joshjmartin1973
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"The Mycotyrant"},{"insert":" is a graveyard-engine deck disguised as Fungus tribal. The fundamental goal is to turn ordinary game actions—milling, dredging, sacrificing, fetching, cycling, and discarding—into "},{"attributes":{"bold":true},"insert":"descend"},{"insert":", then let The Mycotyrant convert those events into a massive Fungus army at the end of the turn. The important nuance is that descend counts "},{"attributes":{"bold":true},"insert":"permanent cards"},{"insert":" going to the graveyard, so the deck is built with an unusually high density of permanents and ways to put them there. Cards such as "},{"attributes":{"bold":true},"insert":"Stitcher's Supplier, Satyr Wayfinder, Crawling Sensation, Golgari Grave-Troll, Doom Whisperer, Life from the Loam, Dakmor Salvage"},{"insert":", and especially "},{"attributes":{"bold":true},"insert":"Hermit Druid"},{"insert":" aren't merely filling the graveyard—they're effectively determining how many creatures The Mycotyrant is going to create. The deck therefore rewards patience: establish the machinery first, then cast The Mycotyrant when you can immediately generate a meaningful descend count rather than exposing him simply because you have the mana.\n\nThe nastiest games come from recognizing the "},{"attributes":{"bold":true},"insert":"conversion turn"},{"insert":". A board containing The Mycotyrant and something like "},{"attributes":{"bold":true},"insert":"Mirkwood Bats"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Ayara, First of Locthwain"},{"insert":" can suddenly turn self-mill into lethal damage. Hermit Druid is particularly filthy because the deck runs so few basic lands; a single activation can dump an enormous number of permanent cards into the graveyard, and multiple activations can produce a ridiculous end-step Mycotyrant trigger. If 15 permanent cards descend, The Mycotyrant creates 15 black Fungus tokens; Mirkwood Bats punishes the token creation while Ayara punishes the black creatures entering. With both present, what appeared to be a graveyard setup turn can suddenly become a lethal end step without ever entering combat. "},{"attributes":{"bold":true},"insert":"Mirkwood Bats, Ayara, Syr Konrad, Slimefoot"},{"insert":", and "},{"attributes":{"bold":true},"insert":"The Meathook Massacre"},{"insert":" give the deck this aristocrats angle, while "},{"attributes":{"bold":true},"insert":"Beastmaster Ascension, Overwhelming Stampede"},{"insert":", a gigantic trampling Mycotyrant, and "},{"attributes":{"bold":true},"insert":"Filth + Urborg, Tomb of Yawgmoth"},{"insert":" give it a completely different way to finish the table.\n\nThe graveyard should be viewed as a "},{"attributes":{"bold":true},"insert":"second hand"},{"insert":", and that changes how the deck should be piloted. "},{"attributes":{"bold":true},"insert":"Life from the Loam"},{"insert":" retrieving "},{"attributes":{"bold":true},"insert":"Barren Moor, Dakmor Salvage"},{"insert":", fetchlands, or utility lands means discarded and milled lands aren't necessarily lost resources. "},{"attributes":{"bold":true},"insert":"Dread Return, Animate Dead, Squirming Emergence, Lich-Knights' Conquest, Eternal Witness, World Shaper"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Bala Ged Recovery"},{"insert":" similarly allow creatures and other important cards to come back. This is why something as mundane as discarding to seven after a huge "},{"attributes":{"bold":true},"insert":"Rishkar's Expertise"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Shamanic Revelation"},{"insert":" can actually improve the deck's position. Don't automatically protect every card in your hand, and don't dredge or mill simply because you can. The best pilot constantly asks whether the graveyard needs more fuel or whether it's time to stop accumulating resources and convert what is already there into a win. "},{"attributes":{"bold":true},"insert":"Out of the Tombs"},{"insert":" takes that philosophy to its extreme: its accelerating self-mill eventually empties the library, at which point future draws become creature reanimation as long as the graveyard can continue supplying creatures.\n\nThe deck is consequently much harder to play optimally than “mill myself and make mushrooms.” "},{"attributes":{"bold":true},"insert":"Sequencing is the real weapon."},{"insert":" Sandbag Hermit Druid until his activation matters. Don't expose The Mycotyrant several turns before you're ready to exploit him. Don't dump every drain engine onto the battlefield when one will force opponents to react. Graveyard exile is considerably more dangerous than an ordinary creature wipe, so against "},{"attributes":{"bold":true},"insert":"Rest in Peace"},{"insert":"-style effects or mass graveyard exile, stop feeding the graveyard and pivot toward the board. Conversely, when opponents leave your graveyard alone, make them regret it: Loam resources back, dredge selectively, recur your best creatures, and wait for the turn when one self-mill activation suddenly represents twenty descends. The deck's greatest strength is that its resources continuously change form—"},{"attributes":{"bold":true},"insert":"library becomes graveyard, graveyard becomes hand or battlefield, descend becomes Fungi, Fungi become cards/mana/damage, and eventually the entire machine becomes lethal."},{"insert":" That's the real Mycotyrant game plan.\n"}]}
The Mycotyrant
Trample
The Mycotyrant's power and toughness are each equal to the number of creatures you control that are Fungi and/or Saprolings.
At the beginning of your end step, create X 1/1 black Fungus creature tokens with "This token can't block," where X is the number of times you descended this turn. (You descend each time a permanent card is put into your graveyard from anywhere.)
The Mycotyrant's power and toughness are each equal to the number of creatures you control that are Fungi and/or Saprolings.
At the beginning of your end step, create X 1/1 black Fungus creature tokens with "This token can't block," where X is the number of times you descended this turn. (You descend each time a permanent card is put into your graveyard from anywhere.)
Legendary Creature - Elder Fungus

Commander
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Anthem
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Artifact
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Creature
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Syr Konrad, the Grim
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Legendary Creature - Human Knight

Drain
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Yawgmoth, Thran Physician
Protection from Humans
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Cleric

Draw
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Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Crawling Sensation
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Enchantment

Golgari Grave-Troll
This creature enters with a +1/+1 counter on it for each creature card in your graveyard.
, Remove a +1/+1 counter from this creature: Regenerate this creature.
Dredge 6 (If you would draw a card, you may mill six cards instead. If you do, return this card from your graveyard to your hand.)
, Remove a +1/+1 counter from this creature: Regenerate this creature.
Dredge 6 (If you would draw a card, you may mill six cards instead. If you do, return this card from your graveyard to your hand.)
Creature - Skeleton Troll

Old Rutstein
When Old Rutstein enters and at the beginning of your upkeep, mill a card. If a land card is milled this way, create a Treasure token. If a creature card is milled this way, create a 1/1 green Insect creature token. If a noncreature, nonland card is milled this way, create a Blood token.
Legendary Creature - Human Peasant

Out of the Tombs
At the beginning of your upkeep, put two eon counters on this enchantment, then mill cards equal to the number of eon counters on it.
If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.
If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.
Enchantment

Mill
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Protection
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Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Legendary Enchantment


Ramp
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Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Recursion
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Lethal Scheme
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Instant

Pile On
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy target creature or planeswalker. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Destroy target creature or planeswalker. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant

Removal
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Sorcery
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Chatterfang, Squirrel General
Forestwalk (This creature can't be blocked as long as defending player controls a Forest.)
If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead.
, Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.
If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead.
, Sacrifice X Squirrels: Target creature gets +X/-X until end of turn.
Legendary Creature - Warrior Squirrel

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.
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 - Dryad

Tokens
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"bold":true},"insert":"The Mycotyrant"},{"insert":" is a graveyard-engine deck disguised as Fungus tribal. The fundamental goal is to turn ordinary game actions—milling, dredging, sacrificing, fetching, cycling, and discarding—into "},{"attributes":{"bold":true},"insert":"descend"},{"insert":", then let The Mycotyrant convert those events into a massive Fungus army at the end of the turn. The important nuance is that descend counts "},{"attributes":{"bold":true},"insert":"permanent cards"},{"insert":" going to the graveyard, so the deck is built with an unusually high density of permanents and ways to put them there. Cards such as "},{"attributes":{"bold":true},"insert":"Stitcher's Supplier, Satyr Wayfinder, Crawling Sensation, Golgari Grave-Troll, Doom Whisperer, Life from the Loam, Dakmor Salvage"},{"insert":", and especially "},{"attributes":{"bold":true},"insert":"Hermit Druid"},{"insert":" aren't merely filling the graveyard—they're effectively determining how many creatures The Mycotyrant is going to create. The deck therefore rewards patience: establish the machinery first, then cast The Mycotyrant when you can immediately generate a meaningful descend count rather than exposing him simply because you have the mana.\n\nThe nastiest games come from recognizing the "},{"attributes":{"bold":true},"insert":"conversion turn"},{"insert":". A board containing The Mycotyrant and something like "},{"attributes":{"bold":true},"insert":"Mirkwood Bats"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Ayara, First of Locthwain"},{"insert":" can suddenly turn self-mill into lethal damage. Hermit Druid is particularly filthy because the deck runs so few basic lands; a single activation can dump an enormous number of permanent cards into the graveyard, and multiple activations can produce a ridiculous end-step Mycotyrant trigger. If 15 permanent cards descend, The Mycotyrant creates 15 black Fungus tokens; Mirkwood Bats punishes the token creation while Ayara punishes the black creatures entering. With both present, what appeared to be a graveyard setup turn can suddenly become a lethal end step without ever entering combat. "},{"attributes":{"bold":true},"insert":"Mirkwood Bats, Ayara, Syr Konrad, Slimefoot"},{"insert":", and "},{"attributes":{"bold":true},"insert":"The Meathook Massacre"},{"insert":" give the deck this aristocrats angle, while "},{"attributes":{"bold":true},"insert":"Beastmaster Ascension, Overwhelming Stampede"},{"insert":", a gigantic trampling Mycotyrant, and "},{"attributes":{"bold":true},"insert":"Filth + Urborg, Tomb of Yawgmoth"},{"insert":" give it a completely different way to finish the table.\n\nThe graveyard should be viewed as a "},{"attributes":{"bold":true},"insert":"second hand"},{"insert":", and that changes how the deck should be piloted. "},{"attributes":{"bold":true},"insert":"Life from the Loam"},{"insert":" retrieving "},{"attributes":{"bold":true},"insert":"Barren Moor, Dakmor Salvage"},{"insert":", fetchlands, or utility lands means discarded and milled lands aren't necessarily lost resources. "},{"attributes":{"bold":true},"insert":"Dread Return, Animate Dead, Squirming Emergence, Lich-Knights' Conquest, Eternal Witness, World Shaper"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Bala Ged Recovery"},{"insert":" similarly allow creatures and other important cards to come back. This is why something as mundane as discarding to seven after a huge "},{"attributes":{"bold":true},"insert":"Rishkar's Expertise"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Shamanic Revelation"},{"insert":" can actually improve the deck's position. Don't automatically protect every card in your hand, and don't dredge or mill simply because you can. The best pilot constantly asks whether the graveyard needs more fuel or whether it's time to stop accumulating resources and convert what is already there into a win. "},{"attributes":{"bold":true},"insert":"Out of the Tombs"},{"insert":" takes that philosophy to its extreme: its accelerating self-mill eventually empties the library, at which point future draws become creature reanimation as long as the graveyard can continue supplying creatures.\n\nThe deck is consequently much harder to play optimally than “mill myself and make mushrooms.” "},{"attributes":{"bold":true},"insert":"Sequencing is the real weapon."},{"insert":" Sandbag Hermit Druid until his activation matters. Don't expose The Mycotyrant several turns before you're ready to exploit him. Don't dump every drain engine onto the battlefield when one will force opponents to react. Graveyard exile is considerably more dangerous than an ordinary creature wipe, so against "},{"attributes":{"bold":true},"insert":"Rest in Peace"},{"insert":"-style effects or mass graveyard exile, stop feeding the graveyard and pivot toward the board. Conversely, when opponents leave your graveyard alone, make them regret it: Loam resources back, dredge selectively, recur your best creatures, and wait for the turn when one self-mill activation suddenly represents twenty descends. The deck's greatest strength is that its resources continuously change form—"},{"attributes":{"bold":true},"insert":"library becomes graveyard, graveyard becomes hand or battlefield, descend becomes Fungi, Fungi become cards/mana/damage, and eventually the entire machine becomes lethal."},{"insert":" That's the real Mycotyrant game plan.\n"}]}






















































































