2443 views27 days ago
Commander
Size: 100Est cost: $777.96Salt sum: 36.13
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dboy2

2443 views27 days ago
Commander
Size: 100Est cost: $777.96Salt sum: 36.13

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{"ops":[{"attributes":{"bold":true},"insert":"Henzie, \"Toolbox\" Torre's Oops! All Creatures"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Henzie \"Toolbox\" Torre"}},{"insert":" is by far and away my favorite commander of all time. It's the deck I've played the most, tinkered with the most, and replaced sleeves on the most (Dragonshields have met their match: me). This should probably come as no surprise to many, as if there's anything you've heard about this commander before, it's that Henzie players are OBSESSED with him. Part of my obsession with this deck comes from its very strange and aptly named deck restriction, which is that the deck's only nonland cards are creatures.\n\nThis is because of the deck's Companion, "},{"insert":{"card-link":"Umori, the Collector"}},{"insert":" , which can only be played if all nonland cards in your deck share a card type. I've actually never played a non-Umori decklist before, since the way I discovered Henzie was because I found an \"Oops, all creatures\" decklist online. Not only did the concept seem exactly like my type of jank, but I also love arbitrary deckbuilding restrictions that force me to think creatively about my card choices. If all you have is creatures, how do you run land lamp? Removal? Protection? Recursion? All of the usual things a deck needs to succeed must be stapled to creatures, and I loved the challenge.\nTo be honest, as this deck has evolved and grown more focused, I have found myself actually casting Umori less and less (the nerf to Companions that came shortly after I finished the deck also didn't help), but I simply refuse to remove it from the deck as I'm worried I'll be too tempted to introduced noncreature cards to the list, and eventually ruin what makes this deck so special to me. Henzie and Umori are a deck that exists on the razor's edge of jank and high-power, and even the slightest change can be enough to throw it off balance.\n\n"},{"attributes":{"bold":true},"insert":"How does the deck work?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If you've ever seen the card "},{"insert":{"card-link":"Sneak Attack"}},{"insert":" before, then you have a pretty good idea of how a Henzie deck works. Blitz allows you to cast all your creatures with haste, with the \"downside\" that they must be sacrificed at the end of the turn. Henzie also offers a mana discount to those creatures, allowing us to cheat high-cost creatures in early and grant us the most bizarre mana curve of all time. One major upgrade Blitz has over the previously mentioned Sneak Attack is that every Blitzed creature will draw you a card when it dies, no matter how it dies. This effectively means every Blitzed creature is \"card neutral\" and replaces itself, resolving a major weakness typically found in these styles of decks. I also mentioned how the sacrifice element of blitz is not really a true downside, since our access to Black gives us plenty of reanimation and recursion, plus ways to profit off creatures hitting the graveyard turn after turn. Ultimately, the deck combines three of my favorite things to do in Magic: Be aggro, play giant creatures, and draw cards!\n\n"},{"attributes":{"bold":true},"insert":"The Strengths"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is very fast and aggressive. Assuming you manage to land a turn 2/3 Henzie, the deck can deploy most of its threats immediately the turn after. Additionally, almost every card in the deck wants to be blitzed and is the appropriate mana value, meaning you can be Blitzing multiple creatures a turn for essentially the rest of the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The high density of creatures not only allows for consistent Blitzing, but it also means that creature-based synergies and payoffs are even more powerful."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The deck features a hefty amount of recursion and reanimation, allowing us to reuse powerful creatures that have been Blitzed previously. It also means the deck is resilient to most removal and sweepers that would slow down our mid-to-late game, as many of our cards will let us build back stronger. Not to mention, our commander's Blitz discount grows for each time he's been cast from the command zone, further speeding up our ability to rebuild and acting like a pseudo-ward ability to discourage our opponents from removing him."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You get to see a lot of your deck each game, since the card draw of Blitz and other aristocrat payoffs helps keep our hand stocked with gas. Even if we do manage to have our card draw slowed down, your graveyard acts as a second hand as mentioned earlier with the reanimation and recursion gameplans. This deck runs virtually no tutors (there's a single card that can search for Eldrazis), so it's unlikely you'll play the exact same creatures every game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Weaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Although the deck comes packed with recursion, early game sweepers and removal are fairly devastating to our ability to move quickly, as is true with any aggro deck. Since most of our early ramp comes from mana dorks, losing them before we get a chance to ramp for lands can send us back to the stone ages. It can also make it difficult to mana fix, since it's vital we find all three colors in the first few turns of the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"In addition to this problem, any deck that comes packed with edicts, creature hate, or graveyard hate, absolutely nukes our deck. Since, you know, that's pretty much all we do. If somebody at the table plays a deck that doesn't let creatures last a turn cycle, you might consider a different deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Since so many of the creatures in the deck are meant to be Blitzed (and the ones that aren't are usually pretty weak), we usually leave ourselves open to crack-backs once all our Blitzed creatures die at the end of the turn. This problem usually goes away later as we no longer are required to Blitz creatures to get value from them, but it can put us in a tricky spot when we don't have much in the way of blockers."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Although this deck does have some creatures with solid removal and boardwipes stapled to them, almost all of them function only at sorcery speed. This means the deck is not very interactive and will have a hard time stopping other people's wins. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nDeck Breakdown"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I've separated the list into categories based on what the primary role of the card is meant to be, including cards that want to be Blitzed, and cards that want to stick around.\n\n"},{"attributes":{"bold":true},"insert":"Mana Dorks"},{"insert":"\nThese help cast Henzie as early as turn two. I tried to stick to dorks that can produce a color other than green to help with color-fixing. The odd ones out here include:\n"},{"insert":{"card-link":"Gwenna, Eyes of Gaea"}},{"insert":" . A three-drop in a deck where playing our three mana commander ASAP seems odd, and normally you'd be right to avoid competing with Henzie. However, Gwenna is just so ridiculous at accumulating mana once we start casting large creatures (basically all of them), that she not only produces MUCH more mana than you'd think, but she also turns into a sizable beater herself."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bloom Tender"}},{"insert":" is a common include in many Henzie decks, and it's easy to see why. Similar to Gwenna, this is actually the kind of mana dork you're happy to draw after you've already played Henzie, since it will immediately pay for its own mana cost and then some."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp"},{"insert":"\nMost of the creatures in this category start at mana value 4 for a reason: They help search up a land when they enter, attack, die, or some combination of the three. This means we can play them the turn after Henzie hits the board.\n"},{"insert":{"card-link":"Nikya of the Old Ways"}},{"insert":" is such an awesome inclusion that really only works because of our \"Oops, all creatures\" theme. Without any noncreature spells, her restriction might as well be flavor text, and we get a Mana Reflection on the cheap because of it!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Honest Rutstein"}},{"insert":" . Similar to Gwenna, Rutstein has to earn his keep in the three-drop spot, and he certainly does. It combines a Eternal Witness-style effect with a permanent mana discount on creatures into one body, making it useful at every stage of the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Roxanne, Starfall Savant"}},{"insert":" is more cute than powerful, but is still not something to be underestimated. Blitzing her almost guarantees two Meteorites the turn she enters, and not Blitzing her lets you hang on to her mana-boosting ability for not just your Meteorites, but any treasures you make."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Primeval Herald"}},{"insert":" is an all-star, grabbing a land both on enters AND attacks. It's also a trampling body for some early game damage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rampant Rejuvenator"}},{"insert":" guarantees us at least two lands as it dies, and other anthems and power-buffing effects can have it searching for even more if we manage to draw it late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" has persisted despite many upgrades and much powercreep. It's ability to both fetch a land AND draw us an extra card when it dies helps accelerate us. An underrated aspect of Solemn is that it's colorless, meaning it can help with fixing no matter what our mana looks like."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Seedguide Ash"}},{"insert":" One of those truly janky cards that was given new life by just the right commander. Being able to fetch THREE forests for effectively 4 mana would already make it the best ramp spell in the game, but the fact that they are Non-basic makes this an absolutely must-have."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Conduit of Ruin"}},{"insert":" The only card in the deck I'd consider a \"tutor\", since it lets us look for one of our three Eldrazis. If you choose not to Blitz it, it also becomes one of the strongest mana discounts for creatures."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Vibrance"}},{"insert":" It's ability to serve a both a removal spell AND a land searching effect is amazing useful, but its ability to be evoked means we can play it for just 2 mana if we only need one of these effects."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"World Shaper"}},{"insert":" Another all-star in Henzie. Not only does it help fill the graveyard, but it also gives us a Splendid Reclamation-style effect when it does, often ramping us several lands all at once. My recent addition of fetch lands has made this card even crazier."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Nylea, Keen-Eyed"}},{"insert":" A permanent mana discount that eventually becomes an indestructible beater is very solid. Although I don't often use her last ability, the hit rate on it is extremely good due to our density of creatures."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Goreclaw, Terror of Qal Sisma"}},{"insert":" Probably the single best piece of acceleration in the whole deck. Nearly all our creatures (especially the ones we are Blitzing) meet the power requirement of both of its abilities, making it an extremely easy way to put a lot of power on the board shortly after untapping with Goreclaw."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n\n\n"}]}

Commander

Qty: 1 Price: $0.99
Henzie "Toolbox" Torre
Each creature spell you cast with mana value 4 or greater has blitz. The blitz cost is equal to its mana cost. (You may choose to cast that spell for its blitz cost. If you do, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Blitz costs you pay cost
less for each time you've cast your commander from the command zone this game.
Legendary Creature - Rogue Devil
Henzie "Toolbox" Torre (ncc) 187

Commander

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Aristocrat Engines

Qty: 6 Price: $33.44
Ayara, Widow of the Realm
, Sacrifice another creature or artifact: Ayara deals X damage to target opponent or battle and you gain X life, where X is the sacrificed permanent's mana value.
: Transform Ayara. Activate only as a sorcery. (
can be paid with either
or 2 life.)
Legendary Creature - Elf Noble
Ayara, Widow of the Realm // Ayara, Furnace Queen (mom) 90Ayara, Widow of the Realm // Ayara, Furnace Queen (mom) 90
Drivnod, Carnage Dominus
If a creature dying causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
, Exile three creature cards from your graveyard: Put an indestructible counter on Drivnod. (
can be paid with either
or 2 life.)
Legendary Creature - Horror Phyrexian
Drivnod, Carnage Dominus (one) 305
Shadow the Hedgehog
Haste
Whenever Shadow the Hedgehog or another creature you control with flash or haste dies, draw a card.
Chaos Control — Each spell you cast has split second if mana from an artifact was spent to cast it. (As long as it's on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Legendary Creature - Mercenary Hedgehog
Shadow the Hedgehog (sld) 2086
Spinner of Souls
Reach
Whenever another nontoken creature you control dies, you may reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.
Creature - Spirit Spider
Spinner of Souls (fdn) 112
Stalking Vengeance
Haste
Whenever another creature you control dies, it deals damage equal to its power to target player or planeswalker.
Creature - Avatar
Stalking Vengeance (ncc) 276
Ziatora, the Incinerator
Flying
At the beginning of your end step, you may sacrifice another creature. When you do, Ziatora deals damage equal to that creature's power to any target and you create three Treasure tokens.
Legendary Creature - Demon Dragon
Ziatora, the Incinerator (snc) 339

Aristocrat Engines

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Blitz Beaters

Qty: 15 Price: $177.35
Alexios, Deimos of Kosmos
Trample
Alexios attacks each combat if able, can't be sacrificed, and can't attack its owner.
At the beginning of each player's upkeep, that player gains control of Alexios, untaps it, and puts a +1/+1 counter on it. It gains haste until end of turn.
Legendary Creature - Human Berserker
Alexios, Deimos of Kosmos (acr) 214
Apex Devastator
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera
Apex Devastator (m3c) 220
Balor
Flying
Whenever this creature attacks or dies, choose one or more. Each mode must target a different player.
• Target opponent draws three cards, then discards three cards at random.
• Target opponent sacrifices a nontoken artifact of their choice.
• This creature deals damage to target opponent equal to the number of cards in their hand.
Creature - Demon
Balor (clb) 162
Colossal Grave-Reaver
Flying
Whenever this creature enters or attacks, mill three cards.
Whenever one or more creature cards are put into your graveyard from your library, put one of them onto the battlefield.
Creature - Dragon
Colossal Grave-Reaver (tdc) 90
Combustible Gearhulk
First strike
When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.
Creature Artifact - Construct
Combustible Gearhulk (dsc) 163
Emrakul, the Promised End
This spell costs
less to cast for each card type among cards in your graveyard.
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
Legendary Creature - Eldrazi
Emrakul, the Promised End (inr) 330
Etali, Primal Storm
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
Legendary Creature - Elder Dinosaur
Etali, Primal Storm (fdn) 329
Giant Adephage
Trample
Whenever this creature deals combat damage to a player, create a token that's a copy of this creature.
Creature - Insect
Giant Adephage (sld) 1415
Ilharg, the Raze-Boar
Trample
Whenever Ilharg attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.
When Ilharg dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Boar God
Ilharg, the Raze-Boar (rvr) 429
Titan of Industry
Reach, trample
When this creature enters, choose two —
• Destroy target artifact or enchantment.
• Target player gains 5 life.
• Create a 4/4 green Rhino Warrior creature token.
• Put a shield counter on a creature you control.
Creature - Elemental
Titan of Industry (snc) 289
Ulamog, the Ceaseless Hunger
When you cast this spell, exile two target permanents.
Indestructible
Whenever Ulamog attacks, defending player exiles the top twenty cards of their library.
Legendary Creature - Eldrazi
Ulamog, the Ceaseless Hunger (cmm) 5
Vaultborn Tyrant
Trample
Whenever this creature or another creature you control with power 4 or greater enters, you gain 3 life and draw a card.
When this creature dies, if it's not a token, create a token that's a copy of it, except it's an artifact in addition to its other types.
Creature - Dinosaur
Vaultborn Tyrant (big) 20
Worldspine Wurm
Trample
When this creature dies, create three 5/5 green Wurm creature tokens with trample.
When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature - Wurm
Worldspine Wurm (plst) RTR-140
Yargle and Multani
Legendary Creature - Elemental Spirit Frog
Yargle and Multani (mom) 317
Ziatora's Envoy
Trample
Whenever this creature deals combat damage to a player, look at the top card of your library. You may play a land from the top of your library or cast a spell with mana value less than or equal to the damage dealt from the top of your library without paying its mana cost. If you don't, put that card into your hand.
Blitz
Creature - Warrior Lizard
Ziatora's Envoy (snc) 405

Blitz Beaters

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Blitz Support

Qty: 8 Price: $29.03
Archetype of Aggression
Creatures you control have trample.
Creatures your opponents control lose trample and can't have or gain trample.
Creature Enchantment - Human Warrior
Archetype of Aggression (plst) BNG-88
Deathleaper, Terror Weapon
Flash
Haste
Flesh Hooks — Creatures you control that entered this turn have double strike.
Legendary Creature - Tyranid
Deathleaper, Terror Weapon (40k) 115★
Homura, Human Ascendant
Homura can't block.
When Homura dies, return it to the battlefield flipped.
Legendary Creature - Human Monk
Homura, Human Ascendant // Homura's Essence (sok) 103
Jolene, the Plunder Queen
Whenever a player attacks one or more of your opponents, that attacking player creates a Treasure token.
If you would create one or more Treasure tokens, instead create those tokens plus an additional Treasure token.
Sacrifice five Treasures: Put five +1/+1 counters on Jolene.
Legendary Creature - Human Warrior
Jolene, the Plunder Queen (ncc) 73
Mai, Scornful Striker
First strike
Whenever a player casts a noncreature spell, they lose 2 life.
Legendary Creature - Human Ally Noble
Mai, Scornful Striker (tla) 374
Merchant of Venom
Menace
When this creature enters, each player sacrifices a creature of their choice.
Whenever a player sacrifices a permanent, put a +1/+1 counter on this creature.
Creature - Cat Warlock
Merchant of Venom (soc) 76
Mr. Orfeo, the Boulder
Whenever you attack, double target creature's power until end of turn.
Legendary Creature - Warrior Rhino
Mr. Orfeo, the Boulder (snc) 385
Ognis, the Dragon's Lash
Haste
Whenever a creature you control with haste attacks, create a tapped Treasure token.
Legendary Creature - Warrior Lizard
Ognis, the Dragon's Lash (snc) 390

Blitz Support

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Land

Qty: 35 Price: $292.75
Abundant Countryside
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell.
,
: Create a 1/1 colorless Shapeshifter creature token with changeling. (It's every creature type.)
Land
Abundant Countryside (ecc) 22
Ancient Ziggurat
: Add one mana of any color. Spend this mana only to cast a creature spell.
Land
Ancient Ziggurat (con) 141
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (zne) 3
Cinder Glade
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade (nec) 166
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (tmc) 62
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (cmr) 349
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (c15) 281
Copperline Gorge
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Copperline Gorge (one) 371
Dragonskull Summit
This land enters tapped unless you control a Swamp or a Mountain.
: Add
or
.
Land
Dragonskull Summit (pip) 261
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (c19) 242
Forbidden Orchard
: Add one mana of any color.
Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.
Land
Forbidden Orchard (2x2) 323
Forest
(
: Add
.)
Basic Land - Forest
Forest (snc) 280
Karplusan Forest
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Karplusan Forest (dmu) 379
Llanowar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Llanowar Wastes (bro) 299
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (snc) 278
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (ecl) 266
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (pip) 284
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (clb) 361
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (gtc) 247
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (snc) 276
Twilight Mire
: Add
.
,
: Add
,
, or
.
Land
Twilight Mire (2xm) 328
Undergrowth Stadium
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Undergrowth Stadium (cmm) 435
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (zne) 8
Woodland Cemetery
This land enters tapped unless you control a Swamp or a Forest.
: Add
or
.
Land
Woodland Cemetery (pip) 316
Ziatora's Proving Ground
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Swamp Mountain Forest
Ziatora's Proving Ground (snc) 295

Land

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Mana Dorks

Qty: 8 Price: $114.72
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (sld) 1148
Bloom Tender
Vivid —
: For each color among permanents you control, add one mana of that color.
Creature - Elf Druid
Bloom Tender (plst) EVE-66
Deathrite Shaman
: Exile target land card from a graveyard. Add one mana of any color.
,
: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
,
: Exile target creature card from a graveyard. You gain 2 life.
Creature - Elf Shaman
Deathrite Shaman (rtr) 213
Delighted Halfling
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
Creature - Citizen Halfling
Delighted Halfling (ltr) 158
Elves of Deep Shadow
: Add
. This creature deals 1 damage to you.
Creature - Elf Druid
Elves of Deep Shadow (plst) GK1-56
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.
Legendary Creature - Elf Druid Scout
Gwenna, Eyes of Gaea (bro) 185
Ignoble Hierarch
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add
,
, or
.
Creature - Goblin Shaman
Ignoble Hierarch (mh2) 355
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (pdmu) 1★

Mana Dorks

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Ramp

Qty: 12 Price: $77.48
Conduit of Ruin
When you cast this spell, you may search your library for a colorless creature card with mana value 7 or greater, reveal it, then shuffle and put that card on top.
The first creature spell you cast each turn costs
less to cast.
Creature - Eldrazi
Conduit of Ruin (bfz) 4
Goreclaw, Terror of Qal Sisma
Creature spells you cast with power 4 or greater cost
less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
Legendary Creature - Bear
Goreclaw, Terror of Qal Sisma (sld) 1229
Honest Rutstein
When Honest Rutstein enters, return target creature card from your graveyard to your hand.
Creature spells you cast cost
less to cast.
Legendary Creature - Human Warlock
Honest Rutstein (otj) 207
Nikya of the Old Ways
You can't cast noncreature spells.
Whenever you tap a land for mana, add one mana of any type that land produced.
Legendary Creature - Druid Centaur
Nikya of the Old Ways (rna) 193
Nylea, Keen-Eyed
Indestructible
As long as your devotion to green is less than five, Nylea isn't a creature.
Creature spells you cast cost
less to cast.
: Reveal the top card of your library. If it's a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
Legendary Creature Enchantment - God
Nylea, Keen-Eyed (pthb) 185s
Primeval Herald
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever this creature enters or attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature - Elf Scout
Primeval Herald (j22) 42
Rampant Rejuvenator
This creature enters with two +1/+1 counters on it.
When this creature dies, search your library for up to X basic land cards, where X is this creature's power, put them onto the battlefield, then shuffle.
Creature - Plant Hydra
Rampant Rejuvenator (nec) 28
Roxanne, Starfall Savant
Whenever Roxanne enters or attacks, create a tapped colorless artifact token named Meteorite with "When this token enters, it deals 2 damage to any target" and "
: Add one mana of any color."
Whenever you tap an artifact token for mana, add one mana of any type that artifact token produced.
Legendary Creature - Druid Cat
Roxanne, Starfall Savant (otj) 228
Seedguide Ash
When this creature dies, you may search your library for up to three Forest cards, put them onto the battlefield tapped, then shuffle.
Creature - Druid Treefolk
Seedguide Ash (lrw) 235
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (m21) 319
Vibrance
When this creature enters, if
was spent to cast it, this creature deals 3 damage to any target.
When this creature enters, if
was spent to cast it, search your library for a land card, reveal it, put it into your hand, then shuffle. You gain 2 life.
Evoke
Creature - Elemental Incarnation
Vibrance (ecl) 249
World Shaper
Whenever this creature attacks, you may mill three cards.
When this creature dies, return all land cards from your graveyard to the battlefield tapped.
Creature - Merfolk Shaman
World Shaper (sld) 2017

Ramp

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Archpriest of Shadows
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.)
Deathtouch
Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
Creature - Human Warlock
Archpriest of Shadows (mom) 356
Artisan of Kozilek
When you cast this spell, you may return target creature card from your graveyard to the battlefield.
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
Creature - Eldrazi
Artisan of Kozilek (uma) 2
Chainer, Nightmare Adept
Discard a card: You may cast a creature spell from your graveyard this turn. Activate only once each turn.
Whenever a nontoken creature you control enters, if you didn't cast it from your hand, it gains haste until your next turn.
Legendary Creature - Human Minion
Chainer, Nightmare Adept (mh2) 419
Gorex, the Tombshell
As an additional cost to cast this spell, you may exile any number of creature cards from your graveyard. This spell costs
less to cast for each card exiled this way.
Deathtouch
Whenever Gorex attacks or dies, choose a card at random exiled with Gorex and put that card into its owner's hand.
Legendary Creature - Zombie Turtle
Gorex, the Tombshell (mic) 20
Meren of Clan Nel Toth
Whenever another creature you control dies, you get an experience counter.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
Legendary Creature - Human Shaman
Meren of Clan Nel Toth (cmm) 685
Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize
(
, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman
Timeless Witness (mh2) 179

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Bringer of the Last Gift
Flying
When this creature enters, if you cast it, each player sacrifices all other creatures they control. Then each player returns all creature cards from their graveyard that weren't put there this way to the battlefield.
Creature - Vampire Demon
Bringer of the Last Gift (lci) 337
Druid of Purification
When this creature enters, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way.
Creature - Human Druid
Druid of Purification (afc) 39
Foundation Breaker
When this creature enters, you may destroy target artifact or enchantment.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Foundation Breaker (mh2) 160
Massacre Wurm
When this creature enters, creatures your opponents control get -2/-2 until end of turn.
Whenever a creature an opponent controls dies, that player loses 2 life.
Creature - Wurm Phyrexian
Massacre Wurm (m21) 316
Necron Deathmark
Flash
Synaptic Disintegrator — When this creature enters, destroy up to one target creature and target player mills three cards.
Creature Artifact - Necron
Necron Deathmark (40k) 42
Noxious Gearhulk
Menace
When this creature enters, you may destroy another target creature. If a creature is destroyed this way, you gain life equal to its toughness.
Creature Artifact - Construct
Noxious Gearhulk (brc) 110
Ravenous Chupacabra
When this creature enters, destroy target creature an opponent controls.
Creature - Beast Horror
Ravenous Chupacabra (pw23) 10
Shriekmaw
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Shriekmaw (plrw) 139★
Woodfall Primus
Trample
When this creature enters, destroy target noncreature permanent.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Shaman Treefolk
Woodfall Primus (uma) 195

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Umori, the Collector
Companion — Each nonland card in your starting deck shares a card type. (If this card is your chosen companion, you may put it into your hand from outside the game for
as a sorcery.)
As Umori enters, choose a card type.
Spells you cast of the chosen type cost
less to cast.
Legendary Creature - Ooze
Umori, the Collector (mul) 192

Sideboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 13 cards
0 pips - 0 cards
0 mana - 13 cards
36 pips - 24 cards
30 mana - 26 cards
31 pips - 20 cards
27 mana - 25 cards
49 pips - 38 cards
37 mana - 33 cards
0 pips - 0 cards
6 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Henzie, \"Toolbox\" Torre's Oops! All Creatures"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Henzie \"Toolbox\" Torre"}},{"insert":" is by far and away my favorite commander of all time. It's the deck I've played the most, tinkered with the most, and replaced sleeves on the most (Dragonshields have met their match: me). This should probably come as no surprise to many, as if there's anything you've heard about this commander before, it's that Henzie players are OBSESSED with him. Part of my obsession with this deck comes from its very strange and aptly named deck restriction, which is that the deck's only nonland cards are creatures.\n\nThis is because of the deck's Companion, "},{"insert":{"card-link":"Umori, the Collector"}},{"insert":" , which can only be played if all nonland cards in your deck share a card type. I've actually never played a non-Umori decklist before, since the way I discovered Henzie was because I found an \"Oops, all creatures\" decklist online. Not only did the concept seem exactly like my type of jank, but I also love arbitrary deckbuilding restrictions that force me to think creatively about my card choices. If all you have is creatures, how do you run land lamp? Removal? Protection? Recursion? All of the usual things a deck needs to succeed must be stapled to creatures, and I loved the challenge.\nTo be honest, as this deck has evolved and grown more focused, I have found myself actually casting Umori less and less (the nerf to Companions that came shortly after I finished the deck also didn't help), but I simply refuse to remove it from the deck as I'm worried I'll be too tempted to introduced noncreature cards to the list, and eventually ruin what makes this deck so special to me. Henzie and Umori are a deck that exists on the razor's edge of jank and high-power, and even the slightest change can be enough to throw it off balance.\n\n"},{"attributes":{"bold":true},"insert":"How does the deck work?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If you've ever seen the card "},{"insert":{"card-link":"Sneak Attack"}},{"insert":" before, then you have a pretty good idea of how a Henzie deck works. Blitz allows you to cast all your creatures with haste, with the \"downside\" that they must be sacrificed at the end of the turn. Henzie also offers a mana discount to those creatures, allowing us to cheat high-cost creatures in early and grant us the most bizarre mana curve of all time. One major upgrade Blitz has over the previously mentioned Sneak Attack is that every Blitzed creature will draw you a card when it dies, no matter how it dies. This effectively means every Blitzed creature is \"card neutral\" and replaces itself, resolving a major weakness typically found in these styles of decks. I also mentioned how the sacrifice element of blitz is not really a true downside, since our access to Black gives us plenty of reanimation and recursion, plus ways to profit off creatures hitting the graveyard turn after turn. Ultimately, the deck combines three of my favorite things to do in Magic: Be aggro, play giant creatures, and draw cards!\n\n"},{"attributes":{"bold":true},"insert":"The Strengths"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is very fast and aggressive. Assuming you manage to land a turn 2/3 Henzie, the deck can deploy most of its threats immediately the turn after. Additionally, almost every card in the deck wants to be blitzed and is the appropriate mana value, meaning you can be Blitzing multiple creatures a turn for essentially the rest of the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The high density of creatures not only allows for consistent Blitzing, but it also means that creature-based synergies and payoffs are even more powerful."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The deck features a hefty amount of recursion and reanimation, allowing us to reuse powerful creatures that have been Blitzed previously. It also means the deck is resilient to most removal and sweepers that would slow down our mid-to-late game, as many of our cards will let us build back stronger. Not to mention, our commander's Blitz discount grows for each time he's been cast from the command zone, further speeding up our ability to rebuild and acting like a pseudo-ward ability to discourage our opponents from removing him."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You get to see a lot of your deck each game, since the card draw of Blitz and other aristocrat payoffs helps keep our hand stocked with gas. Even if we do manage to have our card draw slowed down, your graveyard acts as a second hand as mentioned earlier with the reanimation and recursion gameplans. This deck runs virtually no tutors (there's a single card that can search for Eldrazis), so it's unlikely you'll play the exact same creatures every game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Weaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Although the deck comes packed with recursion, early game sweepers and removal are fairly devastating to our ability to move quickly, as is true with any aggro deck. Since most of our early ramp comes from mana dorks, losing them before we get a chance to ramp for lands can send us back to the stone ages. It can also make it difficult to mana fix, since it's vital we find all three colors in the first few turns of the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"In addition to this problem, any deck that comes packed with edicts, creature hate, or graveyard hate, absolutely nukes our deck. Since, you know, that's pretty much all we do. If somebody at the table plays a deck that doesn't let creatures last a turn cycle, you might consider a different deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Since so many of the creatures in the deck are meant to be Blitzed (and the ones that aren't are usually pretty weak), we usually leave ourselves open to crack-backs once all our Blitzed creatures die at the end of the turn. This problem usually goes away later as we no longer are required to Blitz creatures to get value from them, but it can put us in a tricky spot when we don't have much in the way of blockers."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Although this deck does have some creatures with solid removal and boardwipes stapled to them, almost all of them function only at sorcery speed. This means the deck is not very interactive and will have a hard time stopping other people's wins. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nDeck Breakdown"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I've separated the list into categories based on what the primary role of the card is meant to be, including cards that want to be Blitzed, and cards that want to stick around.\n\n"},{"attributes":{"bold":true},"insert":"Mana Dorks"},{"insert":"\nThese help cast Henzie as early as turn two. I tried to stick to dorks that can produce a color other than green to help with color-fixing. The odd ones out here include:\n"},{"insert":{"card-link":"Gwenna, Eyes of Gaea"}},{"insert":" . A three-drop in a deck where playing our three mana commander ASAP seems odd, and normally you'd be right to avoid competing with Henzie. However, Gwenna is just so ridiculous at accumulating mana once we start casting large creatures (basically all of them), that she not only produces MUCH more mana than you'd think, but she also turns into a sizable beater herself."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bloom Tender"}},{"insert":" is a common include in many Henzie decks, and it's easy to see why. Similar to Gwenna, this is actually the kind of mana dork you're happy to draw after you've already played Henzie, since it will immediately pay for its own mana cost and then some."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp"},{"insert":"\nMost of the creatures in this category start at mana value 4 for a reason: They help search up a land when they enter, attack, die, or some combination of the three. This means we can play them the turn after Henzie hits the board.\n"},{"insert":{"card-link":"Nikya of the Old Ways"}},{"insert":" is such an awesome inclusion that really only works because of our \"Oops, all creatures\" theme. Without any noncreature spells, her restriction might as well be flavor text, and we get a Mana Reflection on the cheap because of it!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Honest Rutstein"}},{"insert":" . Similar to Gwenna, Rutstein has to earn his keep in the three-drop spot, and he certainly does. It combines a Eternal Witness-style effect with a permanent mana discount on creatures into one body, making it useful at every stage of the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Roxanne, Starfall Savant"}},{"insert":" is more cute than powerful, but is still not something to be underestimated. Blitzing her almost guarantees two Meteorites the turn she enters, and not Blitzing her lets you hang on to her mana-boosting ability for not just your Meteorites, but any treasures you make."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Primeval Herald"}},{"insert":" is an all-star, grabbing a land both on enters AND attacks. It's also a trampling body for some early game damage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rampant Rejuvenator"}},{"insert":" guarantees us at least two lands as it dies, and other anthems and power-buffing effects can have it searching for even more if we manage to draw it late game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Solemn Simulacrum"}},{"insert":" has persisted despite many upgrades and much powercreep. It's ability to both fetch a land AND draw us an extra card when it dies helps accelerate us. An underrated aspect of Solemn is that it's colorless, meaning it can help with fixing no matter what our mana looks like."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Seedguide Ash"}},{"insert":" One of those truly janky cards that was given new life by just the right commander. Being able to fetch THREE forests for effectively 4 mana would already make it the best ramp spell in the game, but the fact that they are Non-basic makes this an absolutely must-have."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Conduit of Ruin"}},{"insert":" The only card in the deck I'd consider a \"tutor\", since it lets us look for one of our three Eldrazis. If you choose not to Blitz it, it also becomes one of the strongest mana discounts for creatures."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Vibrance"}},{"insert":" It's ability to serve a both a removal spell AND a land searching effect is amazing useful, but its ability to be evoked means we can play it for just 2 mana if we only need one of these effects."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"World Shaper"}},{"insert":" Another all-star in Henzie. Not only does it help fill the graveyard, but it also gives us a Splendid Reclamation-style effect when it does, often ramping us several lands all at once. My recent addition of fetch lands has made this card even crazier."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Nylea, Keen-Eyed"}},{"insert":" A permanent mana discount that eventually becomes an indestructible beater is very solid. Although I don't often use her last ability, the hit rate on it is extremely good due to our density of creatures."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Goreclaw, Terror of Qal Sisma"}},{"insert":" Probably the single best piece of acceleration in the whole deck. Nearly all our creatures (especially the ones we are Blitzing) meet the power requirement of both of its abilities, making it an extremely easy way to put a lot of power on the board shortly after untapping with Goreclaw."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n\n\n"}]}
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