As I mentioned before this will be our first post that includes a full Decklist. In MTG we have 100 card decks but Basic lands do make up a Fair amount so those will be grouped together to make the page a bit less cluttered.
I will explain keyword abilities when they appear for clarity!
Here is Our Commander – Selvala, Explorer Returned
Selvala is a fun and simple commander that uses a lot of different ways to win or have fun! In this list we will make her more token based.
Creatures – Our driving force that protects us!
To make things easier we will be going in order of Mana Cost to make things more readable!
2 Mana
Our first card states that when it becomes Tapped it does something. Becoming tapped simply means turning it sideways there are a multitude of ways to tap a creature the simplest being to attack. Sacrifice is exactly what it sounds like, you can choose at any time to sacrifice the creature and this one helps us find a basic land!
3 Mana
The only real thing here in our 3 drop category is Trample. Trample means that if your creatures power is bigger then your opponents defending creatures toughness then you trample over the difference in this case, if the defender has 1 toughness 1 damage would trample over.
4 Mana
Arasta has reach, it means that creature can block a flying creature. Mulitikicker is something you can do before the thing enters it results in different effects, lastly populate creates a copy of a token.
5 Mana
Deathtouch means that if the creature does damage to another creature it kills it in 1 damage. Raid means you attacked this turn and you get a bonus. Embalm is weird, it exiles the card (removes from the game) from our graveyard and makes a 4/4 token copy that is now also a zombie. Think Mummification if it was a mechanic. Indestructible means its impossible to kill unless we sacrifice or exile the creature, devotion is how many mana symbols of each color we have, Karametra has 1 green and 1 white devotion.
6 Mana
Landfall is simply when a land enters the battlefield (under your control) something happens!
7 mana
There is nothing new listed here! The 7 drops are just the late game beat up cards!
10 Mana
Our only 10 drop, because he is a big creature that makes another big creature. It compliments the token generation of the deck!
That’s all of our creatures! I put all of them in picture to make explaining Mechanics, from this point in instants and sorcery’s I will post pictures of the NEW MECHANIC cards to keep things less congested. This will be the format we follow for most decks.
Instants/Sorcery’s are like spells we fling in various phases to change the outcome of the battle at hand. Some destroy creatures, some supply us etc. etc.
Starting with 2 Mana Instants/Sorcerys
- 1 Colorless 1 Green – Druids Deliverance
- 1 Colorless 1 Green – Farseek
- 1 Colorless 1 Green – Naturalize
- 1 Colorless 1 Green – Once Upon a Time
- 1 Colorless 1 Green – Explore
- 1 Green 1 White – Aura Mutation
These 2 cards have 2 new mana symbols. The first is split mana meaning it can be paid with either color, so in this case either white or green mana works. The X in the mana cost, is additional payment, so we can pay extra mana for X, so X can be 0 to an infinitely high number.
3 mana
- 2 Colorless 1 Green – Cultivate
- 2 Colorless 1 White – Rootborn Defenses
The main reason I’m showing Beast Within is the Its Controller part, Its Controller refers to the person who currently is in control. So if it was a stolen the person CONTROLLING the stolen creature gets the token in this instance.
4 Mana
- 3 Colorless 1 Green – Fresh Meat
- 2 Colorless 2 White – Shatter the Sky
- 2 Colorless 2 Green – Second Harvest
- 1 Colorless 2 Green 1 White – Advent of the Wurm
5 Mana
This is the only 5 mana card in our Instant and Sorcery slot, I’m showing it for that reason and that it has “They can’t be regenerated.” Regeneration is a mechanic that allows creatures to cheat death, they can regenerate by some cost, then they tap and essentially evade damage.
7 Mana
The two 7 drops from this category has 2 new mechanics! Convoke means you can tap a creature to pay for 1 colorless when casting. Undaunted simply reduces colorless mana costs for every opponent.
Next up is our Enchantments, think of these as passive effects that remain on the field until removed/destroyed!
2 Mana
These 2 Enchantments are here because they give Vigilance (Also the only 2 mana ones we have). Vigilance is a combat effect that makes it so our creatures don’t tap when they attack.
3 Mana
We only have one here –
- 2 Colorless 1 Green – Elemental Bond
4 Mana
- 2 Colorless 1 Green 1 White – Glare of Subdual
- 2 Colorless 2 Split Green/White Mana – Growing Ranks
- 3 Colorless 1 Green – Paralell Lives
5 Mana
- 3 Colorless 2 White – Cathars’ Crusade
- 3 Colorless 2 White – Divine Visitation
- 4 Colorless 1 Green – Doubling Season
- 4 Colorless 1 Green – Primal Vigor
This enchantment give Hexproof. Hexproof makes it so only we can target our own things. Opponents cannot, so in order to target our creatures or us with a loss of life spell or ability the must remove this
6 Mana
- 4 Colorless 2 White – Song of the Worldsoul
That is the only 6 mana Enchantment in the deck.
Next we are going to post Planesewalkers, There are only 2 and they are both 5 Mana. These are essentially powerful activated companions we can use in battles. The numbers corollate with the bottom right number so a +1 will increase the number by one etc.
Next up is Artifacts, these are typically equipment’s or relics we use in battles to aid us. Again we only have 4 so I will post all 4 picture wise in Mana cost order.
1 Mana
2 Mana
Shroud is like Hexproof but even we cannot target it.
3 Mana
Imprint is when we essentially imprint a card to another, so when something dies we can imprint it to the vat and remove it from the game. Then make copies so this thing is sorta like a printer.
Lastly our Mana Base
Here I wont be posting any images as the lands are immense and its easier to just put them in here by name
Basic Lands
- 12 Forests
- 12 Plains
Non-Basic Lands
- Command Tower
- Blossoming Sands
- Graypelt Refuge
- Sungrass Prairie
- Evolving Wilds
- Krosan Verge
- Ash Barrens
- Terramorphic Expanse
- Myriad Landscape
- Fabled Passage
- Gargoyle Castle
- Castle Ardenvale
- Exotic Orchard
- Selesnya Sanctuary
- Grove of the Guardian
And with that we conclude our first deck list! There isn’t much of a theme here aside making tokens and using said tokens to our advantage. Its a simple in theory deck but it fairs decently well and is super fun to play! I’m happy to answer questions or anything of that sort if people ask in the comments! Next week we will be discussing some of my personal favorite commanders and why I love them! It will also indirectly be about theming and how its more fun to play a deck that doesn’t just win all the time.
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