Colored mana, a token seed and an engine or castable tutor; combo names alone are not enough.
Develop
Develop commander and fodder, then choose the route that fits the board and available protection.
Finish
Plunderer plus commander is an outlet loop: one seed breaks even; two bank Treasure; add a payoff.
Watch out
State initial B, seed, life and library limits. Clamp/Yawgmoth are bounded by mandatory draws.
Guide reviewed · List 77ab452a
Rules and list review, not a playtest record. Turn windows and matchup advice are estimates. The list reference covers card quantities and the command zone; card changes require another guide and pod-note review.
Squirreled Away makes tokens, sacrifices them, and bleeds the table for every death, then closes with a compact infinite.
Full gameplan
The list is finished: one hundred cards, twelve Game Changers, and four tutorable combo families with multiple assemblies. The plan is declared out loud: engines on turns one and two, Chatterfang on three, pick a line by turn three, tutor on four, attempt on five behind Veil of Summer, Heroic Intervention, Imp's Mischief, and Deadly Rollick. Opposition Agent, Orcish Bowmasters, and Boseiju, Who Endures are the disruption that buys the turn, not the shield over it.
Opening hands
Seven cards from this build. Commanders start in the command zone. In multiplayer Commander, the first mulligan is free. For later mulligans, draw seven again; once you keep, put one card on the bottom for each mulligan beyond the free one.
KeepShow the seven
Forest
Swamp
Command Tower
Birds of Paradise
Pitiless Plunderer
Bastion of Remembrance
Veil of Summer
T1 Birds; T2 commander if safe; T3 choose Bastion for bodies/payoff or Plunderer for the engine. Preserve a black mana and seed Squirrel before attempting the commander outlet.
BorderlineShow the seven
Forest
Swamp
Talisman of Resilience
Demonic Tutor
Warren Soultrader
Blood Artist
Heroic Intervention
T2 Talisman develops both colors; land three and a seed body still matter. Tutor for what the current board lacks rather than assuming Soultrader plus commander is already lethal.
MulliganShow the seven
Swamp
Pitiless Plunderer
Earthcraft
Squirrel Nest
Doubling Season
Craterhoof Behemoth
Triumph of the Hordes
One black land cannot develop green spells or the commander. Several combo pieces without seed bodies or castable mana are a mulligan.
Chatterfang, Squirrel General strategy guide
Pace and examples. Turn windows below are author estimates and illustrative sequences, not measured multiplayer results or guarantees. A first opponent eliminated is not a whole-table win. In multiplayer the first mulligan is free; later mulligans follow the London procedure. The commander starts in the command zone, outside the seven-card examples.
Squirreled Away runs Chatterfang, Squirrel General ({2}{G}), and every line of his text box is load-bearing. The token clause reads: “If one or more tokens would be created under your control, those tokens plus that many 1/1 green Squirrel creature tokens are created instead.” And {B}, sacrifice X Squirrels, is a one-mana sac outletAn effect that lets you sacrifice your own creatures at will, turning each death into triggers. stapled to removal, since +X/-X kills anything with toughness X or less. Forestwalk is a real clock once Yavimaya, Cradle of Growth is down: every land becomes a Forest, so every opponent controls one and Chatterfang is permanently unblockable. Do not grow him with his own ability: the pump is +X/-X, so past two Squirrels it kills him, and Swarmyard cannot regenerate a creature with zero toughness. The commander-damage growth all comes from outside his own text box: Oran-Rief, the Vastwood banks a permanent counter the turn he lands, and Craterhoof Behemoth or Triumph of the Hordes is the one-shot pump that turns forestwalk into a kill.
The engine
Token makers, doublers, and the sacrifice payoffs that turn each death into damage.
Every token event in the deck runs through that stack. One Warren Soultrader Treasure or Black Market Connections trigger becomes a Clue, a Food, and a Treasure under Academy Manufactor, the doublers multiply the pile, and Chatterfang mirrors all of it in Squirrels, so the ordinary value spells arrive with an army attached. Urza’s Saga’s Construct is a token event on the same stack, so every Construct you pay for after chapter two arrives with a Squirrel beside it.
The four engines
Four combo families are described below. Each has different seed, payoff and resource requirements; the listed variants are not an exhaustive mathematical inventory. Mirkwood Bats can convert token creation directly, while death payoffs need creatures to die and sacrifice payoffs need actual sacrifices.
Wincon 1·Soultrader plus Chatterfang, and the commander is half of it
Warren Soultrader plus Chatterfang plus any drain. Soultrader reads “Pay 1 life, Sacrifice another creature: Create a Treasure token.” Sacrifice a Squirrel token, the Treasure is created, and Chatterfang’s replacement puts a fresh Squirrel onto the battlefield beside it, so the body you spent comes straight back and a Treasure stays behind. There is no mana in the cost, no tap symbol and no sorcery clause, so it runs at instant speed, it runs the turn Soultrader lands, and the Squirrel it just made is legal fuel the moment it arrives.
This is one route that uses command-zone access. Soultrader needs the commander, a seed body and a way to sustain its life payment. Plunderer also works with Chatterfang’s own outlet, described below; either route can begin with one specifically found card from the 99, plus its stated support.
Two things get said out loud, because both decide games. It reads another creature, so it needs one spare body to prime it, and priming it on Chatterfang does not work: the sacrifice is a cost, the Treasure is created on resolution, and the replacement effect is already gone by then, so you get a bare Treasure and no Squirrel. Any third creature starts it, and the Squirrel it makes sustains it from there. Two drains bring their own seed. Bastion of Remembrance’s enter trigger makes a Soldier token, and Marionette Apprentice’s fabricate 1 can make a 1/1 Servo instead of a +1/+1 counter; Chatterfang adds a Squirrel to either token event. Bastion is the one of the two that also hands the life back.
And the life is a real cost, not a drawback you can play around. With no lifegain the loop stops one pass short of your life total rather than at it: paying the last point puts you at 0, and state-based actions end the game before the Treasure is ever created. Five cards in the ninety-nine hand that life straight back and make it unbounded: Zulaport Cutthroat, Bastion of Remembrance, Nadier’s Nightblade, Cauldron of Essence, and Blood Artist. Even behind those it is unbounded from 2 life up and not from 1, because the payment is a cost and the refund is a trigger that resolves afterwards. Blood Artist is the one that has to pick a seat, since it reads target player; aimed at yourself it gives back exactly what it took and the pass still costs 1.
Academy Manufactor lifts the ceiling with no drain at all. The Treasure becomes a Clue, a Food, and a Treasure, Chatterfang answers those three tokens with three Squirrels, and a Food reads “{2}, {T}, Sacrifice this token: You gain 3 life,” paid out of the Treasures the loop is already banking. Two other honest notes on the count: one Treasure a pass is the bare version, and Pitiless Plunderer, Parallel Lives, or Doubling Season all make the pass bigger, and the board is level only in Squirrels, since the Treasures pile up either way.
Wincon 2·Nest plus Earthcraft, on a basic
Squirrel Nest plus Earthcraft, and the Nest must sit on a basic land: Earthcraft reads “Untap target basic land,” so a Nest on anything else never loops. Yavimaya, Cradle of Growth does not help here. It grants every land the Forest land type, not the Basic supertype, so it creates no new legal Earthcraft target. Nor does Gaea’s Cradle, and the reason is worth getting right: Squirrel Nest reads only “Enchant land,” so the Nest may legally sit on the Cradle. The restriction lives on Earthcraft, which untaps a basic land, and the Cradle is nonbasic. The Nest belongs on one of the six Forests or six Swamps. Tap the enchanted basic for a Squirrel, two with Chatterfang out; Earthcraft taps a fresh Squirrel to untap that basic; repeat for arbitrarily many Squirrels. Every step is an activated ability, so the whole line runs at instant speed. The kill wants the right payoff: Mirkwood Bats drains on every token created, so with it the loop is lethal on the spot. The death-triggered drains never fire off creation alone, so with those the line also needs a sacrifice outlet: Viscera Seer, either Altar, Warren Soultrader, or Yawgmoth. The Sackville-Bagginses reads sacrifices rather than deaths, so it wants that outlet too and never fires off creation alone. The fresh Squirrels are summoning sick, so without a payoff the loop is a next-turn army, not a same-turn swing. Two riders come free: with the loop running, {B} and X Squirrels to Chatterfang’s ability kills any creature at any size, once per black mana; and with Shang-Chi, Master of Kung Fu and Jaheira, Friend of the Forest out, every fresh Squirrel taps for {G} the moment it arrives, so the loop makes arbitrarily large green mana too.
Wincon 3·Plunderer plus Chatterfang, commander outlet and alternatives
Chatterfang is already the outlet. With Plunderer, one Squirrel and one black mana, choose X=1 and target the Squirrel you will sacrifice; then pay B and sacrifice it. Plunderer creates a Treasure and a replacement Squirrel before Chatterfang’s targeted ability fails for lack of a legal target. Spend the Treasure to repeat: net-zero mana, repeated deaths and sacrifices, lethal with a suitable drain. Targeting is chosen before costs, and losing that target does not undo the paid cost or death trigger.
For positive mana, start with two Squirrels. Choose X=2, target one of them, and sacrifice both. Two Plunderer triggers restore two Squirrels and create two Treasures. Each repeat spends one Treasure and banks the other. No toughness assumption is needed; sacrifices work through buffs. State a finite repetition count and leave response windows. Graveyard replacement effects or removal of Chatterfang/Plunderer can break the route.
Alternatively, Pitiless Plunderer plus Chatterfang plus another repeatable outlet that turns a Squirrel into a death trigger, plus any drain. Five cards do that job, which is why this is the engine with the most ways in. Four of them sacrifice: Ashnod’s Altar, Phyrexian Altar, and Viscera Seer for nothing at all, and Yawgmoth, Thran Physician for 1 life a pass. The fifth, Skullclamp, sacrifices nothing, and the difference matters at the table: the equipped Squirrel hits 0 toughness and dies to a state-based action. Sacrifice a Squirrel; Plunderer turns the death into a Treasure, and Chatterfang’s replacement puts a fresh Squirrel onto the battlefield alongside it, so every pass returns the body it spent and puts a death trigger on the stack, banking the Treasure in four of the five builds and spending it on the next equip in the Skullclamp one.
Three of the five run forever. The Altars add their own mana on top and Viscera Seer adds a scry, so nothing in those versions ever runs out. The other two draw, so they are capped by the library rather than truly infinite, and the disclosure says so out loud: Skullclamp equips a 1/1 Squirrel for {1}, the +1/-1 kills it and draws two, and the Treasure that pass just made pays the next equip; Yawgmoth costs 1 life and a sacrifice and draws one, so behind a lifegain drain he stops at the library and without one he stops at your life total. Neither is unbounded. For Blood Artist alone, budget enough deaths for the sum of opposing life totals; a payoff hitting each opponent needs the highest opposing life total instead. Multiply by cards drawn per death, and compare that with the library and your life before starting.
Warren Soultrader is a further repeatable outlet sitting in the ninety-nine, and he is counted on his own engine rather than here, because he makes the Treasure himself and the Plunderer is not required beside him. Plunderer plus Soultrader is that engine with a second Treasure on top, not a separate plan.
Any of the eight drains bleeds the table out while the mana piles up: Zulaport Cutthroat, Bastion of Remembrance, Nadier’s Nightblade, Cauldron of Essence, Blood Artist, Marionette Apprentice, Mirkwood Bats, or The Sackville-Bagginses. Built on Viscera Seer or Yawgmoth every piece is a creature, so the whole engine runs under artifact removal.
Wincon 4·Squirrel Girl going wide
The Unbeatable Squirrel Girl’s activated ability reads: “{1}{G}{G}{G}: Create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control.” X is taken as the ability resolves, tapped Squirrels count, she counts herself, and Chatterfang’s replacement turns X tokens into 2X, so each activation more than doubles the board. Four ways to sustain it, off five cards in the ninety-nine. Earthcraft needs only a single basic Forest: tap a fresh Squirrel, summoning sick or not, to untap it, tap it again for {G} and float the mana, and four passes rebuild the whole {1}{G}{G}{G} with the generic paid in green. Four mana off one Forest means three Earthcraft activations, so it needs three untapped bodies beside the land: with Chatterfang out, the two Squirrels her enter trigger makes join her and the commander, and those four are enough to start it. Jaheira, Friend of the Forest plus Shang-Chi, Master of Kung Fu is the landless version: Jaheira gives every token “{T}: Add {G},” Shang-Chi lets them tap the turn they arrive, and from four Squirrels the new tokens pay for the next activation on their own, two with Chatterfang out. And Phyrexian Altar pays the cost with four sacrifices per activation, each one a death trigger, which is the version that kills on the spot through Zulaport Cutthroat and the other death drains. The threshold counts the Squirrels on the battlefield before the activation: six to break even with Chatterfang out, where it already loops forever at four deaths a pass, and seven to grow; without him the board goes 2N minus 8 rather than 3N minus 12, so it takes eight. Warren Soultrader is the fourth sustain and the one Ashnod’s Altar could not be. A Treasure taps for one mana of any color where the Altar adds only colorless, and the activation wants three green. With Chatterfang out each Soultrader pass hands the sacrificed Squirrel straight back, so four passes buy the whole {1}{G}{G}{G} for 4 life and no net bodies, and there is no Squirrel threshold at all. The Altar is still no substitute on its own. Every step is an activated ability at instant speed; the creation-only versions want Mirkwood Bats or a sacrifice outlet, Viscera Seer being the cheapest, for the same-turn kill, exactly like the Nest line.
Choose the line by turn three
The tutors are the scarce resource, and the four engines want different setups, so the choice gets made by turn three: the tutor fires on turn four, the attempt comes on turn five.
The Soultrader line is the default, because it is one of the two lines a single tutor finishes, and the cheaper card to resolve.Chatterfang is always available, so Warren Soultrader is the only card that has to be found, at three mana where Pitiless Plunderer is four, and the drain that makes it unbounded is a card the deck wanted anyway. Chord of Calling finds him at X equals three on an opponent’s end step, which is the version of this plan the board pays for rather than your lands. Plunderer with the commander as outlet is the other single-tutor route, and it pays no life a pass where this one pays 1. Point the first any-card tutor here unless the board says otherwise, and count your life before you start: you need a lifegain drain on the battlefield, or Academy Manufactor, or enough life to spend.
Nest plus Earthcraft is the faster line. Two cards, and it fires at instant speed with the mana open and the stack empty, which is the better target against counter-heavy or wrath-heavy tables.
The Plunderer engine is the grindier line, and the most likely to be half-built already. Every piece is a card the deck wanted anyway, and six outlets finish it, the commander’s own ability and five cards, so a partial board still plays a fair aristocrats game. Against removal-heavy attrition tables it is the better home for the tutors, because the pieces trade and rebuild where an enchantment pair just dies. Against an artifact-hate seat, pick an all-creature outlet: Viscera Seer is the cheap one at a single black mana and Worldly Tutor, Finale of Devastation, and Chord of Calling at X equals one all find it, while Yawgmoth wants double black and a lifegain drain but answers a hatebear one counter at a time on the way.
The Squirrel Girl engine is the green tutors’ line. Squirrel Girl, Jaheira, and Shang-Chi are all green creature cards, so Green Sun’s Zenith and Natural Order assemble it without touching the any-card tutors the other loops need, and a half-built version is a token engine the deck wanted anyway. Worldly Tutor, Finale of Devastation, and Chord of Calling reach further, since none of the three carries a color clause: they find Pitiless Plunderer and Viscera Seer as readily as they find Squirrel Girl.
Sequencing
Mulligan lands plus a start
Keep two to four lands plus an engine or any tutor. Demonic Tutor, Vampiric Tutor, or Diabolic Intent in hand turns a marginal keep into a plan.
A hand with mana and either an engine or a tutor keeps; a hand with only threats does not.
T1 to T3 engines, then Chatterfang
Engines on turns one and two, Chatterfang on turn three. Tutor the turn before the attempt, not on curve for value: a tutor spent early is a card the table sees coming and a turn the loop is not assembling.
The board wants to be wide before the commander lands, so his first token trigger is already large.
Combat hold Swarmyard, and know what it cannot save
Keep Swarmyard untapped whenever a key creature matters, and know its limit: regeneration beats destruction and combat damage only. Against a targeted exile or removal spell the answer is Imp’s Mischief redirecting onto a spare token. An edict is the other reason to keep a spare token out: the sacrificing player chooses, so a wide board gives up a Squirrel and Chatterfang lives, and the redirect can only move a targeted edict to another seat, never onto a token. A -X/-X sweeper targets nothing at all, so neither the redirect nor Heroic Intervention reaches it and the answer is a rebuild card. There is no sweeper left in the ninety-nine, so hold one rebuild card through wraths: a sweeper has to cost a turn rather than the game.
Swarmyard regenerates a Squirrel, and Chatterfang is one, but regeneration only answers destruction and combat damage.
The drains
Never fire drain triggers into a resolved Exquisite Blood plus Sanguine Bond board. Your drains take life at every seat, their Exquisite Blood converts that loss into their gain, their Sanguine Bond converts the gain into a kill, and the two feed each other until the table is dead, you included. One Squirrel death hands them the trigger that starts it. Answer their half first, then loop.
The fair finish
Not every game needs a loop. Natural Order sacrifices one Squirrel and puts Craterhoof Behemoth onto the battlefield for four mana, ending the game through a wide board on the spot; Green Sun’s Zenith at X equals eight does the same a turn later, and Finale of Devastation does it out of the graveyard as well as the library, or at X equals ten arrives as its own Craterhoof, handing the whole team +10/+10 and haste on top of the creature it fetches. Chord of Calling at X equals eight is a fifth delivery and the only one at instant speed: eleven mana on paper, most of it convoked off the very board the Craterhoof is about to pump. Reanimate is the cheapest delivery of the five at a single black mana, with two conditions attached: the Craterhoof has to be in a graveyard already, and the life you pay is its mana value, so that one is 8. Triumph of the Hordes is the answer to the seat you cannot out-drain: it gives the team trample and infect, and infect ignores life totals entirely, so a table sitting behind heavy lifegain still dies to ten poison. Getting through is trample’s job, off Craterhoof Behemoth or Triumph of the Hordes, since the Squirrel tokens have no evasion of their own.
Survival of the Fittest is the cheapest Craterhoof delivery in the deck. With the Hoof in hand it is two mana: one green discards him and finds whatever the board actually needs, then Reanimate brings him back for one black and 8 life. If Survival has to find the Hoof first it is three mana and a second creature card to discard, and Reanimate has to be in hand either way, since Survival finds creature cards only. Watch the life, and watch the order: Deathrite Shaman’s creature-exile mode and a Bojuka Bog you fetched both eat your own target, so reanimate first and point the graveyard hate afterwards.
The refuel is thinner than it was. Sylvan Library, Black Market Connections, Skullclamp, and The One Ring are the repeatable draw now, and three of those four want your own turn, so a wrath costs a turn of cards as well as the board.
The tutor tree
Demonic Tutor finds anything. Vampiric Tutor and Worldly Tutor both go on an end step and must be cast last in any sequence: Green Sun’s Zenith, Crop Rotation, Natural Order, Finale of Devastation, Chord of Calling, Survival of the Fittest, Urza’s Saga’s third chapter, and the fetch lands all shuffle, and a shuffle scatters whatever either one just placed on top.
Emeritus of Woe is a second Demonic Tutor on a body: it enters prepared, so the turn it lands it is a 5/4 with a Demonic Tutor you may cast from exile for its own {1}{B}, six mana for both. While prepared you cast that copy to find any card. It re-prepares at your end step whenever two or more creatures died that turn, which is most turns here.
Survival of the Fittest is one of the two repeatable tutors.Emeritus of Woe above is the other, and it wants two creature deaths in the turn; Survival asks for none. {G} and a discarded creature card find any creature card in the library and put it in your hand, as often as you can pay for it, at instant speed, off an enchantment that stays on the battlefield to do it again. Three things follow. It costs a card to find a card, so it is a filter rather than card advantage, and on a wide board the mana is never the limit, the cards in hand are. It finds creature cards only, so it never reaches Demonic Tutor, an Altar, or a land. And the discard is a cost paid on activation, so the creature is in the graveyard before you look at the library, which is what makes it the front half of the Reanimate line. One thing it does not do: discarding is not dying, so no drain in the deck sees you pay for it.
Eleven tutors total: Demonic Tutor, Vampiric Tutor, Diabolic Intent, and Emeritus of Woe find any card; Worldly Tutor, Chord of Calling, Green Sun’s Zenith, Natural Order, Finale of Devastation, and Survival of the Fittest find creatures; Crop Rotation finds a land. Urza’s Saga is a twelfth search sitting on a land, and Evolving Wilds and Terramorphic Expanse search too, though only for a basic.
Green Sun’s Zenith finds green creature cards only, so it never finds Pitiless Plunderer, which is black. It does find the whole Squirrel Girl engine: Shang-Chi at X equals two, Jaheira at three, Squirrel Girl at four. Small X for an engine body early; X equals eight puts Craterhoof Behemoth onto the battlefield late.
Worldly Tutor is one of twelve Game Changers, and the cheapest of the deck’s three instant-speed creature searches: one green mana with no other cost, where Chord of Calling wants a board to convoke and Survival of the Fittest bills a card out of hand. One green mana on the end step before your turn puts Craterhoof Behemoth, Viscera Seer, or the missing Squirrel Girl piece on top, and your draw step collects it. It carries no color clause, so unlike the Zenith it reaches Pitiless Plunderer, Warren Soultrader, and Yawgmoth, Thran Physician.
Chord of Calling is the search the board pays for. {X}{G}{G}{G} at instant speed searches your library for a creature card with mana value X or less and puts it straight onto the battlefield, and convoke is what makes that affordable: tapping a creature while you cast it pays a generic pip, or a colored pip of that creature’s own color. Tapping for convoke is not an activated ability, so a Squirrel made this turn pays as readily as one that has been there a while, and the Squirrels are green, so a swarm covers the {G}{G}{G} as well as the X without tapping a single land. Its job here is the half-engine a single card finishes: X equals three is Warren Soultrader, X equals four is Pitiless Plunderer, and either one arrives on an opponent’s end step instead of on your own main phase. Three limits get said at the table. X is announced before you tap anything, so you commit to the size of the target first and count bodies second. A creature that is not green pays only the generic part, so the black half of the deck helps with X and never with the three green pips. And a Squirrel that has already tapped for Jaheira, Friend of the Forest’s mana, or to untap a land under Earthcraft, is tapped and cannot also convoke; Gaea’s Cradle is the exception, since it taps only itself and counts the board without tapping it.
Finale of Devastation is the Zenith with both restrictions lifted. {X}{G}{G} searches your library and/or your graveyard for any creature card with mana value X or less and puts it onto the battlefield, so it buys back a Pitiless Plunderer that removal or a wrath already took. It only shuffles if you searched the library, so a graveyard-only Finale is safe to cast after a tutor has set the top of your deck. At X equals ten it stops being a tutor and becomes the finisher itself: the creature arrives and the whole team gets +10/+10 and haste.
Reanimate is the one-mana version of Finale’s graveyard half, and it is not a tutor: it searches nothing, so the eleven above stays eleven. {B} at sorcery speed puts any creature card from a graveyard onto the battlefield under your control and bills you life equal to that card’s mana value. That is 1 for Viscera Seer, 4 for Pitiless Plunderer or Yawgmoth, Thran Physician, and 8 for Craterhoof Behemoth. The life is lost before the creature’s enter trigger resolves, so a Craterhoof taken at 8 life or less kills you before the trample pump ever happens. It reads a graveyard rather than yours, so an opponent’s dead threat is a legal target too. Two honest limits: tokens are not cards, so nothing the loops actually sacrifice ever feeds it, and it is a sorcery, so unlike the rest of the held-up suite it wants your own main phase rather than an opponent’s end step. One thing to sequence: the Deathrite Shaman mode that exiles a creature card and the Bojuka Bog you fetch against a reanimation seat both eat your own targets as readily as theirs, so cast the Reanimate first and point the graveyard hate afterwards.
Diabolic Intent is Demonic Tutor while you are wide: the extra cost is sacrificing one token from a board of Squirrels, and the sacrifice itself feeds the death drains.
Crop Rotation is a four-mode land bullet at instant speed. Swarmyard against removal, since it regenerates a Squirrel and Chatterfang is one. Bojuka Bog against reanimation, exiling a graveyard on entry. Ancient Tomb on the combo turn, two extra colorless the turn the loop needs it, or Gaea’s Cradle once the board is wide, which taps for a green per creature you control and not merely per Squirrel. Yavimaya, Cradle of Growth to make Chatterfang unblockable: he has forestwalk, Yavimaya makes every land a Forest, so any defender sitting on a land cannot block him.
The removal suite
The count is fifteen instants against seven sorceries, and the posture follows it: this build holds its mana up rather than tapping out. The removal fires at instant speed, three of the answers, Deadly Rollick, Snuff Out, and Force of Vigor, cast for no mana under their own conditions, and the preferred win is on an opponent’s turn, since Nest plus Earthcraft and the whole Squirrel Girl engine are activated abilities that fire with the stack clear and the table tapped out. The cost is honest: Reanimate is a sorcery, and a sorcery is the one thing in the suite that cannot be held up, so it gets cast on your own main phase or not at all. Culling the Weak is not removal at all: {B} and a spare Squirrel add {B}{B}{B}{B}, a net three black at instant speed, and the sacrifice is a real one, so every death and token drain on the battlefield fires on the way.
Snuff Out is free with a Swamp on the battlefield, 4 life instead of mana, and a Swamp means the subtype: the six basic Swamps, Bayou, Overgrown Tomb, and Underground Mortuary turn it on. It destroys nonblack creatures only, so it whiffs entirely on a black threat. And the life is real: it stacks with Sylvan Library, The One Ring, Ancient Tomb, Mana Vault, Yawgmoth, Imp’s Mischief, Reanimate, Elves of Deep Shadow, Overgrown Tomb, and Nurturing Peatland among others, so track the running total before you tap.
Force of Vigor is free only when it is not your turn, exiling a green card from hand, which is exactly when the hate arrives. It destroys up to two artifacts or enchantments, the two-for-one answer to Grafdigger’s Cage, Null Rod, and Cursed Totem. Collector Ouphe is the same lock on a creature, out of its reach, which is what Abrupt Decay and Assassin’s Trophy are for.
Abrupt Decay cannot be countered and destroys any nonland permanent with mana value three or less. That ceiling covers nearly every hate piece that beats this deck, and it gets through a blue player’s protection.
Assassin’s Trophy hits any permanent an opponent controls at instant speed, lands included, and hands them a basic on the way. The basic is real tempo, so spend it on the permanent that actually stops the line, not the first scary thing.
Heroic Intervention is the two-mana insurance policy on the combo turn. {1}{G} gives every permanent you control hexproof and indestructible until end of turn, so one card walks the board through a wrath, through spot removal aimed at Chatterfang, and through an Assassin’s Trophy pointed at a land. Know what it does not cover: hexproof and indestructible do nothing against an edict, against a sacrifice effect, against a -X/-X sweeper, or against a wrath that exiles or bounces without targeting, and it protects your permanents rather than you. Cover for the turn you go off, not a standing shield.
Veil of Summer is the one-mana answer aimed at a narrower target. Your spells cannot be countered for the turn, and you and your permanents gain hexproof from blue and from black, so a counterspell or a targeted black removal spell simply misses. It replaces itself the moment an opponent has already cast a blue or black spell that turn, which is usually the turn you needed it. Two honest limits: hexproof does not stop a sweeper that targets nothing, so a black wrath still resolves; and it reads blue and black, so white and red answers go straight around it.
The three one-drop creatures in the suite are mana first. Birds of Paradise is repeatable any-color mana, which is what covers the triple green on The Unbeatable Squirrel Girl and the double black on Yawgmoth; it is a 0/1, so a single Orcish Bowmasters trigger kills it. Deathrite Shaman wants a land card in a graveyard for its mana, and the deck’s own enablers are Evolving Wilds, Terramorphic Expanse, Crop Rotation, a channeled Boseiju, Nurturing Peatland sacrificing itself for a card, and Urza’s Saga sacrificing itself after its third chapter, plus every fetch land an opponent cracks. In a low-fetchland pod treat it as a one-mana body with two graveyard hate modes attached: {B} and a tap exiles an instant or sorcery to drain each opponent 2; {G} and a tap exiles a creature card to gain 2 life and blank an opposing reanimation target. Elves of Deep Shadow needs no land in a graveyard the way Deathrite does: {T} for {B} from the turn after it lands, at 1 damage to you each tap, and the damage goes to you rather than to it. It is the black source the combo turn actually wants, since Chatterfang’s own {B} ability, Viscera Seer, Dark Ritual, and Vampiric Tutor each cost a single black, but it adds no green at all, so unlike the Birds it cannot cover The Unbeatable Squirrel Girl and cannot keep a Veil of Summer live. Its 1/1 body dies to the same single Orcish Bowmasters trigger the Birds does; Deathrite Shaman’s 1/2 is the only one of the three that lives through one. It is a green creature card at mana value one, which is a property all three share, so Green Sun’s Zenith at X equals one and Natural Order’s sacrifice cost reach any of them. What Elves adds is the direction of the mana, not the tutorability.
Flash interaction
The deck’s defense is instant-speed, and two pieces of it dodge counterspells outright: Boseiju’s channel is an activated ability, and Abrupt Decay cannot be countered. The rest are spells a counter can catch. Hold them, do not lead with them.
Flash Opposition Agent into any opposing search. Hold three mana until an opponent cracks a fetch land or casts a tutor: you control the search, they exile what they find, and you may play it. The best searches to steal are the ones aimed at answering you.
Flash Orcish Bowmasters into a big draw spell. Every card an opponent draws is a ping and amass Orcs 1, the one exemption being the first card of each of their draw steps, so a main-phase wheel pings from the very first card and hands you a board.
Hold Deadly Rollick for the card that actually beats you, not the first threat. Its free cost needs you to control a commander, so it is free only while Chatterfang is on the battlefield; from the command zone it is a {3}{B} instant. Either way there is rarely a reason to spend it early. Save it for the hatebear or the combo piece that stops your line.
Imp’s Mischief is two mana held on the combo turn, and not a mana earlier. {1}{B} at instant speed changes the target of target spell with a single target, and you lose life equal to that spell’s mana value, not its own. The everyday use is pushing a removal spell off Chatterfang and onto one of your own Squirrel tokens, so keep a spare token on the battlefield any time you expect removal; the redirect needs a legal new target or it does nothing.
The line that wins games is redirecting a counterspell onto Imp’s Mischief itself. That is legal because a resolving instant is not put into the graveyard until the final part of its own resolution (CR 608.2n), so Imp’s Mischief is still a spell on the stack when the new target gets chosen. The counter eats the redirect, and the spell it was aimed at resolves.
Two limits worth knowing at the table. It only touches a spell with a single target, so a two-target spell is out of reach. And the life is real: it stacks with Sylvan Library, The One Ring, Ancient Tomb, Mana Vault, Yawgmoth, Thran Physician, a free Snuff Out, Reanimate at up to 8 on a Craterhoof Behemoth, and the mana base itself now that Overgrown Tomb takes 2 on the way in and Nurturing Peatland takes 1 every time it taps, any of which can be billing you on the turn you combo, so add the total before you tap.
It is also color agnostic, and that is the division of labor with Veil of Summer now that both are in the ninety-nine. Veil costs one and blanks blue and black, which is the counterspells and the black removal. Imp’s Mischief costs two and answers everything else. This pod is white-black and green-white, so hold the Veil for the black seat’s removal and the redirect for the white spells Veil cannot see.
Keep Boseiju, Who Endures in hand for Grafdigger’s Cage. The Cage never touches the token loops, tokens are not cards, but it switches off Green Sun’s Zenith, Natural Order, Chord of Calling, Finale of Devastation, Reanimate, and Cauldron of Essence at once, since none of them can put a creature card onto the battlefield under it. Worldly Tutor and Survival of the Fittest keep working, because both put the creature card in hand or on top of your library rather than onto the battlefield. Force of Vigor answers it on an opponent’s turn and takes a second piece of hate along. Channel Boseiju at the Cage, or any problem artifact, enchantment, or nonbasic land an opponent controls; channel is an activated ability from your hand, so counterspells do not stop it. It costs {1} less to activate for each legendary creature you control, so it is {G} with Chatterfang out and it never gets cheaper: the reduction only eats the generic pip, so a second legend saves nothing. Leave a green source up.
Yawgmoth and Urza’s Saga
Two slots carry a whole engine on their own, with no second card required on the battlefield.
Yawgmoth, Thran Physician is a repeatable sacrifice outlet that also draws the deck. {2}{B}{B} for a 2/4 with protection from Humans, and paying 1 life to sacrifice another creature puts a -1/-1 counter on up to one target creature and draws a card. The counter is optional, which is what lets the loop run without shrinking your own board. He is an all-creature outlet on the Plunderer engine, with Viscera Seer as the cheaper one, with Pitiless Plunderer and Chatterfang, library-limited rather than infinite because every pass draws, he answers a hatebear one counter at a time, and unlike the Altars he is not turned off by artifact removal.
Urza’s Saga is a land that ends its life as a tutor. Chapter one gives it {T} for {C}, chapter two gives it {2} and a tap for a 0/0 Construct that grows with every artifact you control, and chapter three searches out an artifact whose mana cost is {0} or {1}, which in this list means Sol Ring, Mana Vault, Skullclamp, or Lotus Petal, after which the Saga sacrifices itself. It reads mana cost, not mana value, so Talisman of Resilience at {2} stays out of reach. Three consequences follow, and all three matter. The Construct is a token, so Chatterfang brings a Squirrel along with it. The Saga hitting your own graveyard is a land in a graveyard, so it is a sixth enabler for Deathrite Shaman. And chapter three shuffles, so it scatters anything Vampiric Tutor or Worldly Tutor just set on top. The cost is honest: this is a land that makes no colored mana and leaves on a three-turn clock, so it is a bad first land in a hand that needs {B} or {G} on curve.
09 // Glossary
MTG terms that show up above.
›Open glossary
Game Changer
A specific card on Wizards' published Game Changer list. Bracket 3 caps at 3. Bracket 4 has no published cap, but running more than a few flags more attention at the table.
Bracket
Wizards' Commander conversation framework: 1 Exhibition, 2 Core, 3 Upgraded, 4 Optimized, 5 cEDH. A stock precon is not automatically a particular bracket. Discuss deck intent, speed, consistency, and play patterns as well as card restrictions.
Voltron
The strategy of stacking equipment, auras, and counters onto a single creature (usually the commander) to one-shot opponents through commander damage.
Commander damage
A player who has been dealt 21 or more combat damage by the same commander over the game loses. Track each commander separately, including partners. Noncombat damage does not count, and gaining life does not erase this total.
ETB
Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
Equip
An Equipment's activated ability: pay its equip cost to attach it to a target creature you control. Normally activate only during your main phase with an empty stack and priority. A separate attach effect follows its own timing and restrictions.
Attach
The keyword action for putting an Equipment or Aura onto a creature. ETB triggers that attach an equipment for free bypass both the equip cost and the sorcery-speed limit.
Free equip
Attaching without paying the printed equip cost. Sigarda's Aid supplies a triggered attach effect. Puresteel Paladin with metalcraft grants equip 0, which still uses normal equip timing unless another effect changes it.
Treasure
Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
Phase Out
A phased-out permanent is treated as though it does not exist, with limited exceptions. Phasing is not a zone change, destruction, or exile. It normally phases in during its controller's untap step, but effects such as Out of Time specify a different duration.
Cascade
A cast trigger: exile cards until you exile a nonland card with lower mana value than the cascade spell. You may cast it without paying its mana cost only if the resulting spell also has lower mana value. Put the other exiled cards on the bottom in a random order.
Affinity
A cost-reduction keyword. 'Affinity for artifacts' means the spell costs 1 less to cast for each artifact you control.
Modified
A creature is modified if it has a counter, is equipped, or is enchanted by an Aura controlled by that creature's controller. The Equipment's controller does not matter; the Aura's controller does.
Vigilance
Attacking does not cause a creature with vigilance to tap. It still needs to be untapped and otherwise eligible to attack. Brave the Sands grants vigilance; Shadowspear grants trample and lifelink instead.
Lifelink
Damage dealt by a source with lifelink also causes its controller to gain that much life at the same time. Shadowspear grants lifelink. Vampiric Link instead uses a triggered life-gain ability that resolves later and is not lifelink.
Mindslaver
A 'Mindslaver effect' lets you control an opponent's next turn: their draws, plays, and attacks. Named for the Mindslaver artifact; some commander-specific triggers replicate the effect.
Metalcraft
An ability word marking effects that care whether you control three or more artifacts. Read the individual card: metalcraft is not itself an activated ability or a shared rules ability.
Impulse draw
Exile cards from the top of your library, then you may play them this turn (sometimes longer). At higher power levels, mass impulse effects double as burst card advantage and mana.
Mulligan
Under the London mulligan, shuffle and draw seven each time, then put cards on the bottom after choosing to keep. In multiplayer Commander the first mulligan is free; a keep after the second mulligan puts one card back, the third puts two back, and so on.
Drain
A trigger that makes an opponent lose life and gains you that much, Blood Artist style. Life loss is not damage, so it goes through protection and prevention that only stop damage.
Rule-zero
The pre-game conversation about deck power, combos, tutors and table expectations, held before the first shuffle so nobody is surprised by what the deck does.
Summoning sickness
A creature cannot attack, and cannot activate an ability with the tap or untap symbol in its cost, unless it has been under its controller's control continuously since their most recent turn began (CR 302.6). Haste turns it off, and it never applies to other permanent types.
Replacement effect
A continuous effect that watches for an event and replaces it with a different one as it happens, rather than triggering afterwards (CR 614.1). When several would apply to the same event, the affected object's controller or the affected player picks the order (CR 616.1).
Storm
A triggered ability that functions on the stack: when you cast the spell, copy it for each other spell cast before it this turn (CR 702.40a). The copies are not cast, so they never add to the storm count themselves.
Mana Vault
A one-mana artifact that taps for three colorless mana and does not untap during your untap step. Its upkeep trigger lets you pay {4} to untap it. Its draw-step trigger deals 1 damage to you if it is still tapped; paying or declining the upkeep cost is not itself the damage condition.