Originally inspired by Pogobat's Progenitus Combo (Competitive), this deck uses lands (commonly known as the Bounce Lands or Karoo Lands) such as Boros Garrison or Dormant Volcano in tandem with creature cards like Voyaging Satyr or Hope Tender and aura cards like Fertile Ground or Market Festival to generate lots of mana.

In addition to Bounce Land combo, the deck uses top deck manipulation with cards like Sensei's Divining Top, Future Sight, and Scroll Rack to smooth out draws and generally speed up the deck fairly significantly.

Doing these things does tend to draw attention, so to defend ourselves we create a pillow fort while also relying on board wipes.

Because this deck is four-color, we don't have access to all ten of the Ravnica Bounce Lands, so we use the original Mirage versions.

All of the lands that produce blue are better to have due to the card Freed from the Real. This will be discussed further later.

Now of course, these lands can cause some fairly severe tempo disadvantage, so how do we combat this? Ultimately we turn to ways to play additional lands and Amulet of Vigor. For extra land drops, this deck runs the following:

  • Oracle of Mul Daya is great because it goes along with top deck manipulation.

  • Exploration. The fact that this card costs , just opens up earlier wins so much, while also allowing us to play a bounce on land turn two without having to discard to hand size.

  • Azusa, Lost but Seeking is probably the best of these simply for reasons of extremity.

  • Burgeoning is good if we're superbly flooded.

    Throughout Magic's history, many creatures with the ability to untap lands have been printed, and obviously some are better than others. This deck plays about nine.

  • Hope Tender. This two-drop is not to be underestimated. It opens a certain flexibility that is just not attained by any other dork.

  • Stone-Seeder Hierophant. This card is great because it helps with the tempo disadvantages of playing Bounce Lands and synergizes with all of the extra land cards.

  • Fatestitcher. One of JLK's favorites, the versitility of this card is completely off the charts. It's probably the objectively best creature in the deck.

  • Argothian Elder. This card can produce an insane amount of mana. It's unbelievably strong.

  • Magus of the Candelabra. This card is mostly good because of its mana cost. It's great to begin with it on the first turn, and having multiple Bounce Lands is very good with it.

  • Kiora's Follower. This card is works very well with other dorks on the field, and it's potential is pretty high.

  • Voyaging Satyr. This a fairly mana efficient creature, and it's just about what the deck needs

  • Krosan Restorer. This creature would be better, but threshold isn't something we actually achieve all that often

  • Ley Druid. This is the very worst of the dorks, but we do need a certain density.

Additionally, we're playing Thousand-Year Elixir, as an additional way to compensate for tempo loss.

Lastly, Frantic Search allows a one time mana float along with some card filtering.

The last part of our Bounce Land combo, these auras are what truly opens up generating a ton of mana without going infinite. This deck is playing four:

These cards are much better than they may seem.

In this deck, we primarily look for Future Sight or its creature counterpart, Magus of the Future. It's surprising how much this card enables when it comes into play. Additionally, it combos with Sensei's Divining Top, a card which is great in the deck by itself. We also play Scroll Rack, a card which is extremely skill-testing, and combos quite well with fetch lands (of which we play all).

The two greatest payoffs we have for th

Suggestions

Updates Add

Comments

Date added 7 years
Last updated 7 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

50 - 0 Rares

21 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 3.39
Tokens Beast 3/3 G
Folders Commander
Votes
Ignored suggestions
Shared with
Views