1972 views24 hrs ago
Commander
Size: 100Est cost: $3415.95Salt sum: 51.71
Bushboy
1972 views24 hrs ago
Commander
Size: 100Est cost: $3415.95Salt sum: 51.71
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"While piloting this deck you just have to ask yourself one question:\n\n\"How do I get to 10 power on board as fast as possible?\"\n\nHow we get there, what comes with it and how we actually win with this deck will be discussed in this primer. For an easier view as to how you win with this deck, I will provide one of many different ways to achieve one goal: Cast "},{"insert":{"card-link":"Ghalta, Primal Hunger"}},{"insert":" an infinite number of times and activate "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" enough times to kill your opponents.\n\nTo start us off we will need to get power on the board. Conventionally you would do this by spending a good chunk of mana to have as much power on a creature as possible. But since this method is not mana efficient enough for bracket 4 and also leads to more dead draws, we instead opt for either more flexible or mana efficient ways to generate power on board. The following ways to generate power will be grouped by different card types.\n\nStrong Lands"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis guy talks about power and starts off with lands? Yes, as lands are some of the hardest permanents to destroy by default and are true powerhouses in this deck. Lands such as "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" , "},{"insert":{"card-link":"Mutavault"}},{"insert":" \nbut especially "},{"insert":{"card-link":"Cactus Preserve"}},{"insert":" present additional power on the board. Cactus preserve in particular is a wonderful card in this deck as you instantly generate the 10 power needed to cast Ghalta for just 2 green mana for the cheep activation of 3 generic mana. "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" Can also be used to increase the power on board, should you already have cast some creatures and they are in your graveyard. "},{"insert":{"card-link":"Cactus Preserve"}},{"insert":" will be your go-to land in scenarios where you need power on board. Since this deck also runs land tutors in the form of "},{"insert":{"card-link":"Urza's Cave"}},{"insert":", "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" and "},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":", getting to 10 power through lands can be achieved with more consistency while serving as a great toolbox option as well.\n\nCreatures that got the Power"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIn theory you can add every single creature on this list, but then this primer would also be more or less insignificant. Thus, creatures listed in here will be ahead of their mana curve on power or generate more power in some way.\n"}]}
Card draw
Grothama, All-Devouring
Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring."
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.
Legendary Creature - Wurm

Majestic Genesis
Reveal the top X cards of your library, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. You may put any number of permanent cards from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Sorcery

Outcaster Trailblazer
When this creature enters, add one mana of any color.
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Whenever another creature you control with power 4 or greater enters, draw a card.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Human Druid

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Card draw
(CTRL to add secondary)
haste enablers
haste enablers
(CTRL to add secondary)
Interaction
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Contest of Claws
Target creature you control deals damage equal to its power to another target creature. If excess damage was dealt this way, discover X, where X is that excess damage. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery

Legolas's Quick Reflexes
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Untap target creature. Until end of turn, it gains hexproof, reach, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Untap target creature. Until end of turn, it gains hexproof, reach, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Instant

Interaction
(CTRL to add secondary)
janky combos
janky combos
(CTRL to add secondary)
Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Turntimber Symbiosis
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Sorcery


Land
(CTRL to add secondary)
Protection
Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

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

Growing Rites of Itlimoc
When Growing Rites of Itlimoc enters, look at the top four cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
At the beginning of your end step, if you control four or more creatures, transform Growing Rites of Itlimoc.
Legendary Enchantment


Gwenna, Eyes of Gaea
: Add two mana in any combination of colors. Spend this mana only to cast creature spells or activate abilities of creature sources.
Whenever you cast a creature spell with power 5 or greater, put a +1/+1 counter on Gwenna and untap it.
Whenever you cast a creature spell with power 5 or greater, put a +1/+1 counter on Gwenna and untap it.
Legendary Creature - Elf Druid Scout

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

The Eternity Elevator
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Legendary Artifact - Spacecraft

Ramp
(CTRL to add secondary)
Tutors and Cost Reduction
Defiler of Vigor
Trample
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost less to cast if you paid life this way. This effect reduces only the amount of green mana you pay.
Whenever you cast a green permanent spell, put a +1/+1 counter on each creature you control.
Creature - Wurm Phyrexian

Tutors and Cost Reduction
(CTRL to add secondary)
Sideboard
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Sideboard
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"While piloting this deck you just have to ask yourself one question:\n\n\"How do I get to 10 power on board as fast as possible?\"\n\nHow we get there, what comes with it and how we actually win with this deck will be discussed in this primer. For an easier view as to how you win with this deck, I will provide one of many different ways to achieve one goal: Cast "},{"insert":{"card-link":"Ghalta, Primal Hunger"}},{"insert":" an infinite number of times and activate "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" enough times to kill your opponents.\n\nTo start us off we will need to get power on the board. Conventionally you would do this by spending a good chunk of mana to have as much power on a creature as possible. But since this method is not mana efficient enough for bracket 4 and also leads to more dead draws, we instead opt for either more flexible or mana efficient ways to generate power on board. The following ways to generate power will be grouped by different card types.\n\nStrong Lands"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis guy talks about power and starts off with lands? Yes, as lands are some of the hardest permanents to destroy by default and are true powerhouses in this deck. Lands such as "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" , "},{"insert":{"card-link":"Mutavault"}},{"insert":" \nbut especially "},{"insert":{"card-link":"Cactus Preserve"}},{"insert":" present additional power on the board. Cactus preserve in particular is a wonderful card in this deck as you instantly generate the 10 power needed to cast Ghalta for just 2 green mana for the cheep activation of 3 generic mana. "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" Can also be used to increase the power on board, should you already have cast some creatures and they are in your graveyard. "},{"insert":{"card-link":"Cactus Preserve"}},{"insert":" will be your go-to land in scenarios where you need power on board. Since this deck also runs land tutors in the form of "},{"insert":{"card-link":"Urza's Cave"}},{"insert":", "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" and "},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":", getting to 10 power through lands can be achieved with more consistency while serving as a great toolbox option as well.\n\nCreatures that got the Power"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIn theory you can add every single creature on this list, but then this primer would also be more or less insignificant. Thus, creatures listed in here will be ahead of their mana curve on power or generate more power in some way.\n"}]}






















































































