1151 views21 months ago
Commander
Size: 100Est cost: $1174.90Salt sum: 45.42
aetherwulf
1151 views21 months ago
Commander
Size: 100Est cost: $1174.90Salt sum: 45.42
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Commander
Sekki, Seasons' Guide
Sekki enters with eight +1/+1 counters on it.
If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and create that many 1/1 colorless Spirit creature tokens.
Sacrifice eight Spirits: Return this card from your graveyard to the battlefield.
If damage would be dealt to Sekki, prevent that damage, remove that many +1/+1 counters from Sekki, and create that many 1/1 colorless Spirit creature tokens.
Sacrifice eight Spirits: Return this card from your graveyard to the battlefield.
Legendary Creature - Spirit

Commander
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Anthem
Anthem
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Card Advantage
Grothama, All-Devouring
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring."
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
Legendary Creature - Wurm

Ugin, the Ineffable
Colorless spells you cast cost less to cast.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
−3: Destroy target permanent that's one or more colors.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
−3: Destroy target permanent that's one or more colors.
Legendary Planeswalker - Ugin

Card Advantage
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Fight
Fight
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Land
Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Land
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Lure
Lure
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Other
Other
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Protec
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

Protec
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Ramp
Defiler of Vigor
Trample
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
Creature - Wurm Phyrexian

Khalni Heart Expedition
Landfall — Whenever a land you control enters, you may put a quest counter on this enchantment.
Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Remove three quest counters from this enchantment and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment

Mana Bloom
This enchantment enters with X charge counters on it.
Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn.
At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
Remove a charge counter from this enchantment: Add one mana of any color. Activate only once each turn.
At the beginning of your upkeep, if this enchantment has no charge counters on it, return it to its owner's hand.
Enchantment

Nissa, Who Shakes the World
Whenever you tap a Forest for mana, add an additional .
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
Legendary Planeswalker - Nissa

Ramp
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Reclamation
Peerless Recycling
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Instant

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Reclamation
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Removal
Removal
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Strip Away
Strip Away
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Add
Overlord of the Hauntwoods
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Creature Enchantment - Avatar Horror

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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Hello and welcome to my Sekki tokens deck.\n\nThis deck is a mono-green tokens deck that heavily relies on Sekki, Seasons' Guide to generate tons of tokens. Sekki is a fun commander as they have the old \"Phantom\" templating. They receive no damage and instead remove that many +1/+1 counters and make that many 1/1 Spirit tokens. However, due to how the ability is worded, no matter how much damage is dealt to Sekki, even if you can't remove enough/any +1/+1 counters, you still get to make that many 1/1 Spirits. Because of that, one of the key things for this deck to work is for Sekki to have a butt. Any amount will do, we just don't want them to die when they have no +1/+1 counters. The deck has 4 anthems (Spidersilk Armor being one of my favorites since it gives all our creatures reach which is something this deck isn't well equipped to deal with) that will do it as well as 4 auras and 1 equipment. The number still feels a little low to me but that's something I'm still working out. Raised by Giants is a card being considered as it'll be great for giving Sekki a dump truck sized butt, but it does little to nothing outside of that. \n\nNow that we have our commander and they aren't going anywhere since we didn't let them skip leg day, now we have to start making our tokens. The first way I thought of accomplishing this was the good old fashioned fight cards. And while we have a few of those, they're basic and not that interesting to talk about. They might be able to be used as removal depending on how big Sekki is, but odds are, they'll just be token makers. The more interesting cards are the Lure cards. But not just any lures, no I don't want no 1 for 1 blocks here, we want to make a massive amount of tokens. That's why I enlisted cards like Seton's Desire, Noble Quarry, and one of my personal favorites, Tempting Licid. We want to make sure everything that can block Sekki does. This way not only do we make the maximum amount of spirits that we can, but we also clear the way for any spirits we may already have that are swinging. Unfortunately there are not a whole lot of cards that do this, 13 cards in mono green, 7 of which are either an instant or sorcery, 3 are creatures, 2 are auras, and 1 equipment. Part of why I didn't want to add the instants and sorceries is because we want this lure effect to last as long as possible, Sekki is unlikely to kill all the creatures blocking it, so getting to swing again the next turn means we just get to create even more tokens. Of the permanent options, we are running 1 of the two auras, and 2 of the 3 creatures. The two creatures we are running are the Licid and the Noble Quarry, both of which turn into auras. The last creature is a kicker card that means it won't be a permanent effect so it ended up cut. The 1 equipment is Nemesis Mask which was considered, but for the cost and the lack of any stat bumps to help keep Sekki around, meant that it ended up getting the chop. I'm still trying to figure out if Lure or fight is the way I want to go. It might be good to focus one more than the other but I am still debating between the two.\n\nThe dilemma I've been having as I play tested this deck was the need for more ramp. Sekki is expensive, so we need to make sure we are hitting our land drops and then some. The debate was if we should using more standard land ramp (either via creatures like Farhaven Elf) or enchantments like Wild Growth. On the one hand land ramp is inherently stronger in our format as it's less likely to be destroyed. However changing out our enchantment based ramp for land based ramp means that we lose a crucial amount of enchantments that we need for our card draw. Since we are not taking advantage of the lands tapping for multiple mana with the enchantments, I switched out the aura ramp for enchantmetns that tutor lands and double mana along with creatures that allow us extra land drops. As of now we have a split of 23 creatures and enchantments which is a little less than I would like for using either Enchantresses or cards like Beast Whisperer for our card draw. As I playtest more I will probably push more towards one direction or the other. Otherwise a few other notable cards that I want to shout out are:\n\n"},{"attributes":{"bold":true},"insert":"Grothama, All-Devouring"},{"insert":"\nI thought this card was hilarious when it first came out in Battlebond but I've never had a deck to add it to. Then I found Sekki. I love it here because at base, when Sekki attacks you get to make 10 Spirits, and if you're able to fight it with a full powered Sekki, you can draw 8 cards on top of that? Sounds like a win win to me.\n\n"},{"attributes":{"bold":true},"insert":"Golden Guardian"},{"insert":"\nA fun card to run with a commander that wants to be hit. So long as Sekki is small enough you can make 4 spirits on each players turn, and if Sekki has 0 power, well then you can just go to town. It also has a flip side that is a land of some sort. Don't really care but I guess it could be a bit of ramp if you're desperate.\n\n"},{"attributes":{"bold":true},"insert":"Pariah's Shield"},{"insert":"\nThis is a great card with Sekki. While its expensive, once equipped you are near invincible. Not only do you take no damage, but Sekki will just poop out spirits instead.\n\nDruid's Call\nWhat's better than pooping out spirits every time we take damage? Pooping out spirits and squirrels!\n\n\n"},{"attributes":{"bold":true},"insert":"Honorable Mention - Glaring Spotlight"},{"insert":"\nI really like this card as a way to both, allow our fight cards to get through as well as an option to allow a full flunge. However, since we currently are running less fight cards, I'm not sure if this card is as useful for this build. The other mode also is less useful the more lures we are running. In the end I cut it since the utility is not there since we have moved in a different direction with the build.\n\nThanks for taking a look and as with all my decks, this is and will likely always be a work in progress.\n"}]}





























































































