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.
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.
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.
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.
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.
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.
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.
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.
- The first Hare makes zero Rabbits. The second makes one. The third makes two. Each additional copy is worth more than the last.
- The Rabbit tokens are named Rabbit, not Hare Apparent, so they do NOT raise the count for the next Hare. They are bodies and Skullclamp fuel, not engine pieces.
- Returning several Hares at once is the explosive line: a mass blink (Eerie Interlude) or a Return to the Ranks convoke brings them all back simultaneously, so each returning Hare counts every other one for one giant Rabbit burst. Casting them one at a time is far weaker.
- Collected Company flashes two creatures with mana value 3 or less straight onto the battlefield at instant speed, and Hare Apparent costs {1}{W}, so it can drop two Hares mid-combat for a surprise ETB burst or two flash blockers. Off a wide-enough count, even two fresh Hares make a meaningful Rabbit pile.
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.
- Ojer Taq, Deepest Foundation triples (x3). Each doubler, Mondrak, Anointed Procession, Parallel Lives, and Doubling Season, is x2.
- One doubler is x2. Ojer alone is x3. Ojer plus one doubler is x6. Ojer plus two doublers is x12. They all multiply together.
- Mondrak doubles ALL tokens you make, not just creature tokens. Doubling Season additionally doubles +1/+1 counters, so it also doubles every Cathars’ Crusade trigger.
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 play | x1 | x2 one doubler | x3 Ojer Taq | x6 Ojer +1 | x12 Ojer +2 |
|---|---|---|---|---|---|
| 1 | 1 | 2 | 3 | 6 | 12 |
| 2 | 2 | 4 | 6 | 12 | 24 |
| 3 | 3 | 6 | 9 | 18 | 36 |
| 4 | 4 | 8 | 12 | 24 | 48 |
| 5 | 5 | 10 | 15 | 30 | 60 |
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.
- Eerie Interlude as a mass blink. Exile every Hare and return them at the same end step. They all re-enter simultaneously, so each Hare counts all the others. It also dodges a board wipe in response.
- Collected Company at instant speed flashes up to two creatures of mana value 3 or less from the top six onto the battlefield. Two Hares land together for one shared Rabbit burst, or you hold it as surprise blockers and develop on the opponents’ end step. It feeds the same simultaneous-ETB trick as a blink, just from the top of the library instead of the board.
- Zuko plus the multipliers. His copy ability is multiplied by everything on the board, so a Zuko tap with two doublers out is a blowout.
- Skullclamp the Rabbits. Equip a 1/1 Rabbit, it dies, draw two. Do NOT clamp the 2-power Hares, and clamp fresh 1/1 tokens BEFORE Cathars’ Crusade or an anthem land lifts their toughness above 1, or the +1/-1 will not kill them.
- Cathars’ Crusade puts a +1/+1 counter on your entire board every single time any creature enters, so a token-heavy turn snowballs counters out of control. It is the first of two resilient counter engines and it powers Sphere Grid.
- Germination Practicum is the second resilient counter engine, and it is hard to answer. It is a Lesson sorcery that puts two +1/+1 counters on each creature you control, then exiles itself, and through its Paradigm keyword it lets you cast a free copy from exile at the beginning of each of your first main phases for the rest of the game. So once it has resolved once it pumps the entire board every single turn with no card on the battlefield to remove, which both grows the swarm and switches on Sphere Grid’s trample alongside Cathars’ Crusade.
- Sphere Grid plus a counter engine. Sphere Grid’s Unlock Ability gives reach and trample to any creature with a +1/+1 counter. With either Cathars’ Crusade or Germination Practicum putting counters on the whole board, the pair hands the entire swarm trample and fixes chump blocks without needing a finisher on the table.
- Anthem lands turn on Sphere Grid too. Abandoned Air Temple and Gavony Township (its {2}{G}{W}, {T} ability) add repeatable board-wide +1/+1 counters, which both grow the team and switch on Sphere Grid’s trample.
- Utility lands that earn their slot. Boseiju, Who Endures taps for green and channels for {1}{G} (discard it) to destroy an artifact, enchantment, or nonbasic land an opponent controls, with the target player allowed to fetch a basic in return. That is repeatable interaction tucked into a land, so removal lives in the deck without giving up a spell. Yavimaya, Cradle of Growth makes every land you and everyone else controls a Forest in addition to its other types, so all of your lands tap for green and the green-heavy curve (Craterhoof at {5}{G}{G}{G}, the dorks, Collected Company) always has its color. It fixes the whole mana base off one drop. Plaza of Heroes taps for {C}, and while you control a legendary permanent (Zuko always qualifies once he is down) it taps for green or white among your legends, so it fixes the two-color curve and chips in a hexproof-and-indestructible shield for a legendary creature at need.
- Card-draw lands for a wide board. Minas Tirith taps for white and, once you have attacked with two or more creatures this turn, pays {1}{W}, {T} to draw a card, which a go-wide deck turns on almost every combat. Bonders’ Enclave draws for {3}, {T} as long as you control a creature with power 4 or greater, trivially true once an anthem or Cathars’ counters lift a body. Both are repeatable card advantage tucked into the mana base. Reliquary Tower removes your maximum hand size so the engine can hold a big hand without discarding on a flooded turn.
- Karn’s Bastion proliferates your counters. For {4}, {T} it gives each permanent with a counter another counter of each kind, so it adds a +1/+1 to every creature an anthem or Cathars’ Crusade has already grown, and it advances the charge counters on Evendo, Waking Haven toward its 12-counter unlock once you have Stationed it once. It both pumps the board and feeds Sphere Grid.
- Burgeoning as turn-one ramp. While it is out, every time an opponent plays a land you may put a land from your hand onto the battlefield, so a four-player pod can stack you several extra lands in the first turn cycle and power Zuko, the doublers, and a big Earth’s Mightiest Heroes out ahead of schedule. It feeds on opponents’ land drops, so it is at its best with the most players at the table and weak in a duel. (In 1v1, side it out for Selesnya Signet, which ramps and fixes without needing opponents to play lands.)
- Trouble in Pairs as passive card advantage. Once it is down you draw a card whenever an opponent attacks you with two or more creatures, draws their second card in a turn, or casts their second spell in a turn, so a multiplayer table feeds you cards every turn cycle while you build the board. It also makes opponents skip any extra turn they would begin, quietly shutting off one of the few things a token deck cannot race.
- Earth’s Mightiest Heroes with a wide board. Its Teamwork 5 is trivial once you are going wide, and casting it with teamwork puts any number of creature cards from the top eight onto the battlefield. That can drop several Hares at once for simultaneous ETBs, or cheat in Craterhoof Behemoth, Ojer Taq, or Mondrak. Non-creatures among the eight are milled, and any Hares that reach the graveyard come back later through Return to the Ranks.
- Return to the Ranks as a mass reanimation burst. It costs {X}{W}{W} with convoke, so a wide board pays most of it: tap your tokens to cast it big for cheap, then return X creature cards with mana value 2 or less from your graveyard to the battlefield at once. Hare Apparent costs {1}{W}, so it qualifies, and bringing back a stack of Hares simultaneously means each returning Hare sees all the others for one giant Rabbit burst, the same simultaneous-ETB trick as a mass blink. It doubles as board-wipe insurance and a second way to reassemble the backup combo (return Karmic Guide and a Hare in one cast). Convoke it off the swarm the turn after a wrath to rebuild in a single spell.
- Raise the Past is the best board-wipe insurance in the deck. For {2}{W}{W} it returns every creature card with mana value 2 or less from your graveyard to the battlefield at once, and since Hare Apparent costs {1}{W} that brings back every dead Hare in a single cast. Because they all re-enter simultaneously, each returning Hare counts all the others for one giant Rabbit burst, the same simultaneous-ETB trick as a mass blink, and with a counter engine out the wave of enters also fires a fresh round of board-wide counters. It is the cleanest answer to a wrath: one card rebuilds the whole swarm.
- Backup combo: Karmic Guide plus Reveillark plus Phyrexian Altar. This is the one infinite loop in the deck, and it is the insurance line, not the plan. Karmic Guide (it costs {3}{W}{W}) is a flying body whose enter ability returns a creature card from your graveyard to the battlefield. Reveillark (it costs {4}{W}) reads: when it leaves the battlefield, return up to two creature cards with power 2 or less from your graveyard to the battlefield. Karmic Guide is power 2, so Reveillark can return it. With a free sacrifice outlet on the board, sacrifice Karmic Guide and Reveillark to it. Reveillark’s leave trigger returns two power-2-or-less creatures, one of which is Karmic Guide; Karmic Guide’s enter trigger returns Reveillark. Both are back, and the outlet made mana on the way. Repeat for infinite mana, infinite enter triggers, and infinite Hare ETBs if a Hare is in the yard to bring back in the loop. The deck runs two outlets so the loop has redundancy: Phyrexian Altar (sacrifice a creature: add one mana of any color) makes colored mana, and Ashnod’s Altar (sacrifice a creature: add {C}{C}) is a second free outlet that also doubles as value-and-ramp fuel outside the combo. Either one closes the loop, so a single piece of artifact removal does not break it. With Cathars’ Crusade out, every one of those enters puts a counter on the whole board, so the team grows arbitrarily large; close with a Sphere Grid trample swing. Eerie Interlude protects the loop from a wipe mid-assembly. It is not tutored for, so treat it as a late-game bonus, not a target.
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.
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.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.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.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.
- Teferi’s Protection is the premium answer. It phases out all your permanents and makes your life total unchangeable until your next turn, so a wrath or a lethal swing-back hits nothing. It doubles as a fog. This is a Game Changer and the best protection in the deck.
- Grand Abolisher locks opponents out of your turn. While it is on the battlefield, your opponents cannot cast spells or activate abilities of artifacts, creatures, or enchantments during your turn, so your doubler turns, your alpha strike, and the combo all resolve without instant-speed interaction. Land it before the turn you commit and the wide swing or the loop goes unanswered. It is a {W}{W} 2/2, so it dies to a wipe and does not stop triggered or static abilities, but on your own turn it shuts the door on counters, removal, and flash blockers.
- Heroic Intervention gives the team hexproof and indestructible for two mana. Hold one up on the turn you go wide.
- Eerie Interlude blinks your creatures out of a wipe and returns them at end of turn, growing the Hare count on the way back, and it protects the backup combo mid-assembly.
- Restoration Angel flashes in and blinks a key creature.
- The simplest insurance is to hold back one Hare or one protection spell rather than committing every card before you have to.
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).
- Selesnya Signet: in the sideboard. It is reliable two-color fixing that does not depend on the table, so it swaps in over Burgeoning for 1v1, where opponents make too few land drops to feed Burgeoning.
- Helm of the Host: in the sideboard. Copying a Hare each combat is the slowest of the token engines, and the slot was replaced by Trouble in Pairs for passive multiplayer card advantage. It stays in the box as a flex piece.
- Eladamri’s Call: owned but BENCHED on purpose. It is a two-mana creature tutor that would find the combo pieces. Adding it to tutor for the loop would push the deck to Bracket 4, so it stays on the bench by choice.
- Conclave Mentor: owned but BENCHED on purpose. It is a counter amplifier (each batch of +1/+1 counters put on a creature you control gets one more), so it overlaps with the counter axis already carried by Cathars’ Crusade and Germination Practicum. Bring it in only when you want to lean hard into the counter plan; otherwise it stays in the box.
- Dryad Arbor: owned but BENCHED on purpose. A 0-cost land that is also a green creature is cute with the token plan, but it does nothing the rest of the mana base does not, so it sits in the box.
- Cultivate: replaced by Collected Company, which develops the board at instant speed instead of just ramping and fixing.
- Lush Portico and Scattered Groves: replaced by Boseiju, Who Endures and Yavimaya, Cradle of Growth for utility lands that interact or fix the whole base rather than entering tapped for color alone.
- Felidar Retreat: replaced by Anointed Procession for another token doubler.
- Mentor of the Meek: replaced by Karmic Guide, which doubles as a recursion piece and a combo half.
- Elvish Mystic: replaced by Mana Vault for faster, bigger fast mana.
- Unbreakable Formation: not a maindeck cut anymore. The maindeck protection slot went to Teferi’s Protection, and Unbreakable Formation moved to the sideboard as a board-wipe answer that also pumps the team. It comes in against sweeper-heavy pods; see the When to sideboard section.
- Flex pool: cards on hand that are legal but did not make the 99, kept as swap fodder: Thought Vessel, Pearl Medallion, Duty Beyond Death, Take Up the Shield, and surplus taplands.
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.
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).
Naya equipment-aggro on Cloud, Ex-SOLDIER. Free attach on ETB makes him a built-in voltron. Three brackets: B2 swords-and-Skullclamp, B3 with Smothering Tithe and Jeska's Will, B4 leans on Mana Vault for T2 Cloud.
Orzhov lifegain that turns into drain. Heliod-Ballista and Sanguine-Exquisite as the disclosed infinites, Aetherflux as the storm backup, thirteen Game Changers in the 99. Bracket 4 only.
Fallout precon dialed up. Dogmeat fetches a Junk token off every creature ETB, then the Junk pile feeds Dogmeat back into voltron commander damage. Bracket 3.
Golgari go-wide grind. Tokens and counters feed a sacrifice-drain engine, with Biorhythm and a one-sided Ezuri swing as the finishers. Three Game Changers, no infinite combos. Bracket 3 only.
All 100 cards with live Scryfall prices, the sideboard, and a bracket toggle that shows the swap diffs in place.
