574
8/13/2019
Hugboyes
Deck Size: 100
Commander
Legal
Est deck cost: $1523.08
Salt sum: 51.91
574
8/13/2019
Compare
Deck filters

Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.

Commander

Qty: 1 Price: $21.99
Kynaios and Tiro of Meletis

At the beginning of your end step, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.

Creature
Kynaios and Tiro of Meletis (c16) 36

Commander

(CTRL to add secondary)

Copy

Qty: 1 Price: $2.79
Tempt with Reflections

Tempting offer — Choose target creature you control. Create a token that's a copy of that creature. Each opponent may create a token that's a copy of that creature. For each opponent who does, create a token that's a copy of that creature.

Sorcery
Tempt with Reflections (c13) 60

Copy

(CTRL to add secondary)

Creature

Qty: 1 Price: $1.29
Walking Atlas

{T}: You may put a land card from your hand onto the battlefield.

Creature Artifact
Walking Atlas (wwk) 131

Creature

(CTRL to add secondary)

Draw

Qty: 9 Price: $141.01
Dictate of Kruphix

Flash (You may cast this spell any time you could cast an instant.) At the beginning of each player's draw step, that player draws an additional card.

Enchantment
Dictate of Kruphix (jou) 37
Fecundity

Whenever a creature dies, that creature's controller may draw a card.

Enchantment
Fecundity (c13) 145
Guided Passage

Reveal the cards in your library. An opponent chooses from among them a creature card, a land card, and a noncreature, nonland card. You put the chosen cards into your hand. Then shuffle.

Sorcery
Guided Passage (apc) 105
Heartwood Storyteller

Whenever a player casts a noncreature spell, each of that player's opponents may draw a card.

Creature
Heartwood Storyteller (fut) 127
Howling Mine

At the beginning of each player's draw step, if this artifact is untapped, that player draws an additional card.

Artifact
Howling Mine (c16) 257
Huatli, Radiant Champion

+1: Put a loyalty counter on Huatli for each creature you control. −1: Target creature gets +X/+X until end of turn, where X is the number of creatures you control. −8: You get an emblem with "Whenever a creature you control enters, you may draw a card."

Planeswalker
Huatli, Radiant Champion (rix) 159
Rhystic Study

Whenever an opponent casts a spell, you may draw a card unless that player pays {1}.

Enchantment
Rhystic Study (pcy) 45
Skullclamp

Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}

Artifact
Skullclamp (dst) 140
Sylvan Library

At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.

Enchantment
Sylvan Library (4ed) 273

Draw

(CTRL to add secondary)

Finisher

Qty: 3 Price: $37.97
Helix Pinnacle

Shroud (This enchantment can't be the target of spells or abilities.) {X}: Put X tower counters on this enchantment. At the beginning of your upkeep, if there are 100 or more tower counters on this enchantment, you win the game.

Enchantment
Helix Pinnacle (eve) 68
Titanic Ultimatum

Until end of turn, creatures you control get +5/+5 and gain first strike, trample, and lifelink.

Sorcery
Titanic Ultimatum (ddh) 31
Triumph of the Hordes

Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Sorcery
Triumph of the Hordes (nph) 123

Finisher

(CTRL to add secondary)

Land

Qty: 38 Price: $768.79
Alchemist's Refuge

{T}: Add {C}. {G}{U}, {T}: You may cast spells this turn as though they had flash.

Land
Alchemist's Refuge (avr) 225
Arid Mesa

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (mm3) 229
Breeding Pool

({T}: Add {G} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Breeding Pool (rna) 246
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (c19) 237
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (c19) 242
Field of the Dead

This land enters tapped. {T}: Add {C}. Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.

Land
Field of the Dead (m20) 247
Flooded Strand

{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (ktk) 233
Forbidden Orchard

{T}: Add one mana of any color. Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.

Land
Forbidden Orchard (chk) 276
Forest

({T}: Add {G}.)

Land
Forest (c19) 302
Gaea's Cradle

{T}: Add {G} for each creature you control.

Land
Gaea's Cradle (wc99) ml321
Glacial Chasm

Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this land enters, sacrifice a land. Creatures you control can't attack. Prevent all damage that would be dealt to you.

Land
Glacial Chasm (v12) 7
Hallowed Fountain

({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Hallowed Fountain (rna) 251
Homeward Path

{T}: Add {C}. {T}: Each player gains control of all creatures they own.

Land
Homeward Path (c16) 301
Island

({T}: Add {U}.)

Land
Island (parl) 2
Maze of Ith

{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Land
Maze of Ith (ema) 241
Mikokoro, Center of the Sea

{T}: Add {C}. {2}, {T}: Each player draws a card.

Land
Mikokoro, Center of the Sea (a25) 241
Misty Rainforest

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.

Land
Misty Rainforest (mm3) 240
Mountain

({T}: Add {R}.)

Land
Mountain (c19) 299
Plains

({T}: Add {W}.)

Land
Plains (c19) 289
Plateau

({T}: Add {R} or {W}.)

Land
Plateau (vma) 308
Prismatic Vista

{T}, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Prismatic Vista (mh1) 244
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (c19) 268
Sacred Foundry

({T}: Add {R} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Sacred Foundry (grn) 254
Savannah

({T}: Add {G} or {W}.)

Land
Savannah (vma) 311
Scalding Tarn

{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (mm3) 244
Steam Vents

({T}: Add {U} or {R}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Steam Vents (grn) 257
Stomping Ground

({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Stomping Ground (rna) 259
Taiga

({T}: Add {R} or {G}.)

Land
Taiga (vma) 317
Temple Garden

({T}: Add {G} or {W}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Temple Garden (grn) 258
Tolaria West

This land enters tapped. {T}: Add {U}. Transmute {1}{U}{U} ({1}{U}{U}, Discard this card: Search your library for a card with mana value 0, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)

Land
Tolaria West (fut) 173
Tropical Island

({T}: Add {G} or {U}.)

Land
Tropical Island (vma) 321
Tundra

({T}: Add {W} or {U}.)

Land
Tundra (vma) 322
Volcanic Island

({T}: Add {U} or {R}.)

Land
Volcanic Island (vma) 324
Windswept Heath

{T}, 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 (ktk) 248
Wooded Foothills

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (ktk) 249
Yavimaya Hollow

{T}: Add {C}. {G}, {T}: Regenerate target creature.

Land
Yavimaya Hollow (vma) 325

Land

(CTRL to add secondary)

Protection

Qty: 5 Price: $109.45
Constant Mists

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn.

Instant
Constant Mists (sth) 104
Eldrazi Monument

Creatures you control get +1/+1 and have flying and indestructible. At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice this artifact.

Artifact
Eldrazi Monument (cma) 216
Heroic Intervention

Permanents you control gain hexproof and indestructible until end of turn.

Instant
Heroic Intervention (aer) 109
Privileged Position

({G/W} can be paid with either {G} or {W}.) Other permanents you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)

Enchantment
Privileged Position (rav) 251
Teferi's Protection

Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.

Instant
Teferi's Protection (j18) 5

Protection

(CTRL to add secondary)

Ramp

Qty: 16 Price: $250.95
Awakening Zone

At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add {C}."

Enchantment
Awakening Zone (pca) 56
Carpet of Flowers

At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.

Enchantment
Carpet of Flowers (usg) 240
Cryptolith Rite

Creatures you control have "{T}: Add one mana of any color."

Enchantment
Cryptolith Rite (soi) 200
Earthcraft

Tap an untapped creature you control: Untap target basic land.

Enchantment
Earthcraft (tmp) 222
Farseek

Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.

Sorcery
Farseek (c19) 165
Fellwar Stone

{T}: Add one mana of any color that a land an opponent controls could produce.

Artifact
Fellwar Stone (cm2) 189
Growing Rites of Itlimoc

Enchantment
Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (xln) 191Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (xln) 191
Nature's Lore

Search your library for a Forest card, put that card onto the battlefield, then shuffle.

Sorcery
Nature's Lore (gvl) 17
Pir's Whim

For each player, choose friend or foe. Each friend searches their library for a land card, puts it onto the battlefield tapped, then shuffles. Each foe sacrifices an artifact or enchantment of their choice.

Sorcery
Pir's Whim (bbd) 73
Rites of Flourishing

At the beginning of each player's draw step, that player draws an additional card. Each player may play an additional land on each of their turns.

Enchantment
Rites of Flourishing (c16) 163
Sakura-Tribe Elder

Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Creature
Sakura-Tribe Elder (c16) 164
Selvala, Explorer Returned

Parley — {T}: Each player reveals the top card of their library. For each nonland card revealed this way, add {G} and you gain 1 life. Then each player draws a card.

Creature
Selvala, Explorer Returned (c16) 220
Smothering Tithe

Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Enchantment
Smothering Tithe (rna) 22
Thaumatic Compass

Artifact
Thaumatic Compass // Spires of Orazca (xln) 249Thaumatic Compass // Spires of Orazca (xln) 249
Three Visits

Search your library for a Forest card, put it onto the battlefield, then shuffle.

Sorcery
Three Visits (me3) 135
Veteran Explorer

When this creature dies, each player may search their library for up to two basic land cards, put them onto the battlefield, then shuffle.

Creature
Veteran Explorer (bbd) 214

Ramp

(CTRL to add secondary)

Removal

Qty: 6 Price: $14.34
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (c16) 141
Council's Judgment

Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.

Sorcery
Council's Judgment (cns) 16
Hour of Reckoning

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy all nontoken creatures.

Sorcery
Hour of Reckoning (gk1) 104
Krosan Grip

Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Destroy target artifact or enchantment.

Instant
Krosan Grip (cma) 123
Martial Coup

Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.

Sorcery
Martial Coup (v14) 9
Winds of Abandon

Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle. Overload {4}{W}{W} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Winds of Abandon (mh1) 37

Removal

(CTRL to add secondary)

Sac Outlet

Qty: 2 Price: $2.78
Fanatical Devotion

Sacrifice a creature: Regenerate target creature.

Enchantment
Fanatical Devotion (nem) 8
Martyr's Cause

Sacrifice a creature: The next time a source of your choice would deal damage to any target this turn, prevent that damage.

Enchantment
Martyr's Cause (ulg) 13

Sac Outlet

(CTRL to add secondary)

Tokens

Qty: 16 Price: $122.74
Alliance of Arms

Join forces — Starting with you, each player may pay any amount of mana. Each player creates X 1/1 white Soldier creature tokens, where X is the total amount of mana paid this way.

Sorcery
Alliance of Arms (cmd) 4
Benevolent Offering

Choose an opponent. You and that player each create three 1/1 white Spirit creature tokens with flying. Choose an opponent. You gain 2 life for each creature you control and that player gains 2 life for each creature they control.

Instant
Benevolent Offering (c14) 3
Chasm Skulker

Whenever you draw a card, put a +1/+1 counter on this creature. When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)

Creature
Chasm Skulker (c16) 85
Doubling Season

If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.

Enchantment
Doubling Season (bbd) 195
Elspeth, Sun's Champion

+1: Create three 1/1 white Soldier creature tokens. −3: Destroy all creatures with power 4 or greater. −7: You get an emblem with "Creatures you control get +2/+2 and have flying."

Planeswalker
Elspeth, Sun's Champion (ddo) 1
Finale of Glory

Create X 2/2 white Soldier creature tokens with vigilance. If X is 10 or more, also create X 4/4 white Angel creature tokens with flying and vigilance.

Sorcery
Finale of Glory (war) 12
Luminarch Ascension

At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.) {1}{W}: Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.

Enchantment
Luminarch Ascension (a25) 23
March of the Multitudes

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Create X 1/1 white Soldier creature tokens with lifelink.

Instant
March of the Multitudes (grn) 188
Primal Vigor

If one or more tokens would be created, twice that many of those tokens are created instead. If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.

Enchantment
Primal Vigor (c13) 162
Rhys the Redeemed

{2}{G/W}, {T}: Create a 1/1 green and white Elf Warrior creature token. {4}{G/W}{G/W}, {T}: For each creature token you control, create a token that's a copy of that creature.

Creature
Rhys the Redeemed (shm) 237
Sylvan Offering

Choose an opponent. You and that player each create an X/X green Treefolk creature token. Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.

Sorcery
Sylvan Offering (cma) 150
Tempt with Vengeance

Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.

Sorcery
Tempt with Vengeance (c13) 125
Tendershoot Dryad

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of each upkeep, create a 1/1 green Saproling creature token. Saprolings you control get +2/+2 as long as you have the city's blessing.

Creature
Tendershoot Dryad (rix) 147
The Locust God

Flying Whenever you draw a card, create a 1/1 blue and red Insect creature token with flying and haste. {2}{U}{R}: Draw a card, then discard a card. When The Locust God dies, return it to its owner's hand at the beginning of the next end step.

Creature
The Locust God (hou) 139
Voice of Resurgence

Whenever an opponent casts a spell during your turn and when this creature dies, create a green and white Elemental creature token with "This token's power and toughness are each equal to the number of creatures you control."

Creature
Voice of Resurgence (mm3) 200
Wolfcaller's Howl

At the beginning of your upkeep, create X 2/2 green Wolf creature tokens, where X is the number of your opponents with four or more cards in hand.

Enchantment
Wolfcaller's Howl (cma) 169

Tokens

(CTRL to add secondary)

Tutor

Qty: 1 Price: $39.99
Enlightened Tutor

Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.

Instant
Enlightened Tutor (ema) 9

Tutor

(CTRL to add secondary)

Untap

Qty: 1 Price: $8.99
Awakening

At the beginning of each upkeep, untap all creatures and lands.

Enchantment
Awakening (sth) 101

Untap

(CTRL to add secondary)

Deck Info

Deck stats

32 pips - 22 cards
15 mana - 15 cards
8 pips - 7 cards
15 mana - 15 cards
0 pips - 0 cards
0 mana - 7 cards
6 pips - 5 cards
14 mana - 14 cards
43 pips - 36 cards
19 mana - 18 cards
0 pips - 0 cards
8 mana - 8 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs

Description

{"ops":[{"insert":"A grouphug deck with lots of hugs and politics. Extra draw, lands, and tokens will help curry favor among your opponents. They duke it out while you secure an impregnable board state while that can easily wipe out the last man standing.\n\nYou may be new to grouphug, or it might be your bread and butter. Either way, I'll briefly go over my views on it as it may be relevant as you pilot this deck. Grouphug works best as a control deck that uses politics and spells to ward off threats and make powerful alliances. Grouphug spells are frequently much more powerful than their non-hugging counterparts, as Magic R&D nearly always considers helping your opponents to be a massive downside. However, since we can take advantage of these effects, our grouphug spells are nothing but upside. This is where politics comes into play. As a wise player once said, \"if you think you're not playing politics, you're still playing, you're just losing.\" Everyone at the table knows every other player is playing to win, but most are still willing to form alliances and cut deals under the assumption that they will come out on top in the end. Our goal is to convince those people that they are right: we're a janky deck that can't really compete, so we're not a real threat and can be dealt with later. \"Later,\" however, is where this deck really shines, when our opponents will find they're struggling to keep up with our behemoth of a boardstate. tl;dr: Make friends early, take off heads late.\n\nLet's begin with our grouphug spells, starting first and foremost with our good, good boyes "},{"insert":{"card-link":"Kynaios and Tiro of Meletis"}},{"insert":". As with many decks, our commander exemplifies our strategy: building incremental advantage while giving out free stuff. Notice that while our opponents may draw or landfall, we can do both, including drawing into a landfall if we're lucky. In this deck, K&T are catalysts, meaning we don't actually need them to win or even play, but they help us while they're on the board. With that out of the way, let's get an overview of the various grouphug cards we'll be playing.\n\nDraw: "},{"insert":{"card-link":"Dictate of Kruphix"}},{"insert":", "},{"insert":{"card-link":"Fecundity"}},{"insert":", "},{"insert":{"card-link":"Heartwood Storyteller"}},{"insert":", "},{"insert":{"card-link":"Howling Mine"}},{"insert":", "},{"insert":{"card-link":"Kynaios and Tiro of Meletis"}},{"insert":", "},{"insert":{"card-link":"Mikokoro, Center of the Sea"}},{"insert":", "},{"insert":{"card-link":"Rites of Flourishing"}},{"insert":", "},{"insert":{"card-link":"Selvala, Explorer Returned"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tokens: "},{"insert":{"card-link":"Alliance of Arms"}},{"insert":", "},{"insert":{"card-link":"Beast Within"}},{"insert":", "},{"insert":{"card-link":"Benevolent Offering"}},{"insert":", "},{"insert":{"card-link":"Forbidden Orchard"}},{"insert":", "},{"insert":{"card-link":"Primal Vigor"}},{"insert":", "},{"insert":{"card-link":"Sylvan Offering"}},{"insert":", "},{"insert":{"card-link":"Tempt with Reflections"}},{"insert":", "},{"insert":{"card-link":"Tempt with Vengeance"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ramp: "},{"insert":{"card-link":"Awakening"}},{"insert":", "},{"insert":{"card-link":"Earthcraft"}},{"insert":", "},{"insert":{"card-link":"Kynaios and Tiro of Meletis"}},{"insert":", "},{"insert":{"card-link":"Pir's Whim"}},{"insert":", "},{"insert":{"card-link":"Rites of Flourishing"}},{"insert":", "},{"insert":{"card-link":"Veteran Explorer"}},{"insert":", "},{"insert":{"card-link":"Winds of Abandon"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Regeneration: "},{"insert":{"card-link":"Fanatical Devotion"}},{"insert":", "},{"insert":{"card-link":"Yavimaya Hollow"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Anti-theft: "},{"insert":{"card-link":"Homeward Path"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lifegain: "},{"insert":{"card-link":"Benevolent Offering"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Voting: "},{"insert":{"card-link":"Council's Judgment"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Damage mitigation: "},{"insert":{"card-link":"Martyr's Cause"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe more of these effects we play, the better. For maximum effect, leverage your position each time you play one, especially if it targets a specific player. It could be as simple as banter: \"Let's all draw some cards!\" or \"Here, have a token,\" or it could be \"I see you're just a bit short for that big spell. I can give you enough mana to cast it if you point it at someone else.\" Remember, our goal is to make friends and lower our threat level until we go for the win, so think nothing of giving your opponents a small advantage as long as it advances these efforts.\n\nSo we'll be using politics and friendly spells to secure our position. But what's our main strategy? Tokens. We'll be making as many tokens as we can to both defend ourselves from attacks and create a deep well of mana to draw from. We have plenty of effects to make our tokens, from "},{"insert":{"card-link":"Rhys the Redeemed"}},{"insert":" and "},{"insert":{"card-link":"Voice of Resurgence"}},{"insert":" to "},{"insert":{"card-link":"The Locust God"}},{"insert":" and "},{"insert":{"card-link":"Elspeth, Sun's Champion"}},{"insert":". But we also have spells to enable and take advantage of our tokens, like "},{"insert":{"card-link":"Doubling Season"}},{"insert":", "},{"insert":{"card-link":"Cryptolith Rite"}},{"insert":", "},{"insert":{"card-link":"Earthcraft"}},{"insert":", and "},{"insert":{"card-link":"Huatli, Radiant Champion"}},{"insert":". Keep an eye on how forward you're playing relative to the rest of the table, as the vast amount of tokens we can make can easily push our opponents into a board wipe.\n\nYou may be wondering why we're not playing back-breaking token classics such as "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":", "},{"insert":{"card-link":"Aura Shards"}},{"insert":", "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":", "},{"insert":{"card-link":"Cathars' Crusade"}},{"insert":", "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":", etc. Powerful though these cards may be, and they are very powerful, they set off alarm bells and send our threat skyrocketing. We're playing tokens and group hug, two archetypes people are already wary of, so using these effects may put a target squarely on our back before we are ready to win. Play these cards at your own risk.\n\nWe've talked about the carrots, now let's go into our pillows. Since we have to play forward, our number one threat is usually board wipes. "},{"insert":{"card-link":"Eldrazi Monument"}},{"insert":", "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":", and "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" protect us here, with "},{"insert":{"card-link":"Fanatical Devotion"}},{"insert":" allowing us to play political favorites as long as we have tokens to sacrifice. "},{"insert":{"card-link":"Chasm Skulker"}},{"insert":" can also put us way out ahead if we have it ready when the wrath resolves. If a board wipe does come through, or if someone's attacking and we're not ready, we have "},{"insert":{"card-link":"Constant Mists"}},{"insert":", "},{"insert":{"card-link":"Thaumatic Compass // Spires of Orazca"}},{"insert":", and "},{"insert":{"card-link":"Maze of Ith"}},{"insert":" to discourage that aggression. "},{"insert":{"card-link":"Privileged Position"}},{"insert":" also provides good protection from spot removal for our whole board. Since our plan is to wait as long as necessary to make our move, we also need to halt our opponents' combos. "},{"insert":{"card-link":"Krosan Grip"}},{"insert":" is a hard answer that can stop a combo in its tracks if used properly. Lastly, don't sleep on "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":". It's easily the most underrated utility land out there, as many decks simply can't win unless they can deal damage.\n\nWinning with this deck is simple. Wall yourself into a pillowfort and keep the table happy with free stuff until your board becomes a complete mess. As soon as you draw into "},{"insert":{"card-link":"Titanic Ultimatum"}},{"insert":", "},{"insert":{"card-link":"Triumph of the Hordes"}},{"insert":", "},{"insert":{"card-link":"March of the Multitudes"}},{"insert":", "},{"insert":{"card-link":"Finale of Glory"}},{"insert":", or a wrath massively in your favor like "},{"insert":{"card-link":"Martial Coup"}},{"insert":" or "},{"insert":{"card-link":"Hour of Reckoning"}},{"insert":", hit everyone at the table for lethal at once. Unless... whoops, is someone smart enough to run "},{"insert":{"card-link":"Spore Frog"}},{"insert":" or "},{"insert":{"card-link":"Constant Mists"}},{"insert":"? Don't worry, we can still win with "},{"insert":{"card-link":"Helix Pinnacle"}},{"insert":". "},{"insert":{"card-link":"Cryptolith Rite"}},{"insert":" or "},{"insert":{"card-link":"Earthcraft"}},{"insert":", "},{"insert":{"card-link":"Doubling Season"}},{"insert":", and "},{"insert":{"card-link":"Awakening"}},{"insert":" make short work of the lofty goal of 100 counters, or plop it down early and build it up over the course of the game.\n"}]}
Unable to load comments
AutoNew CategoryMaybeboardSideboard