A "Commander" Commander Deck
52241 views6 days ago
Commander
Size: 100Est cost: $443.94Salt sum: 39.53
Joey_EDHREC
A "Commander" Commander Deck
52241 views6 days ago
Commander
Size: 100Est cost: $443.94Salt sum: 39.53
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{"ops":[{"insert":"Every card MUST say the word \"Commander\" on it. Not like "},{"insert":{"card-link":"Siege-Gang Commander"}},{"insert":", I mean it must "},{"attributes":{"italic":true},"insert":"refer "},{"insert":"to a commander. This restriction also applies to the mana base! Outside of Basic lands, the mana base "},{"attributes":{"italic":true},"insert":"also "},{"insert":"has to refer to a commander somewhere. That makes for quite a restriction on ramp and color-fixing, but it's worth it for the bit!\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why isn't this deck Bracket 1?"},{"insert":"\n Because "},{"insert":{"card-link":"Tana, the Bloodsower"}},{"insert":" and "},{"insert":{"card-link":"Tymna the Weaver"}},{"insert":" are just way too good. Even with a heavy restriction, they still draw cards and make a decent board state, and with the right support, they hit pretty darn hard. Plus, cards like "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" and "},{"insert":{"card-link":"Deadly Rollick"}},{"insert":" don't feel very Bracket 1 energy to me. This deck plays solidly against precon-level, though Bracket 3 decks are very handily going to shut this whole list down. \n\nIn pregame conversations I'm always clear that even despite the theme restriction, this deck slaps! The commanders are still strong and lots of good cards say \"commander\" on them, and we're even getting new ones all the time in precons every year!\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why these partners?"},{"insert":"\nFirst, colors: the inspiration for this deck was the Background enchantments. Those enchantments with TWO commanders really super-charges their potency and makes them extra fun. Two 10/10s from "},{"insert":{"card-link":"Raised by Giants"}},{"insert":"? Two hits from "},{"insert":{"card-link":"Tavern Brawler"}},{"insert":"? Absolute mayhem. I discovered pretty quickly that the blue Backgrounds are hyper-specific compared to the rest; "},{"insert":{"card-link":"Clan Crafter"}},{"insert":" and "},{"insert":{"card-link":"Dungeon Delver"}},{"insert":" won't do much here, y'know? So Blue was quickly ruled out.\n\nAfter that, it became apparent that a lot of the best Backgrounds involve combat in some way. Attack triggers from "},{"insert":{"card-link":"Flaming Fist"}},{"insert":" or "},{"insert":{"card-link":"Agent of the Shadow Thieves"}},{"insert":" informed the commander choices a lot, to get the best bang for their buck. Since Tana & Tymna already like attacking, they fell pretty naturally along color lines and the direction that many of the Backgrounds were already pointing towards.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"How Does it Play?"},{"insert":"\nBetter than you'd think! The biggest hurdle is color access. Getting an opening hand with 4 colors is "},{"attributes":{"italic":true},"insert":"tough"},{"insert":", but only having 2 colors means one of the commanders may not even get played all game if you draw poorly. I try to get an opening hand with 3 colors, if possible. That's also why I try to stick to 39 or 40 lands, so that I can increase the odds not just of hitting my lands consistently, but also of having options for which color of lands to play. We only have 2 ramp cards that say \"commander\" on them, so we gotta make up for it with consistency. \n\nIf colors work out, well, Tana and Tymna are just powerful legends, so even with this big restriction, finding ways to let them attack and do their thing just naturally begins to move the gears. Tymna is hyper-valuable as one of the only good ways to get extra card flow, but the real main character here is Tana. Buffing her even just a little bit to help her make contact and start making tokens, will set things up perfectly. The way we're winning is sometimes with commander damage, if Tana gets pumped up enough, but most often through pumping a lot of tokens, cuz even with just a couple 1/1s, a "},{"insert":{"card-link":"Commander's Insignia"}},{"insert":" or "},{"insert":{"card-link":"Thunderfoot Baloth"}},{"insert":" or "},{"insert":{"card-link":"Skyhunter Strike Force"}},{"insert":" will make them into proper threats. Plus, bonus: opponents usually enjoy the novelty of these cards a lot, so even if they lose to them, there's often a lot of delight about remembering that oh yeah, those cards "},{"attributes":{"italic":true},"insert":"do "},{"insert":"say \"commander\" on them, don't they! :)\n\nThe biggest weakness is, of course, losing the commanders. No commander in play means the whole deck falls apart. Backgrounds and Lieutenants don't do much without them, y'know? Also, our removal is spotty. There are some funny options! "},{"insert":{"card-link":"Tyrant's Familiar"}},{"insert":" and "},{"insert":{"card-link":"Szat's Will"}},{"insert":" are enjoyable, for instance. But "},{"insert":{"card-link":"Klauth's Will"}},{"insert":" is the only way to snipe artifacts and enchantments under this theme restricton; that's very tough to deal with. Plus, the only board wipes are "},{"insert":{"card-link":"Cloudkill"}},{"insert":" and "},{"insert":{"card-link":"Slash the Ranks"}},{"insert":". Once someone else picks up proper momentum, we can help cooperate to take them down, but can rarely take someone down from a good position all on our own. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"MVP Cards & Best Moves"},{"insert":"\n"},{"insert":{"card-link":"Inspiring Leader"}},{"insert":" gives +4/+4 to Tana's team of tokens when both commanders are in play. GG!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Vexilus Praetor"}},{"insert":" and "},{"insert":{"card-link":"Guardian Augmenter"}},{"insert":" protect the most important cards in play: the commanders. Without them in play, the entire deck shuts off. Lieutenants, Backgrounds, Familiars, free spells, all shut off without them, so protection is "},{"attributes":{"italic":true},"insert":"clutch "},{"insert":"here."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Astarion's Thirst"}},{"insert":" is gross with Tana's natural trample. They block, you exile their creature before damage, absorb that power onto Tana, and then the trample means all that damage now goes directly to the face, making tons of Saproling tokens. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hardy Outlander"}},{"insert":" is "},{"attributes":{"italic":true},"insert":"WILD. "},{"insert":"It checks upon resolution, so here's the play: Attack to trigger both commanders. Tana's resolves first, pumping Tymna. Then, Tymna resolves, conferring her new total power as a bonus back to Tana. If either or both of them already have a pump on them, this could mean buffing for +6 on one and +12 on the other. That's an enormous surprise boost. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Skull Storm"}},{"insert":" and the entire cycle of these cards is just so, so amazing with 2 commanders. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why aren't you playing...?"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Colorless utility lands like "},{"attributes":{"italic":true},"insert":{"card-link":"Command Beacon"}},{"attributes":{"italic":true},"insert":" and "},{"attributes":{"italic":true},"insert":{"card-link":"Witch's Clinic"}},{"attributes":{"italic":true},"insert":"? Don't they meet the theme?"},{"insert":" Yes, they do! Unfortunately, the color fixing in this 4-color deck is so bad, because of the theme restriction, so a colorless land is a huge detriment :("},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Freerunning spells? They meet the restriction, right? "},{"insert":"I'm undecided on these, let me know if you think they should count! I've gone back and forth on them a lot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Jeska's Will"}},{"insert":"? Cuz I'm trying to keep it Bracket 2 :) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nEnjoy the list!\n"}]}
Commander
Tymna the Weaver
Lifelink
At the beginning of each of your postcombat main phases, you may pay X life, where X is the number of opponents that were dealt combat damage this turn. If you do, draw X cards.
Partner (You can have two commanders if both have partner.)
At the beginning of each of your postcombat main phases, you may pay X life, where X is the number of opponents that were dealt combat damage this turn. If you do, draw X cards.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Cleric

Commander
(CTRL to add secondary)
Artifact
Artifact
(CTRL to add secondary)
Creature
Ainok Strike Leader
Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Creature - Warrior Dog

Neriv, Crackling Vanguard
Flying, deathtouch
When Neriv enters, create two 1/1 red Goblin creature tokens.
Whenever Neriv attacks, exile a number of cards from the top of your library equal to the number of differently named tokens you control. During any turn you attacked with a commander, you may play those cards.
When Neriv enters, create two 1/1 red Goblin creature tokens.
Whenever Neriv attacks, exile a number of cards from the top of your library equal to the number of differently named tokens you control. During any turn you attacked with a commander, you may play those cards.
Legendary Creature - Dragon Spirit

Creature
(CTRL to add secondary)
Enchantment
Noble Heritage
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Legendary Enchantment - Background

Enchantment
(CTRL to add secondary)
Instant
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Kamahl's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible, and haste. They're still lands.
• Choose target creature you don't control. Each creature you control deals damage equal to its power to that creature.
• Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible, and haste. They're still lands.
• Choose target creature you don't control. Each creature you control deals damage equal to its power to that creature.
Instant

Szat's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each opponent sacrifices a creature they control with the greatest power.
• Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.
• Each opponent sacrifices a creature they control with the greatest power.
• Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.
Instant

Will of the Mardu
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Instant

Instant
(CTRL to add secondary)
Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
(CTRL to add secondary)
Sorcery
Genesis Storm
When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
Reveal cards from the top of your library until you reveal a nonland permanent card. You may put that card onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield on the bottom of your library in a random order.
Reveal cards from the top of your library until you reveal a nonland permanent card. You may put that card onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield on the bottom of your library in a random order.
Sorcery

Visions of Dominance
Put a +1/+1 counter on target creature, then double the number of +1/+1 counters on it.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Will of the Abzan
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.
• Return target creature card from your graveyard to the battlefield.
• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.
• Return target creature card from your graveyard to the battlefield.
Sorcery

Will of the Sultai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
Sorcery

Sorcery
(CTRL to add secondary)
Maybeboard
Dancer's Chakrams
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types.
Krishna — Equip
Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types.
Krishna — Equip
Artifact - Equipment

Flamekin Herald
Commander spells you cast have cascade. (Whenever you cast a commander, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature - Wizard Elemental

Haunted One
Commander creatures you own have "Whenever this creature becomes tapped, it and other creatures you control that share a creature type with it each get +2/+0 and gain undying until end of turn." (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Legendary Enchantment - Background

Ironwill Forger
Lieutenant — At the beginning of combat on your turn, if you control your commander, target nonlegendary creature you control gains myriad until end of turn. (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 - Artificer Orc

Overpowering Attack
Freerunning (You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Sorcery

Popular Entertainer
Commander creatures you own have "Whenever one or more creatures you control deal combat damage to a player, goad target creature that player controls." (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Legendary Enchantment - Background

Visions of Dread
Target opponent puts a creature card of their choice from their graveyard onto the battlefield under your control.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Visions of Glory
Create a 1/1 white Human creature token for each creature you control.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Visions of Ruin
Each opponent sacrifices an artifact. For each artifact sacrificed this way, you create a Treasure token.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

We Ride at Dawn
Legendary creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a legendary creature spell pays for or one mana of that creature's color.)
Whenever your commander attacks, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Whenever your commander attacks, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Enchantment

Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Every card MUST say the word \"Commander\" on it. Not like "},{"insert":{"card-link":"Siege-Gang Commander"}},{"insert":", I mean it must "},{"attributes":{"italic":true},"insert":"refer "},{"insert":"to a commander. This restriction also applies to the mana base! Outside of Basic lands, the mana base "},{"attributes":{"italic":true},"insert":"also "},{"insert":"has to refer to a commander somewhere. That makes for quite a restriction on ramp and color-fixing, but it's worth it for the bit!\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why isn't this deck Bracket 1?"},{"insert":"\n Because "},{"insert":{"card-link":"Tana, the Bloodsower"}},{"insert":" and "},{"insert":{"card-link":"Tymna the Weaver"}},{"insert":" are just way too good. Even with a heavy restriction, they still draw cards and make a decent board state, and with the right support, they hit pretty darn hard. Plus, cards like "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" and "},{"insert":{"card-link":"Deadly Rollick"}},{"insert":" don't feel very Bracket 1 energy to me. This deck plays solidly against precon-level, though Bracket 3 decks are very handily going to shut this whole list down. \n\nIn pregame conversations I'm always clear that even despite the theme restriction, this deck slaps! The commanders are still strong and lots of good cards say \"commander\" on them, and we're even getting new ones all the time in precons every year!\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why these partners?"},{"insert":"\nFirst, colors: the inspiration for this deck was the Background enchantments. Those enchantments with TWO commanders really super-charges their potency and makes them extra fun. Two 10/10s from "},{"insert":{"card-link":"Raised by Giants"}},{"insert":"? Two hits from "},{"insert":{"card-link":"Tavern Brawler"}},{"insert":"? Absolute mayhem. I discovered pretty quickly that the blue Backgrounds are hyper-specific compared to the rest; "},{"insert":{"card-link":"Clan Crafter"}},{"insert":" and "},{"insert":{"card-link":"Dungeon Delver"}},{"insert":" won't do much here, y'know? So Blue was quickly ruled out.\n\nAfter that, it became apparent that a lot of the best Backgrounds involve combat in some way. Attack triggers from "},{"insert":{"card-link":"Flaming Fist"}},{"insert":" or "},{"insert":{"card-link":"Agent of the Shadow Thieves"}},{"insert":" informed the commander choices a lot, to get the best bang for their buck. Since Tana & Tymna already like attacking, they fell pretty naturally along color lines and the direction that many of the Backgrounds were already pointing towards.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"How Does it Play?"},{"insert":"\nBetter than you'd think! The biggest hurdle is color access. Getting an opening hand with 4 colors is "},{"attributes":{"italic":true},"insert":"tough"},{"insert":", but only having 2 colors means one of the commanders may not even get played all game if you draw poorly. I try to get an opening hand with 3 colors, if possible. That's also why I try to stick to 39 or 40 lands, so that I can increase the odds not just of hitting my lands consistently, but also of having options for which color of lands to play. We only have 2 ramp cards that say \"commander\" on them, so we gotta make up for it with consistency. \n\nIf colors work out, well, Tana and Tymna are just powerful legends, so even with this big restriction, finding ways to let them attack and do their thing just naturally begins to move the gears. Tymna is hyper-valuable as one of the only good ways to get extra card flow, but the real main character here is Tana. Buffing her even just a little bit to help her make contact and start making tokens, will set things up perfectly. The way we're winning is sometimes with commander damage, if Tana gets pumped up enough, but most often through pumping a lot of tokens, cuz even with just a couple 1/1s, a "},{"insert":{"card-link":"Commander's Insignia"}},{"insert":" or "},{"insert":{"card-link":"Thunderfoot Baloth"}},{"insert":" or "},{"insert":{"card-link":"Skyhunter Strike Force"}},{"insert":" will make them into proper threats. Plus, bonus: opponents usually enjoy the novelty of these cards a lot, so even if they lose to them, there's often a lot of delight about remembering that oh yeah, those cards "},{"attributes":{"italic":true},"insert":"do "},{"insert":"say \"commander\" on them, don't they! :)\n\nThe biggest weakness is, of course, losing the commanders. No commander in play means the whole deck falls apart. Backgrounds and Lieutenants don't do much without them, y'know? Also, our removal is spotty. There are some funny options! "},{"insert":{"card-link":"Tyrant's Familiar"}},{"insert":" and "},{"insert":{"card-link":"Szat's Will"}},{"insert":" are enjoyable, for instance. But "},{"insert":{"card-link":"Klauth's Will"}},{"insert":" is the only way to snipe artifacts and enchantments under this theme restricton; that's very tough to deal with. Plus, the only board wipes are "},{"insert":{"card-link":"Cloudkill"}},{"insert":" and "},{"insert":{"card-link":"Slash the Ranks"}},{"insert":". Once someone else picks up proper momentum, we can help cooperate to take them down, but can rarely take someone down from a good position all on our own. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"MVP Cards & Best Moves"},{"insert":"\n"},{"insert":{"card-link":"Inspiring Leader"}},{"insert":" gives +4/+4 to Tana's team of tokens when both commanders are in play. GG!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Vexilus Praetor"}},{"insert":" and "},{"insert":{"card-link":"Guardian Augmenter"}},{"insert":" protect the most important cards in play: the commanders. Without them in play, the entire deck shuts off. Lieutenants, Backgrounds, Familiars, free spells, all shut off without them, so protection is "},{"attributes":{"italic":true},"insert":"clutch "},{"insert":"here."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Astarion's Thirst"}},{"insert":" is gross with Tana's natural trample. They block, you exile their creature before damage, absorb that power onto Tana, and then the trample means all that damage now goes directly to the face, making tons of Saproling tokens. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hardy Outlander"}},{"insert":" is "},{"attributes":{"italic":true},"insert":"WILD. "},{"insert":"It checks upon resolution, so here's the play: Attack to trigger both commanders. Tana's resolves first, pumping Tymna. Then, Tymna resolves, conferring her new total power as a bonus back to Tana. If either or both of them already have a pump on them, this could mean buffing for +6 on one and +12 on the other. That's an enormous surprise boost. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Skull Storm"}},{"insert":" and the entire cycle of these cards is just so, so amazing with 2 commanders. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why aren't you playing...?"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Colorless utility lands like "},{"attributes":{"italic":true},"insert":{"card-link":"Command Beacon"}},{"attributes":{"italic":true},"insert":" and "},{"attributes":{"italic":true},"insert":{"card-link":"Witch's Clinic"}},{"attributes":{"italic":true},"insert":"? Don't they meet the theme?"},{"insert":" Yes, they do! Unfortunately, the color fixing in this 4-color deck is so bad, because of the theme restriction, so a colorless land is a huge detriment :("},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Freerunning spells? They meet the restriction, right? "},{"insert":"I'm undecided on these, let me know if you think they should count! I've gone back and forth on them a lot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Jeska's Will"}},{"insert":"? Cuz I'm trying to keep it Bracket 2 :) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nEnjoy the list!\n"}]}














































































