766 views5 days ago
Commander
Size: 100Est cost: $426.52Salt sum: 59.41
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Arklem

766 views5 days ago
Commander
Size: 100Est cost: $426.52Salt sum: 59.41

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{"ops":[{"insert":"Yasharn, Implacable Earth — Nerd Slasher 4.0"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Selesnya Prison-Control / Hatebears Toolbox"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is not a pure Gaddock Teeg deck, and it is not a generic Selesnya goodstuff pile either. Nerd Slasher is a Selesnya prison-control / hatebears toolbox deck built around slowing the table down, attacking key resources, and forcing opponents to play the game under uncomfortable restrictions.\nYasharn, Implacable Earth is the center of the deck. His static ability shuts down sacrifice-based engines and life-payment lines, while his enter-the-battlefield trigger stabilizes mana by finding a Forest and a Plains. That combination makes him more than just a value commander. He is both a hate piece and a consistency tool.\nVersion 4.0 pushes the deck further into a clean, artifact-free prison identity. The deck no longer relies on artifact ramp. Instead, it uses mana dorks, enchant-land acceleration, land ramp, and Yasharn’s own land-search trigger. This allows the deck to play powerful artifact hate such as Collector Ouphe and Stony Silence with almost no self-inflicted damage.\nThe goal is simple: make opponents’ normal game plans stop functioning, then win through incremental creature pressure, layered disruption, protected board presence, and combat closers such as Beastmaster Ascension, Mirror Entity, Kamahl, Heart of Krosa, and Elesh Norn, Grand Cenobite.\nNerd Slasher does not usually win by executing one explosive combo turn. It wins by making everyone else’s turns worse until a board of small, irritating creatures becomes lethal.\nCore identity"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck is built on six main pillars.\n1. Resource denial and prison pressure"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yasharn stops sacrifice and life-payment strategies. Gaddock Teeg restricts expensive noncreature spells and X spells. Drannith Magistrate attacks commanders and other non-hand casting lines. Archon of Emeria, Eidolon of Rhetoric, Rule of Law, and Deafening Silence limit how many spells players can cast.\nCollector Ouphe and Stony Silence attack artifact-based mana and value engines. Together, they form one of the most important changes in version 4.0. Since the deck has moved away from artifact ramp, these effects are close to one-sided. Sol Ring, Arcane Signet, Talismans, Treasures, Clues, Food, Equipment, The One Ring-style engines, and many artifact combo pieces become much worse or completely non-functional.\nThese cards do not all attack the same axis, and that is important. The deck wants to build a layered cage rather than rely on one single lock piece.\nA good Nerd Slasher game is not about saying “no” to one thing. It is about making every opponent’s plan slightly worse until their turns become inefficient, awkward, and predictable.\n2. Hatebear density"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Cards like Thalia, Guardian of Thraben, Aven Mindcensor, Containment Priest, Drannith Magistrate, Gaddock Teeg, Linvala, Keeper of Silence, Loxodon Gatekeeper, Thalia, Heretic Cathar, Archon of Emeria, Eidolon of Rhetoric, Rest in Peace, Collector Ouphe, and Stony Silence create constant friction.\nEach individual piece may not stop every deck, but together they force opponents to spend more mana, lose timing flexibility, search worse, use graveyards less effectively, cast fewer spells, rely less on commanders, lose artifact mana, and sequence awkwardly.\nThis is the heart of the deck: one hate piece is annoying, two are restrictive, and three or more begin to feel like a cage.\n3. Artifact-free prison construction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Version 4.0 deliberately avoids artifact dependency.\nThis is important because the deck now wants to play Collector Ouphe and Stony Silence as real prison tools, not as symmetrical effects that hurt its own mana engine. The deck ramps through creatures, land enchantments, land search, and Yasharn.\nThis creates a strong asymmetry:\nOpponents may lose access to mana rocks, Treasures, Clues, Food, Equipment abilities, and artifact value engines.\nYou keep developing with lands, creatures, and enchantments.\nThat is one of the cleanest identity upgrades in version 4.0.\n4. Creature-based utility and removal"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck leans heavily on creatures and permanents that interact with the table while still contributing to board presence.\nAura Shards, Knight of Autumn, Reclamation Sage, Kenrith’s Transformation, Nature’s Claim, Krosan Grip, Beast Within, Generous Gift, Path to Exile, Swords to Plowshares, Slaughter the Strong, and Winds of Abandon allow the deck to answer important permanents without abandoning its own pressure.\nThis matters because a prison deck cannot afford to spend every turn only reacting. The best interaction in this deck either develops the board, protects the prison, removes the exact piece that lets an opponent escape, or clears the way for lethal combat.\nAura Shards is especially important because it turns normal creature development into repeated artifact and enchantment removal. In a deck with many creatures, every mana dork, hatebear, utility creature, and Yasharn trigger can become another way to break opposing engines.\n5. Stable ramp and mana development"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck moved away from artifact ramp and toward land ramp, mana creatures, and enchant-land acceleration.\nArbor Elf, Avacyn’s Pilgrim, Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Wall of Roots, Utopia Sprawl, Wild Growth, Nature’s Lore, Three Visits, and Yasharn’s own land-search trigger help the deck get ahead on mana while avoiding artifact-ramp weaknesses.\nThis is especially important because the deck wants to deploy hate pieces early, still reach Yasharn, and eventually cast expensive closers.\nThe mana base also supports this plan well. Yasharn finds a Forest and a Plains, Nature’s Lore and Three Visits can find Temple Garden or Canopy Vista, and the deck has enough basic lands to remain stable against nonbasic hate and longer games.\n6. Incremental value into a real finish"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A prison deck must not only slow the game down. It also needs to avoid running out of resources.\nAugur of Autumn, Welcoming Vampire, Enduring Innocence, Tocasia’s Welcome, Kutzil, Malamet Exemplar, Toski, Bearer of Secrets, Ohran Frostfang, Minas Tirith, and Eternal Witness help the deck keep cards flowing.\nOnce the table is slowed down, Beastmaster Ascension, Mirror Entity, Kamahl, Heart of Krosa, Elesh Norn, Grand Cenobite, Ohran Frostfang, and a board full of hatebears can turn the corner and end the game.\nThe deck does not need to be the fastest deck at the table. It needs to make everyone else slow enough that its small creatures eventually become lethal.\nHow the deck wins"},{"attributes":{"header":1},"insert":"\n"},{"insert":"1. Combat after disruption"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The most common win condition is combat after the table has been slowed down.\nThe deck is not trying to race three opponents from turn one. Instead, it uses hate pieces to reduce the speed and efficiency of the table, then attacks with a growing board of disruptive creatures.\nAt first, the damage looks small. Later, that same board becomes dangerous once Elesh Norn, Beastmaster Ascension, Mirror Entity, Kamahl, or repeated Toski / Kutzil / Ohran triggers enter the equation.\n2. Prison attrition"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sometimes the deck wins because opponents simply cannot execute their plans efficiently.\nRule of Law effects slow spell-heavy decks.\nRest in Peace cripples graveyard strategies.\nAven Mindcensor interferes with tutoring and searching.\nDrannith Magistrate stops commanders and other cast-from-exile / graveyard / library lines.\nLinvala turns off creature-based activated abilities.\nCollector Ouphe and Stony Silence shut down artifact-based engines.\nAura Shards prevents artifact and enchantment engines from staying on the battlefield.\nOver time, the table spends more effort trying to escape the lock than advancing toward victory.\n3. Selective reset and rebuild"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck does not rely on huge symmetrical resets. Instead, it uses selective and Teeg-compatible interaction.\nSlaughter the Strong gives the deck a low-cost board control option that can still be cast through Gaddock Teeg. It is especially useful against creature-heavy boards where opponents have developed large threats faster than you.\nWinds of Abandon can function as cheap spot removal or, with overload, as a one-sided creature wipe that clears blockers while leaving your own board intact. The overload mode is not compatible with Gaddock Teeg, so sequencing matters.\nThis fits the current plan well: build a disruptive creature board, protect it, remove the opponent’s ability to stabilize, and then attack.\n4. Late-game overpowering"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Elesh Norn, Grand Cenobite can turn small hatebears into meaningful attackers while shrinking or killing opposing creatures.\nBeastmaster Ascension turns a wide board of small utility creatures into lethal pressure.\nMirror Entity turns excess mana into a direct kill condition by making every mana dork, hatebear, and utility creature enormous.\nKamahl, Heart of Krosa gives the deck a powerful overrun-style finisher that can close games naturally after the prison shell has bought enough time.\nOhran Frostfang helps bridge value and pressure by making attacks generate cards while also making blocks painful through deathtouch.\nThis is important because prison decks can otherwise trap the table without actually ending the game. Nerd Slasher 4.0 has real closing power without becoming a combo deck.\nGame plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Early game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"In the early game, the deck wants to establish mana and deploy the first disruptive layer.\nThe best starts usually involve one of three patterns:\nTurn-one ramp into turn-two hate piece.\nTurn-two stax creature into turn-three Yasharn.\nEarly ramp or removal followed by a prison effect.\nStrong early cards include Arbor Elf, Avacyn’s Pilgrim, Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Utopia Sprawl, Wild Growth, Deafening Silence, Thalia, Guardian of Thraben, Rest in Peace, Drannith Magistrate, Collector Ouphe, Stony Silence, Grand Abolisher, Fauna Shaman, and Gaddock Teeg.\nThe deck does not need to lock the whole table immediately. It needs to identify which piece hurts the current table most.\nAgainst spell-heavy decks, Deafening Silence, Rule of Law, Eidolon of Rhetoric, or Archon of Emeria matter most.\nAgainst artifact-heavy decks, Collector Ouphe and Stony Silence are brutal.\nAgainst commander-centric decks, Drannith Magistrate can be game-changing.\nAgainst graveyard decks, Rest in Peace should be prioritized.\nAgainst tutor-heavy decks, Aven Mindcensor can change the game.\nAgainst creature-ability decks, Linvala, Keeper of Silence can be devastating.\nAgainst artifact or enchantment engines, early access to Collector Ouphe, Stony Silence, Aura Shards, Nature’s Claim, Knight of Autumn, Reclamation Sage, or Krosan Grip becomes important.\nThe biggest mistake in the early game is playing hate pieces randomly. The deck is strongest when the first lock piece actually matches what opponents are trying to do.\nMid game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The mid game is where Nerd Slasher starts becoming oppressive. This is the stage where one hate piece becomes two or three, and opponents begin to feel that every line is awkward.\nThis is also when Yasharn becomes very important. Even if he is not always the first play, he stabilizes your mana, puts a meaningful body on the board, and turns off sacrifice and life-payment lines. He also helps pay for future commander tax by putting additional lands into your hand.\nDuring this stage, sequencing matters a lot. You often need to decide whether to add another lock piece, hold up interaction, develop a value engine, cast Yasharn, activate Fauna Shaman, cast Eladamri’s Call at the right time, set up Congregation at Dawn, or keep protection available.\nA key principle is that you should not always empty your hand just because you can. Hatebears decks are vulnerable to sweepers. Guardian of Faith, Sigarda, Font of Blessings, Flawless Maneuver, Grand Abolisher, Kutzil, and Eternal Witness give resilience, but the deck still rewards measured commitment.\nThis is also the stage where Aura Shards can take over the game. Once Aura Shards is active, every creature becomes potential removal for an artifact or enchantment. Opponents relying on mana rocks, equipment, enchantment engines, or value artifacts will be forced to play under constant threat.\nLate game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"In the late game, the deck must stop thinking only about disruption. At some point, being annoying is not enough. You need to turn the corner.\nThis is where Elesh Norn, Grand Cenobite, Beastmaster Ascension, Mirror Entity, Ohran Frostfang, and Kamahl, Heart of Krosa matter most.\nElesh Norn can heavily swing creature boards and make your small creatures attack for real damage.\nBeastmaster Ascension can turn a seemingly harmless board into a lethal attack once it is charged.\nMirror Entity gives the deck a scalable mana sink that turns excess mana into lethal pressure.\nOhran Frostfang lets the deck keep drawing while attacking and makes blocking your creatures much more painful.\nKamahl, Heart of Krosa gives the deck a repeatable overrun angle that can end games without needing a separate combo package.\nLate-game decision-making is about recognizing when the table is sufficiently slowed down and when it is time to start killing players. A prison deck that waits too long gives opponents time to find answers. A prison deck that attacks too early may expose itself.\nThe best games are won by identifying the moment when control becomes pressure.\nKey synergies"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Yasharn plus the prison shell"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yasharn is not only a commander that fetches lands. His static ability shuts off paying life and sacrificing nonland permanents to cast spells or activate abilities.\nThat is highly relevant against sacrifice outlets, Treasure sacrifice lines, Food / Clue / Blood / Map sacrifice value, some combo lines, fetchlands that require paying life, and many black value cards that use life as a resource.\nBecause Yasharn is always available from the command zone, he is the deck’s true center. Gaddock Teeg is extremely powerful, but he is not the commander. The deck is built as a Yasharn prison-control deck with Teeg as one of the strongest silver bullets.\nCollector Ouphe plus Stony Silence"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is one of the defining packages of version 4.0.\nCollector Ouphe and Stony Silence both prevent activated abilities of artifacts from being activated. Since Nerd Slasher no longer relies on artifact ramp, this effect is close to one-sided.\nThis package attacks a huge part of Commander economy: Sol Ring, Arcane Signet, Signets, Talismans, Treasures, Clues, Food, Equipment equip abilities, mana rocks, artifact combo pieces, and many value engines.\nCollector Ouphe is a creature, so it can be found with Eladamri’s Call, Fauna Shaman, and Congregation at Dawn.\nStony Silence is an enchantment, so it can be found with Moon-Blessed Cleric. It is also harder for some decks to remove than a creature.\nTogether, they give the deck redundancy on one of its most punishing asymmetrical effects.\nRule of Law effects plus tax effects"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Rule of Law, Eidolon of Rhetoric, Archon of Emeria, and Deafening Silence restrict spell volume.\nThalia, Guardian of Thraben taxes noncreature spells.\nTogether, these effects make opponents’ turns smaller, slower, and more predictable.\nThis package is especially strong against storm, spellslinger, cascade-style turns, cheap cantrip engines, fast combo decks, and decks that rely on chaining several actions in one turn.\nDrannith Magistrate plus commander dependency"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Drannith Magistrate is one of the most punishing cards in the deck. Many Commander decks rely heavily on casting their commander repeatedly. Drannith can shut that plan down completely unless removed.\nCombined with tax effects, Rule of Law effects, or protection pieces, even answering Drannith can become difficult.\nLinvala, Keeper of Silence plus creature-based tables"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Linvala, Keeper of Silence gives the deck a powerful additional prison axis. She shuts down activated abilities of creatures your opponents control.\nThat matters against mana dorks, utility creatures, creature-based combo pieces, commanders with activated abilities, and value engines that rely on creatures doing more than attacking or blocking.\nLinvala does not stop your own creatures, so your Fauna Shaman, mana dorks, Mother of Runes, and other utility creatures continue functioning normally.\nLoxodon Gatekeeper plus Thalia, Heretic Cathar"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Loxodon Gatekeeper and Thalia, Heretic Cathar attack tempo from a different angle. They make opposing permanents enter the battlefield tapped.\nThis is very strong against haste creatures, mana creatures, artifact mana, token armies, fetch-sequencing, and decks trying to stabilize quickly with blockers.\nThese cards do not stop opponents from playing Magic. They make every permanent arrive one step too late.\nThat delay is often exactly what Nerd Slasher needs.\nGrand Abolisher and Kutzil as turn protection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Grand Abolisher and Kutzil, Malamet Exemplar both help protect your turn.\nGrand Abolisher stops opponents from casting spells and activating abilities of artifacts, creatures, and enchantments during your turn.\nKutzil stops opponents from casting spells during your turn and can also generate card advantage when your boosted creatures deal combat damage.\nTogether, they make it much safer to attack with Beastmaster Ascension, activate Mirror Entity for a lethal swing, cast Kamahl, resolve important creatures, use Aura Shards triggers, or move from control into lethal pressure.\nThis matters because a prison deck often loses when opponents interact at exactly the right moment. Grand Abolisher and Kutzil reduce that window.\nFauna Shaman as a toolbox engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Fauna Shaman gives the deck a much stronger toolbox angle. Nerd Slasher contains many situational creatures, and Fauna Shaman lets you turn the wrong creature in hand into the right creature for the current table.\nShe can find Drannith Magistrate against commander-reliant decks, Gaddock Teeg against big noncreature spells and X spells, Aven Mindcensor against tutors and searching, Containment Priest against cheat-into-play lines, Linvala against creature-ability decks, Collector Ouphe against artifact decks, Knight of Autumn or Reclamation Sage against artifacts and enchantments, Guardian of Faith or Sigarda when protection is needed, Welcoming Vampire / Enduring Innocence / Ohran Frostfang when card flow is needed, and Mirror Entity, Kamahl, or Elesh Norn when it is time to close the game.\nThis makes the deck less dependent on naturally drawing the exact hate piece at the exact moment.\nEladamri’s Call as precision tutoring"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Eladamri’s Call is one of the cleanest cards in the deck. At instant speed, it finds the creature you need most.\nThis can be a hatebear, a protection piece, a removal creature, a value creature, or a finisher.\nThe card is especially strong because it does not force you to commit during your own main phase. You can wait, read the table, and search for the correct creature after opponents reveal more information.\nIn a deck full of silver bullets, Eladamri’s Call turns the deck from reactive guessing into deliberate selection.\nCongregation at Dawn as topdeck engineering"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Congregation at Dawn is not raw card advantage. It does not put cards directly into your hand. Instead, it lets you engineer your next draws by stacking three creatures on top of your library.\nThis is powerful when used carefully.\nIt can set up sequences such as hatebear into protection into finisher, removal creature into Eternal Witness into finisher, Linvala into Drannith Magistrate into Gaddock Teeg, or Guardian of Faith into Elesh Norn into Kamahl.\nIt becomes even stronger when paired with draw engines like Toski, Kutzil, Tocasia’s Welcome, Welcoming Vampire, Enduring Innocence, or Ohran Frostfang, because those cards can help access the stacked creatures faster.\nMoon-Blessed Cleric as enchantment tutor"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Moon-Blessed Cleric is more important in version 4.0 because the enchantment package now contains several key engines and prison pieces.\nIt can find Stony Silence against artifact-heavy tables, Rest in Peace against graveyard decks, Rule of Law against spell-chain decks, Aura Shards against artifact/enchantment engines, Tocasia’s Welcome for card flow, Beastmaster Ascension as a finisher, or Kenrith’s Transformation as removal.\nThis makes Moon-Blessed Cleric more than a small value creature. It is a flexible tutor that helps the deck choose the correct axis of pressure.\nAura Shards plus creature density"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Aura Shards is one of the strongest engines in the deck. With enough creatures, it turns normal development into repeatable artifact and enchantment removal.\nCasting a mana dork, hatebear, Yasharn, Reclamation Sage, Knight of Autumn, Welcoming Vampire, Enduring Innocence, Ohran Frostfang, or utility creature can also destroy a mana rock, equipment, Rhystic Study-style engine, Smothering Tithe-style engine, or other problematic permanent.\nAura Shards changes how opponents play. Sometimes they will delay important artifacts or enchantments simply because they know you can destroy them almost incidentally.\nThe key is not to destroy everything automatically. The best Aura Shards pilots destroy what matters most.\nAugur of Autumn plus topdeck development"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Augur of Autumn helps the deck play a longer, smoother game. It lets you look at the top card of your library and play lands from the top. With coven active, it can also let you cast creature spells from the top of your library.\nThis fits the deck well because Nerd Slasher is creature-heavy and wants to keep deploying threats and hate pieces without relying only on cards in hand.\nAugur is especially valuable because it improves card flow without asking you to sacrifice nonland permanents, which keeps it smooth around Yasharn.\nTocasia’s Welcome, Welcoming Vampire, and Enduring Innocence"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is one of the most important card-flow packages in the current version.\nTocasia’s Welcome, Welcoming Vampire, and Enduring Innocence all reward the deck for doing what it already wants to do: playing small creatures.\nMany of the deck’s mana creatures, hatebears, utility creatures, and protection creatures naturally have power 2 or less. That means normal development can now turn into incremental card advantage.\nEnduring Innocence is especially valuable because if it dies as a creature, it returns as an enchantment. This gives the deck a more resilient draw engine that does not disappear as easily to ordinary creature removal.\nThis package helps solve one of the deck’s previous problems: building a prison board but then running out of cards.\nToski plus expendable hatebears"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Toski, Bearer of Secrets is one of the deck’s best ways to turn small creatures into card advantage.\nYour creatures are not always large, but many of them become annoying attackers once the table is slowed down. Toski rewards every successful hit and is difficult to remove through traditional destruction-based removal.\nToski becomes especially strong when opponents are already restricted by Rule of Law effects, taxes, and limited removal windows.\nOhran Frostfang plus wide combat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ohran Frostfang is one of the strongest value-combat cards in the deck.\nIt gives your attacking creatures deathtouch and draws a card whenever a creature you control deals combat damage to a player. This means every small hatebear and mana dork can become a real source of card advantage.\nOhran also changes combat math. Opponents do not want to block deathtouch creatures, but if they do not block, you draw cards. This creates an uncomfortable choice.\nThe card becomes especially dangerous when combined with large pump effects from Beastmaster Ascension, Mirror Entity, Kamahl, or Elesh Norn.\nKutzil, Malamet Exemplar plus combat pressure"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Kutzil, Malamet Exemplar does two very important things.\nFirst, he protects your turn by stopping opponents from casting spells during your turn. This makes combat, finisher turns, and key development turns much safer.\nSecond, Kutzil rewards creatures whose power is greater than their base power. This becomes relevant with Elesh Norn, Beastmaster Ascension, Mirror Entity, and Kamahl. Once your small creatures are boosted, Kutzil can convert combat damage into additional cards.\nMirror Entity as a mana sink and compact finisher"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Mirror Entity is one of the cleanest additions to the deck’s finishing package.\nIt gives the deck a cheap, tutor-friendly, Teeg-compatible mana sink. When the deck floods or reaches the late game with several creatures on the board, Mirror Entity can turn every mana dork, hatebear, and utility creature into a serious threat.\nUnlike expensive finishers, Mirror Entity comes down early and threatens to scale later. It is especially dangerous with a wide board, Beastmaster Ascension, Ohran Frostfang, or protection from Grand Abolisher / Kutzil / Flawless Maneuver.\nIt gives the deck a way to turn excess mana into lethal pressure without waiting for a seven-mana finisher.\nBeastmaster Ascension plus a wide hatebear board"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Beastmaster Ascension is one of the deck’s cleanest ways to close a game.\nThe deck naturally plays many small creatures, but those creatures are not always threatening by themselves. Beastmaster Ascension changes that. Once it has enough counters, every mana dork, hatebear, and utility creature becomes part of a lethal board.\nThis card is especially important because it costs only three mana and does not conflict with Gaddock Teeg.\nKamahl, Heart of Krosa as a late-game closer"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Kamahl gives the deck a powerful way to turn a locked board into lethal pressure.\nHis beginning-of-combat trigger gives your team +3/+3 and trample, which is exactly what a board of small hatebears and mana creatures needs in the late game.\nKamahl also provides a mana sink that can animate lands. This can create extra attackers when you need to end the game, although it should be used carefully into potential board wipes.\nKamahl is not part of an infinite combo plan here. He is a clean combat finisher that rewards the deck for surviving into the late game with several permanents on the battlefield.\nElesh Norn, Grand Cenobite as board domination"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Elesh Norn, Grand Cenobite is one of the deck’s most powerful late-game cards.\nShe pumps your small creatures and shrinks opposing boards. Against token decks, mana dorks, utility creatures, and small commanders, she can completely change the game.\nIn this deck she functions as both a finisher and a creature-board control piece. She turns your hatebears into attackers and makes many opposing boards collapse.\nSigarda, Guardian of Faith, Mother of Runes, and Flawless Maneuver as protection tools"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck plays important creatures and permanents that opponents will want to remove: Yasharn, Gaddock Teeg, Drannith Magistrate, Collector Ouphe, Elesh Norn, Aura Shards, Beastmaster Ascension, Archon of Emeria, Linvala, Enduring Innocence, Ohran Frostfang, and other key hate pieces.\nSigarda, Font of Blessings protects your other permanents and makes it harder for opponents to surgically remove the exact card holding your prison together.\nGuardian of Faith can protect multiple creatures from removal or board wipes by phasing them out.\nMother of Runes protects key creatures in combat or against targeted removal.\nFlawless Maneuver can protect your board for free while you control your commander, which is extremely important in a deck that wants to keep mana available for development, interaction, or combat pressure.\nThis matters because the deck often becomes threatening not through one huge creature, but through the combined weight of several small pieces. Protecting the board at the right time can be better than drawing three cards.\nWhat to look for in an opening hand"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The best opening hands usually contain three things: functional mana, early acceleration, and at least one disruptive or value-oriented follow-up.\nStrong hands often include two or three lands, one early ramp piece, one hatebear or prison piece, and either removal, draw, tutor access, protection, or Yasharn.\nGood examples of strong opening patterns include:\nLand, land, Arbor Elf, Utopia Sprawl, hatebear, removal, value piece.\nLand, land, Llanowar Elves, Drannith Magistrate, Path to Exile, Augur of Autumn.\nLand, land, Wild Growth, Thalia, Guardian of Thraben, Archon of Emeria.\nLand, land, dork, Fauna Shaman, hatebear, protection.\nGreen source, dork, Eladamri’s Call, early stax piece, removal.\nLand, land, Collector Ouphe or Stony Silence against artifact-heavy tables.\nWeak hands are hands with no green source, no early play, too many tapped lands, too much top-end, or too many reactive cards without development.\nThis deck does not need a perfect opener, but it does need to start doing something relevant before the table has already established engines.\nBecause the deck relies on early green acceleration, access to green mana in the opening turns is very important. White is heavily represented in the card costs, but many of the white cards are mid-game lock pieces or late-game finishers. Green is what helps the deck start.\nHow to pilot the deck in multiplayer"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Nerd Slasher is proactive, but it should not be mindless. The deck is not trying to dump every hate piece onto the battlefield immediately. It wants to apply the correct hate at the correct time.\nThe most important question each turn is:\nWhich opponent is closest to doing something unfair, and which card makes that plan worse?\nAgainst graveyard decks, prioritize Rest in Peace.\nAgainst artifact-heavy decks, prioritize Collector Ouphe, Stony Silence, Aura Shards, Knight of Autumn, Reclamation Sage, Nature’s Claim, or Krosan Grip.\nAgainst commander-reliant decks, Drannith Magistrate is brutal.\nAgainst spell-chain decks, Rule of Law effects are key.\nAgainst tutor-heavy decks, Aven Mindcensor matters.\nAgainst creature-ability decks, Linvala can shut down entire engines.\nAgainst creature swarms, preserve your wipe options such as Slaughter the Strong and Winds of Abandon.\nThis deck also requires political awareness. If one opponent is being slowed down naturally by another player, you may not need to spend your best answer there. You are not the table’s police officer for free. You are building a cage that benefits you first.\nA good Nerd Slasher pilot should avoid three common mistakes: playing every hate piece without understanding the table, overcommitting into obvious board wipes, and forgetting to switch from disruption to pressure.\nOnce opponents are slowed and their engines are offline, you need to start attacking. The deck does not want to create a game where nobody can play forever. It wants to create a game where opponents cannot play properly while you slowly turn small creatures into a lethal board.\nManaging internal tension"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck intentionally contains some internal tension. That is normal for prison and hatebears strategies.\nGaddock Teeg tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Gaddock Teeg restricts expensive noncreature spells and X spells. The current version is built to reduce this tension compared to earlier builds.\nMany of the deck’s most important finishers and utility cards are creatures, so Teeg does not stop them. Slaughter the Strong also works well with Teeg because its mana value is low enough to avoid being locked out.\nWinds of Abandon is more complicated. Its normal mode works under Teeg, but the overload mode cannot be cast while Teeg is on the battlefield. That means you need to sequence carefully.\nThe goal is not to build a deck where Teeg never conflicts with anything. The goal is to use Teeg when his restriction hurts opponents more than it hurts you.\nRest in Peace tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Rest in Peace can weaken Eternal Witness and Sevinne’s Reclamation lines. This is a conscious trade-off.\nIn many games, shutting down graveyard decks is more important than preserving your own recursion or graveyard value.\nThe key is sequencing. Rest in Peace should be deployed when graveyards matter enough to justify the cost.\nRule of Law tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Rule of Law, Eidolon of Rhetoric, Archon of Emeria, and Deafening Silence restrict your own spell volume as well. This means you must sequence carefully.\nThe deck is built to play reasonably well under one-spell-per-turn effects because many of its individual creatures are meaningful. Still, you should avoid locking yourself out of necessary development if you are behind.\nCollector Ouphe / Stony Silence tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Collector Ouphe and Stony Silence shut down activated abilities of artifacts. In version 4.0 this tension is deliberately minimized because the deck does not rely on artifacts.\nThat is why artifact ramp such as Sol Ring is no longer part of the plan. The deck wants its artifact hate to be as one-sided as possible.\nThis means future upgrades should avoid artifact dependence unless they are extremely high-impact.\nElesh Norn, Mother of Machines tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Elesh Norn, Mother of Machines can shut down opposing enter-the-battlefield triggers, but she also affects your own ETB creatures and Yasharn.\nThis means she should be deployed when her effect hurts opponents more than it hurts you, or when your key ETB work has already been done.\nShe is still powerful because many Commander decks rely heavily on ETB value, blink lines, and creature-based engines.\nYasharn tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yasharn prevents players from paying life or sacrificing nonland permanents to activate abilities or cast spells. This is excellent against opponents, but it can also affect your own potential sacrifice-based value.\nThe current version is built to minimize this problem. Most of the deck’s card advantage no longer relies on sacrificing artifacts or tokens, which makes the list smoother around Yasharn.\nThe goal is not to remove every conflict. The goal is to make sure the conflicts hurt opponents more than they hurt you.\nWeak points"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The first weakness is that the deck can draw the wrong hate at the wrong time. Rest in Peace is excellent against graveyard decks, but weak against creature-based stompy decks. Rule of Law effects are excellent against spell-heavy decks, but less impressive against decks that mostly develop through creatures and permanents. Stony Silence is brutal against artifact decks, but less relevant against decks with very few artifacts.\nThe second weakness is that the deck can become threatening without having an immediate kill. If you slow everyone down but do not close the game, opponents may eventually combine resources to break out. This is why Beastmaster Ascension, Mirror Entity, Kamahl, Elesh Norn, Ohran Frostfang, Toski, and steady combat pressure matter.\nThe third weakness is board wipes. The deck has protection and recursion, but it is still creature-heavy. Guardian of Faith, Flawless Maneuver, Sigarda, Mother of Runes, Eternal Witness, and careful sequencing help, but overcommitting can still be punished.\nThe fourth weakness is creature-heavy midrange. Some decks do not care much about artifact hate, graveyard hate, or Rule of Law effects. They simply play one efficient creature per turn and attack. Against those decks, Slaughter the Strong, Elesh Norn, Loxodon Gatekeeper, Thalia, Heretic Cathar, Ohran Frostfang, and combat discipline become more important.\nThe fifth weakness is pilot difficulty. This deck is not autopilot. Playing the wrong hate piece at the wrong time can hurt your own plan or accidentally help the wrong opponent. The deck rewards constant board-state evaluation.\nFlex slots / upgrade philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Nerd Slasher 4.0 is now a functional, budget-conscious Selesnya prison-control toolbox deck with a clear artifact-free identity.\nFuture upgrades should generally follow one of four paths:\nBetter untapped Selesnya lands.\nStronger creature-based hate.\nMore efficient card advantage.\nBetter protection or tutoring for key pieces.\nCards like Esper Sentinel, Sylvan Library, Worldly Tutor, Heroic Intervention, premium dual lands, additional high-impact hatebears, or stronger protection pieces would improve the deck, but they are not required for the current version to function.\nAt this stage, the best next upgrade is not necessarily another random powerful card. It is more testing data.\nThe deck is now good enough that the biggest improvements will come from learning when to play each piece, when to hold back, when to tutor, when to wipe, and when to stop being polite and start killing players.\nFinal thoughts"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Nerd Slasher 4.0 is a Selesnya prison-control deck for a player who enjoys making the table uncomfortable.\nIt does not simply try to cast large green-white creatures and win through fair combat. It asks opponents to play through taxes, restrictions, graveyard hate, commander hate, creature-ability hate, artifact shutdown, artifact/enchantment pressure, protected combat, and awkward sequencing.\nThe deck is at its best when it feels like every opponent still technically has options, but none of those options are clean.\nYasharn gives the deck its identity: stable mana, passive hate, and a commander that naturally supports a prison-control game. Gaddock Teeg, Drannith Magistrate, Linvala, Rule of Law effects, Collector Ouphe, Stony Silence, Aura Shards, Rest in Peace, and the hatebear package build the cage around him.\nVersion 4.0 adds a much cleaner anti-artifact axis. By removing artifact dependency and leaning into Collector Ouphe plus Stony Silence, the deck becomes more asymmetrical and more punishing against common Commander mana engines.\nThe card-flow package remains central. Welcoming Vampire, Enduring Innocence, Tocasia’s Welcome, Augur of Autumn, Toski, Kutzil, Ohran Frostfang, and Minas Tirith help the deck avoid running out of resources after establishing disruption.\nThe toolbox package also remains central. Eladamri’s Call, Fauna Shaman, Congregation at Dawn, and Moon-Blessed Cleric allow the deck to search for the right creature or enchantment at the right moment. This makes Nerd Slasher less random, more precise, and more dangerous in longer games.\nThis is not a deck that needs to win quickly to feel successful. Sometimes the most satisfying games are the ones where opponents spend several turns trying to untangle the mess you created.\nBut the deck does have real closing power now. With Elesh Norn, Beastmaster Ascension, Mirror Entity, Kamahl, Ohran Frostfang, Toski, Kutzil, Grand Abolisher, and a board full of disruptive creatures, Nerd Slasher can eventually stop being merely annoying and start being lethal.\nIn short: this is Selesnya prison-control with hatebears, land-based ramp, artifact shutdown, selective board control, creature-driven card advantage, toolbox utility, protection, and real combat inevitability.\nIt is proactive, irritating, and built to make the table play Magic on your terms.\n"}]}

Commander

Qty: 1 Price: $0.79
Yasharn, Implacable Earth
When Yasharn enters, search your library for a basic Forest card and a basic Plains card, reveal those cards, put them into your hand, then shuffle.
Players can't pay life or sacrifice nonland permanents to cast spells or activate abilities.
Legendary Creature - Elemental Boar
Yasharn, Implacable Earth (znr) 240

Commander

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Anthem

Qty: 2 Price: $30.98
Beastmaster Ascension
Whenever a creature you control attacks, you may put a quest counter on this enchantment.
As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.
Enchantment
Beastmaster Ascension (blc) 118
Elesh Norn, Grand Cenobite
Vigilance
Other creatures you control get +2/+2.
Creatures your opponents control get -2/-2.
Legendary Creature - Praetor Phyrexian
Elesh Norn, Grand Cenobite (sld) 209

Anthem

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Creature

Qty: 2 Price: $5.78
Mirror Entity
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
Creature - Shapeshifter
Mirror Entity (mkc) 75
Welcoming Vampire
Flying
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Creature - Vampire
Welcoming Vampire (vow) 46

Creature

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Draw

Qty: 6 Price: $34.94
Augur of Autumn
You may look at the top card of your library any time.
You may play lands from the top of your library.
Coven — As long as you control three or more creatures with different powers, you may cast creature spells from the top of your library.
Creature - Human Druid
Augur of Autumn (dsc) 171
Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer
Enduring Innocence (pdsk) 6s
Kutzil, Malamet Exemplar
Your opponents can't cast spells during your turn.
Whenever one or more creatures you control each with power greater than its base power deals combat damage to a player, draw a card.
Legendary Creature - Warrior Cat
Kutzil, Malamet Exemplar (lci) 232
Ohran Frostfang
Attacking creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a player, draw a card.
Snow Creature - Snake
Ohran Frostfang (otc) 199
Tocasia's Welcome
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
Enchantment
Tocasia's Welcome (bro) 30
Toski, Bearer of Secrets
This spell can't be countered.
Indestructible
Toski attacks each combat if able.
Whenever a creature you control deals combat damage to a player, draw a card.
Legendary Creature - Squirrel
Toski, Bearer of Secrets (khm) 197

Draw

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Finisher

Qty: 1 Price: $4.49
Kamahl, Heart of Krosa
At the beginning of combat on your turn, creatures you control get +3/+3 and gain trample until end of turn.
: Until end of turn, target land you control becomes a 1/1 Elemental creature with vigilance, indestructible, and haste. It's still a land.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Druid
Kamahl, Heart of Krosa (cmr) 237

Finisher

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Instant

Qty: 1 Price: $29.99
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24

Instant

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Land

Qty: 37 Price: $45.25
Branchloft Pathway
: Add
.
Land
Branchloft Pathway // Boulderloft Pathway (znr) 258Branchloft Pathway // Boulderloft Pathway (znr) 258
Brushland
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Brushland (bro) 259
Canopy Vista
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Forest
Canopy Vista (plst) BFZ-234
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (fdc) 3
Forest
(
: Add
.)
Basic Land - Forest
Forest (9ed) 348
Forest
(
: Add
.)
Basic Land - Forest
Forest (9ed) 349
Forest
(
: Add
.)
Basic Land - Forest
Forest (9ed) 350
Forest
(
: Add
.)
Basic Land - Forest
Forest (tsp) 301
Forest
(
: Add
.)
Basic Land - Forest
Forest (j25) 93
Forest
(
: Add
.)
Basic Land - Forest
Forest (j25) 94
Forest
(
: Add
.)
Basic Land - Forest
Forest (j25) 95
Fortified Village
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Fortified Village (fic) 396
Minas Tirith
Minas Tirith enters tapped unless you control a legendary creature.
: Add
.
,
: Draw a card. Activate only if you attacked with two or more creatures this turn.
Legendary Land
Minas Tirith (ltr) 256
Overgrown Farmland
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Overgrown Farmland (tdc) 381
Plains
(
: Add
.)
Basic Land - Plains
Plains (j25) 81
Plains
(
: Add
.)
Basic Land - Plains
Plains (j25) 82
Plains
(
: Add
.)
Basic Land - Plains
Plains (j25) 83
Razorverge Thicket
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Razorverge Thicket (one) 257
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (fic) 432
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (ecl) 268

Land

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Protection

Qty: 4 Price: $49.96
Grand Abolisher
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Creature - Human Cleric
Grand Abolisher (big) 2
Guardian of Faith
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Creature - Knight Spirit
Guardian of Faith (afr) 18
Mother of Runes
: Target creature you control gains protection from the color of your choice until end of turn.
Creature - Human Cleric
Mother of Runes (ulg) 14
Sigarda, Font of Blessings
Flying
Other permanents you control have hexproof.
You may look at the top card of your library any time.
You may cast Angel spells and Human spells from the top of your library.
Legendary Creature - Angel
Sigarda, Font of Blessings (mat) 47

Protection

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Ramp

Qty: 10 Price: $30.30
Arbor Elf
: Untap target Forest.
Creature - Elf Druid
Arbor Elf (pw21) 1
Avacyn's Pilgrim
: Add
.
Creature - Human Monk
Avacyn's Pilgrim (plst) MM3-119
Elvish Mystic
: Add
.
Creature - Elf Druid
Elvish Mystic (cmm) 648
Fyndhorn Elves
: Add
.
Creature - Elf Druid
Fyndhorn Elves (p30a) 3
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (dom) 168
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (5ed) 316
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (fic) 315
Utopia Sprawl
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Utopia Sprawl (wot) 63
Wall of Roots
Defender
Put a -0/-1 counter on this creature: Add
. Activate only once each turn.
Creature - Plant Wall
Wall of Roots (tsb) 89
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (dmr) 184

Ramp

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Recursion

Qty: 2 Price: $2.98
Eternal Witness
When this creature enters, you may return target card from your graveyard to your hand.
Creature - Human Shaman
Eternal Witness (uma) 163
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sevinne's Reclamation (cmm) 55

Recursion

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Removal

Qty: 12 Price: $38.88
Aura Shards
Whenever a creature you control enters, you may destroy target artifact or enchantment.
Enchantment
Aura Shards (plst) INV-233
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (c19) 157
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (mh1) 11
Grasp of Fate
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment
Grasp of Fate (wot) 3
Kenrith's Transformation
Enchant creature
When this Aura enters, draw a card.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
Enchantment - Aura
Kenrith's Transformation (eld) 164
Knight of Autumn
When this creature enters, choose one —
• Put two +1/+1 counters on this creature.
• Destroy target artifact or enchantment.
• You gain 4 life.
Creature - Knight Dryad
Knight of Autumn (grn) 183
Krosan Grip
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Destroy target artifact or enchantment.
Instant
Krosan Grip (tsp) 202
Nature's Claim
Destroy target artifact or enchantment. Its controller gains 4 life.
Instant
Nature's Claim (wwk) 108
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (2xm) 25
Reclamation Sage
When this creature enters, you may destroy target artifact or enchantment.
Creature - Elf Shaman
Reclamation Sage (m15) 194
Slaughter the Strong
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
Sorcery
Slaughter the Strong (clb) 43
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (a25) 35

Removal

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Sorcery

Qty: 1 Price: $7.49
Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Winds of Abandon (mh1) 37

Sorcery

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Stax

Qty: 17 Price: $120.23
Archon of Emeria
Flying
Each player can't cast more than one spell each turn.
Nonbasic lands your opponents control enter tapped.
Creature - Archon
Archon of Emeria (znr) 4
Archon of Valor's Reach
Flying, vigilance, trample
As this creature enters, choose artifact, enchantment, instant, sorcery, or planeswalker.
Players can't cast spells of the chosen type.
Creature - Archon
Archon of Valor's Reach (bbd) 74
Aven Mindcensor
Flash
Flying
If an opponent would search a library, that player searches the top four cards of that library instead.
Creature - Wizard Bird
Aven Mindcensor (tsr) 5
Collector Ouphe
Activated abilities of artifacts can't be activated.
Creature - Ouphe
Collector Ouphe (mh1) 158
Containment Priest
Flash
If a nontoken creature would enter and it wasn't cast, exile it instead.
Creature - Human Cleric
Containment Priest (uma) 11
Deafening Silence
Each player can't cast more than one noncreature spell each turn.
Enchantment
Deafening Silence (eld) 10
Drannith Magistrate
Your opponents can't cast spells from anywhere other than their hands.
Creature - Human Wizard
Drannith Magistrate (iko) 11
Eidolon of Rhetoric
Each player can't cast more than one spell each turn.
Creature Enchantment - Spirit
Eidolon of Rhetoric (j22) 54
Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian
Elesh Norn, Mother of Machines (one) 416
Gaddock Teeg
Noncreature spells with mana value 4 or greater can't be cast.
Noncreature spells with
in their mana costs can't be cast.
Legendary Creature - Advisor Kithkin
Gaddock Teeg (plst) UMA-199
Linvala, Keeper of Silence
Flying
Activated abilities of creatures your opponents control can't be activated.
Legendary Creature - Angel
Linvala, Keeper of Silence (jmp) 119
Loxodon Gatekeeper
Artifacts, creatures, and lands your opponents control enter tapped.
Creature - Soldier Elephant
Loxodon Gatekeeper (plst) RAV-25
Rest in Peace
When this enchantment enters, exile all graveyards.
If a card or token would be put into a graveyard from anywhere, exile it instead.
Enchantment
Rest in Peace (acr) 156
Rule of Law
Each player can't cast more than one spell each turn.
Enchantment
Rule of Law (10e) 37
Stony Silence
Activated abilities of artifacts can't be activated.
Enchantment
Stony Silence (isd) 36
Thalia, Guardian of Thraben
First strike
Noncreature spells cost
more to cast.
Legendary Creature - Human Soldier
Thalia, Guardian of Thraben (mul) 7
Thalia, Heretic Cathar
First strike
Creatures and nonbasic lands your opponents control enter tapped.
Legendary Creature - Human Soldier
Thalia, Heretic Cathar (inr) 351

Stax

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Tutor

Qty: 4 Price: $24.46
Congregation at Dawn
Search your library for up to three creature cards, reveal them, then shuffle and put those cards on top in any order.
Instant
Congregation at Dawn (rav) 198
Eladamri's Call
Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
Instant
Eladamri's Call (pls) 106
Fauna Shaman
,
, Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle.
Creature - Elf Shaman
Fauna Shaman (bro) 179
Moon-Blessed Cleric
Divine Intervention — When this creature enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Creature - Human Cleric Elf
Moon-Blessed Cleric (afr) 26

Tutor

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Trophy Emblems

Qty: 1 Price: $0.00
Nerd Slasher
Awarded to a player defeated by Nerd Slasher.

You've been slashed!
Legendary Artifact - Trophy Emblem

Trophy Emblems

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Deck Info

Deck stats

48 pips - 40 cards
23 mana - 23 cards
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
37 pips - 32 cards
28 mana - 28 cards
0 pips - 0 cards
1 mana - 1 card
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Yasharn, Implacable Earth — Nerd Slasher 4.0"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Selesnya Prison-Control / Hatebears Toolbox"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is not a pure Gaddock Teeg deck, and it is not a generic Selesnya goodstuff pile either. Nerd Slasher is a Selesnya prison-control / hatebears toolbox deck built around slowing the table down, attacking key resources, and forcing opponents to play the game under uncomfortable restrictions.\nYasharn, Implacable Earth is the center of the deck. His static ability shuts down sacrifice-based engines and life-payment lines, while his enter-the-battlefield trigger stabilizes mana by finding a Forest and a Plains. That combination makes him more than just a value commander. He is both a hate piece and a consistency tool.\nVersion 4.0 pushes the deck further into a clean, artifact-free prison identity. The deck no longer relies on artifact ramp. Instead, it uses mana dorks, enchant-land acceleration, land ramp, and Yasharn’s own land-search trigger. This allows the deck to play powerful artifact hate such as Collector Ouphe and Stony Silence with almost no self-inflicted damage.\nThe goal is simple: make opponents’ normal game plans stop functioning, then win through incremental creature pressure, layered disruption, protected board presence, and combat closers such as Beastmaster Ascension, Mirror Entity, Kamahl, Heart of Krosa, and Elesh Norn, Grand Cenobite.\nNerd Slasher does not usually win by executing one explosive combo turn. It wins by making everyone else’s turns worse until a board of small, irritating creatures becomes lethal.\nCore identity"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck is built on six main pillars.\n1. Resource denial and prison pressure"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yasharn stops sacrifice and life-payment strategies. Gaddock Teeg restricts expensive noncreature spells and X spells. Drannith Magistrate attacks commanders and other non-hand casting lines. Archon of Emeria, Eidolon of Rhetoric, Rule of Law, and Deafening Silence limit how many spells players can cast.\nCollector Ouphe and Stony Silence attack artifact-based mana and value engines. Together, they form one of the most important changes in version 4.0. Since the deck has moved away from artifact ramp, these effects are close to one-sided. Sol Ring, Arcane Signet, Talismans, Treasures, Clues, Food, Equipment, The One Ring-style engines, and many artifact combo pieces become much worse or completely non-functional.\nThese cards do not all attack the same axis, and that is important. The deck wants to build a layered cage rather than rely on one single lock piece.\nA good Nerd Slasher game is not about saying “no” to one thing. It is about making every opponent’s plan slightly worse until their turns become inefficient, awkward, and predictable.\n2. Hatebear density"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Cards like Thalia, Guardian of Thraben, Aven Mindcensor, Containment Priest, Drannith Magistrate, Gaddock Teeg, Linvala, Keeper of Silence, Loxodon Gatekeeper, Thalia, Heretic Cathar, Archon of Emeria, Eidolon of Rhetoric, Rest in Peace, Collector Ouphe, and Stony Silence create constant friction.\nEach individual piece may not stop every deck, but together they force opponents to spend more mana, lose timing flexibility, search worse, use graveyards less effectively, cast fewer spells, rely less on commanders, lose artifact mana, and sequence awkwardly.\nThis is the heart of the deck: one hate piece is annoying, two are restrictive, and three or more begin to feel like a cage.\n3. Artifact-free prison construction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Version 4.0 deliberately avoids artifact dependency.\nThis is important because the deck now wants to play Collector Ouphe and Stony Silence as real prison tools, not as symmetrical effects that hurt its own mana engine. The deck ramps through creatures, land enchantments, land search, and Yasharn.\nThis creates a strong asymmetry:\nOpponents may lose access to mana rocks, Treasures, Clues, Food, Equipment abilities, and artifact value engines.\nYou keep developing with lands, creatures, and enchantments.\nThat is one of the cleanest identity upgrades in version 4.0.\n4. Creature-based utility and removal"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck leans heavily on creatures and permanents that interact with the table while still contributing to board presence.\nAura Shards, Knight of Autumn, Reclamation Sage, Kenrith’s Transformation, Nature’s Claim, Krosan Grip, Beast Within, Generous Gift, Path to Exile, Swords to Plowshares, Slaughter the Strong, and Winds of Abandon allow the deck to answer important permanents without abandoning its own pressure.\nThis matters because a prison deck cannot afford to spend every turn only reacting. The best interaction in this deck either develops the board, protects the prison, removes the exact piece that lets an opponent escape, or clears the way for lethal combat.\nAura Shards is especially important because it turns normal creature development into repeated artifact and enchantment removal. In a deck with many creatures, every mana dork, hatebear, utility creature, and Yasharn trigger can become another way to break opposing engines.\n5. Stable ramp and mana development"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck moved away from artifact ramp and toward land ramp, mana creatures, and enchant-land acceleration.\nArbor Elf, Avacyn’s Pilgrim, Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Wall of Roots, Utopia Sprawl, Wild Growth, Nature’s Lore, Three Visits, and Yasharn’s own land-search trigger help the deck get ahead on mana while avoiding artifact-ramp weaknesses.\nThis is especially important because the deck wants to deploy hate pieces early, still reach Yasharn, and eventually cast expensive closers.\nThe mana base also supports this plan well. Yasharn finds a Forest and a Plains, Nature’s Lore and Three Visits can find Temple Garden or Canopy Vista, and the deck has enough basic lands to remain stable against nonbasic hate and longer games.\n6. Incremental value into a real finish"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A prison deck must not only slow the game down. It also needs to avoid running out of resources.\nAugur of Autumn, Welcoming Vampire, Enduring Innocence, Tocasia’s Welcome, Kutzil, Malamet Exemplar, Toski, Bearer of Secrets, Ohran Frostfang, Minas Tirith, and Eternal Witness help the deck keep cards flowing.\nOnce the table is slowed down, Beastmaster Ascension, Mirror Entity, Kamahl, Heart of Krosa, Elesh Norn, Grand Cenobite, Ohran Frostfang, and a board full of hatebears can turn the corner and end the game.\nThe deck does not need to be the fastest deck at the table. It needs to make everyone else slow enough that its small creatures eventually become lethal.\nHow the deck wins"},{"attributes":{"header":1},"insert":"\n"},{"insert":"1. Combat after disruption"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The most common win condition is combat after the table has been slowed down.\nThe deck is not trying to race three opponents from turn one. Instead, it uses hate pieces to reduce the speed and efficiency of the table, then attacks with a growing board of disruptive creatures.\nAt first, the damage looks small. Later, that same board becomes dangerous once Elesh Norn, Beastmaster Ascension, Mirror Entity, Kamahl, or repeated Toski / Kutzil / Ohran triggers enter the equation.\n2. Prison attrition"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sometimes the deck wins because opponents simply cannot execute their plans efficiently.\nRule of Law effects slow spell-heavy decks.\nRest in Peace cripples graveyard strategies.\nAven Mindcensor interferes with tutoring and searching.\nDrannith Magistrate stops commanders and other cast-from-exile / graveyard / library lines.\nLinvala turns off creature-based activated abilities.\nCollector Ouphe and Stony Silence shut down artifact-based engines.\nAura Shards prevents artifact and enchantment engines from staying on the battlefield.\nOver time, the table spends more effort trying to escape the lock than advancing toward victory.\n3. Selective reset and rebuild"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck does not rely on huge symmetrical resets. Instead, it uses selective and Teeg-compatible interaction.\nSlaughter the Strong gives the deck a low-cost board control option that can still be cast through Gaddock Teeg. It is especially useful against creature-heavy boards where opponents have developed large threats faster than you.\nWinds of Abandon can function as cheap spot removal or, with overload, as a one-sided creature wipe that clears blockers while leaving your own board intact. The overload mode is not compatible with Gaddock Teeg, so sequencing matters.\nThis fits the current plan well: build a disruptive creature board, protect it, remove the opponent’s ability to stabilize, and then attack.\n4. Late-game overpowering"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Elesh Norn, Grand Cenobite can turn small hatebears into meaningful attackers while shrinking or killing opposing creatures.\nBeastmaster Ascension turns a wide board of small utility creatures into lethal pressure.\nMirror Entity turns excess mana into a direct kill condition by making every mana dork, hatebear, and utility creature enormous.\nKamahl, Heart of Krosa gives the deck a powerful overrun-style finisher that can close games naturally after the prison shell has bought enough time.\nOhran Frostfang helps bridge value and pressure by making attacks generate cards while also making blocks painful through deathtouch.\nThis is important because prison decks can otherwise trap the table without actually ending the game. Nerd Slasher 4.0 has real closing power without becoming a combo deck.\nGame plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Early game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"In the early game, the deck wants to establish mana and deploy the first disruptive layer.\nThe best starts usually involve one of three patterns:\nTurn-one ramp into turn-two hate piece.\nTurn-two stax creature into turn-three Yasharn.\nEarly ramp or removal followed by a prison effect.\nStrong early cards include Arbor Elf, Avacyn’s Pilgrim, Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Utopia Sprawl, Wild Growth, Deafening Silence, Thalia, Guardian of Thraben, Rest in Peace, Drannith Magistrate, Collector Ouphe, Stony Silence, Grand Abolisher, Fauna Shaman, and Gaddock Teeg.\nThe deck does not need to lock the whole table immediately. It needs to identify which piece hurts the current table most.\nAgainst spell-heavy decks, Deafening Silence, Rule of Law, Eidolon of Rhetoric, or Archon of Emeria matter most.\nAgainst artifact-heavy decks, Collector Ouphe and Stony Silence are brutal.\nAgainst commander-centric decks, Drannith Magistrate can be game-changing.\nAgainst graveyard decks, Rest in Peace should be prioritized.\nAgainst tutor-heavy decks, Aven Mindcensor can change the game.\nAgainst creature-ability decks, Linvala, Keeper of Silence can be devastating.\nAgainst artifact or enchantment engines, early access to Collector Ouphe, Stony Silence, Aura Shards, Nature’s Claim, Knight of Autumn, Reclamation Sage, or Krosan Grip becomes important.\nThe biggest mistake in the early game is playing hate pieces randomly. The deck is strongest when the first lock piece actually matches what opponents are trying to do.\nMid game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The mid game is where Nerd Slasher starts becoming oppressive. This is the stage where one hate piece becomes two or three, and opponents begin to feel that every line is awkward.\nThis is also when Yasharn becomes very important. Even if he is not always the first play, he stabilizes your mana, puts a meaningful body on the board, and turns off sacrifice and life-payment lines. He also helps pay for future commander tax by putting additional lands into your hand.\nDuring this stage, sequencing matters a lot. You often need to decide whether to add another lock piece, hold up interaction, develop a value engine, cast Yasharn, activate Fauna Shaman, cast Eladamri’s Call at the right time, set up Congregation at Dawn, or keep protection available.\nA key principle is that you should not always empty your hand just because you can. Hatebears decks are vulnerable to sweepers. Guardian of Faith, Sigarda, Font of Blessings, Flawless Maneuver, Grand Abolisher, Kutzil, and Eternal Witness give resilience, but the deck still rewards measured commitment.\nThis is also the stage where Aura Shards can take over the game. Once Aura Shards is active, every creature becomes potential removal for an artifact or enchantment. Opponents relying on mana rocks, equipment, enchantment engines, or value artifacts will be forced to play under constant threat.\nLate game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"In the late game, the deck must stop thinking only about disruption. At some point, being annoying is not enough. You need to turn the corner.\nThis is where Elesh Norn, Grand Cenobite, Beastmaster Ascension, Mirror Entity, Ohran Frostfang, and Kamahl, Heart of Krosa matter most.\nElesh Norn can heavily swing creature boards and make your small creatures attack for real damage.\nBeastmaster Ascension can turn a seemingly harmless board into a lethal attack once it is charged.\nMirror Entity gives the deck a scalable mana sink that turns excess mana into lethal pressure.\nOhran Frostfang lets the deck keep drawing while attacking and makes blocking your creatures much more painful.\nKamahl, Heart of Krosa gives the deck a repeatable overrun angle that can end games without needing a separate combo package.\nLate-game decision-making is about recognizing when the table is sufficiently slowed down and when it is time to start killing players. A prison deck that waits too long gives opponents time to find answers. A prison deck that attacks too early may expose itself.\nThe best games are won by identifying the moment when control becomes pressure.\nKey synergies"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Yasharn plus the prison shell"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yasharn is not only a commander that fetches lands. His static ability shuts off paying life and sacrificing nonland permanents to cast spells or activate abilities.\nThat is highly relevant against sacrifice outlets, Treasure sacrifice lines, Food / Clue / Blood / Map sacrifice value, some combo lines, fetchlands that require paying life, and many black value cards that use life as a resource.\nBecause Yasharn is always available from the command zone, he is the deck’s true center. Gaddock Teeg is extremely powerful, but he is not the commander. The deck is built as a Yasharn prison-control deck with Teeg as one of the strongest silver bullets.\nCollector Ouphe plus Stony Silence"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is one of the defining packages of version 4.0.\nCollector Ouphe and Stony Silence both prevent activated abilities of artifacts from being activated. Since Nerd Slasher no longer relies on artifact ramp, this effect is close to one-sided.\nThis package attacks a huge part of Commander economy: Sol Ring, Arcane Signet, Signets, Talismans, Treasures, Clues, Food, Equipment equip abilities, mana rocks, artifact combo pieces, and many value engines.\nCollector Ouphe is a creature, so it can be found with Eladamri’s Call, Fauna Shaman, and Congregation at Dawn.\nStony Silence is an enchantment, so it can be found with Moon-Blessed Cleric. It is also harder for some decks to remove than a creature.\nTogether, they give the deck redundancy on one of its most punishing asymmetrical effects.\nRule of Law effects plus tax effects"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Rule of Law, Eidolon of Rhetoric, Archon of Emeria, and Deafening Silence restrict spell volume.\nThalia, Guardian of Thraben taxes noncreature spells.\nTogether, these effects make opponents’ turns smaller, slower, and more predictable.\nThis package is especially strong against storm, spellslinger, cascade-style turns, cheap cantrip engines, fast combo decks, and decks that rely on chaining several actions in one turn.\nDrannith Magistrate plus commander dependency"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Drannith Magistrate is one of the most punishing cards in the deck. Many Commander decks rely heavily on casting their commander repeatedly. Drannith can shut that plan down completely unless removed.\nCombined with tax effects, Rule of Law effects, or protection pieces, even answering Drannith can become difficult.\nLinvala, Keeper of Silence plus creature-based tables"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Linvala, Keeper of Silence gives the deck a powerful additional prison axis. She shuts down activated abilities of creatures your opponents control.\nThat matters against mana dorks, utility creatures, creature-based combo pieces, commanders with activated abilities, and value engines that rely on creatures doing more than attacking or blocking.\nLinvala does not stop your own creatures, so your Fauna Shaman, mana dorks, Mother of Runes, and other utility creatures continue functioning normally.\nLoxodon Gatekeeper plus Thalia, Heretic Cathar"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Loxodon Gatekeeper and Thalia, Heretic Cathar attack tempo from a different angle. They make opposing permanents enter the battlefield tapped.\nThis is very strong against haste creatures, mana creatures, artifact mana, token armies, fetch-sequencing, and decks trying to stabilize quickly with blockers.\nThese cards do not stop opponents from playing Magic. They make every permanent arrive one step too late.\nThat delay is often exactly what Nerd Slasher needs.\nGrand Abolisher and Kutzil as turn protection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Grand Abolisher and Kutzil, Malamet Exemplar both help protect your turn.\nGrand Abolisher stops opponents from casting spells and activating abilities of artifacts, creatures, and enchantments during your turn.\nKutzil stops opponents from casting spells during your turn and can also generate card advantage when your boosted creatures deal combat damage.\nTogether, they make it much safer to attack with Beastmaster Ascension, activate Mirror Entity for a lethal swing, cast Kamahl, resolve important creatures, use Aura Shards triggers, or move from control into lethal pressure.\nThis matters because a prison deck often loses when opponents interact at exactly the right moment. Grand Abolisher and Kutzil reduce that window.\nFauna Shaman as a toolbox engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Fauna Shaman gives the deck a much stronger toolbox angle. Nerd Slasher contains many situational creatures, and Fauna Shaman lets you turn the wrong creature in hand into the right creature for the current table.\nShe can find Drannith Magistrate against commander-reliant decks, Gaddock Teeg against big noncreature spells and X spells, Aven Mindcensor against tutors and searching, Containment Priest against cheat-into-play lines, Linvala against creature-ability decks, Collector Ouphe against artifact decks, Knight of Autumn or Reclamation Sage against artifacts and enchantments, Guardian of Faith or Sigarda when protection is needed, Welcoming Vampire / Enduring Innocence / Ohran Frostfang when card flow is needed, and Mirror Entity, Kamahl, or Elesh Norn when it is time to close the game.\nThis makes the deck less dependent on naturally drawing the exact hate piece at the exact moment.\nEladamri’s Call as precision tutoring"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Eladamri’s Call is one of the cleanest cards in the deck. At instant speed, it finds the creature you need most.\nThis can be a hatebear, a protection piece, a removal creature, a value creature, or a finisher.\nThe card is especially strong because it does not force you to commit during your own main phase. You can wait, read the table, and search for the correct creature after opponents reveal more information.\nIn a deck full of silver bullets, Eladamri’s Call turns the deck from reactive guessing into deliberate selection.\nCongregation at Dawn as topdeck engineering"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Congregation at Dawn is not raw card advantage. It does not put cards directly into your hand. Instead, it lets you engineer your next draws by stacking three creatures on top of your library.\nThis is powerful when used carefully.\nIt can set up sequences such as hatebear into protection into finisher, removal creature into Eternal Witness into finisher, Linvala into Drannith Magistrate into Gaddock Teeg, or Guardian of Faith into Elesh Norn into Kamahl.\nIt becomes even stronger when paired with draw engines like Toski, Kutzil, Tocasia’s Welcome, Welcoming Vampire, Enduring Innocence, or Ohran Frostfang, because those cards can help access the stacked creatures faster.\nMoon-Blessed Cleric as enchantment tutor"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Moon-Blessed Cleric is more important in version 4.0 because the enchantment package now contains several key engines and prison pieces.\nIt can find Stony Silence against artifact-heavy tables, Rest in Peace against graveyard decks, Rule of Law against spell-chain decks, Aura Shards against artifact/enchantment engines, Tocasia’s Welcome for card flow, Beastmaster Ascension as a finisher, or Kenrith’s Transformation as removal.\nThis makes Moon-Blessed Cleric more than a small value creature. It is a flexible tutor that helps the deck choose the correct axis of pressure.\nAura Shards plus creature density"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Aura Shards is one of the strongest engines in the deck. With enough creatures, it turns normal development into repeatable artifact and enchantment removal.\nCasting a mana dork, hatebear, Yasharn, Reclamation Sage, Knight of Autumn, Welcoming Vampire, Enduring Innocence, Ohran Frostfang, or utility creature can also destroy a mana rock, equipment, Rhystic Study-style engine, Smothering Tithe-style engine, or other problematic permanent.\nAura Shards changes how opponents play. Sometimes they will delay important artifacts or enchantments simply because they know you can destroy them almost incidentally.\nThe key is not to destroy everything automatically. The best Aura Shards pilots destroy what matters most.\nAugur of Autumn plus topdeck development"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Augur of Autumn helps the deck play a longer, smoother game. It lets you look at the top card of your library and play lands from the top. With coven active, it can also let you cast creature spells from the top of your library.\nThis fits the deck well because Nerd Slasher is creature-heavy and wants to keep deploying threats and hate pieces without relying only on cards in hand.\nAugur is especially valuable because it improves card flow without asking you to sacrifice nonland permanents, which keeps it smooth around Yasharn.\nTocasia’s Welcome, Welcoming Vampire, and Enduring Innocence"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is one of the most important card-flow packages in the current version.\nTocasia’s Welcome, Welcoming Vampire, and Enduring Innocence all reward the deck for doing what it already wants to do: playing small creatures.\nMany of the deck’s mana creatures, hatebears, utility creatures, and protection creatures naturally have power 2 or less. That means normal development can now turn into incremental card advantage.\nEnduring Innocence is especially valuable because if it dies as a creature, it returns as an enchantment. This gives the deck a more resilient draw engine that does not disappear as easily to ordinary creature removal.\nThis package helps solve one of the deck’s previous problems: building a prison board but then running out of cards.\nToski plus expendable hatebears"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Toski, Bearer of Secrets is one of the deck’s best ways to turn small creatures into card advantage.\nYour creatures are not always large, but many of them become annoying attackers once the table is slowed down. Toski rewards every successful hit and is difficult to remove through traditional destruction-based removal.\nToski becomes especially strong when opponents are already restricted by Rule of Law effects, taxes, and limited removal windows.\nOhran Frostfang plus wide combat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ohran Frostfang is one of the strongest value-combat cards in the deck.\nIt gives your attacking creatures deathtouch and draws a card whenever a creature you control deals combat damage to a player. This means every small hatebear and mana dork can become a real source of card advantage.\nOhran also changes combat math. Opponents do not want to block deathtouch creatures, but if they do not block, you draw cards. This creates an uncomfortable choice.\nThe card becomes especially dangerous when combined with large pump effects from Beastmaster Ascension, Mirror Entity, Kamahl, or Elesh Norn.\nKutzil, Malamet Exemplar plus combat pressure"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Kutzil, Malamet Exemplar does two very important things.\nFirst, he protects your turn by stopping opponents from casting spells during your turn. This makes combat, finisher turns, and key development turns much safer.\nSecond, Kutzil rewards creatures whose power is greater than their base power. This becomes relevant with Elesh Norn, Beastmaster Ascension, Mirror Entity, and Kamahl. Once your small creatures are boosted, Kutzil can convert combat damage into additional cards.\nMirror Entity as a mana sink and compact finisher"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Mirror Entity is one of the cleanest additions to the deck’s finishing package.\nIt gives the deck a cheap, tutor-friendly, Teeg-compatible mana sink. When the deck floods or reaches the late game with several creatures on the board, Mirror Entity can turn every mana dork, hatebear, and utility creature into a serious threat.\nUnlike expensive finishers, Mirror Entity comes down early and threatens to scale later. It is especially dangerous with a wide board, Beastmaster Ascension, Ohran Frostfang, or protection from Grand Abolisher / Kutzil / Flawless Maneuver.\nIt gives the deck a way to turn excess mana into lethal pressure without waiting for a seven-mana finisher.\nBeastmaster Ascension plus a wide hatebear board"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Beastmaster Ascension is one of the deck’s cleanest ways to close a game.\nThe deck naturally plays many small creatures, but those creatures are not always threatening by themselves. Beastmaster Ascension changes that. Once it has enough counters, every mana dork, hatebear, and utility creature becomes part of a lethal board.\nThis card is especially important because it costs only three mana and does not conflict with Gaddock Teeg.\nKamahl, Heart of Krosa as a late-game closer"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Kamahl gives the deck a powerful way to turn a locked board into lethal pressure.\nHis beginning-of-combat trigger gives your team +3/+3 and trample, which is exactly what a board of small hatebears and mana creatures needs in the late game.\nKamahl also provides a mana sink that can animate lands. This can create extra attackers when you need to end the game, although it should be used carefully into potential board wipes.\nKamahl is not part of an infinite combo plan here. He is a clean combat finisher that rewards the deck for surviving into the late game with several permanents on the battlefield.\nElesh Norn, Grand Cenobite as board domination"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Elesh Norn, Grand Cenobite is one of the deck’s most powerful late-game cards.\nShe pumps your small creatures and shrinks opposing boards. Against token decks, mana dorks, utility creatures, and small commanders, she can completely change the game.\nIn this deck she functions as both a finisher and a creature-board control piece. She turns your hatebears into attackers and makes many opposing boards collapse.\nSigarda, Guardian of Faith, Mother of Runes, and Flawless Maneuver as protection tools"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck plays important creatures and permanents that opponents will want to remove: Yasharn, Gaddock Teeg, Drannith Magistrate, Collector Ouphe, Elesh Norn, Aura Shards, Beastmaster Ascension, Archon of Emeria, Linvala, Enduring Innocence, Ohran Frostfang, and other key hate pieces.\nSigarda, Font of Blessings protects your other permanents and makes it harder for opponents to surgically remove the exact card holding your prison together.\nGuardian of Faith can protect multiple creatures from removal or board wipes by phasing them out.\nMother of Runes protects key creatures in combat or against targeted removal.\nFlawless Maneuver can protect your board for free while you control your commander, which is extremely important in a deck that wants to keep mana available for development, interaction, or combat pressure.\nThis matters because the deck often becomes threatening not through one huge creature, but through the combined weight of several small pieces. Protecting the board at the right time can be better than drawing three cards.\nWhat to look for in an opening hand"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The best opening hands usually contain three things: functional mana, early acceleration, and at least one disruptive or value-oriented follow-up.\nStrong hands often include two or three lands, one early ramp piece, one hatebear or prison piece, and either removal, draw, tutor access, protection, or Yasharn.\nGood examples of strong opening patterns include:\nLand, land, Arbor Elf, Utopia Sprawl, hatebear, removal, value piece.\nLand, land, Llanowar Elves, Drannith Magistrate, Path to Exile, Augur of Autumn.\nLand, land, Wild Growth, Thalia, Guardian of Thraben, Archon of Emeria.\nLand, land, dork, Fauna Shaman, hatebear, protection.\nGreen source, dork, Eladamri’s Call, early stax piece, removal.\nLand, land, Collector Ouphe or Stony Silence against artifact-heavy tables.\nWeak hands are hands with no green source, no early play, too many tapped lands, too much top-end, or too many reactive cards without development.\nThis deck does not need a perfect opener, but it does need to start doing something relevant before the table has already established engines.\nBecause the deck relies on early green acceleration, access to green mana in the opening turns is very important. White is heavily represented in the card costs, but many of the white cards are mid-game lock pieces or late-game finishers. Green is what helps the deck start.\nHow to pilot the deck in multiplayer"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Nerd Slasher is proactive, but it should not be mindless. The deck is not trying to dump every hate piece onto the battlefield immediately. It wants to apply the correct hate at the correct time.\nThe most important question each turn is:\nWhich opponent is closest to doing something unfair, and which card makes that plan worse?\nAgainst graveyard decks, prioritize Rest in Peace.\nAgainst artifact-heavy decks, prioritize Collector Ouphe, Stony Silence, Aura Shards, Knight of Autumn, Reclamation Sage, Nature’s Claim, or Krosan Grip.\nAgainst commander-reliant decks, Drannith Magistrate is brutal.\nAgainst spell-chain decks, Rule of Law effects are key.\nAgainst tutor-heavy decks, Aven Mindcensor matters.\nAgainst creature-ability decks, Linvala can shut down entire engines.\nAgainst creature swarms, preserve your wipe options such as Slaughter the Strong and Winds of Abandon.\nThis deck also requires political awareness. If one opponent is being slowed down naturally by another player, you may not need to spend your best answer there. You are not the table’s police officer for free. You are building a cage that benefits you first.\nA good Nerd Slasher pilot should avoid three common mistakes: playing every hate piece without understanding the table, overcommitting into obvious board wipes, and forgetting to switch from disruption to pressure.\nOnce opponents are slowed and their engines are offline, you need to start attacking. The deck does not want to create a game where nobody can play forever. It wants to create a game where opponents cannot play properly while you slowly turn small creatures into a lethal board.\nManaging internal tension"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck intentionally contains some internal tension. That is normal for prison and hatebears strategies.\nGaddock Teeg tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Gaddock Teeg restricts expensive noncreature spells and X spells. The current version is built to reduce this tension compared to earlier builds.\nMany of the deck’s most important finishers and utility cards are creatures, so Teeg does not stop them. Slaughter the Strong also works well with Teeg because its mana value is low enough to avoid being locked out.\nWinds of Abandon is more complicated. Its normal mode works under Teeg, but the overload mode cannot be cast while Teeg is on the battlefield. That means you need to sequence carefully.\nThe goal is not to build a deck where Teeg never conflicts with anything. The goal is to use Teeg when his restriction hurts opponents more than it hurts you.\nRest in Peace tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Rest in Peace can weaken Eternal Witness and Sevinne’s Reclamation lines. This is a conscious trade-off.\nIn many games, shutting down graveyard decks is more important than preserving your own recursion or graveyard value.\nThe key is sequencing. Rest in Peace should be deployed when graveyards matter enough to justify the cost.\nRule of Law tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Rule of Law, Eidolon of Rhetoric, Archon of Emeria, and Deafening Silence restrict your own spell volume as well. This means you must sequence carefully.\nThe deck is built to play reasonably well under one-spell-per-turn effects because many of its individual creatures are meaningful. Still, you should avoid locking yourself out of necessary development if you are behind.\nCollector Ouphe / Stony Silence tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Collector Ouphe and Stony Silence shut down activated abilities of artifacts. In version 4.0 this tension is deliberately minimized because the deck does not rely on artifacts.\nThat is why artifact ramp such as Sol Ring is no longer part of the plan. The deck wants its artifact hate to be as one-sided as possible.\nThis means future upgrades should avoid artifact dependence unless they are extremely high-impact.\nElesh Norn, Mother of Machines tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Elesh Norn, Mother of Machines can shut down opposing enter-the-battlefield triggers, but she also affects your own ETB creatures and Yasharn.\nThis means she should be deployed when her effect hurts opponents more than it hurts you, or when your key ETB work has already been done.\nShe is still powerful because many Commander decks rely heavily on ETB value, blink lines, and creature-based engines.\nYasharn tension"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yasharn prevents players from paying life or sacrificing nonland permanents to activate abilities or cast spells. This is excellent against opponents, but it can also affect your own potential sacrifice-based value.\nThe current version is built to minimize this problem. Most of the deck’s card advantage no longer relies on sacrificing artifacts or tokens, which makes the list smoother around Yasharn.\nThe goal is not to remove every conflict. The goal is to make sure the conflicts hurt opponents more than they hurt you.\nWeak points"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The first weakness is that the deck can draw the wrong hate at the wrong time. Rest in Peace is excellent against graveyard decks, but weak against creature-based stompy decks. Rule of Law effects are excellent against spell-heavy decks, but less impressive against decks that mostly develop through creatures and permanents. Stony Silence is brutal against artifact decks, but less relevant against decks with very few artifacts.\nThe second weakness is that the deck can become threatening without having an immediate kill. If you slow everyone down but do not close the game, opponents may eventually combine resources to break out. This is why Beastmaster Ascension, Mirror Entity, Kamahl, Elesh Norn, Ohran Frostfang, Toski, and steady combat pressure matter.\nThe third weakness is board wipes. The deck has protection and recursion, but it is still creature-heavy. Guardian of Faith, Flawless Maneuver, Sigarda, Mother of Runes, Eternal Witness, and careful sequencing help, but overcommitting can still be punished.\nThe fourth weakness is creature-heavy midrange. Some decks do not care much about artifact hate, graveyard hate, or Rule of Law effects. They simply play one efficient creature per turn and attack. Against those decks, Slaughter the Strong, Elesh Norn, Loxodon Gatekeeper, Thalia, Heretic Cathar, Ohran Frostfang, and combat discipline become more important.\nThe fifth weakness is pilot difficulty. This deck is not autopilot. Playing the wrong hate piece at the wrong time can hurt your own plan or accidentally help the wrong opponent. The deck rewards constant board-state evaluation.\nFlex slots / upgrade philosophy"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Nerd Slasher 4.0 is now a functional, budget-conscious Selesnya prison-control toolbox deck with a clear artifact-free identity.\nFuture upgrades should generally follow one of four paths:\nBetter untapped Selesnya lands.\nStronger creature-based hate.\nMore efficient card advantage.\nBetter protection or tutoring for key pieces.\nCards like Esper Sentinel, Sylvan Library, Worldly Tutor, Heroic Intervention, premium dual lands, additional high-impact hatebears, or stronger protection pieces would improve the deck, but they are not required for the current version to function.\nAt this stage, the best next upgrade is not necessarily another random powerful card. It is more testing data.\nThe deck is now good enough that the biggest improvements will come from learning when to play each piece, when to hold back, when to tutor, when to wipe, and when to stop being polite and start killing players.\nFinal thoughts"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Nerd Slasher 4.0 is a Selesnya prison-control deck for a player who enjoys making the table uncomfortable.\nIt does not simply try to cast large green-white creatures and win through fair combat. It asks opponents to play through taxes, restrictions, graveyard hate, commander hate, creature-ability hate, artifact shutdown, artifact/enchantment pressure, protected combat, and awkward sequencing.\nThe deck is at its best when it feels like every opponent still technically has options, but none of those options are clean.\nYasharn gives the deck its identity: stable mana, passive hate, and a commander that naturally supports a prison-control game. Gaddock Teeg, Drannith Magistrate, Linvala, Rule of Law effects, Collector Ouphe, Stony Silence, Aura Shards, Rest in Peace, and the hatebear package build the cage around him.\nVersion 4.0 adds a much cleaner anti-artifact axis. By removing artifact dependency and leaning into Collector Ouphe plus Stony Silence, the deck becomes more asymmetrical and more punishing against common Commander mana engines.\nThe card-flow package remains central. Welcoming Vampire, Enduring Innocence, Tocasia’s Welcome, Augur of Autumn, Toski, Kutzil, Ohran Frostfang, and Minas Tirith help the deck avoid running out of resources after establishing disruption.\nThe toolbox package also remains central. Eladamri’s Call, Fauna Shaman, Congregation at Dawn, and Moon-Blessed Cleric allow the deck to search for the right creature or enchantment at the right moment. This makes Nerd Slasher less random, more precise, and more dangerous in longer games.\nThis is not a deck that needs to win quickly to feel successful. Sometimes the most satisfying games are the ones where opponents spend several turns trying to untangle the mess you created.\nBut the deck does have real closing power now. With Elesh Norn, Beastmaster Ascension, Mirror Entity, Kamahl, Ohran Frostfang, Toski, Kutzil, Grand Abolisher, and a board full of disruptive creatures, Nerd Slasher can eventually stop being merely annoying and start being lethal.\nIn short: this is Selesnya prison-control with hatebears, land-based ramp, artifact shutdown, selective board control, creature-driven card advantage, toolbox utility, protection, and real combat inevitability.\nIt is proactive, irritating, and built to make the table play Magic on your terms.\n"}]}
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