Waffleosophy
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Commander
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Commander
Commander
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Draw Engine
Draw Engine
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Draw Lands
Draw Lands
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Generic Land
Generic Land
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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

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

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

Silverback Elder
Whenever you cast a creature spell, choose one —
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
Creature - Ape Shaman

Interaction
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Misc. Value
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


Misc. Value
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Ramp
Emrakul, the Exigent Doom
When you cast this spell, untap all lands you control.
Flying, trample
Ward—Sacrifice three permanents.
, Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
Flying, trample
Ward—Sacrifice three permanents.
, Exile this card from your hand: Target land gains ": Add " until this card is cast from exile. You may cast this card for as long as it remains exiled.
Legendary Creature - Eldrazi

Freestrider Lookout
Reach
Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Creature - Human Rogue

Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Legendary Enchantment


Ramp
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Recursion
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

Recursion
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Tutor
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Sowing Mycospawn
Devoid (This card has no color.)
Kicker (You may pay an additional as you cast this spell.)
When you cast this spell, search your library for a land card, put it onto the battlefield, then shuffle.
When you cast this spell, if it was kicked, exile target land.
Kicker (You may pay an additional as you cast this spell.)
When you cast this spell, search your library for a land card, put it onto the battlefield, then shuffle.
When you cast this spell, if it was kicked, exile target land.
Creature - Fungus Eldrazi

Tutor
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Utility Land
Glacial Chasm
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

Utility Land
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Maybeboard
Champions of the Perfect
As an additional cost to cast this spell, behold an Elf and exile it. (Exile an Elf you control or an Elf card from your hand.)
Whenever you cast a creature spell, draw a card.
When this creature leaves the battlefield, return the exiled card to its owner's hand.
Whenever you cast a creature spell, draw a card.
When this creature leaves the battlefield, return the exiled card to its owner's hand.
Creature - Warrior Elf

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

Eladamri, Korvecdal
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
, , Tap two untapped creatures you control: Reveal a card from your hand or the top card of your library. If you reveal a creature card this way, put it onto the battlefield. Activate only during your turn.
You may cast creature spells from the top of your library.
, , Tap two untapped creatures you control: Reveal a card from your hand or the top card of your library. If you reveal a creature card this way, put it onto the battlefield. Activate only during your turn.
Legendary Creature - Warrior Elf

Elephant Grass
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Black creatures can't attack you.
Nonblack creatures can't attack you unless their controller pays for each creature they control that's attacking you.
Enchantment

Green Slime
Flash
When this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
When this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature - Ooze

Hidden Nursery
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Nacatl War-Pride
This creature must be blocked by exactly one creature if able.
Whenever this creature attacks, create X tokens that are copies of it and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step.
Whenever this creature attacks, create X tokens that are copies of it and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step.
Creature - Warrior Cat

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

Party Dude
(Gain the next level as a sorcery to add its ability.)
When this Class enters, each player creates a Food token.
: Level 2
Whenever an artifact an opponent controls is put into a graveyard from the battlefield, draw a card.
: Level 3
Whenever one or more of your opponents are attacked, up to one target attacking creature gets +X/+X until end of turn, where X is the number of cards in your hand.
When this Class enters, each player creates a Food token.
: Level 2
Whenever an artifact an opponent controls is put into a graveyard from the battlefield, draw a card.
: Level 3
Whenever one or more of your opponents are attacked, up to one target attacking creature gets +X/+X until end of turn, where X is the number of cards in your hand.
Enchantment - Class

Patron of the Orochi
Snake offering (You may cast this spell any time you could cast an instant by sacrificing a Snake and paying the difference in mana costs between this and the sacrificed Snake. Mana cost includes color.)
: Untap all Forests and all green creatures. Activate only once each turn.
: Untap all Forests and all green creatures. Activate only once each turn.
Legendary Creature - Spirit

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

Tail Swipe
Choose target creature you control and target creature you don't control. If you cast this spell during your main phase, the creature you control gets +1/+1 until end of turn. Then those creatures fight each other. (Each deals damage equal to its power to the other.)
Instant

The Celestus
If it's neither day nor night, it becomes day as The Celestus enters.
: Add one mana of any color.
, : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
: Add one mana of any color.
, : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
Legendary Artifact

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Tornado
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
, Pay 3 life for each velocity counter on this enchantment: Destroy target permanent and put a velocity counter on this enchantment. Activate only once each turn.
, Pay 3 life for each velocity counter on this enchantment: Destroy target permanent and put a velocity counter on this enchantment. Activate only once each turn.
Enchantment

Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

Vivien, Champion of the Wilds
You may cast creature spells as though they had flash.
+1: Until your next turn, up to one target creature gains reach and vigilance.
−2: Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may cast it if it's a creature spell.
+1: Until your next turn, up to one target creature gains reach and vigilance.
−2: Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may cast it if it's a creature spell.
Legendary Planeswalker - Vivien

Vorinclex
Reach, trample
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


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

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"bold":true},"insert":"Introduction:"},{"insert":"\nMono green is my favorite of all of the mono colors. Green offers so many versatile strategies and makes for some really compelling deckbuilding challenges. In particular I feel that mono green's suite of unique non-creature effects, from removal to recursion or play extension, gives access to fun and powerful strategies that feel wholly different to what other colors have to offer. After digging through the depths of scryfall, I was able to find some of the coolest cards that can come together to create massive value engines all built around one simple 2 mana creature: Jolrael, Mwonvuli Recluse. Whenever you draw our second card in a turn create a 2/2 cat. But that's any turn, so if you have some good draw engines going then all of the sudden we can create 4 2/2 cats in a turn cycle. If we have even more payoffs for creating those tokens then the deck all of the sudden is a series of engines that create engines that create engines, truly an engine of engines that all feed off of one another to create maximum value. This deck and primer is focused around explaining the different engines and my choices in tech cards for my meta, but when you build around engines it allows you a ton of flexibility in the sorts of controlling effects you can fit in. Ultimately this leaves you with a uniquely versatile deck built around the best feeling in Magic: drawing lots of cards.\n\n"},{"attributes":{"bold":true},"insert":"The Gameplan:"},{"insert":"\nOur gameplan is simple: draw cards. Draw two cards in a turn for one 2/2 cat, then use those cats to draw more cards, make mana, and/or beat face, in no particular order. What is interesting is that in practice Jolrael is the least threatening piece of our engines, so people focus their removal on every other part of the board, letting your commander you played on turn 2 to sit freely for the whole game. I've had games where I cast her on 2 and she never gets removed for the whole 13+ turn game for wins. This was a deck I theorycrafted for a while, but it's one where you can't really goldfish it, since so much of what we do depends on what the opponents do. It's focused around interaction at multiple levels, both passively and actively, creating game states where you have tons of decisions to make and so many solutions to any problem. My favorite decks to play are ones which are decision heavy and try to have answers to any situation, and this deck fulfills that niche perfectly. With a bit of creativity this can be one of the most interesting decks you will ever pilot, so let's start the breakdown:\n\n"},{"attributes":{"bold":true},"insert":"The Engines:"},{"insert":"\nThis deck is all about its engines, be it simple ones like setting up Compost or Viridian Revel and passively waiting for the cards to come rolling in, or creating complex loops utilizing Shigeki and ways to return him to the hand for more value, this deck wants to pop off building engines on engines on engines. If we wanted to break down every combination of cards in this deck which could make an engine this page would probably crash from text overload, so let's talk about some noteworthy cards that are core to a number of these engines:\n\nShigeki + any \"return to hand\" spell: pay XXGG to return X non-legendary spells from the grave to hand. If you can pay X=2 and return something like Bala Ged Recovery alongside another card you're looking for, say a removal spell like Beast Within, and get both back to hand. We cast Beast Within to remove a problem permanent, then cast Recovery to return Shigeki back to hand. Now so long as we have the mana, we can keep returning anything like this and let our utility spells/removal shine by repeatedly using them and making it so the opponents' removal becomes so much weaker in return since we have permanent access to our graveyard. X=2 is a good start, but with things like Nykthos and Caged Sun we can create tons of mana, so when we start paying X=6 and getting entire suites of cards back to the hand, things can get insane."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yeva, Nature's Herald + bounce creatures + cast effects: Yeva is a big one for this list, enabling the deck to cast creatures at instant speed in combination with a few of your effects can be totally back breaking to deal with. The main bouncers here are Temur Sabertooth and Kogla, the Titan Ape. For a low cost of 2 mana each can bounce a creature/human respectively back to your own hand, and these work to let us rebuy our ETB's but would rather combine them with Beast Whisperer, Silverback Elder, and Recycle. Each of these have very strong cast triggers mostly for card advantage and acts as incredibly strong engines for mid-late game. The majority of these cards are also all creatures so easily tutored for by your tutor suite."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Untappers:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wilderness Reclamation untaps all of your lands at your end step, meaning you will want to tap out during the turn to maximize value off turn. This deck runs a lot of creatures, lands, and artifacts/enchantments with activated abilities so you can set up very easily for great turns during your opponents turns. When combined with Yeva or Winding Canyons you even get access to flashing in creatures on your opponents turns to really pop off."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Seedborn Muse is Wilderness Reclamation on steroids, untapping ALL of your permanents at EACH players upkeep means everything begins to open up. Starting to tap your creatures with Symbiotic Deployment during opponents turns generates you more creatures to tap for the next turn. Mind's Eye easily generates 3+ cards a turn. Now you creatures with tap effects like Silverglade Pathfinder and Ulvenwald Tracker are able to be utilized your extra creatures or cards to do even more. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Earthcraft is a genuinely insane card, translating each creature you control into mana, regardless of summoning sickness. All of your draw gets so much better when it turns into creatures and those creatures translate into mana, so once you start to combine Earthcraft with more options, like Seedborn and its payoffs listed above, things get out of hand real quick."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The 99:"},{"insert":" \n\nHere's a breakdown of the current 99 of my Jolrael list, however given the sheer number of potential options with flex slots, draw engines, utility pieces, interaction, and metagame options, you get a lot of flexibility with how you choose to build the 99 of your list. What matters most are the core engines of the deck that will keep you running at the average table, however the ability to morph to any metagame is the main benefit of this list and style of play.\n\n"},{"attributes":{"bold":true},"insert":"Generic Lands: "},{"insert":"\n6 Forests: A high count of basic Forests is very important for this deck. Aside from our own ramp spells, it allows us to make sure we always have at least one for our Earthcraft. So long as I can hit one basic forest within the first 3 turns the deck usually functions very well. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"6 Snow-Covered Forests: Here for Field of the Dead land variety."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Castle Garenbrig: Nice to have when we are looking to cast multiple creatures in a turn or one large creature. Generally a fine land with little downside."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nykthos, Shrine to Nyx: Probably the most important land in the deck. This is a very pip-heavy mono green deck, most of the time Nykthos is tapped for 12+ and really gets out of control when you're drawing tons of cards, further fueling it. This is the main reason we run Elvish Reclaimer. We want a lot of mana and this is a perfect way to get that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Utility Lands: "},{"insert":"\nBlighted Woodlands: A land that can help thin the deck and get us more forests mid-game. Been performing well as a more recent addition since many turns you may find yourself at the end step before your turn with mana waiting to be spent."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deserted Temple: Great card for re-using other utility lands (The Shire, Yamimaya Hollow, War Room) as well as generating extra mana from our big mana lands (Nykthos, The Core). Feels solid so far and nice to have with our untappers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Field of the Dead: Here as an additional token generator for token synergies and board presence. A reliable enough variety of lands for the field to be online most of the time, with cards like Elvish Reclaimer being able to set this up very well."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Guildless Commons: A new addition, mostly here to help bounce our MDFC lands, cycle lands, or Boseiju, Who Endures back to the hand to re-use their abilities if we need to play them early. Sometimes you play the bounce land on curve and it feels pretty good."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Karn's Bastion: Currently here just to combo with Vorinclex or Nissa."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Plaza of Heroes: Should be online every game starting turn 2 and acts as some pretty clutch protection for our legends."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reliquary Tower: Another great card to be tutored with Elvish Reclaimer as it is one of our ways to break hand size. We draw A LOT of cards, so big hands are better hands. Also the no max hand size crew are crucial for maximizing Recycle value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Shire: Thanks to our 2 drop commander, will more often than not be entering untapped. Lifegain is a nice bit of utility at little cost, so this is a nice fit to create food for those turns with nothing much going on."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Winding Canyons: Extremely slept-on land, letting us flash in our utility creatures feels great, utilizing our cast triggers on opponents' turns (such as Beast Whisperer and Silverback Elder) for maximum value. Also a nice surprise factor that comes in clutch."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yavimaya Hollow: The best protection a land can offer, ignore any kill spell for the low price of 1 green mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yavimaya, Cradle of Growth: All of our lands being forest helps make sure all of our non-green producing lands can still benefit from things like Nissa, Who Shapes the World and Caged Sun, always happy to see it early."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Draw Lands:"},{"insert":"\nDesert of the Indomitable, Slippery Karst, & Tranquil Thicket: Our cycling lands, fine as tapped lands early and great once Jolrael is out to make us additional cats, nice to have in the back pocket."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Geier Reach Sanitarium: The best way we can repeatedly draw for cheap. Looting for the opponents isn't ideal but generally not super problematic."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Roadside Reliquary: More often than not this land can easily draw 2 with our artifact/enchantment distribution for a free cat on the opponents' turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"War Room: The best repeatable draw land, 3 mana and 1 life for a card is great utility to have."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp:"},{"insert":"\nSakura-Tribe Scout: A neat little 1 drop that lets us tap to play a land. Can be done during opponents’ turns when we are drawing cards, phenomenal in combination with Seedborn Muse with a draw engine, and a great play early to act as a ramp piece. Surprisingly useful creature!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sol Ring: It's sol ring and we have more than enough generic pips to utilize it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Earthcraft: Easily one of the best cards in this deck. Blows things like Cryptolith Rite and Jaheira, Friend of the Forest out of the water completely by allowing us to tap our summoning sick creatures for mana. Even better if we can use it every turn with Seedborn Muse. Has allowed for some insane early ramp and never runs out of utility at any stage of the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Emerald Medallion: Discounts the majority of the deck, given that our deck is so diverse in card types the medallion is stronger in this list than the average mono green deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Explore: An extra land and extra draw, often played after Jolrael hits the board for a nice extra land drop and cat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Liquimetal Torque: Low-key the best rock in the deck for its insane utility, our removal suite is mostly focused around artifacts and enchantments (we're mono G after all) so being able to turn anything into an artifact to destroy it makes this rock have insanely high potential."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Magus of the Library: One of my favorite dorks ever printed, we're often heavy on cards in hand so I find myself often keeping a high hand count early for a free cat at no mana cost on the turn, surprising overperformer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Silverglade Pathfinder: A weird one that's definitely a personal preference. In general, we want to run a lot of pieces that are situational like Collector Ouphe, Compost, or Veil of Summer that may be useless some games, so being able to turn those dead cards in hand into actual ramp feels great. Other potential discard outlets in the maybeboard also have some potential. Bonus points for being my favorite way of getting Genesis into the graveyard early."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thought Vessel & Decanter of Endless Water: These give us no max hand size and combo with our beloved Recycle. Always nice to have."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heraldic Banner: A weird anthem-rock hybrid that buffs our boys and allows for bigger damage output."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shaman of Forgotten Ways: A mana dork for only our creatures that also acts as a win condition late, setting our opponents to little-to-no life for an easy swing in. Even better if used after casting Ezuri's Predation, just be careful resolving this against an untapped blue player."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nissa, Who Shakes the World: Mostly here for the passive, allowing us to tap our forests for an additional green. The bodies can make for alright blockers and works best with Yavimaya, Cradle of Growth out."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Caged Sun: an anthem for all of your creatures that enables fat ramping strategies, even works with the non-basics that produce green, phenomenal piece to have access to."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Virtue of Strength: A great piece of ramp that acts as a recursion piece early. Being able to get a card back early and then start tripling the mana from basics is amazing. Basic Forests make up half of the lands in the deck, so even just hitting two lands with Virtue makes for a massive boost in mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nRecursion:\nRiftsweeper: The nichest of the niche, allowing us to return one exiled card back to anyone's library. Most useful for recycling whatever our best card which has been removed back into the library to tutor out later (often huge value cards like Yeva, Seedborn Muse, Caged Sun, etc.). Gives extra flexibility by being able to deal with ultra-specific situations such as \"removing\" cards on adventures or cards exiled by an opponent which they might be able to cast from impulse draw effects. A weird card but one I love and gives the deck such annoyingly sticky lines that will make this feel like a cockroach that just won't quit."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shigeki, Jukai Visionary: Shigeki is crucial for this deck and is the best mana sink we could ask for. Everything from recycling ramp, card draw, interaction, powerhouse creatures, win conditions, etc. so as long as there are cards in our graveyard Shigeki is fantastic to discard from the hand. Even can be played early/tutored out to then bounce himself back to the hand and potentially ramp while doing it. Make sure to return at least one other recursion card with it and now you're doing Shigeki loops, creating situations where you can infinitely recycle your best cards for any situation for truly insane possibilities. Bonus point for Genesis, as having it in the grave letting you recycle Shigeki every turn, one of my favorite engines in the deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bala Ged Recovery: MDFC that is a land early or recursion late, great utility to have."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Eternal Witness: The classic recursion on a stick, can't go wrong with it. A fan favorite to sac with Birthing Pod."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Holistic Wisdom: A very strange card, requiring you to exile a card from the hand in order to return another card that shares a type with it from the grave to your hand. A perfect outlet for your dead/utility cards or when you need a strong card in a specific situation. A weird choice but one I've gotten a lot of value from."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Genesis: A great card to keep sitting in the grave forever. Returns any creature from your grave to the hand at upkeep, which is why we like utility creatures in this list. Best with Shigeki, as mentioned above."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nDraw Engines: \nSylvan Library: The card draw staple, gives you a guaranteed cat on each of your turns even if you only take one of those three. Fantastic card every game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Up the Beanstalk: A cute cantrip up front with currently 19 ways to trigger, cheap and efficient and working with 1 in 5 cards in the deck makes it a nice card to have lingering around the battlefield while making the expensive drops that can often take up an entire turn feel less cumbersome."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Matzalatli, the Great Door // The Core: A repeatable tap-to-loot artifact for 3 mana, nice for setting up the grave for our recursion pieces or tossing situational cards not needed for a specific situation. More important for the door, once you get four or more permanent types in the grave you can transform the door into a land which taps for mana equal to the number of permanents in your grave, allowing for insane burst mana generation. The deck already will have creatures and lands in the grave easily enough, and the abundance of artifacts and enchantments in the list should make flipping this bad boy over the course of the game very doable."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Peregrin Took: Niche but powerful when token generators are online. Allows for lifegain, combos well with Arasta and Field well. Bootleggers' Stash is the real combo here, allowing every land we tap for a treasure to also produce food which can easily turn into quite a lot of draw, in particular combined with Seedborn Muse."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Runic Armasaur: A real monster of a dinosaur, pay close attention to the abilities your opponents start using and you can usually get a lot of free cards off this bad boy, even has a fat 5 toughness to make for a great blocker."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Symbiotic Deployment: One of our two cards which skip our draw step, but don't let that dissuade you: this card is an absolute powerhouse. Gives us the potential to start using any of the cats we have created to start turning them into cards, even better when combined with Earthcraft so we can start tapping cats for mana and spending that mana on even more draw. When combined with Seedborn Muse this can get out of control real fast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Viridian Revel: This card has gotten such an insane glow-up over the last few years. Whenever any opponent has an artifact hit the grave from the battlefield you may draw. Artifact decks are prevalent (in my meta games, at least) and works great with Liquimetal Torque turning anything about to hit the grave into an artifact so we can get free draw from there as well. The real kicker is this works with tokens, meaning every time an opponent sacs a treasure you get to draw a card, absolutely ludicrous given the insane proliferation of treasure generation over the years. And as a cherry on top, it's a may ability, just like Compost, so we get full control over how much we gain from this."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Beast Whisperer: One of my favorite creatures to get in the midgame, this beast of an elf gives us a card on every creature cast, not a may so you do have to be careful if you're low on the library, but the majority of the time you'll be more than happy to draw like a madman. Very often lategame I have combined this with Temur Sabertooth/Kogla's bouncing effects as well as our recursion effects to have even more creatures to cast for even more draw."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Immortal Sun: A catch-all powerhouse. An extra card during our turn, an anthem for all of our creatures, and a discounter for all of our spells. Really, this card does everything for us. The only downside is it can sometimes turn off our Nissa, Who Shakes the World's activated abilities, however thanks to her passive effect still being active, this one nonbo still helps us more than it hurts."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Throne of Eldraine: A wildly powerful rock, taps for 4 Green, enters untapped, and you can pump additional mana into it on turns you don't need to ramp to draw two, our favorite number to draw. Works even better with Seedborn Muse, acting as the sole enabler for a cat engine, absolutely love this one."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Toski, Bearer of Secrets: A great payoff for our token generation and even makes creatures who have used up their utility have something to do. Works great with our anthems and can easily refill the hand each turn. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mind's Eye: A personal favorite of mine, 1 mana for 1 draw is one of the best rates we can get, also making it easier to get closer to those 2 draws per turn on opponents turns for maximum cat value. Shoutout to Symmetry Matric for having the same rate, another one I've thought about."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Recycle: The second of our two cards which skip the draw step and the biggest reason we run multiple cards which give us no max hand size. For those of you who don't know, hand size is dependent on whichever effect modified your size most recently. Meaning if you cast recycle, your hand size is now 2, but if you cast Thought Vessel after that, it overrides it and now your max hand size is now infinite. Cast them in a reverse order and your max hand size is 2. Anywho, this card is an absolute monster, drawing 1 whenever you play a land or cast a spell is hilarious. Whenever I run out of cards in the deck (or get close to it) it's almost certainly because of this card. It's not a may either, so when you start getting low be very mindful of when you want to remove this, often time spending your own removal spells to get rid of this and give yourself breathing room. An insanely powerful but extremely interesting card and one of our most powerful independent draw engines."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nInteraction:\nBoseiju, Who Endures: More often than not a 1 mana removal spell for any problematic artifacts/enchantments/non-basic or an untapped land we can later bounce/sac. Honestly one of the best lands they've printed in years."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ulvenwald Tracker: A very fun little card, allowing us to make one of our creatures fight another creature, benefitting heavily from our anthems since 3/4 toughness is usually all we need to kill the majority of creatures and allowing our cats to trade otherwise hard to hit creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deglamer & Unravel the Aether: The secret tech, I cut powerful removal like Nature's Claim just for these and have been beyond happy because of the insane potential of these two. Shuffling artifacts/enchantments back into the deck means we can get around pesky indestructible threats (especially Theros Gods and The One Ring), comboing beautifully with Liquimetal torque to tuck any problem permanent away, dealing with decks that can reanimate those permanents, and to deal with our own problematic permanents. That's right, these can target our own permanents and it actually has won me a number of games. This deck DRAWS like nothing else when set up, and I have been stuck needing one core card that happens to be right on the bottom of the library, to the point where I have draw down to only 1 or nothing left to get the card I need. So shuffling away things that do not have may triggers like Recycle or just filling the deck back up to deal with our other draw effects that are stapled onto cards so we can end the game without worrying about dying at our draw step. When you're down to nothing else in deck this is where your recursion engines shine: being able to recycle Deglamer and Unravel back into the hand so you can cast them multiple times in a turn if need be. These two may look innocuous but they are secretly clutch as hell, do NOT sleep on these."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heroic Intervention: The best mass protection spell you could ask for, game winning when saved for the right moment or when you can repeatedly recur it to hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kenrith's Transformation: Great creature \"removal\" that gets rid of abilities and even draws a card for maximum value. Sometimes I just cast it for a cat, love seeing it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Warping Wail: A 2 mana counterspell for sorceries is a powerful tool to have in green, as many of the biggest fears this deck has are in the form of sorceries. Comes with bonus utility in being able to exile low P/T creatures or acting a a weak ritual/body when needed. The land base also has enough colorless sources that the casting cost will be no problem most games."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Beast Within: Green's most notorious color pie break, destroys any permanent, no questions asked. You should almost always have enough on your board to never have to worry about the 3/3 swinging back at you."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Khalni Ambush: Yet another great MDFC, this time acting as an instant-speed fight. Pricy? Yes, but love having the option for it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reclamation Sage: Old reliable, the artifact/enchantment removal on a stick that has never been dead for me in any game. Yet another Birthing Pod great."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Song of the Dryads: One of the most annoying pieces of removal to have to deal with, turning ANY problem permanent into a forest. I've seen it cast on a commander and completely shut them out of the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Force of Vigor: Destroys up to 2 artifacts and/or enchantments that let's you exile a green spell from the hand to cast it for free. Makes for a great usage of any dead utility cards!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Qasali Slingers: Our only piece of cat tribal, sadly. Still hoping we get more green cat support worth running one day. On ETB or whenever any of our cats ETB, may destroy an artifact or enchantment. When you have your draw engines going this is an absolute truck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Silverback Elder: One of the most hilariously pushed creatures I have ever seen. On creature cast, destroy an artifact or enchantment, look at the top 5 and put any land into play tapped, or gain 4. Literally no bad options, goes insane with our self-bouncers of Sabertooth and Kogla, and even has triple G pips for Nykthos."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kogla, the Titan Ape: Yet another funny monke, a big 7/6 that fights on ETB, destroys artifacts/enchantments on attack, and has that bonus utility of being able to bounce useful humans back to your hand to re-cast later on top of making Kogla himself indestructible. A wonderful powerhouse of an ape."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thorn Mammoth: Whenever Mammoth or ANY of our other creatures ETB, you can have Mammoth fight another creature you don't control. Meaning if you can make cats during an opponent's turn, you can have this big dude fight any problematic creature you want. Gets even better when you can flash creatures in and have anthems at your disposal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ezuri's Predation: The closest thing we have to a board wipe outside of using something like Nevinyrral's Disk and the secret reason we run anthems. Creates a 4/4 for each creature an opponent controls and then each of those fights a different one of those creatures. 4/4's are great, but when you're fighting with 7/7's then it really gets spicy. Anything that survives is now perfect to use for swinging in with Jolrael's effect, and of course, hilarious to repeatedly recur."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAnthems: \nSylvan Anthem: An interesting anthem, gives all our green creatures +1/+1 while also letting you scry 1 whenever one ETB's. Generally a high value anthem for cheap I love having around."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Great Oak Guardian: A surprise reacher that can come in and pump the board. Has tons of utility and play extension available by letting you untap core creatures with strong tap effects, and with something like Earthcraft on board and a way to bounce it back to hand, even generate infinite mana and untaps if needed. Even has the extrta utility of being able to untap and buff another player's board if you need to play politics and help defend a player from a powerful attack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTutors:\nElvish Reclaimer: Used to grab your best utility lands, Nykthos, or even to sac a MDFC land to return to the hand at a later point. A great little 1-drop to have."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Chord of Calling: A great payoff for having a wide board, tutoring any creature out. Even smaller options like our 1-3 drops can make for incredible choices."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yisan, the Wanderer Bard: A slow and steady tutor that grows more powerful each activation. Helps pay off the utility pieces throughout the deck and is yet another insane payoff for Seedborn Muse."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Birthing Pod: The king of utility, allowing us to sacrifice our creatures for something a whole lot better. Sac a token for our utility 1 drops. Sac creatures that used their ETB's on 2/3 mana for 3/4 drops. Going from 4/5 to 5/6 makes for giant upgrades that reward us for having so many great utility creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Natural Order: Another payoff for making lots of tokens, turn any creature you have into any creature in your deck, so long as you aren't relying on artifact creatures. Our creature tutors are another reason we prefer creatures with utility effects over non-creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMisc. Value:\nArasta of the Endless Web: Your other big token generator, can make an army of annoying reachers if you have opponents who want to sling lots of spells. Also can act as great removal bait when you have so many great ways to recur her. This creature also acts as a powerful anti-control tool and has been an amazing overperformer for me."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wilderness Reclamation: A convenient excuse to spend all your mana on your turn and still have plenty leftover to spend on interacting on your opponents turns. Gets especially threatening with Nykthos or Caged Sun/Nissa for insane mana generation."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yeva, Nature's Herald: Another reason we prefer creatures overall, being able to flash them in makes for some crazy board states and once we have established some value engines, Yeva can get absolutely absurd."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Alhammarret's Archive: Breaks a lot of our card draw, turning simple draw 1's on an opponents turn into draw 2 and make a cat. Recent additions like Essence Warden, Venser's Journal, and our food generators give the life doubling a bit of extra utility to keep you healthy over the duration of long games."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Seedborn Muse: Makes Wilderness Reclamation look pathetic in comparison. One of the best creatures to tutor out once your engines are established because Muse will give you a fresh batch of resources EVERY turn. Even if it only survives for one turn cycle, the amount of value it can produce is game-winning. So good we run ways to get it back from exile, even."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bootleggers' Stash: A fat value piece here to turn excess mana into treasure every turn. Best in combination with Seedborn Muse, Earthcraft, Peregrin Took, and Wilderness Reclamation. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turntimber Symbiosis: The last of the MDFC lands, able to grab a creature out of the top 7 and bring it in to play. A fine card when you have the mana for it, and the ability to enter untapped as a land is always nice."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Patron of the Orochi: Essentially a bigger Seedborn with Yavimaya, Cradle out just effected by summoning sickness. Can be flashed in by sac'ing one of our two Snakes and a nice play extender."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nUtility:\nScavenging Ooze: My favorite piece of grave hate, incremental lifegain and often is just nice to use when you have a bit of green mana leftover at end step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Temur Sabertooth: Disgustingly versatile by being able to bounce other creatures back to the hand to avoid removal, re-use effects, get more cast triggers, etc. overall just a disgustingly valuable creature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Vorinclex // The Grand Evolution: Nice utility on front for grabbing a pair of basics to the hand, relatively easy to flip with this list's mana production helping to fill the grave and grabbing the 2 best creatures out of your top ten. Mainly here for comboing with Karn's Bastion to proliferate onto the saga's third ability during an opponent's turn for a repeatable instant-speed fight for all of your creatures. Best with a lot of cards in hand to pump the board with Jolrael's effect or with Toski/Heroic intervention (best to put all those counters on Toski for sure) to have indestructible fighting."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}


























































































































































































