940
4/24/2025
Ulasht, the Hate Seed Tokens + Primer
Deck Size: 100
Commander
Legal
Est deck cost: $828.82
Salt sum: 35.79
940
4/24/2025
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Commander

Qty: 1 Price: $4.99
Ulasht, the Hate Seed

Ulasht enters with a +1/+1 counter on it for each other red creature you control and a +1/+1 counter on it for each other green creature you control. {1}, Remove a +1/+1 counter from Ulasht: Choose one — • Ulasht deals 1 damage to target creature. • Create a 1/1 green Saproling creature token.

Creature
Ulasht, the Hate Seed (gpt) 136

Commander

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+1/+1 Counters

Qty: 5 Price: $64.31
Bristly Bill, Spine Sower

Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature. {3}{G}{G}: Double the number of +1/+1 counters on each creature you control.

Creature
Bristly Bill, Spine Sower (otj) 338
Forgotten Ancient

Whenever a player casts a spell, you may put a +1/+1 counter on this creature. At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.

Creature
Forgotten Ancient (moc) 297
Ivy Lane Denizen

Whenever another green creature you control enters, put a +1/+1 counter on target creature.

Creature
Ivy Lane Denizen (clu) 166
Ornery Tumblewagg

At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever this creature attacks while saddled, double the number of +1/+1 counters on target creature. Saddle 2 (Tap any number of other creatures you control with total power 2 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)

Creature
Ornery Tumblewagg (otj) 171
Warden of the Grove

At the beginning of your end step, put a +1/+1 counter on this creature. Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)

Creature
Warden of the Grove (tdm) 166

+1/+1 Counters

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Burn

Qty: 3 Price: $56.47
Agate Instigator

Offspring {1}{R} (You may pay an additional {1}{R} as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.) Whenever another creature you control enters, this creature deals 1 damage to each opponent.

Creature
Agate Instigator (blc) 21
Impact Tremors

Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.

Enchantment
Impact Tremors (wot) 44
Purphoros, God of the Forge

Indestructible As long as your devotion to red is less than five, Purphoros isn't a creature. Whenever another creature you control enters, Purphoros deals 2 damage to each opponent. {2}{R}: Creatures you control get +1/+0 until end of turn.

Creature Enchantment
Purphoros, God of the Forge (cmm) 246

Burn

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Draw

Qty: 6 Price: $29.74
Idol of Oblivion

{T}: Draw a card. Activate only if you created a token this turn. {8}, {T}, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.

Artifact
Idol of Oblivion (brc) 144
Ohran Frostfang

Attacking creatures you control have deathtouch. Whenever a creature you control deals combat damage to a player, draw a card.

Creature
Ohran Frostfang (cmm) 650
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 (mkc) 181
Rishkar's Expertise

Draw cards equal to the greatest power among creatures you control. You may cast a spell with mana value 5 or less from your hand without paying its mana cost.

Sorcery
Rishkar's Expertise (lcc) 254
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
Skullclamp

Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}

Artifact
Skullclamp (dst) 140

Draw

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Finisher

Qty: 4 Price: $41.46
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 (plst) CMA-92
Craterhoof Behemoth

Haste When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.

Creature
Craterhoof Behemoth (avr) 172
Eldrazi Monument

Creatures you control get +1/+1 and have flying and indestructible. At the beginning of your upkeep, sacrifice a creature. If you can't, sacrifice this artifact.

Artifact
Eldrazi Monument (zen) 199
Vicious Shadows

Whenever a creature dies, you may have this enchantment deal damage to target player equal to the number of cards in that player's hand.

Enchantment
Vicious Shadows (ala) 119

Finisher

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Land

Qty: 39 Price: $379.45
Arid Mesa

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.

Land
Arid Mesa (zen) 211
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
Cinder Glade

({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.

Land
Cinder Glade (m3c) 329
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (mkc) 256
Commercial District

({T}: Add {R} or {G}.) This land enters tapped. When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Commercial District (mkm) 259
Copperline Gorge

This land enters tapped unless you control two or fewer other lands. {T}: Add {R} or {G}.

Land
Copperline Gorge (som) 225
Disciple of Freyalise

Creature
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Dryad Arbor

(This land isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {G}.")

Creature Land
Dryad Arbor (fut) 174
Fire-Lit Thicket

{T}: Add {C}. {R/G}, {T}: Add {R}{R}, {R}{G}, or {G}{G}.

Land
Fire-Lit Thicket (2xm) 317
Forest

({T}: Add {G}.)

Land
Forest (eld) 266
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) 253
Grove of the Burnwillows

{T}: Add {C}. {T}: Add {R} or {G}. Each opponent gains 1 life.

Land
Grove of the Burnwillows (ima) 238
Gruul Turf

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

Land
Gruul Turf (2x2) 407
Karplusan Forest

{T}: Add {C}. {T}: Add {R} or {G}. This land deals 1 damage to you.

Land
Karplusan Forest (dmu) 379
Khalni Garden

This land enters tapped. When this land enters, create a 0/1 green Plant creature token. {T}: Add {G}.

Land
Khalni Garden (c18) 262
Kher Keep

{T}: Add {C}. {1}{R}, {T}: Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.

Land
Kher Keep (plst) TSP-275
Llanowar Reborn

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

Land
Llanowar Reborn (lcc) 341
Mosswort Bridge

Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

Land
Mosswort Bridge (mkc) 275
Mountain

({T}: Add {R}.)

Land
Mountain (eld) 262
Oran-Rief, the Vastwood

This land enters tapped. {T}: Add {G}. {T}: Put a +1/+1 counter on each green creature that entered this turn.

Land
Oran-Rief, the Vastwood (c20) 296
Reliquary Tower

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

Land
Reliquary Tower (cmm) 425
Rockfall Vale

This land enters tapped unless you control two or more other lands. {T}: Add {R} or {G}.

Land
Rockfall Vale (mid) 266
Rootbound Crag

This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.

Land
Rootbound Crag (xln) 256
Scalding Tarn

{T}, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.

Land
Scalding Tarn (mm3) 244
Stomping Ground

({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Stomping Ground (gtc) 247
Stump Stomp

Sorcery
Stump Stomp // Burnwillow Clearing (mh3) 259Stump Stomp // Burnwillow Clearing (mh3) 259
Tangled Florahedron

Creature
Tangled Florahedron // Tangled Vale (znr) 211Tangled Florahedron // Tangled Vale (znr) 211
Thornspire Verge

{T}: Add {R}. {T}: Add {G}. Activate only if you control a Mountain or a Forest.

Land
Thornspire Verge (dsk) 270
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (plst) ZNR-174Valakut Awakening // Valakut Stoneforge (plst) ZNR-174
Verdant Catacombs

{T}, 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 (mm3) 249
Windswept Heath

{T}, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.

Land
Windswept Heath (mh3) 235
Wooded Foothills

{T}, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.

Land
Wooded Foothills (ons) 330
Yavimaya, Cradle of Growth

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

Land
Yavimaya, Cradle of Growth (mh2) 441

Land

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Protection

Qty: 2 Price: $24.48
Cauldron of Souls

{T}: Choose any number of target creatures. Each of those creatures gains persist until end of turn. (When it 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.)

Artifact
Cauldron of Souls (cm2) 180
Heroic Intervention

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

Instant
Heroic Intervention (cmm) 295

Protection

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Ramp

Qty: 15 Price: $79.07
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) 151
Birds of Paradise

Flying {T}: Add one mana of any color.

Creature
Birds of Paradise (7ed) 231
Enduring Vitality

Vigilance Creatures you control have "{T}: Add one mana of any color." When Enduring Vitality dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)

Creature Enchantment
Enduring Vitality (dsk) 381
Farseek

Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.

Sorcery
Farseek (rvr) 138
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
Goblin Anarchomancer

Each spell you cast that's red or green costs {1} less to cast.

Creature
Goblin Anarchomancer (mh2) 200
Growing Rites of Itlimoc

Enchantment
Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (lci) 188Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (lci) 188
Kami of Whispered Hopes

If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead. {T}: Add X mana of any one color, where X is this creature's power.

Creature
Kami of Whispered Hopes (mom) 196
Kodama's Reach

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

Sorcery
Kodama's Reach (chk) 225
Nature's Lore

Search your library for a Forest card, put that card onto the battlefield, then shuffle.

Sorcery
Nature's Lore (mkc) 178
Ruby, Daring Tracker

Haste (This creature can attack and {T} as soon as it comes under your control.) Whenever Ruby attacks while you control a creature with power 4 or greater, Ruby gets +2/+2 until end of turn. {T}: Add {R} or {G}.

Creature
Ruby, Daring Tracker (woe) 212
Sakura-Tribe Elder

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

Creature
Sakura-Tribe Elder (plst) C18-160
Skyshroud Claim

Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.

Sorcery
Skyshroud Claim (nem) 117
Sol Ring

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

Artifact
Sol Ring (3ed) 274
Zhur-Taa Druid

{T}: Add {G}. Whenever you tap this creature for mana, it deals 1 damage to each opponent.

Creature
Zhur-Taa Druid (plst) C16-232

Ramp

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Removal

Qty: 9 Price: $16.31
Artifact Mutation

Destroy target artifact. It can't be regenerated. Create X 1/1 green Saproling creature tokens, where X is that artifact's mana value.

Instant
Artifact Mutation (inv) 231
Beast Within

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

Instant
Beast Within (tsr) 357
Blasphemous Act

This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.

Sorcery
Blasphemous Act (isd) 130
Chaos Warp

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

Instant
Chaos Warp (mkc) 149
Decimate

Destroy target artifact, target creature, target enchantment, and target land. (You can't cast this spell unless you have legal choices for all its targets.)

Sorcery
Decimate (mkc) 204
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 (dsc) 178
Gift of the Viper

Put a +1/+1 counter, a reach counter, and a deathtouch counter on target creature. Untap it.

Instant
Gift of the Viper (mh3) 156
Pest Infestation

Destroy up to X target artifacts and/or enchantments. Create twice X 1/1 black and green Pest creature tokens with "When this token dies, you gain 1 life."

Sorcery
Pest Infestation (otp) 30
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 (onc) 112

Removal

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Sac Outlet

Qty: 3 Price: $18.27
Ashnod's Altar

Sacrifice a creature: Add {C}{C}.

Artifact
Ashnod's Altar (chr) 92
Goblin Bombardment

Sacrifice a creature: This enchantment deals 1 damage to any target.

Enchantment
Goblin Bombardment (wot) 43
Utopia Mycon

At the beginning of your upkeep, put a spore counter on this creature. Remove three spore counters from this creature: Create a 1/1 green Saproling creature token. Sacrifice a Saproling: Add one mana of any color.

Creature
Utopia Mycon (tsr) 244

Sac Outlet

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Tokens

Qty: 12 Price: $81.28
Avenger of Zendikar

When this creature enters, create a 0/1 green Plant creature token for each land you control. Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.

Creature
Avenger of Zendikar (plst) WWK-96
Brightcap Badger

Creature
Brightcap Badger // Fungus Frolic (blc) 28
Deep Forest Hermit

Vanishing 3 (This creature enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) When this creature enters, create four 1/1 green Squirrel creature tokens. Squirrels you control get +1/+1.

Creature
Deep Forest Hermit (mh1) 161
Doubling Season

If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead. If an effect would put one or more counters on a permanent you control, it puts twice that many of those counters on that permanent instead.

Enchantment
Doubling Season (rav) 158
Dragon Broodmother

Flying At the beginning of each upkeep, create a 1/1 red and green Dragon creature token with flying and devour 2. (As the token enters, you may sacrifice any number of creatures. It enters with twice that many +1/+1 counters on it.)

Creature
Dragon Broodmother (parb) 53★
Dragonlair Spider

Reach Whenever an opponent casts a spell, create a 1/1 green Insect creature token.

Creature
Dragonlair Spider (pca) 87
Krenko, Tin Street Kingpin

Whenever Krenko attacks, put a +1/+1 counter on it, then create a number of 1/1 red Goblin creature tokens equal to Krenko's power.

Creature
Krenko, Tin Street Kingpin (war) 137
Mitotic Slime

When this creature dies, create two 2/2 green Ooze creature tokens. They have "When this token dies, create two 1/1 green Ooze creature tokens."

Creature
Mitotic Slime (pca) 67
Scute Swarm

Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.

Creature
Scute Swarm (znr) 203
Siege-Gang Commander

When this creature enters, create three 1/1 red Goblin creature tokens. {1}{R}, Sacrifice a Goblin: This creature deals 2 damage to any target.

Creature
Siege-Gang Commander (scg) 103
Tendershoot Dryad

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of each upkeep, create a 1/1 green Saproling creature token. Saprolings you control get +2/+2 as long as you have the city's blessing.

Creature
Tendershoot Dryad (rix) 147
Xenagos, the Reveler

+1: Add X mana in any combination of {R} and/or {G}, where X is the number of creatures you control. 0: Create a 2/2 red and green Satyr creature token with haste. −6: Exile the top seven cards of your library. You may put any number of creature and/or land cards from among them onto the battlefield.

Planeswalker
Xenagos, the Reveler (clb) 853

Tokens

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Tutor

Qty: 1 Price: $32.99
Green Sun's Zenith

Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.

Sorcery
Green Sun's Zenith (2x2) 150

Tutor

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Maybeboard

Qty: 20 Price: $141.62
Basilisk Collar

Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.) Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Basilisk Collar (afc) 199
Black Market Tycoon

At the beginning of your upkeep, this creature deals 2 damage to you for each Treasure you control. {T}: Create a Treasure token.

Creature
Black Market Tycoon (snc) 167
Blade of the Bloodchief

Whenever a creature dies, put a +1/+1 counter on equipped creature. If equipped creature is a Vampire, put two +1/+1 counters on it instead. Equip {1}

Artifact
Blade of the Bloodchief (lcc) 300
Blasting Station

{T}, Sacrifice a creature: This artifact deals 1 damage to any target. Whenever a creature enters, you may untap this artifact.

Artifact
Blasting Station (5dn) 107
Calamity of Cinders

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.) Calamity of Cinders deals 6 damage to each untapped creature.

Sorcery
Calamity of Cinders (blc) 23
Champion of Lambholt

Creatures with power less than this creature's power can't block creatures you control. Whenever another creature you control enters, put a +1/+1 counter on this creature.

Creature
Champion of Lambholt (moc) 293
Collector Ouphe

Activated abilities of artifacts can't be activated.

Creature
Collector Ouphe (mb2) 66
Cursed Mirror

{T}: Add {R}. As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.

Artifact
Cursed Mirror (otc) 161
Elder Gargaroth

Vigilance, reach, trample Whenever this creature attacks or blocks, choose one — • Create a 3/3 green Beast creature token. • You gain 3 life. • Draw a card.

Creature
Elder Gargaroth (m21) 179
Grumgully, the Generous

Each other non-Human creature you control enters with an additional +1/+1 counter on it.

Creature
Grumgully, the Generous (clb) 847
Kalonian Hydra

Trample This creature enters with four +1/+1 counters on it. Whenever this creature attacks, double the number of +1/+1 counters on each creature you control.

Creature
Kalonian Hydra (moc) 305
Molten Gatekeeper

Whenever another creature you control enters, this creature deals 1 damage to each opponent. Unearth {R} ({R}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

Creature Artifact
Molten Gatekeeper (mh3) 128
Omnath, Locus of Rage

Landfall — Whenever a land you control enters, create a 5/5 red and green Elemental creature token. Whenever Omnath or another Elemental you control dies, Omnath deals 3 damage to any target.

Creature
Omnath, Locus of Rage (plst) BFZ-217
Parallel Lives

If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.

Enchantment
Parallel Lives (isd) 199
Railway Brawler

Reach, trample Whenever another creature you control enters, put X +1/+1 counters on it, where X is its power. Plot {3}{G} (You may pay {3}{G} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

Creature
Railway Brawler (otj) 175
Spawning Pit

Sacrifice a creature: Put a charge counter on Spawning Pit. {1}, Remove two charge counters from Spawning Pit: Create a 2/2 colorless Spawn artifact creature token.

Artifact
Spawning Pit (j22) 136
Springheart Nantuko

Bestow {1}{G} Enchanted creature gets +1/+1. Landfall — Whenever a land you control enters, you may pay {1}{G} if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.

Creature Enchantment
Springheart Nantuko (mh3) 171
Stangg, Echo Warrior

Whenever Stangg attacks, create Stangg Twin, a legendary 3/4 red and green Human Warrior creature token. It enters tapped and attacking. For each Aura and Equipment attached to Stangg, create a token that's a copy of it attached to Stangg Twin. Sacrifice all tokens created this way at the beginning of the next end step.

Creature
Stangg, Echo Warrior (dmc) 42
Thermopod

{S}: This creature gains haste until end of turn. ({S} can be paid with one mana from a snow source.) Sacrifice a creature: Add {R}.

Creature
Thermopod (plst) CSP-100
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 (mkc) 191

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
24 pips - 20 cards
24 mana - 22 cards
65 pips - 49 cards
40 mana - 36 cards
0 pips - 0 cards
10 mana - 8 cards
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Description

{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"Why Ulasht"},{"attributes":{"bold":true},"insert":":"},{"insert":" \n"},{"insert":{"card-link":"Ulasht, the Hate Seed"}},{"insert":" is my second EDH/Commander ever, which I built back in ~2011, and I am lucky that it survived some breaks from magic that I've had and is still kicking. Despite being an older Commander, Ulasht still holds up quite well in my opinion. He's also very versatile in how you build him (for example you could focus on tokens, +1/+1 counters, saprolings, combo just to name a few), and he tends to go under the radar pretty well, which helps to pull off a win. You are also not super reliant on your Commander, Ulasht often comes in and out of the command zone and either way it's pretty rare that he ever gets targeted by removal.\n\nUlasht is fun because he is both a payoff for doing your tokens thing Overall, Ulasht is a Johnny's paradise, with so many micro synergies you can take advantage of, and the result is a deck that feels like it rewards you for continually tuning and finding the ideal cards to run. When tuned the deck can compete with some pretty strong decks, it is a bit of a \"slower\" deck compared to some strong casual EDH decks, but Ulasht is good at slowing down opponents by killing mana dorks and utility creatures. The deck is probably my second most winningest deck due to the way it can fly under the radar and win the game out of seemingly nowhere.\n\nWhen you compare Ulasht to some newer commanders like "},{"insert":{"card-link":"Marath, Will of the Wild"}},{"insert":" or "},{"insert":{"card-link":"Ghave, Guru of Spores"}},{"insert":", he may seem a little bit weak, but the beautiful thing about commander is that you don't have to build the strongest commander possible. What I like about Ulasht compared to those two is that:\nThe games with Ulasht play out quite differently every time. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ulasht essentially scales himself naturally. He makes tokens that then make him larger when he comes back."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You aren't guaranteed to have a pile of tokens in the command zone with Ulasht, so you have to factor that in to your deck building. As a result, Ulasht feels like a commander that rewards creativity and deck tuning more than most commanders. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You are not as much of a known combo threat so you fly under the radar a bit more. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Only being 2 colors is in my opinion an upside. There are already SO many cards I'd like to put in the deck, I think having access to a third color would remove some of the fun of it. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Hipster commanders are fun. People have rarely ever encountered Ulasht and tend to be hyped about him."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Deckbuilding Principles:"},{"insert":"\nPrioritize creatures who can do effects over other card types. The main exception here is ramp which can be nice to have classic green land ramp (i.e. "},{"insert":{"card-link":"Nature's Lore"}},{"insert":" etc) so that you aren't set back to the stone age by a wrath."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Have a high density of ramp - one fun thing about Ulasht is that you can almost always use your mana and you are never sad to have more. A couple favorites of mine are "},{"insert":{"card-link":"Freestrider Lookout"}},{"insert":", "},{"insert":{"card-link":"Enduring Vitality"}},{"insert":", and "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":" because they can significantly ramp you. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Prioritize creatures that are both Red and Green - these creatures count twice for Ulasht. For example "},{"insert":{"card-link":"Goblin Anarchomancer"}},{"insert":" or "},{"insert":{"card-link":"Dragon Broodmother"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ensure the deck can function even without Ulasht, he is just the engine that pushes it over the top. You can always just jam tokens + "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" for example. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Lands that can push Ulasht's size up are great like "},{"insert":{"card-link":"Khalni Garden"}},{"insert":"/"},{"insert":{"card-link":"Llanowar Reborn"}},{"insert":"/"},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWhile this deck is trying not to fully rely on Ulasht, there is so much that he does that you can amplify in deck building. His pings are turned in to a machine gun with "},{"insert":{"card-link":"Ohran Frostfang"}},{"insert":" (an already great card in a token deck), you can ramp quickly with "},{"insert":{"card-link":"Freestrider Lookout"}},{"insert":", he can utilize saproling effects like "},{"insert":{"card-link":"Utopia Mycon"}},{"insert":", you can repeatedly keep making saprolings with "},{"insert":{"card-link":"Ivy Lane Denizen"}},{"insert":", and if you can find a way to have Ulasht re-enter the battlefield you can refuel your engine (such as with "},{"insert":{"card-link":"Cauldron of Souls"}},{"insert":")\n\nAlthough I didn't go all in on combo, there are still a few combos that reside in the deck just due to the individual cards all being excellent:\n"},{"insert":{"card-link":"Ivy Lane Denizen"}},{"insert":" + "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":" + "},{"insert":{"card-link":"Ulasht, the Hate Seed"}},{"insert":" creates colorless mana, 1/1s, and Ulasht creature pings. Add in a card like "},{"insert":{"card-link":"Agate Instigator"}},{"insert":" to finish the game on the spot.\n"},{"insert":{"card-link":"Ivy Lane Denizen"}},{"insert":" + "},{"insert":{"card-link":"Utopia Mycon"}},{"insert":" + "},{"insert":{"card-link":"Ulasht, the Hate Seed"}},{"insert":" for infinite ETBs which again with an "},{"insert":{"card-link":"Agate Instigator"}},{"insert":" effect wins.\n"},{"insert":{"card-link":"Doubling Season"}},{"insert":" + "},{"insert":{"card-link":"Utopia Mycon"}},{"insert":" + "},{"insert":{"card-link":"Ulasht, the Hate Seed"}},{"insert":" for infinite ETBs, tokens and Ulasht size. This is a complicated one but essentially if you start with Ulasht coming in as at least an 8/8, then you end up being able to keep making saprolings with Ulasht until he dies, then re-cast him larger and outpace the Commander Tax mana increases to go infinite. \n\nIf you wanted to go all in on the combo aspect, cards like "},{"insert":{"card-link":"Blade of the Bloodchief"}},{"insert":" can add more options to go infinite, more tutors help get your key pieces like "},{"insert":{"card-link":"Ivy Lane Denizen"}},{"insert":" in to play more consistently, and loading up on more cheap card draw and creature ramp (i.e. "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":") would help to push the combo out faster. Personally, I didn't love the Blade in my build because it felt a bit quiet in gameplay if you didn't combo off, and I don't personally want this deck to be centered around combo-ing off. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Gameplay: "},{"insert":"\nFor mulligan decisions the main thing to be careful about is to be sure that you don't have too slow of a start. If your curve starts at 4 mana it should almost certainly be sent back. Usually you want a ramp spell in your starting hand so you can start dropping heavy hitters fast, but a hand with something like "},{"insert":{"card-link":"Bristly Bill, Spine Sower"}},{"insert":" + "},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":" is excellent for setting up an early Ulasht. \n\nIn the early game you are going to want to ramp ("},{"insert":{"card-link":"Nature's Lore"}},{"insert":", "},{"insert":{"card-link":"Zhur-Taa Druid"}},{"insert":" etc) and get down creatures to start enabling Ulasht. Search for "},{"insert":{"card-link":"Commercial District"}},{"insert":" in the early game with your land ramp or fetch lands to smooth out your draw. In general, once you can play Ulasht with 4+ counters it is usually worthwhile, but it totally depends what else you've got going on and if you need the pings to control the board or not. Don't feel bad about using up all of Ulasht's counters, it is really common to re-play Ulasht at least once. \n\nAfter the early game you should try to control the board a bit while going wider and wider, hopefully having something to shoot up your mana, like "},{"insert":{"card-link":"Enduring Vitality"}},{"insert":". You can also aim to refill you hand with a "},{"insert":{"card-link":"Return of the Wildspeaker"}},{"insert":", "},{"insert":{"card-link":"Shamanic Revelation"}},{"insert":" etc. \n\nFinally, to finish off the game your win conditions tend to be dumping creatures to burn people out with "},{"insert":{"card-link":"Agate Instigator"}},{"insert":" effects, running people over with "},{"insert":{"card-link":"Eldrazi Monument"}},{"insert":"/"},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":"/"},{"insert":{"card-link":"Beastmaster Ascension"}},{"insert":" (only play it when you can swing out with 7+ creatures), or burning out the table with "},{"insert":{"card-link":"Vicious Shadows"}},{"insert":". \n\n"},{"insert":{"card-link":"Vicious Shadows"}},{"insert":" is actually probably the most common win condition and is one of my favorite cards in the whole deck. It's almost perfect in this deck because you go so wide you often can just drop it when you have a sac outlet like "},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":" in play and have the ability to kill someone on the spot just by saccing dudes, or dropping it and then playing a 1 mana "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":". Ulasht also enables it super well because you can create a dude and ping it for additional die triggers if you don't have a sac outlet. While it is a lot of mana, it's 100% worth it for a finisher of it's quality. \n"}]}
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