1.1k views5 days ago
Commander
Size: 100Salt sum: 45.95
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Rainier

1.1k views5 days ago
Commander
Size: 100Salt sum: 45.95

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{"ops":[{"insert":"Introduction"},{"attributes":{"header":1},"insert":"\n"},{"insert":"I love doing silly things with lands but I often find that land decks feel too slow and the slog of keeping track of triggered abilities (landfall, etc.) to be the antithesis of fun. I made 4 different version of this deck before landing on this version and this is the one. It feels very explosive and fun. Almost every draw feels impactful and, best of all, it manages to sneak in some land destruction elements. One of the members of my usual play group are begging to have their lands destroyed and I'm happy to oblige. There's a lot of pet cards in this deck since it dances around things that feel near and dear to my heart, namely: big graveyard recursion, zombie hordes, and mass sacrifice. There might be a few cards in here that aren't ideal in their slot but I find that the deck preforms to a level that's higher then a sum of it's parts so I think it's refined enough to put it out there to the masses to judge and, hopefully, be inspired by.\n\nPros and Cons"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Pros"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Destroying everyone's lands, bringing yours back, and making ~20 zombies releases dopamine in the brain."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Easy to play."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Abnormal but interesting play style."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cons"},{"attributes":{"header":3},"insert":"\n"},{"insert":"It stalls out sometimes."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Low resilience: can get shut down by cards like "},{"insert":{"card-link":"Aether Flash"}},{"insert":", "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":", "},{"insert":{"card-link":"Rest in Peace"}},{"insert":", or "},{"insert":{"card-link":"Ankh of Mishra"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Expensive to build."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nGameplan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Build up to 1 explosive turn where you create a "},{"attributes":{"link":"https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExbndid3l3Ym91NWRyYngwNG5obmRuNW5uYXczaG9xa3MxMWhwM3F1YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/11qCjC856PSmnm/giphy.gif"},"insert":"glorious zombie plant army to lay waste to your enemies"},{"insert":"! The deck is designed to be a quick enough threat that it doesn't need much removal. You can typically be reaching dangerous amounts of zombies (15+) by turn 7 or 8 assuming you haven't been the target of much disruption.\nThis all happens by getting access to as many lands as possible in the graveyard and/or play and then putting all lands in play into the graveyard and returning them all back to the battlefield in one go while you have "},{"insert":{"card-link":"The Necrobloom"}},{"insert":" and/or "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" in play. \n48 lands might seem like too many but you need access to a lot of them quickly to make things work well and I would put more in before I took any out.\nGood hands to keep are hands that allow for some sort of major advantage. Something that can net more mana like "},{"insert":{"card-link":"Squandered Resources"}},{"insert":" or "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" or anything that draws cards.\nThere's lots of little card packages in the deck like "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" and "},{"insert":{"card-link":"Strip Mine"}},{"insert":" that make strong opening hands especially with cards that let you play an additional land a turn so you can run interference while getting your pieces in place.\nLastly, try not to create too many zombie tokens while building up to the big turn. It's better to keep the deck's perceived threat low, especially against people who are familiar with the deck.\nHowever, you can find ways to immediately win the game via "},{"insert":{"card-link":"Cataclysm"}},{"insert":" and "},{"insert":{"card-link":"Faith's Reward"}},{"insert":" to lean into the high threat position.\n\n"},{"attributes":{"bold":true},"insert":"The Toolbox"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck has a lot of lands and should be drawing them consistently. "},{"insert":{"card-link":"Exploration"}},{"insert":" , "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":" , "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" , and "},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":" let you get multiple out in a turn and 2 of them let you play lands off the top of your library to dig deeper."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" , "},{"insert":{"card-link":"Conduit of Worlds"}},{"insert":" , and "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" can get discarded or cycled lands from the graveyard to make use as well. These can be valuable to trigger "},{"insert":{"card-link":"The Necrobloom"}},{"insert":" on turns when you're not trying to win, as well as other landfall abilities."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Card Draw"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Damnable Pact"}},{"insert":", "},{"insert":{"card-link":"All-Fates Scroll"}},{"insert":", and "},{"insert":{"card-link":"Shamanic Revelation"}},{"insert":" can dig deep to get you to pieces you need."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Idol of Oblivion"}},{"insert":" and "},{"insert":{"card-link":"Anvil of Bogardan"}},{"insert":" are cheap and consistent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Reprocess"}},{"insert":" can net a lot of cards too, it is best served sacrificing lands to draw but tokens can be sacrificed too."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Horn of Greed"}},{"insert":" is a real powerhouse since it's easy to play multiple lands per turn but unfortunately does not trigger off of lands entering the battlefield through other means. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Scorch the Earth"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Zuran Orb"}},{"insert":" and "},{"insert":{"card-link":"Sylvan Safekeeper"}},{"insert":" are easy and cheap sac outlets to get lands in the graveyard and bring them back out. Their abilities can help in a pinch too."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Squandered Resources"}},{"insert":" and "},{"insert":{"card-link":"Rain of Filth"}},{"insert":" can get lands in the graveyard and net a TON of mana on big turns. These can help fuel a "},{"insert":{"card-link":"Armageddon"}},{"insert":" + "},{"insert":{"card-link":"Faith's Reward"}},{"insert":" if needed. Squandered Resources is the heart of this deck and can be used to HUGE advantage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"More fun then sacrificing your own lands is making everyone else do it with you. Enter "},{"insert":{"card-link":"Armageddon"}},{"insert":", "},{"insert":{"card-link":"Cataclysm"}},{"insert":", "},{"insert":{"card-link":"Catastrophe"}},{"insert":", and "},{"insert":{"card-link":"Ravages of War"}},{"insert":". Time these with recursion to make an army and ensure your opponents don't have what it takes to stop it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Recursion"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Dread Return"}},{"insert":", "},{"insert":{"card-link":"Memorial to Folly"}},{"insert":", "},{"insert":{"card-link":"Dryad's Revival"}},{"insert":", "},{"insert":{"card-link":"Eternal Witness"}},{"insert":", "},{"insert":{"card-link":"Timeless Witness"}},{"insert":", and "},{"insert":{"card-link":"Yawgmoth's Will"}},{"insert":" are all targeted recursion to bring back strategic pieces or recast card draw from the graveyard."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":", "},{"insert":{"card-link":"Eerie Ultimatum"}},{"insert":", "},{"insert":{"card-link":"Splendid Reclamation"}},{"insert":", and "},{"insert":{"card-link":"Will of the Sultai"}},{"insert":" can bring all lands back from the graveyard at once which can lead to huge turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Faith's Reward"}},{"insert":" and "},{"insert":{"card-link":"Cosmic Intervention"}},{"insert":" enable big turns by bouncing everything that has died back to the battlefield."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"World Shaper"}},{"insert":" can return all lands that hit the graveyard on a death trigger. This works with "},{"insert":{"card-link":"Cataclysm"}},{"insert":" and "},{"insert":{"card-link":"Reprocess"}},{"insert":" and can be triggered manually by "},{"insert":{"card-link":"High Market"}},{"insert":" or "},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Create Tokens"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is a bit light on token creation because "},{"insert":{"card-link":"The Necrobloom"}},{"insert":" is sufficient to create wins and is always available in the command zone."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":" just makes a ton of tokens that can get huge if you can recur all your lands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Awaken the Woods"}},{"insert":" tokens triggers both "},{"insert":{"card-link":"The Necrobloom"}},{"insert":" and "},{"insert":{"card-link":"Field of the Dead"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Zendikar's Roil"}},{"insert":" is in to be a more resilient version of the commander but I think I might try to find a better cards for this spot."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Field of the Dead"}},{"insert":" acts as a second Necrobloom."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Removal kit is kept light because the decks idea is to overpower instead of interact. "},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":" and "},{"insert":{"card-link":"Anguished Unmaking"}},{"insert":" are both in because they can remove almost anything and should be saved for targets that are imminent threats or completely shut down the gameplan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Other Utility"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Field of the Dead"}},{"insert":" really ramps things up to 11 so "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" and "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" are there to find it specifically. "},{"insert":{"card-link":"Scapeshift"}},{"insert":" and "},{"insert":{"card-link":"Open the Way"}},{"insert":" are capable of flipping into it. I recommend "},{"insert":{"card-link":"Urza's Cave"}},{"insert":" as well but I needed it in another deck and only have 1 copy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Vesuva"}},{"insert":" and "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":" are in there to copy the field of the dead and can also be searched up using cards from the tutor package as well. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Spelunking"}},{"insert":" , "},{"insert":{"card-link":"Amulet of Vigor"}},{"insert":" , and "},{"insert":{"card-link":"Tiller Engine"}},{"insert":" will get around lands entering the battlefield tapped so you can ramp and hit harder when lands leave and reenter the battlefield."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" and "},{"insert":{"card-link":"Crashing Drawbridge"}},{"insert":" give haste so you can kill immediately instead of waiting for summoning sickness to wear off."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nEnding"},{"attributes":{"header":1},"insert":"\n"},{"insert":"That should be everything about the deck. This is one of my favorite decks I've made and if you take the time to try it out for yourself please feel free to leave comments to ask about cards or plays.\nAt the very least, I hope this deck inspires you to build something strange and fun of your own design.\nCheers!\n"}]}
The Necrobloom
Landfall — Whenever a land you control enters, create a 0/1 green Plant creature token. If you control seven or more lands with different names, create a 2/2 black Zombie creature token instead.
Land cards in your graveyard have dredge 2. (You may return a land card from your graveyard to your hand and mill two cards instead of drawing a card.)
Legendary Creature - Plant
The Necrobloom (mh3) 194

Commander

(Ctrl to add secondary)
Azusa, Lost but Seeking
You may play two additional lands on each of your turns.
Legendary Creature - Human Monk
Azusa, Lost but Seeking (cmm) 679
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.
Enchantment - Case
Case of the Locked Hothouse (mkm) 155
Exploration
You may play an additional land on each of your turns.
Enchantment
Exploration (usg) 250
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
Creature - Scout Insect
Icetill Explorer (eoe) 192
Oracle of Mul Daya
You may play an additional land on each of your turns.
Play with the top card of your library revealed.
You may play lands from the top of your library.
Creature - Elf Shaman
Oracle of Mul Daya (zen) 172

Additional Lands

(Ctrl to add secondary)
Dread Return
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Dread Return (cmm) 637
Dryad's Revival
Return target card from your graveyard to your hand.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Dryad's Revival (dbl) 183
Eternal Witness
When this creature enters, you may return target card from your graveyard to your hand.
Creature - Human Shaman
Eternal Witness (c15) 183
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.)
Creature - Human Shaman
Timeless Witness (tdc) 274
Yawgmoth's Will
Until end of turn, you may play lands and cast spells from your graveyard.
If a card would be put into your graveyard from anywhere this turn, exile that card instead.
Sorcery
Yawgmoth's Will (usg) 171

Animation

(Ctrl to add secondary)
All-Fates Scroll
: Add one mana of any color.
,
, Sacrifice this artifact: Draw X cards, where X is the number of differently named lands you control.
Artifact
All-Fates Scroll (eoe) 234
Anvil of Bogardan
Players have no maximum hand size.
At the beginning of each player's draw step, that player draws an additional card, then discards a card.
Artifact
Anvil of Bogardan (vis) 141
Damnable Pact
Target player draws X cards and loses X life.
Sorcery
Damnable Pact (c17) 108
Horn of Greed
Whenever a player plays a land, that player draws a card.
Artifact
Horn of Greed (sth) 135
Idol of Oblivion
: Draw a card. Activate only if you created a token this turn.
,
, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
Artifact
Idol of Oblivion (brc) 144
Shamanic Revelation
Draw a card for each creature you control.
Ferocious — You gain 4 life for each creature you control with power 4 or greater.
Sorcery
Shamanic Revelation (frf) 138

Card Draw

(Ctrl to add secondary)
Amulet of Vigor
Whenever a permanent you control enters tapped, untap it.
Artifact
Amulet of Vigor (wwk) 121
Concordant Crossroads
All creatures have haste.
World Enchantment
Concordant Crossroads (chr) 60
Crashing Drawbridge
Defender
: Creatures you control gain haste until end of turn.
Creature Artifact - Wall
Crashing Drawbridge (eld) 217
Spelunking
When this enchantment enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life.
Lands you control enter untapped.
Enchantment
Spelunking (lci) 213
Tiller Engine
Whenever a land you control enters tapped, choose one —
• Untap that land.
• Tap target nonland permanent an opponent controls.
Creature Artifact - Construct
Tiller Engine (dmc) 20

Fast Lands/Tokens

(Ctrl to add secondary)
Blooming Marsh
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Blooming Marsh (otj) 266
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (wwk) 132
Brushland
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Brushland (bro) 259
Canopy Vista
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Forest
Canopy Vista (ltc) 298
Caves of Koilos
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Caves of Koilos (c16) 285
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (2x2) 321
City of Traitors
When you play another land, sacrifice this land.
: Add
.
Land
City of Traitors (exo) 143
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (c15) 56
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (moc) 396
Darkbore Pathway
: Add
.
Land
Darkbore Pathway // Slitherbore Pathway (khm) 254Darkbore Pathway // Slitherbore Pathway (khm) 254
Drifting Meadow
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Drifting Meadow (usg) 320
Drownyard Temple
: Add
.
: Return this card from your graveyard to the battlefield tapped.
Land
Drownyard Temple (tdc) 359
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (40k) 278
Field of Ruin
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.
Land
Field of Ruin (moc) 400
Field of the Dead
This land enters tapped.
: Add
.
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 (spg) 28
Forest
(
: Add
.)
Basic Land - Forest
Forest (bfz) 273
Fortified Village
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Fortified Village (ltc) 311
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (gtc) 242
High Market
: Add
.
, Sacrifice a creature: You gain 1 life.
Land
High Market (mmq) 320
Llanowar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Llanowar Wastes (bro) 299
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 437
Memorial to Folly
This land enters tapped.
: Add
.
,
, Sacrifice this land: Return target creature card from your graveyard to your hand.
Land
Memorial to Folly (dom) 242
Murmuring Bosk
(
: Add
.)
As this land enters, you may reveal a Treefolk card from your hand. If you don't, this land enters tapped.
: Add
or
. This land deals 1 damage to you.
Land - Forest
Murmuring Bosk (ltc) 320
Necroblossom Snarl
As this land enters, you may reveal a Swamp or Forest card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Necroblossom Snarl (ltc) 321
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (rtr) 243
Phyrexian Tower
: Add
.
, Sacrifice a creature: Add
.
Legendary Land
Phyrexian Tower (usg) 322
Plains
(
: Add
.)
Basic Land - Plains
Plains (bfz) 252
Polluted Mire
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Polluted Mire (usg) 323
Sandsteppe Citadel
This land enters tapped.
: Add
,
, or
.
Land
Sandsteppe Citadel (ktk) 241
Scattered Groves
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Forest
Scattered Groves (ltc) 328
Slippery Karst
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Slippery Karst (usg) 327
Strip Mine
: Add
.
, Sacrifice this land: Destroy target land.
Land
Strip Mine (4ed) 363
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (msc) 272
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (bfz) 263
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (rvr) 414
Thespian's Stage
: Add
.
,
: This land becomes a copy of target land, except it has this ability.
Land
Thespian's Stage (m3c) 395
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 440
Vesuva
You may have this land enter tapped as a copy of any land on the battlefield.
Land
Vesuva (m3c) 404
Wasteland
: Add
.
, Sacrifice this land: Destroy target nonbasic land.
Land
Wasteland (ema) 248
Westvale Abbey
: Add
.
,
, Pay 1 life: Create a 1/1 white and black Human Cleric creature token.
,
, Sacrifice five creatures: Transform this land, then untap it.
Land
Westvale Abbey // Ormendahl, Profane Prince (inr) 287Westvale Abbey // Ormendahl, Profane Prince (inr) 287
Windswept Heath
, 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
Yavimaya Hollow
: Add
.
,
: Regenerate target creature.
Legendary Land
Yavimaya Hollow (uds) 143

Land

(Ctrl to add secondary)
Armageddon
Destroy all lands.
Sorcery
Armageddon (3ed) 2
Cataclysm
Each player chooses from among the permanents they control an artifact, a creature, an enchantment, and a land, then sacrifices the rest.
Sorcery
Cataclysm (exo) 3
Catastrophe
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.
Sorcery
Catastrophe (usg) 6
Ravages of War
Destroy all lands.
Sorcery
Ravages of War (j15) 4

Land Destruction

(Ctrl to add secondary)
Aftermath Analyst
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
, Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.
Creature - Elf Detective
Aftermath Analyst (mkm) 148
Conduit of Worlds
You may play lands from your graveyard.
: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
Artifact
Conduit of Worlds (one) 163
Cosmic Intervention
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Cosmic Intervention (khc) 3
Crucible of Worlds
You may play lands from your graveyard.
Artifact
Crucible of Worlds (2x2) 558
Eerie Ultimatum
Return any number of permanent cards with different names from your graveyard to the battlefield.
Sorcery
Eerie Ultimatum (iko) 184
Faith's Reward
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
Instant
Faith's Reward (m13) 14
Splendid Reclamation
Return all land cards from your graveyard to the battlefield tapped.
Sorcery
Splendid Reclamation (emn) 171
Will of the Sultai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
Sorcery
Will of the Sultai (tdc) 49
World Shaper
Whenever this creature attacks, you may mill three cards.
When this creature dies, return all land cards from your graveyard to the battlefield tapped.
Creature - Merfolk Shaman
World Shaper (ncc) 323

Land Recursion

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Rain of Filth
Until end of turn, lands you control gain "Sacrifice this land: Add
."
Instant
Rain of Filth (usg) 151
Reprocess
Sacrifice any number of artifacts, creatures, and/or lands. Draw a card for each permanent sacrificed this way.
Sorcery
Reprocess (usg) 154
Squandered Resources
Sacrifice a land: Add one mana of any type the sacrificed land could produce.
Enchantment
Squandered Resources (vis) 137
Sylvan Safekeeper
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
Creature - Human Wizard
Sylvan Safekeeper (c14) 217
Zuran Orb
Sacrifice a land: You gain 2 life.
Artifact
Zuran Orb (mh2) 300

Sac Outlet

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Avenger of Zendikar
When this creature enters, create a 0/1 green Plant creature token for each land you control.
Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.
Creature - Elemental
Avenger of Zendikar (c13) 135
Awaken the Woods
Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)
Sorcery
Awaken the Woods (bro) 344
Scute Swarm
Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.
Creature - Insect
Scute Swarm (ncc) 310
Zendikar's Roil
Landfall — Whenever a land you control enters, create a 2/2 green Elemental creature token.
Enchantment
Zendikar's Roil (j22) 747

Token Creation

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Crop Rotation
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
Instant
Crop Rotation (ulg) 98
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
Entish Restoration (ltr) 163
Harrow
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Instant
Harrow (inv) 189
Open the Way
X can't be greater than the number of players in the game.
Reveal cards from the top of your library until you reveal X land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.
Sorcery
Open the Way (soc) 280
Scapeshift
Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Scapeshift (m19) 201
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
Tempt with Discovery (c16) 170

Tutor

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Anguished Unmaking
Exile target nonland permanent. You lose 3 life.
Instant
Anguished Unmaking (ltc) 265
Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (2x2) 372

Utility

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Genesis Device
When Genesis Device enters, search your library for a basic land card or Planet card, put it onto the battlefield tapped, then shuffle.
,
, Sacrifice Genesis Device: Sacrifice any number of lands you control, then search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle. Activate only as a sorcery.
Legendary Artifact
Genesis Device (trk) 200
Nog, Ambitious Cadet
Menace
: If Nog is a Rogue, he becomes a Ferengi Scout with base power and toughness 3/4 and gains "Whenever Nog becomes tapped, surveil 2."
: If Nog is a Scout, he becomes a Ferengi Officer and gains "You may play lands from your graveyard" and "You may play an additional land on each of your turns."
Legendary Creature - Rogue Ferengi
Nog, Ambitious Cadet (trk) 249
Traveling Chocobo
You may look at the top card of your library any time.
You may play lands and cast Bird spells from the top of your library.
If a land or Bird you control entering the battlefield causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature - Bird
Traveling Chocobo (fin) 210

Maybeboard

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Deck Info

Deck stats

12 pips - 9 cards
19 mana - 19 cards
0 pips - 0 cards
0 mana - 5 cards
15 pips - 10 cards
22 mana - 21 cards
0 pips - 0 cards
0 mana - 5 cards
42 pips - 31 cards
23 mana - 23 cards
0 pips - 0 cards
16 mana - 15 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Introduction"},{"attributes":{"header":1},"insert":"\n"},{"insert":"I love doing silly things with lands but I often find that land decks feel too slow and the slog of keeping track of triggered abilities (landfall, etc.) to be the antithesis of fun. I made 4 different version of this deck before landing on this version and this is the one. It feels very explosive and fun. Almost every draw feels impactful and, best of all, it manages to sneak in some land destruction elements. One of the members of my usual play group are begging to have their lands destroyed and I'm happy to oblige. There's a lot of pet cards in this deck since it dances around things that feel near and dear to my heart, namely: big graveyard recursion, zombie hordes, and mass sacrifice. There might be a few cards in here that aren't ideal in their slot but I find that the deck preforms to a level that's higher then a sum of it's parts so I think it's refined enough to put it out there to the masses to judge and, hopefully, be inspired by.\n\nPros and Cons"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Pros"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Destroying everyone's lands, bringing yours back, and making ~20 zombies releases dopamine in the brain."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Easy to play."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Abnormal but interesting play style."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cons"},{"attributes":{"header":3},"insert":"\n"},{"insert":"It stalls out sometimes."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Low resilience: can get shut down by cards like "},{"insert":{"card-link":"Aether Flash"}},{"insert":", "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":", "},{"insert":{"card-link":"Rest in Peace"}},{"insert":", or "},{"insert":{"card-link":"Ankh of Mishra"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Expensive to build."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nGameplan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Build up to 1 explosive turn where you create a "},{"attributes":{"link":"https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExbndid3l3Ym91NWRyYngwNG5obmRuNW5uYXczaG9xa3MxMWhwM3F1YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/11qCjC856PSmnm/giphy.gif"},"insert":"glorious zombie plant army to lay waste to your enemies"},{"insert":"! The deck is designed to be a quick enough threat that it doesn't need much removal. You can typically be reaching dangerous amounts of zombies (15+) by turn 7 or 8 assuming you haven't been the target of much disruption.\nThis all happens by getting access to as many lands as possible in the graveyard and/or play and then putting all lands in play into the graveyard and returning them all back to the battlefield in one go while you have "},{"insert":{"card-link":"The Necrobloom"}},{"insert":" and/or "},{"insert":{"card-link":"Field of the Dead"}},{"insert":" in play. \n48 lands might seem like too many but you need access to a lot of them quickly to make things work well and I would put more in before I took any out.\nGood hands to keep are hands that allow for some sort of major advantage. Something that can net more mana like "},{"insert":{"card-link":"Squandered Resources"}},{"insert":" or "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" or anything that draws cards.\nThere's lots of little card packages in the deck like "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" and "},{"insert":{"card-link":"Strip Mine"}},{"insert":" that make strong opening hands especially with cards that let you play an additional land a turn so you can run interference while getting your pieces in place.\nLastly, try not to create too many zombie tokens while building up to the big turn. It's better to keep the deck's perceived threat low, especially against people who are familiar with the deck.\nHowever, you can find ways to immediately win the game via "},{"insert":{"card-link":"Cataclysm"}},{"insert":" and "},{"insert":{"card-link":"Faith's Reward"}},{"insert":" to lean into the high threat position.\n\n"},{"attributes":{"bold":true},"insert":"The Toolbox"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck has a lot of lands and should be drawing them consistently. "},{"insert":{"card-link":"Exploration"}},{"insert":" , "},{"insert":{"card-link":"Oracle of Mul Daya"}},{"insert":" , "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":" , and "},{"insert":{"card-link":"Case of the Locked Hothouse"}},{"insert":" let you get multiple out in a turn and 2 of them let you play lands off the top of your library to dig deeper."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" , "},{"insert":{"card-link":"Conduit of Worlds"}},{"insert":" , and "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" can get discarded or cycled lands from the graveyard to make use as well. These can be valuable to trigger "},{"insert":{"card-link":"The Necrobloom"}},{"insert":" on turns when you're not trying to win, as well as other landfall abilities."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Card Draw"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Damnable Pact"}},{"insert":", "},{"insert":{"card-link":"All-Fates Scroll"}},{"insert":", and "},{"insert":{"card-link":"Shamanic Revelation"}},{"insert":" can dig deep to get you to pieces you need."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Idol of Oblivion"}},{"insert":" and "},{"insert":{"card-link":"Anvil of Bogardan"}},{"insert":" are cheap and consistent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Reprocess"}},{"insert":" can net a lot of cards too, it is best served sacrificing lands to draw but tokens can be sacrificed too."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Horn of Greed"}},{"insert":" is a real powerhouse since it's easy to play multiple lands per turn but unfortunately does not trigger off of lands entering the battlefield through other means. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Scorch the Earth"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Zuran Orb"}},{"insert":" and "},{"insert":{"card-link":"Sylvan Safekeeper"}},{"insert":" are easy and cheap sac outlets to get lands in the graveyard and bring them back out. Their abilities can help in a pinch too."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Squandered Resources"}},{"insert":" and "},{"insert":{"card-link":"Rain of Filth"}},{"insert":" can get lands in the graveyard and net a TON of mana on big turns. These can help fuel a "},{"insert":{"card-link":"Armageddon"}},{"insert":" + "},{"insert":{"card-link":"Faith's Reward"}},{"insert":" if needed. Squandered Resources is the heart of this deck and can be used to HUGE advantage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"More fun then sacrificing your own lands is making everyone else do it with you. Enter "},{"insert":{"card-link":"Armageddon"}},{"insert":", "},{"insert":{"card-link":"Cataclysm"}},{"insert":", "},{"insert":{"card-link":"Catastrophe"}},{"insert":", and "},{"insert":{"card-link":"Ravages of War"}},{"insert":". Time these with recursion to make an army and ensure your opponents don't have what it takes to stop it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Recursion"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Dread Return"}},{"insert":", "},{"insert":{"card-link":"Memorial to Folly"}},{"insert":", "},{"insert":{"card-link":"Dryad's Revival"}},{"insert":", "},{"insert":{"card-link":"Eternal Witness"}},{"insert":", "},{"insert":{"card-link":"Timeless Witness"}},{"insert":", and "},{"insert":{"card-link":"Yawgmoth's Will"}},{"insert":" are all targeted recursion to bring back strategic pieces or recast card draw from the graveyard."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":", "},{"insert":{"card-link":"Eerie Ultimatum"}},{"insert":", "},{"insert":{"card-link":"Splendid Reclamation"}},{"insert":", and "},{"insert":{"card-link":"Will of the Sultai"}},{"insert":" can bring all lands back from the graveyard at once which can lead to huge turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Faith's Reward"}},{"insert":" and "},{"insert":{"card-link":"Cosmic Intervention"}},{"insert":" enable big turns by bouncing everything that has died back to the battlefield."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"World Shaper"}},{"insert":" can return all lands that hit the graveyard on a death trigger. This works with "},{"insert":{"card-link":"Cataclysm"}},{"insert":" and "},{"insert":{"card-link":"Reprocess"}},{"insert":" and can be triggered manually by "},{"insert":{"card-link":"High Market"}},{"insert":" or "},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Create Tokens"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is a bit light on token creation because "},{"insert":{"card-link":"The Necrobloom"}},{"insert":" is sufficient to create wins and is always available in the command zone."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Avenger of Zendikar"}},{"insert":" just makes a ton of tokens that can get huge if you can recur all your lands."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Awaken the Woods"}},{"insert":" tokens triggers both "},{"insert":{"card-link":"The Necrobloom"}},{"insert":" and "},{"insert":{"card-link":"Field of the Dead"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Zendikar's Roil"}},{"insert":" is in to be a more resilient version of the commander but I think I might try to find a better cards for this spot."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Field of the Dead"}},{"insert":" acts as a second Necrobloom."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Removal kit is kept light because the decks idea is to overpower instead of interact. "},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":" and "},{"insert":{"card-link":"Anguished Unmaking"}},{"insert":" are both in because they can remove almost anything and should be saved for targets that are imminent threats or completely shut down the gameplan."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Other Utility"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Field of the Dead"}},{"insert":" really ramps things up to 11 so "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" and "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" are there to find it specifically. "},{"insert":{"card-link":"Scapeshift"}},{"insert":" and "},{"insert":{"card-link":"Open the Way"}},{"insert":" are capable of flipping into it. I recommend "},{"insert":{"card-link":"Urza's Cave"}},{"insert":" as well but I needed it in another deck and only have 1 copy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Vesuva"}},{"insert":" and "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":" are in there to copy the field of the dead and can also be searched up using cards from the tutor package as well. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Spelunking"}},{"insert":" , "},{"insert":{"card-link":"Amulet of Vigor"}},{"insert":" , and "},{"insert":{"card-link":"Tiller Engine"}},{"insert":" will get around lands entering the battlefield tapped so you can ramp and hit harder when lands leave and reenter the battlefield."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" and "},{"insert":{"card-link":"Crashing Drawbridge"}},{"insert":" give haste so you can kill immediately instead of waiting for summoning sickness to wear off."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nEnding"},{"attributes":{"header":1},"insert":"\n"},{"insert":"That should be everything about the deck. This is one of my favorite decks I've made and if you take the time to try it out for yourself please feel free to leave comments to ask about cards or plays.\nAt the very least, I hope this deck inspires you to build something strange and fun of your own design.\nCheers!\n"}]}
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