The 5-sentence Commander game plan I win by: (combat damage, combo, commander damage, drain, lock, alt win, etc.) I get there by: (tokens, value engine, graveyard loop, spellslinger, stax, big mana, etc.) My commanders job is: (engine, payoff, tutor, glue, finisher, or distraction) My backup plan is: (what you do when the main thing gets hated out) My biggest problem is: (fast decks, wipes, grave hate, counterspells, artifacts, etc.) If you cant fill this in, do not buy more cards
Back-Up Rider X SPELL Target 1 face-up monster on the field
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I am not entirely sure what it was about this list that made it feel so much more effective and powerful than previous ones as all its cards have seen play in previous mono green control decks and were fine and did their thing but didn't in any way leap out and say they are the key to making this archetype work