drcroissant
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Commander
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{"ops":[{"insert":"November 2026 Archidekt Challenge\n\n"},{"insert":{"card-link":"Rishkar, Peema Renegade"}},{"insert":" is a commander that provides lots of extra mana early in the game by tapping creatures with +1 counters. This deck focuses on hydra like X cost creatures to make the most of this effect as they will be useful at multiple points along our curve.\n\nOn early turns, X cost creatures work to set up as ramp pieces for when the commander drops. On later turns, X cost spells can be dropped for large values of X as finishers. This makes the hydra creatures much more versatile, since in a traditional hydra deck you would typically wait for big mana in the midgame to drop your X cost creature, making them less useful in your opening turns.\n\nCurve was very heavily considered with choosing creatures. "},{"insert":{"card-link":"Rishkar, Peema Renegade"}},{"insert":" can donate a +1 counter to two creatures (including himself) on ETB. Therefore the optimal T1 and T2 setups will be 2 creatures, with at least one creature coming in with a +1 counter independently. This is easily achieved by filling ramp and removal slots with 1 or 2 mana creatures., along with all of our X cost creatures. The T1 and T2 options are achieved simply as follows:\n\nTurn 1 Play:\nA 1 CMC creature, with or without counters. Examples include ramp and removal options, as well as creatures with counters; "},{"insert":{"card-link":"Arboreal Grazer"}},{"insert":", "},{"insert":{"card-link":"Haywire Mite"}},{"insert":", "},{"insert":{"card-link":"Iron Apprentice"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An {X} costed creature. Examples include "},{"insert":{"card-link":"Endless One"}},{"insert":", "},{"insert":{"card-link":"Stonecoil Serpent"}},{"insert":", "},{"insert":{"card-link":"Ugin's Conjurant"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTurn 2 Play:\nAny of the two turn one options"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A 2 CMC creature, with or without counters. Examples include strong counters setup, protection and ramp cards; "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":", "},{"insert":{"card-link":"Cathedral Acolyte"}},{"insert":", "},{"insert":{"card-link":"Badgermole Cub"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A {XG} or {XX} costed creature. Examples include "},{"insert":{"card-link":"Goldvein Hydra"}},{"insert":", "},{"insert":{"card-link":"Kinetic Ooze"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIt is worth noting some {XG} or {XGG} costed creatures have a base toughness of 1, such as "},{"insert":{"card-link":"Benevolent Hydra"}},{"insert":" and "},{"insert":{"card-link":"Hormagaunt Horde"}},{"insert":", and so can be dropped for X=0 if needed to make up creature count.\n\nOn turn 3 you would drop the commander and, if you wish, use the two mana from your +1 counter creatures without summoning sickness to cast another 2 cost spell (this makes "},{"insert":{"card-link":"Studious First-Year // Rampant Growth"}},{"insert":" quite strong as a T1 drop).\n\nFrom then you move into T4 with, after you play a land, upwards of 7 mana. Additionally, each subsequent hydra dropped here works as a ramp piece if needed. Because you will be paying small X values for the first 3-4 turns, the deck also provides ways to add counters to creatures and to double counters. Doubling high X costed hydra counters is obviously going to be extremely valuable, but it also offers a route for an {XG} costed creature played on or before T4 to creep up in power and become a very real threat.\n\nFrom then on, its classic green stompy. Play big creatures, make them bigger, turn them sideways.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Comments on card choices and deck design:"},{"insert":"\nRamp other than that provided by the commander stays away from your typical dorks as they become redundant after T3. "},{"insert":{"card-link":"Arboreal Grazer"}},{"insert":" type cards provide a permanent mana increase in an extra land on the battlefield early. "},{"insert":{"card-link":"Badgermole Cub"}},{"insert":" is ridiculous, as it will give you 3 extra mana on T3 after the commander, and then scales with the amount of creatures on board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Lands are almost exclusively untapped forests as you always need mana T1 and T2 for the optimal strategy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Radioactive Spider"}},{"insert":" was chosen because its a 1 drop with an extra effect, it can fetch "},{"insert":{"card-link":"Spider-Man, Miles Morales"}},{"insert":" which scales our hydras played for low X and is a constant supply of trample."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Some hydras have inbuilt trample, but it is considered elsewhere with options like "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":", "},{"insert":{"card-link":"Sphere Grid"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I would place this at a low bracket 3 because of the strength of some individual cards that make it tick. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Similar to ramp, removal is tied to low cost creatures. If looking to play this deck, you could perhaps add some instant speed removal but I wanted to showcase some more interesting card choices."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"House Cartographer"}},{"insert":" guarantees you always hit a land drop since it can be tapped for mana if it has a counter on it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI hope you enjoy!\n\n* As of this note, the commander has 362 decks.*\n"}]}
Germination Practicum
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Innkeeper's Talent
(Gain the next level as a sorcery to add its ability.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control.
: Level 2
Permanents you control with counters on them have ward .
: Level 3
If you would put one or more counters on a permanent or player, put twice that many of each of those kinds of counters on that permanent or player instead.
Enchantment - Class

Spider-Man, Miles Morales
Vigilance, trample (Attacking doesn't cause this creature to tap. He can deal excess combat damage to the player he's attacking.)
Whenever Spider-Man enters or attacks, put a +1/+1 counter on each other creature you control. Those creatures gain trample until end of turn.
Whenever Spider-Man enters or attacks, put a +1/+1 counter on each other creature you control. Those creatures gain trample until end of turn.
Legendary Creature - Human Spider Hero

The Earth Crystal
Green spells you cast cost less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact

Counters
(Ctrl to add secondary)
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

House Cartographer
Survival — At the beginning of your second main phase, if this creature is tapped, reveal cards from the top of your library until you reveal a land card. Put that card into your hand and the rest on the bottom of your library in a random order.
Creature - Human Scout Survivor

Jadelight Spelunker
When this creature enters, it explores X times. (To have it explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard.)
Creature - Scout Merfolk

Draw
(Ctrl to add secondary)
Nyxborn Hydra
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Creature Enchantment - Hydra

Hydra Creature
(Ctrl to add secondary)
Land
(Ctrl to add secondary)
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 .
Whenever you tap a creature for mana, add an additional .
Creature - Mole Badger

Ramp
(Ctrl to add secondary)
Removal
(Ctrl to add secondary)
Ambitious Augmenter
Increment (Whenever you cast a spell, if the amount of mana you spent is greater than this creature's power or toughness, put a +1/+1 counter on this creature.)
When this creature dies, if it had one or more counters on it, create a 0/0 green and blue Fractal creature token, then put this creature's counters on that token.
When this creature dies, if it had one or more counters on it, create a 0/0 green and blue Fractal creature token, then put this creature's counters on that token.
Creature - Wizard Turtle

T1 Play - 1CMC
(Ctrl to add secondary)
T1 Play - X Cost
(Ctrl to add secondary)
Benevolent Hydra
This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
Creature - Hydra

Kurbis, Harvest Celebrant
Kurbis enters with a number of +1/+1 counters on it equal to the amount of mana spent to cast it.
Remove a +1/+1 counter from Kurbis: Prevent all damage that would be dealt this turn to another target creature with a +1/+1 counter on it.
Remove a +1/+1 counter from Kurbis: Prevent all damage that would be dealt this turn to another target creature with a +1/+1 counter on it.
Legendary Creature - Treefolk

T2 Play - 2CMC
(Ctrl to add secondary)
Kinetic Ooze
This creature enters with X +1/+1 counters on it.
When this creature enters, destroy up to one target artifact or enchantment with mana value X or less. If X is 5 or more, you draw a card. If X is 10 or more, double the number of +1/+1 counters on any number of other target creatures.
When this creature enters, destroy up to one target artifact or enchantment with mana value X or less. If X is 5 or more, you draw a card. If X is 10 or more, double the number of +1/+1 counters on any number of other target creatures.
Creature - Ooze

T2 Play - X Cost
(Ctrl to add secondary)
Mossborn Hydra
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
This creature enters with a +1/+1 counter on it.
Landfall — Whenever a land you control enters, double the number of +1/+1 counters on this creature.
Creature - Elemental Hydra

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

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.
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

Maybeboard
(Ctrl to add secondary)
Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"November 2026 Archidekt Challenge\n\n"},{"insert":{"card-link":"Rishkar, Peema Renegade"}},{"insert":" is a commander that provides lots of extra mana early in the game by tapping creatures with +1 counters. This deck focuses on hydra like X cost creatures to make the most of this effect as they will be useful at multiple points along our curve.\n\nOn early turns, X cost creatures work to set up as ramp pieces for when the commander drops. On later turns, X cost spells can be dropped for large values of X as finishers. This makes the hydra creatures much more versatile, since in a traditional hydra deck you would typically wait for big mana in the midgame to drop your X cost creature, making them less useful in your opening turns.\n\nCurve was very heavily considered with choosing creatures. "},{"insert":{"card-link":"Rishkar, Peema Renegade"}},{"insert":" can donate a +1 counter to two creatures (including himself) on ETB. Therefore the optimal T1 and T2 setups will be 2 creatures, with at least one creature coming in with a +1 counter independently. This is easily achieved by filling ramp and removal slots with 1 or 2 mana creatures., along with all of our X cost creatures. The T1 and T2 options are achieved simply as follows:\n\nTurn 1 Play:\nA 1 CMC creature, with or without counters. Examples include ramp and removal options, as well as creatures with counters; "},{"insert":{"card-link":"Arboreal Grazer"}},{"insert":", "},{"insert":{"card-link":"Haywire Mite"}},{"insert":", "},{"insert":{"card-link":"Iron Apprentice"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An {X} costed creature. Examples include "},{"insert":{"card-link":"Endless One"}},{"insert":", "},{"insert":{"card-link":"Stonecoil Serpent"}},{"insert":", "},{"insert":{"card-link":"Ugin's Conjurant"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTurn 2 Play:\nAny of the two turn one options"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A 2 CMC creature, with or without counters. Examples include strong counters setup, protection and ramp cards; "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":", "},{"insert":{"card-link":"Cathedral Acolyte"}},{"insert":", "},{"insert":{"card-link":"Badgermole Cub"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A {XG} or {XX} costed creature. Examples include "},{"insert":{"card-link":"Goldvein Hydra"}},{"insert":", "},{"insert":{"card-link":"Kinetic Ooze"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIt is worth noting some {XG} or {XGG} costed creatures have a base toughness of 1, such as "},{"insert":{"card-link":"Benevolent Hydra"}},{"insert":" and "},{"insert":{"card-link":"Hormagaunt Horde"}},{"insert":", and so can be dropped for X=0 if needed to make up creature count.\n\nOn turn 3 you would drop the commander and, if you wish, use the two mana from your +1 counter creatures without summoning sickness to cast another 2 cost spell (this makes "},{"insert":{"card-link":"Studious First-Year // Rampant Growth"}},{"insert":" quite strong as a T1 drop).\n\nFrom then you move into T4 with, after you play a land, upwards of 7 mana. Additionally, each subsequent hydra dropped here works as a ramp piece if needed. Because you will be paying small X values for the first 3-4 turns, the deck also provides ways to add counters to creatures and to double counters. Doubling high X costed hydra counters is obviously going to be extremely valuable, but it also offers a route for an {XG} costed creature played on or before T4 to creep up in power and become a very real threat.\n\nFrom then on, its classic green stompy. Play big creatures, make them bigger, turn them sideways.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Comments on card choices and deck design:"},{"insert":"\nRamp other than that provided by the commander stays away from your typical dorks as they become redundant after T3. "},{"insert":{"card-link":"Arboreal Grazer"}},{"insert":" type cards provide a permanent mana increase in an extra land on the battlefield early. "},{"insert":{"card-link":"Badgermole Cub"}},{"insert":" is ridiculous, as it will give you 3 extra mana on T3 after the commander, and then scales with the amount of creatures on board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Lands are almost exclusively untapped forests as you always need mana T1 and T2 for the optimal strategy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Radioactive Spider"}},{"insert":" was chosen because its a 1 drop with an extra effect, it can fetch "},{"insert":{"card-link":"Spider-Man, Miles Morales"}},{"insert":" which scales our hydras played for low X and is a constant supply of trample."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Some hydras have inbuilt trample, but it is considered elsewhere with options like "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":", "},{"insert":{"card-link":"Sphere Grid"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I would place this at a low bracket 3 because of the strength of some individual cards that make it tick. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Similar to ramp, removal is tied to low cost creatures. If looking to play this deck, you could perhaps add some instant speed removal but I wanted to showcase some more interesting card choices."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"House Cartographer"}},{"insert":" guarantees you always hit a land drop since it can be tapped for mana if it has a counter on it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI hope you enjoy!\n\n* As of this note, the commander has 362 decks.*\n"}]}



























































