volus
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Commander
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Commander
Zask, Skittering Swarmlord
You may play lands and cast Insect spells from your graveyard.
Whenever another Insect you control dies, put it on the bottom of its owner's library, then mill two cards. (Put the top two cards of your library into your graveyard.)
: Target Insect gets +1/+0 and gains deathtouch until end of turn. ( can be paid with either or .)
Whenever another Insect you control dies, put it on the bottom of its owner's library, then mill two cards. (Put the top two cards of your library into your graveyard.)
: Target Insect gets +1/+0 and gains deathtouch until end of turn. ( can be paid with either or .)
Legendary Creature - Insect

Commander
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Artifact
Exploration Broodship
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
Artifact - Spacecraft

Artifact
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Creature
Deathrite Shaman
: Exile target land card from a graveyard. Add one mana of any color. (Activate only as an instant.)
, : Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
, : Exile target creature card from a graveyard. You gain 2 life.
, : Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
, : Exile target creature card from a graveyard. You gain 2 life.
Creature - Elf Shaman

Fumulus, the Infestation
Flying, deathtouch
Whenever a player sacrifices a nontoken creature, create a 1/1 black Insect creature token with flying.
Whenever an Insect, Leech, Slug, or Worm you control attacks, defending player loses 1 life and you gain 1 life.
Whenever a player sacrifices a nontoken creature, create a 1/1 black Insect creature token with flying.
Whenever an Insect, Leech, Slug, or Worm you control attacks, defending player loses 1 life and you gain 1 life.
Legendary Creature - Vampire Insect

Grist, Voracious Larva
Deathtouch
Whenever Grist or another creature you control enters, if it entered from your graveyard or you cast it from your graveyard, you may pay . If you do, exile Grist, then return it to the battlefield transformed under its owner's control.
Whenever Grist or another creature you control enters, if it entered from your graveyard or you cast it from your graveyard, you may pay . If you do, exile Grist, then return it to the battlefield transformed under its owner's control.
Legendary Creature - Insect


Overlord of the Balemurk
Impending 5— (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Creature Enchantment - Avatar Horror

Overlord of the Hauntwoods
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Whenever this permanent enters or attacks, create a tapped colorless land token named Everywhere that is every basic land type.
Creature Enchantment - Avatar Horror

Seedship Broodtender
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
, Sacrifice this creature: Return target creature or Spacecraft card from your graveyard to the battlefield. Activate only as a sorcery.
, Sacrifice this creature: Return target creature or Spacecraft card from your graveyard to the battlefield. Activate only as a sorcery.
Creature - Insect Citizen

Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Springheart Nantuko
Bestow
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Creature Enchantment - Monk Insect

The Gitrog Monster
Deathtouch
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Legendary Creature - Horror Frog

Creature
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Enchantment
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


Enchantment
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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

Instant
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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

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.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

Land
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Planeswalker
Grist, the Hunger Tide
As long as Grist isn't on the battlefield, it's a 1/1 Insect creature in addition to its other types.
+1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process.
−2: You may sacrifice a creature. When you do, destroy target creature or planeswalker.
−5: Each opponent loses life equal to the number of creature cards in your graveyard.
+1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process.
−2: You may sacrifice a creature. When you do, destroy target creature or planeswalker.
−5: Each opponent loses life equal to the number of creature cards in your graveyard.
Legendary Planeswalker - Grist

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

Wrenn and Seven
+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
Legendary Planeswalker - Wrenn

Planeswalker
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Sorcery
Breach the Multiverse
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery

Sorcery
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Maybeboard
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

Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow Land

Entish Restoration
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If you control a creature with power 4 or greater, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.
Instant

Nethergoyf
Nethergoyf's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1.
Escape—, Exile any number of other cards from your graveyard with four or more card types among them. (You may cast this card from your graveyard for its escape cost.)
Escape—, Exile any number of other cards from your graveyard with four or more card types among them. (You may cast this card from your graveyard for its escape cost.)
Creature - Lhurgoyf

Spring-Leaf Avenger
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, return target permanent card from your graveyard to your hand.
Whenever this creature deals combat damage to a player, return target permanent card from your graveyard to your hand.
Creature - Insect Ninja

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This is my Zask Lands deck. The primary idea is to make use of Zask's crucible of worlds, self mill and reanimate effects to quickly and consistently ramp, tutor our powerful lands, and build enough board presence to overrun with Craterhoof or Nissa. We make tokens most reliably with FoD, and can pretty reliably tutor for it. Urza's Cave is an incredibly good early game pull as we can sac it at least once a turn to get all our pieces. We are not a true Insect kindred deck. We have some great bugs, and they synergize well as reanimation targets and enable our enchantment self mill lines, but the majority of our creatures focus on paying off on our lands. Don't worry though, we are probably still making lots of bugs. \n\nSo we do need Zask on board for this deck to work. Which makes him a really good removal target for our opponents. If your pod is removal heavy, command beacon and swarmyard are good early grabs with your tutor effects. He is an expensive arthropod and we do not ever want to be paying commander tax on him. If you don't absolutely have to play him early, waiting an extra turn is worth it if you think he might just get sniped. We want to have lands more than we want to have Zask in the early game. We also usually want to keep some mana up between turns. Zask's death touch granting is easily forgotten by opponents. We are hard to attack into and hard to kill so we can afford to be a bit slower working towards our win. Don't overcommit and dump everything in the yard. This is not a full send deck. What we fear most is exile effects and life drain. We can do a lot with just Zask, a fetch land and an exploration. \n\nAlmost all our ramp is Exploration effects. I have debated taking out Sol Ring as it just doesn't do what we want. They synergize with so much of our game plan. Play lands, sac them, play more lands. Find a way to get FoD, Scute Swarm, or Springheart Nantuko into play. They can all be played from the graveyard with Zask. Start making tokens from landfall. We don't care about board wipes. We will grow back faster than our opponents unless they Armageddon. Even then, Zask makes our recovery smoother. The best targets for Springheart are your exploration creatures, or your lotus cobra. Keep making mana, keep playing lands, keep making tokens. Swarm the table.\n\nVerdant Sanctuary and Mortuary are two known 'combo' pieces with Zask. They both let us recur or recast creatures that leave the battlefield as many times as we want, so long as that creature is a green insect. That means we can mill our entire deck with Zask, a sac outlet and a creature that meets the enchantment's requirement. We are not a combo deck and aren't running enough insects for this to be the main win condition though, so milling our entire deck usually isn't what we do unless we can crack Elixer of Immortality for safety or have enough creatures to try to secure the win. With zask on the battlefield, they are both almost??? a necropotence? (dubious claim) since zask can play a good chunk of the deck from the graveyard even without a maskwood nexus. Fumulus is a great value engine with this 'combo'. I don't want to focus too much on this interaction as we aren't really built for this to be the thing we do best. They are both here because they make us very resilient and because they are kind of sort of card draw under the right circumstances. \n\nFor the wincons, I prefer Nissa to Craterhoof as she is cheaper, responds better to our landfall strategy, and offers more flexibility. The ceiling for her is lower, but the average is more reliable as we will definitely have forests, even if there arent enough creatures. She will get the job done. Especially if we have a yavimaya or dryad of the ilysian grove in play. She also allows us to punch hard after a board wipe with less resources than a craterhoof. We include both though. Two craterhoofs are better than one. Especially when graveyard hate is such a problem for us. If we don't have a very big board, we can still kill a player with one of these cards and zask's deathtouch pump. It is not hard to get to 30 or 40 deathtouch trample. \n\nThe 1v1 of this deck becomes a little gross. Multiple explorations + Strip mine with land tutors is very good and it's very hard to deal with unless they have us beaten on board already. \n\nMatchups:\n\nControl: Other than Farewell and Armageddon, we don't really care about board wipes as much as most decks and those aren't super common at Bracket 3. Protect Zask as much as you can and play around whatever their win condition is. We are very resilient and can build back quickly. Don't lose tempo to commander tax in the early game, focus on getting and keeping mana and card draw engines. Make them have the counters and removal. We have a lot of artifact, enchantment and land interaction, most of which can be repeated under the right conditions and we have hex parasite to deal with superfriends; which is conveniently an insect if it get's countered.\n\nMill Decks: Can't beat us if piloted well. As long as we have a shifting woodlands and our elixer isn't exiled than we will not lose on drawstep. Just get em. If they are smart, they aren't targeting us first anyway. \n\nVoltron or Beat down: Glacial Chasm does a great job of protecting us. Keep Swarming. Sac the glacial and replay it instead of paying the upkeep. Ignore their threats and build board. We aren't losing to combat damage unless they can blow up our chasm. If that happens, remember our commander can give most of our tokens and creatures deathtouch. If we need to board wipe, we can Bane of the Living at instant speed if it's already on the field and also cast it from the yard. \n\nAristocrats: This is the scary one in our bracket. Especially in Orzhov as exile effects are not our friend. We don't really have a good answer to life drain other than kazandu nectarpot and that little guy isn't going to get it done on his own. You just can't let them have their blood artist effects. Use your removal on anything that drains. Target them in the pod aggressively with your attacks.\n\nInfect: This one is either a problem or it isn't. Proliferate sucks so we don't want poison counters at all. Get your chasm if they are using combat damage triggers. They are faster than us, so trade early game creatures even if it sets us back a little. Odds are the whole table will want to eliminate them first. \n\nLands/Reanimate/Mirror: If anyone else is running glacial chasm, you either strip mine it or you win anyway with fumulus' drain ability. We generally don't care what our opponents are doing as long as our protection is up and we can snipe the things that get past it. Our crucible is in the command zone and we have a lot of ways to deal with artifacts. \n"}]}



































































































