroic Intervention]], [[Golgari Charm]], and [[Wrap in vigor]] to attempt to protect them for one turn turn cycle. Keep in mind that an effect like [[Toxic Deluge]] or [[Farewell]] will rupture all of these protection spells, however they do work well against any generic boardwipe such as as [[Blasphemous Act]] and [[Day of judgement]]. Wrap in Vigor can be cut for a draw or token card because it might be mediocre because its only effect is a somewhat unreliable protection whereas Golgari Charm has the other mode of removing an enchantment. Some popular cards such as [[Damnation]] have the text \"cannot be regenerated\" which is very unfortunate for the likes of Wrap in Vigor.\n\nAt the end of the day, you do also have the option of just running cards like [[Crashing drawbridge]] or [[Concordant Crossroads]], but that would be investing a lot in a single wincon, whereas boardwide protection spells you will need in more cases than not.\n\n\nSecondary win cons (Most of these lead to one of the primary wincons):\n\n[[Springheart nantuko]] + [[Ba Sing Se]]/[[Badgermole Cub]] + [[Doubling Season]]/[[Parallel Lives]] Combo - Enchant the earthbended land, then landfall to make two noncreature lands which you can tap to pay for a second trigger, repeating to make infinite lands. Drop a primary wincon to win the game.\n\nWurmcalling + Doubling Season/Parrallel Lives + Witherbloom + Earthcraft Combo - Make any size Wurm with wurmcalling, which will replace into two wurms, tap those wurms with earthcraft for 2 mana, use that to cast wurmcalling again. Wurmcalling with buyback should cost GG if witherbloom has 3 or more affinity. This will make infinite infinitely large wurms. Again, they don't have haste, so opponents will have one turn cycle to try to stop you. \n\nBEWARE. The primary weakness of this deck is that it lacks consistent draw due to the priority of winning early, making it susceptible to boardwipes as mentioned in the wurmcalling section of this description as even a small spell like [[Fire Magic]] will almost set you back 2-3 turns or even brick your entire game. [[Decorum Dissertation]] and [[Sylvan Library]] are your only consistent draw options. The other draw options are only one-time-use. Although they are MASSIVE draws such as [[Stinging Study]] Drawing 8 cards regardless of if Witherbloom is on the battlefield and [[Shamanic Revelation]] drawing many cards due to the deck's go wide theme. \n\nPotential Changes: \n\nThis deck lacks targeted creature removal outside of [[Beast Within]] and [[Abrupt Decay]], so some more cards like [[assassin's Trophy]] could be considered.\n\nMore Consistent Draw spells could potentially be added to combat card draw issues, but that could hurt the speed of the deck. Also, most repeatable draw spells by nature are not instants or sorceries outside of Decorum Dissertation. \n\nTutors outside of [[Dark Petition]] and [[Diabolic Revelation]] could be added because the deck relies on some cards to close out the game, but for low brackets tutors are often frowned upon. These two cards are in the deck because they prove synergistic to the deck and are somewhat creative to play. Diabolic revelation can be casted for a giant X value, searching for all of your wincons, which also can be casted for giant X values, almost certainly winning the game if resolved, and Dark Petition could potentially double as a mini ritual if your affinity is high enough. \n\nDue to cards like [[Scute Swarm]] and [[Springheart Nantuko]] naturally being helpful token generators in the deck, a few cards can be added to the deck for a small Landfall subtheme. \n\nIf upgrading to higher brackets, this commander is one of the if not THE best user of [[biorhythm]] due to the one-sided board wipe and biorhythm's cost being severely reduced by affinity, making great use of the game changer. Add More combos and tutors, as well as more interaction. [[The one ring]] can also alleviate draw issues. [[Gaea's cradle]] is also always an all-star in go-wide decks.\n\nREPLACEABLE CARD ORDER IF ON A BUDGET:\n\n[[Sylvan Library]] - This card is on the cusp of being cut. It being one of the only cheap repeatable draw options is why it's still there. This card goes away first. Replace it with a one-time-use draw spell or even [[up the beanstalk]] because the deck uses so many giant instants and sorceries. [[idol of oblivion]] is also fine because of how many token generators the deck has.\n\n[[Earthcraft]] - Crazy expensive but good card. It can be replaced with [[Cryptolith Rite]] with minor issues such as having to deal with summoning sickness.\n\n[[Verdant Catacombs]] - It's a land. \n\n[[Doubling Season]]/[[Parallel Lives]] - These cards might work excellently in token generating decks, but they are enchantments and do not receive affinity.\n\n[[Delighted Halfling]] - This deck doesn't have many legendary creatures aside from the commander. This is in the deck because it's another 1 drop mana dork. \n\n[[Finale of Devastation]] - Totally replaceable with [[Chord of Calling]]. It IS a decent amount worse though considering it doesn't come with a pump.\n\n[[Bitterblossom]] - much more expensive that blossom bearer and there are many token generators. As much as this is a very good one, it's price tag could potentially not be worth it. \n\n[[Badgermole Cub]] - This is an insanely good card for this deck, doubling all your dorks' (which this deck has many of) mana generation. one of the later options for cuts despite its price.\n\nDO NOT CUT THESE (buy or proxy them if on a budget):\n\n[[Torment of Hailfire]] - This is your primary wincon. The deck will function a lot worse without it. \n\n[[Craterhoof Behemoth]] - backbone of lots of Go-wide decks and this one is no exception. \n"}]}
Witherbloom, the Balancer
Affinity for creatures (This spell costs
less to cast for each creature you control.)
Flying, deathtouch
Instant and sorcery spells you cast have affinity for creatures.
Legendary Creature - Elder Dragon
Witherbloom, the Balancer (sos) 288

Commander

(Ctrl to add secondary)
Arbor Elf
: Untap target Forest.
Creature - Elf Druid
Arbor Elf (ltc) 232
Awaken the Woods
Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)
Sorcery
Awaken the Woods (soa) 49
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 (msc) 170
Cryptolith Rite
Creatures you control have "
: Add one mana of any color."
Enchantment
Cryptolith Rite (inr) 189
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) 158
Earthcraft
Tap an untapped creature you control: Untap target basic land.
Enchantment
Earthcraft (tmp) 222
Elves of Deep Shadow
: Add
. This creature deals 1 damage to you.
Creature - Elf Druid
Elves of Deep Shadow (plst) GK1-56
Elvish Mystic
: Add
.
Creature - Elf Druid
Elvish Mystic (hoc) 205
Fyndhorn Elves
: Add
.
Creature - Elf Druid
Fyndhorn Elves (fdc) 204
Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Legendary Enchantment
Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (lci) 188Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (lci) 188
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (j25) 149
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (msc) 177
Sol Ring
: Add
.
Artifact
Sol Ring (frc) 21
Springleaf Parade
When this enchantment enters, create X 1/1 colorless Shapeshifter creature tokens with changeling. (They're every creature type.)
Creature tokens you control have "
: Add one mana of any color."
Enchantment
Springleaf Parade (ecc) 19
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (msc) 181

Dorks and Ramp

(Ctrl to add secondary)
Collective Unconscious
Draw a card for each creature you control.
Sorcery
Collective Unconscious (scd) 176
Decorum Dissertation
Target player draws two cards and loses 2 life.
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
Decorum Dissertation (sos) 78
Dregs of Sorrow
Destroy X target nonblack creatures. Draw X cards.
Sorcery
Dregs of Sorrow (c14) 143
Return of the Wildspeaker
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
Instant
Return of the Wildspeaker (ecc) 115
Shamanic Revelation
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
Sorcery
Shamanic Revelation (fdc) 229
Stargaze
Look at twice X cards from the top of your library. Put X cards from among them into your hand and the rest into your graveyard. You lose X life.
Sorcery
Stargaze (blb) 114
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment
Sylvan Library (dmr) 179

Draw

(Ctrl to add secondary)
Bitterbloom Bearer
Flash
Flying
At the beginning of your upkeep, you lose 1 life and create a 1/1 blue and black Faerie creature token with flying.
Creature - Rogue Faerie
Bitterbloom Bearer (ecl) 88
Bitterblossom
At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.
Enchantment Kindred - Faerie
Bitterblossom (2x2) 69
Brightcap Badger
Each Fungus and Saproling you control has "
: Add
."
At the beginning of your end step, create a 1/1 green Saproling creature token.
Creature - Druid Badger
Brightcap Badger // Fungus Frolic (blc) 28
Chatterfang, Squirrel General
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead.
, Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.
Legendary Creature - Warrior Squirrel
Chatterfang, Squirrel General (blc) 209
Chatterstorm
Create a 1/1 green Squirrel creature token.
Storm (When you cast this spell, copy it for each spell cast before it this turn.)
Sorcery
Chatterstorm (blc) 210
Chittering Dispatcher
Devoid (This card has no color.)
Myriad
When this creature leaves the battlefield, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add
."
Creature - Eldrazi Drone
Chittering Dispatcher (m3c) 63
Marionette Apprentice
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Creature - Human Artificer
Marionette Apprentice (mh3) 100
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 (isd) 199
Saproling Migration
Kicker
(You may pay an additional
as you cast this spell.)
Create two 1/1 green Saproling creature tokens. If this spell was kicked, create four of those tokens instead.
Sorcery
Saproling Migration (j25) 709
Scatter the Seeds
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Create three 1/1 green Saproling creature tokens.
Instant
Scatter the Seeds (scd) 209
Sinkhole Surveyor
Flying
Whenever this creature attacks, you lose 1 life and this creature endures 1. (Put a +1/+1 counter on it or create a 1/1 white Spirit creature token.)
Creature - Bird Scout
Sinkhole Surveyor (tdm) 93
Spore Swarm
Create three 1/1 green Saproling creature tokens.
Instant
Spore Swarm (j25) 717
Springheart Nantuko
Bestow

Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay
if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Creature Enchantment - Monk Insect
Springheart Nantuko (mh3) 171
Verdant Command
Choose two —
• Target player creates two tapped 1/1 green Squirrel creature tokens.
• Counter target loyalty ability of a planeswalker.
• Exile target card from a graveyard.
• Target player gains 3 life.
Instant
Verdant Command (mh2) 182
Weaponcraft Enthusiast
Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.)
Creature - Artificer Aetherborn
Weaponcraft Enthusiast (plst) KLD-105
Wurmcalling
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Create an X/X green Wurm creature token.
Sorcery
Wurmcalling (tsp) 234

Early Support Swarmers

(Ctrl to add secondary)
Army of the Damned
Create thirteen tapped 2/2 black Zombie creature tokens.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Army of the Damned (j25) 399
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
Diabolic Revelation
Search your library for up to X cards, put those cards into your hand, then shuffle.
Sorcery
Diabolic Revelation (m13) 87
Exsanguinate
Each opponent loses X life. You gain life equal to the life lost this way.
Sorcery
Exsanguinate (fic) 276
Finale of Devastation
Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
Sorcery
Finale of Devastation (cmm) 289
Overwhelming Stampede
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.
Sorcery
Overwhelming Stampede (msc) 178
Plague of Vermin
Starting with you, each player may pay any amount of life. Repeat this process until no one pays life. Each player creates a 1/1 black Rat creature token for each 1 life they paid this way.
Sorcery
Plague of Vermin (pza) 7
Stensian Sanguinist
Whenever you attack, target creature gains deathtouch until end of turn. Whenever that creature deals combat damage to a player this combat, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Vampire Cleric
Stensian Sanguinist // Exsanguinate (soc) 29
Torment of Hailfire
Repeat the following process X times. Each opponent loses 3 life unless that player sacrifices a nonland permanent of their choice or discards a card.
Sorcery
Torment of Hailfire (hou) 77
Unbound Flourishing
Whenever you cast a permanent spell with a mana cost that contains
, double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains
, copy that spell or ability. You may choose new targets for the copy.
Enchantment
Unbound Flourishing (soc) 126
Vitalizing Wind
Creatures you control get +7/+7 until end of turn.
Instant
Vitalizing Wind (pcy) 133

Finisher

(Ctrl to add secondary)
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (frc) 22
Darkbore Pathway
: Add
.
Land
Darkbore Pathway // Slitherbore Pathway (khm) 254Darkbore Pathway // Slitherbore Pathway (khm) 254
Deathcap Glade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deathcap Glade (sos) 253
Dryad Arbor
(This land isn't a spell, it's affected by summoning sickness, and it has "
: Add
.")
Creature Land - Dryad Forest
Dryad Arbor (dsc) 273
Forest
(
: Add
.)
Basic Land - Forest
Forest (mdd) 301
Llanowar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Llanowar Wastes (soc) 383
Necroblossom Snarl
As this land enters, you may reveal a Swamp or Forest card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Necroblossom Snarl (soc) 389
Nurturing Peatland
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Nurturing Peatland (mh1) 243
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (trk) 289
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (mdd) 296
Tainted Wood
: Add
.
: Add
or
. Activate only if you control a Swamp.
Land
Tainted Wood (dsc) 305
Twilight Mire
: Add
.
,
: Add
,
, or
.
Land
Twilight Mire (soc) 418
Undergrowth Stadium
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Undergrowth Stadium (tmc) 80
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) 260
Vernal Fen
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Swamp Forest
Vernal Fen (soc) 419
Wastewood Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Forest.
Land
Wastewood Verge (dft) 268
Woodland Cemetery
This land enters tapped unless you control a Swamp or a Forest.
: Add
or
.
Land
Woodland Cemetery (soc) 424

Land

(Ctrl to add secondary)
Arachnogenesis
Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
Instant
Arachnogenesis (fdc) 187
Golgari Charm
Choose one —
• All creatures get -1/-1 until end of turn.
• Destroy target enchantment.
• Regenerate each creature you control.
Instant
Golgari Charm (plst) GK1-62
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (mar) 79
Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant
Veil of Summer (plst) M20-198

Protection

(Ctrl to add secondary)
Regrowth
Return target card from your graveyard to your hand.
Sorcery
Regrowth (plst) A25-187

Recursion

(Ctrl to add secondary)
Abrupt Decay
This spell can't be countered.
Destroy target nonland permanent with mana value 3 or less.
Instant
Abrupt Decay (plst) GK1-57
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (msc) 169
In Garruk's Wake
Destroy all creatures you don't control and all planeswalkers you don't control.
Sorcery
In Garruk's Wake (clb) 759
Necrotic Hex
Each player sacrifices six creatures of their choice. You create six tapped 2/2 black Zombie creature tokens.
Sorcery
Necrotic Hex (fdc) 118
Overwhelming Forces
Destroy all creatures target opponent controls. Draw a card for each creature destroyed this way.
Sorcery
Overwhelming Forces (otp) 17
Pest Infestation
Destroy up to X target artifacts and/or enchantments. Create twice X 1/1 black and green Pest creature tokens with "When this token dies, you gain 1 life."
Sorcery
Pest Infestation (soc) 282

Removal

(Ctrl to add secondary)
Increasing Ambition
Search your library for a card and put that card into your hand. If this spell was cast from a graveyard, instead search your library for two cards and put those cards into your hand. Then shuffle.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Increasing Ambition (dka) 69
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) 150

Tutor

(Ctrl to add secondary)
Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (soc) 294
Awakening Zone
At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add
."
Enchantment
Awakening Zone (soc) 262
Ba Sing Se
This land enters tapped unless you control a basic land.
: Add
.
,
: Earthbend 2. Activate only as a sorcery. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Land
Ba Sing Se (tla) 266
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment
Black Market Connections (msc) 155
Chord of Calling
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Instant
Chord of Calling (rvr) 134
Concordant Crossroads
All creatures have haste.
World Enchantment
Concordant Crossroads (2x2) 141
Crashing Drawbridge
Defender
: Creatures you control gain haste until end of turn.
Creature Artifact - Wall
Crashing Drawbridge (tdc) 316
Dark Petition
Search your library for a card, put that card into your hand, then shuffle.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, add
.
Sorcery
Dark Petition (ori) 90
Dark Ritual
Add
.
Instant
Dark Ritual (msc) 793
Deadly Dispute
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Instant
Deadly Dispute (msc) 794
Deadly Rollick
If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature.
Instant
Deadly Rollick (cmm) 147
End-Raze Forerunners
Vigilance, trample, haste
When this creature enters, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.
Creature - Boar
End-Raze Forerunners (blc) 214
Green Sun's Zenith
Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.
Sorcery
Green Sun's Zenith (2x2) 150
Night's Whisper
You draw two cards and lose 2 life.
Sorcery
Night's Whisper (hoc) 189
Overrun
Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Sorcery
Overrun (fdn) 230
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 (cma) 132
Plague Wind
Destroy all creatures you don't control. They can't be regenerated.
Sorcery
Plague Wind (a25) 102
Putrefy
Destroy target artifact or creature. It can't be regenerated.
Instant
Putrefy (ecc) 131
Scute Swarm
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
Creature - Insect
Scute Swarm (dsc) 197
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (msc) 210
Sprout Swarm
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Create a 1/1 green Saproling creature token.
Instant
Sprout Swarm (fut) 138
Squirrel Nest
Enchant land
Enchanted land has "
: Create a 1/1 green Squirrel creature token."
Enchantment - Aura
Squirrel Nest (blc) 239
Up the Beanstalk
When this enchantment enters and whenever you cast a spell with mana value 5 or greater, draw a card.
Enchantment
Up the Beanstalk (woe) 195
Village Rites
As an additional cost to cast this spell, sacrifice a creature.
Draw two cards.
Instant
Village Rites (inr) 137
Wrap in Vigor
Regenerate each creature you control.
Instant
Wrap in Vigor (plst) FUT-141

Sideboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
33 pips - 21 cards
30 mana - 28 cards
0 pips - 0 cards
0 mana - 5 cards
56 pips - 45 cards
38 mana - 35 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"DISCLAIMER: There are a few cards that make it illegal for bracket 2, namely [[sprout swarm]] and [[earthcraft]]/[[squirrel nest]], replace sprout swarm and one of either earthcraft or squirrel nest if your pod has made hard restrictions to bracket two because these cards are not integral/wincons in your primary strategy.\n\nGameplan: Play Mana Dorks and tokens to charge up affinity for creatures then drop giant X spells!\n\n[[Witherbloom, the Balancer]] has the blessing of also having affinity themselves, letting them cheat commander tax fairly easily, as well as not needing haste like many other commanders(tap cost, combat damage, and voltron commanders) to do their job. \n\nRemoving Witherbloom will feel very futile, making gameplay feel less stressful. (caveat will be explained later)\n\nYour primary win cons are...\n\n[[Torment of Hailfire]]/[[Exsanguinate]] - Drop it with a giant X value, killing everyone on the table or at least dealing lots of damage.\n\n[[Finale of Devastation]]/[[Nature's Rhythm]] into a [[Craterhoof Behemoth]] - Craterhoof might not be an instant/sorcery, but Finale and Rhythm are! [[Green sun's zenith]] and [[Chord of calling]] are also great options, but investing too much in one behemoth is not advised as Craterhoof can end up in your hand, making all the tutors less effective. You do have the option to add more cards that do Craterhoof's job but worse to combat this, like [[Pathbreaker Ibex]] and [[End-raze Forerunners]], which justify the addition of Green sun's Zenith and Chord of Calling.\n\n[[Vitalizing Wind]] - unsuspectingly declare all your many creatures as attackers, then drop a massive pump to all creatures. Either you wipe the table or if they play optimally, they are left with very little to no creatures.\n\n[[Wurmcalling]] - With witherbloom, wurmcalling can summon a giant worm for every 2 green mana you have open, and the best part is that this card is sent back to your hand, so you get to keep summoning subsequent turns until the table is overwhelmed by giant wurms. However, the wurm do not have haste. Use [[Heroic Intervention]], [[Golgari Charm]], and [[Wrap in vigor]] to attempt to protect them for one turn turn cycle. Keep in mind that an effect like [[Toxic Deluge]] or [[Farewell]] will rupture all of these protection spells, however they do work well against any generic boardwipe such as as [[Blasphemous Act]] and [[Day of judgement]]. Wrap in Vigor can be cut for a draw or token card because it might be mediocre because its only effect is a somewhat unreliable protection whereas Golgari Charm has the other mode of removing an enchantment. Some popular cards such as [[Damnation]] have the text \"cannot be regenerated\" which is very unfortunate for the likes of Wrap in Vigor.\n\nAt the end of the day, you do also have the option of just running cards like [[Crashing drawbridge]] or [[Concordant Crossroads]], but that would be investing a lot in a single wincon, whereas boardwide protection spells you will need in more cases than not.\n\n\nSecondary win cons (Most of these lead to one of the primary wincons):\n\n[[Springheart nantuko]] + [[Ba Sing Se]]/[[Badgermole Cub]] + [[Doubling Season]]/[[Parallel Lives]] Combo - Enchant the earthbended land, then landfall to make two noncreature lands which you can tap to pay for a second trigger, repeating to make infinite lands. Drop a primary wincon to win the game.\n\nWurmcalling + Doubling Season/Parrallel Lives + Witherbloom + Earthcraft Combo - Make any size Wurm with wurmcalling, which will replace into two wurms, tap those wurms with earthcraft for 2 mana, use that to cast wurmcalling again. Wurmcalling with buyback should cost GG if witherbloom has 3 or more affinity. This will make infinite infinitely large wurms. Again, they don't have haste, so opponents will have one turn cycle to try to stop you. \n\nBEWARE. The primary weakness of this deck is that it lacks consistent draw due to the priority of winning early, making it susceptible to boardwipes as mentioned in the wurmcalling section of this description as even a small spell like [[Fire Magic]] will almost set you back 2-3 turns or even brick your entire game. [[Decorum Dissertation]] and [[Sylvan Library]] are your only consistent draw options. The other draw options are only one-time-use. Although they are MASSIVE draws such as [[Stinging Study]] Drawing 8 cards regardless of if Witherbloom is on the battlefield and [[Shamanic Revelation]] drawing many cards due to the deck's go wide theme. \n\nPotential Changes: \n\nThis deck lacks targeted creature removal outside of [[Beast Within]] and [[Abrupt Decay]], so some more cards like [[assassin's Trophy]] could be considered.\n\nMore Consistent Draw spells could potentially be added to combat card draw issues, but that could hurt the speed of the deck. Also, most repeatable draw spells by nature are not instants or sorceries outside of Decorum Dissertation. \n\nTutors outside of [[Dark Petition]] and [[Diabolic Revelation]] could be added because the deck relies on some cards to close out the game, but for low brackets tutors are often frowned upon. These two cards are in the deck because they prove synergistic to the deck and are somewhat creative to play. Diabolic revelation can be casted for a giant X value, searching for all of your wincons, which also can be casted for giant X values, almost certainly winning the game if resolved, and Dark Petition could potentially double as a mini ritual if your affinity is high enough. \n\nDue to cards like [[Scute Swarm]] and [[Springheart Nantuko]] naturally being helpful token generators in the deck, a few cards can be added to the deck for a small Landfall subtheme. \n\nIf upgrading to higher brackets, this commander is one of the if not THE best user of [[biorhythm]] due to the one-sided board wipe and biorhythm's cost being severely reduced by affinity, making great use of the game changer. Add More combos and tutors, as well as more interaction. [[The one ring]] can also alleviate draw issues. [[Gaea's cradle]] is also always an all-star in go-wide decks.\n\nREPLACEABLE CARD ORDER IF ON A BUDGET:\n\n[[Sylvan Library]] - This card is on the cusp of being cut. It being one of the only cheap repeatable draw options is why it's still there. This card goes away first. Replace it with a one-time-use draw spell or even [[up the beanstalk]] because the deck uses so many giant instants and sorceries. [[idol of oblivion]] is also fine because of how many token generators the deck has.\n\n[[Earthcraft]] - Crazy expensive but good card. It can be replaced with [[Cryptolith Rite]] with minor issues such as having to deal with summoning sickness.\n\n[[Verdant Catacombs]] - It's a land. \n\n[[Doubling Season]]/[[Parallel Lives]] - These cards might work excellently in token generating decks, but they are enchantments and do not receive affinity.\n\n[[Delighted Halfling]] - This deck doesn't have many legendary creatures aside from the commander. This is in the deck because it's another 1 drop mana dork. \n\n[[Finale of Devastation]] - Totally replaceable with [[Chord of Calling]]. It IS a decent amount worse though considering it doesn't come with a pump.\n\n[[Bitterblossom]] - much more expensive that blossom bearer and there are many token generators. As much as this is a very good one, it's price tag could potentially not be worth it. \n\n[[Badgermole Cub]] - This is an insanely good card for this deck, doubling all your dorks' (which this deck has many of) mana generation. one of the later options for cuts despite its price.\n\nDO NOT CUT THESE (buy or proxy them if on a budget):\n\n[[Torment of Hailfire]] - This is your primary wincon. The deck will function a lot worse without it. \n\n[[Craterhoof Behemoth]] - backbone of lots of Go-wide decks and this one is no exception. \n"}]}
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