2117 views24 days ago
Commander
Size: 100Est cost: $347.82Salt sum: 34.42
ARMIsNOTLoaded
2117 views24 days ago
Commander
Size: 100Est cost: $347.82Salt sum: 34.42
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{"ops":[{"attributes":{"bold":true},"insert":"Group hug"},{"insert":" deck with "},{"attributes":{"color":"#008a00","bold":true},"insert":"Gluntch, The Bestower"},{"insert":" at the helm. Try to control the flow of the game with Gluntch and symmetrical cards and use fogs to discourage people swinging at you. Be generous, but don't tip the scale too much (i.e. "},{"attributes":{"color":"#008a00","bold":true},"insert":"Rites of Flourishing"},{"insert":" is usually a "},{"attributes":{"italic":true},"insert":"very bad idea"},{"insert":" against Landfall decks: read the table before playing anything like that). Protect yourself with your cards and by making deals and let the other players eliminate themselves, thus forcing a 1vs1 with someone you can ultimately topple.\n\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Important Read"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"First of all, I want to address the common misconception that group hug decks "},{"attributes":{"italic":true},"insert":"\"do nothing\""},{"insert":", "},{"attributes":{"italic":true},"insert":"\"slows the game\""},{"insert":", "},{"attributes":{"italic":true},"insert":"\"have no wincons\""},{"insert":" and are "},{"attributes":{"italic":true},"insert":"\"backstabbers\""},{"insert":". Usually, players making those claims played versus a very bad group hug deck that, indeed, did those things, or aren't well versed playing with one at the table. Let us be sure you won't make the same mistake.\n\nA group hug deck "},{"attributes":{"italic":true},"insert":"wants to win exactly like everyone else"},{"insert":": instead of accruing value for itself, the group hug deck's strategy revolves around giving value to its opponent while having the tools to keep them at bay, creating an environment where those opponents are ahead but are encouraged to use their resources against each others, mainly because swinging at the group hug deck will usually waste them due to fogs, redirects, aikido, lifegain and other stuff it can pull off to stabilize itself. Realizing that, we can cross out most of the claims against group hug decks: they have a wincon (usually big haymakers, this one uses a lot of tokens and overrun effects instead) and they make the game go "},{"attributes":{"italic":true},"insert":"faster"},{"insert":" because they provide more resources for everyone.\n\nAs for being backstabbers, it is honestly not incorrect but not a bad thing to say either: a group hug deck wants to win, so it will "},{"attributes":{"italic":true},"insert":"eventually"},{"insert":" turns against everyone else. If it doesn't, then it means he is playing the kingmaker, and "},{"attributes":{"italic":true},"insert":"that "},{"insert":"is bad sport: I strongly advise you to "},{"attributes":{"italic":true},"insert":"not do so"},{"insert":" and align with the common goal of the game. Have your group hug shenanigans as much as you like, but always try to win the game, because it makes you respectful of the other players and the time they are sharing playing with you.\n\nAs for playing with a group hug deck, the strategy of the uneducated players is usually "},{"attributes":{"italic":true},"insert":"\"kill them first\""},{"insert":" and "},{"attributes":{"italic":true},"insert":"\"never accept their offers\""},{"insert":". Both of those will make you probably waste your resources on the less threatening player in the early-to-mid game and forcing it to empower and strike deals with your opponents, easily turning the tables against you. You have to seize the opportunities and understand when declining them: play "},{"attributes":{"italic":true},"insert":"around "},{"insert":"the group hug, not "},{"attributes":{"italic":true},"insert":"against "},{"insert":"it.\n\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Tips"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"As of many of my decks, this has a low land count, the lowest I actually ever did. For this reason, I strongly advise to keep at least a three land initial hand (mulligan aggressively if you need), cast Gluntch ASAP and start making Treasures for yourself in the early stages of the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Spread gifts and make deals equally: putting everything on a single player while ignoring the others will "},{"attributes":{"italic":true},"insert":"always "},{"insert":"paint a target on your head."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cards like "},{"attributes":{"color":"#008a00","bold":true},"insert":"Bloodrot Apothecary"},{"insert":", "},{"attributes":{"color":"#008a00","bold":true},"insert":"Yasharn, Implacable Earth"},{"insert":" and "},{"attributes":{"color":"#008a00","bold":true},"insert":"Nils, Discipline Enforcer"},{"insert":" can surprisingly negate a lot of stuff you can gift to your opponent, like Treasures, creature tokens and counters. Is usually a good idea to hold into those cards until the late stages of the game, or to stop someone who is popping off with Treasures/aristocrats (notorious hard archetype to interact with in casual Commander)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck is extremely resilient against creature-based deck, not so much versus burn/spellslinging and stuff like that. Counterspelling in white ("},{"attributes":{"color":"#008a00","bold":true},"insert":"Mana Tithe"},{"insert":", "},{"attributes":{"color":"#008a00","bold":true},"insert":"Lapse of Certainity"},{"attributes":{"underline":true},"insert":")"},{"insert":" is usually a surprise, so hold on them for the usual "},{"attributes":{"color":"#008a00","bold":true},"insert":"Torment of Hailfire"},{"insert":" from the Grixis player."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You can shape the list according to your pod's meta: for example, for some time I had a "},{"attributes":{"color":"#008a00","bold":true},"insert":"Suncleanser"},{"insert":" in it because a player was playing a Infect deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Wincons"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"You can usually win by making a tons of tokens and then cast "},{"attributes":{"color":"#008a00","bold":true},"insert":"End-Raze Forerunners"},{"insert":" or "},{"attributes":{"color":"#008a00","bold":true},"insert":"Moonshaker Cavalry"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Halo Fountain"},{"insert":" is an alternate wincon if you find yourself in a position where you have a lot of tokens but can't swing them. Have all the mana needed to cast and activate it, and remember you can attack with your tokens to tap them and activate "},{"attributes":{"color":"#008a00","bold":true},"insert":"Halo Fountain"},{"insert":" by holding priority and "},{"attributes":{"italic":true},"insert":"before "},{"insert":"passing to the declare blockers step (untapping the tokens is the cost of activating the ability, thus it can't be responded to)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Is not unreasonable to win by Voltroning Gluntch: he is a 0/5 with flying and you have ways to give him +1/+1 counters and double strike. "},{"attributes":{"color":"#008a00","bold":true},"insert":"Horn of Valhalla"},{"insert":" can catch opponents by surprise."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Shifting the Sands"},{"insert":" can turn any 1vs1 in your favor, so is better to consider it a wincon."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Generally speaking, you want a lot of tokens, but don't hold token generators for too long: most of the time is better to "},{"attributes":{"color":"#008a00","bold":true},"insert":"Secure the Wastes"},{"insert":" to get five tokens rather than waiting the perfect moment to get ten. You have various ways to create tokens, so just create some and search for another card to create some more later in the game. The only case you want to hold your token generators is if either "},{"attributes":{"italic":true},"insert":"a)"},{"insert":" the pod is actively ignoring you, or "},{"attributes":{"italic":true},"insert":"b) "},{"insert":"someone's board is so wide you can smell the boardwipe incoming."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You are a group hug, but sometimes you can get an incredible and aggressive start. If you get in a position like that, is usually a good idea to ditch the group hug and embrace villainy altogether."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Upgrades"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"There are a ton of group hug cards that can be used in Selesnya colors. The list is malleable enough that you can swap cards around using the ones you like the most."},{"attributes":{"list":"ordered"},"insert":"\n"}]}
Commander
Commander
(CTRL to add secondary)
Draw
Wedding Ring
When this artifact enters, if it was cast, target opponent creates a token that's a copy of it.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Artifact

Draw
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Finisher
Finisher
(CTRL to add secondary)
Fog
Fog
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Comeuppance
Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.
Instant

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Nils, Discipline Enforcer
At the beginning of your end step, for each player, put a +1/+1 counter on up to one target creature that player controls.
Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.
Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.
Legendary Creature - Human Cleric

Noble Heritage
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Legendary Enchantment - Background

Perch Protection
Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.)
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Instant

Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
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Ramp
Bloodroot Apothecary
Toxic 2 (Players dealt combat damage by this creature also get two poison counters. A player with ten or more poison counters loses the game.)
When this creature enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
When this creature enters, you and target opponent each create a Treasure token.
Whenever an opponent sacrifices a noncreature token, that player gets two poison counters.
Creature - Druid Squirrel

Master of Ceremonies
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
Creature - Druid Rhino

Rootweaver Druid
When this creature enters, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles.
Creature - Elf Druid

Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Yasharn, Implacable Earth
When Yasharn enters, search your library for a basic Forest card and a basic Plains card, reveal those cards, put them into your hand, then shuffle.
Players can't pay life or sacrifice nonland permanents to cast spells or activate abilities.
Players can't pay life or sacrifice nonland permanents to cast spells or activate abilities.
Legendary Creature - Elemental Boar

Ramp
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Recursion
Healing Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Return target card from your graveyard to your hand. You gain life equal to that card's mana value. Exile Healing Technique.
Return target card from your graveyard to your hand. You gain life equal to that card's mana value. Exile Healing Technique.
Sorcery

Recursion
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Removal
Removal
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Support
Support
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Tokens
One with the Kami
Flash
Enchant creature you control
Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
Enchant creature you control
Whenever enchanted creature or another modified creature you control dies, create X 1/1 colorless Spirit creature tokens, where X is that creature's power. (Equipment, Auras you control, and counters are modifications.)
Enchantment - Aura

Tokens
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Maybeboard
Suncleanser
When this creature enters, choose one —
• Remove all counters from target creature. It can't have counters put on it for as long as this creature remains on the battlefield.
• Target opponent loses all counters. That player can't get counters for as long as this creature remains on the battlefield.
• Remove all counters from target creature. It can't have counters put on it for as long as this creature remains on the battlefield.
• Target opponent loses all counters. That player can't get counters for as long as this creature remains on the battlefield.
Creature - Human Cleric

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Group hug"},{"insert":" deck with "},{"attributes":{"color":"#008a00","bold":true},"insert":"Gluntch, The Bestower"},{"insert":" at the helm. Try to control the flow of the game with Gluntch and symmetrical cards and use fogs to discourage people swinging at you. Be generous, but don't tip the scale too much (i.e. "},{"attributes":{"color":"#008a00","bold":true},"insert":"Rites of Flourishing"},{"insert":" is usually a "},{"attributes":{"italic":true},"insert":"very bad idea"},{"insert":" against Landfall decks: read the table before playing anything like that). Protect yourself with your cards and by making deals and let the other players eliminate themselves, thus forcing a 1vs1 with someone you can ultimately topple.\n\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Important Read"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"First of all, I want to address the common misconception that group hug decks "},{"attributes":{"italic":true},"insert":"\"do nothing\""},{"insert":", "},{"attributes":{"italic":true},"insert":"\"slows the game\""},{"insert":", "},{"attributes":{"italic":true},"insert":"\"have no wincons\""},{"insert":" and are "},{"attributes":{"italic":true},"insert":"\"backstabbers\""},{"insert":". Usually, players making those claims played versus a very bad group hug deck that, indeed, did those things, or aren't well versed playing with one at the table. Let us be sure you won't make the same mistake.\n\nA group hug deck "},{"attributes":{"italic":true},"insert":"wants to win exactly like everyone else"},{"insert":": instead of accruing value for itself, the group hug deck's strategy revolves around giving value to its opponent while having the tools to keep them at bay, creating an environment where those opponents are ahead but are encouraged to use their resources against each others, mainly because swinging at the group hug deck will usually waste them due to fogs, redirects, aikido, lifegain and other stuff it can pull off to stabilize itself. Realizing that, we can cross out most of the claims against group hug decks: they have a wincon (usually big haymakers, this one uses a lot of tokens and overrun effects instead) and they make the game go "},{"attributes":{"italic":true},"insert":"faster"},{"insert":" because they provide more resources for everyone.\n\nAs for being backstabbers, it is honestly not incorrect but not a bad thing to say either: a group hug deck wants to win, so it will "},{"attributes":{"italic":true},"insert":"eventually"},{"insert":" turns against everyone else. If it doesn't, then it means he is playing the kingmaker, and "},{"attributes":{"italic":true},"insert":"that "},{"insert":"is bad sport: I strongly advise you to "},{"attributes":{"italic":true},"insert":"not do so"},{"insert":" and align with the common goal of the game. Have your group hug shenanigans as much as you like, but always try to win the game, because it makes you respectful of the other players and the time they are sharing playing with you.\n\nAs for playing with a group hug deck, the strategy of the uneducated players is usually "},{"attributes":{"italic":true},"insert":"\"kill them first\""},{"insert":" and "},{"attributes":{"italic":true},"insert":"\"never accept their offers\""},{"insert":". Both of those will make you probably waste your resources on the less threatening player in the early-to-mid game and forcing it to empower and strike deals with your opponents, easily turning the tables against you. You have to seize the opportunities and understand when declining them: play "},{"attributes":{"italic":true},"insert":"around "},{"insert":"the group hug, not "},{"attributes":{"italic":true},"insert":"against "},{"insert":"it.\n\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Tips"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"As of many of my decks, this has a low land count, the lowest I actually ever did. For this reason, I strongly advise to keep at least a three land initial hand (mulligan aggressively if you need), cast Gluntch ASAP and start making Treasures for yourself in the early stages of the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Spread gifts and make deals equally: putting everything on a single player while ignoring the others will "},{"attributes":{"italic":true},"insert":"always "},{"insert":"paint a target on your head."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cards like "},{"attributes":{"color":"#008a00","bold":true},"insert":"Bloodrot Apothecary"},{"insert":", "},{"attributes":{"color":"#008a00","bold":true},"insert":"Yasharn, Implacable Earth"},{"insert":" and "},{"attributes":{"color":"#008a00","bold":true},"insert":"Nils, Discipline Enforcer"},{"insert":" can surprisingly negate a lot of stuff you can gift to your opponent, like Treasures, creature tokens and counters. Is usually a good idea to hold into those cards until the late stages of the game, or to stop someone who is popping off with Treasures/aristocrats (notorious hard archetype to interact with in casual Commander)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck is extremely resilient against creature-based deck, not so much versus burn/spellslinging and stuff like that. Counterspelling in white ("},{"attributes":{"color":"#008a00","bold":true},"insert":"Mana Tithe"},{"insert":", "},{"attributes":{"color":"#008a00","bold":true},"insert":"Lapse of Certainity"},{"attributes":{"underline":true},"insert":")"},{"insert":" is usually a surprise, so hold on them for the usual "},{"attributes":{"color":"#008a00","bold":true},"insert":"Torment of Hailfire"},{"insert":" from the Grixis player."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You can shape the list according to your pod's meta: for example, for some time I had a "},{"attributes":{"color":"#008a00","bold":true},"insert":"Suncleanser"},{"insert":" in it because a player was playing a Infect deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Wincons"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"You can usually win by making a tons of tokens and then cast "},{"attributes":{"color":"#008a00","bold":true},"insert":"End-Raze Forerunners"},{"insert":" or "},{"attributes":{"color":"#008a00","bold":true},"insert":"Moonshaker Cavalry"},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Halo Fountain"},{"insert":" is an alternate wincon if you find yourself in a position where you have a lot of tokens but can't swing them. Have all the mana needed to cast and activate it, and remember you can attack with your tokens to tap them and activate "},{"attributes":{"color":"#008a00","bold":true},"insert":"Halo Fountain"},{"insert":" by holding priority and "},{"attributes":{"italic":true},"insert":"before "},{"insert":"passing to the declare blockers step (untapping the tokens is the cost of activating the ability, thus it can't be responded to)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Is not unreasonable to win by Voltroning Gluntch: he is a 0/5 with flying and you have ways to give him +1/+1 counters and double strike. "},{"attributes":{"color":"#008a00","bold":true},"insert":"Horn of Valhalla"},{"insert":" can catch opponents by surprise."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Shifting the Sands"},{"insert":" can turn any 1vs1 in your favor, so is better to consider it a wincon."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Generally speaking, you want a lot of tokens, but don't hold token generators for too long: most of the time is better to "},{"attributes":{"color":"#008a00","bold":true},"insert":"Secure the Wastes"},{"insert":" to get five tokens rather than waiting the perfect moment to get ten. You have various ways to create tokens, so just create some and search for another card to create some more later in the game. The only case you want to hold your token generators is if either "},{"attributes":{"italic":true},"insert":"a)"},{"insert":" the pod is actively ignoring you, or "},{"attributes":{"italic":true},"insert":"b) "},{"insert":"someone's board is so wide you can smell the boardwipe incoming."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You are a group hug, but sometimes you can get an incredible and aggressive start. If you get in a position like that, is usually a good idea to ditch the group hug and embrace villainy altogether."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#008a00","bold":true},"insert":"Upgrades"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"There are a ton of group hug cards that can be used in Selesnya colors. The list is malleable enough that you can swap cards around using the ones you like the most."},{"attributes":{"list":"ordered"},"insert":"\n"}]}






















































































