KindaDadMagic
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Commander
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{"ops":[{"insert":"This is a big-mana green Stompy deck that's meant to be accessible to newer players, but provide some entertaining plays for veterans. Just because it's simple, doesn't make it boring! Since this is a Bracket 2 build, I've omitted the obvious combos and included some hilariously weak creatures just for nostalgia's sake (Ulasht, we barely knew ye).\n\nThe key to this deck is, of course, using Shalai and Hallar to damage opponents whenever we put a +1/+1 counter (hereinafter abbreviated as just \"+1\") on one of our creatures. What's important is the way Shalai and Hallar is written: it's not limited to once-per-turn, and triggers separately for each creature we put a +1 on. That means, if we put a +1 on each of 5 creatures, we deal 5 total damage and can split it however we want amongst our opponents. That might not seem like a lot, but we have several options to maximize this. Fortunately for us, there is a creature type that just LOVES counters: Hydras!\n\nGETTING COUNTERS:\n Lots AND LOTS of counters. The simplest way to get lots of counters on our creatures, is just to cast them with lots of counters. Most of our Hydras (and a few non-hydra creatures with similar mechanics) are \"X\" spells that enter play with as many +1 counters as we can pay for. With our Commander on the board, they turn each Hydra into a Fireball as well!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Incremental counters. A few of our Hydras, as well as some other support pieces, add counters to themselves or to the board incrementally. Some, like Managorger Hydra, happen for free; others, like Mikaeus the Lunarch and Abandoned Air Temple, have a cost involved. Uncivil Unrest is one of the best, since it can give our creatures Haste if they already have enough counters; it also doubles the damage they deal."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Doubling Counters: the best way to increase our counters is simply to get more counter per counter. The Earth Crystal, Branching Evolution, and a leveled-up Innkeeper's Talent all double the counters we put on our creatures. These increases stack; so if we happen to get all 3 on the field, each +1 we add actually produces 8 counters! Opposing life totals will dwindle quickly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMAKING MANA:\nHydras are, appropriately, very hungry creatures. To feed our big X spells, we need big mana! Since this is a Bracket 2 build, I've chosen to include mid- and late- game mana multipliers rather than a slew of 2-drop rocks (mostly). Mirari's Wake, Mana Flare, Heartbeat of Spring, Mana Reflection, and most of all Nyxbloom Ancient, supercharge our mana base. The Earth Crystal and Emerald Medallion discount all of our green spells (which is nearly every spell in the deck) and Unbound Flourishing doubles any \"X\" costs we pay. \nI'm testing whether Elementalist's Palette or Brass Infiniscope is more beneficial; Palette provides constantly-increasing mana, but Infiniscope gets us life and more cards. I'll update this if I come to a firm conclusion.\n\nINTERACTION:\nMath is for Blockers, or so they say. This deck takes a similar stance on spell interaction. We do have a couple of staples in here, as well as Steelbane Hydra and Damning Verdict as a sweeper; but mostly, if we can't squash it with big creatures we're not interested. Interaction should be reserved for opposing permanents that significantly shut down our deck, such as Propaganda to prevent us attacking or a Darksteel Mutation on our commander.\nWe also don't have much recursion or protection, because our Hydras are largely expendable once they've hit the field and burned our opponent. Few of our creatures are individually valuable enough to try to protect. Generally speaking, we have the resources to recover from Wraths quickly. Of course, a full board-wipe that removes our mana acceleration is devastating, but hey you can't control every possibility.\n\nWINNING THE GAME:\nOur Hungry Hungry Hydras do equally well smashing our opponents in combat, or burning them with Shalai and Hallar damage. It's also possible, though a bit awkward, to load up Shalai and Hallar for a Voltron kill.\nIf turning creatures sideways isn't working, and someone has shut down our Commander, we have a secret weapon in Soul Immolation. This deck can EASILY get 40 or more counters on a single creature; at which point, Soul Immolation becomes an insta-kill.\n\nBUDGET OPTIONS\nI've included some high-dollar cards here, just because I was lucky enough to have them in my collection; but fortunately, most of these can be easily omitted or replaced. The only cards over $10 that are truly important are, I think, Innkeeper's Talent and The Earth Crystal.\nThe Ozolith: The Ooze does a decent imitation at $5.\nUncivil Unrest: Rhythm of the Wild does most of this, at a cheaper mana cost.\nBloom Tender: the reprint in Lorwyn Eclipsed has dropped the price on this, or Faeburrow Elder is a cheap replacement.\nThe Great Henge: there are a slew of cards that replicate parts of this artifact. Choose which aspect is most important: mana, card draw, or counters, and replace with the rock or enchantment of your choice.\nNyxbloom Ancient: true, no other card in Magic TRIPLES all of your mana production, but other mana accelerants do exist. We have enough redundancy in this department that choosing a less-efficient option won't degrade the gameplan much.\n\nAnd that's it, thanks for reading! If you like the deck or have suggestions, please leave a comment!\n\n"}]}
Anthem
Anthem
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Artifact
The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Artifact
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Counters
Benevolent Hydra
This creature enters with X +1/+1 counters on it.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
If one or more +1/+1 counters would be put on another creature you control, that many plus one +1/+1 counters are put on it instead.
, Remove a +1/+1 counter from this creature: Put a +1/+1 counter on another target creature you control.
Creature - Hydra

Fangs of Kalonia
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on each creature that had a +1/+1 counter put on it this way.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

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

The Earth Crystal
Green spells you cast cost less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact

Warden of the Grove
At the beginning of your end step, put a +1/+1 counter on this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Creature - Hydra

Counters
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Creature
Conclave Sledge-Captain
Backup 1, backup 1, backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn. Each backup ability triggers separately.)
Trample
Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
Trample
Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it.
Creature - Soldier Elephant

Polukranos, World Eater
: Monstrosity X. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
When Polukranos becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Each of those creatures deals damage equal to its power to Polukranos.
When Polukranos becomes monstrous, it deals X damage divided as you choose among any number of target creatures your opponents control. Each of those creatures deals damage equal to its power to Polukranos.
Legendary Creature - Hydra

Rock Hydra
This creature enters with X +1/+1 counters on it.
For each 1 damage that would be dealt to this creature, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage.
: Prevent the next 1 damage that would be dealt to this creature this turn.
: Put a +1/+1 counter on this creature. Activate only during your upkeep.
For each 1 damage that would be dealt to this creature, if it has a +1/+1 counter on it, remove a +1/+1 counter from it and prevent that 1 damage.
: Prevent the next 1 damage that would be dealt to this creature this turn.
: Put a +1/+1 counter on this creature. Activate only during your upkeep.
Creature - Hydra

Ulasht, the Hate Seed
Ulasht enters with a +1/+1 counter on it for each other red creature you control and a +1/+1 counter on it for each other green creature you control.
, Remove a +1/+1 counter from Ulasht: Choose one —
• Ulasht deals 1 damage to target creature.
• Create a 1/1 green Saproling creature token.
, Remove a +1/+1 counter from Ulasht: Choose one —
• Ulasht deals 1 damage to target creature.
• Create a 1/1 green Saproling creature token.
Legendary Creature - Hydra Hellion

Vigor
Trample
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1 counter on that creature for each 1 damage prevented this way.
When Vigor is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature - Elemental Incarnation

Vrestin, Menoptra Leader
Flying
Vrestin enters with X +1/+1 counters on it.
When Vrestin enters, create X 1/1 green and white Alien Insect creature tokens with flying.
Whenever you attack with one or more Insects, put a +1/+1 counter on each of them.
Vrestin enters with X +1/+1 counters on it.
When Vrestin enters, create X 1/1 green and white Alien Insect creature tokens with flying.
Whenever you attack with one or more Insects, put a +1/+1 counter on each of them.
Legendary Creature - Scout Insect Alien

Wildgrowth Archaic
Reach, trample
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of colors of mana spent to cast it.
Converge — This creature enters with a +1/+1 counter on it for each color of mana spent to cast it.
Whenever you cast a creature spell, that creature enters with X additional +1/+1 counters on it, where X is the number of colors of mana spent to cast it.
Creature - Avatar

Creature
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Draw
Draw
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Enchantment
Unbound Flourishing
Whenever you cast a permanent spell with a mana cost that contains , double the value of X.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
Whenever you cast an instant or sorcery spell or activate an ability, if that spell's mana cost or that ability's activation cost contains , copy that spell or ability. You may choose new targets for the copy.
Enchantment

Enchantment
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Land
Land
(CTRL to add secondary)
Ramp
Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

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

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

Nyxborn Hydra
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Reach, trample
This permanent enters with X +1/+1 counters on it.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura and has reach and trample.
Creature Enchantment - Hydra

The Ooze
Whenever a creature you control with a +1/+1 counter on it leaves the battlefield, create a Mutagen token for each +1/+1 counter on it. (A Mutagen token is an artifact with ", , Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.")
: Exile target card from a graveyard. Create a Mutagen token.
: Exile target card from a graveyard. Create a Mutagen token.
Legendary Artifact

Maybeboard
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RemoveBoard
Rosheen, Roaring Prophet
When Rosheen enters, mill six cards. You may put a card with in its mana cost from among them into your hand.
: Reveal any number of cards with in their mana cost in your hand. Add for each card revealed this way. Spend this mana only on costs that contain .
: Reveal any number of cards with in their mana cost in your hand. Add for each card revealed this way. Spend this mana only on costs that contain .
Legendary Creature - Shaman Giant

RemoveBoard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This is a big-mana green Stompy deck that's meant to be accessible to newer players, but provide some entertaining plays for veterans. Just because it's simple, doesn't make it boring! Since this is a Bracket 2 build, I've omitted the obvious combos and included some hilariously weak creatures just for nostalgia's sake (Ulasht, we barely knew ye).\n\nThe key to this deck is, of course, using Shalai and Hallar to damage opponents whenever we put a +1/+1 counter (hereinafter abbreviated as just \"+1\") on one of our creatures. What's important is the way Shalai and Hallar is written: it's not limited to once-per-turn, and triggers separately for each creature we put a +1 on. That means, if we put a +1 on each of 5 creatures, we deal 5 total damage and can split it however we want amongst our opponents. That might not seem like a lot, but we have several options to maximize this. Fortunately for us, there is a creature type that just LOVES counters: Hydras!\n\nGETTING COUNTERS:\n Lots AND LOTS of counters. The simplest way to get lots of counters on our creatures, is just to cast them with lots of counters. Most of our Hydras (and a few non-hydra creatures with similar mechanics) are \"X\" spells that enter play with as many +1 counters as we can pay for. With our Commander on the board, they turn each Hydra into a Fireball as well!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Incremental counters. A few of our Hydras, as well as some other support pieces, add counters to themselves or to the board incrementally. Some, like Managorger Hydra, happen for free; others, like Mikaeus the Lunarch and Abandoned Air Temple, have a cost involved. Uncivil Unrest is one of the best, since it can give our creatures Haste if they already have enough counters; it also doubles the damage they deal."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Doubling Counters: the best way to increase our counters is simply to get more counter per counter. The Earth Crystal, Branching Evolution, and a leveled-up Innkeeper's Talent all double the counters we put on our creatures. These increases stack; so if we happen to get all 3 on the field, each +1 we add actually produces 8 counters! Opposing life totals will dwindle quickly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMAKING MANA:\nHydras are, appropriately, very hungry creatures. To feed our big X spells, we need big mana! Since this is a Bracket 2 build, I've chosen to include mid- and late- game mana multipliers rather than a slew of 2-drop rocks (mostly). Mirari's Wake, Mana Flare, Heartbeat of Spring, Mana Reflection, and most of all Nyxbloom Ancient, supercharge our mana base. The Earth Crystal and Emerald Medallion discount all of our green spells (which is nearly every spell in the deck) and Unbound Flourishing doubles any \"X\" costs we pay. \nI'm testing whether Elementalist's Palette or Brass Infiniscope is more beneficial; Palette provides constantly-increasing mana, but Infiniscope gets us life and more cards. I'll update this if I come to a firm conclusion.\n\nINTERACTION:\nMath is for Blockers, or so they say. This deck takes a similar stance on spell interaction. We do have a couple of staples in here, as well as Steelbane Hydra and Damning Verdict as a sweeper; but mostly, if we can't squash it with big creatures we're not interested. Interaction should be reserved for opposing permanents that significantly shut down our deck, such as Propaganda to prevent us attacking or a Darksteel Mutation on our commander.\nWe also don't have much recursion or protection, because our Hydras are largely expendable once they've hit the field and burned our opponent. Few of our creatures are individually valuable enough to try to protect. Generally speaking, we have the resources to recover from Wraths quickly. Of course, a full board-wipe that removes our mana acceleration is devastating, but hey you can't control every possibility.\n\nWINNING THE GAME:\nOur Hungry Hungry Hydras do equally well smashing our opponents in combat, or burning them with Shalai and Hallar damage. It's also possible, though a bit awkward, to load up Shalai and Hallar for a Voltron kill.\nIf turning creatures sideways isn't working, and someone has shut down our Commander, we have a secret weapon in Soul Immolation. This deck can EASILY get 40 or more counters on a single creature; at which point, Soul Immolation becomes an insta-kill.\n\nBUDGET OPTIONS\nI've included some high-dollar cards here, just because I was lucky enough to have them in my collection; but fortunately, most of these can be easily omitted or replaced. The only cards over $10 that are truly important are, I think, Innkeeper's Talent and The Earth Crystal.\nThe Ozolith: The Ooze does a decent imitation at $5.\nUncivil Unrest: Rhythm of the Wild does most of this, at a cheaper mana cost.\nBloom Tender: the reprint in Lorwyn Eclipsed has dropped the price on this, or Faeburrow Elder is a cheap replacement.\nThe Great Henge: there are a slew of cards that replicate parts of this artifact. Choose which aspect is most important: mana, card draw, or counters, and replace with the rock or enchantment of your choice.\nNyxbloom Ancient: true, no other card in Magic TRIPLES all of your mana production, but other mana accelerants do exist. We have enough redundancy in this department that choosing a less-efficient option won't degrade the gameplan much.\n\nAnd that's it, thanks for reading! If you like the deck or have suggestions, please leave a comment!\n\n"}]}





































































































