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Commander
Size: 100Salt sum: 40.68
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Waffleosophy

4.5k views3 days ago
Commander
Size: 100Salt sum: 40.68

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Commander

Qty: 1 Price: $1.49
Jolrael, Mwonvuli Recluse
Whenever you draw your second card each turn, create a 2/2 green Cat creature token.
: Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards in your hand.
Legendary Creature - Human Druid
Jolrael, Mwonvuli Recluse (pm21) 191s

Commander

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Draw Engine

Qty: 15 Price: $193.65
Beast Whisperer
Whenever you cast a creature spell, draw a card.
Creature - Elf Druid
Beast Whisperer (pgrn) 123★
Collector's Vault
,
: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Artifact
Collector's Vault (woe) 244
Fa'adiyah Seer
: Draw a card and reveal it. If it isn't a land card, discard it.
Creature - Human Shaman
Fa'adiyah Seer (plc) 146
Heirloom Epic
,
: Draw a card. For each mana in this ability's activation cost, you may tap an untapped creature you control rather than pay that mana. Activate only as a sorcery.
Artifact - Book
Heirloom Epic (blb) 246
Peregrin Took
If one or more tokens would be created under your control, those tokens plus an additional Food token are created instead. (It's an artifact with "
,
, Sacrifice this token: You gain 3 life.")
Sacrifice three Foods: Draw a card.
Legendary Creature - Citizen Halfling
Peregrin Took (ltr) 315
Recycle
Skip your draw step.
Whenever you play a card, draw a card.
Your maximum hand size is two.
Enchantment
Recycle (tmp) 248
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment
Sylvan Library (cm1) 17
Symbiotic Deployment
Skip your draw step.
, Tap two untapped creatures you control: Draw a card.
Enchantment
Symbiotic Deployment (apc) 88
The Endstone
Whenever you play a land or cast a spell, draw a card.
At the beginning of your end step, your life total becomes half your starting life total, rounded up.
Legendary Artifact
The Endstone (eoe) 240
Throne of Eldraine
As Throne of Eldraine enters, choose a color.
: Add four mana of the chosen color. Spend this mana only to cast monocolored spells of that color.
,
: Draw two cards. Spend only mana of the chosen color to activate this ability.
Legendary Artifact
Throne of Eldraine (woc) 40
Thrór's Map
When Thrór's Map enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
,
: Draw a card, then discard a card.
Legendary Artifact
Thrór's Map (hob) 179
Tireless Tracker
Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
Creature - Human Scout
Tireless Tracker (spg) 26
Up the Beanstalk
When this enchantment enters and whenever you cast a spell with mana value 5 or greater, draw a card.
Enchantment
Up the Beanstalk (woe) 195
Viridian Revel
Whenever an artifact is put into an opponent's graveyard from the battlefield, you may draw a card.
Enchantment
Viridian Revel (som) 132
Zendikar Resurgent
Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.)
Whenever you cast a creature spell, draw a card.
Enchantment
Zendikar Resurgent (ogw) 147

Draw Engine

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Draw Lands

Qty: 5 Price: $42.25
Fountainport
: Add
.
,
, Sacrifice a token: Draw a card.
,
, Pay 1 life: Create a 1/1 blue Fish creature token.
,
: Create a Treasure token.
Land
Fountainport (blb) 368
Roadside Reliquary
: Add
.
,
, Sacrifice this land: Draw a card if you control an artifact. Draw a card if you control an enchantment.
Land
Roadside Reliquary (neo) 272
Slippery Karst
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Slippery Karst (dmr) 256
Tranquil Thicket
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Tranquil Thicket (ons) 326
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (cmr) 361

Draw Lands

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Generic Land

Qty: 11 Price: $349.43
Evendo, Waking Haven
This land enters tapped.
: Add
.
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ |
,
: Add
for each creature you control.
Land - Planet
Evendo, Waking Haven (eoe) 253
Forest
(
: Add
.)
Basic Land - Forest
Forest (neo) 302
Nykthos, Shrine to Nyx
: Add
.
,
: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)
Legendary Land
Nykthos, Shrine to Nyx (ppro) 2022-3
Snow-Covered Forest
(
: Add
.)
Basic Snow Land - Forest
Snow-Covered Forest (sld) 1477★
Sunken Citadel
This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
: Add two mana of the chosen color. Spend this mana only to activate abilities of land sources.
Land - Cave
Sunken Citadel (lci) 392

Generic Land

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Interaction

Qty: 19 Price: $287.61
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.
Instant
Archdruid's Charm (mkm) 408
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (pw23) 3
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Bridgeworks Battle
Target creature you control gets +2/+2 until end of turn. It fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Bridgeworks Battle // Tanglespan Bridgeworks (mh3) 249Bridgeworks Battle // Tanglespan Bridgeworks (mh3) 249
Deglamer
Choose target artifact or enchantment. Its owner shuffles it into their library.
Instant
Deglamer (mor) 118
Ezuri's Predation
For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.
Sorcery
Ezuri's Predation (cmm) 558
Force of Vigor
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
Instant
Force of Vigor (h1r) 21
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (cmm) 563
Insidious Fungus
, Sacrifice this creature: Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
Creature - Fungus
Insidious Fungus (dsk) 186
Khalni Ambush
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Instant
Khalni Ambush // Khalni Territory (znr) 192Khalni Ambush // Khalni Territory (znr) 192
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.
Legendary Creature - Ape
Kogla, the Titan Ape (piko) 162★
Kozilek, the Great Distortion
When you cast this spell, if you have fewer than seven cards in hand, draw cards equal to the difference.
Menace
Discard a card with mana value X: Counter target spell with mana value X.
Legendary Creature - Eldrazi
Kozilek, the Great Distortion (pogw) 4s
Qasali Slingers
Reach
Whenever this creature or another Cat you control enters, you may destroy target artifact or enchantment.
Creature - Warrior Cat
Qasali Slingers (sld) 24
Scavenging Ooze
: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.
Creature - Ooze
Scavenging Ooze (m21) 318
Selective Obliteration
Each player chooses a color. Then exile each permanent unless it's colorless or it's only the color its controller chose.
Sorcery
Selective Obliteration (m3c) 35
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.
Creature - Ape Shaman
Silverback Elder (dmu) 418
Thorn Mammoth
Trample
Whenever this creature or another creature you control enters, this creature fights up to one target creature you don't control.
Creature - Elephant
Thorn Mammoth (eld) 323
Unravel the Aether
Choose target artifact or enchantment. Its owner shuffles it into their library.
Instant
Unravel the Aether (bng) 143
Warping Wail
(
represents colorless mana.)
Choose one —
• Exile target creature with power or toughness 1 or less.
• Counter target sorcery spell.
• Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add
."
Instant
Warping Wail (ogw) 12

Interaction

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Land

Qty: 1 (6 w/ MDFC)Price: $4.49
Hall of Echoes
: Add
.
: This land becomes a copy of target creature you control until end of turn. The "legend rule" doesn't apply to permanents you control this turn.
Land
Hall of Echoes (fra) 179

Land

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Misc. Value

Qty: 10 Price: $720.90
Alhammarret's Archive
If you would gain life, you gain twice that much life instead.
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Artifact
Alhammarret's Archive (ori) 221
Arasta of the Endless Web
Reach
Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.
Legendary Creature Enchantment - Spider
Arasta of the Endless Web (thb) 325
Disciple of Freyalise
When this creature enters, you may sacrifice another creature. If you do, you gain X life and draw X cards, where X is that creature's power.
Creature - Elf Druid
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Radagast of Rhosgobel
The first creature spell you cast each turn costs
less to cast and can be cast as though it had flash.
Legendary Creature - Wizard Avatar
Radagast of Rhosgobel (hob) 136
Seedborn Muse
Untap all permanents you control during each other player's untap step.
Creature - Spirit
Seedborn Muse (lgn) 138
Temur Sabertooth
: You may return another creature you control to its owner's hand. If you do, this creature gains indestructible until end of turn.
Creature - Cat
Temur Sabertooth (pl22) 1
Turntimber Symbiosis
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Sorcery
Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 364Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 364
Vedalken Orrery
You may cast spells as though they had flash.
Artifact
Vedalken Orrery (2x2) 399
Wilderness Reclamation
At the beginning of your end step, untap all lands you control.
Enchantment
Wilderness Reclamation (rna) 149
Yeva, Nature's Herald
Flash (You may cast this spell any time you could cast an instant.)
You may cast green creature spells as though they had flash.
Legendary Creature - Elf Shaman
Yeva, Nature's Herald (m13) 197

Misc. Value

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Ramp

Qty: 17 Price: $496.34
All-Fates Scroll
: Add one mana of any color.
,
, Sacrifice this artifact: Draw X cards, where X is the number of differently named lands you control.
Artifact
All-Fates Scroll (eoe) 234
Bender's Waterskin
Untap this artifact during each other player's untap step.
: Add one mana of any color.
Artifact
Bender's Waterskin (tla) 255
Blighted Woodland
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Land
Blighted Woodland (bfz) 233
Caged Sun
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+1.
Whenever a land's ability causes you to add one or more mana of the chosen color, add an additional one mana of that color.
Artifact
Caged Sun (40k) 231★
Decanter of Endless Water
You have no maximum hand size.
: Add one mana of any color.
Artifact
Decanter of Endless Water (clb) 309
Earthcraft
Tap an untapped creature you control: Untap target basic land.
Enchantment
Earthcraft (tmp) 222
Emerald Medallion
Green spells you cast cost
less to cast.
Artifact
Emerald Medallion (mh3) 345
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.
Legendary Creature - Eldrazi
Emrakul, the Exigent Doom (fra) 1
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.)
Creature - Human Rogue
Freestrider Lookout (otj) 163
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.
Legendary Enchantment
Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (xln) 191Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (xln) 191
Liquimetal Torque
: Add
.
: Target nonland permanent becomes an artifact in addition to its other types until end of turn.
Artifact
Liquimetal Torque (mh2) 228
Magus of the Library
: Add
.
: Draw a card. Activate only if you have exactly seven cards in hand.
Creature - Human Wizard
Magus of the Library (plc) 134
Omnipresence
You may cast spells with mana value less than or equal to the number of creatures you control from your hand without paying their mana costs.
Enchantment
Omnipresence (fra) 110
Sol Ring
: Add
.
Artifact
Sol Ring (cc1) 7
Spelunking
When this enchantment enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life.
Lands you control enter untapped.
Enchantment
Spelunking (lci) 213
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (lcc) 118
Trailtracker Scout
: Add one mana of any color.
Whenever you expend 8, return up to one target permanent card from your graveyard to your hand. (You expend 8 as you spend your eighth total mana to cast spells during a turn.)
Creature - Scout Raccoon
Trailtracker Scout (blc) 35

Ramp

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Recursion

Qty: 4 Price: $33.96
Bala Ged Recovery
Return target card from your graveyard to your hand.
Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (znr) 180Bala Ged Recovery // Bala Ged Sanctuary (znr) 180
Eternal Witness
When this creature enters, you may return target card from your graveyard to your hand.
Creature - Human Shaman
Eternal Witness (p30a) 12
Genesis
At the beginning of your upkeep, if this creature is in your graveyard, you may pay
. If you do, return target creature card from your graveyard to your hand.
Creature - Incarnation
Genesis (j13) 5
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.
Legendary Creature Enchantment - Druid Snake
Shigeki, Jukai Visionary (neo) 394

Recursion

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Tutor

Qty: 5 Price: $68.45
Chord of Calling
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Instant
Chord of Calling (2xm) 384
Elvish Reclaimer
This creature gets +2/+2 as long as there are three or more land cards in your graveyard.
,
, Sacrifice a land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Creature - Warrior Elf
Elvish Reclaimer (m20) 169
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.
Legendary Land
Inventors' Fair (kld) 247
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.
Creature - Fungus Eldrazi
Sowing Mycospawn (mh3) 170
Urza's Cave
: Add
.
,
, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Land - Urza's Cave
Urza's Cave (mh3) 234

Tutor

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Utility Land

Qty: 12 Price: $503.88
Deserted Temple
: Add
.
,
: Untap target land.
Land
Deserted Temple (mh3) 301
Emergence Zone
: Add
.
,
, Sacrifice this land: You may cast spells this turn as though they had flash.
Land
Emergence Zone (war) 245
Field of the Dead
This land enters tapped.
: Add
.
Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
Land
Field of the Dead (pm20) 247s
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.
Land
Glacial Chasm (v12) 7
Guildless Commons
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Guildless Commons (cmr) 351
Horizon of Progress
, Pay 1 life: Add one mana of any type that a land you control could produce.
,
: You may put a land card from your hand onto the battlefield tapped.
,
, Sacrifice this land: Draw a card.
Land
Horizon of Progress (m3c) 78
Plaza of Heroes
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell.
: Add one mana of any color among legendary permanents you control.
,
, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
Land
Plaza of Heroes (dmu) 252
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (f13) 2
Shifting Woodland
This land enters tapped unless you control a Forest.
: Add
.
Delirium —
: This land becomes a copy of target permanent card in your graveyard until end of turn. Activate only if there are four or more card types among cards in your graveyard.
Land
Shifting Woodland (mh3) 357
Winding Canyons
: Add
.
,
: You may cast creature spells this turn as though they had flash.
Land
Winding Canyons (wth) 167
Yavimaya Hollow
: Add
.
,
: Regenerate target creature.
Legendary Land
Yavimaya Hollow (uds) 143
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (mh2) 261

Utility Land

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Maybeboard

Qty: 117 Price: $2433.31
A Realm Reborn
Other permanents you control have "
: Add one mana of any color."
Enchantment
A Realm Reborn (fin) 344
Allosaurus Shepherd
This spell can't be countered.
Green spells you control can't be countered.
: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.
Creature - Elf Shaman
Allosaurus Shepherd (2x2) 365
Arboria
Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.
World Enchantment
Arboria (dmr) 438
Augur of Autumn
You may look at the top card of your library any time.
You may play lands from the top of your library.
Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.
Creature - Human Druid
Augur of Autumn (pmid) 168p
Beastmaster Ascension
Whenever a creature you control attacks, you may put a quest counter on this enchantment.
As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.
Enchantment
Beastmaster Ascension (zen) 159
Birthing Pod
(
can be paid with either
or 2 life.)
,
, Sacrifice a creature: Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield, then shuffle. Activate only as a sorcery.
Artifact
Birthing Pod (j20) 7
Blossoming Tortoise
Whenever this creature enters or attacks, mill three cards, then return a land card from your graveyard to the battlefield tapped.
Activated abilities of lands you control cost
less to activate.
Land creatures you control get +1/+1.
Creature - Turtle
Blossoming Tortoise (woe) 163
Bonders' Enclave
: Add
.
,
: Draw a card. Activate only if you control a creature with power 4 or greater.
Land
Bonders' Enclave (iko) 245
Bootleggers' Stash
Lands you control have "
: Create a Treasure token."
Artifact
Bootleggers' Stash (snc) 288
Brawn
Trample
As long as this card is in your graveyard and you control a Forest, creatures you control have trample.
Creature - Incarnation
Brawn (jud) 107
Budoka Gardener
: You may put a land card from your hand onto the battlefield. If you control ten or more lands, flip this creature.
Creature - Human Monk
Budoka Gardener // Dokai, Weaver of Life (chk) 202
Cankerbloom
, Sacrifice this creature: Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Fungus Phyrexian
Cankerbloom (one) 294
Castle Garenbrig
This land enters tapped unless you control a Forest.
: Add
.
,
: Add six
. Spend this mana only to cast creature spells or activate abilities of creatures.
Land
Castle Garenbrig (eld) 240
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.
Creature - Warrior Elf
Champions of the Perfect (pecl) 171p
Collector Ouphe
Activated abilities of artifacts can't be activated.
Creature - Ouphe
Collector Ouphe (mh1) 158
Compost
Whenever a black card is put into an opponent's graveyard from anywhere, you may draw a card.
Enchantment
Compost (7ed) 235★
Dawnstrider
,
, Discard a card: Prevent all combat damage that would be dealt this turn.
Creature - Spellshaper Dryad
Dawnstrider (mmq) 237
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.
Creature - Wurm Phyrexian
Defiler of Vigor (dmu) 160
Desert of the Indomitable
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land - Desert
Desert of the Indomitable (hou) 172
Dryad Arbor
(This land isn't a spell, it's affected by summoning sickness, and it has "
: Add
.")
Creature Land - Dryad Forest
Dryad Arbor (v12) 5
Echoing Deeps
You may have this land enter tapped as a copy of any land card in a graveyard, except it's a Cave in addition to its other types.
: Add
.
Land - Cave
Echoing Deeps (plci) 271s
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.
Legendary Creature - Warrior Elf
Eladamri, Korvecdal (mh3) 483
Elemental Bond
Whenever a creature you control with power 3 or greater enters, draw a card.
Enchantment
Elemental Bond (ori) 174
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.
Enchantment
Elephant Grass (vis) 104
Emeritus of Abundance
Vigilance
This creature enters prepared.
Whenever this creature attacks, if you control eight or more lands, this creature becomes prepared.
Creature - Elf Druid
Emeritus of Abundance // Regrowth (psos) 145p
Endless Atlas
,
: Draw a card. Activate only if you control three or more lands with the same name.
Artifact
Endless Atlas (40k) 237★
Essence Warden
Whenever another creature enters, you gain 1 life.
Creature - Elf Shaman
Essence Warden (plc) 145
Evolutionary Leap
, Sacrifice a creature: Reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.
Enchantment
Evolutionary Leap (tsr) 362
Explore
You may play an additional land this turn.
Draw a card.
Sorcery
Explore (sld) 114
Fertile Thicket
This land enters tapped.
When this land enters, you may look at the top five cards of your library. If you do, reveal up to one basic land card from among them, then put that card on top of your library and the rest on the bottom in any order.
: Add
.
Land
Fertile Thicket (bfz) 237
Geier Reach Sanitarium
: Add
.
,
: Each player draws a card, then discards a card.
Legendary Land
Geier Reach Sanitarium (emn) 203
Gilded Goose
Flying
When this creature enters, create a Food token. (It's an artifact with "
,
, Sacrifice this token: You gain 3 life.")
,
: Create a Food token.
, Sacrifice a Food: Add one mana of any color.
Creature - Bird
Gilded Goose (blc) 83
Great Oak Guardian
Flash (You may cast this spell any time you could cast an instant.)
Reach
When this creature enters, creatures target player controls get +2/+2 until end of turn. Untap them.
Creature - Treefolk
Great Oak Guardian (scd) 186
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.)
Creature - Ooze
Green Slime (clb) 680
Harrow
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Instant
Harrow (zen) 165
Heraldic Banner
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+0.
: Add one mana of the chosen color.
Artifact
Heraldic Banner (eld) 222
Herd Heirloom
: Add one mana of any color. Spend this mana only to cast a creature spell.
: Until end of turn, target creature you control with power 4 or greater gains trample and "Whenever this creature deals combat damage to a player, draw a card."
Artifact
Herd Heirloom (tdm) 144
Heritage Reclamation
Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Exile up to one target card from a graveyard. Draw a card.
Instant
Heritage Reclamation (tdm) 145
Hexhaven Invigorator
Vigilance
Whenever this creature is dealt damage, you may search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
Creature - Horror Chimera
Hexhaven Invigorator (fra) 106
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.)
Land - Cave
Hidden Nursery (lci) 276
Holistic Wisdom
, Exile a card from your hand: Return target card from your graveyard to your hand if it shares a card type with the card exiled this way. (Artifact, battle, creature, enchantment, kindred, instant, land, planeswalker, and sorcery are card types.)
Enchantment
Holistic Wisdom (ody) 243
Horizon Explorer
Lands you control enter untapped.
Whenever you attack a player, create a Lander token. (It's an artifact with "
,
, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Creature - Scout Insect
Horizon Explorer (eoc) 35
In Search of Greatness
At the beginning of your upkeep, you may cast a permanent spell from your hand with mana value equal to 1 plus the greatest mana value among other permanents you control without paying its mana cost. If you don't, scry 1.
Enchantment
In Search of Greatness (khm) 177
Invasion of Shandalar
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, return up to three target permanent cards from your graveyard to your hand.
Battle - Siege
Invasion of Shandalar // Leyline Surge (mom) 193Invasion of Shandalar // Leyline Surge (mom) 193
Jaheira, Friend of the Forest
Tokens you control have "
: Add
."
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Elf Druid
Jaheira, Friend of the Forest (clb) 237
Kamahl, Fist of Krosa
: Target land becomes a 1/1 creature until end of turn. It's still a land.
: Creatures you control get +3/+3 and gain trample until end of turn.
Legendary Creature - Human Druid
Kamahl, Fist of Krosa (ons) 268
Karn's Bastion
: Add
.
,
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Land
Karn's Bastion (pwar) 248
Kenrith's Transformation
Enchant creature
When this Aura enters, draw a card.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
Enchantment - Aura
Kenrith's Transformation (eld) 395
Llanowar Mentor
,
, Discard a card: Create a 1/1 green Elf Druid creature token named Llanowar Elves. It has "
: Add
."
Creature - Elf Spellshaper
Llanowar Mentor (fut) 131
Malachite Talisman
Whenever a player casts a green spell, you may pay
. If you do, untap target permanent.
Artifact
Malachite Talisman (ice) 328
Mana Reflection
If you tap a permanent for mana, it produces twice as much of that mana instead.
Enchantment
Mana Reflection (2xm) 175
Marwyn, the Preserver
Lands you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
: Return target land card from your graveyard to your hand.
Legendary Creature - Elf Druid
Marwyn, the Preserver (fra) 263
Matzalantli, the Great Door
: Draw a card, then discard a card.
,
: Transform Matzalantli. Activate only if there are four or more permanent types among cards in your graveyard. (Artifact, battle, creature, enchantment, land, and planeswalker are permanent types.)
Legendary Artifact
Matzalantli, the Great Door // The Core (lci) 387Matzalantli, the Great Door // The Core (lci) 387
Mind's Eye
Whenever an opponent draws a card, you may pay
. If you do, draw a card.
Artifact
Mind's Eye (cm1) 13
Mutable Explorer
Changeling (This card is every creature type.)
When this creature enters, create a tapped Mutavault token. (It's a land with "
: Add
" and "
: This token becomes a 2/2 creature with all creature types until end of turn. It's still a land.")
Creature - Shapeshifter
Mutable Explorer (pecl) 186p
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.
Creature - Warrior Cat
Nacatl War-Pride (fut) 147
Natural Order
As an additional cost to cast this spell, sacrifice a green creature.
Search your library for a green creature card, put it onto the battlefield, then shuffle.
Sorcery
Natural Order (sta) 54
Nature's Claim
Destroy target artifact or enchantment. Its controller gains 4 life.
Instant
Nature's Claim (cns) 171
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.
Legendary Planeswalker - Nissa
Nissa, Who Shakes the World (sld) 518
On the Trail
Whenever you draw your second card each turn, you may put a land card from your hand onto the battlefield tapped.
Enchantment
On the Trail (mkc) 349
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.
Enchantment - Class
Party Dude (tmt) 128
Pathbreaker Ibex
Whenever this creature attacks, creatures you control gain trample and get +X/+X until end of turn, where X is the greatest power among creatures you control.
Creature - Goat
Pathbreaker Ibex (cma) 132
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.
Legendary Creature - Spirit
Patron of the Orochi (bok) 138
Pawpatch Formation
Choose one —
• Destroy target creature with flying.
• Destroy target enchantment.
• Draw a card. Create a Food token. (It's an artifact with "
,
, Sacrifice this token: You gain 3 life.")
Instant
Pawpatch Formation (blb) 186
Petrified Hamlet
When this land enters, choose a land card name.
Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.
Lands with the chosen name have "
: Add
."
: Add
.
Land
Petrified Hamlet (psos) 259p
Pia, Aether Ascetic
When Pia enters, you may discard a card. If you do, search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Legendary Creature - Human Druid
Pia, Aether Ascetic (fra) 264
Praetor's Counsel
Return all cards from your graveyard to your hand. Exile Praetor's Counsel. You have no maximum hand size for the rest of the game.
Sorcery
Praetor's Counsel (mbs) 88
Primitive Etchings
Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card.
Enchantment
Primitive Etchings (scg) 126
Reap
Return up to X target cards from your graveyard to your hand, where X is the number of black permanents target opponent controls as you cast this spell.
Instant
Reap (tmp) 247
Reclamation Sage
When this creature enters, you may destroy target artifact or enchantment.
Creature - Elf Shaman
Reclamation Sage (2xm) 178
Return of the Wildspeaker
Choose one —
• Draw cards equal to the greatest power among non-Human creatures you control.
• Non-Human creatures you control get +3/+3 until end of turn.
Instant
Return of the Wildspeaker (eld) 172
Riftsweeper
When this creature enters, choose target face-up exiled card. Its owner shuffles it into their library.
Creature - Elf Shaman
Riftsweeper (fut) 136
Rise of the Eldrazi
This spell can't be countered.
Destroy target permanent. Target player draws four cards. Take an extra turn after this one.
Exile Rise of the Eldrazi.
Sorcery
Rise of the Eldrazi (cmm) 749
Rishadan Port
: Add
.
,
: Tap target land.
Land
Rishadan Port (j15) 3
Rootpath Purifier
Lands you control and land cards in your library are basic.
Creature - Elf Druid
Rootpath Purifier (brc) 44
Runic Armasaur
Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.
Creature - Dinosaur
Runic Armasaur (m19) 200
Sakura-Tribe Scout
: You may put a land card from your hand onto the battlefield.
Creature - Scout Shaman Snake
Sakura-Tribe Scout (sok) 144
Scapeshift
Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Scapeshift (spg) 34
Seedtime
Cast this spell only during your turn.
Take an extra turn after this one if an opponent cast a blue spell this turn.
Instant
Seedtime (jud) 130
Shaman of Forgotten Ways
: Add two mana in any combination of colors. Spend this mana only to cast creature spells.
Formidable —
,
: Each player's life total becomes the number of creatures they control. Activate only if creatures you control have total power 8 or greater.
Creature - Human Shaman
Shaman of Forgotten Ways (dtk) 204
Shamanic Revelation
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
Sorcery
Shamanic Revelation (soa) 57
Shapers' Sanctuary
Whenever a creature you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Enchantment
Shapers' Sanctuary (pxln) 206s
Silverglade Pathfinder
,
, Discard a card: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Spellshaper Dryad
Silverglade Pathfinder (mmq) 270
Simulacrum Shaper
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, draw a card.
Creature - Elf Druid
Simulacrum Shaper (fra) 113
Song of the Dryads
Enchant permanent
Enchanted permanent is a colorless Forest land.
Enchantment - Aura
Song of the Dryads (cmm) 572
Surrak, Elusive Hunter
This spell can't be countered.
Trample
Whenever a creature you control or a creature spell you control becomes the target of a spell or ability an opponent controls, draw a card.
Legendary Creature - Human Warrior
Surrak, Elusive Hunter (tdm) 161
Sylvan Anthem
Green creatures you control get +1/+1.
Whenever a green creature you control enters, scry 1.
Enchantment
Sylvan Anthem (mh2) 176
Symmetry Matrix
Whenever a creature you control with power equal to its toughness enters, you may pay
. If you do, draw a card.
Artifact
Symmetry Matrix (bro) 252
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
Tail Swipe (dmu) 182
Talon Gates of Madara
When this land enters, up to one target creature phases out.
: Add
.
,
: Add one mana of any color.
: Put this card from your hand onto the battlefield.
Land - Gate
Talon Gates of Madara (m3c) 82
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.
Legendary Artifact
The Celestus (pmid) 252p
The Immortal Sun
Players can't activate planeswalkers' loyalty abilities.
At the beginning of your draw step, draw an additional card.
Spells you cast cost
less to cast.
Creatures you control get +1/+1.
Legendary Artifact
The Immortal Sun (cmm) 608
The Notary Hobbits
When The Notary Hobbits enter, if they're not a token, create two tokens that are copies of them, except the tokens aren't legendary.
: Add
for each Halfling you control.
Legendary Creature - Advisor Halfling
The Notary Hobbits (hob) 131
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.
Legendary Artifact
The One Ring (ltr) 451
The Shire
The Shire enters tapped unless you control a legendary creature.
: Add
.
,
, Tap an untapped creature you control: Create a Food token.
Legendary Land
The Shire (ltr) 345
Thunderfoot Baloth
Trample
Lieutenant — As long as you control your commander, this creature gets +2/+2 and other creatures you control get +2/+2 and have trample.
Creature - Beast
Thunderfoot Baloth (c14) 49
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.
Enchantment
Tornado (all) 101
Toski, Bearer of Secrets
This spell can't be countered.
Indestructible
Toski attacks each combat if able.
Whenever a creature you control deals combat damage to a player, draw a card.
Legendary Creature - Squirrel
Toski, Bearer of Secrets (khm) 319
Tree of Tales
: Add
.
Artifact Land
Tree of Tales (mrd) 285
Tribute to the World Tree
Whenever a creature you control enters, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.
Enchantment
Tribute to the World Tree (mom) 211
Triumph of the Hordes
Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Sorcery
Triumph of the Hordes (sld) 445
True Ancestry
Return up to one target permanent card from your graveyard to your hand.
Create a Clue token. (It's an artifact with "
, Sacrifice this token: Draw a card.")
Sorcery - Lesson
True Ancestry (tla) 199
Ulvenwald Oddity
Trample, haste
: Transform this creature.
Creature - Beast
Ulvenwald Oddity // Ulvenwald Behemoth (vow) 225Ulvenwald Oddity // Ulvenwald Behemoth (vow) 225
Ulvenwald Tracker
,
: Target creature you control fights another target creature.
Creature - Human Shaman
Ulvenwald Tracker (avr) 200
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
Veil of Summer (m20) 198
Venser's Journal
You have no maximum hand size.
At the beginning of your upkeep, you gain 1 life for each card in your hand.
Artifact - Book
Venser's Journal (som) 220
Virtue of Strength
If you tap a basic land for mana, it produces three times as much of that mana instead.
Enchantment
Virtue of Strength // Garenbrig Growth (woe) 284
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.
Legendary Planeswalker - Vivien
Vivien, Champion of the Wilds (sld) 519
Vivien's Arkbow
,
, Discard a card: Look at the top X cards of your library. You may put a creature card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Legendary Artifact
Vivien's Arkbow (war) 181
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.
Legendary Creature - Praetor Phyrexian
Vorinclex // The Grand Evolution (pmom) 213sVorinclex // The Grand Evolution (pmom) 213s
Wilt
Destroy target artifact or enchantment.
Cycling
(
, Discard this card: Draw a card.)
Instant
Wilt (iko) 176
Words of Wilding
: The next time you would draw a card this turn, create a 2/2 green Bear creature token instead.
Enchantment
Words of Wilding (ons) 305
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (dmr) 442
Wrap in Vigor
Regenerate each creature you control.
Instant
Wrap in Vigor (fut) 141
Yavimaya Elder
When this creature dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.
, Sacrifice this creature: Draw a card.
Creature - Human Druid
Yavimaya Elder (uds) 124
Yisan, the Wanderer Bard
,
, Put a verse counter on Yisan: Search your library for a creature card with mana value equal to the number of verse counters on Yisan, put it onto the battlefield, then shuffle.
Legendary Creature - Human Rogue Bard
Yisan, the Wanderer Bard (cmm) 577
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.)
Legendary Creature - Horror Phyrexian
Zopandrel, Hunger Dominus (one) 195

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 11 cards
0 pips - 0 cards
0 mana - 11 cards
0 pips - 0 cards
0 mana - 11 cards
0 pips - 0 cards
0 mana - 11 cards
77 pips - 48 cards
38 mana - 30 cards
5 pips - 3 cards
25 mana - 22 cards
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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"}]}
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