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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 creature-token board on tap.

Bracket 4 Optimized
Game Changers 10 listed
Hare Apparent 20 the engine
Author estimate T6 to T8 · untested

At the table

Pod notes →
Keep
Two or three colored lands, Hares and an engine; commander stays in the command zone.
Develop
Cast a Hare before a multiplier when needed for development; keep rebuild resources after a wipe.
Finish
Count copies and haste separately; Hoof/Finale or a verified altar/recursion line converts the board.
Watch out
Exile and sacrifice beat indestructible. Eerie Interlude loses tokens; Verge can find nonbasic Forest/Plains.
Guide reviewed List 6645dbd9

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.

Rules basis: Magic Comprehensive Rules, August 19, 2026. Bracket basis: Wizards’ October 2025 update and February 2026 follow-up.

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, Mondrak, Elspeth, Storm Slayer, plus the triple from Ojer Taq) under Hare Apparent, a two-mana 2/2 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 stacking counters every time a creature you control enters, and Germination Practicum recurring from exile on each of your turns as a free board-wide pump, while Sphere Grid hands the swollen board trample and Gavony Township keeps growing it. Two: the alpha strike, Craterhoof Behemoth, Beastmaster Ascension, a ten-plus Finale of Devastation, or Akroma's Memorial turning the wide board into one lethal swing, with Concordant Crossroads granting the haste to do it the same turn the board arrives. Three: either of two infinite loops, the fast Squirrel line and the slow Karmic Guide line, both disclosed before the first shuffle. This is a Bracket 4 go-wide tokens deck running ten Game Changers, Aura Shards, Enlightened Tutor, Gaea's Cradle, Mana Vault, Mayor Tong of Chin Village, Seedborn Muse, Smothering Tithe, Survival of the Fittest, Aang's Shelter, and The One Ring, all read out at rule zero alongside both loops and the five tutors.

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
  • Plains
  • Command Tower
  • Hare Apparent
  • Hare Apparent
  • Sol Ring
  • Heroic Intervention

T1 Forest can cast Rhys from the command zone or Ring. T2 Plains casts a Hare; T3 Tower supports the next Hare and a choice between development and holding protection. The commander is separate from these seven.

BorderlineShow the seven
  • Plains
  • Command Tower
  • Hare Apparent
  • Hare Apparent
  • Cryptolith Rite
  • Swords to Plowshares
  • Ojer Taq, Deepest Foundation

T1 commander, T2 Hare is functional. Without land three, choose Rite or another Hare and delay Ojer; the new bodies need to survive summoning sickness before tapping for Rite.

MulliganShow the seven
  • Forest
  • Hare Apparent
  • Hare Apparent
  • Ojer Taq, Deepest Foundation
  • Doubling Season
  • Akroma's Memorial
  • Craterhoof Behemoth

No white source casts the Hares and no acceleration funds the top end. Do not count Rhys in the command zone as fixing the hand.

Zuko, Redeemed 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.

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 single untapped land, 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 2/2 (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.

Win conditions

Wincon 1 Counter avalanche into trample

Ouroboroid doubles its own counter output every combat, Bristly Bill, Spine Sower adds a counter every time a land you control enters and doubles the whole board’s counters for {3}{G}{G}, and Cathars’ Crusade stacks counters on your whole board every time a creature you control enters. Germination Practicum is the once-a-turn version rather than an enter trigger: a sorcery that puts two +1/+1 counters on each creature you control, then recurs as a free copy from exile at the beginning of each of your first main phases, so there is no permanent on the battlefield for removal to answer. Sphere Grid hands the swollen board trample, Gavony Township keeps growing it, and Elspeth, Storm Slayer’s 0 adds a counter to every creature you control and gives them flying until your next turn. 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), a ten-plus Finale of Devastation, or Akroma’s Memorial 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. Elspeth, Storm Slayer’s 0 is the repeatable evasion: board-wide flying until your next turn, every turn you want it.

Wincon 3 Two infinite loops, both disclosed

The Squirrel line is the fast one and it is not slow insurance: Cryptolith Rite plus Concordant Crossroads plus The Unbeatable Squirrel Girl makes unbounded Squirrels and unbounded mana, because her {1}{G}{G}{G} creates X Squirrels where X is your Squirrel count, so each activation at least doubles that count off a flat four-mana cost and never re-taps a Squirrel it already used. The Karmic Guide line is the slow one: Karmic Guide plus Reveillark plus a free sacrifice outlet (Phyrexian Altar or Ashnod’s Altar) loops for infinite creature enters and infinite mana. Under Cathars’ Crusade either loop grows the whole board without bound; close with a Sphere Grid trample swing. Aura Shards turns either loop into a one-sided sweep of every artifact and enchantment at the table, and Guide of Souls turns the same enters into unbounded life and energy. See the loops section for the exact sequences, including the four-Squirrel threshold on the Squirrel line and the sacrifice order that the Karmic Guide line depends on.

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 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)., 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 +2x24 Ojer +3
112361224
2246122448
3369183672
44812244896
5510153060120

Those cells assume one enter trigger per Hare. With Roaming Throne on the battlefield naming Rabbit each Hare triggers twice, so every cell doubles.

Blinking beats casting one at a time. Eerie Interlude returning K Hares simultaneously yields K times (K minus 1) base Rabbits if those are the only Hares you control, because each returning Hare sees the other K minus 1. Any Hare that stayed on the battlefield counts too, so with J Hares left behind the burst is K times (K minus 1 plus J), before any multipliers, and exactly twice that with Roaming Throne naming Rabbit.

Loops that run away

Most of these snowball faster than the table can answer. Two of them go infinite, and both are disclosed at rule zero.

Mulligans, what to keep

The deck wants a hand that does something every turn off its dense engine. There are no mana dorks in this list. Acceleration is Sol Ring, Mana Vault, Kodama’s Reach, and Smothering Tithe, so a one-land hand with no rock is a ship, not a bridge.

Snap keep

Two or three lands, a token maker, and a doubler or a payoff. That is the hand that does something every turn. Sol Ring or Mana Vault into an early Zuko is ideal, and a white source plus Guide of Souls is the next best start. 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 Karmic Guide loop. It is a slow three-card line, and even with Enlightened Tutor able to find an altar it costs you a whole turn and a draw step, so a Karmic Guide plus Reveillark opener with no board plan is still a trap. Keep for the go-wide engine and let the loops show up later if they do.

Turn plan

T1 Fast mana, Zuko, or Guide of Souls

Land into Sol Ring or Mana Vault is the fastest start. Otherwise drop Zuko off a single land, or cast Guide of Souls (it costs {W}) so every other creature you control that enters afterward gains you a life and an energy counter. Enlightened Tutor is also a fine turn-one hold: it is an instant, so cast it on the end step before your turn and you draw the piece immediately. Hare Apparent costs {1}{W} and is a turn-two play, not turn one.

The deck has no mana dork any more, so turn one is a rock, the one-mana commander, or the lifegain body.
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. Kodama’s Reach on three is the fair line: it fixes both colors and, with no dork in the list, it is how a slower hand still hits five on time. Aura Shards on three is the other strong play if the table has rocks worth eating, 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. Smothering Tithe on four starts taxing the table, and on five you choose between Elspeth, Storm Slayer (doubles every token and threatens board-wide flying) and Seedborn Muse (turns every opponent’s untap step into another Zuko activation). 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, tick Elspeth, Storm Slayer to 0 for board-wide flying, 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 Aang’s Shelter if you suspect a wipe before your attack. If combat has been answered repeatedly, this is the window to assemble a 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.

Common mistakes

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, an Elspeth, Storm Slayer 0 for board-wide flying, a Guide of Souls flying counter off three energy, Akroma’s Memorial flight and trample, Craterhoof trample, 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 Aang’s Shelter, 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 Karmic Guide loop. Lifelong Friendship, Formidable Speaker, and Survival of the Fittest can each tutor a creature half, and Enlightened Tutor can find an altar, but stringing tutors together is still slower than just building a board. Win with combat; take that loop only when it falls together late. The Squirrel loop is different: it comes out of cards you were already casting, so it is worth playing toward.

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), 1/1 green Squirrels (The Unbeatable Squirrel Girl), 1/1 white Soldiers (Elspeth, Storm Slayer), and Treasures (Smothering Tithe). Bring energy counters for Guide of Souls and something to track Elspeth’s loyalty. 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 ten Game Changers, Aura Shards, Enlightened Tutor, Gaea’s Cradle, Mana Vault, Mayor Tong of Chin Village, Seedborn Muse, Smothering Tithe, Survival of the Fittest, Aang’s Shelter, and The One Ring, 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 fourteen cards: the seven matchup swaps below (Settle the Wreckage, Authority of the Consuls, Flawless Maneuver, Unbreakable Formation, Return to Dust, Sensei’s Divining Top, Helm of the Host), the two flex ramp options (Selesnya Signet and Burgeoning), Dryad Arbor on the bench, the two flex-box cards (Lightning Greaves and Crop Rotation), and two bench options (Divine Visitation and Conclave Mentor). The box stays at fourteen.

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 Guide of Souls and Generous Gift. Protect the board through sweepers instead of trading spot removal a control deck does not fear, and cut the fragile one-drop a sweeper eats before its energy ever matters. 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. The Drannith effect lives maindeck as Mayor Tong of Chin Village, so opponents casting only from their hands is the deck’s default state. If you want more, Enlightened Tutor can go find Aura Shards or Smothering Tithe against these tables.

Artifact, enchantment, or stax table. Aura Shards already does most of this work maindeck, and Enlightened Tutor finds it, so bring in Return to Dust for Path to Exile only when you need instant-speed exile that a creature-light board cannot supply. 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. Mana Vault is a Game Changer, so the swap takes the disclosed count from ten to nine and has to be re-disclosed at rule zero. 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 Return to the Ranks. A repeatable Hare-copy engine outvalues a second mass-reanimation spell over many turns, and Raise the Past already covers the rebuild-after-a-wrath slot. Helm copies a Hare at the beginning of combat on each of your turns, your combats only, never on defense.

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.
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