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// Custom deck · Chatterfang, Squirrel General Squirreled Away
Bracket
B4
Chatterfang, Squirrel General · Bracket 4 · Golgari

SQUIRRELED AWAY. one core, two configs.

Golgari Squirrel aristocrats-combo on Chatterfang, Squirrel General, declared Bracket 4 either way. A 97-card shared core carries the engine; a two-card module decides the edges.

Bracket 4 declared
Game Changers 10 listed
Main deck 100
Kill window T5 attempts

Squirreled Away makes tokens, sacrifices them, and bleeds the table for every death, then closes with a compact infinite.

Full gameplan

The 97-card shared core plus Chatterfang, Squirrel General does all of that on its own; the two-card module only moves the edges. LIVE is sleeved today: ten Game Changers and two tutorable infinites. COMPLETE trades two cards for a third infinite, and the ten Game Changers hold either way. Use the toggle below to switch this guide, and the pod and deck list follow. 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 Opposition Agent, Orcish Bowmasters, and Boseiju, Who Endures.

Configuration:

LIVE is the build sleeved today: a 97-card shared core plus Haywire Mite and Honored Dreyleader, ten Game Changers, and two tutorable infinites. COMPLETE swaps those two for Yawgmoth, Thran Physician and Nuka-Cola Vending Machine, adding a third infinite while the Game Changer count holds at ten. The toggle switches the guide, the pod, and the deck list, and either configuration totals 100.

Chatterfang, Squirrel General strategy guide

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, Chatterfang is permanently unblockable, and a 3/3 that grows off Squirrels is a standing commander-damage threat.

The engine, shared by both

Everything before the module is the same in either build: token makers, doublers, and the sacrifice payoffs that turn each death into damage.

The two infinites, in both builds

Both loops are compact, both are tutorable, and both get disclosed before the first shuffle.

Wincon 1 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 Nest target. 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, and it is lethal on the spot with any drain on board.

Wincon 2 The Altar loop

Chatterfang plus Pitiless Plunderer plus Ashnod’s Altar or Phyrexian Altar plus any drain. Sacrifice a Squirrel to the Altar for mana; Plunderer turns the death into a Treasure, and Chatterfang’s replacement puts a fresh Squirrel onto the battlefield alongside it. Every pass returns the Squirrel it spent, banks a Treasure, and puts a death trigger on the stack, so it is infinite mana and infinite death triggers at once. Zulaport Cutthroat, Bastion of Remembrance, Nadier’s Nightblade, or Mirkwood Bats bleeds the table out while the mana piles up.

Choose the line by turn three

The tutors are the scarce resource, and the two lines want different setups, so the choice gets made by turn three: the tutor fires on turn four, the attempt comes on turn five.

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 Altar loop is the grindier line. Every piece is an engine card the deck wanted anyway, so a half-built loop 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.

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, count before Biorhythm

Keep Swarmyard untapped whenever a key creature matters. Before Biorhythm, count creatures: it sets each player’s life to their creature count, so the widest board wins, and that is almost always this seat. Hold one rebuild card through wraths so a sweeper costs a turn, not the game.

Swarmyard regenerates a Squirrel, and Chatterfang is one; Biorhythm reads the board the moment it resolves.

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. 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. Species Specialist, naming Squirrel, is a steady draw off every Squirrel that dies; its trigger is a “may,” so decline it against an opposing Orcish Bowmasters rather than feed the pings.

The tutor tree

Demonic Tutor finds anything. Vampiric Tutor goes on an end step and must be cast last in any sequence: Green Sun’s Zenith, Crop Rotation, Kodama’s Reach, Natural Order, and the fetch lands all shuffle, and a shuffle scatters the card Vampiric just placed on top.

Emeritus of Woe is a second Demonic Tutor on a body: it prepares whenever two or more creatures died that turn, which is most turns here, and while prepared you cast a copy of its spell to find any card. Seven tutors total, and the same seven in both builds.

Green Sun’s Zenith finds green creature cards only, so it never finds Pitiless Plunderer, which is black. Small X for an engine body early; X equals eight puts Craterhoof Behemoth onto the battlefield late.

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. 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.

Flash interaction

The deck’s defense is instant-speed and mostly uncounterable. Hold it, do not lead with it.

Flash Opposition Agent into any opposing search. Hold two 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 past the first in a draw step is a ping and amass Orcs 1, so the wheel or the pod’s card-draw engine costs its caster life and hands you a board.

Hold Deadly Rollick for the card that actually beats you, not the first threat. With Chatterfang in the command zone it exiles a creature for free, so there is never a reason to spend it early. Save it for the hatebear or the combo piece that stops your line.

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, and Cauldron of Essence at once, since none of them can put a creature card onto the battlefield under it. Channel Boseiju at the Cage, or any problem artifact, enchantment, or nonbasic land; channel is an activated ability from your hand, so counterspells do not stop it.

The LIVE configuration

This is the sleeved build. The 97-card core carries both infinites and all ten Game Changers; the two module slots are Haywire Mite and Honored Dreyleader.

Haywire Mite is cheap, sacrificeable interaction. One mana to cast, then {G} and a sacrifice exiles a problem artifact or enchantment, and it gains you 2 life when it dies, so the death itself feeds the drains and pays the Yawgmoth-style life costs. It answers a Grafdigger’s Cage or a Rest in Peace without spending a real card.

Honored Dreyleader is the widest payoff on a body. It enters with a +1/+1 counter for every other Squirrel and Food you control and grows with each new one, so on a built board it is a large trampler in a turn, and a real beatdown plan behind the combo.

The COMPLETE configuration

Two cards swap: Haywire Mite and Honored Dreyleader come out, Yawgmoth, Thran Physician and Nuka-Cola Vending Machine come in. The deck picks up a third infinite and the same ten Game Changers hold.

Wincon 3 The Yawgmoth line

Yawgmoth, Thran Physician plus Pitiless Plunderer plus Chatterfang. Yawgmoth pays 1 life and sacrifices a Squirrel to draw a card; Plunderer makes a Treasure on that death, and Chatterfang replaces the Squirrel, so the count holds and the draw repeats. The one life per activation is cancelled by any of the lifegain drains, and Species Specialist naming Squirrel draws the whole deck inside the loop. Yawgmoth is also a free sac outlet that dodges the artifact removal aimed at the Altars, so this line survives what the Altar loop does not.

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
The published power-tier system for Commander: 1 (precon), 2 (casual), 3 (upgraded/standard), 4 (high-power), 5 (cEDH).
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
Damage from a commander tracks per-source. 21 commander damage from one source kills the dealt-to player regardless of life total.
ETB
Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
Equip
An activated ability on an Equipment card. Pay the equip cost, attach to a creature you control. Sorcery speed only.
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 an equipment without paying its printed equip cost. Common enablers include ETB-attach clauses on the equipment itself, Sigarda's Aid (instant-speed attach), Puresteel Paladin under metalcraft, and 'whenever this enters' triggers on equipment-themed commanders.
Treasure
Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
Phase Out
Phased-out permanents are treated as though they don't exist until their controller's next untap step. They aren't destroyed, exiled, returned, or stolen. A common protection effect.
Cascade
When you cast a card with cascade, exile from the top of your library until you exile a non-land with a lesser mana value, then cast it for free.
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 counters on it, or has an equipment or aura you control attached to it. Some payoffs scale off the modified condition.
Vigilance
A creature with vigilance doesn't tap when it attacks. Common in white. Often granted by static effects (Brave the Sands) or equipment (Shadowspear).
Lifelink
Damage dealt by a creature with lifelink also causes its controller to gain that much life. Common in white and black. Often granted by Shadowspear, Vampiric Link, and similar.
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
A Mirrodin-block keyword that activates when you control three or more artifacts. Metalcraft cards typically grow stronger or gain abilities while the condition is on.
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
Shuffle your hand back, draw 7 again. Standard EDH mulligan: each successive mull, put one card on the bottom at the end of the process (the 'London' mulligan).
Mana Vault
One-mana artifact that taps for three colorless. Does not untap on your untap step. You may pay {4} during your upkeep to untap it; if you skip the payment, it deals 1 damage to you at the beginning of your draw step. The cost-vs-damage math: take 1 to keep mana, pay 4 to keep the artifact live next turn. A legacy fast-mana classic and a Game Changer.
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Reference
Full deck list

All 100 cards, the sideboard, and bracket swaps.