3k views4 days ago
Commander
Size: 100Salt sum: 33.31
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bl6ze

3k views4 days ago
Commander
Size: 100Salt sum: 33.31

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{"ops":[{"insert":"the birds and the bruhs\n\nMy first ever commander deck in paper, a simple Simic battlecruiser deck. It ramps, it draws cards, it removes, it plays big creatures, it wins. A very simple gameplan with some very cool interactions involving the commander, "},{"insert":{"card-link":"Tawnos, the Toymaker"}},{"insert":".\n\n\n"},{"attributes":{"bold":true},"insert":"THE POWER LEVEL"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck is the definition of bracket 2. It's your typical big creature, stompy, precon-esque deck.\n\n\n"},{"attributes":{"bold":true},"insert":"THE BASICS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCount to 5 and cast your commander. If he gets removed, count to 7 and cast him again. If he gets removed again, you cry. Without the commander on board the deck literally runs on half the power and it can't do any of the cool things it could do. Thankfully, you will be able to ramp incredibly easily with the 15 ramp cards the deck is running, and once you get your engine running, you will always have a full hand and mana up to protect your precious creatures.\n\nYou NEED to have multiple ramp pieces in your opening hand. "},{"insert":{"card-link":"Burgeoning"}},{"insert":" + 3 lands is usually an instant keep since you can follow that up with a turn 2 draw spell or another ramp spell. Turn 2 Tawnos is possible, turn 3 Tawnos is probable, turn 4 Tawnos is guaranteed if you don't play him earlier. A very standard ramp package is included in the deck with some odd cards that synergize with the commander later on to give you more bodies. "},{"insert":{"card-link":"Armored Scrapgorger"}},{"insert":" is going to be a 3/3 graveyard hate piece that can also be copied by your commander. "},{"insert":{"card-link":"Arboreal Grazer"}},{"insert":" is great in your opening hand and playable if you draw into it later since you get 2 bodies for 1 mana that also ramps you if you still have lands in your hand.\n\n"},{"insert":{"card-link":"Up the Beanstalk"}},{"insert":", "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":" and "},{"insert":{"card-link":"Wirewood Savage"}},{"insert":" will draw you many many cards. "},{"insert":{"card-link":"Garruk's Packleader"}},{"insert":" gets kind of crazy if you manage to copy it with Tawnos. If "},{"insert":{"card-link":"Realmwalker"}},{"insert":" gets copied you can choose \"Beast\" with one of the copies and \"Bird\" with the other; if you're unable to copy it, you should always choose \"Beast\". "},{"insert":{"card-link":"Stock Up"}},{"insert":", "},{"insert":{"card-link":"Winged Words"}},{"insert":" and "},{"insert":{"card-link":"Hydroid Krasis"}},{"insert":" all provide a burst of card draw that is always relevant.\n\nThe deck includes a relatively standard removal suite with a few counterspells ("},{"insert":{"card-link":"Counterspell"}},{"insert":", "},{"insert":{"card-link":"Negate"}},{"insert":", "},{"insert":{"card-link":"Arcane Denial"}},{"insert":"), some more specialized hate pieces ("},{"insert":{"card-link":"Quandrix Command"}},{"insert":", "},{"insert":{"card-link":"Manglehorn"}},{"insert":", "},{"insert":{"card-link":"Pick Your Poison"}},{"insert":", "},{"insert":{"card-link":"Filter Out"}},{"insert":"), along with some other cards that can shut down some of your opponents' important cards ("},{"insert":{"card-link":"Beast Within"}},{"insert":", "},{"insert":{"card-link":"Witness Protection"}},{"insert":", "},{"insert":{"card-link":"Mist Raven"}},{"insert":"). A cool thing you can do with "},{"insert":{"card-link":"Mist Raven"}},{"insert":" and "},{"insert":{"card-link":"Tawnos, the Toymaker"}},{"insert":" on the board is that you can use the copy of Mist Raven to bounce an opponent's creature and bounce your own Mist Raven with its own ability to be able to reuse it later and develop a board of fliers. \n\n"},{"insert":{"card-link":"Destiny Spinner"}},{"insert":" makes your (already hard to counter) creature spells uncounterable and "},{"insert":{"card-link":"Sylvan Safekeeper"}},{"insert":" is very good at keeping your creatures safe from spot removal in the later stages of the game where you're going to have 10+ lands on the board. "},{"insert":{"card-link":"Fangren Marauder"}},{"insert":" works well with the deck since the copies your commander produces are artifacts in addition to their other types, and it's also very good against artifact token strategies that involve "},{"insert":{"card-link":"Clue"}},{"insert":", "},{"insert":{"card-link":"Treasure"}},{"insert":" or "},{"insert":{"card-link":"Food"}},{"insert":" tokens. You can get back your creatures from the graveyard with "},{"insert":{"card-link":"Paleoloth"}},{"insert":" and if you copy it you get 4 creatures back per creature cast as long as its power is 5 or greater and your commander is on board (2 Paleoloths + 2 of the creature you cast with power 5 or greater = 4 triggers).\n\nYou're looking to finish the game with cards like "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":", "},{"insert":{"card-link":"Murkfiend Liege"}},{"insert":", "},{"insert":{"card-link":"Ulvenwald Oddity // Ulvenwald Behemoth"}},{"insert":" and, most importantly, "},{"insert":{"card-link":"Thunderfoot Baloth"}},{"insert":". You could also potentially make more tokens of "},{"insert":{"card-link":"Thunderfoot Baloth"}},{"insert":" with populate cards ("},{"insert":{"card-link":"Full Flowering"}},{"insert":", "},{"insert":{"card-link":"Druid's Deliverance"}},{"insert":") to make your creatures insanely big. "},{"insert":{"card-link":"Combine Chrysalis"}},{"insert":" gives all your tokens flying and works especially well with "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":".\n\n\n"},{"attributes":{"bold":true},"insert":"THE COOL THINGS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nMutate is a very underutilized and underrated mechanic and this deck abuses the fuck out of it. Basically, if you have Tawnos on the board, you can copy the mutate ability and mutate both copies of the creature you cast on the same creature. For example:\n"},{"insert":{"card-link":"Dreamtail Heron"}},{"insert":" will draw you 3 cards when you first mutate it, one from the copy mutating on the creature and then two from both the copy getting mutated on and the original card mutating on top of it. It will draw you 4 cards for each subsequent mutation that happens to that creature."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Migratory Greathorn"}},{"insert":" will fetch you 3 lands and then 4 for every subsequent mutation. It's an excellent ramp piece and makes so many tokens with "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":" on the board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Gemrazer"}},{"insert":" removes 3 things and then 4 for every subsequent mutation."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Pouncing Shoreshark"}},{"insert":" bounces 3 creatures and then 4 for every subsequent mutation."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Trumpeting Gnarr"}},{"insert":" makes 3 tokens and then 4 for every subsequent mutation."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Parcelbeast"}},{"insert":" is the only one where you don't get any additional benefits from it being copied and mutated twice apart from the +1 in mutation count which is important for "},{"insert":{"card-link":"Auspicious Starrix"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Auspicious Starrix"}},{"insert":" is the absolute all-star of the mutate cards, being able to play 1+2+2 permanent cards from the top of your deck for free the first time you mutate it and then many more if you mutate another creature onto it. It is very easy to play your entire deck in one turn if you can resolve both copies of the spell on a creature."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nSome other things worth mentioning are that you cannot mutate any of the listed creatures on "},{"insert":{"card-link":"Realmwalker"}},{"insert":" as it is a Human from the Changeling keyword, and you can't mutate on top of Human creatures. Also the creature you're mutating could briefly become an artifact creature if you decide to mutate over the targeted creature, giving your opponent a chance to remove it if they have artifact removal. "},{"attributes":{"bold":true},"insert":"Make sure to mutate the copy Tawnos produced under the targeted creature and the original creature over the targeted creature for it to never become an artifact."},{"insert":" \n\nThe entire mutate mechanic is hard to grasp because most people don't know how it works and it gets especially difficult when you're able to copy the creature spell to essentially triple the effect you get. You will need to explain to people you play with how the mechanic works with the copy effect since the stack is going to get somewhat complicated for people that have not played against the deck before.\n\nGo wild.\n"}]}

Commander

Qty: 1 Price: $1.79
Tawnos, the Toymaker
Whenever you cast a Beast or Bird creature spell, you may copy it, except the copy is an artifact in addition to its other types. (The copy becomes a token.)
Legendary Creature - Human Artificer
Tawnos, the Toymaker (pbro) 222s

Commander

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Card Draw

Qty: 14 Price: $22.84
Auspicious Starrix
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, exile cards from the top of your library until you exile X permanent cards, where X is the number of times this creature has mutated. Put those permanent cards onto the battlefield.
Creature - Beast Elk
Auspicious Starrix (iko) 144
Dreamtail Heron
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flying
Whenever this creature mutates, draw a card.
Creature - Elemental Bird
Dreamtail Heron (iko) 47
Elven Chorus
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Creatures you control have "
: Add one mana of any color."
Enchantment
Elven Chorus (ltr) 160
Garruk, Primal Hunter
+1: Create a 3/3 green Beast creature token.
−3: Draw cards equal to the greatest power among creatures you control.
−6: Create a 6/6 green Wurm creature token for each land you control.
Legendary Planeswalker - Garruk
Garruk, Primal Hunter (c19) 167
Garruk's Packleader
Whenever another creature you control with power 3 or greater enters, you may draw a card.
Creature - Beast
Garruk's Packleader (m13) 175
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment
Garruk's Uprising (wot) 53
Hydroid Krasis
When you cast this spell, you gain half X life and draw half X cards. Round down each time.
Flying, trample
This creature enters with X +1/+1 counters on it.
Creature - Beast Jellyfish Hydra
Hydroid Krasis (rna) 183
Owlbear
Trample
Keen Senses — When this creature enters, draw a card.
Creature - Bird Bear
Owlbear (afr) 198
Parcelbeast
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
,
: Look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
Creature - Beast Elemental
Parcelbeast (plst) IKO-304
Realmwalker
Changeling (This card is every creature type.)
As this creature enters, choose a creature type.
You may look at the top card of your library any time.
You may cast creature spells of the chosen type from the top of your library.
Creature - Shapeshifter
Realmwalker (khm) 188
Stock Up
Look at the top five cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery
Stock Up (dft) 67
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
Winged Words
This spell costs
less to cast if you control a creature with flying.
Draw two cards.
Sorcery
Winged Words (m20) 80
Wirewood Savage
Whenever a Beast enters, you may draw a card.
Creature - Elf
Wirewood Savage (gvl) 6

Card Draw

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Consistency

Qty: 4 Price: $17.06
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) 151
Augury Owl
Flying
When this creature enters, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature - Bird
Augury Owl (pca) 14
Paleoloth
Whenever another creature you control with power 5 or greater enters, you may return target creature card from your graveyard to your hand.
Creature - Beast
Paleoloth (con) 88
Silver Raven
Flying
When this creature enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature Artifact - Bird
Silver Raven (afr) 74

Consistency

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Interaction / Removal

Qty: 15 Price: $19.87
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (woc) 84
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (dmc) 129
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
Counterspell
Counter target spell.
Instant
Counterspell (dmr) 45
Filter Out
Return all noncreature, nonland permanents to their owners' hands.
Instant
Filter Out (mat) 7
Gemrazer
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach, trample
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
Creature - Beast
Gemrazer (iko) 155
Indrik Stomphowler
When this creature enters, destroy target artifact or enchantment.
Creature - Beast
Indrik Stomphowler (c15) 186
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 (woc) 128
Manglehorn
When this creature enters, you may destroy target artifact.
Artifacts your opponents control enter tapped.
Creature - Beast
Manglehorn (plst) AKH-175
Mist Raven
Flying
When this creature enters, return target creature to its owner's hand.
Creature - Bird
Mist Raven (mm3) 43
Negate
Counter target noncreature spell.
Instant
Negate (scd) 58
Pick Your Poison
Choose one —
• Each opponent sacrifices an artifact of their choice.
• Each opponent sacrifices an enchantment of their choice.
• Each opponent sacrifices a creature with flying of their choice.
Sorcery
Pick Your Poison (soa) 55
Pouncing Shoreshark
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Flash
Whenever this creature mutates, you may return target creature an opponent controls to its owner's hand.
Creature - Beast Shark
Pouncing Shoreshark (iko) 64
Quandrix Command
Choose two —
• Return target creature or planeswalker to its owner's hand.
• Counter target artifact or enchantment spell.
• Put two +1/+1 counters on target creature.
• Target player shuffles up to three target cards from their graveyard into their library.
Instant
Quandrix Command (stx) 217
Witness Protection
Enchant creature
Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
Enchantment - Aura
Witness Protection (snc) 66

Interaction / Removal

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Land

Qty: 35 (36 w/ MDFC)Price: $64.45
Botanical Sanctum
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Botanical Sanctum (otj) 267
Brokers Hideout
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Brokers Hideout (snc) 248
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmr) 350
Drowner of Truth
Devoid (This card has no color.)
When you cast this spell, if
was spent to cast it, create two 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add
."
Creature - Eldrazi
Drowner of Truth // Drowned Jungle (mh3) 253Drowner of Truth // Drowned Jungle (mh3) 253
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (iko) 247
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (dmc) 209
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (peld) 244p
Forest
(
: Add
.)
Basic Land - Forest
Forest (acr) 109
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (dom) 240
Island
(
: Add
.)
Basic Land - Island
Island (rex) 22
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (moc) 416
Restless Vinestalk
This land enters tapped.
: Add
or
.
: Until end of turn, this land becomes a 5/5 green and blue Plant creature with trample. It's still a land.
Whenever this land attacks, up to one other target creature has base power and toughness 3/3 until end of turn.
Land
Restless Vinestalk (woe) 261
Simic Growth Chamber
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Simic Growth Chamber (afc) 260
Tangled Islet
(
: Add
or
.)
This land enters tapped.
Land - Island Forest
Tangled Islet (dmu) 258
Tanglepool Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Tanglepool Bridge (drc) 175
Temple of Mystery
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Mystery (m20) 255
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (ncc) 436
Vineglimmer Snarl
As this land enters, you may reveal a Forest or Island card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Vineglimmer Snarl (moc) 444
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 235

Land

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Protection

Qty: 7 Price: $20.09
Destiny Spinner
Creature and enchantment spells you control can't be countered.
: Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.
Creature Enchantment - Human
Destiny Spinner (thb) 168
Druid's Deliverance
Prevent all combat damage that would be dealt to you this turn. Populate. (Create a token that's a copy of a creature token you control.)
Instant
Druid's Deliverance (rtr) 123
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 (plst) VIS-104
Fangren Marauder
Whenever an artifact is put into a graveyard from the battlefield, you may gain 5 life.
Creature - Beast
Fangren Marauder (mbs) 79
Radagast, Wizard of Wilds
Ward

Beasts and Birds you control have ward
.
Whenever you cast a spell with mana value 5 or greater, choose one —
• Create a 3/3 green Beast creature token.
• Create a 2/2 blue Bird creature token with flying.
Legendary Creature - Wizard Avatar
Radagast, Wizard of Wilds (ltc) 66
Sylvan Safekeeper
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
Creature - Human Wizard
Sylvan Safekeeper (mh3) 287
Wrap in Vigor
Regenerate each creature you control.
Instant
Wrap in Vigor (fut) 141

Protection

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Pump

Qty: 3 Price: $5.97
Murkfiend Liege
Other green creatures you control get +1/+1.
Other blue creatures you control get +1/+1.
Untap all green and/or blue creatures you control during each other player's untap step.
Creature - Horror
Murkfiend Liege (plst) EVE-156
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 (scd) 213
Ulvenwald Oddity
Trample, haste
: Transform this creature.
Creature - Beast
Ulvenwald Oddity // Ulvenwald Behemoth (vow) 225Ulvenwald Oddity // Ulvenwald Behemoth (vow) 225

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Ramp

Qty: 17 Price: $73.71
Arboreal Grazer
Reach
When this creature enters, you may put a land card from your hand onto the battlefield tapped.
Creature - Beast Sloth
Arboreal Grazer (war) 149
Armored Scrapgorger
This creature gets +3/+0 as long as it has three or more oil counters on it.
: Add one mana of any color.
Whenever this creature becomes tapped, exile target card from a graveyard and put an oil counter on this creature.
Creature - Beast Phyrexian
Armored Scrapgorger (one) 158
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (ltc) 235
Burgeoning
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.
Enchantment
Burgeoning (spg) 126
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (pw23) 6
Explore
You may play an additional land this turn.
Draw a card.
Sorcery
Explore (afc) 157
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (c19) 165
Growth Spiral
Draw a card. You may put a land card from your hand onto the battlefield.
Instant
Growth Spiral (dmc) 153
Hungering Puppetbeast
When this creature enters, create a Heartwood token. (It's a red and green artifact with "
: Add
or
.")
, Sacrifice another artifact: Put a +1/+1 counter on this creature. It gains your choice of trample, hexproof, or haste until end of turn.
Creature Artifact - Beast Construct
Hungering Puppetbeast (fra) 107
Krosan Warchief
Beast spells you cast cost
less to cast.
: Regenerate target Beast.
Creature - Beast
Krosan Warchief (c13) 155
Migratory Greathorn
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature - Beast
Migratory Greathorn (iko) 297
Planar Genesis
Look at the top four cards of your library. You may put a land card from among them onto the battlefield tapped. If you don't, put a card from among them into your hand. Put the rest on the bottom of your library in a random order.
Instant
Planar Genesis (mh3) 198
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Shaman Snake
Sakura-Tribe Elder (plg24) 1
Sol Ring
: Add
.
Artifact
Sol Ring (cmr) 472
Studious First-Year
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Bear
Studious First-Year // Rampant Growth (sos) 162
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (clb) 879
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (dmr) 184

Ramp

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Tokens

Qty: 4 Price: $3.98
Combine Chrysalis
Creature tokens you control have flying.
,
, Sacrifice a token: Create a 4/4 green Beast creature token. Activate only as a sorcery.
Artifact
Combine Chrysalis (plst) MH2-191
Full Flowering
Populate X times. (To populate, create a token that's a copy of a creature token you control. Do this X times.)
Sorcery
Full Flowering (c19) 32
Rampaging Baloths
Trample
Landfall — Whenever a land you control enters, create a 4/4 green Beast creature token.
Creature - Beast
Rampaging Baloths (c18) 158
Trumpeting Gnarr
Mutate
(If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Whenever this creature mutates, create a 3/3 green Beast creature token.
Creature - Beast
Trumpeting Gnarr (iko) 307

Tokens

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
29 pips - 23 cards
22 mana - 22 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 6 cards
66 pips - 52 cards
26 mana - 26 cards
0 pips - 0 cards
7 mana - 5 cards
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Description

{"ops":[{"insert":"the birds and the bruhs\n\nMy first ever commander deck in paper, a simple Simic battlecruiser deck. It ramps, it draws cards, it removes, it plays big creatures, it wins. A very simple gameplan with some very cool interactions involving the commander, "},{"insert":{"card-link":"Tawnos, the Toymaker"}},{"insert":".\n\n\n"},{"attributes":{"bold":true},"insert":"THE POWER LEVEL"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck is the definition of bracket 2. It's your typical big creature, stompy, precon-esque deck.\n\n\n"},{"attributes":{"bold":true},"insert":"THE BASICS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCount to 5 and cast your commander. If he gets removed, count to 7 and cast him again. If he gets removed again, you cry. Without the commander on board the deck literally runs on half the power and it can't do any of the cool things it could do. Thankfully, you will be able to ramp incredibly easily with the 15 ramp cards the deck is running, and once you get your engine running, you will always have a full hand and mana up to protect your precious creatures.\n\nYou NEED to have multiple ramp pieces in your opening hand. "},{"insert":{"card-link":"Burgeoning"}},{"insert":" + 3 lands is usually an instant keep since you can follow that up with a turn 2 draw spell or another ramp spell. Turn 2 Tawnos is possible, turn 3 Tawnos is probable, turn 4 Tawnos is guaranteed if you don't play him earlier. A very standard ramp package is included in the deck with some odd cards that synergize with the commander later on to give you more bodies. "},{"insert":{"card-link":"Armored Scrapgorger"}},{"insert":" is going to be a 3/3 graveyard hate piece that can also be copied by your commander. "},{"insert":{"card-link":"Arboreal Grazer"}},{"insert":" is great in your opening hand and playable if you draw into it later since you get 2 bodies for 1 mana that also ramps you if you still have lands in your hand.\n\n"},{"insert":{"card-link":"Up the Beanstalk"}},{"insert":", "},{"insert":{"card-link":"Garruk's Uprising"}},{"insert":" and "},{"insert":{"card-link":"Wirewood Savage"}},{"insert":" will draw you many many cards. "},{"insert":{"card-link":"Garruk's Packleader"}},{"insert":" gets kind of crazy if you manage to copy it with Tawnos. If "},{"insert":{"card-link":"Realmwalker"}},{"insert":" gets copied you can choose \"Beast\" with one of the copies and \"Bird\" with the other; if you're unable to copy it, you should always choose \"Beast\". "},{"insert":{"card-link":"Stock Up"}},{"insert":", "},{"insert":{"card-link":"Winged Words"}},{"insert":" and "},{"insert":{"card-link":"Hydroid Krasis"}},{"insert":" all provide a burst of card draw that is always relevant.\n\nThe deck includes a relatively standard removal suite with a few counterspells ("},{"insert":{"card-link":"Counterspell"}},{"insert":", "},{"insert":{"card-link":"Negate"}},{"insert":", "},{"insert":{"card-link":"Arcane Denial"}},{"insert":"), some more specialized hate pieces ("},{"insert":{"card-link":"Quandrix Command"}},{"insert":", "},{"insert":{"card-link":"Manglehorn"}},{"insert":", "},{"insert":{"card-link":"Pick Your Poison"}},{"insert":", "},{"insert":{"card-link":"Filter Out"}},{"insert":"), along with some other cards that can shut down some of your opponents' important cards ("},{"insert":{"card-link":"Beast Within"}},{"insert":", "},{"insert":{"card-link":"Witness Protection"}},{"insert":", "},{"insert":{"card-link":"Mist Raven"}},{"insert":"). A cool thing you can do with "},{"insert":{"card-link":"Mist Raven"}},{"insert":" and "},{"insert":{"card-link":"Tawnos, the Toymaker"}},{"insert":" on the board is that you can use the copy of Mist Raven to bounce an opponent's creature and bounce your own Mist Raven with its own ability to be able to reuse it later and develop a board of fliers. \n\n"},{"insert":{"card-link":"Destiny Spinner"}},{"insert":" makes your (already hard to counter) creature spells uncounterable and "},{"insert":{"card-link":"Sylvan Safekeeper"}},{"insert":" is very good at keeping your creatures safe from spot removal in the later stages of the game where you're going to have 10+ lands on the board. "},{"insert":{"card-link":"Fangren Marauder"}},{"insert":" works well with the deck since the copies your commander produces are artifacts in addition to their other types, and it's also very good against artifact token strategies that involve "},{"insert":{"card-link":"Clue"}},{"insert":", "},{"insert":{"card-link":"Treasure"}},{"insert":" or "},{"insert":{"card-link":"Food"}},{"insert":" tokens. You can get back your creatures from the graveyard with "},{"insert":{"card-link":"Paleoloth"}},{"insert":" and if you copy it you get 4 creatures back per creature cast as long as its power is 5 or greater and your commander is on board (2 Paleoloths + 2 of the creature you cast with power 5 or greater = 4 triggers).\n\nYou're looking to finish the game with cards like "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":", "},{"insert":{"card-link":"Murkfiend Liege"}},{"insert":", "},{"insert":{"card-link":"Ulvenwald Oddity // Ulvenwald Behemoth"}},{"insert":" and, most importantly, "},{"insert":{"card-link":"Thunderfoot Baloth"}},{"insert":". You could also potentially make more tokens of "},{"insert":{"card-link":"Thunderfoot Baloth"}},{"insert":" with populate cards ("},{"insert":{"card-link":"Full Flowering"}},{"insert":", "},{"insert":{"card-link":"Druid's Deliverance"}},{"insert":") to make your creatures insanely big. "},{"insert":{"card-link":"Combine Chrysalis"}},{"insert":" gives all your tokens flying and works especially well with "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":".\n\n\n"},{"attributes":{"bold":true},"insert":"THE COOL THINGS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nMutate is a very underutilized and underrated mechanic and this deck abuses the fuck out of it. Basically, if you have Tawnos on the board, you can copy the mutate ability and mutate both copies of the creature you cast on the same creature. For example:\n"},{"insert":{"card-link":"Dreamtail Heron"}},{"insert":" will draw you 3 cards when you first mutate it, one from the copy mutating on the creature and then two from both the copy getting mutated on and the original card mutating on top of it. It will draw you 4 cards for each subsequent mutation that happens to that creature."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Migratory Greathorn"}},{"insert":" will fetch you 3 lands and then 4 for every subsequent mutation. It's an excellent ramp piece and makes so many tokens with "},{"insert":{"card-link":"Rampaging Baloths"}},{"insert":" on the board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Gemrazer"}},{"insert":" removes 3 things and then 4 for every subsequent mutation."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Pouncing Shoreshark"}},{"insert":" bounces 3 creatures and then 4 for every subsequent mutation."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Trumpeting Gnarr"}},{"insert":" makes 3 tokens and then 4 for every subsequent mutation."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Parcelbeast"}},{"insert":" is the only one where you don't get any additional benefits from it being copied and mutated twice apart from the +1 in mutation count which is important for "},{"insert":{"card-link":"Auspicious Starrix"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Auspicious Starrix"}},{"insert":" is the absolute all-star of the mutate cards, being able to play 1+2+2 permanent cards from the top of your deck for free the first time you mutate it and then many more if you mutate another creature onto it. It is very easy to play your entire deck in one turn if you can resolve both copies of the spell on a creature."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nSome other things worth mentioning are that you cannot mutate any of the listed creatures on "},{"insert":{"card-link":"Realmwalker"}},{"insert":" as it is a Human from the Changeling keyword, and you can't mutate on top of Human creatures. Also the creature you're mutating could briefly become an artifact creature if you decide to mutate over the targeted creature, giving your opponent a chance to remove it if they have artifact removal. "},{"attributes":{"bold":true},"insert":"Make sure to mutate the copy Tawnos produced under the targeted creature and the original creature over the targeted creature for it to never become an artifact."},{"insert":" \n\nThe entire mutate mechanic is hard to grasp because most people don't know how it works and it gets especially difficult when you're able to copy the creature spell to essentially triple the effect you get. You will need to explain to people you play with how the mechanic works with the copy effect since the stack is going to get somewhat complicated for people that have not played against the deck before.\n\nGo wild.\n"}]}
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