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Commander
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Oops_All_Tokens

5.8k views32 days ago
Commander
Size: 100Salt sum: 39.67

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{"ops":[{"attributes":{"color":"#e60000"},"insert":"IMPORTANT NOTE: Archidekt is labelling this deck a power level \"2\" because it does not have any game-changers. Without interaction to stop it, we can win the game as early as turn 4, and in my last 10 goldfishes the "},{"attributes":{"color":"#e60000","bold":true},"insert":"LATEST"},{"attributes":{"color":"#e60000"},"insert":" that it presented a winning board state was turn "},{"attributes":{"color":"#e60000","bold":true},"insert":"6--"},{"attributes":{"color":"#e60000"},"insert":"and T4 and T5 were common. The deck is a power level 4; do not be fooled by Archidekt, it is simply following the \"on-paper\" rules for the bracket system. Updated primer coming soon! "},{"insert":"\n\n\t"},{"insert":{"card-link":"Raggadragga, Goreguts Boss"}},{"insert":" caught my attention as soon as he was spoiled. I love Gruul, I love creature based decks, and pushing mana dork tribal is just a comfy place to be. Having all of our creatures tap for mana means the deck runs quite smooth--albeit fearfully aware of board wipes--and so long as we can manage to find a draw engine the deck can make explosive plays. I have had turns with this deck where I played almost my entire deck; if we can continue to draw, and have haste on the board, then dropping new dorks and triggering Ragga's ability to untap a \"super dork\" (more on that below) can allow us to continue storming like crazy. Now, this is not required to win the game, but it is very fun that the deck can absolutely pop off in insane ways. \n\n\tThe important distinction in the deck between \"dorks\" and \"super dorks\" is this: some dorks tap for mana equal to their power, such as "},{"insert":{"card-link":"Marwyn, the Nurturer"}},{"insert":", and these interact in an insane way with Raggadragga's triggered ability. If we can cast a 7 cost spell and untap one of the super dorks and give it +7/+7 it will now tap for 7 more mana. So imagine casting a "},{"insert":{"card-link":"Regal Force"}},{"insert":" and drawing 6 cards off of the green creatures you have on the field. Now we untap Marwyn, who may already have a fairly high power, and she can give us 7 more mana to cast all of the cards in our hand potentially. Or, we can cast the next 7 cost spell we drew to do it again and she will then be tapping for at least 14 mana. These kinds of plays can be explosive and incredibly satisfying, but also require playing cards in the correct order and seeing the combo. And that's what the deck is all about! These decision points are plentiful, and the deck gets going hard out of the gate with all of the dorks unless someone slows us down. \n\n\tOk, let's break down the categories in the deck. \n\nDorks: \n\tThere is a lot of range in the dork category. We have the basic 1 drop "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":" variations, along with "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":". Then we have a few 2 drops that simply tap for a mana and some that also have upside, like "},{"insert":{"card-link":"Bloom Tender"}},{"insert":" and "},{"insert":{"card-link":"Devoted Druid"}},{"insert":". We have some bangers in this category as well, like "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" and "},{"insert":{"card-link":"Karametra's Acolyte"}},{"insert":", which can tap for a lot of mana once we get going. There are 21 Elves in the deck, so "},{"insert":{"card-link":"Priest of Titania"}},{"insert":", "},{"insert":{"card-link":"Elvish Archdruid"}},{"insert":" and "},{"insert":{"card-link":"Wirewood Channeler"}},{"insert":" all have the potential to tap for a fair amount of mana; just tapping for more than one mana is gravy, and it happens consistently with this many elves in the deck. This is why I run some of these dorks over other non-Elf options. "},{"insert":{"card-link":"Elvish Harbinger"}},{"insert":" is almost always used to find "},{"insert":{"card-link":"Marwyn, the Nurturer"}},{"insert":" if we need a super dork, or if we are ready to win then we can grab "},{"insert":{"card-link":"Fierce Empath"}},{"insert":" to go for the "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":". \n\nSuper Dorks: \n\tThis section is the secret sauce in this deck. I described the reasoning in-depth above, so I won't belabor the point here. I also just swapped out the Sol Ring for "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" since she can also accomplish the same goal, albeit slightly roundabout. I did not realize that she fit the bill until writing this, and we need as many options as possible in this category. The original list had 3, and we are now up to a respectable 8! If I end up not needing this many then "},{"insert":{"card-link":"Bighorner Rancher"}},{"insert":" is next on the chopping block. \n\nHaste Enablers: \n\tHaste is paramount in this deck, both so that we can tap our dorks the turn they come down as well as allowing us to make our alpha strike without needing to wait a full turn rotation. "},{"insert":{"card-link":"Rhythm of the Wild"}},{"insert":" is excellent because of the added counter spell protection, and we will always opt for haste unless we have another haste enabler out for some reason. Notice that the reason "},{"insert":{"card-link":"Urabrask the Hidden"}},{"insert":" is in the deck is so that we can tutor a haste enabler with a creature tutor in a pinch. I don't think there's much more to cover here. \n\nDraw: \n\tDrawing off of our creatures is extremely important. We have the classics, such as "},{"insert":{"card-link":"Beast Whisperer"}},{"insert":" and "},{"insert":{"card-link":"Guardian Project"}},{"insert":", but there are a few interesting choices here as well. With Raggadragga out, all of our dorks have at least 3 power so "},{"insert":{"card-link":"Elemental Bond"}},{"insert":" and "},{"insert":{"card-link":"Garruk's Packleader"}},{"insert":" will trigger for us. "},{"insert":{"card-link":"Return of the Wildspeaker"}},{"insert":" and "},{"insert":{"card-link":"Rishkar's Expertise"}},{"insert":" both play nicely with Raggadragga's third ability to draw a lot of cards. "},{"insert":{"card-link":"Regal Force"}},{"insert":" trigger's Raggadragga's third ability and usually draws a lot of cards on entry. "},{"insert":{"card-link":"Commune with Lava"}},{"insert":" can be insane with a lot of mana dumped into it, and might be the best card in the deck. Casting it as the second or third 7+cmc spell in a chain where X is 20+ can often win the game outright: we will have insane mana from the super dork untapping again, and will often draw a tutor and other 7+ cmc cards to keep the chain going--potentially dumping our entire hand and demolishing the table, so long as we get a haste enabler. \n\nRemoval: \n\tSelf-explanatory, but we need good interaction to stay in the game. Gruul struggles in this area, so we do what we can with the tools available to us. \n\nProtection: \n\tOur board gets scary quickly and we can struggle to rebuild if we haven't been drawing consistently; that's where this category comes in. The deck is tight, so we only have boots to protect our most important piece on the board from spot removal and of course "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" to save us from a board wipe. I could maybe stand to add another spell of this kind, but for now this is what we have. \n\nSynergy: \n\t"},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" is our recursion in the deck. "},{"insert":{"card-link":"Leyline of Abundance"}},{"insert":" is absolutely absurd, allowing all of our basic dorks to tap for 2 mana and you can even begin the game with it on the field; the activated ability is also one that can be easy to sink mana into if the opportunity presents itself. "},{"insert":{"card-link":"Seedborn Muse"}},{"insert":" is an obvious choice here since it allows us to use all of our dorks for mana during any turn; which brings us directly to "},{"insert":{"card-link":"Yeva, Nature's Herald"}},{"insert":" since she is allows us to utilize our mana in each turn. Obviously casting spells at instant speed is always powerful, and here since we often want to pop off in one turn the ability to hide how close we are getting--by delaying playing our key pieces until the end step before our big turn--can be crucial. This section is a bit flexible; I don't think Leyline, Seedborn, or Yeva are essential to the deck in any way. However they are very fun to play with and can potentially be removal magnets that draw removal away from our other important pieces. \n\nTutors:\n\tThis is self-explanatory. Notice that we run a lot of X-cost tutors in order to trigger Raggadragga. "},{"insert":{"card-link":"Ecological Appreciation"}},{"insert":" requires some thought, and usually we want to pick cards that have overlap (such as 4 super dorks, or wincon/tutor options). Early game you may consider tutoring a super dork, while late game the choice is almost always going to be Craterhoof if we can win. \n\nWin Condition: \n\tThe whole goal of the deck is to flood the board, then chain together X cost spells until you draw into "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" or "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":". I have considered other options, like "},{"insert":{"card-link":"Comet Storm"}},{"insert":" or "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" with a sizable super dork out, but I love this deck as a Craterhoof beast and perfect deck for Finale so the focus is staying on this strategy for now, with a shoutout to "},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":" for being another cool option that's on-theme. \n\n\t"},{"attributes":{"background":"var(--light-background)","color":"var(--color)"},"insert":"I have a few closing notes to add. We have 15 cards which are 7cmc or greater (or include an X in the cost) that can trigger Raggadragga's third ability. This number feels pretty good right now, and with all of the X-cost spells the deck does not feel overloaded with high CMC cards. "},{"insert":"I also think it is important to point out that "},{"insert":{"card-link":"Klauth, Unrivaled Ancient"}},{"insert":" does NOT work with Raggadragga's ability; Klauth's triggered ability does produce mana, but it does not count as a mana ability, so he does not untap and does not get the +2/+2 buff either. It can still absolutely go in the deck if you so choose, and it does cost 7 so it will trigger Raggadragga's third ability; I have run him in the past to solid effect. Other options worth mentioning: "},{"insert":{"card-link":"The Endstone"}},{"insert":" is another 7 CMC spell that can allow you to keep drawing and storming out; "},{"insert":{"card-link":"Hugs, Grisly Guardian"}},{"insert":" is a worse version of Commune with Lava, but could still be worth a slot since this effect is so strong in the deck, and the same goes for "},{"insert":{"card-link":"March of Reckless Joy"}},{"insert":" but to a lesser extent. \n\n\tThis deck is an absolute blast to play. If you love creature based decks, flooding the board, never running low on mana, and big explosive plays, then give this deck a go. I think this is one of the most fun decks I have built because it just works. You always get Raggadragga down a turn early if you want to, although sometimes stacking a few dorks early is nice so we can swing with them when he comes down, untap, and then cast more spells in our second main phase. The deck can be exceedingly simple and yet has the possibility for big-brain plays, which makes for a fun game every time. \n\nEdit 01:\nLifecrafter's Bestiary out for "},{"insert":{"card-link":"Tribute to the World Tree"}},{"insert":". This is a strict upgrade in every way. \n\nEdit 02: 05/29/24\nMade several changes, the most important of which is adding three new \"Super Dorks\" which is a huge upgrade. The changes are: \n\nOut: "},{"insert":{"card-link":"Joraga Treespeaker"}},{"insert":", "},{"insert":{"card-link":"Quirion Elves"}},{"insert":", "},{"insert":{"card-link":"Reclusive Taxidermist"}},{"insert":", "},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":", "},{"insert":{"card-link":"Gilt-Leaf Archdruid"}},{"insert":", "},{"insert":{"card-link":"Devoted Druid"}},{"insert":", "},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":", and "},{"insert":{"card-link":"Wild Magic Surge"}},{"insert":". \nIn: "},{"insert":{"card-link":"Awaken the Woods"}},{"insert":", "},{"insert":{"card-link":"Cradle Clearcutter"}},{"insert":", "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":", "},{"insert":{"card-link":"Bighorner Rancher"}},{"insert":", "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":", "},{"insert":{"card-link":"Natural Order"}},{"insert":", and "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":". \n\nMost of these are obvious upgrades. The three new \"Super Dorks\" and the Delighted Halfling are huge, and Awaken the Woods is an amazing 7+ mana spell for the deck. Natural Order and Blasphemous Act are nice includes here as well. \n\nEdit 03: 06/07/24\nCutting "},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" for the new "},{"insert":{"card-link":"Fanatic of Rhonas"}},{"insert":". We have plenty of tutoring available in the deck, and this one is least effective at finding a win con. The Fanatic is an amazing dork and will be an excellent 2 drop moving forward. Also cutting "},{"insert":{"card-link":"Druid of the Cowl"}},{"insert":" for "},{"insert":{"card-link":"Bramble Familiar // Fetch Quest"}},{"insert":"; this is a strict upgrade since the two act the same in the early game, but late game I can trigger Ragga by returning Bramble Familiar to my hand and casting it's Adventure with 7cmc. \n\nEdit 04: 10/30/24\nThe deck list needed a little facelift. I cleaned up the categories and made a few edits. Added in "},{"insert":{"card-link":"Collective Resistance"}},{"insert":" (my new favorite card, the flexibility is awesome) and cut Return to Nature. I also tweaked the mana base a bit. Some of the better lands in the deck have moved to other decks that need the fixing/utility more. The two most important includes are "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" (I was gifted another copy and this deck struggles with removal so it is a welcome addition) and "},{"insert":{"card-link":"Shatterskull Smashing // Shatterskull, the Hammer Pass"}},{"insert":" (this is not only removal but can trigger Ragga with the 7+ cmc). "},{"insert":{"card-link":"Disciple of Freyalise // Garden of Freyalise"}},{"insert":" also swapped into the deck for a forest; although she just misses 7+ cmc, I think the draw upside is too much to ignore if we are attempting to pop off and dig for a win. Even if we have to sacrifice our super dork in the process, if we have 10+ mana still floating then that is a perfectly fine trade off if we can dig 16+ deep to find the tutor/Craterhoof and close out the game; and who knows, you may find another super dork anyway. I also added "},{"insert":{"card-link":"Anzrag, the Quake-Mole"}},{"insert":" as a win condition. Quest for Renewal was cut; it hasn't been very impactful for me although the pseudo-vigilance is nice. Lastly, I added "},{"insert":{"card-link":"Last March of the Ents"}},{"insert":" as another great draw spell with cmc higher than 7; it should act very similarly to Commune with Lava. I cut Primordial Sage for it. \n\nEdit 04: 02/17/25\nI added in "},{"insert":{"card-link":"Glimpse of Nature"}},{"insert":" and I cut "},{"insert":{"card-link":"Shared Summons"}},{"insert":" since the deck has plenty of tutors. My draw permanents, like "},{"insert":{"card-link":"Beast Whisperer"}},{"insert":" or "},{"insert":{"card-link":"Guardian Project"}},{"insert":", are always the biggest targets on my board, so I like the idea of paying 1 mana for a little storm turn to play out 3 or 4 creatures to progress the boardstate while refilling my hand. And then I'm not worried about playing a Guardian Project that gets removed immediately. I also added in "},{"insert":{"card-link":"Rising of the Day"}},{"insert":" and cut "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":"; real haste is better than haste only for tapping my dorks, and the +1 attack to legendary creatures is useful. I also added "},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":" back into the deck; it was in a previous iteration of the deck and the one game I almost pulled off a turn 4 win with the activated ability I was foiled. I'm still chasing that win. I cut "},{"insert":{"card-link":"Llanowar Loamspeaker"}},{"insert":" for it; it costs 1 more, but also produces an extra mana, so the tradeoff is minimal I think while the upside on the Shaman is a sick win condition. \n\nEdit 05: 06/14/25\nOk, I finally got around to adding in the new cards from Tarkir: Dragonstorm. I cut the instant speed package of "},{"insert":{"card-link":"Seedborn Muse"}},{"insert":" and "},{"insert":{"card-link":"Yeva, Nature's Herald"}},{"insert":" along with "},{"insert":{"card-link":"Kamahl, Heart of Krosa"}},{"insert":" (he's just Craterhoof at home, and I have other fun backup win cons in "},{"insert":{"card-link":"Anzrag, the Quake-Mole"}},{"insert":" and "},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":") and "},{"insert":{"card-link":"Wirewood Channeler"}},{"insert":". Tough calls, but I'm adding in some real bangers here so the deck's consistency should improve a lot: "},{"insert":{"card-link":"Red Elemental Blast"}},{"insert":" (win con protection), "},{"insert":{"card-link":"Zenith Festival"}},{"insert":" (best card in the deck now?? Double casting this with a super dork and Ragga out might just draw your whole library and let you win the game), "},{"insert":{"card-link":"Nature's Rhythm"}},{"insert":" (a second Green Sun's Zenith that can be cast twice to trigger Ragga twice in the same turn, bonus it doesn't say \"green creature\" so it can grab Urabrask for haste if I need it), and "},{"insert":{"card-link":"Rainveil Rejuvenator"}},{"insert":" is the newest super dork so it will gladly replace Wirewood Channeler. I also added in "},{"insert":{"card-link":"Arena of Glory"}},{"insert":" because that card slaps. \n\nEdit 06: 01/04/26\nI'm begrudgingly buying a "},{"insert":{"card-link":"Badgermole Cub"}},{"insert":" for this deck. I am a big ATLA fan, and I want to have a copy of every card from the set, so I am justifying this purchase by slotting the mole in here. I think it is a strict upgrade over "},{"insert":{"card-link":"Leyline of Abundance"}},{"insert":". I'm also swapping Naturalize for "},{"insert":{"card-link":"Origin of Metalbending"}},{"insert":" since it has the added modal utility of protection. \n\nEdit 07: 02/19/26\nWith the TNMT commander deck revealing a new super dork in "},{"insert":{"card-link":"Mona Lisa, Science Geek"}},{"insert":" I need to slot her in. Since I have 8 super dorks already and that seems like a solid number, I'm just going to cut "},{"insert":{"card-link":"Bighorner Rancher"}},{"insert":" since he costs 5. Also FINALLY swapping in a "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":", and pulling Natural Order to go into my Torens deck. Also gonna pull Anzrag for "},{"insert":{"card-link":"Springleaf Parade"}},{"insert":". And, since I have more 7+ CMC cards now, gonna swap out Bramble Familiar since it's adventure isn't particularly good. Replacing with "},{"insert":{"card-link":"Trailtracker Scout"}},{"insert":" since we expend 8 often in this deck and the recursion could be very useful. I think Finale means I don't need as many haste enablers, so cutting Fervor of to add in "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" \n\nConsidering other strong lands for this deck like "},{"insert":{"card-link":"Castle Garenbrig"}},{"insert":" and "},{"insert":{"card-link":"Hall of the Bandit Lord"}},{"insert":". Tooth and Nail is also a potentially juicy option here. \n"}]}

Commander

Qty: 1 Price: $0.49
Raggadragga, Goreguts Boss
Each creature you control with a mana ability gets +2/+2.
Whenever a creature you control with a mana ability attacks, untap it.
Whenever you cast a spell, if at least seven mana was spent to cast it, untap target creature. It gets +7/+7 and gains trample until end of turn.
Legendary Creature - Human Boar
Raggadragga, Goreguts Boss (clb) 291

Commander

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7+ CMC Spell

Qty: 4 Price: $73.46
Awaken the Woods
Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)
Sorcery
Awaken the Woods (bro) 170
Nyxbloom Ancient
Trample
If you tap a permanent for mana, it produces three times as much of that mana instead.
Creature Enchantment - Elemental
Nyxbloom Ancient (thb) 190
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
Turntimber Symbiosis
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Sorcery
Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 215Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 215

7+ CMC Spell

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Disruption

Qty: 8 Price: $25.24
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (scd) 172
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (lcc) 216
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (scd) 127
Collective Resistance
Escalate
(Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target artifact.
• Destroy target enchantment.
• Target creature gains hexproof and indestructible until end of turn.
Instant
Collective Resistance (mh3) 147
Nature's Claim
Destroy target artifact or enchantment. Its controller gains 4 life.
Instant
Nature's Claim (plst) IMA-177
Origin of Metalbending
Choose one —
• Destroy target artifact or enchantment.
• Put a +1/+1 counter on target creature you control. It gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Instant - Lesson
Origin of Metalbending (tla) 187
Shatterskull Smashing
Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.
Sorcery
Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161
Wilt
Destroy target artifact or enchantment.
Cycling
(
, Discard this card: Draw a card.)
Instant
Wilt (iko) 176

Disruption

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Draw

Qty: 15 Price: $243.11
Beast Whisperer
Whenever you cast a creature spell, draw a card.
Creature - Elf Druid
Beast Whisperer (p30a) 26
Commune with Lava
Exile the top X cards of your library. Until the end of your next turn, you may play those cards.
Instant
Commune with Lava (afc) 118
Disciple of Freyalise
When this creature enters, you may sacrifice another creature. If you do, you gain X life and draw X cards, where X is that creature's power.
Creature - Elf Druid
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Elemental Bond
Whenever a creature you control with power 3 or greater enters, draw a card.
Enchantment
Elemental Bond (scd) 180
Garruk's Packleader
Whenever another creature you control with power 3 or greater enters, you may draw a card.
Creature - Beast
Garruk's Packleader (c19) 168
Glimpse of Nature
Whenever you cast a creature spell this turn, draw a card.
Sorcery
Glimpse of Nature (slc) 2004
Guardian Project
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
Enchantment
Guardian Project (rvr) 433
Last March of the Ents
This spell can't be countered.
Draw cards equal to the greatest toughness among creatures you control, then put any number of creature cards from your hand onto the battlefield.
Sorcery
Last March of the Ents (ltr) 418
Regal Force
When this creature enters, draw a card for each green creature you control.
Creature - Elemental
Regal Force (ddu) 22
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 (clb) 831
Rishkar's Expertise
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost.
Sorcery
Rishkar's Expertise (ncc) 306
The Great Henge
This spell costs
less to cast, where X is the greatest power among creatures you control.
: Add
. You gain 2 life.
Whenever a nontoken creature you control enters, put a +1/+1 counter on it and draw a card.
Legendary Artifact
The Great Henge (cmm) 294
Tribute to the World Tree
Whenever a creature you control enters, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.
Enchantment
Tribute to the World Tree (pmom) 211p
Valakut Awakening
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Valakut Awakening // Valakut Stoneforge (znr) 174Valakut Awakening // Valakut Stoneforge (znr) 174
Zenith Festival
Exile the top X cards of your library. You may play them until the end of your next turn.
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
Zenith Festival (tdc) 41

Draw

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Haste

Qty: 4 Price: $13.96
Fires of Yavimaya
Creatures you control have haste.
Sacrifice this enchantment: Target creature gets +2/+2 until end of turn.
Enchantment
Fires of Yavimaya (scd) 228
Rhythm of the Wild
Creature spells you control can't be countered.
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
Enchantment
Rhythm of the Wild (nec) 142
Rising of the Day
Creatures you control have haste.
Legendary creatures you control get +1/+0.
Enchantment
Rising of the Day (ltr) 427
Urabrask the Hidden
Creatures you control have haste.
Creatures your opponents control enter tapped.
Legendary Creature - Praetor Phyrexian
Urabrask the Hidden (sld) 212

Haste

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Land

Qty: 32 (37 w/ MDFC)Price: $239.48
Arena of Glory
This land enters tapped unless you control a Mountain.
: Add
.
,
, Exert this land: Add
. If that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
Land
Arena of Glory (mh3) 351
Bonders' Enclave
: Add
.
,
: Draw a card. Activate only if you control a creature with power 4 or greater.
Land
Bonders' Enclave (j22) 811
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 412
Cinder Glade
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade (scd) 295
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (sld) 7063
Dryad Arbor
(This land isn't a spell, it's affected by summoning sickness, and it has "
: Add
.")
Creature Land - Dryad Forest
Dryad Arbor (plst) FUT-174
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (otc) 293
Forest
(
: Add
.)
Basic Land - Forest
Forest (otj) 276
Ghost Quarter
: Add
.
, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Land
Ghost Quarter (cm2) 253
Karplusan Forest
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Karplusan Forest (dmu) 379
Mossfire Valley
,
: Add
.
Land
Mossfire Valley (blc) 316
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (ust) 215
Mutavault
: Add
.
: This land becomes a 2/2 creature with all creature types until end of turn. It's still a land.
Land
Mutavault (clb) 903
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (mid) 284
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (clb) 913
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (xln) 256
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (clb) 361
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (sld) 126
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (clb) 929
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 236
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (mh2) 261

Land

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Mana Dork

Qty: 16 Price: $234.54
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 (dmr) 151
Bloom Tender
Vivid —
: For each color among permanents you control, add one mana of that color.
Creature - Elf Druid
Bloom Tender (2x2) 366
Boreal Druid
: Add
.
Snow Creature - Elf Druid
Boreal Druid (csp) 105
Circle of Dreams Druid
: Add
for each creature you control.
Creature - Elf Druid
Circle of Dreams Druid (afr) 176
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
Elvish Archdruid
Other Elf creatures you control get +1/+1.
: Add
for each Elf you control.
Creature - Elf Druid
Elvish Archdruid (khc) 57
Elvish Harbinger
When this creature enters, you may search your library for an Elf card, reveal it, then shuffle and put that card on top.
: Add one mana of any color.
Creature - Elf Druid
Elvish Harbinger (evg) 4
Elvish Mystic
: Add
.
Creature - Elf Druid
Elvish Mystic (cmm) 648
Fanatic of Rhonas
: Add
.
Ferocious —
: Add
. Activate only if you control a creature with power 4 or greater.
Eternalize
(
, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake
Fanatic of Rhonas (mh3) 152
Fyndhorn Elves
: Add
.
Creature - Elf Druid
Fyndhorn Elves (cmr) 228
Karametra's Acolyte
: Add an amount of
equal to your devotion to green. (Each
in the mana costs of permanents you control counts toward your devotion to green.)
Creature - Human Druid
Karametra's Acolyte (ths) 160
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (sld) 1553
Priest of Titania
: Add
for each Elf on the battlefield.
Creature - Elf Druid
Priest of Titania (usg) 270
Shaman of Forgotten Ways
: Add two mana in any combination of colors. Spend this mana only to cast creature spells.
Formidable —
,
: Each player's life total becomes the number of creatures they control. Activate only if creatures you control have total power 8 or greater.
Creature - Human Shaman
Shaman of Forgotten Ways (dtk) 204
Trailtracker Scout
: Add one mana of any color.
Whenever you expend 8, return up to one target permanent card from your graveyard to your hand. (You expend 8 as you spend your eighth total mana to cast spells during a turn.)
Creature - Scout Raccoon
Trailtracker Scout (blc) 35

Mana Dork

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Protection

Qty: 3 Price: $33.97
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (afc) 161
Red Elemental Blast
Choose one —
• Counter target blue spell.
• Destroy target blue permanent.
Instant
Red Elemental Blast (4ed) 218
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (scd) 279

Protection

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Recursion

Qty: 1 Price: $8.99
Bala Ged Recovery
Return target card from your graveyard to your hand.
Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (znr) 180Bala Ged Recovery // Bala Ged Sanctuary (znr) 180

Recursion

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Super Dork

Qty: 8 Price: $30.30
Cradle Clearcutter
Prototype
— 1/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
: Add an amount of
equal to this creature's power.
Creature Artifact - Golem
Cradle Clearcutter (bro) 198
Heronblade Elite
Vigilance
Whenever another Human you control enters, put a +1/+1 counter on this creature.
: Add X mana of any one color, where X is this creature's power.
Creature - Human Warrior
Heronblade Elite (mic) 26
Kami of Whispered Hopes
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead.
: Add X mana of any one color, where X is this creature's power.
Creature - Spirit
Kami of Whispered Hopes (mom) 196
Marwyn, the Nurturer
Whenever another Elf you control enters, put a +1/+1 counter on Marwyn.
: Add an amount of
equal to Marwyn's power.
Legendary Creature - Elf Druid
Marwyn, the Nurturer (khc) 68
Mona Lisa, Science Geek
Reach
: Add X mana of any one color, where X is Mona Lisa's power.
Legendary Creature - Mutant Lizard
Mona Lisa, Science Geek (tmt) 123
Rainveil Rejuvenator
When this creature enters, you may mill three cards. (You may put the top three cards of your library into your graveyard.)
: Add an amount of
equal to this creature's power.
Creature - Druid Elephant
Rainveil Rejuvenator (tdm) 152
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.
Legendary Creature - Elf Scout
Selvala, Heart of the Wilds (cmm) 320
Viridian Joiner
: Add an amount of
equal to this creature's power.
Creature - Elf Druid
Viridian Joiner (mrd) 138

Super Dork

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Tutor

Qty: 6 Price: $66.10
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 (2xm) 384
Ecological Appreciation
Search your library and graveyard for up to four creature cards with different names that each have mana value X or less and reveal them. An opponent chooses two of those cards. Shuffle the chosen cards into your library and put the rest onto the battlefield. Exile Ecological Appreciation.
Sorcery
Ecological Appreciation (stx) 128
Fierce Empath
When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.
Creature - Elf
Fierce Empath (2xm) 168
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
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
Summoner's Pact
Search your library for a green creature card, reveal it, put it into your hand, then shuffle.
At the beginning of your next upkeep, pay
. If you don't, you lose the game.
Instant
Summoner's Pact (tsr) 234

Tutor

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Win Conditions

Qty: 2 Price: $74.98
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
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 (war) 160

Win Conditions

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Maybeboard

Qty: 27 Price: $188.49
Anzrag, the Quake-Mole
Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.
: Anzrag must be blocked each combat this turn if able.
Legendary Creature - God Mole
Anzrag, the Quake-Mole (mkm) 186
Bighorner Rancher
Vigilance
: Add an amount of
equal to the greatest power among creatures you control.
Sacrifice this creature: You gain life equal to the greatest toughness among other creatures you control.
Creature - Human Ranger
Bighorner Rancher (pip) 73
Bramble Familiar
: Add
.
,
, Discard a card: Return this creature to its owner's hand.
Creature - Elemental Raccoon
Bramble Familiar // Fetch Quest (woe) 164
Devoted Druid
: Add
.
Put a -1/-1 counter on this creature: Untap this creature.
Creature - Elf Druid
Devoted Druid (2x2) 143
Druid of the Cowl
: Add
.
Creature - Elf Druid
Druid of the Cowl (m19) 177
Fervor
Creatures you control have haste. (They can attack and
as soon as they come under your control.)
Enchantment
Fervor (m13) 129
Gilt-Leaf Archdruid
Whenever you cast a Druid spell, you may draw a card.
Tap seven untapped Druids you control: Gain control of all lands target player controls.
Creature - Elf Druid
Gilt-Leaf Archdruid (plst) MOR-124
Joraga Treespeaker
Level up
(
: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
1/2
: Add
.
LEVEL 5+
1/4
Elves you control have "
: Add
."
Creature - Elf Druid
Joraga Treespeaker (plst) ROE-190
Kamahl, Heart of Krosa
At the beginning of combat on your turn, creatures you control get +3/+3 and gain trample until end of turn.
: Until end of turn, target land you control becomes a 1/1 Elemental creature with vigilance, indestructible, and haste. It's still a land.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Druid
Kamahl, Heart of Krosa (cmr) 237
Kessig Wolf Run
: Add
.
,
: Target creature gets +X/+0 and gains trample until end of turn.
Land
Kessig Wolf Run (clb) 898
Leyline of Abundance
If this card is in your opening hand, you may begin the game with it on the battlefield.
Whenever you tap a creature for mana, add an additional
.
: Put a +1/+1 counter on each creature you control.
Enchantment
Leyline of Abundance (m20) 179
Lifecrafter's Bestiary
At the beginning of your upkeep, scry 1.
Whenever you cast a creature spell, you may pay
. If you do, draw a card.
Artifact
Lifecrafter's Bestiary (ncc) 370
Llanowar Loamspeaker
: Add one mana of any color.
: Target land you control becomes a 3/3 Elemental creature with haste until end of turn. It's still a land. Activate only as a sorcery.
Creature - Elf Druid
Llanowar Loamspeaker (dmu) 170
Natural Order
As an additional cost to cast this spell, sacrifice a green creature.
Search your library for a green creature card, put it onto the battlefield, then shuffle.
Sorcery
Natural Order (sta) 54
Primordial Sage
Whenever you cast a creature spell, you may draw a card.
Creature - Spirit
Primordial Sage (jmp) 422
Quest for Renewal
Whenever a creature you control becomes tapped, you may put a quest counter on this enchantment.
As long as there are four or more quest counters on this enchantment, untap all creatures you control during each other player's untap step.
Enchantment
Quest for Renewal (wwk) 110
Quirion Elves
As this creature enters, choose a color.
: Add
.
: Add one mana of the chosen color.
Creature - Elf Druid
Quirion Elves (dde) 39
Seedborn Muse
Untap all permanents you control during each other player's untap step.
Creature - Spirit
Seedborn Muse (cc1) 4
Shared Summons
Search your library for up to two creature cards with different names, reveal them, put them into your hand, then shuffle.
Instant
Shared Summons (m20) 193
Sol Ring
: Add
.
Artifact
Sol Ring (scd) 276
Song of the Dryads
Enchant permanent
Enchanted permanent is a colorless Forest land.
Enchantment - Aura
Song of the Dryads (c14) 47
Soul of the Harvest
Trample
Whenever another nontoken creature you control enters, you may draw a card.
Creature - Elemental
Soul of the Harvest (jmp) 432
Thousand-Year Elixir
You may activate abilities of creatures you control as though those creatures had haste.
,
: Untap target creature.
Artifact
Thousand-Year Elixir (c21) 271
Vedalken Orrery
You may cast spells as though they had flash.
Artifact
Vedalken Orrery (2x2) 317
Wild Magic Surge
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Instant
Wild Magic Surge (clb) 206
Wirewood Channeler
: Add X mana of any one color, where X is the number of Elves on the battlefield.
Creature - Elf Druid
Wirewood Channeler (khc) 79
Yeva, Nature's Herald
Flash (You may cast this spell any time you could cast an instant.)
You may cast green creature spells as though they had flash.
Legendary Creature - Elf Shaman
Yeva, Nature's Herald (ddu) 27

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 13 cards
0 pips - 0 cards
0 mana - 13 cards
0 pips - 0 cards
0 mana - 13 cards
16 pips - 12 cards
30 mana - 27 cards
82 pips - 56 cards
54 mana - 48 cards
0 pips - 0 cards
8 mana - 8 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"color":"#e60000"},"insert":"IMPORTANT NOTE: Archidekt is labelling this deck a power level \"2\" because it does not have any game-changers. Without interaction to stop it, we can win the game as early as turn 4, and in my last 10 goldfishes the "},{"attributes":{"color":"#e60000","bold":true},"insert":"LATEST"},{"attributes":{"color":"#e60000"},"insert":" that it presented a winning board state was turn "},{"attributes":{"color":"#e60000","bold":true},"insert":"6--"},{"attributes":{"color":"#e60000"},"insert":"and T4 and T5 were common. The deck is a power level 4; do not be fooled by Archidekt, it is simply following the \"on-paper\" rules for the bracket system. Updated primer coming soon! "},{"insert":"\n\n\t"},{"insert":{"card-link":"Raggadragga, Goreguts Boss"}},{"insert":" caught my attention as soon as he was spoiled. I love Gruul, I love creature based decks, and pushing mana dork tribal is just a comfy place to be. Having all of our creatures tap for mana means the deck runs quite smooth--albeit fearfully aware of board wipes--and so long as we can manage to find a draw engine the deck can make explosive plays. I have had turns with this deck where I played almost my entire deck; if we can continue to draw, and have haste on the board, then dropping new dorks and triggering Ragga's ability to untap a \"super dork\" (more on that below) can allow us to continue storming like crazy. Now, this is not required to win the game, but it is very fun that the deck can absolutely pop off in insane ways. \n\n\tThe important distinction in the deck between \"dorks\" and \"super dorks\" is this: some dorks tap for mana equal to their power, such as "},{"insert":{"card-link":"Marwyn, the Nurturer"}},{"insert":", and these interact in an insane way with Raggadragga's triggered ability. If we can cast a 7 cost spell and untap one of the super dorks and give it +7/+7 it will now tap for 7 more mana. So imagine casting a "},{"insert":{"card-link":"Regal Force"}},{"insert":" and drawing 6 cards off of the green creatures you have on the field. Now we untap Marwyn, who may already have a fairly high power, and she can give us 7 more mana to cast all of the cards in our hand potentially. Or, we can cast the next 7 cost spell we drew to do it again and she will then be tapping for at least 14 mana. These kinds of plays can be explosive and incredibly satisfying, but also require playing cards in the correct order and seeing the combo. And that's what the deck is all about! These decision points are plentiful, and the deck gets going hard out of the gate with all of the dorks unless someone slows us down. \n\n\tOk, let's break down the categories in the deck. \n\nDorks: \n\tThere is a lot of range in the dork category. We have the basic 1 drop "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":" variations, along with "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":". Then we have a few 2 drops that simply tap for a mana and some that also have upside, like "},{"insert":{"card-link":"Bloom Tender"}},{"insert":" and "},{"insert":{"card-link":"Devoted Druid"}},{"insert":". We have some bangers in this category as well, like "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" and "},{"insert":{"card-link":"Karametra's Acolyte"}},{"insert":", which can tap for a lot of mana once we get going. There are 21 Elves in the deck, so "},{"insert":{"card-link":"Priest of Titania"}},{"insert":", "},{"insert":{"card-link":"Elvish Archdruid"}},{"insert":" and "},{"insert":{"card-link":"Wirewood Channeler"}},{"insert":" all have the potential to tap for a fair amount of mana; just tapping for more than one mana is gravy, and it happens consistently with this many elves in the deck. This is why I run some of these dorks over other non-Elf options. "},{"insert":{"card-link":"Elvish Harbinger"}},{"insert":" is almost always used to find "},{"insert":{"card-link":"Marwyn, the Nurturer"}},{"insert":" if we need a super dork, or if we are ready to win then we can grab "},{"insert":{"card-link":"Fierce Empath"}},{"insert":" to go for the "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":". \n\nSuper Dorks: \n\tThis section is the secret sauce in this deck. I described the reasoning in-depth above, so I won't belabor the point here. I also just swapped out the Sol Ring for "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" since she can also accomplish the same goal, albeit slightly roundabout. I did not realize that she fit the bill until writing this, and we need as many options as possible in this category. The original list had 3, and we are now up to a respectable 8! If I end up not needing this many then "},{"insert":{"card-link":"Bighorner Rancher"}},{"insert":" is next on the chopping block. \n\nHaste Enablers: \n\tHaste is paramount in this deck, both so that we can tap our dorks the turn they come down as well as allowing us to make our alpha strike without needing to wait a full turn rotation. "},{"insert":{"card-link":"Rhythm of the Wild"}},{"insert":" is excellent because of the added counter spell protection, and we will always opt for haste unless we have another haste enabler out for some reason. Notice that the reason "},{"insert":{"card-link":"Urabrask the Hidden"}},{"insert":" is in the deck is so that we can tutor a haste enabler with a creature tutor in a pinch. I don't think there's much more to cover here. \n\nDraw: \n\tDrawing off of our creatures is extremely important. We have the classics, such as "},{"insert":{"card-link":"Beast Whisperer"}},{"insert":" and "},{"insert":{"card-link":"Guardian Project"}},{"insert":", but there are a few interesting choices here as well. With Raggadragga out, all of our dorks have at least 3 power so "},{"insert":{"card-link":"Elemental Bond"}},{"insert":" and "},{"insert":{"card-link":"Garruk's Packleader"}},{"insert":" will trigger for us. "},{"insert":{"card-link":"Return of the Wildspeaker"}},{"insert":" and "},{"insert":{"card-link":"Rishkar's Expertise"}},{"insert":" both play nicely with Raggadragga's third ability to draw a lot of cards. "},{"insert":{"card-link":"Regal Force"}},{"insert":" trigger's Raggadragga's third ability and usually draws a lot of cards on entry. "},{"insert":{"card-link":"Commune with Lava"}},{"insert":" can be insane with a lot of mana dumped into it, and might be the best card in the deck. Casting it as the second or third 7+cmc spell in a chain where X is 20+ can often win the game outright: we will have insane mana from the super dork untapping again, and will often draw a tutor and other 7+ cmc cards to keep the chain going--potentially dumping our entire hand and demolishing the table, so long as we get a haste enabler. \n\nRemoval: \n\tSelf-explanatory, but we need good interaction to stay in the game. Gruul struggles in this area, so we do what we can with the tools available to us. \n\nProtection: \n\tOur board gets scary quickly and we can struggle to rebuild if we haven't been drawing consistently; that's where this category comes in. The deck is tight, so we only have boots to protect our most important piece on the board from spot removal and of course "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" to save us from a board wipe. I could maybe stand to add another spell of this kind, but for now this is what we have. \n\nSynergy: \n\t"},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" is our recursion in the deck. "},{"insert":{"card-link":"Leyline of Abundance"}},{"insert":" is absolutely absurd, allowing all of our basic dorks to tap for 2 mana and you can even begin the game with it on the field; the activated ability is also one that can be easy to sink mana into if the opportunity presents itself. "},{"insert":{"card-link":"Seedborn Muse"}},{"insert":" is an obvious choice here since it allows us to use all of our dorks for mana during any turn; which brings us directly to "},{"insert":{"card-link":"Yeva, Nature's Herald"}},{"insert":" since she is allows us to utilize our mana in each turn. Obviously casting spells at instant speed is always powerful, and here since we often want to pop off in one turn the ability to hide how close we are getting--by delaying playing our key pieces until the end step before our big turn--can be crucial. This section is a bit flexible; I don't think Leyline, Seedborn, or Yeva are essential to the deck in any way. However they are very fun to play with and can potentially be removal magnets that draw removal away from our other important pieces. \n\nTutors:\n\tThis is self-explanatory. Notice that we run a lot of X-cost tutors in order to trigger Raggadragga. "},{"insert":{"card-link":"Ecological Appreciation"}},{"insert":" requires some thought, and usually we want to pick cards that have overlap (such as 4 super dorks, or wincon/tutor options). Early game you may consider tutoring a super dork, while late game the choice is almost always going to be Craterhoof if we can win. \n\nWin Condition: \n\tThe whole goal of the deck is to flood the board, then chain together X cost spells until you draw into "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" or "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":". I have considered other options, like "},{"insert":{"card-link":"Comet Storm"}},{"insert":" or "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" with a sizable super dork out, but I love this deck as a Craterhoof beast and perfect deck for Finale so the focus is staying on this strategy for now, with a shoutout to "},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":" for being another cool option that's on-theme. \n\n\t"},{"attributes":{"background":"var(--light-background)","color":"var(--color)"},"insert":"I have a few closing notes to add. We have 15 cards which are 7cmc or greater (or include an X in the cost) that can trigger Raggadragga's third ability. This number feels pretty good right now, and with all of the X-cost spells the deck does not feel overloaded with high CMC cards. "},{"insert":"I also think it is important to point out that "},{"insert":{"card-link":"Klauth, Unrivaled Ancient"}},{"insert":" does NOT work with Raggadragga's ability; Klauth's triggered ability does produce mana, but it does not count as a mana ability, so he does not untap and does not get the +2/+2 buff either. It can still absolutely go in the deck if you so choose, and it does cost 7 so it will trigger Raggadragga's third ability; I have run him in the past to solid effect. Other options worth mentioning: "},{"insert":{"card-link":"The Endstone"}},{"insert":" is another 7 CMC spell that can allow you to keep drawing and storming out; "},{"insert":{"card-link":"Hugs, Grisly Guardian"}},{"insert":" is a worse version of Commune with Lava, but could still be worth a slot since this effect is so strong in the deck, and the same goes for "},{"insert":{"card-link":"March of Reckless Joy"}},{"insert":" but to a lesser extent. \n\n\tThis deck is an absolute blast to play. If you love creature based decks, flooding the board, never running low on mana, and big explosive plays, then give this deck a go. I think this is one of the most fun decks I have built because it just works. You always get Raggadragga down a turn early if you want to, although sometimes stacking a few dorks early is nice so we can swing with them when he comes down, untap, and then cast more spells in our second main phase. The deck can be exceedingly simple and yet has the possibility for big-brain plays, which makes for a fun game every time. \n\nEdit 01:\nLifecrafter's Bestiary out for "},{"insert":{"card-link":"Tribute to the World Tree"}},{"insert":". This is a strict upgrade in every way. \n\nEdit 02: 05/29/24\nMade several changes, the most important of which is adding three new \"Super Dorks\" which is a huge upgrade. The changes are: \n\nOut: "},{"insert":{"card-link":"Joraga Treespeaker"}},{"insert":", "},{"insert":{"card-link":"Quirion Elves"}},{"insert":", "},{"insert":{"card-link":"Reclusive Taxidermist"}},{"insert":", "},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":", "},{"insert":{"card-link":"Gilt-Leaf Archdruid"}},{"insert":", "},{"insert":{"card-link":"Devoted Druid"}},{"insert":", "},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":", and "},{"insert":{"card-link":"Wild Magic Surge"}},{"insert":". \nIn: "},{"insert":{"card-link":"Awaken the Woods"}},{"insert":", "},{"insert":{"card-link":"Cradle Clearcutter"}},{"insert":", "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":", "},{"insert":{"card-link":"Bighorner Rancher"}},{"insert":", "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":", "},{"insert":{"card-link":"Natural Order"}},{"insert":", and "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":". \n\nMost of these are obvious upgrades. The three new \"Super Dorks\" and the Delighted Halfling are huge, and Awaken the Woods is an amazing 7+ mana spell for the deck. Natural Order and Blasphemous Act are nice includes here as well. \n\nEdit 03: 06/07/24\nCutting "},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" for the new "},{"insert":{"card-link":"Fanatic of Rhonas"}},{"insert":". We have plenty of tutoring available in the deck, and this one is least effective at finding a win con. The Fanatic is an amazing dork and will be an excellent 2 drop moving forward. Also cutting "},{"insert":{"card-link":"Druid of the Cowl"}},{"insert":" for "},{"insert":{"card-link":"Bramble Familiar // Fetch Quest"}},{"insert":"; this is a strict upgrade since the two act the same in the early game, but late game I can trigger Ragga by returning Bramble Familiar to my hand and casting it's Adventure with 7cmc. \n\nEdit 04: 10/30/24\nThe deck list needed a little facelift. I cleaned up the categories and made a few edits. Added in "},{"insert":{"card-link":"Collective Resistance"}},{"insert":" (my new favorite card, the flexibility is awesome) and cut Return to Nature. I also tweaked the mana base a bit. Some of the better lands in the deck have moved to other decks that need the fixing/utility more. The two most important includes are "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" (I was gifted another copy and this deck struggles with removal so it is a welcome addition) and "},{"insert":{"card-link":"Shatterskull Smashing // Shatterskull, the Hammer Pass"}},{"insert":" (this is not only removal but can trigger Ragga with the 7+ cmc). "},{"insert":{"card-link":"Disciple of Freyalise // Garden of Freyalise"}},{"insert":" also swapped into the deck for a forest; although she just misses 7+ cmc, I think the draw upside is too much to ignore if we are attempting to pop off and dig for a win. Even if we have to sacrifice our super dork in the process, if we have 10+ mana still floating then that is a perfectly fine trade off if we can dig 16+ deep to find the tutor/Craterhoof and close out the game; and who knows, you may find another super dork anyway. I also added "},{"insert":{"card-link":"Anzrag, the Quake-Mole"}},{"insert":" as a win condition. Quest for Renewal was cut; it hasn't been very impactful for me although the pseudo-vigilance is nice. Lastly, I added "},{"insert":{"card-link":"Last March of the Ents"}},{"insert":" as another great draw spell with cmc higher than 7; it should act very similarly to Commune with Lava. I cut Primordial Sage for it. \n\nEdit 04: 02/17/25\nI added in "},{"insert":{"card-link":"Glimpse of Nature"}},{"insert":" and I cut "},{"insert":{"card-link":"Shared Summons"}},{"insert":" since the deck has plenty of tutors. My draw permanents, like "},{"insert":{"card-link":"Beast Whisperer"}},{"insert":" or "},{"insert":{"card-link":"Guardian Project"}},{"insert":", are always the biggest targets on my board, so I like the idea of paying 1 mana for a little storm turn to play out 3 or 4 creatures to progress the boardstate while refilling my hand. And then I'm not worried about playing a Guardian Project that gets removed immediately. I also added in "},{"insert":{"card-link":"Rising of the Day"}},{"insert":" and cut "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":"; real haste is better than haste only for tapping my dorks, and the +1 attack to legendary creatures is useful. I also added "},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":" back into the deck; it was in a previous iteration of the deck and the one game I almost pulled off a turn 4 win with the activated ability I was foiled. I'm still chasing that win. I cut "},{"insert":{"card-link":"Llanowar Loamspeaker"}},{"insert":" for it; it costs 1 more, but also produces an extra mana, so the tradeoff is minimal I think while the upside on the Shaman is a sick win condition. \n\nEdit 05: 06/14/25\nOk, I finally got around to adding in the new cards from Tarkir: Dragonstorm. I cut the instant speed package of "},{"insert":{"card-link":"Seedborn Muse"}},{"insert":" and "},{"insert":{"card-link":"Yeva, Nature's Herald"}},{"insert":" along with "},{"insert":{"card-link":"Kamahl, Heart of Krosa"}},{"insert":" (he's just Craterhoof at home, and I have other fun backup win cons in "},{"insert":{"card-link":"Anzrag, the Quake-Mole"}},{"insert":" and "},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":") and "},{"insert":{"card-link":"Wirewood Channeler"}},{"insert":". Tough calls, but I'm adding in some real bangers here so the deck's consistency should improve a lot: "},{"insert":{"card-link":"Red Elemental Blast"}},{"insert":" (win con protection), "},{"insert":{"card-link":"Zenith Festival"}},{"insert":" (best card in the deck now?? Double casting this with a super dork and Ragga out might just draw your whole library and let you win the game), "},{"insert":{"card-link":"Nature's Rhythm"}},{"insert":" (a second Green Sun's Zenith that can be cast twice to trigger Ragga twice in the same turn, bonus it doesn't say \"green creature\" so it can grab Urabrask for haste if I need it), and "},{"insert":{"card-link":"Rainveil Rejuvenator"}},{"insert":" is the newest super dork so it will gladly replace Wirewood Channeler. I also added in "},{"insert":{"card-link":"Arena of Glory"}},{"insert":" because that card slaps. \n\nEdit 06: 01/04/26\nI'm begrudgingly buying a "},{"insert":{"card-link":"Badgermole Cub"}},{"insert":" for this deck. I am a big ATLA fan, and I want to have a copy of every card from the set, so I am justifying this purchase by slotting the mole in here. I think it is a strict upgrade over "},{"insert":{"card-link":"Leyline of Abundance"}},{"insert":". I'm also swapping Naturalize for "},{"insert":{"card-link":"Origin of Metalbending"}},{"insert":" since it has the added modal utility of protection. \n\nEdit 07: 02/19/26\nWith the TNMT commander deck revealing a new super dork in "},{"insert":{"card-link":"Mona Lisa, Science Geek"}},{"insert":" I need to slot her in. Since I have 8 super dorks already and that seems like a solid number, I'm just going to cut "},{"insert":{"card-link":"Bighorner Rancher"}},{"insert":" since he costs 5. Also FINALLY swapping in a "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":", and pulling Natural Order to go into my Torens deck. Also gonna pull Anzrag for "},{"insert":{"card-link":"Springleaf Parade"}},{"insert":". And, since I have more 7+ CMC cards now, gonna swap out Bramble Familiar since it's adventure isn't particularly good. Replacing with "},{"insert":{"card-link":"Trailtracker Scout"}},{"insert":" since we expend 8 often in this deck and the recursion could be very useful. I think Finale means I don't need as many haste enablers, so cutting Fervor of to add in "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" \n\nConsidering other strong lands for this deck like "},{"insert":{"card-link":"Castle Garenbrig"}},{"insert":" and "},{"insert":{"card-link":"Hall of the Bandit Lord"}},{"insert":". Tooth and Nail is also a potentially juicy option here. \n"}]}
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