by Johnny Cycles, March 27th, 2026

It’s Commander time! Teenage Mutant Ninja Turtles released a few weeks ago and with it, a whopping 102 (by my count) commanders to choose from.
One hundred and two new commanders.
That has to be some kind of record.
Of them all, Mutagen Man, Living Ooze immediately jumped out to me as the legendary creature I wanted to build a budget (under $100) deck around. At first, I was attracted to the unique static ability it has.
Activated abilities of artifact tokens? I thought. Well, that’s something I’ve never built around.
But I was also drawn to its creature type. I’ve had an Ooze deck in Commander for many years and, let me tell you, it is really bad. Other than my Mono Red Barbarian Tribal deck, I’d say it’s the weakest of all my decks and the one I break out to play against people just learning the game or who want to try a new deck. Maybe it was my commander (Prime Speaker Vannifar). When you’re playing a deck full of terrible creatures, tutoring one up every turn isn’t as impactful as you’d like.
Other than being just a terrible deck, it also proved to be totally unfun to play. And this double whammy meant it was time to disassemble it.
Mutagen Man, Living Ooze is the perfect reason to quit procrastinating and make use of the sleeves with a deck I might actually like.

As I thought about the deck and all the various artifact tokens with activation costs we could make, I almost forgot about the Mutagen tokens we get from the Ooze Man itself. With our commander out, they let us put +1/+1 counters on any creature we control for free.
And if there is one thing I love in Magic besides Dragons, it’s counters shenanigans!
The challenge of building this deck, then, besides the budget, is to avoid filling it with the same old cards I’ve put in other counters-matter decks. Sure, we’re playing a few of the usual counters-matter cards, but I’ve tried to avoid going all-in on this strategy. It’ll be nice when we have those pieces out, but it’s not what we’re hoping to do each and every game, nor is our winning dependent on this.
But before I get to it, here’s the decklist!
Decklist – Mutagen Man, Living Ooze
| Mutagen Man, Living Ooze |
Creatures (26) – Total Price: $36.24
| Gilded Goose | .49 cents |
| Duskshell Crawler | .25 cents |
| Gala Greeters | .99 cents |
| Prosperous Innkeeper | .25 cents |
| Scavenging Ooze | .30 cents |
| Tough Cookie | .24 cents |
| Twitching Doll | $1.21 |
| Woodland Champion | .23 cents |
| Academy Manufactor | $6.07 |
| Dauntless Scrapbot | .29 cents |
| Evolution Witness | .31 cents |
| Peregrin Took | .35 cents |
| Sandstorm Salvager | $1.04 |
| Sentinel of the Nameless City | .63 cents |
| Stridehangar Automaton | $3.20 |
| Tireless Provisioner | $2.60 |
| Tireless Tracker | .25 cents |
| Warden of the Grove | $1.49 |
| Wildwood Mentor | .72 cents |
| Bristlebud Farmer | $1.47 |
| Biogenic Ooze | .32 cents |
| Blossoming Bogbeast | $5.57 |
| Defiler of Vigor | $2.88 |
| Elder Gargaroth | $1.99 |
| Motivated Pony | .30 cents |
| Quilled Greatwurm | $4.37 |
Planeswalkers (1) – Total Price: $1.40
| Nissa, Voice of Zendikar | $1.40 |
Artifacts (7) – Total Price: $13.95
| Idol of Oblivion | .76 cents |
| The Ooze | $8.81 |
| Heaped Harvest | .25 cents |
| Lifecrafter’s Bestiary | .39 cents |
| Skyclave Relic | $1.29 |
| Esika’s Chariot | .38 cents |
| Transmutation Font | $2.07 |
Enchantments (15) – Total Price: $39.40
| Gourmand’s Talent | .44 cents |
| Meltstrider’s Resolve | .25 cents |
| Stocking the Pantry | .29 cents |
| Ranger Class | .49 cents |
| Springleaf Parade | $9.50 |
| Trail of Crumbs | .43 cents |
| Welcome to Sweettooth | .25 cents |
| Bioengineered Future | .32 cents |
| Puca’s Covenant | .33 cents |
| Terrasymbiosis | $8.77 |
| Trudge Garden | .70 cents |
| Ulvenwald Mysteries | .20 cents |
| Loading Zone | $1.67 |
| Night of the Sweets’ Revenge | $1.30 |
| Primal Vigor | $11 |
Instants (4) – Total Price: $1.60
| Inscription of Abundance | .30 cents |
| Origin of Metalbending | .25 cents |
| Pawpatch Formation | .35 cents |
| Beast Within | .70 cents |
Sorceries (7) – Total Price: $1.41
| Sami’s Curiosity | .22 cents |
| Atraxa’s Fall | .20 cents |
| Bumi’s Feast Lecture | .40 cents |
| Revive the Shire | .24 cents |
| Sylvan Scrying | .35 cents |
| Audience with Trostani | .25 cents |
| Glistening Dawn | .25 cents |
Lands (39) – Total Price: $8.11
Blighted Woodland .35 cents
Drannith Ruins .50 cents
Evolving Wilds .19 cents
Field of Ruin .25 cents
Oran-Rief, the Vastwood .77 cents
Springjack Pasture .33 cents
Llanowar Reborn .25 cents
Mirrex .70 cents
Myriad Landscape .25 cents
Reliquary Tower .50 cents
Scavenger Grounds .35 cents
Terramorphic Expanse .24 cents
The Shire $2.93
Zanarkand, Ancient Metropolis .50 cents
Forest (25)
Current total: $102.11
Just over budget… Cut The Shire if you want to be strict about it.
If I had about $100 more to spend, I’d want to add the following cards:
Wish List:
Innkeeper’s Talent $11
The Cabbage Merchant $22
Doubling Season $35
Branching Evolution $4.53
Emerald Medallion $3.16
Nature’s Lore $2.99
Shared Roots $1.80
Earthbender Ascension $3.49
Ozolith, the Shattered Spire $14
Total: $97.97
Deck Tech

Primary Game Plan
Mutagen Man, Living Ooze incentives two chief gameplans. First, we want artifact tokens with activation costs, like Food or Clues, beyond the Mutagen tokens it brings upon entering. Second, we want ways to gain value from the +1/+1 counters we put on creatures with the Mutagen tokens.
Obviously, buffing our commander and swinging for lethal is our fastest route to victory, but it is also the riskiest, given we can only crack the Mutagen tokens at sorcery speed. Without playing maindeck protection for our commander, this line is not one we will often take. Rather, we will spread the counters around between creatures and gain additional value from our support cards.
Thus, our deck can be divided roughly between cards that generate tokens (both with and without activation costs) and cards that play well with counters. Within each of these categories are the support cards that increase our token generation, our counter generation, or something else. A tertiary strategy is gaining value from the lifegain we get from our Food tokens (and elsewhere).

Token Generation
I’m dividing this category into tokens with activation costs and tokens without. The former is primarily used for value, whether it be lifegain, card draw, or something else. The latter make up our hodge-podge army of dorks.
Tokens with Activation Costs

Food
By far our largest category among tokens with activation costs, Green is very well-equipped to generate Food. Per usual when building a Commander deck, we ideally want cards that do more than simply generate Food. Hollow Scavenger is a great example of what I mean, though the card didn’t make the cut. We get a way to make a Food token and a body all on one spell.
Academy Manufactor – turns all of our Clues and Treasures into Food (and the other way around). This card is an auto-include in any token deck and its price ($6.07) reflects this.
Bristlebud Farmer – a 4-mana 5/5 trampler is respectable, though without the Food synergy, this Plant Druid wouldn’t make the cut (as is evidenced by how often I’ve pulled him out of my binder when building a deck only to put him back). Beyond the Food generation, we get some conditional card advantage, as well as a free way to sacrifice a Food, which synergizes with some of our other cards.
Bumi’s Feast Lecture – depending on our draw, we’ll be okay casting this on turn 2 just to get the token generation started, but more often than not, we’ll want to wait until we’ve built up a large number of Food tokens.
Gilded Goose – mana ramp plus Food generation plus free sac outlet for said Food equals big win for us.

Night of Sweets’ Revenge – 4 mana is a lot, but it should more than pay for itself the turn it comes into play. Anyone who’s played Urza, Lord High Artificer knows the power of giving artifacts mana generation. Other than allowing us to do more than one thing in a turn as early as turn 3, this enchantment comes with the added bonus of pumping our team for a lethal swing. If only it also granted trample…
Pawpatch Formation – card draw and a Food token? Yes, please. The rest of the modes are all highly relevant, but we really want to use this instant for its third mode.
Peregrin Took – all of our token generation now comes with a Food. That alone makes this card an auto-include. The card draw is a nice (and powerful) bonus.

Revive the Shire – some conditional card advantage along with a Food token. We’ll be happy getting a fetchland back early and thrilled to get a finisher back late.
The Shire – a repeatable way to generate Food on a land. Pretty sweet!
Tireless Provisioner – I love me some landfall triggers! This is one reason we’re playing our budget fetchlands. Getting a Food or Treasure per land is why this uncommon is over $2.
Tough Cookie – we technically get two Foods out of this card. Note the activated ability that lets us make a 4/4 can be used as many times as we can pay for it in a turn. Not too shabby.
Trail of Crumbs – more Food generation with conditional card advantage built in.

Transmutation Font – this is the kind of card that tends to get cut thanks to its high mana cost. Still, it’s nice to have a way to make tokens not named Food. It’s also our only way of generating Blood tokens. It’s other activation cost is fine and all, but we don’t have any game-winning artifacts to tutor up.
Welcome to Sweettooth – another card we’re happy to see early or late, its power does scale up as the game goes long, thanks to its third chapter and low mana investment.

Lander Tokens
Thanks to Edge of Eternities, we have another fun token with an activation cost. A reasonable means of ramping or making land drops, these cards synergize with our gameplan and other support cards in ways that encapsulate why I love Magic.
Bioengineered Future – what a great card for us! We want ways to put +1/+1 counters on our creatures and this enchantment gives us a repeatable way of doing so with on further mana investment.
Dauntless Scrapbot – this card might be among the first four out (hey, it is March Madness, after all!). I want more variety among my tokens and this brings some graveyard hate alongside a Lander token.
Sami’s Curiosity – early, this card can help ramp us, while late the lifegain will be more relevant.

Treasure Tokens
Yes, these don’t have an activation cost, but we still want token generation to trigger other parts of our deck. The ramp is pretty nice, too.
Gala Greeters – I’m guilty of putting this in nearly every Green deck where one of the three modes is relevant. For us, all three happen to synergize with what we’re trying to do, so I feel totally justified in including it here. I honestly think this is one of those cards that would increase in value over time if it hadn’t been the buy-a-box promo for Streets of New Capenna.
Prosperous Innkeeper – the Treasure token and lifegain are relevant to us, though neither are our primary strategies.
Mutagen Tokens
We don’t have too many great options for making these, but thankfully our commander is really good at it. Michelangelo, Weirdness to 11 is a synergistic card with our strategy but also a bit pricey at around $7.
The Ooze – a repeatable way of making a Mutagen token attached to targeted graveyard hate is awesome. Its The Ozolith impression goes very well with our counters strategy.

Incubator Tokens
I had forgotten this was a thing when I first started building the deck. Needless to say, I was thrilled to find Incubator tokens. There aren’t too many options in Green for this kind of token generation. We could run Blighted Burgeoning as an overcosted ramp spell, but playing cards simply because they make tokens with an activation cost is not a good way to make a competitive deck.
Glistening Dawn – another card that scales up as the game goes long. With our token and counter synergies, if we only get two 4/4s out of this, we’re doing it wrong.
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Clues
Despite Green having one of the first creatures in Magic to investigate, there aren’t too many ways we have of generating Clue tokens. Fae Offering is one way that we aren’t playing because I don’t know how often we’ll be able to trigger it.
Tireless Tracker – the OG of Clue production, this card used to see play in Modern.
Transmutation Vault – what more is there to say other than making Clues with this 5-mana artifact is probably what we’ll do almost half the time.
Ulvenwald Mysteries – with 27 nontoken creatures that can trigger this enchantment, I think it’s a safe inclusion. That it also generates a 1/1 for each Clue pushes it from safe to a value engine in the right spot.

Map Tokens
There are several ways Green has of exploring, but not too many ways of making Map tokens.
Sentinel of the Nameless City – the stats check out for a 3-drop, while the repeated ability of Map generation is what gives this card a spot in the 99. Of course, exploring also synergizes with our counters-matter cards.
Blood Tokens
That’s right! Wizards finally broke the color pie beyond repair when they printed a Vampire in Green.
April Fools!
Transmutation Font – not sure why we’d ever choose to make a Blood token over a Clue unless we’re pinched on mana.

Tokens without Activation Costs
Yeah, Trudge Garden is misleading…it HAS an activation cost, but it’s an enchantment. However, it IS emblematic of the kind of token generation our deck has. These are the cards that help us amass an army. Of course, like all good Commander cards, they typically do more than just that. Rather than categorize these by what token creature they make, I’ll just list them in alphabetical order. Interestingly enough, they all produce a different token, with one exception.
Audience with Trostani – speaking of differently named creature tokens… We’re hoping to draw at least three cards off of this sorcery, but actually have the potential to draw upwards of 15.

Biogenic Ooze – a holdover from the Ooze Tribal deck I took apart to build this one, Biogenic Ooze is actually a good card. An army on a stick that grows itself. Both flavorful and deadly!
Elder Gargaroth – man, I love this card! If only it had haste… Honestly, making a 3/3 Beast token is probably the last mode we’ll choose.
Esika’s Chariot – I’ve never played this card, but I have lost to it. Token generation with the potential for token copying makes this card super powerful and synergistic in our deck.

Gourmand’s Talent – this is a busted, busted card in our deck. And all for a single ! Unbelievable. With this card and Night of Sweets’ Revenge on the battlefield, we can make a TON of mana. Level 2 synergizes with our lifegain and token doubling, while level 3 synergizes with our lifegain and counters shenanigans. It’s almost like they designed this card for our deck…
Idol of Oblivion – it’s highly unlikely we’ll ever make a 10/10 Eldrazi with this artifact, but we technically can.
Nissa, Voice of Zendikar – one of my all-time favorite Planeswalkers, Nissa does a lot for us, starting with the 0/1 Plant token production.
Ranger Class – the 2/2 Wolf token is fine and all, but level 2 is where we really want to be at. Level 3 is just gravy.
Sandstorm Salvager – another card I tend to pull out whenever I’m making a deck, only to put it back in the binder later. But I’ve finally found a home for this Human Artificer from The Big Score. We aren’t as interested in the 3/3 Golem as we are in putting counters on our token creatures. Th trample it gives those creatures makes this card a legitimate finisher in our deck.

Springleaf Parade – at $10, this enchantment is probably our guiltiest of guilty cards. Sure, every deck can use a ton of mana and we do have some nice mana sinks, but it’s not like we’re trying to resolve some giant Genesis Wave. Still, I like the synergy this card has in more than just our creature token production. Since the Shapeshifter tokens are every creature type, Biogenic Ooze grows them, for instance. Stridehangar Automaton buffs them, as well. Furthermore, this kind of token generation on an X spell was generally given to sorceries just a few years ago. Now, we’re seeing more and more enchantments get it, which means it plays well with cards that care about permanents, like Evolution Witness.

Stridehangar Automaton – when I first read this card, I dismissed it as just another example of every creature type getting a lord that does something else. I definitely put it in my binder thinking that I’d never make a Thopter deck. But man is it really, really good in our deck! Every Food brings with it a 2/2 Thopter. Every Clue…a 2/2 Thopter. Every, well, you get the picture. And they’re flying, in case you forgot that Thopters fly. In the picture I’ve included at the beginning, this card allowed me to make enough chump blockers against my Abigale, Inquisitive Scholar opponent to survive an early onslaught of overpowered creatures, turn the corner, and then win the game.
Trudge Garden – I originally had this in my Lathiel, Bounteous Dawn deck, but that deck doesn’t need this kind of token production to compete. I may decide the same thing after more games, but for now, I like all the synergy this card has with our lifegain and token doubling.

Twitching Doll – this card is so sweet in our deck! We want the mana ramp and we want all the tokens we can get from it. And if it draws out a kill spell before we can cash it in for Spiders, all the better. That means something we really care about will have a greater chance of living.
Ulvenwald Mysteries – the 1/1 Human Soldier token is fine and all, but we really care about the Clues we’re sacrificing to get them.

Warden of the Grove – another card that seems tailored made for our deck. We have counters shenanigans and token generation all on a creature that will get bigger every turn.
Welcome to Sweettooth – as I mention above, we don’t care as much about the 1/1 Human creature token we get as we do about the Food, but we’ll take it!
Counters Matter Support Cards
We’re playing a variety of ways of putting counters on creatures and of gaining more value from those counters than simple power and toughness. Some of these appear above, so I’ll pass over those quickly. And some of these do both, which I’ll point out as I go, rather than repeat myself.
Defiler of Vigor – it amazes me every time I see the price of this card compared to what it does… Under $3 for a mana-reduction effect of ALL of our Green permanent spells. And, as if that weren’t enough, we get to put counters on each creature we control every time we cast such a spell. On a 6/6 trampler. Is this just a sign of the power-creep times or am I missing something unplayable about this Phyrexian Wurm that others aren’t?
Duskshell Crawler – for we get to put a +1/+1 counter on something, which is kind of meh, unless that something is, say, Evolution Witness. But we’re really playing this card for the trample it grants all the creatures we control with +1/+1 counters on them. This is an effect that has been appearing more and more lately, which is great for budget players!

Evolution Witness – a strict upgrade to Eternal Witness, in my opinion, since its a repeatable effect. Of course, not being able to target any card IS a drawback, but we can’t have it all.
Gala Greeters – don’t play this card the way I do, which is to put the +1/+1 counter on any creature I control, because that is incorrect. Sigh. I wish it did that. Instead, it just grows itself, which, you know, is not too bad.

Nissa, Voice of Zendikar – putting a +1/+1 counter on each creature we control the turn we resolve Nissa can be game over. Otherwise, we love having another repeatable token generator, even if those tokens are pretty meh.
Origin of Metalbending – a great utility card for its flexibility.

Quilled Greatwurm – another Green creature whose abilities far surpass its price ($3.67, which is nearly a $1 cheaper now since when I started this article). Let’s start with the stats. 6 mana for a 7/7 trampler counts as paying full value in today’s Commander, but a 7/7 trampler can also win a game or stop an opponent from attacking indefinitely. Now, moving on to that first block of text. WOW!!! Unlike many cards that link putting counters on things to damage dealt, first, we don’t have to do combat damage to an opponent; and, second, we don’t get just one +1/+1 counter. No, we get as many as the damage our creatures do. This mythic Wurm will quickly take over a game if left unanswered. And, since we can get it back from the graveyard, it will be hard to answer.
Ranger Class – getting a +1/+1 counter on all of our attacking creatures will make blocking annoying for our opponents. With any of our counters doubling cards out, this enchantment suddenly becomes potentially game over.
Sandstorm Salvager – these counters only go on token creatures, but we play a lot of those. And, it’s one of those cards we can hold on to until we have the boardstate to take advantage of it.
Warden of the Grove – this card has the potential to be busted in our deck. If our opponent doesn’t answer it and we have any of our counters doubling cards out, we should very quickly pull ahead.
Welcome to Sweettooth – this 2-mana saga does what we want, but its one-time use of putting counters on a single creature is pretty underwhelming. I imagine it’ll get cut for something more impactful pretty quickly.

Wildwood Mentor – this one of those cards that make brewing so rewarding. We should be able to grow this Treefolk very quickly. Having to wait until it attacks, rather than triggering at the beginning of combat, is definitely a drawback, but we can sit on it until it gets very large, then use its attack trigger to pump our commander or another creature with trample.
Woodland Champion – another unassuming creature that should grow to an enormous size quickly in our deck.
Scavenging Ooze – every deck needs graveyard hate. This Ooze gives us some, while also synergizing with our lifegain and counters cards.
Puca’s Covenant – for a similar, albeit more restrictive, Evolution Witness effect, we have this 3-mana enchantment. I’m excited to see it in action, but I’m also aware I may be viewing this through maximum-potential glasses.

Stock the Pantry – this is another card that may look better than it’ll play. Still, with our Mutagen tokens, we ought to easily get lots of card draw from this 2-mana enchantment. Right?
Terrasymbiosis – for one extra mana, we don’t have to do anything but crack a Mutagen token to draw a card. This enchantment is BUSTED, as I discuss here.
Bioengineered Future – not sure why this doesn’t constitute landfall, but whatever. We’re hoping to abuse it often.

Loading Zone – our budget Branching Evolution, which costs about $4 more and one mana less.
Primal Vigor – our budget Doubling Season. The universal effect is far from ideal, but we’re hoping to abuse it more than our opponents can.

Lifegain Support Cards
We aren’t really a lifegain deck in the strictest sense of the word, but when you’re able to generate as many Food tokens as we can, there’s no harm in including a bit of lifegain synergy. These are the cards that gain us life and/or give us a payoff for that lifegain.
Blossoming Bogbeast – another creature that requires us to attack with it, but, if we do it right, we can get our own version of Craterhoof Behemoth out of this Beast.
Elder Gargaroth – 3 life per attack and block is not usually what we’ll choose when able, but we’re happy to have the option!
Gala Greeters – gains us 2 life to trigger cards like, say, Blossoming Bogbeast.
Gourmand’s Talent – once we get to level 2, the first Food we crack each turn will bring with it a 3/3 Raccoon creature token.
Inscription of Abundance – another of my pet cards that appears in many of my Green decks. We want an instant speed fight spell, since this is one of the few ways we have of dealing with problematic creatures, and this comes with two other modes that synergize with our other cards.
Prosperous Innkeeper – I’m not sure how long this Halfling Citizen will remain in our deck. We’re mostly interested in the Treasure token, but the 1 life per creature that enters isn’t too shabby.

Sami’s Curiosity – we’re mostly interested in the Lander token and the ramp it gives us. The 2 life is great in the right spot.
Scavenging Ooze – repeatable, if not conditional, lifegain is nice to have.
Trudge Garden – one of our best payoffs for all this lifegain.
Notable Omission
Well of Lost Dreams – with copies under $2, we could find room for this artifact that would let us draw cards off the Food we crack. I can’t find an extra copy in my collection. That being said, I’m not sure I’d include it if I could. It’s an obviously powerful effect, but it comes at a high mana investment. When you’re in need of cards, you want to have the mana to cast them. It’s another one of those cards that can easily seduce you into seeing only its greatest upside, while its downside is pretty low.

Token Creation Support Cards
I wish we had more of these kinds of effects. Alas, most are fairly pricey and can be found in my Wish List above. Untapping with one of these out should help us pull ahead as we outvalue our opponent.
Academy Manufactor – arguably our best token increaser, we get three for the price of one.
Esika’s Chariot – more attack triggers here, but we’re on a budget.
Peregrin Took – a Food for each token is great value for us.
Primal Vigor – our big money card that doubles up all of our token production.
Stridehangar Automaton – each artifact token brings with it a Thopter.

Card Advantage
We play 12 cards that either draw us cards, return something from the graveyard, or give us some form of card selection. And this does not include any of our Clue generators, of which we play 3. I’ll just list them here, since I’ve talked about all of them above.
Audience with Trostani
Bristlebud Farmer
Elder Gargaroth
Evolution Witness
Idol of Oblivion
Lifecrafter’s Bestiary
Peregrin Took
Puca’s Covenant
Revive the Shire
Stocking the Pantry
Terrasymbiosis
Trail of Crumbs

Removal
Being in Green means we have lots of artifact and enchantment removal, but very little actual unconditional creature removal. There is Beast Within and Desert Twister and maybe something else I’ve forgotten. Most of our creature removal has to come in the form of fight spells.
Atraxa’s Fall – there’s probably an instant speed card that does something like this, minus the battle part, but this is what I found and I’ve never played it.
Beast Within – Green’s Swords to Plowshares.
Inscription of Abundance
Meltstrider’s Resolve – another fight spell I’m trying out for the first time. At a single , I like the cost, while making our commander, who happens to have trample, unable to be blocked by more than one creature can be game over in the right spot.
Origin of Metalbending
Pawpatch Formation

Ramp
I originally had much more ramp in the deck, but the best 2-mana Green sorceries are all so expensive. I had also originally decided that we wanted as much mana as possible as soon as possible since our commander has in its casting cost. I’ve since rethought this and I’m not sure this is the case. Sure, we’d love to cast him for X = 4 or more as often as possible, but I think we can win without that.
Heaped Harvest – gets us a land on the front and back ends.
Skyclave Relic – this 3-mana artifact gets the nod over something like Arcane Signet for more than just that I don’t want to play the same cards in all of my decks. If we’re able to kick it, then we can trigger all of our tokens-matter synergies.
Sylvan Scrying – not really ramp, but it can get us a toolbox land.
Ideal Hand and Game Play
Other than lands, we’d love to see some early spells that bring tokens with them. One of our payoff cards, whether it be token doubling, counters doubling, or card draw is nice to have to play towards. We aren’t an aggressive deck, so we tend to spend the early portion of the game assembling our pieces before we can start accruing enough value to turn the corner.
Weaknesses
Other than being a slower deck, outside of our commander and just a few creatures, we don’t have too many bombs. We are a synergistic deck whose whole is greater than its parts. Should our opponent answer key support pieces or our commander, then we will be left with a bunch of artifact tokens that don’t do a whole lot for their mana investment.

Conclusion
I’ve really enjoyed playing this deck! It’s a great combination of strategies I enjoy and cards I haven’t played too much. With a unique static and enters ability, our commander incentivizes us to play a grindy game in which we hope to outvalue our opponent via token production. If you love flooding the board with all kinds of tokens, both creatures and otherwise, while having a haymaker who can win all by itself in the Command Zone, then you should give this deck a shot! Thanks for reading and watching!




