bl6ze
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Commander
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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"}]}
Card Draw
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.
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

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.
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

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.
, : 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

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

Consistency
(CTRL to add secondary)
Interaction / Removal
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.
Reach, trample
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
Creature - Beast

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.
Flash
Whenever this creature mutates, you may return target creature an opponent controls to its owner's hand.
Creature - Beast Shark

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

Protection
(CTRL to add secondary)
Pump
Pump
(CTRL to add secondary)
Ramp
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.
, 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

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.
Whenever this creature mutates, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature - Beast

Ramp
(CTRL to add secondary)
Tokens
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.
Whenever this creature mutates, create a 3/3 green Beast creature token.
Creature - Beast

Tokens
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
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"}]}












































































