Zuko, Redeemed · Bracket 3 · Selesnya tokens

HARE APPARENT. go wide, then wider.

Two-mana Hare Apparent spawns a 1/1 Rabbit for every other Hare you already control, and Zuko copies your whole board on tap. Stack token doublers, flood the table, swing once for the win. Two Game Changers under the Bracket 3 cap of three. A combo finisher sits in the 99, played as a backup and not tutored for. Kill turn 6 to 8.

Bracket 3 upgraded
Game Changers 2 / 3 Mana Vault, Teferi's
Hare Apparent 20 the engine
Kill window T6 to T8

Zuko, Redeemed is a 1-mana commander who doubles your board. Tap Zuko for six mana and, for each creature token you control, you make a copy of it. The 99 stacks token doublers (Doubling Season, Parallel Lives, Anointed Procession, Mondrak, plus the triple from Ojer Taq), two resilient counter engines (Cathars' Crusade and Germination Practicum, both feeding Sphere Grid for board-wide trample), and Hare Apparent, a two-mana 1/1 that makes a 1/1 Rabbit for each OTHER Hare you already control. Flood the board, anthem it up, and one wide swing closes a player with Craterhoof Behemoth, Triumph of the Hordes infect, or a board-wide trample swing off Sphere Grid plus Cathars' Crusade. This is a Bracket 3 go-wide tokens deck running two Game Changers under the cap of three. There is also a backup two-card combo (Karmic Guide plus Reveillark plus Phyrexian Altar) that loops for infinite ETBs and, with Cathars' Crusade out, an infinitely large board. It is played as a backup and is not tutored for.

// Commander

Zuko, Redeemed strategy guide

Zuko, Redeemed, the Avatar: The Last Airbender print of Rhys the Redeemed, is a Selesnya 1-mana commander whose second ability reads: “{4}{G/W}{G/W}, {T}: For each creature token you control, create a token that’s a copy of that creature.” His first ability, “{2}{G/W}, {T}: Create a 1/1 green and white Elf Warrior creature token,” seeds the board when nothing else has. He is cheap, he comes down turn one off a dork, and once there are tokens to copy he doubles the whole board on tap.

The deck around him is a go-wide token machine. Hare Apparent is the namesake: a two-mana 1/1 (it costs {1}{W}) that, on entry, makes a 1/1 Rabbit for each OTHER creature you control named Hare Apparent. The first one makes nothing; the value scales hard with every copy already down. On top of that sit the token multipliers and the anthems. The list runs the full 20 copies of Hare Apparent, for maximum redundancy and the biggest token bursts.

You don’t pick a wincon at sleeves-on. You pick it at the point of attack, based on what is already on board. The combo line is the last resort, assembled late when combat has been answered.

Wincon 1 Wide alpha strike with an anthem

Flood the board with Hares and Squirrels (The Unbeatable Squirrel Girl), land Cathars’ Crusade (a +1/+1 counter on the whole team every time a creature enters), then swing the whole team into the lowest-life player. A dozen tokens grown by Cathars’ counters is well past lethal, and one Zuko activation the turn before usually doubles that. This is the default kill: no combo, just numbers plus an anthem.

Wincon 2 Craterhoof Behemoth overrun

Craterhoof Behemoth (it costs {5}{G}{G}{G}) enters and gives your whole team trample and +X/+X, where X is your creature count. On a wide board that is lethal across the table in one swing. The backup overrun is Sphere Grid plus Cathars’ Crusade granting the whole team trample, so the swarm punches through chump blockers even without a finisher. Trample means chump blockers do not save anyone.

Wincon 3 Triumph of the Hordes infect

Triumph of the Hordes gives the team +1/+1, trample, and infect. Ten poison ends a player, so you need far less board than a life-damage swing requires. This is the cleanest single-player kill and the answer to a pod sitting on high life totals.

Wincon 4 Board-wide trample off Sphere Grid plus a counter engine

Sphere Grid gives reach and trample to every creature with a +1/+1 counter, and any creature that deals combat damage to a player gets a counter. Either resilient counter engine turns it on: Cathars’ Crusade drops a counter on the whole board every time a creature enters, and Germination Practicum puts two counters on every creature you control and recasts itself for free each of your turns. Pair Sphere Grid with either one and the entire swarm gains trample and a growing stat line, so a wide board swings through blockers for the kill without a dedicated finisher on the table.

Wincon 5 Backup combo, late game only

The insurance line. Karmic Guide plus Reveillark plus Phyrexian Altar loops for infinite mana and infinite Hare ETBs, and with Cathars’ Crusade out it puts infinite +1/+1 counters on the whole board. Close with a Sphere Grid trample swing into a now-arbitrarily-large team. It is not tutored for; you only get here if the pieces show up on their own after combat has stalled. See the loops section for the exact sequence and the protection that keeps it alive.

How Hare Apparent snowballs

Hare Apparent is the engine, so understand its wording exactly. On entry it creates a number of 1/1 white Rabbit tokens equal to the number of OTHER creatures you control named Hare Apparent. The card text even grants permission to run as many copies as you want, which is why the deck runs the full 20 of them.

Why doublers multiply

The token multipliers are replacement effects, and per the rules the controller chooses the order they apply. Critically, they stack multiplicatively, not additively.

One Hare, every multiplier

This is the payoff math. Rows are how many OTHER Hares you already control when a new Hare Apparent resolves. Columns are the multiplier stack on the battlefield. Cells are the number of 1/1 Rabbit tokens that one new Hare creates.

Other Hares in playx1x2 one doublerx3 Ojer Taqx6 Ojer +1x12 Ojer +2
1123612
22461224
33691836
448122448
5510153060

Blinking is even better than casting one at a time: Eerie Interlude returning K Hares at once yields K times (K minus 1) base Rabbits before any multipliers, because all the Hares return simultaneously and each one sees all the others.

Loops that run away

Most of these snowball faster than the table can answer. The last one is the deck’s only true infinite, and it is the backup line.

Mulligans, what to keep

The deck wants a hand that does something every turn off its dense engine.

Snap keep

Two or three lands, a token maker, and a doubler or a payoff. That is the hand that does something every turn. Birds of Paradise or a one-drop dork into an early Zuko is ideal. A hand that is mostly Hares is a fine keep, because more Hares is the plan.

Ship back

A doubler with nothing to double. Doubling Season on turn three with no token engine is a blank. Also ship all-lands and all-spells-no-mana.

Do NOT keep a hand built around the backup combo. The deck runs no tutor for it, so a Karmic Guide plus Reveillark opener with no board plan is a trap. Keep for the go-wide engine and let the combo show up later if it does.

T1 Dork, Burgeoning, or a Hare

Play a mana dork (Birds of Paradise, Llanowar Elves) or drop Zuko off it. A turn-one Burgeoning in a full pod stacks extra lands off every opponent’s land drop and ramps you out ahead. An early Hare Apparent (it costs {1}{W}) starts the rabbit clock, even though the first one makes nothing.

The deck wants to make mana or start the rabbit clock immediately.
T2-T3 Engine before payoff

Land a token engine or a cheap multiplier, or jam a couple more Hares before you commit a five-mana doubler, so the doubler has work to do the moment it lands. Mana Vault or Sol Ring here powers out a doubler or a big Earth’s Mightiest Heroes a turn early.

A doubler is only good once there is something to double.
T4-T5 Anthem and go wide

Drop an anthem (Cathars’ Crusade) or a multiplier and start chaining Hares and Zuko activations. By now a single blink or one more Hare can double the count.

This is where the board tips out of the opponents' reach.
T6-T8 One lethal swing

Cast Craterhoof Behemoth, hardcast Triumph of the Hordes for infect, or swing the anthem’d team through Sphere Grid trample. Hold up Heroic Intervention or Teferi’s Protection if you suspect a wipe before your attack. If combat has been answered repeatedly and the combo pieces are sitting in hand or yard, this is the window to assemble the Karmic Guide loop.

The deck wants exactly one alpha strike, not a slow drip.

Protecting the swarm, best to worst

The whole deck is a wide board, so a single wipe is the loss condition. Protect against it.

Do not clamp a Hare, and clamp Rabbits before the anthems land. Skullclamp gives +1/-1, which does not kill a 2/2 Hare Apparent, and once Cathars’ Crusade or an anthem land lifts a Rabbit’s toughness above 1, the +1/-1 will not kill it either. Clamp fresh 1/1 Rabbit tokens early, while they are still 1/1.

Do not alpha strike with no evasion or trample. Swinging a wide board of vanilla tokens into open blockers just trades down. Wait for an anthem, Craterhoof trample, infect, or a Sphere Grid plus Cathars’ Crusade trample turn before you commit the team.

Do not tap out into an open wipe. If a pod has untapped white or black mana and a known board wipe, hold Teferi’s Protection, Heroic Intervention, or Eerie Interlude before you over-commit. The deck rebuilds slowly once the board is gone.

Do not cast a multiplier with zero or one Hare down. A doubler or Ojer Taq with nothing to multiply is a wasted turn. Get an engine going first, then drop the multiplier so it doubles real output.

Do not force the combo. The backup loop is not tutored for. Playing toward Karmic Guide plus Reveillark plus Phyrexian Altar instead of developing the board is how you lose with this deck. Win with combat; take the combo only when it falls together late.

Tokens to bring

Sleeve a token box before the pod. You will need a stack of 1/1 white Rabbits, 1/1 green and white Elf Warriors (Zuko), and Squirrels (The Unbeatable Squirrel Girl). With the multipliers running you will make more tokens than most boxes hold, so over-pack.

Cards that did not make it

These were considered and cut, swapped in, sided to the board, or owned and benched on purpose. The two Game Changers, Mana Vault and Teferi’s Protection, are in (Bracket 3 allows three).

When to sideboard

This is a pre-game adjustment in Commander. You tune the list before the game based on who is at the table, not mid-match. The maindeck is built for a default multiplayer pod; these swaps shore up specific matchups. The full sideboard is the nine cards below plus the three benched cards covered at the end.

Aggro, go-wide, or Voltron table. Bring in Settle the Wreckage and Authority of the Consuls for Burgeoning and Trouble in Pairs. You want catch-all blowouts and a speed bump, not slow card advantage. Settle exiles every attacker pointed at one player, and Authority makes opposing creatures enter tapped while gaining you a trickle of life.

Board-wipe-heavy or control table. Bring in Flawless Maneuver and Unbreakable Formation for Beast Within and Generous Gift. Protect the board through sweepers instead of trading spot removal a control deck does not fear. Both give your creatures indestructible until end of turn, and Flawless Maneuver is free with a commander out.

Combo or commander-reliant table. Bring in Drannith Magistrate for Grand Abolisher. Drannith stops opponents casting from anywhere but their hand, so it hoses the command zone all game where Grand Abolisher only covers your turn. This is your third Game Changer, still legal at Bracket 3.

Artifact, enchantment, or stax table. Bring in Return to Dust for Path to Exile when you need permanent answers over creature removal. Return to Dust exiles one artifact or enchantment at instant speed, or two at sorcery speed on your main phase.

Slow grindy control. Bring in Sensei’s Divining Top for Mana Vault for smoother draws in a game that will not punish the tempo. The Top filters your top three and draws on demand, which matters more when nothing is racing you and the explosive fast mana is not needed to win a race.

One-on-one game. Bring in Selesnya Signet for Burgeoning. Burgeoning needs a multiplayer table to shine because it feeds on opponents’ land drops, while the Signet ramps and fixes without needing anyone else to play lands.

Long grindy games where you expect to go the distance. Bring in Helm of the Host for Triumph of the Hordes. The repeatable Hare-copy engine outvalues a one-shot overrun over many turns; Helm copies a Hare every combat where Triumph is a single closing swing.

The three benched cards, Eladamri’s Call, Conclave Mentor, and Dryad Arbor, stay in the box for Bracket 3. Tutoring the combo with Eladamri’s Call would push the deck to Bracket 4, and Conclave Mentor comes in only when you want to lean hard into the counter axis.

09 // Glossary

MTG terms that show up above.

Open glossary
Game Changer
A specific card on Wizards' published Game Changer list. Bracket 3 allows up to 3. Bracket 4 has no published cap but a higher count weights rule-zero conversations.
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). Strong in red and red-adjacent decks; common examples include Light Up the Stage, Outpost Siege, and Bonecrusher Giant's adventure.
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).
// Other decks