GUSTofWind
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Commander
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Commander
Commander
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Archetype - Experience
Fangs of Kalonia
Put a +1/+1 counter on target creature you control, then double the number of +1/+1 counters on each creature that had a +1/+1 counter put on it this way.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Necrosynthesis
Enchant creature
Enchanted creature has "Whenever another creature dies, put a +1/+1 counter on this creature."
When enchanted creature dies, look at the top X cards of your library, where X is its power. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Enchanted creature has "Whenever another creature dies, put a +1/+1 counter on this creature."
When enchanted creature dies, look at the top X cards of your library, where X is its power. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Enchantment - Aura

Scavenged Brawler
Flying, vigilance, trample, lifelink
, Exile this card from your graveyard: Choose target creature. Put four +1/+1 counters, a flying counter, a vigilance counter, a trample counter, and a lifelink counter on that creature. Activate only as a sorcery.
, Exile this card from your graveyard: Choose target creature. Put four +1/+1 counters, a flying counter, a vigilance counter, a trample counter, and a lifelink counter on that creature. Activate only as a sorcery.
Creature Artifact - Construct

The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact

Visions of Dominance
Put a +1/+1 counter on target creature, then double the number of +1/+1 counters on it.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

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.
• 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

Archetype - Experience
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Archetype - KILL
Archetype - KILL
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Archetype - LIVE
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Druid Class
(Gain the next level as a sorcery to add its ability.)
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Landfall — Whenever a land you control enters, you gain 1 life.
: Level 2
You may play an additional land on each of your turns.
: Level 3
When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.
Enchantment - Class

Archetype - LIVE
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Draw
Decorum Dissertation
Target player draws two cards and loses 2 life.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Hollowmurk Siege
As this enchantment enters, choose Sultai or Abzan.
• Sultai — Whenever a counter is put on a creature you control, draw a card. This ability triggers only once each turn.
• Abzan — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains menace until end of turn.
• Sultai — Whenever a counter is put on a creature you control, draw a card. This ability triggers only once each turn.
• Abzan — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains menace until end of turn.
Enchantment

Lifestream's Blessing
Draw X cards, where X is the greatest power among creatures you controlled as you cast this spell. If this spell was cast from exile, you gain twice X life.
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.)
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

Pillage the Bog
Look at the top X cards of your library, where X is twice the number of lands you control. Put one of them into your hand and the rest on the bottom of your library in a random order.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Sorcery

The Gitrog, Ravenous Ride
Trample, haste
Whenever The Gitrog deals combat damage to a player, you may sacrifice a creature that saddled it this turn. If you do, draw X cards, then put up to X land cards from your hand onto the battlefield tapped, where X is the sacrificed creature's power.
Saddle 1
Whenever The Gitrog deals combat damage to a player, you may sacrifice a creature that saddled it this turn. If you do, draw X cards, then put up to X land cards from your hand onto the battlefield tapped, where X is the sacrificed creature's power.
Saddle 1
Legendary Creature - Horror Frog Mount

Draw
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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

Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land

Land
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Protection
Lion Umbra
Enchant modified creature (Equipment, Auras its controller controls, and counters are modifications.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchanted creature gets +3/+3 and has reach and vigilance.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura

Protection
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Ramp
Kodama of the West Tree
Reach
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Modified creatures you control have trample. (Equipment, Auras you control, and counters are modifications.)
Whenever a modified creature you control deals combat damage to a player, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Legendary Creature - Spirit

Ordeal of Nylea
Enchant creature
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Whenever enchanted creature attacks, put a +1/+1 counter on it. Then if it has three or more +1/+1 counters on it, sacrifice this Aura.
When you sacrifice this Aura, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Enchantment - Aura

Ramp
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Removal
Hunter's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
When this Class enters, target creature you control deals damage equal to its power to target creature you don't control.
: Level 2
Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn.
: Level 3
At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.
Enchantment - Class

Inscription of Abundance
Kicker
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Choose one. If this spell was kicked, choose any number instead.
• Put two +1/+1 counters on target creature.
• Target player gains X life, where X is the greatest power among creatures they control.
• Target creature you control fights target creature you don't control.
Instant

Over the Edge
Choose one —
• Destroy target artifact or enchantment.
• Target creature you control explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
• Destroy target artifact or enchantment.
• Target creature you control explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Sorcery

Removal
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Sweeper
Gix's Command
Choose two —
• Put two +1/+1 counters on up to one creature. It gains lifelink until end of turn.
• Destroy each creature with power 2 or less.
• Return up to two creature cards from your graveyard to your hand.
• Each opponent sacrifices a creature with the greatest power among creatures they control.
• Put two +1/+1 counters on up to one creature. It gains lifelink until end of turn.
• Destroy each creature with power 2 or less.
• Return up to two creature cards from your graveyard to your hand.
• Each opponent sacrifices a creature with the greatest power among creatures they control.
Sorcery

Season of Gathering
Choose up to five worth of modes. You may choose the same mode more than once.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
— Put a +1/+1 counter on a creature you control. It gains vigilance and trample until end of turn.
— Choose artifact or enchantment. Destroy all permanents of the chosen type.
— Draw cards equal to the greatest power among creatures you control.
Sorcery

Sweeper
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"SEND IT"},{"attributes":{"header":1},"insert":"\n"},{"insert":"When I learned about Experience Counters being a thing, I really wanted to make a Commander that uses it. Infinite scaling is awesome! Unfortunatley one of my friends had already taken the coolest one, "},{"insert":{"card-link":"Mizzix of the Izmagnus"}},{"insert":", and made a deck with her that became iconic in our playgroup. As such, I turn to the next best thing; Infinite scaling via counters on the commander instead of the player. When it came down to the choice between "},{"insert":{"card-link":"Skullbriar, the Walking Grave"}},{"insert":" &"},{"insert":{"card-link":"Me, the Immortal"}},{"insert":"; The choice was luckily pretty easy. One of them costed 2 Mana, the other costed 5 Mana. So, here we are!\n\nUpsides & Downsides"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As with all Voltron decks, we live and die by our Commander. While we do tend to do a lot of the die'ing of our Commander ourselves, it's still the most important part of the operation.\nBenefits"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Infinite Scaling! Just like a certain purple individual, Skullbriar always comes back; With all of the counters, and relatively easy to recast with a low base cost."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The numbers get very big, whether they be Skullbriar counters, Cards in hand, or Lands in play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"It's really funny to continually and intentionally kill your own Commander."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Risks"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Very difficult to actually convert good games into wins, and you very often come 2nd or 3rd place instead."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pretty much instantly loses if your opponent has something like a "},{"insert":{"card-link":"Vampire Hexmage"}},{"insert":" or other anti-voltron hosers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bricking or Fumbling before managing to resolve your first big draw effect might leave you without anything to play for most of the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nGameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We play Skullbriar, grow Skullbriar, kill Skullbriar for benefits, to then be able to re-play, re-grow and re-kill Skullbriar even more effectively. Repeat until you have enough to instantly kill someone via Commander Damage.\nEarly-Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Skullbriar is always the turn 2 play, so the hand should be sculpted around that. Do you have a supportive 1-mana play? Is there a nice turn 3 follow-up to get some power or keywords on Skullbriar? Skullbriar wants to be out as early as possible and growing quickly as everyone else is still setting things up. The faster you can get your Commander to a \"high enough\" number for your power-draw effects, the better.\nMid-Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This starts with your first Power-Draw effect. Whether this comes early with a "},{"insert":{"card-link":"Life's Legacy"}},{"insert":" or later using "},{"insert":{"card-link":"Rishkar's Expertise"}},{"insert":", we want to refill our hand. After that you can begin to loop the process over and over again. Re-Play Skullbriar (if needed), Play out all your cards to buff Skullbriar, use Skullbriar for a big draw effect, Re-Play Skullbriar... you get the idea. As long as you keep the momentum up, you'll be stacking so much power and lands that you can often fight through potential removal, just watch out for potential blow-outs using Counterspells or spot removal.\nEnd-Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"When Skullbriar hits 21 power, it's time to end the game. You want to completly pivot away from killing off your Commander for profit, and just focus on taking people out. The deck has an abundance of resources for various types of evasion, and you'll want to kill off the players that can shut you down first, before going for the stragglers. You will probably be finding yourself in an archenemy position, or having to juggle various deals, as people are often inclined to just kill you out of fear. Actually managing to win the game can be difficult so just... try your best!\n\nPrimer Discussion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This part of the primer covers other notable aspects of the deck that are worth mentioning.\nGreedmaxxing"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Because Skullbriar is so pivotal to your gameplan, removal you find should often be saved for getting rid of opposing Stax or Removal. Unless you are about to lose the game, don't be afraid to hold on to a spell that you might need to resolve your next Power-Draw effect.\nCommand Zone Good-To-Knows"},{"attributes":{"header":3},"insert":"\n"},{"insert":"When a Commander is put into the graveyard or exile, you may put it into your Command Zone as a state-based action.\nWhen a Commander is put into the library or hand, you may put it into your Command Zone as a "},{"attributes":{"italic":true},"insert":"replacement effect"},{"insert":".\nThis is incredibly important, because it means you can \"kill\" Skullbriar by shunting him to the Command Zone to avoid losing counters, as Skullbriar cannot track counters if he goes to a hidden zone.\n\n\n\nChangelog"},{"attributes":{"header":1},"insert":"\n"},{"insert":"29/04/2026 - Primer Created!\n"}]}





























































