Samut: Tap Tap Untap Tap

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Mookie
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Post by Mookie » 1 month ago

A simple plan: play dudes, turn sideways. What could possibly go wrong?
- Samut, Voice of Dissent.




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Introduction

A while ago, I noticed something about my decks: I play almost no creatures with tap abilities. It's not that I haven't tried them out - it's just that they always seem to die before I get to benefit from them. Thus, I set out to correct this by constructing a deck built entirely around tap abilities. I specifically wanted to include Adarkar Valkyrie in the deck, and I noticed that my decks had a severe lack of Red in them, which locked me into including Boros colors. I searched far and wide, and finally found the perfect general: Johan! He would allow my creatures to both attack and use their tap abilities, and also have some sweet synergies with Reconnaissance.

Around two weeks later, WotC revealed Amonkhet, the Exert mechanic, and Samut.

...sometimes, all the signs converge, and you're able to escape from making a questionable Johan-based life decision. This was one of those times.


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Commander Analysis



Mana cost:
At 5 mana, Samut won't always come down early, and can be expensive to recast if she dies several times. Fortunately, Samut has a Naya color identity, granting access to Green ramp, alongside White's interaction and Red's haste.

Type: Legendary Creature - Human Warrior.
Humans are one of the most widespread tribes, appearing in almost nearly set. They don't have as much tribal support as something like Elves, but there are still some support cards available. Warriors have some tribal support from Tarkir and Battlebond. Samut also has planeswalker versions if you want to make some sort of Samut tribal deck, although not nearly as many versions as other walkers such as Jace and Nicol Bolas.

Stats: 3/4
A 3/4 for 5 mana isn't a particularly efficient statline, but four toughness does protect Samut from a significant percentage of damage-based removal. Samut does make up for this statline with keywords elsewhere.

Flash
A very powerful keyword. This allows Samut to dodge a surprising percentage of board wipes and sorcery-speed removal by being cast afterwards. Much more commonly, Samut is able to serve as a surprise blocker - even with her face up in the command zone, many opponents are going to forget some of her text. You could also use her at the helm of a flash-based deck, backed up by piles of instants.

Double strike, vigilance, haste
That is a lot of keywords. Double strike lets Samut hit hard by herself - 6 hasty damage for 5 mana is pretty respectable, and serves as a four-hit commander damage kill. It also means that Samut works very well with equipment, especially if you give her some swords. Vigilance is a useful defensive keyword, and means you can often attack freely into an open board. Finally, haste means you can start beating down with her immediately. All together, these keywords make Samut a very solid voltron commander, especially all the synergies Red and White have with equipment.
....we're squandering pretty much all of that potential in this decklist.

Other creatures you control have haste
The primary reason why we're running Samut as the commander - if you're using creatures with tap abilities, being able to activate them immediately is really, really important. My general heuristic for creature lifespans is that they live for around one turn cycle, so being able to activate our creatures twice instead of only once is a big deal. Combine with Samut's flash, and you can occasionally surprise opponents with activations they aren't expecting. Alternatively, granting global haste can also make Samut an excellent commander for an aggro deck, or a deck with many attack triggers.

,: Untap another target creature.
But wait, there's more! For the low, low price of adding another color to her color identity, Samut also has the ability to let us double-dip on a tap ability activation. It also works pretty well with her vigilance, since we don't have to choose between attacking and untapping. You can also use this to untap another creature you want to use as a blocker.


You may enjoy this deck if:
-you like tap abilities
-you enjoy playing with niche cards that don't see play elsewhere
-you like complicated boardstates
-you enjoy winning without combat


This deck may not be for you if:
-you want all your cards to always be good
-your meta is hostile to creatures
-you prefer a reactive gameplan
-you're not comfortable with needlessly complicated combo finishers


Other Commander Options
Aurelia, the Warleader - capable of untapping your entire team, and a scary aggro commander. Lacks green and haste-granting though.

Derevi, Empyrial Tactician - probably the strongest commander, in terms of untapping ability. Does require attacking with many evasive creatures though, which can be at odds with the plan of tapping them for value.

Johan - vigilance is a useful ability, but.... don't. Just don't.

Mayael the Anima - usually based around bigger creatures, which may or may not have useful tap abilities. Consider both her and Samut as potential commanders for a deck built around beating down with fatties.

Merieke Ri Berit - usually more concerned about untapping herself, but another commander that enjoys having access to many untap effects.

Najeela, the Blade-Blossom - probably the best commander available if you want a Warrior tribal deck.


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Decklist

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Card Discussion

a brief note on card choices
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Something to note when looking over these cards is that I have a self-imposed budget restriction of $2 per card, with exceptions for things I happen to already own or trade for. As a result, when looking over the card choices, I will recommend focusing more on the categories of cards than the individual selections.

Many of the cards in this deck can be considered interchangeable - one artifact or enchantment removal spell can be swapped for another, and one draw effect can be swapped for another. However, this deck often wins via combo, and some combo pieces can be difficult to replace. These cards will be called out when applicable.
tap enhancement
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This deck is built around utilizing tap abilities. Most creatures with tap abilities are on the weaker side, since WotC is often conservative with repeatable card advantage. As a result, one important component ability of the deck is focused on making tap abilities stronger - either by granting haste (so the creature can be tapped immediately) or untap effects (allowing our creatures to be tapped multiple times).

Quirion Ranger - one of the most efficient untap effects available. Works well with Burgeoning to allow an untap (or landfall trigger) whenever an opponent plays a land.
Illusionist's Bracers - allows us to double-dip on tap abilities. Combo piece.
Magewright's Stone - another untap effect. Being on an artifact makes it a bit more resilient for removal.
Quest for Renewal - very easy to turn on, and it provides a lot of extra untaps.
Scryb Ranger - as with Quirion Ranger, it's an efficient untap effect. Flying and protection also allow it to serve as a decent blocker sometimes, since this deck is a bit light on removal and fliers.
Seeker of Skybreak - another really useful untap effect. It is also unique in that it is a 1-card infinite combo, since you can tap it to untap itself. Combo piece.
Thornbite Staff - turns any creature into Goblin Sharpshooter. If you want to build around it, consider running creatures with deathtouch (or Basilisk Collar to grant it). Combo piece.
Rhythm of the Wild - one of the better haste-granting effects available - it still does something if Samut is out by providing a +1/+1 counter. Enchantment makes it hard to kill, and can't-be-countered clause is also quite relevant.
Seedborn Muse - capable of dominating games on its own. This deck doesn't abuse it to its full potential due to a lack of instants and mana sinks, but even just giving us extra usages of our tap abilities is already really powerful.
other options
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Thousand-Year Elixir - serves as a backup Samut, granting pseudo-haste and an untap. An excellent inclusion.
Staff of Domination - capable of untapping creatures, among other things. This deck doesn't have any mana critters that can tap for enough mana to go infinite with it, but it is capable of generating large amounts of mana in other ways. Consider it if you want to play more mana critters.
Puppet Strings, Sword of the Paruns, Umbral Mantle and other untap effects - all reasonable inclusions. I recommend trying to stick to cheaper costs when possible, you'll want to be using these often.
Anger, Fires of Yavimaya, Urabrask the Hidden, and other haste effects - Samut is usually sufficient, but having a backup isn't a terrible idea.
Village Bell-Ringer, Benefactor's Draught, and other one-shot untap effects - usually not worth it in my opinion, but they do open up some interesting lines.
ramp
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In some ways, this deck is secretly a storm deck - it wants to generate a lot of mana, draw a lot of cards, then win by pinging its opponents for 1 damage a very large number of times. More mana lets you do more things per turn, at which point your actual win condition becomes sort of arbitrary.

Notably, this deck goes for a land-based ramp strategy, playing no mana rocks and almost no mana critters. An alternative version of this deck that could be worth pursuing is an elfball-style deck, focused on using creatures like Priest of Titania and Marwyn, the Nurturer to produce very large amounts of mana. This does make you more vulnerable to board clears, but can potentially be even more explosive.

Burgeoning - enables some very explosive starts if you draw it early, but can be an awkward topdeck. Synergizes with effects that bounce lands to hand.
Expedition Map - a toolbox card - we're running a suite of utility lands to fetch up.
Exploration - similar to Burgeoning, it can enable some very explosive starts.
Budoka Gardener - another way to ramp out lands. Spawns giant tokens when it flips, making it still useful when you already have a bunch of lands.
Thaumatic Compass - hitting land drops is good. The flipside is also relevant, since most of our creatures are small and bad at blocking.
Cultivate - one of the better ramp spells available. Ramps one into play, and lets you hit your next land drop too.
Genesis Wave - my general heuristic is that Genesis Wave is like Blackjack - if you resolve one for 21, you win. It's a very powerful payoff for a ramp strategy, but casting it for X=7 or so is also capable of providing a significant tempo boost.
Harvest Season - one of the most dramatic payoffs for a tap-based strategy, and capable of pulling very large numbers of basics out of the deck. Note that it also works well with haste, since you can play a creature, attack (or tap) with it immediately, and then get an extra land.
Knight of the Reliquary - as mentioned previously, we're running a suite of utility lands it can tutor up. Also fills a bunch of other functions - serving as a large beater/blocker, feeding Ramunap Excavator, providing a little acceleration (the land it fetches is untapped), etc.
Kodama's Reach - see Cultivate. Also an arcane card, not that we have any synergies with that.
Krosan Restorer - taps to untap lands, so we can maximize our theme. Also works very well alongside any mana doublers. Combo piece.
Argothian Elder - as above, fantastic with mana doublers, and a combo piece.
Keeper of Progenitus - one of the more unique payoffs for playing Naya colors. Note that this effect is symmetric, so you may want to hold back on it if there are other decks at the table that will benefit from it. Note also that this cares about basic land types, but doesn't only affect basic lands - we want to run a high count of these lands to support it.
Oracle of Mul Daya - provides a bit of card advantage and ramp. Works well if we need to bounce many of our lands to Quirion Ranger. You could build into it more with a top-of-deck matters theme, with cards like Sensei's Divining Top, Sylvan Library, and Dryad Greenseeker.
Pir's Whim - mostly here to fetch up utility lands, but providing some incidental hate for artifacts and enchantments (or making a friend) is also useful.
Skyshroud Claim - another efficient ramp spell. Fetches the lands untapped, and can fetch nonbasic forests.
Mirari's Wake - another mana doubler, which also pumps the team. Works well with land untap effects.
Perilous Forays - turns excess bodies (or tokens) into more lands. Again, can fetch nonbasics. Also serves as a sac outlet, which can be useful if you are expecting a board wipe.
Mana Reflection - another mana doubler, which actually doubles your mana. Beware of Damping Sphere.
Boundless Realms - when you want to get all the basics out of your deck, no questions asked. Try to keep track of how many basics you have remaining, and prioritize fetching nonbasics when possible - it is possible to run out.
Zendikar Resurgent - yet another mana doubler. Also turns creatures into cards, which is powerful when you're running a lot of creatures.
other options
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Farseek, Wild Growth, and other cheap ramp - all good options if you want to be a bit faster. I generally value reaching larger amounts of mana (12+), hence all the mana doublers, but ramp packages often come down to personal preference - this deck doesn't need to ramp out its general on turn 3 to function.
Arbor Elf, Priest of Titania, and other mana elves - as previously mentioned, I made an explicit choice when building this deck to avoid making an elfball deck. However, these cards all work very well with untap effects, and could result in a faster deck.
Elvish Reclaimer, Tempt with Discovery, Hour of Promise, and other nonbasic fetchers - more solid inclusions, especially if you want to build more around utility lands.
Growing Rites of Itlimoc - cantrips and generates a lot of mana. Seems like a fun inclusion.
Sol Ring, Gruul Signet, and other mana rocks - this deck has many synergies with lands and creatures, so it currently isn't running any mana rocks. Running Sol Ring is probably a reasonable choice though. On the other hand, not relying on mana rocks opens up options like Bane of Progress and other mass artifact hate spells.
Rude Awakening, Mana Geyser, and other rituals - can be useful if you find yourself wanting one-shot effects, but this deck isn't particularly well built to take advantage of them.
draw
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If we're making a lot of mana, we want to have card advantage to go along with that mana. Additionally, a lot of the time, we're looking for one of some specific subset of cards - whether it be a useful tap ability, and untap effect, or removal. More card draw and card advantage makes finding those cards more consistent.

Skullclamp - we're running a lot of small creatures, and cashing them in for cards is sometimes their best usage. Alternatively, find a sacrifice outlet or token production.
Hermit Druid - actually being played relatively fairly here, since Naya doesn't have something like Laboratory Maniac to just win off an empty library. Still, it helps hit land drops, and feeds the graveyard for our various recursion options.
Humble Defector - Sometimes, you can use this to make a friend. Most of the time, you'll give it away to draw six to eight cards, and never see it again. Not a bad deal for two mana in red.
Life from the Loam - hit all your land drops alongside any fetchlands, or draw cards with cycling lands. It's on the slow side, but it provides a lot of card advantage.
Magus of the Library - not as good as the real Library of Alexandria, but if you can keep a full hand, it's one of the most efficient card draw engines available. Also taps for mana in a pinch.
Mentor of the Meek - we're running a lot of small creatures, and turning them into card draw is quite useful.
Thraben Doomsayer - not card draw by itself, but it feeds into a few synergies with cards like Skullclamp and Mentor of the Meek. Alternatively, just use it to flood the board (or make chump blockers) - extra 1/1 bodies will always find a use. Combo piece.
Tireless Tracker - works well with all our land-based ramp to draw a lot of cards. Very silly with stuff like Quirion Ranger that helps us trigger landfall.
Ulvenwald Mysteries - turns dead creatures into card draw (and tokens!). Mostly here to soften the effects of board wipes like Wrath of God, since we can use the clues to recover, but it also works well with sacrifice outlets.
Yisan, the Wanderer Bard - a repeatable tutor on legs. We're not built around it as much as a dedicated deck may be, but it's still possible to go very far up the chain in a single turn cycle. Note that putting a counter on is part of the cost, not on resolution, which means you can do some interesting tricks by untapping in response to an activation.
Guardian Project - turns creatures into card draw at an efficient rate.
Etali, Primal Storm - not technically card draw, but free spells are close enough. Also works really well with haste. Plus, who doesn't love dinosaurs?
other options
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Harmonize, Shamanic Revelation, and other green card draw spells - if you find yourself in need of more card draw, there are many good options.
Sylvan Library, Mirri's Guile, Sensei's Divining Top, and other filtering effects - there are some interesting tap abilities that care about the top card of your deck, such as Dryad Greenseeker and Zoologist. Consider it as another direction the deck could take.
Beast Whisperer, Lifecrafter's Bestiary, and other creature-based draw effects - more ways to capitalize on our high creature count.
Worldly Tutor, Eladamri's Call, Survival of the Fittest, Fauna Shaman, Captain Sisay, and other tutors - if you want something specific, efficient tutors are a good way to get it. Consider adding more silver bullet targets if you go heavier on tutors.
Birthing Pod, Tooth and Nail, Green Sun's Zenith, Finale of Devastation, and other tutor-into-play effects - again, useful if you want to go even heavier into a dedicated combo deck, or if you are playing more silver bullets.
Godsire, Pride Sovereign, Oviya Pashiri, Sage Lifecrafter, and other token producers - we're not a dedicated token deck, but we can definitely get value from them. Larger tokens can also serve as a win condition.
interaction
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Interaction broadly breaks into two categories: protecting our stuff, and dealing with our opponents' stuff. Our deck is specifically vulnerable to persistent creature hate, such as Linvala, Keeper of Silence and Elesh Norn, Grand Cenobite - your removal suite should adapt to your meta.

Mother of Runes - makes our stuff very resilient to targeted removal and damage-based removal. Also works well with haste and untap effects.
Goblin Bombardment - allows us to ping down small creatures. We don't run enough token production to truly abuse it, so it usually functions as a combo piece.
Goblin Sharpshooter - pings down hordes of small creatures. If you want to build around pingers more, consider ways to grant deathtouch.
Torpor Orb - unlike most creature-based Commander decks, we're pretty light on enters-the-battlefield effects, which gives us access to this very powerful hate card.
Scavenging Ooze - one of the better graveyard hate cards available - grows bigger and gains a bit of life in the process.
Intrepid Hero - repeatable removal for large creatures. Works well as a rattlesnake to point attacks in different directions.
Mangara of Corondor - deals with any permanent. Works well with untap effects to deal with multiple problems, and sacrifice effects to occasionally be recurred.
Martyr's Cause- motly here to provide a sacrifice outlet, but can also negate particularly large attacks.
Nullmage Advocate - deals with problematic artifacts and enchantments, and can occasionally mess with reanimation. Note that you can untap it and target the same cards in a graveyard repeatedly, or exile them with grave hate.
Starke of Rath - deals with a variety of things, and works well with untap effects.
Brigid, Hero of Kinsbaile - capable of warding off many attacks, especially backed by untap effects.
Glissa Sunseeker - more artifact removal. Free activation is nice, but needing to have mana floating can make things sort of weird.
Tragic Arrogance - one of the more impactful board wipes in the format, since it hits so many card types and ignores hexproof / indestructible.
Kamahl, Pit Fighter - bolting things is an upgrade to pinging - Kamahl's damage can add up very fast.
Living Inferno - capable of eating all sorts of small creatures repeatedly. As always, works well with untap effects - this isn't a fight effect, so the damage is dealt even if the Inferno dies.
other options
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Decimate, Hull Breach, and other one-shot spells - if you find yourself having difficulty sticking creatures, consider more spell-based interaction.
Swords to Plowshares, Path to Exile, and other creature removal - if you find yourself having difficulty dealing with creatures, consider more removal.
Aura Shards - a very powerful tool, capable of keeping artifact and enchantment-based strategies in check by itself.
Boros Charm, Heroic Intervention, and Teferi's Protection - if you want to protect your stuff, consider more protection.
Prodigal Pyromancer, Inferno Titan, and other pingers - these cards often get better in multiples. Consider adding ways to grant deathtouch if you want to build into this.
recursion
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Sometimes, things die, or they get milled, or they countered. For those times, we want a bit of redundancy to be able to get them back.

Ramunap Excavator - recurs lands, usually fetches or cycling lands, but can also grab back utility lands that have been destroyed.
Dusk // Dawn - front half kills big things, back half recurs little things. A lot of our creatures are on the smaller side to take advantage of this.
The Mending of Dominaria - grabs back creatures, then grabs back lands. It's also one of the few ways we have to shuffle arbitrary cards back into our deck. We don't have that much recursion, so shuffling things back in isn't that much of a downside.
Adarkar Valkyrie - can't grab things that were already in the graveyard, but does a good job at protecting our stuff. If an opponent's creature is going to die, we can also steal it with the Valkyrie if we target it beforehand. Also a combo piece.
Seasons Past - a fantastic recursion spell, which also tucks itself back in for the future. Note that it doesn't target, so it is difficult to stop with targeted exile such as Scavenging Ooze.
Sun Titan - reanimates small things, including our equipment and lands. Works well with haste.
other options
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Regrowth, Restock, Wildest Dreams, Reap, and other one-shot recursion effects - they vary in efficiency and power, but worth a look if you find yourself needing something specific.
Eternal Witness, Den Protector, Greenwarden of Murasa, and other creature-based recursion - we have synergies with creatures, but we're also running Torpor Orb.
Hua Tuo, Honored Physician - yet another card to include if you want to have a top-of-deck-matters theme.
Angel of Glory's Rise, Grave Sifter, and other tribal-based recursion - if you run enough of the appropriate tribes, these can be powerful cards when built around.
Genesis - a recursion option that works from the graveyard. Opens up some interesting possibilities alongside Hermit Druid or other self-mill.
utility lands
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We're running several cards capable of fetching up lands, which means we also want to run some silver bullets for various situations.

Arch of Orazca - card draw on a land. A bit expensive, but it serves well as a mana sink.
Flamekin Village - another way to grant haste if we really need it. We're not running many elementals though.
Maze of Ith - a solid defensive option, if you want to stop your opponents from hitting you. We're running it for its secret mode of untapping our own creatures. Combo piece, and the primary reason why we have so many land tutors in the first place.
Opal Palace - we're not a dedicated voltron deck, but it's capable of turning Samut into a 3-shot or 2-shot kill.
Shivan Gorge - pings opponents for a bit of damage. Combo piece.
Tranquil Thicket - cycles, which works well with our various cards that care about lands being in our graveyard.
other options
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There are many, many possible utility lands you could include. One thing to note is that we do care about how many basics lands (and lands with basic land types) we run due to all of our land-based ramp. As a result, slots for utility lands are fairly tight.

Kessig Wolf Run - if you include one other land, this is probably the best choice. A mana sink that can turn any creature into a threat, and very, very scary alongside Samut. Can also be used politically, if an opponent is attacking another opponent. Some other niche uses if you have power-based removal.
Mistveil Plains - bringing it up here to mention that this deck doesn't run enough white permanents to support it. However, it (and Emeria, the Sky Ruin) can be worth consideration in a version that it heavier on white cards.
Buried Ruin, Haunted Fengraf, Petrified Field - recursion on a land.
Wirewood Lodge - we're not running enough elves, but it is a powerful tool in an elfball version of the deck.
mana lands
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Various lands that we run for fixing. We have many cards which care about fetching basic lands and lands with basic land types, so those are generally prioritized. Other than that, we favor cards which enter untapped or produce more colors of mana, but we also have some cards which synergize with lands being in our graveyard.

Forest (x8) - our primary color is green, and we have cards which specifically fetch Forests. Also, most of our fixing is green, which makes it the most important color to have first.
Mountain (x3) and Plains (x4) - our other colors.

Ash Barrens - cycles for a basic, or you can play it untapped in a pinch.
Battlefield Forge - enters untapped, gives two colors. We don't have much lifegain, but we also don't put much pressure on our life total.
Canopy Vista, Cinder Glade - basic land types are great. Often enters untapped.
Clifftop Retreat, Rootbound Crag, Sunpetal Grove - usually enters untapped.
Evolving Wilds, Terramorphic Expanse - mostly here to help Ramunap Excavator and friends.
Exotic Orchard - enters untapped, and usually produces several colors of mana. Can be inconsistent though.
Jungle Shrine - enters tapped, but we get all our colors.
Krosan Verge - a bit of ramp in the land slot. Can fetch nonbasics.
Myriad Landscape - more ramp in the land slot.
Scattered Groves, Sheltered Thicket - basic land types are great, or you can cycle it.
other options
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More than any other category, your manabase is going to be affected by budget. Use what you have access to.

Plateau, Temple Garden, and other lands with basic land types - all fantastic, and worth running if you have them.
Windswept Heath and other fetchlands - also fantastic, and work well with landfall and graveyard synergies.
Temple of Abandon, Kazandu Refuge, and other tapped lands - usually not worth running over a basic, since we have so much green fixing, and care about basic land types.

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Notable Combos

Combos in this deck generally come in one of two flavors: untap-based, and land-based.
untap-based
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Seeker of Skybreak + Illusionist's Bracers - Seeker untaps itself and another creature, giving you infinite untaps.
Thornbite Staff + a token producer + a sacrifice outlet - Thornbite Staff untaps the equipped creature when something dies. If the equipped creature is Thraben Doomsayer or another token producer, you can keep keep making new tokens to sacrifice to something like Goblin Bombardment.
Adarkar Valkyrie + Seeker of Skybreak or Thornbite Staff + a sac outlet - Adarkar Valkrie acts similarly to a token producer in the above combo, by tapping to create a creature. Seeker can untap the Valkyrie when it is reanimated (assuming we have haste).
land-based
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Krosan Restorer or Argothian Elder + Maze of Ith - attack with the creature, then use Maze to untap it, and the creature to untap Maze and another land. Allows infinite untapping of your lands. Note that provides infinite mana, but only during combat, which means you'll need some sort of mana sink for it.
Add in Illusionist's Bracers and you can untap Maze of Ith twice, allowing you to untap all your attacking creatures.
Add in Arch of Orazca to draw your deck.
Add in Shivan Gorge to ping your opponents to death.

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Strategy

Overall strategy for the deck is fairly vague - starting out, you'll usually want to prioritize ramping and drawing cards. As the game progresses, you'll be able to form a better idea of what your win condition will be, whether it be combo, or beating down, or pingers, something else. The exact win conditions will also depend on the exact makeup of your decklist - we're capable of repeating tap abilities of creatures many times, which greatly magnifies the potential effectiveness of any individual tap ability.

Opening Hand
Look for a mix of lands and spells - ramp and card draw are both nice to have access to. Your gameplan going forward will often depend on what tap abilities you have access to.

Early Game
Focus on hitting land drops and doing a bit of ramping. It's okay to deploy some creatures, but most of our creatures will be cheap and hasty, so they can wait to come down until later.

Mid Game
Once you reach around 5 mana, consider deploying Samut - she makes the rest of the deck a lot better. You will be able to activate tap abilities immediately and multiple times per turn, which makes them much more impactful. Continue ramping, and try to find a source of card draw so you don't run out of action. Keep an eye out for board wipes - even if you have solid boardstate, it will usually be pretty vulnerable to mass destruction.

Late Game
Focus in on how you intend to close out the game - if you have several combo pieces in hand, try digging for whatever you're missing. If you have Genesis Wave, deploy a mana doubler and set up for a big turn. If you have card draw, then use that to dig through your deck, then redeploy if your board gets dealt with. The deck is capable of both generating a lot of mana and drawing a lot of cards, so find some way to funnel those into a victory.


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Change Log

changelog
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7/25/2019 - initial version
8/16/2019 - tweaking formatting
Last edited by Mookie 3 weeks ago, edited 2 times in total.
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decks: thada, brago, sharuum, tasigur, animar, samut, teysa, zedruu, kess, mizzix
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Post by benjameenbear » 1 month ago

Cool deck idea! Is Hermit Druid really that necessary for your deck? It seems a nice way to do nothing.
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Post by Mookie » 1 month ago

benjameenbear wrote:
1 month ago
Cool deck idea! Is Hermit Druid really that necessary for your deck? It seems a nice way to do nothing.
I'm actually playing it fairly here - there aren't a lot of tap abilities in these colors that generate card advantage, and Hermit Druid guarantees a land drop every turn. The deck could probably use a bit more recursion to take advantage of it though - I've been meaning to add Genesis to the deck for ages, for example.
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decks: thada, brago, sharuum, tasigur, animar, samut, teysa, zedruu, kess, mizzix
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