2.6k
5/12/2025
Card Draw is a Nerd's Best Friend - Jolrael's Jank Control
Deck Size: 100
Commander
Legal
Est deck cost: $1735.86
Salt sum: 39.87
2.6k
5/12/2025
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Commander

Qty: 1 Price: $0.59
Jolrael, Mwonvuli Recluse

Whenever you draw your second card each turn, create a 2/2 green Cat creature token. {4}{G}{G}: Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards in your hand.

Creature
Jolrael, Mwonvuli Recluse (pm21) 191s

Commander

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Generic Land

Qty: 12 Price: $146.93
Forest

({T}: Add {G}.)

Land
Forest (neo) 302
Nykthos, Shrine to Nyx

{T}: Add {C}. {2}, {T}: Choose a color. Add an amount of mana of that color equal to your devotion to that color. (Your devotion to a color is the number of mana symbols of that color in the mana costs of permanents you control.)

Land
Nykthos, Shrine to Nyx (ppro) 2022-3
Snow-Covered Forest

({T}: Add {G}.)

Land
Snow-Covered Forest (sld) 1477★
Sunken Citadel

This land enters tapped. As it enters, choose a color. {T}: Add one mana of the chosen color. {T}: Add two mana of the chosen color. Spend this mana only to activate abilities of land sources.

Land
Sunken Citadel (lci) 392

Generic Land

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Recursion

Qty: 4 Price: $23.76
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (znr) 180Bala Ged Recovery // Bala Ged Sanctuary (znr) 180
Eternal Witness

When this creature enters, you may return target card from your graveyard to your hand.

Creature
Eternal Witness (p30a) 12
Genesis

At the beginning of your upkeep, if this creature is in your graveyard, you may pay {2}{G}. If you do, return target creature card from your graveyard to your hand.

Creature
Genesis (j13) 5
Shigeki, Jukai Visionary

{1}{G}, {T}, Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard. Channel — {X}{X}{G}{G}, Discard this card: Return X target nonlegendary cards from your graveyard to your hand.

Creature Enchantment
Shigeki, Jukai Visionary (neo) 394

Recursion

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Anthem

Qty: 2 Price: $3.48
Sylvan Anthem

Green creatures you control get +1/+1. Whenever a green creature you control enters, scry 1.

Enchantment
Sylvan Anthem (mh2) 176
Ulvenwald Oddity

Creature
Ulvenwald Oddity // Ulvenwald Behemoth (vow) 225Ulvenwald Oddity // Ulvenwald Behemoth (vow) 225

Anthem

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Interaction

Qty: 20 Price: $209.10
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.

Instant
Archdruid's Charm (mkm) 408
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (pw23) 3
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, 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 {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 266
Bridgeworks Battle

Sorcery
Bridgeworks Battle // Tanglespan Bridgeworks (mh3) 249Bridgeworks Battle // Tanglespan Bridgeworks (mh3) 249
Deglamer

Choose target artifact or enchantment. Its owner shuffles it into their library.

Instant
Deglamer (mor) 118
Ezuri's Predation

For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.

Sorcery
Ezuri's Predation (cmm) 558
Force of Vigor

If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost. Destroy up to two target artifacts and/or enchantments.

Instant
Force of Vigor (h1r) 21
Heroic Intervention

Permanents you control gain hexproof and indestructible until end of turn.

Instant
Heroic Intervention (cmm) 563
Insidious Fungus

{2}, Sacrifice this creature: Choose one — • Destroy target artifact. • Destroy target enchantment. • Draw a card. Then you may put a land card from your hand onto the battlefield tapped.

Creature
Insidious Fungus (dsk) 186
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
Kenrith's Transformation (eld) 395
Khalni Ambush

Instant
Khalni Ambush // Khalni Territory (znr) 192Khalni Ambush // Khalni Territory (znr) 192
Kogla, the Titan Ape

When Kogla enters, it fights up to one target creature you don't control. Whenever Kogla attacks, destroy target artifact or enchantment defending player controls. {1}{G}: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.

Creature
Kogla, the Titan Ape (piko) 162★
Qasali Slingers

Reach Whenever this creature or another Cat you control enters, you may destroy target artifact or enchantment.

Creature
Qasali Slingers (sld) 24
Selective Obliteration

Each player chooses a color. Then exile each permanent unless it's colorless or it's only the color its controller chose.

Sorcery
Selective Obliteration (m3c) 35
Silverback Elder

Whenever you cast a creature spell, choose one — • Destroy target artifact or enchantment. • Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. • You gain 4 life.

Creature
Silverback Elder (dmu) 418
Song of the Dryads

Enchant permanent Enchanted permanent is a colorless Forest land.

Enchantment
Song of the Dryads (cmm) 572
Thorn Mammoth

Trample Whenever this creature or another creature you control enters, this creature fights up to one target creature you don't control.

Creature
Thorn Mammoth (eld) 323
Ulvenwald Tracker

{1}{G}, {T}: Target creature you control fights another target creature.

Creature
Ulvenwald Tracker (avr) 200
Unravel the Aether

Choose target artifact or enchantment. Its owner shuffles it into their library.

Instant
Unravel the Aether (bng) 143
Warping Wail

({C} represents colorless mana.) Choose one — • Exile target creature with power or toughness 1 or less. • Counter target sorcery spell. • Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add {C}."

Instant
Warping Wail (ogw) 12

Interaction

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Tutor

Qty: 5 Price: $54.95
Chord of Calling

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.

Instant
Chord of Calling (2xm) 384
Elvish Reclaimer

This creature gets +2/+2 as long as there are three or more land cards in your graveyard. {2}, {T}, Sacrifice a land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

Creature
Elvish Reclaimer (m20) 169
Natural Order

As an additional cost to cast this spell, sacrifice a green creature. Search your library for a green creature card, put it onto the battlefield, then shuffle.

Sorcery
Natural Order (sta) 54
Sowing Mycospawn

Devoid (This card has no color.) Kicker {1}{C} (You may pay an additional {1}{C} as you cast this spell.) When you cast this spell, search your library for a land card, put it onto the battlefield, then shuffle. When you cast this spell, if it was kicked, exile target land.

Creature
Sowing Mycospawn (mh3) 170
Urza's Cave

{T}: Add {C}. {3}, {T}, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

Land
Urza's Cave (mh3) 234

Tutor

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Draw Engine

Qty: 15 Price: $165.65
Beast Whisperer

Whenever you cast a creature spell, draw a card.

Creature
Beast Whisperer (pgrn) 123★
Heirloom Epic

{4}, {T}: Draw a card. For each mana in this ability's activation cost, you may tap an untapped creature you control rather than pay that mana. Activate only as a sorcery.

Artifact
Heirloom Epic (blb) 246
Matzalantli, the Great Door

Artifact
Matzalantli, the Great Door // The Core (lci) 387Matzalantli, the Great Door // The Core (lci) 387
Mind's Eye

Whenever an opponent draws a card, you may pay {1}. If you do, draw a card.

Artifact
Mind's Eye (cm1) 13
Peregrin Took

If one or more tokens would be created under your control, those tokens plus an additional Food token are created instead. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Sacrifice three Foods: Draw a card.

Creature
Peregrin Took (ltr) 315
Recycle

Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two.

Enchantment
Recycle (tmp) 248
Runic Armasaur

Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.

Creature
Runic Armasaur (m19) 200
Sylvan Library

At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.

Enchantment
Sylvan Library (cm1) 17
Symbiotic Deployment

Skip your draw step. {1}, Tap two untapped creatures you control: Draw a card.

Enchantment
Symbiotic Deployment (apc) 88
Throne of Eldraine

As Throne of Eldraine enters, choose a color. {T}: Add four mana of the chosen color. Spend this mana only to cast monocolored spells of that color. {3}, {T}: Draw two cards. Spend only mana of the chosen color to activate this ability.

Artifact
Throne of Eldraine (woc) 40
Tireless Tracker

Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.

Creature
Tireless Tracker (spg) 26
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.

Creature
Toski, Bearer of Secrets (khm) 319
Up the Beanstalk

When this enchantment enters and whenever you cast a spell with mana value 5 or greater, draw a card.

Enchantment
Up the Beanstalk (woe) 195
Viridian Revel

Whenever an artifact is put into an opponent's graveyard from the battlefield, you may draw a card.

Enchantment
Viridian Revel (som) 132
Zendikar Resurgent

Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.) Whenever you cast a creature spell, draw a card.

Enchantment
Zendikar Resurgent (ogw) 147

Draw Engine

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Misc. Value

Qty: 6 Price: $531.94
Alhammarret's Archive

If you would gain life, you gain twice that much life instead. If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.

Artifact
Alhammarret's Archive (ori) 221
Arasta of the Endless Web

Reach Whenever an opponent casts an instant or sorcery spell, create a 1/2 green Spider creature token with reach.

Creature Enchantment
Arasta of the Endless Web (thb) 325
Seedborn Muse

Untap all permanents you control during each other player's untap step.

Creature
Seedborn Muse (lgn) 138
Turntimber Symbiosis

Sorcery
Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 364Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 364
Wilderness Reclamation

At the beginning of your end step, untap all lands you control.

Enchantment
Wilderness Reclamation (rna) 149
Yeva, Nature's Herald

Flash (You may cast this spell any time you could cast an instant.) You may cast green creature spells as though they had flash.

Creature
Yeva, Nature's Herald (m13) 197

Misc. Value

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Utility

Qty: 3 Price: $26.97
Disciple of Freyalise

Creature
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Scavenging Ooze

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

Creature
Scavenging Ooze (m21) 318
Temur Sabertooth

{1}{G}: You may return another creature you control to its owner's hand. If you do, this creature gains indestructible until end of turn.

Creature
Temur Sabertooth (pl22) 1

Utility

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Draw Lands

Qty: 5 Price: $29.95
Fountainport

{T}: Add {C}. {2}, {T}, Sacrifice a token: Draw a card. {3}, {T}, Pay 1 life: Create a 1/1 blue Fish creature token. {4}, {T}: Create a Treasure token.

Land
Fountainport (blb) 368
Roadside Reliquary

{T}: Add {C}. {2}, {T}, Sacrifice this land: Draw a card if you control an artifact. Draw a card if you control an enchantment.

Land
Roadside Reliquary (neo) 272
Slippery Karst

This land enters tapped. {T}: Add {G}. Cycling {2} ({2}, Discard this card: Draw a card.)

Land
Slippery Karst (dmr) 256
Tranquil Thicket

This land enters tapped. {T}: Add {G}. Cycling {G} ({G}, Discard this card: Draw a card.)

Land
Tranquil Thicket (ons) 326
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (cmr) 361

Draw Lands

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Ramp

Qty: 16 Price: $240.15
Blighted Woodland

{T}: Add {C}. {3}{G}, {T}, Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Land
Blighted Woodland (bfz) 233
Caged Sun

As this artifact enters, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability causes you to add one or more mana of the chosen color, add one additional mana of that color.

Artifact
Caged Sun (40k) 231★
Decanter of Endless Water

You have no maximum hand size. {T}: Add one mana of any color.

Artifact
Decanter of Endless Water (clb) 309
Earthcraft

Tap an untapped creature you control: Untap target basic land.

Enchantment
Earthcraft (tmp) 222
Emerald Medallion

Green spells you cast cost {1} less to cast.

Artifact
Emerald Medallion (mh3) 345
Explore

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

Sorcery
Explore (sld) 114
Freestrider Lookout

Reach Whenever you commit a crime, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Creature
Freestrider Lookout (otj) 163
Growing Rites of Itlimoc

Enchantment
Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (xln) 191Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (xln) 191
Heraldic Banner

As this artifact enters, choose a color. Creatures you control of the chosen color get +1/+0. {T}: Add one mana of the chosen color.

Artifact
Heraldic Banner (eld) 222
Liquimetal Torque

{T}: Add {C}. {T}: Target nonland permanent becomes an artifact in addition to its other types until end of turn.

Artifact
Liquimetal Torque (mh2) 228
Magus of the Library

{T}: Add {C}. {T}: Draw a card. Activate only if you have exactly seven cards in hand.

Creature
Magus of the Library (plc) 134
Nissa, Who Shakes the World

Whenever you tap a Forest for mana, add an additional {G}. +1: Put three +1/+1 counters on up to one target noncreature land you control. Untap it. It becomes a 0/0 Elemental creature with vigilance and haste that's still a land. −8: You get an emblem with "Lands you control have indestructible." Search your library for any number of Forest cards, put them onto the battlefield tapped, then shuffle.

Planeswalker
Nissa, Who Shakes the World (sld) 518
On the Trail

Whenever you draw your second card each turn, you may put a land card from your hand onto the battlefield tapped.

Enchantment
On the Trail (mkc) 349
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (cc1) 7
Thought Vessel

You have no maximum hand size. {T}: Add {C}.

Artifact
Thought Vessel (lcc) 118
Trailtracker Scout

{T}: Add one mana of any color. Whenever you expend 8, return up to one target permanent card from your graveyard to your hand. (You expend 8 as you spend your eighth total mana to cast spells during a turn.)

Creature
Trailtracker Scout (blc) 35

Ramp

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Utility Land

Qty: 11 Price: $302.39
Deserted Temple

{T}: Add {C}. {1}, {T}: Untap target land.

Land
Deserted Temple (mh3) 301
Field of the Dead

This land enters tapped. {T}: Add {C}. Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.

Land
Field of the Dead (pm20) 247s
Glacial Chasm

Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this land enters, sacrifice a land. Creatures you control can't attack. Prevent all damage that would be dealt to you.

Land
Glacial Chasm (v12) 7
Guildless Commons

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {C}{C}.

Land
Guildless Commons (cmr) 351
Horizon of Progress

{T}, Pay 1 life: Add one mana of any type that a land you control could produce. {3}, {T}: You may put a land card from your hand onto the battlefield tapped. {1}, {T}, Sacrifice this land: Draw a card.

Land
Horizon of Progress (m3c) 78
Plaza of Heroes

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell. {T}: Add one mana of any color among legendary permanents you control. {3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.

Land
Plaza of Heroes (dmu) 252
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (f13) 2
Shifting Woodland

This land enters tapped unless you control a Forest. {T}: Add {G}. Delirium — {2}{G}{G}: This land becomes a copy of target permanent card in your graveyard until end of turn. Activate only if there are four or more card types among cards in your graveyard.

Land
Shifting Woodland (mh3) 357
Winding Canyons

{T}: Add {C}. {2}, {T}: You may cast creature spells this turn as though they had flash.

Land
Winding Canyons (wth) 167
Yavimaya Hollow

{T}: Add {C}. {G}, {T}: Regenerate target creature.

Land
Yavimaya Hollow (uds) 143
Yavimaya, Cradle of Growth

Each land is a Forest in addition to its other land types.

Land
Yavimaya, Cradle of Growth (mh2) 261

Utility Land

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Maybeboard

Qty: 91 Price: $971.91
A Realm Reborn

Other permanents you control have "{T}: Add one mana of any color."

Enchantment
A Realm Reborn (fin) 196
Allosaurus Shepherd

This spell can't be countered. Green spells you control can't be countered. {4}{G}{G}: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.

Creature
Allosaurus Shepherd (2x2) 132
Arboria

Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during their last turn.

Enchantment
Arboria (dmr) 335
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
Augur of Autumn (pmid) 168s
Triumph of the Hordes

Until end of turn, creatures you control get +1/+1 and gain trample and infect. (Creatures with infect deal damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Sorcery
Triumph of the Hordes (sld) 445
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 (zen) 159
Birthing Pod

({G/P} can be paid with either {G} or 2 life.) {1}{G/P}, {T}, Sacrifice a creature: Search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put that card onto the battlefield, then shuffle. Activate only as a sorcery.

Artifact
Birthing Pod (j20) 7
Blossoming Tortoise

Whenever this creature enters or attacks, mill three cards, then return a land card from your graveyard to the battlefield tapped. Activated abilities of lands you control cost {1} less to activate. Land creatures you control get +1/+1.

Creature
Blossoming Tortoise (woe) 163
Bonders' Enclave

{T}: Add {C}. {3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater.

Land
Bonders' Enclave (iko) 245
Bootleggers' Stash

Lands you control have "{T}: Create a Treasure token."

Artifact
Bootleggers' Stash (snc) 288
Brawn

Trample As long as this card is in your graveyard and you control a Forest, creatures you control have trample.

Creature
Brawn (jud) 107
Budoka Gardener

Creature
Budoka Gardener // Dokai, Weaver of Life (chk) 202
Cankerbloom

{1}, Sacrifice this creature: Choose one — • Destroy target artifact. • Destroy target enchantment. • Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Creature
Cankerbloom (one) 294
Castle Garenbrig

This land enters tapped unless you control a Forest. {T}: Add {G}. {2}{G}{G}, {T}: Add six {G}. Spend this mana only to cast creature spells or activate abilities of creatures.

Land
Castle Garenbrig (eld) 240
Collector Ouphe

Activated abilities of artifacts can't be activated.

Creature
Collector Ouphe (mh1) 158
Collector's Vault

{2}, {T}: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Artifact
Collector's Vault (woe) 244
Compost

Whenever a black card is put into an opponent's graveyard from anywhere, you may draw a card.

Enchantment
Compost (7ed) 235
Dawnstrider

{G}, {T}, Discard a card: Prevent all combat damage that would be dealt this turn.

Creature
Dawnstrider (mmq) 237
Defiler of Vigor

Trample As an additional cost to cast green permanent spells, you may pay 2 life. Those spells cost {G} 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
Defiler of Vigor (dmu) 160
Desert of the Indomitable

This land enters tapped. {T}: Add {G}. Cycling {1}{G} ({1}{G}, Discard this card: Draw a card.)

Land
Desert of the Indomitable (hou) 172
Echoing Deeps

You may have this land enter tapped as a copy of any land card in a graveyard, except it's a Cave in addition to its other types. {T}: Add {C}.

Land
Echoing Deeps (plci) 271s
Eladamri, Korvecdal

You may look at the top card of your library any time. You may cast creature spells from the top of your library. {G}, {T}, Tap two untapped creatures you control: Reveal a card from your hand or the top card of your library. If you reveal a creature card this way, put it onto the battlefield. Activate only during your turn.

Creature
Eladamri, Korvecdal (mh3) 483
Elemental Bond

Whenever a creature you control with power 3 or greater enters, draw a card.

Enchantment
Elemental Bond (ori) 174
Elephant Grass

Cumulative upkeep {1} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Black creatures can't attack you. Nonblack creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Enchantment
Elephant Grass (vis) 104
Endless Atlas

{2}, {T}: Draw a card. Activate only if you control three or more lands with the same name.

Artifact
Endless Atlas (c18) 55
Essence Warden

Whenever another creature enters, you gain 1 life.

Creature
Essence Warden (plc) 145
Evolutionary Leap

{G}, Sacrifice a creature: 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.

Enchantment
Evolutionary Leap (tsr) 362
Fertile Thicket

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

Land
Fertile Thicket (bfz) 237
Geier Reach Sanitarium

{T}: Add {C}. {2}, {T}: Each player draws a card, then discards a card.

Land
Geier Reach Sanitarium (emn) 203
Gilded Goose

Flying When this creature enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") {1}{G}, {T}: Create a Food token. {T}, Sacrifice a Food: Add one mana of any color.

Creature
Gilded Goose (eld) 369
Great Oak Guardian

Flash (You may cast this spell any time you could cast an instant.) Reach When this creature enters, creatures target player controls get +2/+2 until end of turn. Untap them.

Creature
Great Oak Guardian (scd) 186
Green Slime

Flash When this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent. Foretell {G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Creature
Green Slime (clb) 680
Harrow

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

Instant
Harrow (zen) 165
Herd Heirloom

{T}: Add one mana of any color. Spend this mana only to cast a creature spell. {T}: Until end of turn, target creature you control with power 4 or greater gains trample and "Whenever this creature deals combat damage to a player, draw a card."

Artifact
Herd Heirloom (tdm) 144
Heritage Reclamation

Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile up to one target card from a graveyard. Draw a card.

Instant
Heritage Reclamation (tdm) 145
Hidden Nursery

This land enters tapped. {T}: Add {G}. {4}{G}, {T}, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 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.)

Land
Hidden Nursery (lci) 276
Holistic Wisdom

{2}, Exile a card from your hand: Return target card from your graveyard to your hand if it shares a card type with the card exiled this way. (Artifact, battle, creature, enchantment, kindred, instant, land, planeswalker, and sorcery are card types.)

Enchantment
Holistic Wisdom (ody) 243
In Search of Greatness

At the beginning of your upkeep, you may cast a permanent spell from your hand with mana value equal to 1 plus the greatest mana value among other permanents you control without paying its mana cost. If you don't, scry 1.

Enchantment
In Search of Greatness (khm) 177
Invasion of Shandalar

Battle
Invasion of Shandalar // Leyline Surge (mom) 193Invasion of Shandalar // Leyline Surge (mom) 193
Jaheira, Friend of the Forest

Tokens you control have "{T}: Add {G}." Choose a Background (You can have a Background as a second commander.)

Creature
Jaheira, Friend of the Forest (clb) 237
Kamahl, Fist of Krosa

{G}: Target land becomes a 1/1 creature until end of turn. It's still a land. {2}{G}{G}{G}: Creatures you control get +3/+3 and gain trample until end of turn.

Creature
Kamahl, Fist of Krosa (ons) 268
Karn's Bastion

{T}: Add {C}. {4}, {T}: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

Land
Karn's Bastion (pwar) 248
Llanowar Mentor

{G}, {T}, Discard a card: Create a 1/1 green Elf Druid creature token named Llanowar Elves. It has "{T}: Add {G}."

Creature
Llanowar Mentor (fut) 131
Malachite Talisman

Whenever a player casts a green spell, you may pay {3}. If you do, untap target permanent.

Artifact
Malachite Talisman (ice) 328
Mana Reflection

If you tap a permanent for mana, it produces twice as much of that mana instead.

Enchantment
Mana Reflection (2xm) 175
Nacatl War-Pride

This creature must be blocked by exactly one creature if able. Whenever this creature attacks, create X tokens that are copies of it and that are tapped and attacking, where X is the number of creatures defending player controls. Exile the tokens at the beginning of the next end step.

Creature
Nacatl War-Pride (fut) 147
Nature's Claim

Destroy target artifact or enchantment. Its controller gains 4 life.

Instant
Nature's Claim (cns) 171
Pathbreaker Ibex

Whenever this creature attacks, creatures you control gain trample and get +X/+X until end of turn, where X is the greatest power among creatures you control.

Creature
Pathbreaker Ibex (cma) 132
Patron of the Orochi

Snake offering (You may cast this spell any time you could cast an instant by sacrificing a Snake and paying the difference in mana costs between this and the sacrificed Snake. Mana cost includes color.) {T}: Untap all Forests and all green creatures. Activate only once each turn.

Creature
Patron of the Orochi (bok) 138
Pawpatch Formation

Choose one — • Destroy target creature with flying. • Destroy target enchantment. • Draw a card. Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")

Instant
Pawpatch Formation (blb) 186
Praetor's Counsel

Return all cards from your graveyard to your hand. Exile Praetor's Counsel. You have no maximum hand size for the rest of the game.

Sorcery
Praetor's Counsel (mbs) 88
Primeval Bounty

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

Enchantment
Primeval Bounty (m14) 190
Primitive Etchings

Reveal the first card you draw each turn. Whenever you reveal a creature card this way, draw a card.

Enchantment
Primitive Etchings (scg) 126
Reap

Return up to X target cards from your graveyard to your hand, where X is the number of black permanents target opponent controls as you cast this spell.

Instant
Reap (tmp) 247
Reclamation Sage

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

Creature
Reclamation Sage (2xm) 178
Return of the Wildspeaker

Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.

Instant
Return of the Wildspeaker (eld) 172
Riftsweeper

When this creature enters, choose target face-up exiled card. Its owner shuffles it into their library.

Creature
Riftsweeper (fut) 136
Rishadan Port

{T}: Add {C}. {1}, {T}: Tap target land.

Land
Rishadan Port (j15) 3
Roaming Throne

Ward {2} As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.

Creature Artifact
Roaming Throne (lci) 258
Rootpath Purifier

Lands you control and land cards in your library are basic.

Creature
Rootpath Purifier (brc) 24
Sakura-Tribe Scout

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

Creature
Sakura-Tribe Scout (sok) 144
Seedtime

Cast this spell only during your turn. Take an extra turn after this one if an opponent cast a blue spell this turn.

Instant
Seedtime (jud) 130
Shaman of Forgotten Ways

{T}: Add two mana in any combination of colors. Spend this mana only to cast creature spells. Formidable — {9}{G}{G}, {T}: Each player's life total becomes the number of creatures they control. Activate only if creatures you control have total power 8 or greater.

Creature
Shaman of Forgotten Ways (dtk) 204
Shamanic Revelation

Draw a card for each creature you control. Ferocious — You gain 4 life for each creature you control with power 4 or greater.

Sorcery
Shamanic Revelation (scd) 211
Shapers' Sanctuary

Whenever a creature you control becomes the target of a spell or ability an opponent controls, you may draw a card.

Enchantment
Shapers' Sanctuary (pxln) 206p
Silverglade Pathfinder

{1}{G}, {T}, Discard a card: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Creature
Silverglade Pathfinder (mmq) 270
Surrak, Elusive Hunter

This spell can't be countered. Trample Whenever a creature you control or a creature spell you control becomes the target of a spell or ability an opponent controls, draw a card.

Creature
Surrak, Elusive Hunter (tdm) 161
Symmetry Matrix

Whenever a creature you control with power equal to its toughness enters, you may pay {1}. If you do, draw a card.

Artifact
Symmetry Matrix (bro) 252
Tail Swipe

Choose target creature you control and target creature you don't control. If you cast this spell during your main phase, the creature you control gets +1/+1 until end of turn. Then those creatures fight each other. (Each deals damage equal to its power to the other.)

Instant
Tail Swipe (dmu) 182
Talon Gates of Madara

When this land enters, up to one target creature phases out. {T}: Add {C}. {1}, {T}: Add one mana of any color. {4}: Put this card from your hand onto the battlefield.

Land
Talon Gates of Madara (m3c) 82
The Celestus

If it's neither day nor night, it becomes day as The Celestus enters. {T}: Add one mana of any color. {3}, {T}: If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery. Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.

Artifact
The Celestus (pmid) 252p
The Immortal Sun

Players can't activate planeswalkers' loyalty abilities. At the beginning of your draw step, draw an additional card. Spells you cast cost {1} less to cast. Creatures you control get +1/+1.

Artifact
The Immortal Sun (cmm) 608
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. {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.

Artifact
The One Ring (ltr) 451
The Shire

The Shire enters tapped unless you control a legendary creature. {T}: Add {G}. {1}{G}, {T}, Tap an untapped creature you control: Create a Food token.

Land
The Shire (ltr) 345
Thunderfoot Baloth

Trample Lieutenant — As long as you control your commander, this creature gets +2/+2 and other creatures you control get +2/+2 and have trample.

Creature
Thunderfoot Baloth (c14) 49
Tornado

Cumulative upkeep {G} (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) {2}{G}, Pay 3 life for each velocity counter on this enchantment: Destroy target permanent and put a velocity counter on this enchantment. Activate only once each turn.

Enchantment
Tornado (all) 101
Tree of Tales

{T}: Add {G}.

Artifact Land
Tree of Tales (mrd) 285
Tribute to the World Tree

Whenever a creature you control enters, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.

Enchantment
Tribute to the World Tree (mom) 211
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
Veil of Summer (m20) 198
Venser's Journal

You have no maximum hand size. At the beginning of your upkeep, you gain 1 life for each card in your hand.

Artifact
Venser's Journal (c21) 273
Virtue of Strength

Enchantment
Virtue of Strength // Garenbrig Growth (woe) 284
Vivien's Arkbow

{X}, {T}, Discard a card: Look at the top X cards of your library. You may put a creature card with mana value X or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.

Artifact
Vivien's Arkbow (war) 181
Vivien, Champion of the Wilds

You may cast creature spells as though they had flash. +1: Until your next turn, up to one target creature gains vigilance and reach. −2: Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may cast it if it's a creature spell.

Planeswalker
Vivien, Champion of the Wilds (sld) 519
Vorinclex

Creature
Vorinclex // The Grand Evolution (pmom) 213sVorinclex // The Grand Evolution (pmom) 213s
Wilt

Destroy target artifact or enchantment. Cycling {2} ({2}, Discard this card: Draw a card.)

Instant
Wilt (iko) 176
Words of Wilding

{1}: The next time you would draw a card this turn, create a 2/2 green Bear creature token instead.

Enchantment
Words of Wilding (ons) 305
Worldly Tutor

Search your library for a creature card, reveal it, then shuffle and put the card on top.

Instant
Worldly Tutor (mir) 255
Wrap in Vigor

Regenerate each creature you control.

Instant
Wrap in Vigor (fut) 141
Yavimaya Elder

When this creature dies, you may search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. {2}, Sacrifice this creature: Draw a card.

Creature
Yavimaya Elder (uds) 124
Yisan, the Wanderer Bard

{2}{G}, {T}, Put a verse counter on Yisan: Search your library for a creature card with mana value equal to the number of verse counters on Yisan, put it onto the battlefield, then shuffle.

Creature
Yisan, the Wanderer Bard (cmm) 577
Zopandrel, Hunger Dominus

Reach At the beginning of each combat, double the power and toughness of each creature you control until end of turn. {G/P}{G/P}, Sacrifice two other creatures: Put an indestructible counter on Zopandrel. ({G/P} can be paid with either {G} or 2 life.)

Creature
Zopandrel, Hunger Dominus (one) 195

Maybeboard

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
86 pips - 55 cards
38 mana - 31 cards
3 pips - 2 cards
20 mana - 18 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Introduction:"},{"insert":"\nMono green is my favorite of all of the mono colors. Green offers so many versatile strategies and makes for some really compelling deckbuilding challenges. In particular I feel that mono green's suite of unique non-creature effects, from removal to recursion or play extension, gives access to fun and powerful strategies that feel wholly different to what other colors have to offer. After digging through the depths of scryfall, I was able to find some of the coolest cards that can come together to create massive value engines all built around one simple 2 mana creature: Jolrael, Mwonvuli Recluse. Whenever you draw our second card in a turn create a 2/2 cat. But that's any turn, so if you have some good draw engines going then all of the sudden we can create 4 2/2 cats in a turn cycle. If we have even more payoffs for creating those tokens then the deck all of the sudden is a series of engines that create engines that create engines, truly an engine of engines that all feed off of one another to create maximum value. This deck and primer is focused around explaining the different engines and my choices in tech cards for my meta, but when you build around engines it allows you a ton of flexibility in the sorts of controlling effects you can fit in. Ultimately this leaves you with a uniquely versatile deck built around the best feeling in Magic: drawing lots of cards.\n\n"},{"attributes":{"bold":true},"insert":"The Gameplan:"},{"insert":"\nOur gameplan is simple: draw cards. Draw two cards in a turn for one 2/2 cat, then use those cats to draw more cards, make mana, and/or beat face, in no particular order. What is interesting is that in practice Jolrael is the least threatening piece of our engines, so people focus their removal on every other part of the board, letting your commander you played on turn 2 to sit freely for the whole game. I've had games where I cast her on 2 and she never gets removed for the whole 13+ turn game for wins. This was a deck I theorycrafted for a while, but it's one where you can't really goldfish it, since so much of what we do depends on what the opponents do. It's focused around interaction at multiple levels, both passively and actively, creating game states where you have tons of decisions to make and so many solutions to any problem. My favorite decks to play are ones which are decision heavy and try to have answers to any situation, and this deck fulfills that niche perfectly. With a bit of creativity this can be one of the most interesting decks you will ever pilot, so let's start the breakdown:\n\n"},{"attributes":{"bold":true},"insert":"The Engines:"},{"insert":"\nThis deck is all about its engines, be it simple ones like setting up Compost or Viridian Revel and passively waiting for the cards to come rolling in, or creating complex loops utilizing Shigeki and ways to return him to the hand for more value, this deck wants to pop off building engines on engines on engines. If we wanted to break down every combination of cards in this deck which could make an engine this page would probably crash from text overload, so let's talk about some noteworthy cards that are core to a number of these engines:\n\nShigeki + any \"return to hand\" spell: pay XXGG to return X non-legendary spells from the grave to hand. If you can pay X=2 and return something like Bala Ged Recovery alongside another card you're looking for, say a removal spell like Beast Within, and get both back to hand. We cast Beast Within to remove a problem permanent, then cast Recovery to return Shigeki back to hand. Now so long as we have the mana, we can keep returning anything like this and let our utility spells/removal shine by repeatedly using them and making it so the opponents' removal becomes so much weaker in return since we have permanent access to our graveyard. X=2 is a good start, but with things like Nykthos and Caged Sun we can create tons of mana, so when we start paying X=6 and getting entire suites of cards back to the hand, things can get insane."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yeva, Nature's Herald + bounce creatures + cast effects: Yeva is a big one for this list, enabling the deck to cast creatures at instant speed in combination with a few of your effects can be totally back breaking to deal with. The main bouncers here are Temur Sabertooth and Kogla, the Titan Ape. For a low cost of 2 mana each can bounce a creature/human respectively back to your own hand, and these work to let us rebuy our ETB's but would rather combine them with Beast Whisperer, Silverback Elder, and Recycle. Each of these have very strong cast triggers mostly for card advantage and acts as incredibly strong engines for mid-late game. The majority of these cards are also all creatures so easily tutored for by your tutor suite."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Untappers:"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wilderness Reclamation untaps all of your lands at your end step, meaning you will want to tap out during the turn to maximize value off turn. This deck runs a lot of creatures, lands, and artifacts/enchantments with activated abilities so you can set up very easily for great turns during your opponents turns. When combined with Yeva or Winding Canyons you even get access to flashing in creatures on your opponents turns to really pop off."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Seedborn Muse is Wilderness Reclamation on steroids, untapping ALL of your permanents at EACH players upkeep means everything begins to open up. Starting to tap your creatures with Symbiotic Deployment during opponents turns generates you more creatures to tap for the next turn. Mind's Eye easily generates 3+ cards a turn. Now you creatures with tap effects like Silverglade Pathfinder and Ulvenwald Tracker are able to be utilized your extra creatures or cards to do even more. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Earthcraft is a genuinely insane card, translating each creature you control into mana, regardless of summoning sickness. All of your draw gets so much better when it turns into creatures and those creatures translate into mana, so once you start to combine Earthcraft with more options, like Seedborn and its payoffs listed above, things get out of hand real quick."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The 99:"},{"insert":" \n\nHere's a breakdown of the current 99 of my Jolrael list, however given the sheer number of potential options with flex slots, draw engines, utility pieces, interaction, and metagame options, you get a lot of flexibility with how you choose to build the 99 of your list. What matters most are the core engines of the deck that will keep you running at the average table, however the ability to morph to any metagame is the main benefit of this list and style of play.\n\n"},{"attributes":{"bold":true},"insert":"Generic Lands: "},{"insert":"\n6 Forests: A high count of basic Forests is very important for this deck. Aside from our own ramp spells, it allows us to make sure we always have at least one for our Earthcraft. So long as I can hit one basic forest within the first 3 turns the deck usually functions very well. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"6 Snow-Covered Forests: Here for Field of the Dead land variety."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Castle Garenbrig: Nice to have when we are looking to cast multiple creatures in a turn or one large creature. Generally a fine land with little downside."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nykthos, Shrine to Nyx: Probably the most important land in the deck. This is a very pip-heavy mono green deck, most of the time Nykthos is tapped for 12+ and really gets out of control when you're drawing tons of cards, further fueling it. This is the main reason we run Elvish Reclaimer. We want a lot of mana and this is a perfect way to get that."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Utility Lands: "},{"insert":"\nBlighted Woodlands: A land that can help thin the deck and get us more forests mid-game. Been performing well as a more recent addition since many turns you may find yourself at the end step before your turn with mana waiting to be spent."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deserted Temple: Great card for re-using other utility lands (The Shire, Yamimaya Hollow, War Room) as well as generating extra mana from our big mana lands (Nykthos, The Core). Feels solid so far and nice to have with our untappers."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Field of the Dead: Here as an additional token generator for token synergies and board presence. A reliable enough variety of lands for the field to be online most of the time, with cards like Elvish Reclaimer being able to set this up very well."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Guildless Commons: A new addition, mostly here to help bounce our MDFC lands, cycle lands, or Boseiju, Who Endures back to the hand to re-use their abilities if we need to play them early. Sometimes you play the bounce land on curve and it feels pretty good."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Karn's Bastion: Currently here just to combo with Vorinclex or Nissa."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Plaza of Heroes: Should be online every game starting turn 2 and acts as some pretty clutch protection for our legends."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reliquary Tower: Another great card to be tutored with Elvish Reclaimer as it is one of our ways to break hand size. We draw A LOT of cards, so big hands are better hands. Also the no max hand size crew are crucial for maximizing Recycle value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Shire: Thanks to our 2 drop commander, will more often than not be entering untapped. Lifegain is a nice bit of utility at little cost, so this is a nice fit to create food for those turns with nothing much going on."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Winding Canyons: Extremely slept-on land, letting us flash in our utility creatures feels great, utilizing our cast triggers on opponents' turns (such as Beast Whisperer and Silverback Elder) for maximum value. Also a nice surprise factor that comes in clutch."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yavimaya Hollow: The best protection a land can offer, ignore any kill spell for the low price of 1 green mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yavimaya, Cradle of Growth: All of our lands being forest helps make sure all of our non-green producing lands can still benefit from things like Nissa, Who Shapes the World and Caged Sun, always happy to see it early."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Draw Lands:"},{"insert":"\nDesert of the Indomitable, Slippery Karst, & Tranquil Thicket: Our cycling lands, fine as tapped lands early and great once Jolrael is out to make us additional cats, nice to have in the back pocket."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Geier Reach Sanitarium: The best way we can repeatedly draw for cheap. Looting for the opponents isn't ideal but generally not super problematic."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Roadside Reliquary: More often than not this land can easily draw 2 with our artifact/enchantment distribution for a free cat on the opponents' turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"War Room: The best repeatable draw land, 3 mana and 1 life for a card is great utility to have."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp:"},{"insert":"\nSakura-Tribe Scout: A neat little 1 drop that lets us tap to play a land. Can be done during opponents’ turns when we are drawing cards, phenomenal in combination with Seedborn Muse with a draw engine, and a great play early to act as a ramp piece. Surprisingly useful creature!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sol Ring: It's sol ring and we have more than enough generic pips to utilize it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Earthcraft: Easily one of the best cards in this deck. Blows things like Cryptolith Rite and Jaheira, Friend of the Forest out of the water completely by allowing us to tap our summoning sick creatures for mana. Even better if we can use it every turn with Seedborn Muse. Has allowed for some insane early ramp and never runs out of utility at any stage of the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Emerald Medallion: Discounts the majority of the deck, given that our deck is so diverse in card types the medallion is stronger in this list than the average mono green deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Explore: An extra land and extra draw, often played after Jolrael hits the board for a nice extra land drop and cat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Liquimetal Torque: Low-key the best rock in the deck for its insane utility, our removal suite is mostly focused around artifacts and enchantments (we're mono G after all) so being able to turn anything into an artifact to destroy it makes this rock have insanely high potential."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Magus of the Library: One of my favorite dorks ever printed, we're often heavy on cards in hand so I find myself often keeping a high hand count early for a free cat at no mana cost on the turn, surprising overperformer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Silverglade Pathfinder: A weird one that's definitely a personal preference. In general, we want to run a lot of pieces that are situational like Collector Ouphe, Compost, or Veil of Summer that may be useless some games, so being able to turn those dead cards in hand into actual ramp feels great. Other potential discard outlets in the maybeboard also have some potential. Bonus points for being my favorite way of getting Genesis into the graveyard early."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thought Vessel & Decanter of Endless Water: These give us no max hand size and combo with our beloved Recycle. Always nice to have."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heraldic Banner: A weird anthem-rock hybrid that buffs our boys and allows for bigger damage output."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shaman of Forgotten Ways: A mana dork for only our creatures that also acts as a win condition late, setting our opponents to little-to-no life for an easy swing in. Even better if used after casting Ezuri's Predation, just be careful resolving this against an untapped blue player."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nissa, Who Shakes the World: Mostly here for the passive, allowing us to tap our forests for an additional green. The bodies can make for alright blockers and works best with Yavimaya, Cradle of Growth out."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Caged Sun: an anthem for all of your creatures that enables fat ramping strategies, even works with the non-basics that produce green, phenomenal piece to have access to."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Virtue of Strength: A great piece of ramp that acts as a recursion piece early. Being able to get a card back early and then start tripling the mana from basics is amazing. Basic Forests make up half of the lands in the deck, so even just hitting two lands with Virtue makes for a massive boost in mana."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nRecursion:\nRiftsweeper: The nichest of the niche, allowing us to return one exiled card back to anyone's library. Most useful for recycling whatever our best card which has been removed back into the library to tutor out later (often huge value cards like Yeva, Seedborn Muse, Caged Sun, etc.). Gives extra flexibility by being able to deal with ultra-specific situations such as \"removing\" cards on adventures or cards exiled by an opponent which they might be able to cast from impulse draw effects. A weird card but one I love and gives the deck such annoyingly sticky lines that will make this feel like a cockroach that just won't quit."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shigeki, Jukai Visionary: Shigeki is crucial for this deck and is the best mana sink we could ask for. Everything from recycling ramp, card draw, interaction, powerhouse creatures, win conditions, etc. so as long as there are cards in our graveyard Shigeki is fantastic to discard from the hand. Even can be played early/tutored out to then bounce himself back to the hand and potentially ramp while doing it. Make sure to return at least one other recursion card with it and now you're doing Shigeki loops, creating situations where you can infinitely recycle your best cards for any situation for truly insane possibilities. Bonus point for Genesis, as having it in the grave letting you recycle Shigeki every turn, one of my favorite engines in the deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bala Ged Recovery: MDFC that is a land early or recursion late, great utility to have."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Eternal Witness: The classic recursion on a stick, can't go wrong with it. A fan favorite to sac with Birthing Pod."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Holistic Wisdom: A very strange card, requiring you to exile a card from the hand in order to return another card that shares a type with it from the grave to your hand. A perfect outlet for your dead/utility cards or when you need a strong card in a specific situation. A weird choice but one I've gotten a lot of value from."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Genesis: A great card to keep sitting in the grave forever. Returns any creature from your grave to the hand at upkeep, which is why we like utility creatures in this list. Best with Shigeki, as mentioned above."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nDraw Engines: \nSylvan Library: The card draw staple, gives you a guaranteed cat on each of your turns even if you only take one of those three. Fantastic card every game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Up the Beanstalk: A cute cantrip up front with currently 19 ways to trigger, cheap and efficient and working with 1 in 5 cards in the deck makes it a nice card to have lingering around the battlefield while making the expensive drops that can often take up an entire turn feel less cumbersome."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Matzalatli, the Great Door // The Core: A repeatable tap-to-loot artifact for 3 mana, nice for setting up the grave for our recursion pieces or tossing situational cards not needed for a specific situation. More important for the door, once you get four or more permanent types in the grave you can transform the door into a land which taps for mana equal to the number of permanents in your grave, allowing for insane burst mana generation. The deck already will have creatures and lands in the grave easily enough, and the abundance of artifacts and enchantments in the list should make flipping this bad boy over the course of the game very doable."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Peregrin Took: Niche but powerful when token generators are online. Allows for lifegain, combos well with Arasta and Field well. Bootleggers' Stash is the real combo here, allowing every land we tap for a treasure to also produce food which can easily turn into quite a lot of draw, in particular combined with Seedborn Muse."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Runic Armasaur: A real monster of a dinosaur, pay close attention to the abilities your opponents start using and you can usually get a lot of free cards off this bad boy, even has a fat 5 toughness to make for a great blocker."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Symbiotic Deployment: One of our two cards which skip our draw step, but don't let that dissuade you: this card is an absolute powerhouse. Gives us the potential to start using any of the cats we have created to start turning them into cards, even better when combined with Earthcraft so we can start tapping cats for mana and spending that mana on even more draw. When combined with Seedborn Muse this can get out of control real fast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Viridian Revel: This card has gotten such an insane glow-up over the last few years. Whenever any opponent has an artifact hit the grave from the battlefield you may draw. Artifact decks are prevalent (in my meta games, at least) and works great with Liquimetal Torque turning anything about to hit the grave into an artifact so we can get free draw from there as well. The real kicker is this works with tokens, meaning every time an opponent sacs a treasure you get to draw a card, absolutely ludicrous given the insane proliferation of treasure generation over the years. And as a cherry on top, it's a may ability, just like Compost, so we get full control over how much we gain from this."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Beast Whisperer: One of my favorite creatures to get in the midgame, this beast of an elf gives us a card on every creature cast, not a may so you do have to be careful if you're low on the library, but the majority of the time you'll be more than happy to draw like a madman. Very often lategame I have combined this with Temur Sabertooth/Kogla's bouncing effects as well as our recursion effects to have even more creatures to cast for even more draw."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Immortal Sun: A catch-all powerhouse. An extra card during our turn, an anthem for all of our creatures, and a discounter for all of our spells. Really, this card does everything for us. The only downside is it can sometimes turn off our Nissa, Who Shakes the World's activated abilities, however thanks to her passive effect still being active, this one nonbo still helps us more than it hurts."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Throne of Eldraine: A wildly powerful rock, taps for 4 Green, enters untapped, and you can pump additional mana into it on turns you don't need to ramp to draw two, our favorite number to draw. Works even better with Seedborn Muse, acting as the sole enabler for a cat engine, absolutely love this one."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Toski, Bearer of Secrets: A great payoff for our token generation and even makes creatures who have used up their utility have something to do. Works great with our anthems and can easily refill the hand each turn. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mind's Eye: A personal favorite of mine, 1 mana for 1 draw is one of the best rates we can get, also making it easier to get closer to those 2 draws per turn on opponents turns for maximum cat value. Shoutout to Symmetry Matric for having the same rate, another one I've thought about."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Recycle: The second of our two cards which skip the draw step and the biggest reason we run multiple cards which give us no max hand size. For those of you who don't know, hand size is dependent on whichever effect modified your size most recently. Meaning if you cast recycle, your hand size is now 2, but if you cast Thought Vessel after that, it overrides it and now your max hand size is now infinite. Cast them in a reverse order and your max hand size is 2. Anywho, this card is an absolute monster, drawing 1 whenever you play a land or cast a spell is hilarious. Whenever I run out of cards in the deck (or get close to it) it's almost certainly because of this card. It's not a may either, so when you start getting low be very mindful of when you want to remove this, often time spending your own removal spells to get rid of this and give yourself breathing room. An insanely powerful but extremely interesting card and one of our most powerful independent draw engines."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nInteraction:\nBoseiju, Who Endures: More often than not a 1 mana removal spell for any problematic artifacts/enchantments/non-basic or an untapped land we can later bounce/sac. Honestly one of the best lands they've printed in years."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ulvenwald Tracker: A very fun little card, allowing us to make one of our creatures fight another creature, benefitting heavily from our anthems since 3/4 toughness is usually all we need to kill the majority of creatures and allowing our cats to trade otherwise hard to hit creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Deglamer & Unravel the Aether: The secret tech, I cut powerful removal like Nature's Claim just for these and have been beyond happy because of the insane potential of these two. Shuffling artifacts/enchantments back into the deck means we can get around pesky indestructible threats (especially Theros Gods and The One Ring), comboing beautifully with Liquimetal torque to tuck any problem permanent away, dealing with decks that can reanimate those permanents, and to deal with our own problematic permanents. That's right, these can target our own permanents and it actually has won me a number of games. This deck DRAWS like nothing else when set up, and I have been stuck needing one core card that happens to be right on the bottom of the library, to the point where I have draw down to only 1 or nothing left to get the card I need. So shuffling away things that do not have may triggers like Recycle or just filling the deck back up to deal with our other draw effects that are stapled onto cards so we can end the game without worrying about dying at our draw step. When you're down to nothing else in deck this is where your recursion engines shine: being able to recycle Deglamer and Unravel back into the hand so you can cast them multiple times in a turn if need be. These two may look innocuous but they are secretly clutch as hell, do NOT sleep on these."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heroic Intervention: The best mass protection spell you could ask for, game winning when saved for the right moment or when you can repeatedly recur it to hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kenrith's Transformation: Great creature \"removal\" that gets rid of abilities and even draws a card for maximum value. Sometimes I just cast it for a cat, love seeing it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Warping Wail: A 2 mana counterspell for sorceries is a powerful tool to have in green, as many of the biggest fears this deck has are in the form of sorceries. Comes with bonus utility in being able to exile low P/T creatures or acting a a weak ritual/body when needed. The land base also has enough colorless sources that the casting cost will be no problem most games."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Beast Within: Green's most notorious color pie break, destroys any permanent, no questions asked. You should almost always have enough on your board to never have to worry about the 3/3 swinging back at you."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Khalni Ambush: Yet another great MDFC, this time acting as an instant-speed fight. Pricy? Yes, but love having the option for it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reclamation Sage: Old reliable, the artifact/enchantment removal on a stick that has never been dead for me in any game. Yet another Birthing Pod great."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Song of the Dryads: One of the most annoying pieces of removal to have to deal with, turning ANY problem permanent into a forest. I've seen it cast on a commander and completely shut them out of the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Force of Vigor: Destroys up to 2 artifacts and/or enchantments that let's you exile a green spell from the hand to cast it for free. Makes for a great usage of any dead utility cards!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Qasali Slingers: Our only piece of cat tribal, sadly. Still hoping we get more green cat support worth running one day. On ETB or whenever any of our cats ETB, may destroy an artifact or enchantment. When you have your draw engines going this is an absolute truck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Silverback Elder: One of the most hilariously pushed creatures I have ever seen. On creature cast, destroy an artifact or enchantment, look at the top 5 and put any land into play tapped, or gain 4. Literally no bad options, goes insane with our self-bouncers of Sabertooth and Kogla, and even has triple G pips for Nykthos."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Kogla, the Titan Ape: Yet another funny monke, a big 7/6 that fights on ETB, destroys artifacts/enchantments on attack, and has that bonus utility of being able to bounce useful humans back to your hand to re-cast later on top of making Kogla himself indestructible. A wonderful powerhouse of an ape."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thorn Mammoth: Whenever Mammoth or ANY of our other creatures ETB, you can have Mammoth fight another creature you don't control. Meaning if you can make cats during an opponent's turn, you can have this big dude fight any problematic creature you want. Gets even better when you can flash creatures in and have anthems at your disposal."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ezuri's Predation: The closest thing we have to a board wipe outside of using something like Nevinyrral's Disk and the secret reason we run anthems. Creates a 4/4 for each creature an opponent controls and then each of those fights a different one of those creatures. 4/4's are great, but when you're fighting with 7/7's then it really gets spicy. Anything that survives is now perfect to use for swinging in with Jolrael's effect, and of course, hilarious to repeatedly recur."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAnthems: \nSylvan Anthem: An interesting anthem, gives all our green creatures +1/+1 while also letting you scry 1 whenever one ETB's. Generally a high value anthem for cheap I love having around."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Great Oak Guardian: A surprise reacher that can come in and pump the board. Has tons of utility and play extension available by letting you untap core creatures with strong tap effects, and with something like Earthcraft on board and a way to bounce it back to hand, even generate infinite mana and untaps if needed. Even has the extrta utility of being able to untap and buff another player's board if you need to play politics and help defend a player from a powerful attack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nTutors:\nElvish Reclaimer: Used to grab your best utility lands, Nykthos, or even to sac a MDFC land to return to the hand at a later point. A great little 1-drop to have."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Chord of Calling: A great payoff for having a wide board, tutoring any creature out. Even smaller options like our 1-3 drops can make for incredible choices."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yisan, the Wanderer Bard: A slow and steady tutor that grows more powerful each activation. Helps pay off the utility pieces throughout the deck and is yet another insane payoff for Seedborn Muse."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Birthing Pod: The king of utility, allowing us to sacrifice our creatures for something a whole lot better. Sac a token for our utility 1 drops. Sac creatures that used their ETB's on 2/3 mana for 3/4 drops. Going from 4/5 to 5/6 makes for giant upgrades that reward us for having so many great utility creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Natural Order: Another payoff for making lots of tokens, turn any creature you have into any creature in your deck, so long as you aren't relying on artifact creatures. Our creature tutors are another reason we prefer creatures with utility effects over non-creatures."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nMisc. Value:\nArasta of the Endless Web: Your other big token generator, can make an army of annoying reachers if you have opponents who want to sling lots of spells. Also can act as great removal bait when you have so many great ways to recur her. This creature also acts as a powerful anti-control tool and has been an amazing overperformer for me."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Wilderness Reclamation: A convenient excuse to spend all your mana on your turn and still have plenty leftover to spend on interacting on your opponents turns. Gets especially threatening with Nykthos or Caged Sun/Nissa for insane mana generation."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yeva, Nature's Herald: Another reason we prefer creatures overall, being able to flash them in makes for some crazy board states and once we have established some value engines, Yeva can get absolutely absurd."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Alhammarret's Archive: Breaks a lot of our card draw, turning simple draw 1's on an opponents turn into draw 2 and make a cat. Recent additions like Essence Warden, Venser's Journal, and our food generators give the life doubling a bit of extra utility to keep you healthy over the duration of long games."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Seedborn Muse: Makes Wilderness Reclamation look pathetic in comparison. One of the best creatures to tutor out once your engines are established because Muse will give you a fresh batch of resources EVERY turn. Even if it only survives for one turn cycle, the amount of value it can produce is game-winning. So good we run ways to get it back from exile, even."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bootleggers' Stash: A fat value piece here to turn excess mana into treasure every turn. Best in combination with Seedborn Muse, Earthcraft, Peregrin Took, and Wilderness Reclamation. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turntimber Symbiosis: The last of the MDFC lands, able to grab a creature out of the top 7 and bring it in to play. A fine card when you have the mana for it, and the ability to enter untapped as a land is always nice."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Patron of the Orochi: Essentially a bigger Seedborn with Yavimaya, Cradle out just effected by summoning sickness. Can be flashed in by sac'ing one of our two Snakes and a nice play extender."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nUtility:\nScavenging Ooze: My favorite piece of grave hate, incremental lifegain and often is just nice to use when you have a bit of green mana leftover at end step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Temur Sabertooth: Disgustingly versatile by being able to bounce other creatures back to the hand to avoid removal, re-use effects, get more cast triggers, etc. overall just a disgustingly valuable creature."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Vorinclex // The Grand Evolution: Nice utility on front for grabbing a pair of basics to the hand, relatively easy to flip with this list's mana production helping to fill the grave and grabbing the 2 best creatures out of your top ten. Mainly here for comboing with Karn's Bastion to proliferate onto the saga's third ability during an opponent's turn for a repeatable instant-speed fight for all of your creatures. Best with a lot of cards in hand to pump the board with Jolrael's effect or with Toski/Heroic intervention (best to put all those counters on Toski for sure) to have indestructible fighting."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
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