BPRadiant
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Commander
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{"ops":[{"insert":"Tyvar We Punching Up"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Tyvar, the Pummeler | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Mono-Green | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" [3]\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Tyvar"},{"insert":" has been a favourite since Kaldheim and after having a blast with him in Brawl building him in Commander felt inevitable. Mono-Green was an unexplored color slot in the collection and "},{"attributes":{"bold":true},"insert":"Tyvar"},{"insert":" was the perfect fit for it. One of the quiet advantages of the deck is that people simply aren't used to seeing "},{"attributes":{"bold":true},"insert":"Tyvar, the Pummeler"},{"insert":" across the table and don't expect the damage output he's capable of, which creates windows that a more well known commander wouldn't get. The element of surprise is a genuine strategic asset here.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The gameplan is getting a few creatures on board, generating a ton of mana, doubling power, and alpha striking a player before they realize what hit them. The Nissa package is a core part of the win condition suite with Phyrexian "},{"attributes":{"bold":true},"insert":"Nissa"},{"insert":" being a legitimate standalone win condition when she's on the field. "},{"attributes":{"bold":true},"insert":"Surrak and Goreclaw"},{"insert":" is one of the best cards in the deck, giving your mana creatures haste and letting you pop off in ways the table rarely sees coming since suddenly all your mana dorks are also combat threats. Power doubling from "},{"attributes":{"bold":true},"insert":"Mirkwood Channeler"},{"insert":", "},{"attributes":{"bold":true},"insert":"Evolutionary Escalation"},{"insert":", "},{"attributes":{"bold":true},"insert":"Thickest in the Thicket"},{"insert":", "},{"attributes":{"bold":true},"insert":"Maester Seymour"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Unnatural Growth"},{"insert":" turns "},{"attributes":{"bold":true},"insert":"Tyvar"},{"insert":" and your creatures into enormous threats rapidly, and "},{"attributes":{"bold":true},"insert":"Traverse the Outlands"},{"insert":" provides massive long term ramp that can thin the deck significantly even if you're already ahead on mana.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The mana generation and card draw package is the engine that makes everything else possible. "},{"attributes":{"bold":true},"insert":"Topiary Lecturer"},{"insert":", "},{"attributes":{"bold":true},"insert":"Marwyn, the Nurturer"},{"insert":", "},{"attributes":{"bold":true},"insert":"Kami of Whispered Hopes"},{"insert":", "},{"attributes":{"bold":true},"insert":"Selvala, Heart of the Wilds"},{"insert":", "},{"attributes":{"bold":true},"insert":"Bighorner Rancher"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Growing Rites of Itlimoc"},{"insert":" generate the mana, while "},{"attributes":{"bold":true},"insert":"Season of Gathering"},{"insert":", "},{"attributes":{"bold":true},"insert":"Return of the Wildspeaker"},{"insert":", "},{"attributes":{"bold":true},"insert":"Garruk, Primal Hunter"},{"insert":", "},{"attributes":{"bold":true},"insert":"Rishkar's Expertise"},{"insert":", "},{"attributes":{"bold":true},"insert":"Lifestream's Blessing"},{"insert":", and "},{"attributes":{"bold":true},"insert":"The Legend of Kyoshi"},{"insert":" keep the hand stocked with gas in the mid game to continue applying pressure after the initial surge. "},{"attributes":{"bold":true},"insert":"The Legend of Kyoshi"},{"insert":" deserves a special callout for doing double duty as both a mana generator and a draw engine, which is exceptional value in a single card slot.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana and cards are the two most important resources in this deck and everything is built around generating as much of both as possible as quickly as possible. The ideal early game is stacking mana creatures and draw pieces quietly before pivoting into a power doubling turn that catches the table off guard. "},{"attributes":{"bold":true},"insert":"Surrak and Goreclaw"},{"insert":" is your signal to go for it since giving your mana creatures haste transforms a ramp turn into a finishing turn instantly. Sequence your power doublers carefully to maximize the damage output on the alpha strike turn and always be looking for a player in range to take out cleanly rather than spreading damage around.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is fairly all in on its creatures so mass exile effects and board wipes that bypass indestructible are the toughest cards to play against. Hard control that can counter your power doublers or remove "},{"attributes":{"bold":true},"insert":"Tyvar"},{"insert":" repeatedly can also slow the engine down significantly. The deck rewards being proactive and aggressive so anything that forces you into a reactive position works against the gameplan.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana and a way to buff "},{"attributes":{"bold":true},"insert":"Tyvar"},{"insert":" is the entire consideration for keeping an opening hand. The deck needs to generate mana and cards as its top two priorities and any hand that can't do both of those things reasonably quickly is a mulligan. Going to six to find the right combination of mana creatures and power buffs is absolutely worth it given how explosive the correct opener can be.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maybeboard contains cards being tested as they become available. The deck feels close to where it wants to be at this point since the explosive sequencing potential is already there, and anything being added is incremental refinement rather than fixing a fundamental problem with the list.\n"}]}
Commander
Commander
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Draw
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
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

Party Dude
(Gain the next level as a sorcery to add its ability.)
When this Class enters, each player creates a Food token.
: Level 2
Whenever an artifact an opponent controls is put into a graveyard from the battlefield, draw a card.
: Level 3
Whenever one or more of your opponents are attacked, up to one target attacking creature gets +X/+X until end of turn, where X is the number of cards in your hand.
When this Class enters, each player creates a Food token.
: Level 2
Whenever an artifact an opponent controls is put into a graveyard from the battlefield, draw a card.
: Level 3
Whenever one or more of your opponents are attacked, up to one target attacking creature gets +X/+X until end of turn, where X is the number of cards in your hand.
Enchantment - Class

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

The Legend of Kyoshi
(As this Saga enters and after your draw step, add a lore counter.)
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Draw cards equal to the greatest power among creatures you control.
II — Earthbend X, where X is the number of cards in your hand. That land becomes an Island in addition to its other types.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Draw
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Finisher
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

Finisher
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High Synergy
High Synergy
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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

Land
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Protection
Protection
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Pump
Fight Rigging
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.
Enchantment

Maester Seymour
At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control.
: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)
Legendary Creature - Human Cleric Elf

Railway Brawler
Reach, trample
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
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.)
Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power.
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.)
Creature - Warrior Rhino

Pump
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Ramp
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

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, Who Shakes the World
Whenever you tap a Forest for mana, add an additional .
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
+1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land.
−8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.
Legendary Planeswalker - Nissa

Ojer Kaslem, Deepest Growth
Trample
Whenever Ojer Kaslem deals combat damage to a player, reveal that many cards from the top of your library. You may put a creature card and/or a land card from among them onto the battlefield. Put the rest on the bottom in a random order.
When Ojer Kaslem dies, return it to the battlefield tapped and transformed under its owner's control.
Whenever Ojer Kaslem deals combat damage to a player, reveal that many cards from the top of your library. You may put a creature card and/or a land card from among them onto the battlefield. Put the rest on the bottom in a random order.
When Ojer Kaslem dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - 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

Vorinclex
Reach, trample
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Praetor Phyrexian


Ramp
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Recursion
Peerless Recycling
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Instant

Recursion
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Removal
Kogla, the Titan Ape
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Legendary Creature - Ape

Removal
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Trample
Old One Eye
Trample
Other creatures you control have trample.
When Old One Eye enters, create a 5/5 green Tyranid creature token.
Fast Healing — At the beginning of your first main phase, you may discard two cards. If you do, return this card from your graveyard to your hand.
Other creatures you control have trample.
When Old One Eye enters, create a 5/5 green Tyranid creature token.
Fast Healing — At the beginning of your first main phase, you may discard two cards. If you do, return this card from your graveyard to your hand.
Legendary Creature - Tyranid

Trample
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Maybeboard
Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

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

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Tyvar We Punching Up"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Commander:"},{"insert":" Tyvar, the Pummeler | "},{"attributes":{"bold":true},"insert":"Colors:"},{"insert":" Mono-Green | "},{"attributes":{"bold":true},"insert":"Format:"},{"insert":" Commander | "},{"attributes":{"bold":true},"insert":"Bracket:"},{"insert":" [3]\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Tyvar"},{"insert":" has been a favourite since Kaldheim and after having a blast with him in Brawl building him in Commander felt inevitable. Mono-Green was an unexplored color slot in the collection and "},{"attributes":{"bold":true},"insert":"Tyvar"},{"insert":" was the perfect fit for it. One of the quiet advantages of the deck is that people simply aren't used to seeing "},{"attributes":{"bold":true},"insert":"Tyvar, the Pummeler"},{"insert":" across the table and don't expect the damage output he's capable of, which creates windows that a more well known commander wouldn't get. The element of surprise is a genuine strategic asset here.\nHow to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The gameplan is getting a few creatures on board, generating a ton of mana, doubling power, and alpha striking a player before they realize what hit them. The Nissa package is a core part of the win condition suite with Phyrexian "},{"attributes":{"bold":true},"insert":"Nissa"},{"insert":" being a legitimate standalone win condition when she's on the field. "},{"attributes":{"bold":true},"insert":"Surrak and Goreclaw"},{"insert":" is one of the best cards in the deck, giving your mana creatures haste and letting you pop off in ways the table rarely sees coming since suddenly all your mana dorks are also combat threats. Power doubling from "},{"attributes":{"bold":true},"insert":"Mirkwood Channeler"},{"insert":", "},{"attributes":{"bold":true},"insert":"Evolutionary Escalation"},{"insert":", "},{"attributes":{"bold":true},"insert":"Thickest in the Thicket"},{"insert":", "},{"attributes":{"bold":true},"insert":"Maester Seymour"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Unnatural Growth"},{"insert":" turns "},{"attributes":{"bold":true},"insert":"Tyvar"},{"insert":" and your creatures into enormous threats rapidly, and "},{"attributes":{"bold":true},"insert":"Traverse the Outlands"},{"insert":" provides massive long term ramp that can thin the deck significantly even if you're already ahead on mana.\nNotable Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The mana generation and card draw package is the engine that makes everything else possible. "},{"attributes":{"bold":true},"insert":"Topiary Lecturer"},{"insert":", "},{"attributes":{"bold":true},"insert":"Marwyn, the Nurturer"},{"insert":", "},{"attributes":{"bold":true},"insert":"Kami of Whispered Hopes"},{"insert":", "},{"attributes":{"bold":true},"insert":"Selvala, Heart of the Wilds"},{"insert":", "},{"attributes":{"bold":true},"insert":"Bighorner Rancher"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Growing Rites of Itlimoc"},{"insert":" generate the mana, while "},{"attributes":{"bold":true},"insert":"Season of Gathering"},{"insert":", "},{"attributes":{"bold":true},"insert":"Return of the Wildspeaker"},{"insert":", "},{"attributes":{"bold":true},"insert":"Garruk, Primal Hunter"},{"insert":", "},{"attributes":{"bold":true},"insert":"Rishkar's Expertise"},{"insert":", "},{"attributes":{"bold":true},"insert":"Lifestream's Blessing"},{"insert":", and "},{"attributes":{"bold":true},"insert":"The Legend of Kyoshi"},{"insert":" keep the hand stocked with gas in the mid game to continue applying pressure after the initial surge. "},{"attributes":{"bold":true},"insert":"The Legend of Kyoshi"},{"insert":" deserves a special callout for doing double duty as both a mana generator and a draw engine, which is exceptional value in a single card slot.\nPiloting the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana and cards are the two most important resources in this deck and everything is built around generating as much of both as possible as quickly as possible. The ideal early game is stacking mana creatures and draw pieces quietly before pivoting into a power doubling turn that catches the table off guard. "},{"attributes":{"bold":true},"insert":"Surrak and Goreclaw"},{"insert":" is your signal to go for it since giving your mana creatures haste transforms a ramp turn into a finishing turn instantly. Sequence your power doublers carefully to maximize the damage output on the alpha strike turn and always be looking for a player in range to take out cleanly rather than spreading damage around.\nWeaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is fairly all in on its creatures so mass exile effects and board wipes that bypass indestructible are the toughest cards to play against. Hard control that can counter your power doublers or remove "},{"attributes":{"bold":true},"insert":"Tyvar"},{"insert":" repeatedly can also slow the engine down significantly. The deck rewards being proactive and aggressive so anything that forces you into a reactive position works against the gameplan.\nOpening Hand"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana and a way to buff "},{"attributes":{"bold":true},"insert":"Tyvar"},{"insert":" is the entire consideration for keeping an opening hand. The deck needs to generate mana and cards as its top two priorities and any hand that can't do both of those things reasonably quickly is a mulligan. Going to six to find the right combination of mana creatures and power buffs is absolutely worth it given how explosive the correct opener can be.\nMaybeboard"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The maybeboard contains cards being tested as they become available. The deck feels close to where it wants to be at this point since the explosive sequencing potential is already there, and anything being added is incremental refinement rather than fixing a fundamental problem with the list.\n"}]}































































