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// Custom deck · Zuko, Redeemed Hare Apparent Tokens
Bracket
B4
Zuko, Redeemed · Bracket 4 · 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.

Bracket 4 high-power
Game Changers 4 listed
Hare Apparent 20 the engine
Kill window T6 to T8

Zuko, Redeemed is a 1-mana commander who doubles your board.

Full gameplan

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, Mondrak, plus the triple from Ojer Taq) under Hare Apparent, a two-mana 1/1 that makes a 1/1 Rabbit for each OTHER Hare you already control. Flood the board, then close one of three ways. One: the counter avalanche, Ouroboroid doubling its own output every combat, Bristly Bill, Spine Sower, Cathars' Crusade, and Germination Practicum stacking counters on every body while Sphere Grid hands the swollen board trample and Gavony Township keeps growing it. Two: the alpha strike, Craterhoof Behemoth, Beastmaster Ascension, Triumph of the Hordes, or a ten-plus Finale of Devastation turning the wide board into one lethal swing, with Concordant Crossroads granting the haste to do it the same turn the board arrives. Three: the slow backup infinite, Karmic Guide plus Reveillark plus a free sacrifice outlet looping for infinite Hare ETBs, played late as insurance. This is a Bracket 4 go-wide tokens deck running four Game Changers, Mana Vault, Teferi's Protection, The One Ring, and Mayor Tong of Chin Village, all read out at rule zero alongside the combo and the two creature tutors.

Zuko, Redeemed strategy guide

Zuko, Redeemed, the Avatar: The Last Airbender print of Rhys the Redeemed, is a SelesnyaSelesnya = green plus white. The two colors this deck plays in. 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-wideA go-wide deck wins by making many small creatures and attacking with all of them, rather than one big threat. 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 multipliersA replacement effect that increases how many tokens you make. Ojer Taq triples, the rest double. and the anthemsAn anthem buffs your whole team at once (for example +1/+1 to all your creatures or tokens).. 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 deck closes one of three ways, and the combo line is the last resort, assembled late when combat has been answered.

Wincon 1 Counter avalanche into trample

Ouroboroid doubles its own counter output every combat, Bristly Bill, Spine Sower adds a counter per land drop and doubles the whole board’s counters for {3}{G}{G}, and Cathars’ Crusade plus Germination Practicum stack counters on every body that enters. Sphere Grid hands the swollen board trample and Gavony Township keeps growing it. The tokens stop being 1/1s fast, and the swing that follows does not care about chump blockers.

Wincon 2 Alpha strike

Craterhoof Behemoth (trample and +X/+X for your creature count the turn it enters), Beastmaster Ascension (a permanent +5/+5 once seven attackers have charged it, automatic here), or Triumph of the Hordes (+1/+1, trample, and infectInfect deals damage to players as poison counters. Ten poison counters eliminates that player., so ten poison ends a player) turns the wide board into one lethal swing, and Concordant Crossroads grants the haste to do it the same turn the board arrives. Beastmaster and Crossroads are enchantments, so the package survives creature wipes.

Wincon 3 Backup combo: the Karmic Guide loop (slow, disclosed)

The insurance line. Karmic Guide plus Reveillark plus a free sacrifice outlet (Phyrexian Altar or Ashnod’s Altar) loops for infinite Hare ETBs, and with Phyrexian Altar infinite mana. With Cathars’ Crusade out it is infinite board-wide +1/+1 counters; win by swinging with Sphere Grid trample. Eerie Interlude protects the line, and Return to the Ranks reassembles the pieces from the graveyard. Lifelong Friendship and Formidable Speaker can each tutor a creature half; the altars have no tutor. It is a slow three-card backup, disclosed at rule zero, and you only go here 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 effectsA replacement effect changes an event as it happens. Multiple replacement effects on the same event are ordered by the affected player., and per the rules the controller chooses the order they apply. Critically, they stack multiplicativelyEach multiplier applies to the already-multiplied total, so two doublers is x4, not x2 plus x2., 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 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 loop is a slow three-card line and the altars have no tutor, 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, Zuko, or a Hare

Play Birds of Paradise, the deck’s only mana dork, or drop Zuko. 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 a turn early, and Formidable Speaker on curve digs up whichever engine piece the hand is missing.

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, turn on Beastmaster Ascension with seven attackers, or push the counter-grown team through Sphere Grid trample. Concordant Crossroads or Akroma’s Memorial hands a board built this turn the haste to do it immediately. 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, Akroma’s Memorial flight and trample, 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 a slow three-card line: Lifelong Friendship and Formidable Speaker can each tutor a creature half, and the altars have no tutor. 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 four Game Changers, Mana Vault, Teferi’s Protection, The One Ring, and Mayor Tong of Chin Village, are all in at Bracket 4.

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 seven matchup swaps below, the two flex ramp options noted above (Selesnya Signet and Burgeoning), and the two benched cards covered at the end.

Aggro, go-wide, or Voltron table. Bring in Settle the Wreckage and Authority of the Consuls for Terrasymbiosis 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. No swap needed anymore: the Drannith effect lives maindeck as Mayor Tong of Chin Village, so opponents casting only from their hands is the deck’s default state. Grand Abolisher stays in alongside it and covers your own turn, so the pair locks the command zone all game and the stack on your combat step.

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.

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 two benched cards, Conclave Mentor and Dryad Arbor, stay in the box. Conclave Mentor comes in only when you want to lean hard into the counter axis, and Dryad Arbor does nothing the rest of the mana base 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.