47
2/18/2025
Liz.deck
Deck Size: 100
Commander
Legal
Est deck cost: $61.82
Salt sum: 21.25
47
2/18/2025
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Commander

Qty: 1 Price: $4.99
Ruxa, Patient Professor

Whenever Ruxa enters or attacks, return target creature card with no abilities from your graveyard to your hand. Creatures you control with no abilities get +1/+1. For each creature you control with no abilities, you may have that creature assign its combat damage as though it weren't blocked.

Creature
Ruxa, Patient Professor (c21) 66

Commander

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Land

Qty: 38 Price: $13.78
Fertile Thicket

This land enters tapped. When this land enters, you may look at the top five cards of your library. If you do, reveal up to one basic land card from among them, then put that card on top of your library and the rest on the bottom in any order. {T}: Add {G}.

Land
Fertile Thicket (ddr) 27
Forest

({T}: Add {G}.)

Land
Forest (j25) 94
Lair of the Hydra

If you control two or more other lands, this land enters tapped. {T}: Add {G}. {X}{G}: Until end of turn, this land becomes an X/X green Hydra creature. It's still a land. X can't be 0.

Land
Lair of the Hydra (afr) 259
Llanowar Reborn

This land enters tapped. {T}: Add {G}. Graft 1 (This land enters with a +1/+1 counter on it. Whenever a creature enters, you may move a +1/+1 counter from this land onto it.)

Land
Llanowar Reborn (lcc) 341
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (fdn) 264

Land

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Artifact

Qty: 2 Price: $3.78
Mind Stone

{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.

Artifact
Mind Stone (dsc) 248
Swiftfoot Boots

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Swiftfoot Boots (fdn) 258

Artifact

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Sorcery

Qty: 16 Price: $10.96
Commune with Nature

Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Sorcery
Commune with Nature (woe) 166
Cultivate

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Cultivate (dsc) 174
Epic Confrontation

Target creature you control gets +1/+2 until end of turn. It fights target creature you don't control. (Each deals damage equal to its power to the other.)

Sorcery
Epic Confrontation (bro) 176
Explore

You may play an additional land this turn. Draw a card.

Sorcery
Explore (j25) 146
Howl of the Night Pack

Create a 2/2 green Wolf creature token for each Forest you control.

Sorcery
Howl of the Night Pack (m14) 178
Lead the Stampede

Look at the top five cards of your library. You may reveal any number of creature cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.

Sorcery
Lead the Stampede (plst) DDU-16
Leyline Invocation

Create a 0/0 green and blue Fractal creature token. Put X +1/+1 counters on it, where X is the number of lands you control.

Sorcery
Leyline Invocation (stx) 136
Life's Legacy

As an additional cost to cast this spell, sacrifice a creature. Draw cards equal to the sacrificed creature's power.

Sorcery
Life's Legacy (ncc) 300
Long Rest

Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.

Sorcery
Long Rest (afr) 193
Mage Duel

This spell costs {2} less to cast if you've cast another instant or sorcery spell this turn. Target creature you control gets +1/+2 until end of turn. Then it fights target creature you don't control. (Each deals damage equal to its power to the other.)

Sorcery
Mage Duel (stx) 137
Nissa's Expedition

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Sorcery
Nissa's Expedition (scd) 199
Overwhelm

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Creatures you control get +3/+3 until end of turn.

Sorcery
Overwhelm (j25) 697
Prey Upon

Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)

Sorcery
Prey Upon (j22) 710
Rabid Bite

Target creature you control deals damage equal to its power to target creature you don't control.

Sorcery
Rabid Bite (znr) 199
Revive

Return target green card from your graveyard to your hand.

Sorcery
Revive (plst) MM3-133
Track Down

Scry 3, then reveal the top card of your library. If it's a creature or land card, draw a card. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom and the rest on top in any order.)

Sorcery
Track Down (m21) 211

Sorcery

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Creature

Qty: 25 Price: $15.69
Alpine Grizzly

Creature
Alpine Grizzly (plst) KTK-127
Anara, Wolvid Familiar

During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.) Partner (You can have two commanders if both have partner.)

Creature
Anara, Wolvid Familiar (cmr) 214
Colossodon Yearling

Creature
Colossodon Yearling (dtk) 178
Elvish Mystic

{T}: Add {G}.

Creature
Elvish Mystic (cmm) 284
Feral Krushok

Creature
Feral Krushok (plst) FRF-128
Fyndhorn Elves

{T}: Add {G}.

Creature
Fyndhorn Elves (cmr) 228
Hollowhenge Beast

Creature
Hollowhenge Beast (dka) 118
Kalonian Behemoth

Shroud (This creature can't be the target of spells or abilities.)

Creature
Kalonian Behemoth (m10) 188
Llanowar Elves

{T}: Add {G}.

Creature
Llanowar Elves (j25) 149
Nessian Courser

Creature
Nessian Courser (ths) 165
Obstinate Baloth

When this creature enters, you gain 4 life. If a spell or ability an opponent controls causes you to discard this card, put it onto the battlefield instead of putting it into your graveyard.

Creature
Obstinate Baloth (j25) 692
Pelt Collector

Whenever another creature you control enters or dies, if that creature's power is greater than this creature's, put a +1/+1 counter on this creature. As long as this creature has three or more +1/+1 counters on it, it has trample.

Creature
Pelt Collector (grn) 141
Pheres-Band Centaurs

Creature
Pheres-Band Centaurs (ths) 171
Prized Unicorn

All creatures able to block this creature do so.

Creature
Prized Unicorn (m11) 193
Reclamation Sage

When this creature enters, you may destroy target artifact or enchantment.

Creature
Reclamation Sage (fdn) 231
Rumbling Baloth

Creature
Rumbling Baloth (jmp) 426
Runeclaw Bear

Creature
Runeclaw Bear (plst) M15-197
Sakura-Tribe Elder

Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Creature
Sakura-Tribe Elder (dsc) 194
Scaled Herbalist

{T}: You may put a land card from your hand onto the battlefield.

Creature
Scaled Herbalist (afr) 204
Scavenging Ooze

{G}: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.

Creature
Scavenging Ooze (fdn) 232
Selesnya Eulogist

{2}{G}: Exile target creature card from a graveyard, then populate. (Create a token that's a copy of a creature token you control.)

Creature
Selesnya Eulogist (c19) 35
Swordwise Centaur

Creature
Swordwise Centaur (bng) 142
Thornhide Wolves

Creature
Thornhide Wolves (plst) M19-204
Whisperer of the Wilds

{T}: Add {G}. Ferocious — {T}: Add {G}{G}. Activate only if you control a creature with power 4 or greater.

Creature
Whisperer of the Wilds (2xm) 187
Wolfbriar Elemental

Multikicker {G} (You may pay an additional {G} any number of times as you cast this spell.) When this creature enters, create a 2/2 green Wolf creature token for each time it was kicked.

Creature
Wolfbriar Elemental (cma) 168

Creature

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Enchantment

Qty: 6 Price: $4.96
Bequeathal

Enchant creature When enchanted creature dies, you draw two cards.

Enchantment
Bequeathal (exo) 106
Cartouche of Strength

Enchant creature you control When this Aura enters, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to the other.) Enchanted creature gets +1/+1 and has trample.

Enchantment
Cartouche of Strength (plst) AKH-158
Colossal Majesty

At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.

Enchantment
Colossal Majesty (clu) 160
Multani's Presence

Whenever a spell you've cast is countered, draw a card.

Enchantment
Multani's Presence (ulg) 109
Primeval Bounty

Whenever you cast a creature spell, create a 3/3 green Beast creature token. Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control. Landfall — Whenever a land you control enters, you gain 3 life.

Enchantment
Primeval Bounty (fdn) 644
Urban Burgeoning

Enchant land Enchanted land has "Untap this land during each other player's untap step."

Enchantment
Urban Burgeoning (rtr) 138

Enchantment

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Instant

Qty: 12 Price: $7.66
Aggressive Urge

Target creature gets +1/+1 until end of turn. Draw a card.

Instant
Aggressive Urge (plst) RIX-122
Blossoming Defense

Target creature you control gets +2/+2 and gains hexproof until end of turn.

Instant
Blossoming Defense (scd) 173
Choose Your Weapon

Choose one — • Two-Weapon Fighting — Double target creature's power and toughness until end of turn. • Archery — This spell deals 5 damage to target creature with flying.

Instant
Choose Your Weapon (afr) 175
Giant Growth

Target creature gets +3/+3 until end of turn.

Instant
Giant Growth (fdn) 223
Harrow

As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.

Instant
Harrow (j25) 668
Might of the Masses

Target creature gets +1/+1 until end of turn for each creature you control.

Instant
Might of the Masses (j25) 689
Natural State

Destroy target artifact or enchantment with mana value 3 or less.

Instant
Natural State (ogw) 136
Ram Through

Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.

Instant
Ram Through (cmm) 314
Rampage of the Clans

Destroy all artifacts and enchantments. For each permanent destroyed this way, its controller creates a 3/3 green Centaur creature token.

Instant
Rampage of the Clans (rna) 134
Revealing Wind

Prevent all combat damage that would be dealt this turn. You may look at each face-down creature that's attacking or blocking.

Instant
Revealing Wind (dtk) 197
Root Snare

Prevent all combat damage that would be dealt this turn.

Instant
Root Snare (rna) 137
Sudden Reclamation

Mill four cards, then return a creature card and a land card from your graveyard to your hand.

Instant
Sudden Reclamation (frf) 139

Instant

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Deck Info

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0 pips - 0 cards
0 mana - 0 cards
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70 pips - 60 cards
43 mana - 41 cards
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2 mana - 2 cards
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Description

{"ops":[{"insert":"This is a deck I made for a friend of mine in my regular pod. She loved it and won our last game night with it.\n\nIntroduction"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Welcome to "},{"insert":{"card-link":"Ruxa, Patient Professor"}},{"insert":" 's remedial primer for how this deck functions! Sorry you're getting this so late, my life is a flaming ball of nonsense and disaster; my enemies are in power and my heroes are dead. Anyway, my philosophy while making this deck was to craft something that was simple to play and also fairly easy for you to alter or improve upon when you're ready to do so. Because of that (and because this was built entirely from my collection) there are some cards that are less than optimal. Luckily, the mana base is pretty great since this is a mono-colored deck. Now without further ado, let's get to the...\n\nOverview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\tYour commander's ability powers up \"vanilla\" creatures, so your deck is full of creatures like "},{"insert":{"card-link":"Runeclaw Bear"}},{"insert":" and token makers like "},{"insert":{"card-link":"Primeval Bounty"}},{"insert":" which makes creatures that also have no abilities. Make a special note of Ruxa's final ability. Being able to assign damage as though your attack went unblocked is insanely valuable. It won't protect your creatures from dying but it will allow you to ensure that your bodies always connect. Don't worry though, your commander is easily able to return your strongest creatures to your hand after their demise. Your overall victory strategy is "},{"attributes":{"bold":true},"insert":"beatdown"},{"insert":" those health pools. \n\nYour Creatures and You"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\tYou have myriad creatures with a variety of uses. This takes obvious form in dorks like "},{"insert":{"card-link":"Elvish Mystic"}},{"insert":" and its functional reprints but also you need to keep a look out for your removal. "},{"attributes":{"bold":true},"insert":"Fight "},{"insert":"cards like "},{"insert":{"card-link":"Ram Through"}},{"insert":" and "},{"insert":{"card-link":"Mage Duel"}},{"insert":" can be used in tandem with your creatures to remove your opponents threats. Also be wise when using pump spells like "},{"insert":{"card-link":"Giant Growth"}},{"insert":" to win otherwise losing fights.\n\nPath to Victory"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\tIdeally, you want to build up an overwhelming board of creatures and then cast something like "},{"insert":{"card-link":"Overwhelm"}},{"insert":" to attack and kill everyone. Remember as long as "},{"insert":{"card-link":"Ruxa, Patient Professor"}},{"insert":" is on the field, at least some (hopefully most) of your creatures will be able to assign their damage to life pools regardless of if they become blocked. Good luck, I'm rooting for you.\n"}]}
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