249
5/20/2024
tutors are for losers
Deck Size: 100
Commander
Legal
Est deck cost: $189.34
Salt sum: 31.36
249
5/20/2024
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Commander

Qty: 1 Price: $22.99
Greensleeves, Maro-Sorcerer

Protection from planeswalkers and from Wizards Greensleeves's power and toughness are each equal to the number of lands you control. Landfall — Whenever a land you control enters, create a 3/3 green Badger creature token.

Creature
Greensleeves, Maro-Sorcerer (dmc) 27

Commander

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Land

Qty: 37 Price: $26.43
Cactus Preserve

This land enters tapped. {T}: Add one mana of any type that a land you control could produce. {3}: Until end of turn, this land becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.

Land
Cactus Preserve (otc) 40
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 (ddr) 27
Forest

({T}: Add {G}.)

Land
Forest (otj) 286
Ghost Quarter

{T}: Add {C}. {T}, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Land
Ghost Quarter (plst) DIS-173
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 (cmm) 1003
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
Slippery Karst

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

Land
Slippery Karst (dmr) 256
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) 260
Tranquil Thicket

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

Land
Tranquil Thicket (mkc) 309
Treetop Village

This land enters tapped. {T}: Add {G}. {1}{G}: This land becomes a 3/3 green Ape creature with trample until end of turn. It's still a land. (It can deal excess combat damage to the player or planeswalker it's attacking.)

Land
Treetop Village (j22) 827
Volatile Fault

{T}: Add {C}. {1}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That player may search their library for a basic land card, put it onto the battlefield, then shuffle. You create a Treasure token.

Land
Volatile Fault (lci) 286
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 (mkc) 310

Land

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Big and Wide

Qty: 10 Price: $29.10
Cultivator Colossus

Trample Cultivator Colossus's power and toughness are each equal to the number of lands you control. When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.

Creature
Cultivator Colossus (vow) 195
Elder of Laurels

{3}{G}: Target creature gets +X/+X until end of turn, where X is the number of creatures you control.

Creature
Elder of Laurels (isd) 177
Essence of the Wild

Creatures you control enter as a copy of this creature.

Creature
Essence of the Wild (isd) 178
Kamahl's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible, and haste. They're still lands. • Choose target creature you don't control. Each creature you control deals damage equal to its power to that creature.

Instant
Kamahl's Will (cmr) 238
Kamahl, Heart of Krosa

At the beginning of combat on your turn, creatures you control get +3/+3 and gain trample until end of turn. {1}{G}: Until end of turn, target land you control becomes a 1/1 Elemental creature with vigilance, indestructible, and haste. It's still a land. Partner (You can have two commanders if both have partner.)

Creature
Kamahl, Heart of Krosa (cmr) 237
Overwhelming Stampede

Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.

Sorcery
Overwhelming Stampede (c19) 175
Roaring Earth

Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature or Vehicle you control. Channel — {X}{G}{G}, Discard this card: Put X +1/+1 counters on target land you control. It becomes a 0/0 green Spirit creature with haste. It's still a land.

Enchantment
Roaring Earth (neo) 204
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 (otc) 205
Unnatural Growth

At the beginning of each combat, double the power and toughness of each creature you control until end of turn.

Enchantment
Unnatural Growth (mid) 206
Vivien's Stampede

Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.

Sorcery
Vivien's Stampede (ncc) 65

Big and Wide

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Ramp

Qty: 17 Price: $49.01
Avenging Druid

Whenever this creature deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. If you do, put that card onto the battlefield and put all other cards revealed this way into your graveyard.

Creature
Avenging Druid (exo) 105
Case of the Locked Hothouse

You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

Enchantment
Case of the Locked Hothouse (mkm) 155
Druid Class

(Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, you gain 1 life. {2}{G}: Level 2 You may play an additional land on each of your turns. {4}{G}: Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.

Enchantment
Druid Class (afr) 180
Elvish Rejuvenator

When this creature enters, 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.

Creature
Elvish Rejuvenator (otc) 191
Enter the Unknown

Target creature you control explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) You may play an additional land this turn.

Sorcery
Enter the Unknown (rix) 128
Explore

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

Sorcery
Explore (lcc) 241
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 (lci) 188Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (lci) 188
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) 39
Open the Way

X can't be greater than the number of players in the game. Reveal cards from the top of your library until you reveal X land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.

Sorcery
Open the Way (mat) 23
Oracle of Mul Daya

You may play an additional land on each of your turns. Play with the top card of your library revealed. You may play lands from the top of your library.

Creature
Oracle of Mul Daya (otc) 200
Recross the Paths

Reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)

Sorcery
Recross the Paths (mor) 133
Rootweaver Druid

When this creature enters, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles.

Creature
Rootweaver Druid (cmr) 250
Sakura-Tribe Scout

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

Creature
Sakura-Tribe Scout (plst) SOK-144
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) 206
Summer Bloom

You may play up to three additional lands this turn.

Sorcery
Summer Bloom (2x2) 160
Venture Forth

Exile cards from the top of your library until you exile a land card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Exile Venture Forth with three time counters on it. Suspend 3—{1}{G}

Sorcery
Venture Forth (clb) 683

Ramp

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Card Advantage

Qty: 15 Price: $25.63
Abundance

If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.

Enchantment
Abundance (cmm) 884
Elven Farsight

Scry 3, then you may reveal the top card of your library. If it's a creature card, draw a card.

Sorcery
Elven Farsight (ltr) 161
Gaea's Blessing

Target player shuffles up to three target cards from their graveyard into their library. Draw a card. When this card is put into your graveyard from your library, shuffle your graveyard into your library.

Sorcery
Gaea's Blessing (plst) DOM-161
Garruk's Packleader

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

Creature
Garruk's Packleader (c19) 168
Harmonize

Draw three cards.

Sorcery
Harmonize (scd) 187
Kodama of the East Tree

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

Creature
Kodama of the East Tree (cmr) 239
Life's Legacy

As an additional cost to cast this spell, sacrifice a creature. Draw cards equal to the sacrificed creature's power.

Sorcery
Life's Legacy (ncc) 300
Loamcrafter Faun

When this creature enters, you may discard one or more land cards. When you do, return up to that many target nonland permanent cards from your graveyard to your hand.

Creature
Loamcrafter Faun (woc) 19
Nantuko Cultivator

When this creature enters, you may discard any number of land cards. Put that many +1/+1 counters on this creature and draw that many cards.

Creature
Nantuko Cultivator (otc) 198
Path of Discovery

Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

Enchantment
Path of Discovery (rix) 142
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 (otc) 203
Season of Growth

Whenever a creature you control enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Whenever you cast a spell that targets a creature you control, draw a card.

Enchantment
Season of Growth (m20) 191
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
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
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

Card Advantage

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Utility

Qty: 6 Price: $10.80
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
Master Chef

Commander creatures you own have "This creature enters with an additional +1/+1 counter on it" and "Other creatures you control enter with an additional +1/+1 counter on them."

Enchantment
Master Chef (clb) 241
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 (otc) 199
Saryth, the Viper's Fang

Other tapped creatures you control have deathtouch. Other untapped creatures you control have hexproof. {1}, {T}: Untap another target creature or land you control.

Creature
Saryth, the Viper's Fang (mkc) 185
Waker of the Wilds

{X}{G}{G}: Put X +1/+1 counters on target land you control. That land becomes a 0/0 Elemental creature with haste. It's still a land.

Creature
Waker of the Wilds (znc) 86
Yedora, Grave Gardener

Whenever another nontoken creature you control dies, you may return it to the battlefield face down under its owner's control. It's a Forest land. (It has no other types or abilities.)

Creature
Yedora, Grave Gardener (mkc) 197

Utility

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Defense

Qty: 7 Price: $5.15
Blessed Respite

Target player shuffles their graveyard into their library. Prevent all combat damage that would be dealt this turn.

Instant
Blessed Respite (mh2) 150
Fog

Prevent all combat damage that would be dealt this turn.

Instant
Fog (plst) EMA-167
Inspiring Call

Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Instant
Inspiring Call (lcc) 244
Lost in the Woods

Whenever a creature attacks you or a planeswalker you control, reveal the top card of your library. If it's a Forest card, remove that creature from combat. Then put the revealed card on the bottom of your library.

Enchantment
Lost in the Woods (dka) 123
Lull

Prevent all combat damage that would be dealt this turn. Cycling {2} ({2}, Discard this card: Draw a card.)

Instant
Lull (dmr) 169
Raking Canopy

Whenever a creature with flying attacks you, this enchantment deals 4 damage to it.

Enchantment
Raking Canopy (shm) 127
Winds of Qal Sisma

Prevent all combat damage that would be dealt this turn. Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.

Instant
Winds of Qal Sisma (frf) 147

Defense

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Interaction

Qty: 7 Price: $20.23
Barroom Brawl

Target creature you control fights target creature the opponent to your left controls. Then that player may copy this spell and may choose new targets for the copy.

Sorcery
Barroom Brawl (clb) 217
Broken Bond

Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.

Sorcery
Broken Bond (j22) 636
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) 287
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 (woc) 128
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 (iko) 162
Ram Through

Target creature you control deals damage equal to its power to target creature you don't control. If the creature you control has trample, excess damage is dealt to that creature's controller instead.

Instant
Ram Through (cmm) 314
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) 177

Interaction

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 1 card
0 pips - 0 cards
0 mana - 1 card
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0 mana - 1 card
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0 mana - 1 card
91 pips - 63 cards
35 mana - 34 cards
0 pips - 0 cards
5 mana - 4 cards
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Description

{"ops":[{"insert":"there are approximately 6,360 commander legal cards for a mono green commander. you can play the big hitters. "},{"insert":{"card-link":"The Great Henge"}},{"insert":" , "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":" , "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":". Sure. they are all good, green cards. but you know what's more fun? Making your 3/3 Badgers as 6/6 Essence of the Wilds. That's way more fun.\n\nI was challenged to come up with a commander deck for Greensleeves. The only caveat was no Finale, no Craterhoof for a landfall deck. Sure. that's fine. But let's take it one step further because this is a fun challenge, and I'm always looking for new, exciting, cards that I've never used before that are WAY more fun than the same ol cards that win. The challenge is to make this deck budget as fuck, and I can't tutor for ANYTHING under my own guise. Bonus points for no artifacts, cause fuck your stupid "},{"insert":{"card-link":"Sol Ring"}},{"insert":", we're playing mono green you stupid idiot. (insert dracula flow reference.)\n\nThe deck wants to stay ahead of the game by doing two things. Drawing cards and playing effects that say \"put the land on the battlefield.\" Then we start getting badgers and other things. Then we start to get wider. Then we play effects like. "},{"insert":{"card-link":"Unnatural Growth"}},{"insert":" that would actually love it if you made extra combats with your "},{"insert":{"card-link":"Bloodthirster"}},{"insert":" because our badgers are now 12/12s. Then we can start talking about bigger, more fun threats. While this deck could certainly do with other, splashy cards, we do what green does best. We walk up to everyone, throw up our middle fingers, and make Stone Cold Steve Austin proud with the biggest stunners possible. Big, wide, tramply ass creatures. Need some backup? make our lands into creatures.\n\nThis deck considers only that you care about when you draw cards. that's it. Otherwise, let this deck autopilot and keep on doing your thing. Remember, we don't care what anyone else does. We wanna just throw the kitchen fucking sink at everyone and hope they can't respond because they had to do some math ass blocking.\n\nyour meta builds make me sick, you stupid magic players. come at me and my dumb ass. my badgers are waiting.\n"}]}
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