1.1k
6/12/2025
Oops, All Permanents!
Deck Size: 100
Commander
Legal
Est deck cost: $1090.20
Salt sum: 39.05
Playgroup dot gg logoPower level:
1.1k
6/12/2025
Compare
Deck filters

Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.

Commander

Qty: 1 Price: $3.49
Yarok, the Desecrated

Deathtouch, lifelink If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

Creature
Yarok, the Desecrated (mul) 63

Commander

(CTRL to add secondary)

Boardwipes

Qty: 5 Price: $7.71
Archfiend of Sorrows

Flying When this creature enters, creatures your opponents control get -2/-2 until end of turn. Unearth {3}{B}{B} ({3}{B}{B}: 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
Archfiend of Sorrows (mh2) 74
Kederekt Leviathan

When this creature enters, return all other nonland permanents to their owners' hands. Unearth {6}{U} ({6}{U}: 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
Kederekt Leviathan (2x2) 55
Massacre Wurm

When this creature enters, creatures your opponents control get -2/-2 until end of turn. Whenever a creature an opponent controls dies, that player loses 2 life.

Creature
Massacre Wurm (moc) 256
Pernicious Deed

{X}, Sacrifice this enchantment: Destroy each artifact, creature, and enchantment with mana value X or less.

Enchantment
Pernicious Deed (plst) A25-212
Plaguecrafter

When this creature enters, each player sacrifices a creature or planeswalker of their choice. Each player who can't discards a card.

Creature
Plaguecrafter (blc) 187

Boardwipes

(CTRL to add secondary)

Copy

Qty: 1 Price: $5.49
Virtue of Knowledge

Enchantment
Virtue of Knowledge // Vantress Visions (woe) 76

Copy

(CTRL to add secondary)

Draw

Qty: 9 Price: $38.07
Aether Channeler

When this creature enters, choose one — • Create a 1/1 white Bird creature token with flying. • Return another target nonland permanent to its owner's hand. • Draw a card.

Creature
Aether Channeler (dmu) 42
Aid from the Cowl

Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, reveal the top card of your library. If it's a permanent card, you may put it onto the battlefield. Otherwise, you may put it on the bottom of your library.

Enchantment
Aid from the Cowl (aer) 105
Baleful Strix

Flying, deathtouch When this creature enters, draw a card.

Creature Artifact
Baleful Strix (blc) 86
Mosswood Dreadknight

Creature
Mosswood Dreadknight // Dread Whispers (woe) 292
Nissa, Vital Force

+1: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land. −3: Return target permanent card from your graveyard to your hand. −6: You get an emblem with "Whenever a land you control enters, you may draw a card."

Planeswalker
Nissa, Vital Force (kld) 163
Obsessive Stitcher

{T}: Draw a card, then discard a card. {2}{U}{B}, {T}, Sacrifice this creature: Return target creature card from your graveyard to the battlefield.

Creature
Obsessive Stitcher (plst) M21-223
Pollywog Prodigy

Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.

Creature
Pollywog Prodigy (blc) 50
River Kelpie

Whenever this creature or another permanent enters from a graveyard, draw a card. Whenever a player casts a spell from a graveyard, draw a card. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

Creature
River Kelpie (tdc) 166
Sicarian Infiltrator

Flash Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters, create that many tokens that are copies of it.) Benediction of the Omnissiah — When this creature enters, draw a card.

Creature Artifact
Sicarian Infiltrator (40k) 25

Draw

(CTRL to add secondary)

Finisher

Qty: 5 Price: $37.46
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 (usg) 229
Concordant Crossroads

All creatures have haste.

Enchantment
Concordant Crossroads (td0) A65
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 (cmm) 280
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) 582
Primal Surge

Exile the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you do, repeat this process.

Sorcery
Primal Surge (avr) 189

Finisher

(CTRL to add secondary)

Land

Qty: 38 Price: $684.85
Bojuka Bog

This land enters tapped. When this land enters, exile target player's graveyard. {T}: Add {B}.

Land
Bojuka Bog (plst) C18-238
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
Breeding Pool

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

Land
Breeding Pool (exp) 15
Cephalid Coliseum

{T}: Add {U}. This land deals 1 damage to you. Threshold — {U}, {T}, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if seven or more cards are in your graveyard.

Land
Cephalid Coliseum (mh3) 300
Command Tower

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

Land
Command Tower (otc) 280
Deathcap Glade

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

Land
Deathcap Glade (vow) 261
Demolition Field

{T}: Add {C}. {2}, {T}, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.

Land
Demolition Field (m3c) 335
Dreamroot Cascade

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

Land
Dreamroot Cascade (vow) 262
Drowned Catacomb

This land enters tapped unless you control an Island or a Swamp. {T}: Add {U} or {B}.

Land
Drowned Catacomb (drc) 152
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 (m20) 247
Forest

({T}: Add {G}.)

Land
Forest (unf) 244
Hedge Maze

({T}: Add {G} or {U}.) 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
Hedge Maze (mkm) 262
Island

({T}: Add {U}.)

Land
Island (unf) 241
Kishla Village

This land enters tapped unless you control an Island or a Swamp. {T}: Add {G}. {3}{G}, {T}: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

Land
Kishla Village (ptdm) 259s
Mariposa Military Base

You may have this land enter tapped. If you do, you get two rad counters. {T}: Add {C}. {5}, {T}: Draw a card. This ability costs {1} less to activate for each rad counter you have.

Land
Mariposa Military Base (pip) 151
Misty Rainforest

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

Land
Misty Rainforest (mh2) 250
Morphic Pool

This land enters tapped unless you have two or more opponents. {T}: Add {U} or {B}.

Land
Morphic Pool (clb) 357
Otawara, Soaring City

{T}: Add {U}. Channel — {3}{U}, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.

Land
Otawara, Soaring City (neo) 271
Overgrown Tomb

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

Land
Overgrown Tomb (exp) 13
Pit of Offerings

This land enters tapped. When this land enters, exile up to three target cards from graveyards. {T}: Add {C}. {T}: Add one mana of any of the exiled cards' colors.

Land
Pit of Offerings (lci) 278
Polluted Delta

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

Land
Polluted Delta (ktk) 239
Port of Karfell

This land enters tapped. {T}: Add {U}. {3}{U}{B}{B}, {T}, Sacrifice this land: Mill four cards, then return a creature card from your graveyard to the battlefield tapped. (To mill a card, put the top card of your library into your graveyard.)

Land
Port of Karfell (khm) 265
Rejuvenating Springs

This land enters tapped unless you have two or more opponents. {T}: Add {G} or {U}.

Land
Rejuvenating Springs (cmr) 354
Shipwreck Marsh

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

Land
Shipwreck Marsh (mid) 267
Simic Growth Chamber

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

Land
Simic Growth Chamber (lcc) 352
Swamp

({T}: Add {B}.)

Land
Swamp (unf) 242
Tomb Fortress

This land enters tapped. {T}: Add {B}. {2}{B}{B}{B}, {T}, Exile this land: Mill four cards, then return a creature card from your graveyard to the battlefield. Activate only as a sorcery.

Land
Tomb Fortress (40k) 168
Undercity Sewers

({T}: Add {U} or {B}.) 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
Undercity Sewers (mkm) 270
Underground Mortuary

({T}: Add {B} 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
Underground Mortuary (mkm) 271
Undergrowth Stadium

This land enters tapped unless you have two or more opponents. {T}: Add {B} or {G}.

Land
Undergrowth Stadium (cmr) 359
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 (mh2) 260
Volrath's Stronghold

{T}: Add {C}. {1}{B}, {T}: Put target creature card from your graveyard on top of your library.

Land
Volrath's Stronghold (tpr) 248
Watery Grave

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

Land
Watery Grave (exp) 7
Woodland Cemetery

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

Land
Woodland Cemetery (dmr) 261
Zagoth Triome

({T}: Add {B}, {G}, or {U}.) This land enters tapped. Cycling {3} ({3}, Discard this card: Draw a card.)

Land
Zagoth Triome (iko) 259

Land

(CTRL to add secondary)

Mill

Qty: 3 Price: $15.47
Aftermath Analyst

When this creature enters, mill three cards. {3}{G}, Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.

Creature
Aftermath Analyst (mkm) 148
Dogged Detective

When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) Whenever an opponent draws their second card each turn, you may return this card from your graveyard to your hand.

Creature
Dogged Detective (ncc) 136
Ripples of Undeath

At the beginning of your first main phase, mill three cards. Then you may pay {1} and 3 life. If you do, put a card from among those cards into your hand.

Enchantment
Ripples of Undeath (mh3) 107

Mill

(CTRL to add secondary)

Ramp

Qty: 8 Price: $50.64
Clifftop Lookout

Reach When this creature enters, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.

Creature
Clifftop Lookout (blb) 168
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) 364
Lotus Cobra

Landfall — Whenever a land you control enters, add one mana of any color.

Creature
Lotus Cobra (znr) 307
Risen Reef

Whenever this creature or another Elemental you control enters, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand.

Creature
Risen Reef (m20) 217
Springbloom Druid

When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Creature
Springbloom Druid (mh1) 181
Uro, Titan of Nature's Wrath

When Uro enters, sacrifice it unless it escaped. Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield. Escape—{G}{G}{U}{U}, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Creature
Uro, Titan of Nature's Wrath (sld) 222
Wight of the Reliquary

Vigilance This creature gets +1/+1 for each creature card in your graveyard. {T}, Sacrifice another creature: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

Creature
Wight of the Reliquary (mh3) 207
Wood Elves

When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.

Creature
Wood Elves (ncc) 321

Ramp

(CTRL to add secondary)

Recursion

Qty: 6 Price: $25.74
Chthonian Nightmare

When this enchantment enters, you get {E}{E}{E} (three energy counters). Pay X {E}, Sacrifice a creature, Return this enchantment to its owner's hand: Return target creature card with mana value X from your graveyard to the battlefield. Activate only as a sorcery.

Enchantment
Chthonian Nightmare (mh3) 330
Metamorphosis Fanatic

Lifelink When this creature enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it. Miracle {1}{B} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Creature
Metamorphosis Fanatic (dsc) 21
Necromancy

You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.

Enchantment
Necromancy (mkc) 131
Nissa of Shadowed Boughs

Landfall — Whenever a land you control enters, put a loyalty counter on Nissa. +1: Untap target land you control. You may have it become a 3/3 Elemental creature with haste and menace until end of turn. It's still a land. −5: You may put a creature card with mana value less than or equal to the number of lands you control onto the battlefield from your hand or graveyard with two +1/+1 counters on it.

Planeswalker
Nissa of Shadowed Boughs (znr) 231
Phyrexian Delver

When this creature enters, return target creature card from your graveyard to the battlefield. You lose life equal to that card's mana value.

Creature
Phyrexian Delver (c18) 115
Walk-In Closet

Enchantment
Walk-In Closet // Forgotten Cellar (dsk) 205

Recursion

(CTRL to add secondary)

Regrowth

Qty: 6 Price: $97.10
Acolyte of Affliction

When this creature enters, mill two cards, then you may return a permanent card from your graveyard to your hand.

Creature
Acolyte of Affliction (thb) 206
Eternal Witness

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

Creature
Eternal Witness (m3c) 227
Honest Rutstein

When Honest Rutstein enters, return target creature card from your graveyard to your hand. Creature spells you cast cost {1} less to cast.

Creature
Honest Rutstein (otj) 370
Overlord of the Balemurk

Impending 5—{1}{B} (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.) Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.

Creature Enchantment
Overlord of the Balemurk (dsk) 391
Oversold Cemetery

At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.

Enchantment
Oversold Cemetery (wot) 33
Wrenn and Realmbreaker

Lands you control have "{T}: Add one mana of any color." +1: Up to one target land you control becomes a 3/3 Elemental creature with vigilance, hexproof, and haste until your next turn. It's still a land. −2: Mill three cards. You may put a permanent card from among the milled cards into your hand. −7: You get an emblem with "You may play lands and cast permanent spells from your graveyard."

Planeswalker
Wrenn and Realmbreaker (mom) 322

Regrowth

(CTRL to add secondary)

Removal

Qty: 11 Price: $61.89
Amphibian Downpour

Flash Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.) Enchant creature Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.

Enchantment
Amphibian Downpour (mh3) 51
Awaken the Honored Dead

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Destroy target nonland permanent. II — Mill three cards. III — You may discard a card. When you do, return target creature or land card from your graveyard to your hand.

Enchantment
Awaken the Honored Dead (tdm) 170
Cavalier of Night

Lifelink When this creature enters, you may sacrifice another creature. When you do, destroy target creature an opponent controls. When this creature dies, return target creature card with mana value 3 or less from your graveyard to the battlefield.

Creature
Cavalier of Night (plst) M20-94
Druid of Purification

When this creature enters, starting with you, each player may choose an artifact or enchantment you don't control. Destroy each permanent chosen this way.

Creature
Druid of Purification (afc) 39
Ertai Resurrected

Flash When Ertai Resurrected enters, choose up to one — • Counter target spell, activated ability, or triggered ability. Its controller draws a card. • Destroy another target creature or planeswalker. Its controller draws a card.

Creature
Ertai Resurrected (dmu) 199
Fangkeeper's Familiar

Flash When this creature enters, choose one — • You gain 3 life and surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) • Destroy target enchantment. • Counter target creature spell.

Creature
Fangkeeper's Familiar (tdm) 357
Hostage Taker

When this creature enters, exile another target creature or artifact until this creature leaves the battlefield. You may cast that card for as long as it remains exiled, and mana of any type can be spent to cast that spell.

Creature
Hostage Taker (mb2) 137
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) 321
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) 164
Orcish Bowmasters

Flash When this creature enters and whenever an opponent draws a card except the first one they draw in each of their draw steps, this creature deals 1 damage to any target. Then amass Orcs 1.

Creature
Orcish Bowmasters (ltr) 103
Venser, Shaper Savant

Flash (You may cast this spell any time you could cast an instant.) When Venser enters, return target spell or permanent to its owner's hand.

Creature
Venser, Shaper Savant (2x2) 66

Removal

(CTRL to add secondary)

Stax

Qty: 2 Price: $27.98
Collector Ouphe

Activated abilities of artifacts can't be activated.

Creature
Collector Ouphe (sld) 1077
Wandering Archaic

Creature
Wandering Archaic // Explore the Vastlands (stx) 6Wandering Archaic // Explore the Vastlands (stx) 6

Stax

(CTRL to add secondary)

Tutor

Qty: 5 Price: $34.31
Birthing Ritual

At the beginning of your end step, if you control a creature, look at the top seven cards of your library. Then you may sacrifice a creature. If you do, you may put a creature card with mana value X or less from among those cards onto the battlefield, where X is 1 plus the sacrificed creature's mana value. Put the rest on the bottom of your library in a random order.

Enchantment
Birthing Ritual (mh3) 337
Defense of the Heart

At the beginning of your upkeep, if an opponent controls three or more creatures, sacrifice this enchantment, search your library for up to two creature cards, put those cards onto the battlefield, then shuffle.

Enchantment
Defense of the Heart (wot) 51
Fierce Empath

When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.

Creature
Fierce Empath (m21) 181
Hoarding Broodlord

Convoke Flying When this creature enters, search your library for a card, exile it face down, then shuffle. For as long as that card remains exiled, you may play it. Spells you cast from exile have convoke.

Creature
Hoarding Broodlord (mom) 110
Woodland Bellower

When this creature enters, you may search your library for a nonlegendary green creature card with mana value 3 or less, put it onto the battlefield, then shuffle.

Creature
Woodland Bellower (ori) 207

Tutor

(CTRL to add secondary)

Maybeboard

Qty: 5 Price: $12.45
Emet-Selch, Unsundered

Creature
Emet-Selch, Unsundered // Hades, Sorcerer of Eld (fin) 218Emet-Selch, Unsundered // Hades, Sorcerer of Eld (fin) 218
Fang, Fearless l'Cie

Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn. (Melds with Vanille, Cheerful l'Cie.)

Creature
Fang, Fearless l'Cie (fin) 381
Observed Stasis

Flash Enchant creature an opponent controls When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls. Enchanted creature loses all abilities and can't attack or block.

Enchantment
Observed Stasis (fic) 40
Sin, Spira's Punishment

Flying Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process.

Creature
Sin, Spira's Punishment (fin) 508
Vanille, Cheerful l'Cie

When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand. At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay {3}{B}{G}. If you do, exile them, then meld them into Ragnarok, Divine Deliverance.

Creature
Vanille, Cheerful l'Cie (fin) 392

Maybeboard

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
21 pips - 17 cards
20 mana - 20 cards
37 pips - 27 cards
19 mana - 19 cards
0 pips - 0 cards
0 mana - 4 cards
48 pips - 35 cards
19 mana - 19 cards
0 pips - 0 cards
5 mana - 5 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs

Description

{"ops":[{"insert":"Oops! All Permanents"},{"attributes":{"header":1},"insert":"\n"},{"insert":"---\nDeck Concept"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck was born from two desires:\nI wanted to relive the experience of playing Battlecry/Shudderwock Shaman in Hearthstone, in the form of using "},{"insert":{"card-link":"Yarok, the Desecrated"}},{"insert":" as my Commander."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I desired a fun deckbuilding challenge with a splashy reward, which came in the form of "},{"insert":{"card-link":"Primal Surge"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe Commander of this deck also enhances "},{"attributes":{"italic":true,"bold":true},"insert":"ALL"},{"insert":" types of ETB Effects. However, the theme of \"Permanents with ETBs\" is extremley broad & has very little specific support. Therefore, the goal became how to turn such a wide & weird theme into not only a good gameplan, but also a synergistic/cohesive one.\n\nThe first step is resource generation, and its rather obvious: \"Use Permanents with ETBs\". Go figure. This gives the deck a clear direction for resource-generation in terms of assembling the fundemental building blocks that all EDH Decks need.\n\nThe second step came in the form of finding synergies. Some specific ones already exist, like "},{"insert":{"card-link":"Aid from the Cowl"}},{"insert":". But not enough for an entire deck. The answer came in the form of "},{"attributes":{"bold":true},"insert":"Creatures"},{"insert":". Creatures have very varied ETBs that fill all of our needs, plenty of support cards exist for putting them out onto the battlefield, and also unlocks a subtheme for the deck: "},{"attributes":{"bold":true},"insert":"Reanimator"},{"insert":". "},{"insert":{"card-link":"Phyrexian Delver"}},{"insert":" is an excellent example of what this deck wants. It's a Creature with an ETB that brings out another creature to the battlefield. The creature brought out could be say, a "},{"insert":{"card-link":"Wood Elves"}},{"insert":", and now you've turned your reanimation spell into a ramp spell aswell. This provides a potent chain-reaction of permanents, and gives the deck its synergy/cohesion.\n\nStrengths & Weaknesses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"---\nSTRENGTHS"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our Commander does not need to be in play in order for the deck to function, while still being very powerful when brought out."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Opponents have a harder time responding to Triggered Abilities as opposed to spells themselves."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck "},{"attributes":{"italic":true,"bold":true},"insert":"really"},{"insert":" snowballs out of control, and performs excellently when games go late or when matching up versus Battlecruiser-style decks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Primal Surge & it's deckbuilding restriction make this deck very different from most other EDH Decks. This can be a lot of fun for both playing & tinkering with the deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"WEAKNESSES"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Torpor Orb"}},{"insert":" and effects like it make you unable to play the game until it is removed, and you yourself don't have a lot of answers to it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Without a card like "},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":" in play, you're pretty much unable to play at Instant Speed (with a few exceptions). This often makes it difficult to respond to problematic cards in a reasonable time."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yarok is a popular commander, and often helms powerful decks. This often leads to getting more attention from Opponents."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Primal Surge's deckbuilding restriction means we cannot use a lot of powerful staples. Even basics like "},{"insert":{"card-link":"Counterspell"}},{"insert":" have to be swapped for something like "},{"insert":{"card-link":"Mystic Snake"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nGameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"---\nEarly-Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Focus on playing out "},{"attributes":{"bold":true},"insert":"ETB-Dorks"},{"insert":". These are cheap creatures, often between 2-4 mana, with generally terrible stats, that provide most of their value when played out. They could be thought of Sorceries that cost a little extra to get a body alongside it, eg: "},{"insert":{"card-link":"Rampant Growth"}},{"insert":" vs. "},{"insert":{"card-link":"Farhaven Elf"}},{"insert":". \n\nThe main benefit is obvious: We need cards, we want ramp, we desire cards in the graveyard. The secondary benefits come from what we do with these dorks after they have been played out:\nTheir mere prescence can ward of attacks, as opponents \"don't want to attack into Chump-Blockers\", keeping our life total healthy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"When attacked, they almost always die when blocking, thus filling up our Graveyard."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"We can feed them to other cards we have in the form of Sacrificing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"And if other decks are "},{"attributes":{"italic":true},"insert":"really"},{"insert":" doing nothing on-board, 1 or 2 chip damage can't hurt."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nPlay one out every single turn, keep grinding out value, and look for an opportunity to move into the Mid-Game.\n\nMid-Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Same deal as the early game, keep focusing on accumulating value. Now, however, you want to start assembling synergies. You want to cause chain reactions of ETBs, double triggers, reccur creatures over and over again, etc. The easiest way to get started is to cast the Commander, but many other cards let you do this as well. Depending on whats in your hand, you'll have many different possible paths to start getting \"more card per card\", so to speak.\n\nAfter analyzing your own path to snowballing, analyze the boardstate. Do opponents present threatening permanents, or carefully sculpted hands concealing a combo? This deck does a great job at snowballing "},{"attributes":{"bold":true},"insert":"hard"},{"insert":" if left unchecked, but its important to keep in mind that the deck does very well lategame. Taking slower turns in order to remove permanents or counter spells can often be more beneficial than just trying to outrace your opponents.\n\nLate-Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As soon as your landcount gets close to hitting double-digits, you're entering the Late-Game. Surge time!\n\nStep one, is getting the card into your hand.\nStep two, is getting the mana to cast it.\nStep three, is ensuring we actually resolve it.\n\nThe first two are rather simple, we have plenty of tutors, and a good amount of ramp. But why is "},{"attributes":{"italic":true,"bold":true},"insert":"resolving"},{"insert":" the spell specifically so important? The answer is rather simple: We win.\n\nYou want "},{"insert":{"card-link":"Primal Surge"}},{"insert":" cast when opponents are tapped out, you have spare mana to back it up with a Counterspell, we have a Doctor's Note, our insurance is pre-approved and Mercury isn't in Retrograde. This spell can and will outright win us the game if it resolves, and as such, we should expect our opponents to use whatever silver bullets they have to stop it. One of the more common of these is player removal; Don't let the threat of a surge turn into your death.\n\nWhile you are getting to the point of readying a surge, the rest of your time should be devoted to messing with your Opponents. This can be as direct as simply using removal on threatening pieces that might end the game before we get our finisher, but it can also be to use one of this decks other finishers to present a threatening boardstate. It could just let us win outright with the right combination of cards, or it'll force opponents to burn removal that might be crucial in stopping our actual wincon.\n\nTremendous Tips"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Some final additions to help the overall gameplan.\n\nMulligans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The main component of a good hand is an ETB-Dork, and enough lands to play it on curve. The ideal dork is one that ramps us, but card-draw is quite nice, and we'll take removal if we can get it. The rest of your hand is usually very whatever, as you have 4-5 turns before the midgame, and plenty of time to draw into some gas. So, feel free to mulligan aggressivley for a smoother rollout.\n\nWhen Yarok?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"It's very tempting to slam down Yarok as soon as possible to start generating extra value, especially because it feels bad to \"lose out\" on doubling all of the triggers you play beforehand. However, because the deck does not "},{"attributes":{"italic":true},"insert":"need"},{"insert":" Yarok to function, it's important to actually consider if Yarok is right for the current moment.\n\nThis is because Yarok does nothing on their own when played out. Yarok is also a prime removal-target and expensive at 5 mana, so there's a decent chance it gets removed right away. It can absolutely be worth delaying Yarok for a few turns in order to keep churning out ETBs and generating resources, and then to play Yarok into an immediate ETB on a later turn. As soon as you have enough mana for your Commander, take a step back and evaluate the board-state, and then get them out onto the field if you have a worthwhile reason & it won't be punished.\n"}]}
Unable to load comments
AutoNew CategoryMaybeboardSideboard