Bristly Bill's Beginner Bash
Deck Size: 100
Commander
Legal
Est deck cost: $155.90
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Gives trample
Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Gives trample
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More counters
More counters
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Board wipes
Board wipes
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Interaction
Interaction
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Protection
Protection
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Card advantage
Healing Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.) Return target card from your graveyard to your hand. You gain life equal to that card's mana value. Exile Healing Technique.
Sorcery

Card advantage
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Deck plan
Deck plan
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Mana ramp
Mana ramp
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Maybeboard
Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"This is an initiation deck I built as part of a cycle of 5 mono-colored decks, with the idea of being able to hand these out to beginner players and allow them to play a game of EDH without taking too much time explaining every single card of the deck to them.\n\n### THE ORIGIN STORY"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI got the idea to build these decks when a member of my regular playgroup invited one of their friend that wanted to discover the game. I decided to lend them my Aesi deck, as it seemed to be my simplest deck to pilot. I gave them a quick explanation of the rules, using lands to play creatures and using creatures to attack, and then we started resolving mulligans.\n\nThe first seven they drew had a split card, a double faced card, two fetches and a bounce land.\n\nWhile explaining how those different kinds of cards worked, I realized how complex things we Magic players think of as simple actually are, and how overwhelming that can be for new players. During the game, they often had to ask me questions about the cards they drew, because there was always some new term that they didn't know.\n\nBy the end of the first game, they were starting to have fun, and they were eager to start another one, but it felt like every turn we had to pause to explain rules that were only relevant for one card (shoutout Invasion of Zendikar), and that was a bit frustrating.\n\nI started wondering what I could do to make a deck as easy as possible for a beginner to pilot. Here's what I came up with :\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"### THE DECKBUILDING CONSTRAINTS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n- Mono-color identity\n- Basic lands only\n- No other permanent cards than creatures, artifacts and enchantments\n- No double-faced cards (parsing one side is enough for your first game)\n- No cards that have an effect from anywhere other than the hand or the battlefield (dredge, eternalize, foretell...)\n- No cards that have a different template than the basic frame (adventures, sagas, cases...)\n- No extra game objects (tokens, dungeons, monarch...)\n- No tutors (except basic lands, because we are in green)\n- No combos\n\nI also had some more loosely-defined guidelines :\n- The game plan of the deck should be easy to understand by reading the commander\n- Text on cards should be minimum (looking at you Questing Beast)\n- Avoid micro-decisions (for example, knowing which card to discard when looting can be tricky for a beginner and might slow the game down or cause them to make mistakes)\n\nI paid special attention to what version of the card I used in the paper version of the deck. Most notably, I made sure all cards are in French, because I live in France and play with french people, and having cards in English in the deck would be an unnecessary hurdle. I also tried to include cards with reminder text for keyword abilities like proliferate.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"### THE DECK"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI chose Bristly Bill, Spine Sower as a commander, because he embodies two significant aspects of green's color identity : growing creatures, and loving lands.\n\nThe game plan is simple :\nPlay creatures. Make them big. Attack with creatures.\n\nThe deck is very combat centric, developing large threats early, and using its suite of trample-granting effects to finish the game. Depending on the situation, it is possible to go very tall on one creature, or go semi-wide (there are 40 creatures in the deck) and spread counters around several creatures. It's up to the pilot to know when to apply pressure and when to stay defensive, and I think that is the main \"learning point\" of the deck.\n\nThe main thing to look for in an opening hand is card advantage and a turn 3 play, given that turn 2 will almost always be used on playing Bristly Bill.\n\nSome highlight cards of the deck are Gyre Sage and Kami of Whispered Hopes, mana dorks that basically add mana equal to their power. They can produce a lot of mana very quick, and will allow you to activate Bristly Bill's counter doubling ability multiple times in a turn if left unchecked.\n"}]}
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