Danielgennet
4.1k views15 days ago
Commander
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{"ops":[{"insert":"Hi, welcome to Karametra's World, this is my pet deck (that is why everything looks foil and has a special art), i do play with it every week after more than 5 years having it, english is not my main language, so sorry if there's any typo.\nThe premise is that you will be trying to get:\nInitial hand with 2 or 3 lands, some ramp and if possible a card draw, it's not good to start the game with the finisher cards in hand, they will make your game slower if you starter hand has them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You should have Karametra at turn 3 or 4 (if you can't do that, please, mulligan your hand you can mulligan until you have 4 cards in hand and still be a good hand)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Most of the time you will be playing passive (no big swings of dmg, people need to think you're not a "},{"attributes":{"background":"#1f1f1f","color":"#e8e8e8"},"insert":"threat to the table if possible, that is what you hope people think when they see your battlefield)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"#1f1f1f","color":"#e8e8e8"},"insert":"With the card draw engine, you find your big win con, be it a Craterhoof, a Tutor card, or any of the wincons listed"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you trigger Defense of the Heart and there is no way of winning, best thing to tutor is a Emeria Shepherd and something that can either remove, like Angel of Serenity or draw lots of cards if you have the mana, or Ramp and draw at the same time, like Selvala, Explorer Returned. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remember that Emeria Sheperd can return Defense of the Heart to the battlefield or any other enchantment/artifact, not just creatures to the battlefield."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Even when the games feels unbeatable, if you're lucky enough and has enough draws, this deck can survive for 4 to 5 turns with people doing letal dmg with your protection."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"background":"#1f1f1f","color":"#e8e8e8"},"insert":"About the deck building, yes, it would be stronger if you use landfall tokens, it will be cheaper too, but the thing is , this already does a lot, having 6 creatures in the battlefield is most of the time, already everything you need to win the game, actually, having cards that make tokens usually kills me more than makes me win games, makes it easier for someone to say ''you know what, this game needs a boardwipe''. Think about this like a Threat control game, you need to look harmless even when your board is full of creatures and people know that there is a Craterhoof in your deck."},{"insert":"\n\nRemember, this a Bracket 3 deck, a high one at that, so, don't bully your B2 friends with it and it can fight some B4 decks, but decks that make you sacrifice a lot of creatures each turn, b4 combo decks that wins too fast (before turn 6).... it'll be hard to win (not impossible, depends on their luck and if you did remove the right thing).\n"}]}
Commander
Karametra, God of Harvests
Indestructible
As long as your devotion to green and white is less than seven, Karametra isn't a creature.
Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle.
As long as your devotion to green and white is less than seven, Karametra isn't a creature.
Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle.
Legendary Creature Enchantment - God

Commander
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Draw
Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case

Eladamri, Korvecdal
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
, , Tap two untapped creatures you control: Reveal a card from your hand or the top card of your library. If you reveal a creature card this way, put it onto the battlefield. Activate only during your turn.
You may cast creature spells from the top of your library.
, , Tap two untapped creatures you control: Reveal a card from your hand or the top card of your library. If you reveal a creature card this way, put it onto the battlefield. Activate only during your turn.
Legendary Creature - Warrior Elf

Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Draw
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Finisher
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

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

Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian

Nissa, Ascended Animist
Compleated ( can be paid with or 2 life. For each paid with life, this planeswalker enters with two fewer loyalty counters.)
+1: Create an X/X green Phyrexian Horror creature token, where X is Nissa's loyalty.
−1: Destroy target artifact or enchantment.
−7: Until end of turn, creatures you control get +1/+1 for each Forest you control and gain trample.
+1: Create an X/X green Phyrexian Horror creature token, where X is Nissa's loyalty.
−1: Destroy target artifact or enchantment.
−7: Until end of turn, creatures you control get +1/+1 for each Forest you control and gain trample.
Legendary Planeswalker - Nissa

Zopandrel, Hunger Dominus
Reach
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
At the beginning of each combat, double the power and toughness of each creature you control until end of turn.
, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Finisher
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Land
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

Mosswort Bridge
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
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Protection
Galadriel's Dismissal
Kicker (You may pay an additional as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant

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.
Exile Teferi's Protection.
Instant

Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

Protection
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Ramp
Badgermole Cub
When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you tap a creature for mana, add an additional .
Whenever you tap a creature for mana, add an additional .
Creature - Mole Badger

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


Nissa, Resurgent Animist
Landfall — Whenever a land you control enters, add one mana of any color. Then if this is the second time this ability has resolved this turn, reveal cards from the top of your library until you reveal an Elf or Elemental card. Put that card into your hand and the rest on the bottom of your library in a random order.
Legendary Creature - Elf Scout

Nylea, Keen-Eyed
Indestructible
As long as your devotion to green is less than five, Nylea isn't a creature.
Creature spells you cast cost less to cast.
: Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
As long as your devotion to green is less than five, Nylea isn't a creature.
Creature spells you cast cost less to cast.
: Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
Legendary Creature Enchantment - God

Selvala, Heart of the Wilds
Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
, : Add X mana in any combination of colors, where X is the greatest power among creatures you control.
Legendary Creature - Elf Scout

Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with ", , Sacrifice this token: You gain 3 life." Treasure is an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout

Ramp
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Recursion
Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Recursion
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Removal
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery

Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor

Removal
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Tutor
Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Hi, welcome to Karametra's World, this is my pet deck (that is why everything looks foil and has a special art), i do play with it every week after more than 5 years having it, english is not my main language, so sorry if there's any typo.\nThe premise is that you will be trying to get:\nInitial hand with 2 or 3 lands, some ramp and if possible a card draw, it's not good to start the game with the finisher cards in hand, they will make your game slower if you starter hand has them."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You should have Karametra at turn 3 or 4 (if you can't do that, please, mulligan your hand you can mulligan until you have 4 cards in hand and still be a good hand)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Most of the time you will be playing passive (no big swings of dmg, people need to think you're not a "},{"attributes":{"background":"#1f1f1f","color":"#e8e8e8"},"insert":"threat to the table if possible, that is what you hope people think when they see your battlefield)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"background":"#1f1f1f","color":"#e8e8e8"},"insert":"With the card draw engine, you find your big win con, be it a Craterhoof, a Tutor card, or any of the wincons listed"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you trigger Defense of the Heart and there is no way of winning, best thing to tutor is a Emeria Shepherd and something that can either remove, like Angel of Serenity or draw lots of cards if you have the mana, or Ramp and draw at the same time, like Selvala, Explorer Returned. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remember that Emeria Sheperd can return Defense of the Heart to the battlefield or any other enchantment/artifact, not just creatures to the battlefield."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Even when the games feels unbeatable, if you're lucky enough and has enough draws, this deck can survive for 4 to 5 turns with people doing letal dmg with your protection."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"background":"#1f1f1f","color":"#e8e8e8"},"insert":"About the deck building, yes, it would be stronger if you use landfall tokens, it will be cheaper too, but the thing is , this already does a lot, having 6 creatures in the battlefield is most of the time, already everything you need to win the game, actually, having cards that make tokens usually kills me more than makes me win games, makes it easier for someone to say ''you know what, this game needs a boardwipe''. Think about this like a Threat control game, you need to look harmless even when your board is full of creatures and people know that there is a Craterhoof in your deck."},{"insert":"\n\nRemember, this a Bracket 3 deck, a high one at that, so, don't bully your B2 friends with it and it can fight some B4 decks, but decks that make you sacrifice a lot of creatures each turn, b4 combo decks that wins too fast (before turn 6).... it'll be hard to win (not impossible, depends on their luck and if you did remove the right thing).\n"}]}































































