4940 views40 days ago
Commander
Size: 100Est cost: $856.14Salt sum: 44.36
GamesCodeFun
4940 views40 days ago
Commander
Size: 100Est cost: $856.14Salt sum: 44.36
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{"ops":[{"insert":"This deck is Timmy Tour-Du-Force that grows creatures BIG. They true joy of the deck is the time you spend putting horrifying numbers of counters onto your attackers while your opponents watch.\n\nAlso, flipping "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" is EXCITING. You mill "},{"attributes":{"bold":true},"insert":"10"},{"insert":" cards and smash 2 critters into play, while your deck is designed to benefit graveyard strategies. It's a value bonanza that scratches the \"hit me\" blackjack itch soooooo good. \n\nI have been refining the deck to focus on the themes of the commander, which are...\n+1/+1 counters"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Fight"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Putting lands to hand/playing multiple lands per turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Graveyard Synergy (dude mills 10!!!)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis deck is a little unusual in that it forgoes \"typical\" green ramp for cards that play multiple lands per turn, and cards that pile more lands into your hand, to take advantage of the commander's etb. \n\n"},{"insert":{"card-link":"Stuffy Doll"}},{"insert":" combos with Vorinclex Saga 3. It's often correct to not put +1/+1 counters on Stuffy Doll so that it can repeatedly fight a creature without killing their creature.\n\nWhen building Vorinclex, you must to keep your creature density high, because even when milling 10 cards, you can whiff if you're not keeping the deck reasonably dense with threats/creatures. (use the playtester to see the reality of this)\n\n"},{"insert":{"card-link":"Bane of Progress"}},{"insert":" can have a lot of anti-synergy to the deck (Saga 1 will nuke your commander, and you have lots of rad enchantments). Just remember that you only have to use it if you benefit.\n\nExperimenting with "},{"insert":{"card-link":"Exploration Broodship"}},{"insert":" , which has caused me to improve the low end curve of the deck to support meaningful 2-drop, 3 power creatures. This fixed some of the recent trend of the deck not doing a lot before turns 4 or 5. Broodship is great if you can support it, though it's probably \"correct\" to run "},{"insert":{"card-link":"Burgeoning"}},{"insert":" in it's place. I just wanted to reduce redundancy in the deck and it does very similar things to "},{"insert":{"card-link":"Exploration"}},{"insert":" . So, if you want more powerful, it can easily be replaced. \n---\nHidden Gems\n"},{"insert":{"card-link":"Outcaster Trailblazer"}},{"insert":" & "},{"insert":{"card-link":"Lumbering Worldwagon"}},{"insert":" - This is tech specific to a 5 Mana Value commander, giving you the mana a turn early to cast them and draw a card (if they're bigger than 4 power, which Vorinclex is). Past that, it's another card-draw-for-big-creature engine, but on a body, which is great for a deck thriving for a high creature count. Curving out with Worldwagon and crewing t4 is dirty."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Magus of the Library"}},{"insert":" - Magus + 2 green sources in an opening hand is a snap-keep. If you've never played with library (the OG or this one) it takes a little bit of sequencing to keep you on 7 cards in hand, but it's basically a 2 mana phyrexian arena that is also ramp if you have too many pesky cards. A bit of a whiff in the late game, but worth it for the early game value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"You Happen On a Glade"}},{"insert":" - This deck is hungry to hit every land drop, so the 1st mode promises you can get the next 2. Late game, it'll get something back from the yard. I'm never unhappy to see this card. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Nissa's Triumph"}},{"insert":" - 2 mana draw 2s are amazing. That's it. Play it in most of your green decks, and almost all your mono green decks. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dragon Sniper"}},{"insert":" - Deathtouch creature that can block flyers should not be underestimated in EDH. There's 3 keywords on this 1 mana card. Later in the game it fights or bites well, and holds counters like a champ. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"1 Mana Sorceries that put a basic to hand - These are basically MDFCs, and you should try them. Making a late draw land into a proliferate or a land/creature tutor is stonks. I go up and down on how many are correct; currently dialing back for more real lands for "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":" and more basics in-general"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Terrain Generator"}},{"insert":" - if you're running a high basic count in any deck, this is the bee's knees. If you only activate it once, you're ramping off a land slot/drop. This is so good it makes the cut in a deck that's thirsty for green pips, and in a color that is defined as the one that has multiple land drops per turn. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n---\nFastest Win\n\nT1: Land, "},{"insert":{"card-link":"Exploration"}},{"insert":", "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" \nT2: 2x land, "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" . \nT3: "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" , fetch land, Nykthos to cast "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" , fetch from the yard. all Bill counters go on Oroborid pre-combat. \nT4: Activate Bill Double x2 & attack each player. \n\nNo evasion, though will have mana up for a protection spell on T4. Nykthos can be anywhere in the first 2 turns. \n\nThere might be a line with "},{"insert":{"card-link":"Giggling Skitterspike"}},{"insert":" that gets there too. \n\n---\nNotable Cuts\n\n"},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" - It's actually too many land drops per turn (though it does work well for fetchlands + Icetiller) for a 3 drop that otherwise does little. Finally have enough \"play an additional land per turn\" cards to be OK cutting this.\n\n"},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":" - getting this effect on t4 always felt clunky, and having to wait a turn for the future sight effect later in the game just made this play worse than the parts read on paper.\n \n"},{"insert":{"card-link":"Deadly Recluse"}},{"insert":" - My Beloved! "},{"insert":{"card-link":"Dragon Sniper"}},{"insert":" costs half, has more keyword, and is human synergy with "},{"insert":{"card-link":"Kogla, the Titan Ape"}},{"insert":". :-(\n\n---\nLucky Land: Full Text "},{"insert":{"card-link":"Forest"}},{"insert":" \n\n\n---\nNote: Cascade is an on-cast trigger. Vorinclex does NOT cast on saga 1, so these are pretty big bummers when you roll them. I see this in a lot of lists, and you can probably find stuff that does work with your commander's big ability.\n\n\n\n"}]}
Commander
Vorinclex
Trample, reach
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Praetor Phyrexian


Commander
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Cards
Outcaster Trailblazer
When this creature enters, add one mana of any color.
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Human Druid

Smuggler's Surprise
Spree (Choose one or more additional costs.)
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
Instant

Cards
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Fun
Germination Practicum
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Giggling Skitterspike
Indestructible
Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Creature Artifact - Toy

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

Questing Beast
Vigilance, deathtouch, haste
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Questing Beast can't be blocked by creatures with power 2 or less.
Combat damage that would be dealt by creatures you control can't be prevented.
Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.
Legendary Creature - Beast

Quilled Greatwurm
Trample
Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.)
You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.
Whenever a creature you control deals combat damage during your turn, put that many +1/+1 counters on it. (It must survive to get the counters.)
You may cast this card from your graveyard by removing six counters from among creatures you control in addition to paying its other costs.
Creature - Wurm

Railway Brawler
Reach, trample
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Warrior Rhino

Sandman, Shifting Scoundrel
Sandman's power and toughness are each equal to the number of lands you control.
Sandman can't be blocked by creatures with power 2 or less.
: Return this card and target land card from your graveyard to the battlefield tapped.
Sandman can't be blocked by creatures with power 2 or less.
: Return this card and target land card from your graveyard to the battlefield tapped.
Legendary Creature - Elemental Villain Sand

Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Zopandrel, Hunger Dominus
Reach
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Fun
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Interaction
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Kogla, the Titan Ape
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Legendary Creature - Ape

Interaction
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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

Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Mana
Druid Class
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Enchantment - Class

Exploration Broodship
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
Artifact - Spacecraft

Shigeki, Jukai Visionary
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake

Mana
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Wipes
Season of Gathering
Choose up to five worth of modes. You may choose the same mode more than once.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
Sorcery

Wipes
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This deck is Timmy Tour-Du-Force that grows creatures BIG. They true joy of the deck is the time you spend putting horrifying numbers of counters onto your attackers while your opponents watch.\n\nAlso, flipping "},{"insert":{"card-link":"Vorinclex // The Grand Evolution"}},{"insert":" is EXCITING. You mill "},{"attributes":{"bold":true},"insert":"10"},{"insert":" cards and smash 2 critters into play, while your deck is designed to benefit graveyard strategies. It's a value bonanza that scratches the \"hit me\" blackjack itch soooooo good. \n\nI have been refining the deck to focus on the themes of the commander, which are...\n+1/+1 counters"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Fight"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Putting lands to hand/playing multiple lands per turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Graveyard Synergy (dude mills 10!!!)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis deck is a little unusual in that it forgoes \"typical\" green ramp for cards that play multiple lands per turn, and cards that pile more lands into your hand, to take advantage of the commander's etb. \n\n"},{"insert":{"card-link":"Stuffy Doll"}},{"insert":" combos with Vorinclex Saga 3. It's often correct to not put +1/+1 counters on Stuffy Doll so that it can repeatedly fight a creature without killing their creature.\n\nWhen building Vorinclex, you must to keep your creature density high, because even when milling 10 cards, you can whiff if you're not keeping the deck reasonably dense with threats/creatures. (use the playtester to see the reality of this)\n\n"},{"insert":{"card-link":"Bane of Progress"}},{"insert":" can have a lot of anti-synergy to the deck (Saga 1 will nuke your commander, and you have lots of rad enchantments). Just remember that you only have to use it if you benefit.\n\nExperimenting with "},{"insert":{"card-link":"Exploration Broodship"}},{"insert":" , which has caused me to improve the low end curve of the deck to support meaningful 2-drop, 3 power creatures. This fixed some of the recent trend of the deck not doing a lot before turns 4 or 5. Broodship is great if you can support it, though it's probably \"correct\" to run "},{"insert":{"card-link":"Burgeoning"}},{"insert":" in it's place. I just wanted to reduce redundancy in the deck and it does very similar things to "},{"insert":{"card-link":"Exploration"}},{"insert":" . So, if you want more powerful, it can easily be replaced. \n---\nHidden Gems\n"},{"insert":{"card-link":"Outcaster Trailblazer"}},{"insert":" & "},{"insert":{"card-link":"Lumbering Worldwagon"}},{"insert":" - This is tech specific to a 5 Mana Value commander, giving you the mana a turn early to cast them and draw a card (if they're bigger than 4 power, which Vorinclex is). Past that, it's another card-draw-for-big-creature engine, but on a body, which is great for a deck thriving for a high creature count. Curving out with Worldwagon and crewing t4 is dirty."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Magus of the Library"}},{"insert":" - Magus + 2 green sources in an opening hand is a snap-keep. If you've never played with library (the OG or this one) it takes a little bit of sequencing to keep you on 7 cards in hand, but it's basically a 2 mana phyrexian arena that is also ramp if you have too many pesky cards. A bit of a whiff in the late game, but worth it for the early game value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"You Happen On a Glade"}},{"insert":" - This deck is hungry to hit every land drop, so the 1st mode promises you can get the next 2. Late game, it'll get something back from the yard. I'm never unhappy to see this card. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Nissa's Triumph"}},{"insert":" - 2 mana draw 2s are amazing. That's it. Play it in most of your green decks, and almost all your mono green decks. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Dragon Sniper"}},{"insert":" - Deathtouch creature that can block flyers should not be underestimated in EDH. There's 3 keywords on this 1 mana card. Later in the game it fights or bites well, and holds counters like a champ. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"1 Mana Sorceries that put a basic to hand - These are basically MDFCs, and you should try them. Making a late draw land into a proliferate or a land/creature tutor is stonks. I go up and down on how many are correct; currently dialing back for more real lands for "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":" and more basics in-general"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Terrain Generator"}},{"insert":" - if you're running a high basic count in any deck, this is the bee's knees. If you only activate it once, you're ramping off a land slot/drop. This is so good it makes the cut in a deck that's thirsty for green pips, and in a color that is defined as the one that has multiple land drops per turn. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n---\nFastest Win\n\nT1: Land, "},{"insert":{"card-link":"Exploration"}},{"insert":", "},{"insert":{"card-link":"Nykthos, Shrine to Nyx"}},{"insert":" \nT2: 2x land, "},{"insert":{"card-link":"Ouroboroid"}},{"insert":" . \nT3: "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" , fetch land, Nykthos to cast "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" , fetch from the yard. all Bill counters go on Oroborid pre-combat. \nT4: Activate Bill Double x2 & attack each player. \n\nNo evasion, though will have mana up for a protection spell on T4. Nykthos can be anywhere in the first 2 turns. \n\nThere might be a line with "},{"insert":{"card-link":"Giggling Skitterspike"}},{"insert":" that gets there too. \n\n---\nNotable Cuts\n\n"},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" - It's actually too many land drops per turn (though it does work well for fetchlands + Icetiller) for a 3 drop that otherwise does little. Finally have enough \"play an additional land per turn\" cards to be OK cutting this.\n\n"},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":" - getting this effect on t4 always felt clunky, and having to wait a turn for the future sight effect later in the game just made this play worse than the parts read on paper.\n \n"},{"insert":{"card-link":"Deadly Recluse"}},{"insert":" - My Beloved! "},{"insert":{"card-link":"Dragon Sniper"}},{"insert":" costs half, has more keyword, and is human synergy with "},{"insert":{"card-link":"Kogla, the Titan Ape"}},{"insert":". :-(\n\n---\nLucky Land: Full Text "},{"insert":{"card-link":"Forest"}},{"insert":" \n\n\n---\nNote: Cascade is an on-cast trigger. Vorinclex does NOT cast on saga 1, so these are pretty big bummers when you roll them. I see this in a lot of lists, and you can probably find stuff that does work with your commander's big ability.\n\n\n\n"}]}






























































