Oops_All_Tokens
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Commander
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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
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.
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

Commander
(CTRL to add secondary)
7+ CMC Spell
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


7+ CMC Spell
(CTRL to add secondary)
Disruption
Disruption
(CTRL to add secondary)
Draw
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.)
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

Draw
(CTRL to add secondary)
Haste
Haste
(CTRL to add secondary)
Land
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.
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

Land
(CTRL to add secondary)
Mana Dork
Badgermole Cub
When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you tap a creature for mana, add an additional .
Whenever you tap a creature for mana, add an additional .
Creature - Mole Badger

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.)
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

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.
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

Mana Dork
(CTRL to add secondary)
Protection
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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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

Super Dork
(CTRL to add secondary)
Tutor
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

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.)
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

Tutor
(CTRL to add secondary)
Win Conditions
Win Conditions
(CTRL to add secondary)
Maybeboard
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.)
: 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

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

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
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"}]}










































































































