Arkonos
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Commander
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{"ops":[{"insert":"Game Plan & Strategy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe Necrobully is not really a traditional lands deck, despite appearances. While it absolutely leverages landfall, recursion, and extra land drops, the actual game plan is less about simply accumulating value and more about creating overlapping threats that force opponents into losing exchanges while repeatedly reusing lands as resources. The Necrobloom itself is often the most obvious card on the battlefield, which can lead opponents to assume it is the primary problem. In reality, the commander functions more as an engine than the actual win condition. The ability to generate Plants and Zombies through landfall is strong, but the truly dangerous part of the card is granting lands in the graveyard dredge. That fundamentally changes how the deck operates. Milling lands becomes beneficial rather than painful, fetchlands become reusable resources, and cards that sacrifice, discard, or recycle lands often end up functioning as acceleration, interaction, or inevitability rather than cost.\n\nBecause of that, the deck rarely wins by relying on a single permanent or deterministic combo line. Instead, it presents a sequence of increasingly dangerous must-answer threats while steadily degrading opponents’ ability to meaningfully interact. A table might spend removal on The Necrobloom, only to lose to Field of the Dead. If they deal with the token engines, Dark Depths becomes a threat. If they survive Marit Lage, Scapeshift into Ob Nixilis, the Fallen may simply remove a player from the game outright. If the board stabilises, Splendid Reclamation can reset everything instantly. If opponents lean too heavily on graveyard or key utility pieces, recursive Boseiju, Bojuka Bog, or Strip Mine effects can become oppressive in their own right. That layered pressure is what defines the deck.\n\nUnlike more linear combo decks, you are not usually trying to assemble one exact deterministic line from turn one. The infinite combos in the deck exist and are absolutely real, but they emerge naturally from overlapping engine pieces rather than representing the primary identity of the list. Most deterministic creature-based loops are opportunistic rather than something you aggressively mulligan toward. If they appear naturally, you take the win. If they do not, the deck is still perfectly capable of crushing a table through token pressure, recursive utility, explosive landfall turns, or simply deploying oversized threats that demand immediate answers.\n\nA large part of piloting the deck correctly is recognising which role you should occupy in a given game. Sometimes you are the aggressor, threatening a fast Dark Depths kill. Sometimes you are the inevitability deck, grinding repeated fetchlands through recursive land engines until opponents are buried under tokens. Sometimes you are effectively a prison deck, hiding behind Glacial Chasm while setting up an inevitable endgame. Sometimes you are simply the midrange threat deck presenting oversized creatures and forcing bad exchanges.\n\nThe biggest mistake newer pilots will make is assuming that “more value” is always the correct line. It often is not. Sometimes the correct play is holding resources, presenting a lesser threat first, or baiting interaction before committing the actual win attempt. Because the deck contains so many individually threatening permanents, sequencing matters enormously.\n\nThis deck wins by making opponents run out of correct answers long before you run out of threats.\n\n\nEarly Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The early turns are about establishing infrastructure without unnecessarily becoming the table’s immediate problem. Unlike faster combo decks, you are not usually trying to produce some explosive turn-three deterministic win. The deck certainly has powerful openings, but most of its strongest games begin with quiet development rather than spectacle. Extra land drops, efficient ramp, fetchlands, utility land access, and graveyard setup are the priorities. The goal is to create the conditions where your midgame becomes dramatically more powerful than everyone else’s.\n\nCards like Exploration, Azusa, Lost but Seeking, Dryad of the Ilysian Grove, Lotus Cobra, Elvish Reclaimer, and your land ramp package are what make the deck function properly. These cards do not necessarily look threatening in isolation, but together they create the mana velocity and land access that allow the deck to transition from fair to deeply unfair very quickly. Fetchlands are particularly important here, not simply for fixing but because they represent repeated triggers, graveyard setup, and future recursion targets. A fetchland in this deck is rarely just a land. It is often future token generation, future mana, future interaction, or future combo material.\n\nThe Necrobloom itself is not always the correct early play, even if available. This is one of the easiest mistakes to make. Casting the commander simply because it is available can sometimes expose your engine before you are positioned to extract meaningful value from it. If your hand is better served by developing extra land drops, assembling utility land access, enabling graveyard recursion, or presenting a different threat first, that is often the stronger line. The early turns should generally feel efficient, rather than dramatic.\n\nA hand that ramps into extra land drops and develops smoothly is often much stronger than a hand full of individually powerful payoff cards that do nothing without setup. Cards like Scute Swarm, Titania, Protector of Argoth, Ob Nixilis, and even Field of the Dead are excellent cards, but deploying them before you can properly leverage them often just invites interaction without forcing meaningful concessions.\n\nOne of the most important early skills with this deck is understanding threat perception. You do not want to look harmless, but you also do not want to announce yourself as the archenemy before your engines are properly online. Less experienced tables may underestimate an Exploration start far more than an obvious combo piece, even when the quieter board is actually more dangerous long term.\n\nThe deck’s strongest openings are the ones where opponents underestimate how quickly your board is about to become unmanageable.\n\n\nMid Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is where the deck becomes genuinely oppressive.\n\nIf the early turns were spent correctly, the midgame is where your resources begin scaling faster than most decks at the table can reasonably keep pace with. Extra land drops are now generating meaningful advantage, recursion engines are online, and previously harmless land drops begin converting directly into pressure. This is where The Necrobloom starts to feel absurd. The token generation is the visible part, and certainly relevant, but the commander’s real strength here is how it reshapes your relationship with the graveyard. Lands in the grave are not dead resources. They are effectively options waiting to be reused, dredged back, replayed, sacrificed, converted into interaction, or weaponised as recurring pressure. This is also where your “secret commanders” begin taking over games.\n\nField of the Dead often becomes one of the most threatening permanents in the deck, because once active it demands very little effort to keep producing pressure. Titania, Protector of Argoth turns land sacrifice into board presence. Scute Swarm transitions from mildly annoying to mathematically absurd. Bristly Bill and Greensleeves can quietly turn otherwise stable board states into lethal threats if ignored. The midgame is less about assembling one exact line and more about identifying what your current board is naturally pushing toward. If you have Lotus Cobra and extra land drops, you may be setting up an explosive mana turn. If Ob Nixilis is online, land recursion becomes direct damage. If Titania is in play, sacrificing lands becomes aggression. If Glacial Chasm is available, you may simply pivot into inevitability instead of racing. If recursive utility lands are online, the correct line may simply be constraining opponents’ resources until your existing engines naturally overwhelm them.\n\nThis is also where Scapeshift becomes one of the most dangerous cards in the deck. A common trap is viewing it purely as utility or setup. While it can absolutely be used that way, it is frequently much closer to a win condition than a support spell. Depending on board state, it can generate lethal damage, overwhelming token presence, explosive mana, or some combination of all three. A properly timed Scapeshift is often the moment a stable game becomes completely unstable.\n\nThe key midgame question is no longer “how do I develop?” but rather:\nWhat does my current board make dangerous and what might I wish to answer?\n\n\n\nLate Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"If this deck reaches a true late game with functional mana and meaningful access to its graveyard or utility lands, it becomes extremely difficult to contain.\n\nBy this stage, individual resource exchanges matter less because your deck is fundamentally operating on a different axis than most opponents. Lands have likely been sacrificed, milled, replayed, dredged, and reused multiple times. Token engines may have already been answered once. Combo pieces may be partially assembled without deliberate effort. Graveyard recursion becomes less about recovering and more about overwhelming, constraining opponents, and repeatedly weaponising utility lands. This is where cards like Splendid Reclamation and Eerie Ultimatum become horrifying. A resolved Splendid Reclamation in the late game is often less a recovery spell and more an immediate threat explosion. Returning a graveyard full of lands with Lotus Cobra, Field of the Dead, The Necrobloom, Scute Swarm, Ob Nixilis, or Felidar Retreat present usually creates such an absurd swing that surviving the spell is often irrelevant. Likewise, Eerie Ultimatum is one of those cards that rarely resolves fairly. If graveyard hate has not kept you in check, the spell often represents an overwhelming board reconstruction that immediately threatens the game.\n\nThis is also where your alternate kill lines become especially important. A stalled board does not actually stop this deck very effectively. Dark Depths remains a compact threat. Shifting Woodland creates unusual kill angles from the graveyard. Greensleeves, Lumra, and your broader token engines can simply present overwhelming board pressure. Craterhoof, Moonshaker, and Finale of Devastation convert any sufficiently wide board into lethal damage. And if combat becomes awkward entirely, Glacial Chasm can buy enormous amounts of time while your engines continue functioning and opponents slowly lose the ability to meaningfully stabilise. The late game with this deck often feels unfair not because of one specific combo, but because opponents eventually realise that answering your battlefield has not actually meaningfully depleted your resources.\n\nSynergies"},{"attributes":{"header":1},"insert":"\n"},{"insert":"One of the reasons this deck feels so oppressive when functioning properly is that very few cards exist in isolation. Most of the list overlaps with multiple engines simultaneously, which means seemingly innocuous development can very quickly snowball into overwhelming advantage. The most fundamental synergy in the deck is between land recursion, extra land drops, and utility land access.\nThat sounds obvious for a lands deck, but in practice it is what turns the shell from fair into dangerous. Playing additional lands each turn is already strong in Commander, but when those lands are repeatedly coming from the graveyard rather than your hand, while also representing reusable interaction or win conditions, the scaling becomes absurd.\n\nFetchlands are the clearest example. In most decks, cracking a fetch is routine fixing. Here, it can represent multiple landfall triggers, graveyard setup, dredge targets, future recursion, future interaction, and sometimes direct damage or token generation depending on what is in play. The Necrobloom sits at the centre of much of this, but not in the way many players initially assume. The token production is strong, but the real synergy lies in the commander’s relationship with dredge. Lands entering the graveyard stop being a loss and start becoming access. Cards that normally feel costly, such as sacrificing lands, milling aggressively, or discarding utility lands, often become actively beneficial because those lands are no longer gone in any meaningful sense. This is what makes effects like Life from the Loam, Crucible of Worlds, Mole Man, Six, and Aftermath Analyst so powerful. They are not merely recursion pieces. They fundamentally alter how resources function in the deck.\n\nThe utility land package overlaps just as heavily.\nStrip Mine is not simply disruption; it is a reusable landfall trigger, a recursion target, and sometimes an attrition engine. Boseiju, Who Endures becomes recurring interaction that many decks struggle to meaningfully stop. Bojuka Bog can become repeatable graveyard hate. Takenuma can quietly recover key creatures at instant speed. Elvish Reclaimer ties much of this together by converting spare lands into whichever utility piece or threat the current board demands.\n\nThe token engines also overlap far more than they first appear. The Necrobloom, Field of the Dead, Scute Swarm, Titania, Protector of Argoth, Felidar Retreat, Greensleeves, and Avenger of Zendikar all create board presence through slightly different angles, but they all contribute toward the same endgame problem for opponents. Even if one engine is removed, the others frequently remain online, and because many are land-based or graveyard-based, they are often more resilient than conventional creature engines. Cards like Skullclamp become significantly stronger in this environment simply because disposable bodies are so readily available.\n\nThe deck also contains several powerful passive synergies that are easy to underestimate. Sylvan Library with The Necrobloom is particularly obnoxious. Replacing additional draws with dredged lands allows you to exploit Library in ways opponents will not appreciate, simultaneously drawing meaningful cards while filling the graveyard with resources you actively want there. Insidious Roots fits naturally into the deck for similar reasons. Exiling cards from graveyards and repeatedly moving cards in and out of the grave already aligns with what the deck wants to do, and the incidental board development can become surprisingly relevant.\n\nThen there are the threat conversion synergies. Ob Nixilis, the Fallen turns what would otherwise be value turns into direct damage. Lotus Cobra converts land recursion into mana explosions. Tireless Provisioner creates alternative resource generation. Nissa, Resurgent Animist does much the same while occasionally tutoring highly relevant finishers. Lumra turns graveyard setup into immediate board presence and explosive recovery. This creates a recurring tension for opponents. A board state that appears to be generating harmless incremental advantage can suddenly become lethal simply because one additional card enters the battlefield and changes what the engine is doing. Shifting Woodland deserves specific mention because it sits between multiple categories at once. It is a utility land, combo enabler, recursion tool, alternate win condition, and sometimes simply the most threatening land on the battlefield.\n\nThis density of overlapping interactions is what gives the deck its resilience. Opponents are rarely shutting down a single isolated plan. More often, they are trying to suppress multiple interconnected engines simultaneously.\n\n\nMulligan Strategy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mulligans with this deck should prioritise functional progression rather than speculative power.\nA hand full of individually strong payoff cards can look tempting, but if it does not actually establish mana, extra land access, utility land progression, or meaningful early development, it is often far weaker than it appears. This deck is at its strongest when its early turns are smooth and efficient. That generally means prioritising hands that contain solid mana, early ramp, extra land effects, fetchlands, utility land access, or recursion infrastructure.\n\nA hand containing Exploration, lands, and acceleration is frequently far stronger than a slower hand full of expensive threats. Likewise, hands with access to fetchlands, Elvish Reclaimer, and strong recursion or utility access are often excellent because they naturally support the deck’s strongest midgame transitions.\n\nThe biggest trap is keeping hands that contain payoff without infrastructure. Cards like Scapeshift, Avenger of Zendikar, Craterhoof, Moonshaker, Eerie Ultimatum, or other expensive haymakers are fantastic cards, but they do not matter if the hand does not actually reach the stage of the game where they become relevant. The same is broadly true of overly reactive hands. Interaction is useful, but this deck is proactive by nature. A hand that can survive but does not meaningfully advance your own engine is often just delaying defeat rather than improving your chances, though recursive utility interaction can be a valid exception.\n\nHands containing Dark Depths pieces can be worth evaluating differently depending on support. A fast Marit Lage line, strong Elvish Reclaimer setup, or Shifting Woodland access can absolutely justify a keep, but hands that rely entirely on assembling cute land interactions without broader functionality should still be approached cautiously. One of the subtler mulligan considerations is threat density versus sequencing. Because the deck contains so many individually dangerous cards, you do not necessarily need the perfect hand. You need a hand that progresses naturally into pressure.\n\nSmooth development is usually more valuable than flashy isolated cards.\n\nThe core mulligan question is simple:\n"},{"attributes":{"bold":true},"insert":"Does this hand meaningfully advance my engine, or am I just hoping to draw into a plan?"},{"insert":"\nIf the answer is the latter, it is usually a mulligan.\n\nPer Card Explanation"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nCommander"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Necrobloom"},{"insert":" – A 2/7 body is underrated. The landfall ability that creates Plants and then Zombie tokens can get out of hand with the land package we have, triggering twice on fetches. The real power comes from lands having dredge 2. Dredge is historically a very powerful ability. Many of the strongest interactions with The Necrobloom and with the deck in general come from lands having dredge. Of course, "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":" effects are made much stronger by the presence of The Necrobloom. Many of the threats in the deck and things we’re looking to set up are designed to take attention away from this commander. Opponents will either recognise the threat correctly and prioritise it with interaction, or think poorly and in a petty fashion and target the commander, which is really more like killing an engine than the main deck build-around card.\n\nArtifacts"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Expedition Map"},{"insert":" – Lets us find specific lands for our gameplan. Depending on the strategy, it is not even terrible to find a "},{"attributes":{"italic":true},"insert":"Verdant Catacombs"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Marsh Flats"},{"insert":" just to start drawing out the colours needed and thinning the deck.\n"},{"attributes":{"bold":true},"insert":"Skullclamp"},{"insert":" – Lots of 0/1 Plants and other small tokens to help with card draw.\n"},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":" – OG.\n"},{"attributes":{"bold":true},"insert":"Crucible of Worlds"},{"insert":" – One of several “play lands from your graveyard” effects in the deck. Works particularly well with being able to play multiple lands per turn.\n\nCreatures"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sylvan Safekeeper"},{"insert":" – Used in some very strong combos, but also allows you to protect key creatures and gives a dredge target.\n"},{"insert":{"card-link":"Elvish Reclaimer"}},{"insert":" - Worst case its a late game 3/3 for 1, fits well in the game plan, happy to see it in most draws.\n"},{"attributes":{"bold":true},"insert":"Aftermath Analyst"},{"insert":" – Another combo enabler. Mills to our benefit usually and has a "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":" effect on it.\n"},{"attributes":{"bold":true},"insert":"Bristly Bill, Spine Sower"},{"insert":" – Bill is a Plant and he loves lands and +1/+1 counters, so he fits very well in the deck between all of the Plants, land synergies, and counter generation. He is not far off being a secret commander and can really get things out of control if left unchecked. Great synergy with "},{"attributes":{"italic":true},"insert":"Insidious Roots"},{"insert":" and The Necrobloom.\n"},{"attributes":{"bold":true},"insert":"Lotus Cobra"},{"insert":" – Good early game, especially when we can play multiple lands.\n"},{"attributes":{"bold":true},"insert":"Wight of the Reliquary"},{"insert":" – Early game he seems fine until he is a 7/7 by turn 3 without much effort. He is another way we can find key lands for our gameplan. As much as he can become the threat, we want to find lands that either become a bigger threat, replace him as the threat, or make targeting him feel redundant, such as "},{"attributes":{"italic":true},"insert":"Glacial Chasm"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Azusa, Lost but Seeking"},{"insert":" – Massive enabler of the gameplan. The best thing about lands decks is that getting ahead on mana is not the real payoff for having more lands, but in every other deck that is still a big problem. For us, it gets worse in the best possible way.\n"},{"attributes":{"bold":true},"insert":"Dryad of the Ilysian Grove"},{"insert":" – Similar to Azusa, but a bigger body and fixes mana instantly.\n"},{"attributes":{"bold":true},"insert":"Eternal Witness"},{"insert":" – There is a recursion package in the deck and E-Wit is here as a catch-all for what the deck does not normally target. Can still get lands we need if they are in the graveyard or have already been consumed, such as "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":".\n"},{"insert":{"card-link":"Grave Researcher // Reanimate"}},{"insert":" - Fuels the grave with surveil and lets me filter whilst also getting key pieces out of the grave.\n"},{"attributes":{"bold":true},"insert":"Loot, Exuberant Explorer"},{"insert":" – Fun addition to the build. Additional land access, thick body, and if played later in the game a single filter could yield a game-ending creature. Plays well early with "},{"attributes":{"italic":true},"insert":"Sol Ring"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Lotus Cobra"},{"insert":" because you can feasibly tap him early for general value and acceleration.\n"},{"attributes":{"bold":true},"insert":"Nissa, Resurgent Animist"},{"insert":" – Similar to "},{"attributes":{"italic":true},"insert":"Lotus Cobra"},{"insert":" but also has a very powerful tutor function. We only have three other Elves ("},{"attributes":{"italic":true},"insert":"Aftermath Analyst"},{"insert":", "},{"attributes":{"italic":true},"insert":"Tireless Provisioner"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Turntimber Sower"},{"insert":"). Two of those are used in many near game-ending combos, and the other is an excellent setup piece before a "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" and just generally for the deck. There are four Elementals in the deck, three of which contribute directly to ending the game due to their powerful effects, and the cheapest one ("},{"attributes":{"italic":true},"insert":"Titania, Voice of Gaea"},{"insert":") benefits us for playing lands while also combining with another land in the deck to create a very powerful finisher.\n"},{"insert":{"card-link":"Mole Man, Moloid Master"}},{"insert":" – "},{"attributes":{"italic":true},"insert":"Crucible of Worlds"},{"insert":" on a body with a powerfully synergistic Landfall ability. Fuels the graveyard and token overrun strategies.\n"},{"attributes":{"bold":true},"insert":"Scute Swarm"},{"insert":" – Necrobloom on crack. Once you hit the threshold it starts multiplying exponentially. If you play this with five lands before playing a fetchland, you end up with four total "},{"attributes":{"italic":true},"insert":"Scute Swarms"},{"insert":" off a single land if that land is the fetch. If you can play multiple lands, this can take over the game in a couple of turns.\n"},{"attributes":{"bold":true},"insert":"Six"},{"insert":" – Another graveyard retrieval piece that lets us fuel the grave and get back lands too. Retrace on nonland permanents is quite strong, particularly for reusing cards like "},{"attributes":{"italic":true},"insert":"Expedition Map"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Aftermath Analyst"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Tireless Provisioner"},{"insert":" – Another strong landfall creature, another Elf, and this card is used in some of our strongest combos. The idea is never to seek the combos since they are almost entirely creature reliant and we are not running proper creature tutors for this purpose, so I will not hesitate to play this when I think I can get value from it. The combos are gravy and for emergencies if I can manage to execute.\n"},{"attributes":{"bold":true},"insert":"Titania, Voice of Gaea"},{"insert":" – Landfall is when lands ETB. This is when lands enter the graveyard from anywhere, including milling or "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":", though it is instance limited, so sending ten lands at the same time still only yields 2 life. Her biggest upside is being able to meld with a land into a game-ending creature.\n"},{"attributes":{"bold":true},"insert":"Icetill Explorer"},{"insert":" – A big upgrade from a recent set. Has basically everything you want to see on a lands-matter creature.\n"},{"insert":{"card-link":"Greensleeves, Maro-Sorcerer"}},{"insert":" - Power and toughness is amazing in this deck and it comes with a sweet landfall ability.\n"},{"attributes":{"bold":true},"insert":"Ob Nixilis, the Fallen"},{"insert":" – Being able to play lands from the graveyard and play, say, three lands per turn shows very quickly why this is crazy, especially if you can play a fetch each time and then fetch another land for a total of six triggers. I have won with this being out and "},{"attributes":{"italic":true},"insert":"Scapeshifting"},{"insert":" into a "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"The Gitrog Monster"},{"insert":" – Good card draw, plays into our theme overall, and was probably the original commander for the shell of this deck and its best cards. It benefits most from being able to play lands from the graveyard.\n"},{"attributes":{"bold":true},"insert":"Titania, Protector of Argoth"},{"insert":" – A bit of a secret commander. Left unchecked, this can get well out of hand, and being able to reanimate a key land is nice.\n"},{"attributes":{"bold":true},"insert":"Avenger of Zendikar"},{"insert":" – Make lots of Plants, buff the Plants. Notably, this buffs Plant creatures, so you can target The Necrobloom.\n"},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" - Incredible in this deck. Worst case its a staunch defender. It's "},{"insert":{"card-link":"Splendid Reclamation"}},{"insert":" on a big body. \n"},{"attributes":{"bold":true},"insert":"Elesh Norn, Grand Cenobite"},{"insert":" – Buffs the shit out of all our tokens (Plants and Zombies) while weakening opponents’ boards. Sometimes this is all that is needed to win.\n"},{"attributes":{"bold":true},"insert":"Craterhoof Behemoth"},{"insert":" – Classic kill strategy here. "},{"attributes":{"italic":true},"insert":"Finale of Devastation"},{"insert":" can also find this to turn what might have been a big token summoning turn (with summoning sick 0/1 Plants) into you swinging with twenty 30/31 Plants with trample and haste.\n"},{"attributes":{"bold":true},"insert":"Moonshaker Cavalry"},{"insert":" – Craterhoof, but flying and white.\n\n\nEnchantments"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Exploration"},{"insert":" – Perfect card in this deck.\n"},{"attributes":{"bold":true},"insert":"Insidious Roots"},{"insert":" – This card almost feels designed for this deck both in theme and mechanics. The first ability is great and ramps us even harder, while the second paired with "},{"attributes":{"italic":true},"insert":"Avenger of Zendikar"},{"insert":" is actually nuts.\n"},{"attributes":{"bold":true},"insert":"Sylvan Library"},{"insert":" – This is where we get into some rules-lawyer situations. The Necrobloom can allow you to replace your draw with dredge 2 for a land. This allows us to engage with "},{"attributes":{"italic":true},"insert":"Sylvan Library"},{"insert":" by replacing up to both additional draws with land dredges, thereby essentially drawing three cards while also fuelling our graveyard for an eventual "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":" or whatever else. Nobody will be pleased to see this.\n"},{"attributes":{"bold":true},"insert":"Felidar Retreat"},{"insert":" – Another card that can really accelerate the board state and close games out. If you already have a lot of tokens, just buff them. If you are worried about a board wipe, take the tokens so you are rebuilding immediately. Also, because it triggers per land, a "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" can turn your Plants into 8/9s in a single turn and let you swing for the win that way.\n\nLands"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Argoth, Sanctum of Nature"},{"insert":" – Melds with "},{"attributes":{"italic":true},"insert":"Titania, Voice of Gaea"},{"insert":". Can also make Bear tokens and mill. Bit odd and expensive, so I probably would not look to use it often, but you never know.\n"},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" - Fetchable graveyard hate. Can also recur this with Necrobloom dredge and using Gitrog and other effects to sac it, like land tutors.\n"},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" - Recurable interaction that is almost never stopped on the stack. Worst case its a Forest, best case it's a more oppressive "},{"insert":{"card-link":"Strip Mine"}},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Dark Depths"},{"insert":" – Game ender. Can be achieved early in the game too. Very unlikely to ever activate this fairly. Usually using "},{"attributes":{"italic":true},"insert":"Thespian’s Stage"},{"insert":" to copy it without counters or "},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"insert":" to copy it from the graveyard.\n"},{"insert":{"card-link":"Dryad Arbor"}},{"insert":"- Fetchable with creature and land tutors, triggers landfall and creature death costs, good skullclamp target for recurable card draw.\n"},{"attributes":{"bold":true},"insert":"Field of the Dead"},{"insert":" – An even more difficult token generator to deal with than anything else in the deck. Can also be considered a secret commander.\n"},{"attributes":{"bold":true},"insert":"Glacial Chasm"},{"insert":" – Part of many lock combos that stop us from taking damage so long as we can bring it back each turn without paying cumulative costs. Buys time to win.\n"},{"attributes":{"bold":true},"insert":"Indatha Triome"},{"insert":" – Cycling is handy and can trigger some cards by entering the graveyard. Card draw in a pinch.\n"},{"attributes":{"bold":true},"insert":"Phyrexian Tower"},{"insert":" – Turn a Plant into {B}{B}.\n"},{"attributes":{"bold":true},"insert":"Shifting Woodland"},{"insert":" – Secret commander. Does not care about ETBs, but loves passive effects like landfall. Great partner for "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" and part of a number of infinite combos in the deck. Can copy Field of the Dead.\n"},{"attributes":{"bold":true},"insert":"Strip Mine"},{"insert":" – Rude card to manage opponents’ land resources. Handy for removing their only source of a colour and gives a constant dredge target.\n"},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":"- Like Boseiju just not as powerful, can bring back a high value creature at instant speed and helps fuel the grave.\n"},{"attributes":{"bold":true},"insert":"Thespian’s Stage"},{"insert":" – Mostly here to copy "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" and get Marit Lage, but can also copy "},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"insert":" or fetchlands.\n"},{"insert":{"card-link":"Westvale Abbey // Ormendahl, Profane Prince"}},{"insert":" – Turn Plants into a 9/7 Demon Prince with flying, lifelink, indestructible, and haste. Sounds good.\n\nSorceries"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Reanimate"},{"insert":" – One of the ways we can benefit from milling or "},{"attributes":{"italic":true},"insert":"Entomb"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Farseek"},{"insert":" – Land pls.\n"},{"attributes":{"bold":true},"insert":"Finale of Devastation"},{"insert":" – Overrun effect and often targeting a force multiplier like "},{"attributes":{"italic":true},"insert":"Craterhoof Behemoth"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Avenger of Zendikar"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Life from the Loam"},{"insert":" – The original land dredger. Another little engine to get through the deck and find what we need.\n"},{"attributes":{"bold":true},"insert":"Nature’s Lore"},{"insert":" – Forest please.\n"},{"attributes":{"bold":true},"insert":"Three Visits"},{"insert":" – Forest please.\n"},{"attributes":{"bold":true},"insert":"Sylvan Awakening"},{"insert":" – A VERY FUNNY, ON-THEME ALTERNATE WINCON. You could use this just to gain tempo, but it is way funnier to swing twenty 2/2 lands in for a win. Another great setup for an overrun effect.\n"},{"attributes":{"bold":true},"insert":"Toxic Deluge"},{"insert":" – Pairs well with "},{"attributes":{"italic":true},"insert":"Elesh Norn"},{"insert":", but while this hurts us like it hurts everyone, The Necrobloom is fat and many of our enabling cards are also fat. Unless you are using this as a proper wipe, targeted low-toughness removal is where this shines.\n"},{"attributes":{"bold":true},"insert":"Victimize"},{"insert":" – Sacrifice a Plant to find "},{"attributes":{"italic":true},"insert":"Elesh Norn"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Avenger of Zendikar"},{"insert":"? Do not mind if I do.\n"},{"attributes":{"bold":true},"insert":"Culling Ritual"},{"insert":" – Very funny way to remove all your opponents’ mana rocks, dorks, and tokens. All those Treasure tokens and so on are gone. Of course it hits you too, but you do not care because you can make more Plants and Zombies and now you have 40 mana to use.\n"},{"attributes":{"bold":true},"insert":"Scapeshift"},{"insert":" – One of the most potent cards in the deck, but can encourage greed. If there is not a better play with five or six lands out, just play it if it aligns with what you are doing.\n"},{"attributes":{"bold":true},"insert":"Splendid Reclamation"},{"insert":" – "},{"attributes":{"italic":true},"insert":"Scapeshift’s"},{"insert":" partner in crime. This is almost never bad to draw. Huge in this deck.\n"},{"attributes":{"bold":true},"insert":"Eerie Ultimatum"},{"insert":" – Probably one of the most disgusting cards to see in the late game if your graveyard has not been hated into oblivion. A funny kill could be using "},{"attributes":{"italic":true},"insert":"Sylvan Awakening"},{"insert":" to weaken opponents, then "},{"attributes":{"italic":true},"insert":"Toxic Deluge"},{"insert":" to kill all your lands, then "},{"attributes":{"italic":true},"insert":"Eerie Ultimatum"},{"insert":" to bring them all back with "},{"attributes":{"italic":true},"insert":"Ob Nixilis"},{"insert":" out to drain the table to death. Honestly though, if you resolve this, you kind of just win most of the time.\n\nInstants"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Corrupted Conviction"},{"insert":" – Sac a Plant and draw two? Yes please.\n"},{"attributes":{"bold":true},"insert":"Crop Rotation"},{"insert":" – Game changer. Lets us find a key land. A neat combo to consider is targeting your just-played "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" to put "},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"insert":" into play, then activating Woodland to turn into "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" and immediately create Marit Lage, for a measly five mana and seemingly out of nowhere.\nSince it is an instant, you can also keep a single Forest open, tap it, then sacrifice it to find "},{"attributes":{"italic":true},"insert":"Argoth, Sanctum of Nature"},{"insert":" so that when your turn starts, "},{"attributes":{"italic":true},"insert":"Titania, Voice of Gaea"},{"insert":" melds into "},{"attributes":{"italic":true},"insert":"Titania, Gaea Incarnate"},{"insert":" and you are set to end the game.\n"},{"attributes":{"bold":true},"insert":"Entomb"},{"insert":" – Actually probably underplayed in my experience and I should include it in more decks. This fetches any card in the whole deck for one mana at instant speed and puts it in the graveyard. Any land dredge target, anything for E-Wit or "},{"attributes":{"italic":true},"insert":"Six"},{"insert":", it can do it. This is one of the most powerful cards in the deck because it can get whatever you need. You just need to figure out how to get it out of the graveyard and into play.\n"},{"attributes":{"bold":true},"insert":"Path to Exile"},{"insert":" – Removal.\n"},{"attributes":{"bold":true},"insert":"Swords to Plowshares"},{"insert":" – Removal.\n"},{"attributes":{"bold":true},"insert":"Assassin’s Trophy"},{"insert":" – Removal for permanents, particularly annoying things like opposing graveyard hate.\n"},{"attributes":{"bold":true},"insert":"Deadly Dispute"},{"insert":" – Sac a Plant, get a Treasure, and draw two? Sign me up.\n"},{"attributes":{"bold":true},"insert":"Rite of Harmony"},{"insert":" – Can often seem a bit poo, but do not be afraid to play this, then play a fetchland triggering The Necrobloom for two Plants and drawing two cards. Pay two, draw two is already solid value.\nObviously there are the crazier turns where you make four or more tokens off a fetch, can play multiple lands, replace draws with dredges to get lands back, replay the fetch, and keep triggering it again. Also has flashback, so it does not hurt to see it milled.\n"},{"attributes":{"bold":true},"insert":"Chord of Calling"},{"insert":" – Really the only proper creature tutor in the deck and mostly here for "},{"attributes":{"italic":true},"insert":"Craterhoof"},{"insert":" overrun effects.\n"},{"attributes":{"bold":true},"insert":"Realms Uncharted"},{"insert":" – This is busted in this deck and is a genuine lose/lose for opponents because if you cast this at the end of your last opponent’s turn, you can simply dredge whatever gets binned back into your hand. At minimum this is pay four, tutor for four amazing lands that further your gameplan, and potentially play the two that got put in the graveyard anyway.\n\nMeld Creature"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Titania, Gaea Incarnate"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"\"Vigilance, reach, trample, haste."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Titania’s power and toughness are each equal to the number of lands you control."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"When Titania enters, return all land cards from your graveyard to the battlefield tapped."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"3G: Put four +1/+1 counters on target land you control. It becomes a 0/0 Elemental creature with haste. It is still a land.\""},{"insert":"\n\nKinda speaks for itself.\n\nCombos & Win Lines"},{"attributes":{"header":1},"insert":"\n"},{"insert":"While this deck contains genuine infinite combos, they are not the primary identity of the list.\nMost games are won through overwhelming board states, explosive landfall turns, or layered inevitability rather than deliberately assembling deterministic loops. The combo package exists because many of the cards that naturally belong in a strong lands shell happen to overlap into absurd interactions. If those lines appear, you absolutely take them, but this is not a deck that mulligans aggressively toward creature combo assembly.\nThat said, understanding the available lines matters.\n\nDark Depths Lines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The cleanest and most compact kill package in the deck revolves around "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":".\nThe classic line with "},{"attributes":{"italic":true},"insert":"Thespian’s Stage"},{"insert":" is straightforward. Copy "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" with Stage, create a version without the ice counters, and immediately make Marit Lage. It is efficient, compact, and ends games very quickly.\nThe stronger interaction in this deck is actually "},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"insert":".\nBecause Woodland becomes a copy of a permanent already in the graveyard rather than entering as that permanent, "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" sitting in the graveyard is still a live combo piece. This means milling it, discarding it, sacrificing it, or even deliberately tutoring it into the graveyard with "},{"attributes":{"italic":true},"insert":"Entomb"},{"insert":" is often perfectly acceptable.\nThis makes "},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"insert":" one of the nastiest lands in the deck because opponents often fail to respect how threatening it actually is.\n"},{"attributes":{"italic":true},"insert":"Crop Rotation"},{"insert":" makes these lines even nastier.\nOne particularly funny line involves playing "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":", then using "},{"attributes":{"italic":true},"insert":"Crop Rotation"},{"insert":" to sacrifice it and find "},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"insert":". With threshold online, Woodland can immediately become the sacrificed "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" and create Marit Lage seemingly out of nowhere.\n\nScapeshift Explosion Lines"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" is one of the most dangerous cards in the deck and should often be treated as a win condition rather than merely a setup tool.\nWith "},{"attributes":{"italic":true},"insert":"Ob Nixilis, the Fallen"},{"insert":" in play, it becomes direct damage capable of outright killing players. Sacrificing a large land count and immediately replacing those lands creates a lethal amount of landfall triggers surprisingly quickly.\nWith "},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"insert":", it becomes instant board presence.\nWith "},{"attributes":{"italic":true},"insert":"Lotus Cobra"},{"insert":", it becomes explosive mana generation.\nWith "},{"attributes":{"italic":true},"insert":"Felidar Retreat"},{"insert":", it becomes immediate combat lethality.\nWith The Necrobloom, it often does several of these things at once.\nThe most disgusting turns are the ones where multiple overlapping engines are already online and "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" simply converts a previously stable board into total chaos.\nThe important thing to avoid here is greed.\nIt is easy to stare at "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" waiting for the “perfect” turn and die with it in hand. Sometimes the correct play is simply advancing your board aggressively rather than trying to engineer magical Christmasland.\n\nSplendid Reclamation Lines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"If "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" is the front-loaded nuclear option, "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":" is the delayed one.\nThis deck naturally fills its graveyard with fetchlands, sacrificed lands, milled lands, utility lands, and combo pieces. "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":" weaponises all of that at once.\nWith landfall payoffs online, this is frequently a game-ending spell.\nReturning ten or more lands while "},{"attributes":{"italic":true},"insert":"The Necrobloom"},{"insert":", "},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"insert":", "},{"attributes":{"italic":true},"insert":"Ob Nixilis"},{"insert":", "},{"attributes":{"italic":true},"insert":"Lotus Cobra"},{"insert":", "},{"attributes":{"italic":true},"insert":"Scute Swarm"},{"insert":", "},{"attributes":{"italic":true},"insert":"Felidar Retreat"},{"insert":", or "},{"attributes":{"italic":true},"insert":"Tireless Provisioner"},{"insert":" are present often creates such overwhelming advantage that opponents surviving the spell technically resolving becomes mostly irrelevant.\nOne of the filthier practical kill lines is simply:\n"},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" aggressively, fill the graveyard, then follow with "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":".\nIf the first wave did not kill the table, the second often does.\n\nInfinite Woodland Loops"},{"attributes":{"header":2},"insert":"\n"},{"insert":"These are the deck’s true deterministic combo lines.\nThe core engine revolves around:\n"},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Aftermath Analyst"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Sylvan Safekeeper"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Once threshold is active and sufficient lands are available, Woodland can become a copy of Aftermath Analyst, sacrifice itself, and return a graveyard full of lands. With the appropriate supporting engine, this becomes deterministic.\nThe supporting card determines what happens next.\nWith "},{"attributes":{"italic":true},"insert":"Lotus Cobra"},{"insert":", those returning lands generate infinite coloured mana.\nWith "},{"attributes":{"italic":true},"insert":"Tireless Provisioner"},{"insert":", they generate infinite Treasures, mana, and landfall.\nWith "},{"attributes":{"italic":true},"insert":"Nissa, Resurgent Animist"},{"insert":", they generate infinite mana and repeated triggers.\nWith the appropriate mana-positive support, the loop generates effectively infinite mana, landfall triggers, sacrifice triggers, or whatever your current board converts those resources into.\nThe exact finish depends on what else is present, but once the loop begins, the deck effectively has access to infinite landfall triggers, infinite sacrifice triggers, infinite mana, and generally the end of the game.\nThese lines are very real, but they are still secondary to the broader gameplan because the deck does not aggressively tutor creatures specifically to assemble them.\nIf they happen naturally, fantastic.\nIf not, the deck is still absurd.\n\nGlacial Chasm Lock Lines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"These are less flashy, but frequently just as oppressive.\nWith:\n"},{"attributes":{"italic":true},"insert":"Glacial Chasm"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"extra land drops"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"graveyard land recursion"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"you can repeatedly replay "},{"attributes":{"italic":true},"insert":"Glacial Chasm"},{"insert":" without ever paying cumulative upkeep.\nThis effectively shuts combat damage off as a meaningful axis against you.\nThe supporting recursion piece can vary:\n"},{"attributes":{"italic":true},"insert":"Crucible of Worlds"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mole Man, Moloid Master"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Life from the Loam"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Dryad of the Ilysian Grove"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Azusa"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Icetill Explorer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"The Gitrog Monster"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The exact configuration matters less than the result.\nAgainst creature-heavy decks, this often feels like a soft lock.\nIt does not technically win the game on its own, but in practice it buys enough time for your actual win conditions to become inevitable.\n\nToken Overrun Finishes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sometimes the combo line is simply making an unreasonable number of creatures and attacking.\nThe deck produces absurd board states naturally through:\nThe Necrobloom"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Scute Swarm"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Titania"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Turntimber Sower"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Felidar Retreat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Avenger of Zendikar"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Greensleeves, Maro-Sorcerer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Once sufficiently wide, the finishers are obvious:\n"},{"attributes":{"italic":true},"insert":"Craterhoof Behemoth"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Moonshaker Cavalry"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Finale of Devastation"},{"insert":"\nThis is often cleaner than trying to force elaborate combo lines and should not be underestimated simply because it is honest combat.\n\nCombat Finishes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Whilst never usually the primary focus, having access to big beaters can provide a sufficient deterrence, political swing and a win to swing out and win.\n"},{"attributes":{"italic":true},"insert":"Greensleeves, Maro-Sorcerer"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Lumra"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Marit Lage"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"#232323","color":"#e3e3e3","italic":true},"insert":"Ormendahl, Profane Prince"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Titania, Gaea Incarnate"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Bristly Bill, Spine Sower (Slowly)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Wight of the Reliquary"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAlternate Win Lines"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Sylvan Awakening"},{"insert":" turning a huge mana base into an attacking army is absolutely real.\nTechnically you could also cause opponents to concede through Glacial Chasm loops and Strip Mine + Boseiju Loops that dismantle their entire board state and reset them whilst not letting their creatures deal damage to you.\n\nChange Log"},{"attributes":{"header":2},"insert":"\n\n"},{"insert":"2026-05-20\n- "},{"insert":{"card-link":"Ramunap Excavator"}},{"insert":" \n+ "},{"insert":{"card-link":"Mole Man, Moloid Master"}},{"insert":" \n\nRamunap Excavator is solid in its role, worthy of being in the deck should I need more access to the graveyard lands.\nMole Man, Moloid Master is strictly better. I'm not too worried about the body. I'm mostly looking at the ceiling on the landfall ability. To make more tokens for overrun and have them contribute to graveyard fuel is amazing.\n\nImpact: I expect this will allow me to position myself better in slower games.\n\n___________________________________\n2026-05-20\n- "},{"insert":{"card-link":"Overgrown Farmland"}},{"insert":" \n+ "},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" \n\nOvergrown Farmland enters tapped turn one and maybe two, can't be fetched and is generally there for mana fixing and a different land name.\nTakenuma is a recurable instant speed setup for playing a milled value piece or game ending creature. I'm not playing any walkers, but obviously its value increases if I decide to. Worst case its a swamp.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws. Plus Boseiju is actually a top 10 card in this deck.\n___________________________________\n2026-05-20\n- "},{"insert":{"card-link":"Reflecting Pool"}},{"insert":" \n+ "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" \n\nReflecting pool is fine, but its not fetchable and doesn't have any utility. It's main functions of mana fixing and having a different name for triggers would probably be better suited to be replaced by a fetchable forest.\nBoseiju should have been auto-included, not sure why I didn't. It's a recurable interaction piece that is extremely difficult to interact with and worst case its a forest. I'm very excited to loop this off dredge and decimate opponents key pieces.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws. Plus Boseiju is actually a top 10 card in this deck.\n___________________________________\n2026-05-20\n- "},{"insert":{"card-link":"Spelunking"}},{"insert":" \n+ "},{"insert":{"card-link":"Greensleeves, Maro-Sorcerer"}},{"insert":" \n\nSpelunking seems like a high value lands card at first glance but when you realise its a 3 cost (half my deck is 3 cost) and I only card about the lands coming in untapped you begin to realise the situations it is useful in and I'm not always able to get it into play in preparation i.e. Turn 3 Spelunking, Turn 4 Scapeshift ? Unlikely.\nGreensleeves honestly seems like something I should have included from the start and it may be underrated. The protection is thematic but the landfall trigger and the Multani power toughness mechanic is great for early threat and defense.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws.\n___________________________________\n2026-05-20\n- "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" \n+ "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" \n\nReliquary Tower was mostly there for a utility effect that can accommodate the odd situation in which I'm overdrawing and gives another named land for Necrobloom and Field of the Dead.\nBojuka Bog is something I might actually choose to search for and in a sacrifice and recur scenario (Gitrog with dredge 2 for lands or play from grave) I can lock opponent graveyards.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws.\n___________________________________\n2026-05-20\n- "},{"insert":{"card-link":"Turntimber Ranger"}},{"insert":" \n+ "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" \n\nTurntimber had a lot of nice relevant details in theory but overall it was weak and slow for what it was doing compared to the rest of the deck.\nDryad Arbor offers a recurable land and creature that I can sacrifice to Skullclamp or a creature sac spell and get value, as well as land sac and recursion value. Chord of Calling for X=0 to cheat a land into play for a landfall trigger etc.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws.\n___________________________________\n2026-05-19 \n- "},{"insert":{"card-link":"Rumbleweed"}},{"insert":" \n+ "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" \n\nBudget "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" that I'm really only hoping to draw into or find if I don't have better options and all my lands are in play.\nLumra is another "},{"insert":{"card-link":"Splendid Reclamation"}},{"insert":" effect and is technically bigger and cheaper. If I bring in "},{"insert":{"card-link":"Fierce Empath"}},{"insert":" then Lumra is a great target for early pressure.\n\nImpact: Just refining at this stage for flexibility, usability and less meh or dead draws. To be fair, Lumra looks like an auto-include.\n___________________________________\n2026-05-19 \n- "},{"insert":{"card-link":"Badgermole Cub"}},{"insert":"\n+"},{"insert":{"card-link":"Elvish Reclaimer"}},{"insert":" \n\nBadgermole mostly acted as a dork, niche tech to give "},{"insert":{"card-link":"Strip Mine"}},{"insert":" and other sac lands a second life. Mostly meh.\nElvish Reclaimer is a slow, expensive "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" but its a 3/4 for 1 mana, which is sometimes on turn 2 and having more land tutoring is great.\n\nImpact: Just refining at this stage for flexibility, usability and less meh or dead draws.\n___________________________________\n2026-05-19 \n- "},{"insert":{"card-link":"Buried Alive"}},{"insert":" \n+ "},{"insert":{"card-link":"Grave Researcher // Reanimate"}},{"insert":" \n\nBuried Alive seems like a great tutor if you're running a heavy reanimation package or reanimation commander/deck, but in this deck it can totally whiff.\nGrave Researcher solves the problem of getting the creatures out of the graveyard and also fuels my lands into the graveyard strategy, giving dredge targets and nice filtering.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws.\n\n\n"}]}
Commander
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.)
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

Commander
(CTRL to add secondary)
Creature
Creature
(CTRL to add secondary)
Draw
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

Draw
(CTRL to add secondary)
Finisher
Finisher
(CTRL to add secondary)
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

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

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
(CTRL to add secondary)
Landfall
Greensleeves, Maro-Sorcerer
Protection from planeswalkers and from Wizards
Greensleeves's power and toughness are each equal to the number of lands you control.
Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.
Greensleeves's power and toughness are each equal to the number of lands you control.
Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.
Legendary Creature - Elemental Sorcerer

Landfall
(CTRL to add secondary)
Ramp
Loot, Exuberant Explorer
You may play an additional land on each of your turns.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
, : Look at the top six cards of your library. You may reveal a creature card with mana value less than or equal to the number of lands you control from among them and put it onto the battlefield. Put the rest on the bottom in a random order.
Legendary Creature - Beast Noble

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

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

Ramp
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Recursion
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

Titania, Voice of Gaea
Reach
Whenever one or more land cards are put into your graveyard from anywhere, you gain 2 life.
At the beginning of your upkeep, if there are four or more land cards in your graveyard and you both own and control Titania, Voice of Gaea and a land named Argoth, Sanctum of Nature, exile them, then meld them into Titania, Gaea Incarnate.
Whenever one or more land cards are put into your graveyard from anywhere, you gain 2 life.
At the beginning of your upkeep, if there are four or more land cards in your graveyard and you both own and control Titania, Voice of Gaea and a land named Argoth, Sanctum of Nature, exile them, then meld them into Titania, Gaea Incarnate.
Legendary Creature - Elemental

Recursion
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Removal
Removal
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Tokens
Tokens
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Tutor
Tutor
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Sideboard
Titania, Gaea Incarnate
Reach, vigilance, trample, haste
Titania's power and toughness are each equal to the number of lands you control.
When Titania enters, return all land cards from your graveyard to the battlefield tapped.
: Put four +1/+1 counters on target land you control. It becomes a 0/0 Elemental creature with haste. It's still a land.
Titania's power and toughness are each equal to the number of lands you control.
When Titania enters, return all land cards from your graveyard to the battlefield tapped.
: Put four +1/+1 counters on target land you control. It becomes a 0/0 Elemental creature with haste. It's still a land.
Legendary Creature - Avatar Elemental

Sideboard
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Maybeboard
Kodama of the East Tree
Reach
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Spirit

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Game Plan & Strategy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe Necrobully is not really a traditional lands deck, despite appearances. While it absolutely leverages landfall, recursion, and extra land drops, the actual game plan is less about simply accumulating value and more about creating overlapping threats that force opponents into losing exchanges while repeatedly reusing lands as resources. The Necrobloom itself is often the most obvious card on the battlefield, which can lead opponents to assume it is the primary problem. In reality, the commander functions more as an engine than the actual win condition. The ability to generate Plants and Zombies through landfall is strong, but the truly dangerous part of the card is granting lands in the graveyard dredge. That fundamentally changes how the deck operates. Milling lands becomes beneficial rather than painful, fetchlands become reusable resources, and cards that sacrifice, discard, or recycle lands often end up functioning as acceleration, interaction, or inevitability rather than cost.\n\nBecause of that, the deck rarely wins by relying on a single permanent or deterministic combo line. Instead, it presents a sequence of increasingly dangerous must-answer threats while steadily degrading opponents’ ability to meaningfully interact. A table might spend removal on The Necrobloom, only to lose to Field of the Dead. If they deal with the token engines, Dark Depths becomes a threat. If they survive Marit Lage, Scapeshift into Ob Nixilis, the Fallen may simply remove a player from the game outright. If the board stabilises, Splendid Reclamation can reset everything instantly. If opponents lean too heavily on graveyard or key utility pieces, recursive Boseiju, Bojuka Bog, or Strip Mine effects can become oppressive in their own right. That layered pressure is what defines the deck.\n\nUnlike more linear combo decks, you are not usually trying to assemble one exact deterministic line from turn one. The infinite combos in the deck exist and are absolutely real, but they emerge naturally from overlapping engine pieces rather than representing the primary identity of the list. Most deterministic creature-based loops are opportunistic rather than something you aggressively mulligan toward. If they appear naturally, you take the win. If they do not, the deck is still perfectly capable of crushing a table through token pressure, recursive utility, explosive landfall turns, or simply deploying oversized threats that demand immediate answers.\n\nA large part of piloting the deck correctly is recognising which role you should occupy in a given game. Sometimes you are the aggressor, threatening a fast Dark Depths kill. Sometimes you are the inevitability deck, grinding repeated fetchlands through recursive land engines until opponents are buried under tokens. Sometimes you are effectively a prison deck, hiding behind Glacial Chasm while setting up an inevitable endgame. Sometimes you are simply the midrange threat deck presenting oversized creatures and forcing bad exchanges.\n\nThe biggest mistake newer pilots will make is assuming that “more value” is always the correct line. It often is not. Sometimes the correct play is holding resources, presenting a lesser threat first, or baiting interaction before committing the actual win attempt. Because the deck contains so many individually threatening permanents, sequencing matters enormously.\n\nThis deck wins by making opponents run out of correct answers long before you run out of threats.\n\n\nEarly Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The early turns are about establishing infrastructure without unnecessarily becoming the table’s immediate problem. Unlike faster combo decks, you are not usually trying to produce some explosive turn-three deterministic win. The deck certainly has powerful openings, but most of its strongest games begin with quiet development rather than spectacle. Extra land drops, efficient ramp, fetchlands, utility land access, and graveyard setup are the priorities. The goal is to create the conditions where your midgame becomes dramatically more powerful than everyone else’s.\n\nCards like Exploration, Azusa, Lost but Seeking, Dryad of the Ilysian Grove, Lotus Cobra, Elvish Reclaimer, and your land ramp package are what make the deck function properly. These cards do not necessarily look threatening in isolation, but together they create the mana velocity and land access that allow the deck to transition from fair to deeply unfair very quickly. Fetchlands are particularly important here, not simply for fixing but because they represent repeated triggers, graveyard setup, and future recursion targets. A fetchland in this deck is rarely just a land. It is often future token generation, future mana, future interaction, or future combo material.\n\nThe Necrobloom itself is not always the correct early play, even if available. This is one of the easiest mistakes to make. Casting the commander simply because it is available can sometimes expose your engine before you are positioned to extract meaningful value from it. If your hand is better served by developing extra land drops, assembling utility land access, enabling graveyard recursion, or presenting a different threat first, that is often the stronger line. The early turns should generally feel efficient, rather than dramatic.\n\nA hand that ramps into extra land drops and develops smoothly is often much stronger than a hand full of individually powerful payoff cards that do nothing without setup. Cards like Scute Swarm, Titania, Protector of Argoth, Ob Nixilis, and even Field of the Dead are excellent cards, but deploying them before you can properly leverage them often just invites interaction without forcing meaningful concessions.\n\nOne of the most important early skills with this deck is understanding threat perception. You do not want to look harmless, but you also do not want to announce yourself as the archenemy before your engines are properly online. Less experienced tables may underestimate an Exploration start far more than an obvious combo piece, even when the quieter board is actually more dangerous long term.\n\nThe deck’s strongest openings are the ones where opponents underestimate how quickly your board is about to become unmanageable.\n\n\nMid Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is where the deck becomes genuinely oppressive.\n\nIf the early turns were spent correctly, the midgame is where your resources begin scaling faster than most decks at the table can reasonably keep pace with. Extra land drops are now generating meaningful advantage, recursion engines are online, and previously harmless land drops begin converting directly into pressure. This is where The Necrobloom starts to feel absurd. The token generation is the visible part, and certainly relevant, but the commander’s real strength here is how it reshapes your relationship with the graveyard. Lands in the grave are not dead resources. They are effectively options waiting to be reused, dredged back, replayed, sacrificed, converted into interaction, or weaponised as recurring pressure. This is also where your “secret commanders” begin taking over games.\n\nField of the Dead often becomes one of the most threatening permanents in the deck, because once active it demands very little effort to keep producing pressure. Titania, Protector of Argoth turns land sacrifice into board presence. Scute Swarm transitions from mildly annoying to mathematically absurd. Bristly Bill and Greensleeves can quietly turn otherwise stable board states into lethal threats if ignored. The midgame is less about assembling one exact line and more about identifying what your current board is naturally pushing toward. If you have Lotus Cobra and extra land drops, you may be setting up an explosive mana turn. If Ob Nixilis is online, land recursion becomes direct damage. If Titania is in play, sacrificing lands becomes aggression. If Glacial Chasm is available, you may simply pivot into inevitability instead of racing. If recursive utility lands are online, the correct line may simply be constraining opponents’ resources until your existing engines naturally overwhelm them.\n\nThis is also where Scapeshift becomes one of the most dangerous cards in the deck. A common trap is viewing it purely as utility or setup. While it can absolutely be used that way, it is frequently much closer to a win condition than a support spell. Depending on board state, it can generate lethal damage, overwhelming token presence, explosive mana, or some combination of all three. A properly timed Scapeshift is often the moment a stable game becomes completely unstable.\n\nThe key midgame question is no longer “how do I develop?” but rather:\nWhat does my current board make dangerous and what might I wish to answer?\n\n\n\nLate Game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"If this deck reaches a true late game with functional mana and meaningful access to its graveyard or utility lands, it becomes extremely difficult to contain.\n\nBy this stage, individual resource exchanges matter less because your deck is fundamentally operating on a different axis than most opponents. Lands have likely been sacrificed, milled, replayed, dredged, and reused multiple times. Token engines may have already been answered once. Combo pieces may be partially assembled without deliberate effort. Graveyard recursion becomes less about recovering and more about overwhelming, constraining opponents, and repeatedly weaponising utility lands. This is where cards like Splendid Reclamation and Eerie Ultimatum become horrifying. A resolved Splendid Reclamation in the late game is often less a recovery spell and more an immediate threat explosion. Returning a graveyard full of lands with Lotus Cobra, Field of the Dead, The Necrobloom, Scute Swarm, Ob Nixilis, or Felidar Retreat present usually creates such an absurd swing that surviving the spell is often irrelevant. Likewise, Eerie Ultimatum is one of those cards that rarely resolves fairly. If graveyard hate has not kept you in check, the spell often represents an overwhelming board reconstruction that immediately threatens the game.\n\nThis is also where your alternate kill lines become especially important. A stalled board does not actually stop this deck very effectively. Dark Depths remains a compact threat. Shifting Woodland creates unusual kill angles from the graveyard. Greensleeves, Lumra, and your broader token engines can simply present overwhelming board pressure. Craterhoof, Moonshaker, and Finale of Devastation convert any sufficiently wide board into lethal damage. And if combat becomes awkward entirely, Glacial Chasm can buy enormous amounts of time while your engines continue functioning and opponents slowly lose the ability to meaningfully stabilise. The late game with this deck often feels unfair not because of one specific combo, but because opponents eventually realise that answering your battlefield has not actually meaningfully depleted your resources.\n\nSynergies"},{"attributes":{"header":1},"insert":"\n"},{"insert":"One of the reasons this deck feels so oppressive when functioning properly is that very few cards exist in isolation. Most of the list overlaps with multiple engines simultaneously, which means seemingly innocuous development can very quickly snowball into overwhelming advantage. The most fundamental synergy in the deck is between land recursion, extra land drops, and utility land access.\nThat sounds obvious for a lands deck, but in practice it is what turns the shell from fair into dangerous. Playing additional lands each turn is already strong in Commander, but when those lands are repeatedly coming from the graveyard rather than your hand, while also representing reusable interaction or win conditions, the scaling becomes absurd.\n\nFetchlands are the clearest example. In most decks, cracking a fetch is routine fixing. Here, it can represent multiple landfall triggers, graveyard setup, dredge targets, future recursion, future interaction, and sometimes direct damage or token generation depending on what is in play. The Necrobloom sits at the centre of much of this, but not in the way many players initially assume. The token production is strong, but the real synergy lies in the commander’s relationship with dredge. Lands entering the graveyard stop being a loss and start becoming access. Cards that normally feel costly, such as sacrificing lands, milling aggressively, or discarding utility lands, often become actively beneficial because those lands are no longer gone in any meaningful sense. This is what makes effects like Life from the Loam, Crucible of Worlds, Mole Man, Six, and Aftermath Analyst so powerful. They are not merely recursion pieces. They fundamentally alter how resources function in the deck.\n\nThe utility land package overlaps just as heavily.\nStrip Mine is not simply disruption; it is a reusable landfall trigger, a recursion target, and sometimes an attrition engine. Boseiju, Who Endures becomes recurring interaction that many decks struggle to meaningfully stop. Bojuka Bog can become repeatable graveyard hate. Takenuma can quietly recover key creatures at instant speed. Elvish Reclaimer ties much of this together by converting spare lands into whichever utility piece or threat the current board demands.\n\nThe token engines also overlap far more than they first appear. The Necrobloom, Field of the Dead, Scute Swarm, Titania, Protector of Argoth, Felidar Retreat, Greensleeves, and Avenger of Zendikar all create board presence through slightly different angles, but they all contribute toward the same endgame problem for opponents. Even if one engine is removed, the others frequently remain online, and because many are land-based or graveyard-based, they are often more resilient than conventional creature engines. Cards like Skullclamp become significantly stronger in this environment simply because disposable bodies are so readily available.\n\nThe deck also contains several powerful passive synergies that are easy to underestimate. Sylvan Library with The Necrobloom is particularly obnoxious. Replacing additional draws with dredged lands allows you to exploit Library in ways opponents will not appreciate, simultaneously drawing meaningful cards while filling the graveyard with resources you actively want there. Insidious Roots fits naturally into the deck for similar reasons. Exiling cards from graveyards and repeatedly moving cards in and out of the grave already aligns with what the deck wants to do, and the incidental board development can become surprisingly relevant.\n\nThen there are the threat conversion synergies. Ob Nixilis, the Fallen turns what would otherwise be value turns into direct damage. Lotus Cobra converts land recursion into mana explosions. Tireless Provisioner creates alternative resource generation. Nissa, Resurgent Animist does much the same while occasionally tutoring highly relevant finishers. Lumra turns graveyard setup into immediate board presence and explosive recovery. This creates a recurring tension for opponents. A board state that appears to be generating harmless incremental advantage can suddenly become lethal simply because one additional card enters the battlefield and changes what the engine is doing. Shifting Woodland deserves specific mention because it sits between multiple categories at once. It is a utility land, combo enabler, recursion tool, alternate win condition, and sometimes simply the most threatening land on the battlefield.\n\nThis density of overlapping interactions is what gives the deck its resilience. Opponents are rarely shutting down a single isolated plan. More often, they are trying to suppress multiple interconnected engines simultaneously.\n\n\nMulligan Strategy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mulligans with this deck should prioritise functional progression rather than speculative power.\nA hand full of individually strong payoff cards can look tempting, but if it does not actually establish mana, extra land access, utility land progression, or meaningful early development, it is often far weaker than it appears. This deck is at its strongest when its early turns are smooth and efficient. That generally means prioritising hands that contain solid mana, early ramp, extra land effects, fetchlands, utility land access, or recursion infrastructure.\n\nA hand containing Exploration, lands, and acceleration is frequently far stronger than a slower hand full of expensive threats. Likewise, hands with access to fetchlands, Elvish Reclaimer, and strong recursion or utility access are often excellent because they naturally support the deck’s strongest midgame transitions.\n\nThe biggest trap is keeping hands that contain payoff without infrastructure. Cards like Scapeshift, Avenger of Zendikar, Craterhoof, Moonshaker, Eerie Ultimatum, or other expensive haymakers are fantastic cards, but they do not matter if the hand does not actually reach the stage of the game where they become relevant. The same is broadly true of overly reactive hands. Interaction is useful, but this deck is proactive by nature. A hand that can survive but does not meaningfully advance your own engine is often just delaying defeat rather than improving your chances, though recursive utility interaction can be a valid exception.\n\nHands containing Dark Depths pieces can be worth evaluating differently depending on support. A fast Marit Lage line, strong Elvish Reclaimer setup, or Shifting Woodland access can absolutely justify a keep, but hands that rely entirely on assembling cute land interactions without broader functionality should still be approached cautiously. One of the subtler mulligan considerations is threat density versus sequencing. Because the deck contains so many individually dangerous cards, you do not necessarily need the perfect hand. You need a hand that progresses naturally into pressure.\n\nSmooth development is usually more valuable than flashy isolated cards.\n\nThe core mulligan question is simple:\n"},{"attributes":{"bold":true},"insert":"Does this hand meaningfully advance my engine, or am I just hoping to draw into a plan?"},{"insert":"\nIf the answer is the latter, it is usually a mulligan.\n\nPer Card Explanation"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nCommander"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Necrobloom"},{"insert":" – A 2/7 body is underrated. The landfall ability that creates Plants and then Zombie tokens can get out of hand with the land package we have, triggering twice on fetches. The real power comes from lands having dredge 2. Dredge is historically a very powerful ability. Many of the strongest interactions with The Necrobloom and with the deck in general come from lands having dredge. Of course, "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":" effects are made much stronger by the presence of The Necrobloom. Many of the threats in the deck and things we’re looking to set up are designed to take attention away from this commander. Opponents will either recognise the threat correctly and prioritise it with interaction, or think poorly and in a petty fashion and target the commander, which is really more like killing an engine than the main deck build-around card.\n\nArtifacts"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Expedition Map"},{"insert":" – Lets us find specific lands for our gameplan. Depending on the strategy, it is not even terrible to find a "},{"attributes":{"italic":true},"insert":"Verdant Catacombs"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Marsh Flats"},{"insert":" just to start drawing out the colours needed and thinning the deck.\n"},{"attributes":{"bold":true},"insert":"Skullclamp"},{"insert":" – Lots of 0/1 Plants and other small tokens to help with card draw.\n"},{"attributes":{"bold":true},"insert":"Sol Ring"},{"insert":" – OG.\n"},{"attributes":{"bold":true},"insert":"Crucible of Worlds"},{"insert":" – One of several “play lands from your graveyard” effects in the deck. Works particularly well with being able to play multiple lands per turn.\n\nCreatures"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sylvan Safekeeper"},{"insert":" – Used in some very strong combos, but also allows you to protect key creatures and gives a dredge target.\n"},{"insert":{"card-link":"Elvish Reclaimer"}},{"insert":" - Worst case its a late game 3/3 for 1, fits well in the game plan, happy to see it in most draws.\n"},{"attributes":{"bold":true},"insert":"Aftermath Analyst"},{"insert":" – Another combo enabler. Mills to our benefit usually and has a "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":" effect on it.\n"},{"attributes":{"bold":true},"insert":"Bristly Bill, Spine Sower"},{"insert":" – Bill is a Plant and he loves lands and +1/+1 counters, so he fits very well in the deck between all of the Plants, land synergies, and counter generation. He is not far off being a secret commander and can really get things out of control if left unchecked. Great synergy with "},{"attributes":{"italic":true},"insert":"Insidious Roots"},{"insert":" and The Necrobloom.\n"},{"attributes":{"bold":true},"insert":"Lotus Cobra"},{"insert":" – Good early game, especially when we can play multiple lands.\n"},{"attributes":{"bold":true},"insert":"Wight of the Reliquary"},{"insert":" – Early game he seems fine until he is a 7/7 by turn 3 without much effort. He is another way we can find key lands for our gameplan. As much as he can become the threat, we want to find lands that either become a bigger threat, replace him as the threat, or make targeting him feel redundant, such as "},{"attributes":{"italic":true},"insert":"Glacial Chasm"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Azusa, Lost but Seeking"},{"insert":" – Massive enabler of the gameplan. The best thing about lands decks is that getting ahead on mana is not the real payoff for having more lands, but in every other deck that is still a big problem. For us, it gets worse in the best possible way.\n"},{"attributes":{"bold":true},"insert":"Dryad of the Ilysian Grove"},{"insert":" – Similar to Azusa, but a bigger body and fixes mana instantly.\n"},{"attributes":{"bold":true},"insert":"Eternal Witness"},{"insert":" – There is a recursion package in the deck and E-Wit is here as a catch-all for what the deck does not normally target. Can still get lands we need if they are in the graveyard or have already been consumed, such as "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":".\n"},{"insert":{"card-link":"Grave Researcher // Reanimate"}},{"insert":" - Fuels the grave with surveil and lets me filter whilst also getting key pieces out of the grave.\n"},{"attributes":{"bold":true},"insert":"Loot, Exuberant Explorer"},{"insert":" – Fun addition to the build. Additional land access, thick body, and if played later in the game a single filter could yield a game-ending creature. Plays well early with "},{"attributes":{"italic":true},"insert":"Sol Ring"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Lotus Cobra"},{"insert":" because you can feasibly tap him early for general value and acceleration.\n"},{"attributes":{"bold":true},"insert":"Nissa, Resurgent Animist"},{"insert":" – Similar to "},{"attributes":{"italic":true},"insert":"Lotus Cobra"},{"insert":" but also has a very powerful tutor function. We only have three other Elves ("},{"attributes":{"italic":true},"insert":"Aftermath Analyst"},{"insert":", "},{"attributes":{"italic":true},"insert":"Tireless Provisioner"},{"insert":", and "},{"attributes":{"italic":true},"insert":"Turntimber Sower"},{"insert":"). Two of those are used in many near game-ending combos, and the other is an excellent setup piece before a "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" and just generally for the deck. There are four Elementals in the deck, three of which contribute directly to ending the game due to their powerful effects, and the cheapest one ("},{"attributes":{"italic":true},"insert":"Titania, Voice of Gaea"},{"insert":") benefits us for playing lands while also combining with another land in the deck to create a very powerful finisher.\n"},{"insert":{"card-link":"Mole Man, Moloid Master"}},{"insert":" – "},{"attributes":{"italic":true},"insert":"Crucible of Worlds"},{"insert":" on a body with a powerfully synergistic Landfall ability. Fuels the graveyard and token overrun strategies.\n"},{"attributes":{"bold":true},"insert":"Scute Swarm"},{"insert":" – Necrobloom on crack. Once you hit the threshold it starts multiplying exponentially. If you play this with five lands before playing a fetchland, you end up with four total "},{"attributes":{"italic":true},"insert":"Scute Swarms"},{"insert":" off a single land if that land is the fetch. If you can play multiple lands, this can take over the game in a couple of turns.\n"},{"attributes":{"bold":true},"insert":"Six"},{"insert":" – Another graveyard retrieval piece that lets us fuel the grave and get back lands too. Retrace on nonland permanents is quite strong, particularly for reusing cards like "},{"attributes":{"italic":true},"insert":"Expedition Map"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Aftermath Analyst"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Tireless Provisioner"},{"insert":" – Another strong landfall creature, another Elf, and this card is used in some of our strongest combos. The idea is never to seek the combos since they are almost entirely creature reliant and we are not running proper creature tutors for this purpose, so I will not hesitate to play this when I think I can get value from it. The combos are gravy and for emergencies if I can manage to execute.\n"},{"attributes":{"bold":true},"insert":"Titania, Voice of Gaea"},{"insert":" – Landfall is when lands ETB. This is when lands enter the graveyard from anywhere, including milling or "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":", though it is instance limited, so sending ten lands at the same time still only yields 2 life. Her biggest upside is being able to meld with a land into a game-ending creature.\n"},{"attributes":{"bold":true},"insert":"Icetill Explorer"},{"insert":" – A big upgrade from a recent set. Has basically everything you want to see on a lands-matter creature.\n"},{"insert":{"card-link":"Greensleeves, Maro-Sorcerer"}},{"insert":" - Power and toughness is amazing in this deck and it comes with a sweet landfall ability.\n"},{"attributes":{"bold":true},"insert":"Ob Nixilis, the Fallen"},{"insert":" – Being able to play lands from the graveyard and play, say, three lands per turn shows very quickly why this is crazy, especially if you can play a fetch each time and then fetch another land for a total of six triggers. I have won with this being out and "},{"attributes":{"italic":true},"insert":"Scapeshifting"},{"insert":" into a "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"The Gitrog Monster"},{"insert":" – Good card draw, plays into our theme overall, and was probably the original commander for the shell of this deck and its best cards. It benefits most from being able to play lands from the graveyard.\n"},{"attributes":{"bold":true},"insert":"Titania, Protector of Argoth"},{"insert":" – A bit of a secret commander. Left unchecked, this can get well out of hand, and being able to reanimate a key land is nice.\n"},{"attributes":{"bold":true},"insert":"Avenger of Zendikar"},{"insert":" – Make lots of Plants, buff the Plants. Notably, this buffs Plant creatures, so you can target The Necrobloom.\n"},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" - Incredible in this deck. Worst case its a staunch defender. It's "},{"insert":{"card-link":"Splendid Reclamation"}},{"insert":" on a big body. \n"},{"attributes":{"bold":true},"insert":"Elesh Norn, Grand Cenobite"},{"insert":" – Buffs the shit out of all our tokens (Plants and Zombies) while weakening opponents’ boards. Sometimes this is all that is needed to win.\n"},{"attributes":{"bold":true},"insert":"Craterhoof Behemoth"},{"insert":" – Classic kill strategy here. "},{"attributes":{"italic":true},"insert":"Finale of Devastation"},{"insert":" can also find this to turn what might have been a big token summoning turn (with summoning sick 0/1 Plants) into you swinging with twenty 30/31 Plants with trample and haste.\n"},{"attributes":{"bold":true},"insert":"Moonshaker Cavalry"},{"insert":" – Craterhoof, but flying and white.\n\n\nEnchantments"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Exploration"},{"insert":" – Perfect card in this deck.\n"},{"attributes":{"bold":true},"insert":"Insidious Roots"},{"insert":" – This card almost feels designed for this deck both in theme and mechanics. The first ability is great and ramps us even harder, while the second paired with "},{"attributes":{"italic":true},"insert":"Avenger of Zendikar"},{"insert":" is actually nuts.\n"},{"attributes":{"bold":true},"insert":"Sylvan Library"},{"insert":" – This is where we get into some rules-lawyer situations. The Necrobloom can allow you to replace your draw with dredge 2 for a land. This allows us to engage with "},{"attributes":{"italic":true},"insert":"Sylvan Library"},{"insert":" by replacing up to both additional draws with land dredges, thereby essentially drawing three cards while also fuelling our graveyard for an eventual "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":" or whatever else. Nobody will be pleased to see this.\n"},{"attributes":{"bold":true},"insert":"Felidar Retreat"},{"insert":" – Another card that can really accelerate the board state and close games out. If you already have a lot of tokens, just buff them. If you are worried about a board wipe, take the tokens so you are rebuilding immediately. Also, because it triggers per land, a "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" can turn your Plants into 8/9s in a single turn and let you swing for the win that way.\n\nLands"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Argoth, Sanctum of Nature"},{"insert":" – Melds with "},{"attributes":{"italic":true},"insert":"Titania, Voice of Gaea"},{"insert":". Can also make Bear tokens and mill. Bit odd and expensive, so I probably would not look to use it often, but you never know.\n"},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" - Fetchable graveyard hate. Can also recur this with Necrobloom dredge and using Gitrog and other effects to sac it, like land tutors.\n"},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" - Recurable interaction that is almost never stopped on the stack. Worst case its a Forest, best case it's a more oppressive "},{"insert":{"card-link":"Strip Mine"}},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Dark Depths"},{"insert":" – Game ender. Can be achieved early in the game too. Very unlikely to ever activate this fairly. Usually using "},{"attributes":{"italic":true},"insert":"Thespian’s Stage"},{"insert":" to copy it without counters or "},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"insert":" to copy it from the graveyard.\n"},{"insert":{"card-link":"Dryad Arbor"}},{"insert":"- Fetchable with creature and land tutors, triggers landfall and creature death costs, good skullclamp target for recurable card draw.\n"},{"attributes":{"bold":true},"insert":"Field of the Dead"},{"insert":" – An even more difficult token generator to deal with than anything else in the deck. Can also be considered a secret commander.\n"},{"attributes":{"bold":true},"insert":"Glacial Chasm"},{"insert":" – Part of many lock combos that stop us from taking damage so long as we can bring it back each turn without paying cumulative costs. Buys time to win.\n"},{"attributes":{"bold":true},"insert":"Indatha Triome"},{"insert":" – Cycling is handy and can trigger some cards by entering the graveyard. Card draw in a pinch.\n"},{"attributes":{"bold":true},"insert":"Phyrexian Tower"},{"insert":" – Turn a Plant into {B}{B}.\n"},{"attributes":{"bold":true},"insert":"Shifting Woodland"},{"insert":" – Secret commander. Does not care about ETBs, but loves passive effects like landfall. Great partner for "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" and part of a number of infinite combos in the deck. Can copy Field of the Dead.\n"},{"attributes":{"bold":true},"insert":"Strip Mine"},{"insert":" – Rude card to manage opponents’ land resources. Handy for removing their only source of a colour and gives a constant dredge target.\n"},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":"- Like Boseiju just not as powerful, can bring back a high value creature at instant speed and helps fuel the grave.\n"},{"attributes":{"bold":true},"insert":"Thespian’s Stage"},{"insert":" – Mostly here to copy "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" and get Marit Lage, but can also copy "},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"insert":" or fetchlands.\n"},{"insert":{"card-link":"Westvale Abbey // Ormendahl, Profane Prince"}},{"insert":" – Turn Plants into a 9/7 Demon Prince with flying, lifelink, indestructible, and haste. Sounds good.\n\nSorceries"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Reanimate"},{"insert":" – One of the ways we can benefit from milling or "},{"attributes":{"italic":true},"insert":"Entomb"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Farseek"},{"insert":" – Land pls.\n"},{"attributes":{"bold":true},"insert":"Finale of Devastation"},{"insert":" – Overrun effect and often targeting a force multiplier like "},{"attributes":{"italic":true},"insert":"Craterhoof Behemoth"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Avenger of Zendikar"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Life from the Loam"},{"insert":" – The original land dredger. Another little engine to get through the deck and find what we need.\n"},{"attributes":{"bold":true},"insert":"Nature’s Lore"},{"insert":" – Forest please.\n"},{"attributes":{"bold":true},"insert":"Three Visits"},{"insert":" – Forest please.\n"},{"attributes":{"bold":true},"insert":"Sylvan Awakening"},{"insert":" – A VERY FUNNY, ON-THEME ALTERNATE WINCON. You could use this just to gain tempo, but it is way funnier to swing twenty 2/2 lands in for a win. Another great setup for an overrun effect.\n"},{"attributes":{"bold":true},"insert":"Toxic Deluge"},{"insert":" – Pairs well with "},{"attributes":{"italic":true},"insert":"Elesh Norn"},{"insert":", but while this hurts us like it hurts everyone, The Necrobloom is fat and many of our enabling cards are also fat. Unless you are using this as a proper wipe, targeted low-toughness removal is where this shines.\n"},{"attributes":{"bold":true},"insert":"Victimize"},{"insert":" – Sacrifice a Plant to find "},{"attributes":{"italic":true},"insert":"Elesh Norn"},{"insert":" and "},{"attributes":{"italic":true},"insert":"Avenger of Zendikar"},{"insert":"? Do not mind if I do.\n"},{"attributes":{"bold":true},"insert":"Culling Ritual"},{"insert":" – Very funny way to remove all your opponents’ mana rocks, dorks, and tokens. All those Treasure tokens and so on are gone. Of course it hits you too, but you do not care because you can make more Plants and Zombies and now you have 40 mana to use.\n"},{"attributes":{"bold":true},"insert":"Scapeshift"},{"insert":" – One of the most potent cards in the deck, but can encourage greed. If there is not a better play with five or six lands out, just play it if it aligns with what you are doing.\n"},{"attributes":{"bold":true},"insert":"Splendid Reclamation"},{"insert":" – "},{"attributes":{"italic":true},"insert":"Scapeshift’s"},{"insert":" partner in crime. This is almost never bad to draw. Huge in this deck.\n"},{"attributes":{"bold":true},"insert":"Eerie Ultimatum"},{"insert":" – Probably one of the most disgusting cards to see in the late game if your graveyard has not been hated into oblivion. A funny kill could be using "},{"attributes":{"italic":true},"insert":"Sylvan Awakening"},{"insert":" to weaken opponents, then "},{"attributes":{"italic":true},"insert":"Toxic Deluge"},{"insert":" to kill all your lands, then "},{"attributes":{"italic":true},"insert":"Eerie Ultimatum"},{"insert":" to bring them all back with "},{"attributes":{"italic":true},"insert":"Ob Nixilis"},{"insert":" out to drain the table to death. Honestly though, if you resolve this, you kind of just win most of the time.\n\nInstants"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Corrupted Conviction"},{"insert":" – Sac a Plant and draw two? Yes please.\n"},{"attributes":{"bold":true},"insert":"Crop Rotation"},{"insert":" – Game changer. Lets us find a key land. A neat combo to consider is targeting your just-played "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" to put "},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"insert":" into play, then activating Woodland to turn into "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" and immediately create Marit Lage, for a measly five mana and seemingly out of nowhere.\nSince it is an instant, you can also keep a single Forest open, tap it, then sacrifice it to find "},{"attributes":{"italic":true},"insert":"Argoth, Sanctum of Nature"},{"insert":" so that when your turn starts, "},{"attributes":{"italic":true},"insert":"Titania, Voice of Gaea"},{"insert":" melds into "},{"attributes":{"italic":true},"insert":"Titania, Gaea Incarnate"},{"insert":" and you are set to end the game.\n"},{"attributes":{"bold":true},"insert":"Entomb"},{"insert":" – Actually probably underplayed in my experience and I should include it in more decks. This fetches any card in the whole deck for one mana at instant speed and puts it in the graveyard. Any land dredge target, anything for E-Wit or "},{"attributes":{"italic":true},"insert":"Six"},{"insert":", it can do it. This is one of the most powerful cards in the deck because it can get whatever you need. You just need to figure out how to get it out of the graveyard and into play.\n"},{"attributes":{"bold":true},"insert":"Path to Exile"},{"insert":" – Removal.\n"},{"attributes":{"bold":true},"insert":"Swords to Plowshares"},{"insert":" – Removal.\n"},{"attributes":{"bold":true},"insert":"Assassin’s Trophy"},{"insert":" – Removal for permanents, particularly annoying things like opposing graveyard hate.\n"},{"attributes":{"bold":true},"insert":"Deadly Dispute"},{"insert":" – Sac a Plant, get a Treasure, and draw two? Sign me up.\n"},{"attributes":{"bold":true},"insert":"Rite of Harmony"},{"insert":" – Can often seem a bit poo, but do not be afraid to play this, then play a fetchland triggering The Necrobloom for two Plants and drawing two cards. Pay two, draw two is already solid value.\nObviously there are the crazier turns where you make four or more tokens off a fetch, can play multiple lands, replace draws with dredges to get lands back, replay the fetch, and keep triggering it again. Also has flashback, so it does not hurt to see it milled.\n"},{"attributes":{"bold":true},"insert":"Chord of Calling"},{"insert":" – Really the only proper creature tutor in the deck and mostly here for "},{"attributes":{"italic":true},"insert":"Craterhoof"},{"insert":" overrun effects.\n"},{"attributes":{"bold":true},"insert":"Realms Uncharted"},{"insert":" – This is busted in this deck and is a genuine lose/lose for opponents because if you cast this at the end of your last opponent’s turn, you can simply dredge whatever gets binned back into your hand. At minimum this is pay four, tutor for four amazing lands that further your gameplan, and potentially play the two that got put in the graveyard anyway.\n\nMeld Creature"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Titania, Gaea Incarnate"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"\"Vigilance, reach, trample, haste."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Titania’s power and toughness are each equal to the number of lands you control."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"When Titania enters, return all land cards from your graveyard to the battlefield tapped."},{"insert":"\n"},{"attributes":{"italic":true},"insert":"3G: Put four +1/+1 counters on target land you control. It becomes a 0/0 Elemental creature with haste. It is still a land.\""},{"insert":"\n\nKinda speaks for itself.\n\nCombos & Win Lines"},{"attributes":{"header":1},"insert":"\n"},{"insert":"While this deck contains genuine infinite combos, they are not the primary identity of the list.\nMost games are won through overwhelming board states, explosive landfall turns, or layered inevitability rather than deliberately assembling deterministic loops. The combo package exists because many of the cards that naturally belong in a strong lands shell happen to overlap into absurd interactions. If those lines appear, you absolutely take them, but this is not a deck that mulligans aggressively toward creature combo assembly.\nThat said, understanding the available lines matters.\n\nDark Depths Lines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The cleanest and most compact kill package in the deck revolves around "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":".\nThe classic line with "},{"attributes":{"italic":true},"insert":"Thespian’s Stage"},{"insert":" is straightforward. Copy "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" with Stage, create a version without the ice counters, and immediately make Marit Lage. It is efficient, compact, and ends games very quickly.\nThe stronger interaction in this deck is actually "},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"insert":".\nBecause Woodland becomes a copy of a permanent already in the graveyard rather than entering as that permanent, "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" sitting in the graveyard is still a live combo piece. This means milling it, discarding it, sacrificing it, or even deliberately tutoring it into the graveyard with "},{"attributes":{"italic":true},"insert":"Entomb"},{"insert":" is often perfectly acceptable.\nThis makes "},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"insert":" one of the nastiest lands in the deck because opponents often fail to respect how threatening it actually is.\n"},{"attributes":{"italic":true},"insert":"Crop Rotation"},{"insert":" makes these lines even nastier.\nOne particularly funny line involves playing "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":", then using "},{"attributes":{"italic":true},"insert":"Crop Rotation"},{"insert":" to sacrifice it and find "},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"insert":". With threshold online, Woodland can immediately become the sacrificed "},{"attributes":{"italic":true},"insert":"Dark Depths"},{"insert":" and create Marit Lage seemingly out of nowhere.\n\nScapeshift Explosion Lines"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" is one of the most dangerous cards in the deck and should often be treated as a win condition rather than merely a setup tool.\nWith "},{"attributes":{"italic":true},"insert":"Ob Nixilis, the Fallen"},{"insert":" in play, it becomes direct damage capable of outright killing players. Sacrificing a large land count and immediately replacing those lands creates a lethal amount of landfall triggers surprisingly quickly.\nWith "},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"insert":", it becomes instant board presence.\nWith "},{"attributes":{"italic":true},"insert":"Lotus Cobra"},{"insert":", it becomes explosive mana generation.\nWith "},{"attributes":{"italic":true},"insert":"Felidar Retreat"},{"insert":", it becomes immediate combat lethality.\nWith The Necrobloom, it often does several of these things at once.\nThe most disgusting turns are the ones where multiple overlapping engines are already online and "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" simply converts a previously stable board into total chaos.\nThe important thing to avoid here is greed.\nIt is easy to stare at "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" waiting for the “perfect” turn and die with it in hand. Sometimes the correct play is simply advancing your board aggressively rather than trying to engineer magical Christmasland.\n\nSplendid Reclamation Lines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"If "},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" is the front-loaded nuclear option, "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":" is the delayed one.\nThis deck naturally fills its graveyard with fetchlands, sacrificed lands, milled lands, utility lands, and combo pieces. "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":" weaponises all of that at once.\nWith landfall payoffs online, this is frequently a game-ending spell.\nReturning ten or more lands while "},{"attributes":{"italic":true},"insert":"The Necrobloom"},{"insert":", "},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"insert":", "},{"attributes":{"italic":true},"insert":"Ob Nixilis"},{"insert":", "},{"attributes":{"italic":true},"insert":"Lotus Cobra"},{"insert":", "},{"attributes":{"italic":true},"insert":"Scute Swarm"},{"insert":", "},{"attributes":{"italic":true},"insert":"Felidar Retreat"},{"insert":", or "},{"attributes":{"italic":true},"insert":"Tireless Provisioner"},{"insert":" are present often creates such overwhelming advantage that opponents surviving the spell technically resolving becomes mostly irrelevant.\nOne of the filthier practical kill lines is simply:\n"},{"attributes":{"italic":true},"insert":"Scapeshift"},{"insert":" aggressively, fill the graveyard, then follow with "},{"attributes":{"italic":true},"insert":"Splendid Reclamation"},{"insert":".\nIf the first wave did not kill the table, the second often does.\n\nInfinite Woodland Loops"},{"attributes":{"header":2},"insert":"\n"},{"insert":"These are the deck’s true deterministic combo lines.\nThe core engine revolves around:\n"},{"attributes":{"italic":true},"insert":"Shifting Woodland"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Aftermath Analyst"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Sylvan Safekeeper"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Once threshold is active and sufficient lands are available, Woodland can become a copy of Aftermath Analyst, sacrifice itself, and return a graveyard full of lands. With the appropriate supporting engine, this becomes deterministic.\nThe supporting card determines what happens next.\nWith "},{"attributes":{"italic":true},"insert":"Lotus Cobra"},{"insert":", those returning lands generate infinite coloured mana.\nWith "},{"attributes":{"italic":true},"insert":"Tireless Provisioner"},{"insert":", they generate infinite Treasures, mana, and landfall.\nWith "},{"attributes":{"italic":true},"insert":"Nissa, Resurgent Animist"},{"insert":", they generate infinite mana and repeated triggers.\nWith the appropriate mana-positive support, the loop generates effectively infinite mana, landfall triggers, sacrifice triggers, or whatever your current board converts those resources into.\nThe exact finish depends on what else is present, but once the loop begins, the deck effectively has access to infinite landfall triggers, infinite sacrifice triggers, infinite mana, and generally the end of the game.\nThese lines are very real, but they are still secondary to the broader gameplan because the deck does not aggressively tutor creatures specifically to assemble them.\nIf they happen naturally, fantastic.\nIf not, the deck is still absurd.\n\nGlacial Chasm Lock Lines"},{"attributes":{"header":2},"insert":"\n"},{"insert":"These are less flashy, but frequently just as oppressive.\nWith:\n"},{"attributes":{"italic":true},"insert":"Glacial Chasm"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"extra land drops"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"graveyard land recursion"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"you can repeatedly replay "},{"attributes":{"italic":true},"insert":"Glacial Chasm"},{"insert":" without ever paying cumulative upkeep.\nThis effectively shuts combat damage off as a meaningful axis against you.\nThe supporting recursion piece can vary:\n"},{"attributes":{"italic":true},"insert":"Crucible of Worlds"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mole Man, Moloid Master"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Life from the Loam"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Dryad of the Ilysian Grove"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Azusa"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Icetill Explorer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"The Gitrog Monster"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The exact configuration matters less than the result.\nAgainst creature-heavy decks, this often feels like a soft lock.\nIt does not technically win the game on its own, but in practice it buys enough time for your actual win conditions to become inevitable.\n\nToken Overrun Finishes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sometimes the combo line is simply making an unreasonable number of creatures and attacking.\nThe deck produces absurd board states naturally through:\nThe Necrobloom"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Field of the Dead"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Scute Swarm"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Titania"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Turntimber Sower"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Felidar Retreat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Avenger of Zendikar"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Greensleeves, Maro-Sorcerer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Once sufficiently wide, the finishers are obvious:\n"},{"attributes":{"italic":true},"insert":"Craterhoof Behemoth"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Moonshaker Cavalry"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Finale of Devastation"},{"insert":"\nThis is often cleaner than trying to force elaborate combo lines and should not be underestimated simply because it is honest combat.\n\nCombat Finishes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Whilst never usually the primary focus, having access to big beaters can provide a sufficient deterrence, political swing and a win to swing out and win.\n"},{"attributes":{"italic":true},"insert":"Greensleeves, Maro-Sorcerer"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Lumra"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Marit Lage"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"background":"#232323","color":"#e3e3e3","italic":true},"insert":"Ormendahl, Profane Prince"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Titania, Gaea Incarnate"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Bristly Bill, Spine Sower (Slowly)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Wight of the Reliquary"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAlternate Win Lines"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"Sylvan Awakening"},{"insert":" turning a huge mana base into an attacking army is absolutely real.\nTechnically you could also cause opponents to concede through Glacial Chasm loops and Strip Mine + Boseiju Loops that dismantle their entire board state and reset them whilst not letting their creatures deal damage to you.\n\nChange Log"},{"attributes":{"header":2},"insert":"\n\n"},{"insert":"2026-05-20\n- "},{"insert":{"card-link":"Ramunap Excavator"}},{"insert":" \n+ "},{"insert":{"card-link":"Mole Man, Moloid Master"}},{"insert":" \n\nRamunap Excavator is solid in its role, worthy of being in the deck should I need more access to the graveyard lands.\nMole Man, Moloid Master is strictly better. I'm not too worried about the body. I'm mostly looking at the ceiling on the landfall ability. To make more tokens for overrun and have them contribute to graveyard fuel is amazing.\n\nImpact: I expect this will allow me to position myself better in slower games.\n\n___________________________________\n2026-05-20\n- "},{"insert":{"card-link":"Overgrown Farmland"}},{"insert":" \n+ "},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" \n\nOvergrown Farmland enters tapped turn one and maybe two, can't be fetched and is generally there for mana fixing and a different land name.\nTakenuma is a recurable instant speed setup for playing a milled value piece or game ending creature. I'm not playing any walkers, but obviously its value increases if I decide to. Worst case its a swamp.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws. Plus Boseiju is actually a top 10 card in this deck.\n___________________________________\n2026-05-20\n- "},{"insert":{"card-link":"Reflecting Pool"}},{"insert":" \n+ "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" \n\nReflecting pool is fine, but its not fetchable and doesn't have any utility. It's main functions of mana fixing and having a different name for triggers would probably be better suited to be replaced by a fetchable forest.\nBoseiju should have been auto-included, not sure why I didn't. It's a recurable interaction piece that is extremely difficult to interact with and worst case its a forest. I'm very excited to loop this off dredge and decimate opponents key pieces.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws. Plus Boseiju is actually a top 10 card in this deck.\n___________________________________\n2026-05-20\n- "},{"insert":{"card-link":"Spelunking"}},{"insert":" \n+ "},{"insert":{"card-link":"Greensleeves, Maro-Sorcerer"}},{"insert":" \n\nSpelunking seems like a high value lands card at first glance but when you realise its a 3 cost (half my deck is 3 cost) and I only card about the lands coming in untapped you begin to realise the situations it is useful in and I'm not always able to get it into play in preparation i.e. Turn 3 Spelunking, Turn 4 Scapeshift ? Unlikely.\nGreensleeves honestly seems like something I should have included from the start and it may be underrated. The protection is thematic but the landfall trigger and the Multani power toughness mechanic is great for early threat and defense.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws.\n___________________________________\n2026-05-20\n- "},{"insert":{"card-link":"Reliquary Tower"}},{"insert":" \n+ "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" \n\nReliquary Tower was mostly there for a utility effect that can accommodate the odd situation in which I'm overdrawing and gives another named land for Necrobloom and Field of the Dead.\nBojuka Bog is something I might actually choose to search for and in a sacrifice and recur scenario (Gitrog with dredge 2 for lands or play from grave) I can lock opponent graveyards.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws.\n___________________________________\n2026-05-20\n- "},{"insert":{"card-link":"Turntimber Ranger"}},{"insert":" \n+ "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" \n\nTurntimber had a lot of nice relevant details in theory but overall it was weak and slow for what it was doing compared to the rest of the deck.\nDryad Arbor offers a recurable land and creature that I can sacrifice to Skullclamp or a creature sac spell and get value, as well as land sac and recursion value. Chord of Calling for X=0 to cheat a land into play for a landfall trigger etc.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws.\n___________________________________\n2026-05-19 \n- "},{"insert":{"card-link":"Rumbleweed"}},{"insert":" \n+ "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" \n\nBudget "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" that I'm really only hoping to draw into or find if I don't have better options and all my lands are in play.\nLumra is another "},{"insert":{"card-link":"Splendid Reclamation"}},{"insert":" effect and is technically bigger and cheaper. If I bring in "},{"insert":{"card-link":"Fierce Empath"}},{"insert":" then Lumra is a great target for early pressure.\n\nImpact: Just refining at this stage for flexibility, usability and less meh or dead draws. To be fair, Lumra looks like an auto-include.\n___________________________________\n2026-05-19 \n- "},{"insert":{"card-link":"Badgermole Cub"}},{"insert":"\n+"},{"insert":{"card-link":"Elvish Reclaimer"}},{"insert":" \n\nBadgermole mostly acted as a dork, niche tech to give "},{"insert":{"card-link":"Strip Mine"}},{"insert":" and other sac lands a second life. Mostly meh.\nElvish Reclaimer is a slow, expensive "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" but its a 3/4 for 1 mana, which is sometimes on turn 2 and having more land tutoring is great.\n\nImpact: Just refining at this stage for flexibility, usability and less meh or dead draws.\n___________________________________\n2026-05-19 \n- "},{"insert":{"card-link":"Buried Alive"}},{"insert":" \n+ "},{"insert":{"card-link":"Grave Researcher // Reanimate"}},{"insert":" \n\nBuried Alive seems like a great tutor if you're running a heavy reanimation package or reanimation commander/deck, but in this deck it can totally whiff.\nGrave Researcher solves the problem of getting the creatures out of the graveyard and also fuels my lands into the graveyard strategy, giving dredge targets and nice filtering.\n\nImpact: Just refining at this stage to flexibility, usability and less meh or dead draws.\n\n\n"}]}








































































































