Introduction

Ok friends, buddies, and pals, this here is a deck tech by Donkeyanus the fun animal loving value/combo big boi of his local game store. I have a pretty good win rate, have been been playing it for a solid 4-5 years now and understand magic decently well, I'm no judge or anything but I know how the stack works and I know how this deck works. If you enjoy the deck and/or feel like it would be fun to try out please up-vote the deck, thanks. Also if there is anything you would like me to go over in this half primer thing I’ll be happy to do so if you leave a comment down below :). This deck is being constantly updated because I can’t always find time to add to it, however, I want to cover in time, every last detail on the frog and all of the Hypnotoad's wonders.

The Gitrog discord server is where this amphibian friend of ours gets all the love he deserves and more so come by and join in all he fun.

Now let's get into the bundle of fun and joy that is the The Gitrog Monster,

The Gitrog Monster, a to cast Froggo Boi that makes the big man value and focused on comboing harder and faster than anything you've ever seen before, and by fast I mean turn 2-3 speedy wins that leave your opponents crying about why they chose to play in the big boy leagues that is Competitive Elder Dragon Highlander in all it's glory.

You're likely to enjoy playing this deck if; you don't like playing decks that do the same thing every game, you want to feel like you're doing unfair blue things without playing blue, you like making threats rather than responding to threats, and you're a sane human being who enjoys making their opponents jaws drop at how insanely macho you are playing this Toad Queen. To elaborate on these points, the deck although being a combo deck does not have to win the same way at all, essentially your goal is the same, but how you reach it will always be different in every game you play because of the complexity of the deck. The deck does insanely unfair things I feel like if you've ever seen the deck played, played it yourself, or even just goldfish with you you will very quickly understand this. You don't have counterspells, but this isn't a bad thing, it means you're a fun person, who wants others to play magic as well... sort of... you still want to race them, but you're not going to stop them from having fun. With this deck you're going to offer a threat that says, "Hey, i win the game," every turn past turn 3 and sometimes even turn 2. With the jaw dropping that's simply because you're a megachad and a simp for the lady frog, the early wins with this deck are impressive, really really impressive. Every single win can be accelerated by risk as well and that's where half the fun of the deck comes in, I love it.

This deck was a more conservative baby boi small Pepe list without the double titan risk it for the biscuit plays as I didn’t wanna run the forbidden tutors and risk killing myself all the time, but through testing I found that they actually increased my win rate heaps and made my wins even faster. Out of the 50 games I played with the new cards I won 27 and killed myself only 2 times, in a 4 player environment that's insane. But also let's be real if you're not running the forbidden tutors and not going one card deeper than is smart on every Ad Nauseam you're a smal boy and should play a different format and deck smh.

The goals are to get a discard outlet, a glorious frog boi and Dakmor Salvage a trash tap land that lets you abuse magic more then my dad abuses me and that's a lot. Due to Dakmor Salvage's dredge ability and how it interacts with The Gitrog Monster as it's a land in kinda literally reads "Win the game if this goes to grave". To get to the state where we have all these pieces in play we run an arsenal of tutors and ramp which couple beautifully with the billion utility lands that we feed to frog to draw cards, make value, and have fun.

My playgroup is typically The First Sliver, Brago, King Eternal, Teferi, Temporal Archmage and/or an Urza, Lord High Artificer. They remove frog every time he hits board and see me as public enemy #uno so I gotta run a lot more protection than I think the usual frog deck runs. I am missing a few bits but I'm pretty close to running all the logical protection I can which means sorry Seedtime you're still a meme, however maybe one day i'll go the infinite turn route. The high amounts of removal and instant speed interaction are why I need to play with the double titan list and to increase my speed and resiliency and try and win before they have the mana to progress their board whilst holding up removal/counterspells. When they can start playing threats or large card advantage engines whilst holding up counter magic it becomes far harder to win.

Gameplan

As a combo deck, your game plan is typically to assemble the combo of a discard outlet/Dakmor Salvage and The Gitrog Monster as quickly as possible and then execute the combo when you have a certain level of protection to ensure your combo will resolve so you can end the game. Once the combo actually begins though, it becomes practically impossible to stop.

If you can't get a turn 1-3 Frog the hand is usually never worth it, i'd say a turn 2-3 Ad Nauseam is the only thing that i could see myself delaying frog for. You are typically looking for 1-3 lands, 1-2 mana dorks, 1 piece of interaction, a tutor, and a mana accelerant. Depending on the commanders you are facing this may change but this is the usual goal.

If any commanders at the table are faster than you (although not many are), then it may be viable to keep a hand with more interaction, although that is in a desperate situation. You're also not on all to much interaction so two pieces in hand is quite a big flood.

At the beginning of the game, you are typically one of the biggest threats due to your insane ability to go off without warning due to the insane mana accelerate the deck has.

Your standard lines of play at the start of the game is to cast mana dorks/rocks and tutors to prepare for the inevitable combo. A typical start for any combo deck honestly, build board than win.

All your black tutors should be used after your others because they can fetch any piece of the combo. For example, if you are holding both a Worldly Tutor and a Demonic Tutor cast the Worldly Tutor first to find a discard outlet (or if you are already holding one, for Golgari Grave-Troll to combo off manually with him). Once Worldly Tutor is cast, cast Demonic Tutor for Dakmor Salvage to win. If the green tutor was a land tutor than do the above in the reverse order, i'm sure you guys get the gist.

It should also be noted that more often than not you may tutor for Ad Nauseam or Necropotence rather than Dakmor Salvage if you have access to the mana. It draws you about 30 cards and may win you the game on the spot with an end step sculpt if you have Gitrog in play.

I would define the Mid Game as once Frog has been cast and resolved once (Or if he has been countered about twice). The Mid Game is a weird spot for Frog which typically involves a good board game analysis to understand what to do at this point. Your options become 'Do I combo off?' and 'Do I attempt to interact?'.

If you have the pieces to combo off it is usually wise to wait for any blue player at the table to tap out, or to tutor a Cavern of Souls or Savage Summoning/Veil effect to force a win through interaction. If it seems impossible to combo off because you haven't found the combo yet or the control players at the table simply won't misplay and tap out, hold up interaction and wait for another player to go attempt to go off first (unless a clear opening presents itself of course). The deck does have access to instant speed wins with Oblivion Crown so this is actually the discard outlet I look for the majority of the time if I have no mana restrictions.

The Late Game is once any player at the table (including yourself) has attempted to win. I feel that at this point in the game is where The Gitrog Monster really shines. I think this is the case because of just how much value he creates with her draw ability being a Phyrexian Arena and coupled with a Ramunap Excavator she is just insane. Tutoring for more value orientated cards later into the game is amazing if you still have all your combo pieces available to you. If you don't then I would tutor for replacements or ways to recover the combo pieces so you can attempt a win before people recoup their resurces.

At this point in the game, I feel that it is crucial to attempt a win. This is because:

  1. The player who attempted to win will have used all resources whilst starting to combo and would not have had time to recover.

  2. The table would have used resources to prevent a win.

  3. Typically due to your deck's little amounts of interaction, you would have lost basically nothing in resources when they attempted to combo.

  4. If someone tries to combo off before you, the table won't stop them and lt's face it you're not in blue, they will probably win.

The Standard Combo

The combo is simple, all you gotta do is make infinite draw triggers, then infinite make McMana's then cast infinite spells, simple really. How you get to this stage is different every game but it mostly consists of trying to cast a phat frog turn 2-3, then tutor for Dakmor Salvage (or a better dredge card if the situation calls for it), that you can discard then draw heaps off with The Frog Gods triggered ability.

How do you make infinite draws???? Imagine the state where you have the Toad in play, a Putrid Imp in play, and Dakmor Salvage in your hand. You can then activate Putrid Imp discarding Dakmor Salvage, Dakmor Salage: hitting grave makes the frog tingle and he gives you a draw trigger, replace that draw trigger with Dakmor Salvage's replacement effect of dredge, this makes you mill two cards from the top of your deck to the grave and return Dakmor Salvage back into your hand, this loop has done nothing but put two card in your grave for the price of nothing. Now, if a land enters grave when you mill two from Dakmor Salvage you draw one card because you have now created an additional frog draw trigger. If there was no land you simply repeat the process. Every time you mill a land with the Dakmor Salvage dredge ability you draw one card. You can now draw your deck by repeating that process over and over. The cards that go to grave can be sent back into the deck to be drawn by discarding either one of your Eldrazi Titans, Ulamog, the Infinite Gyre or Kozilek, Butcher of Truth.

Once your deck has been drawn you can create infinite draw triggers by discarding Ulamog, the Infinite Gyre or Kozilek, Butcher of Truth shuffling him and your grave into your deck, then discard a land drawing Ulamog, the Infinite Gyre, then discard Ulamog, the Infinite Gyre. Your deck now has 1 land card and Ulamog, the Infinite Gyre in it. Now when you discard Dakmor Salvage, create a draw trigger because of the Frog's triggered ability, dredge 2 milling the land and Ulamog, the Infinite Gyre generating 1 draw trigger and 1 shuffle trigger, resolve the shuffle trigger and repeat creating infinite draw triggers.

How do you make infinite mana???? Now that you have infinite draw triggers this is baby time step, simply resolve 2 draw triggers to draw Ulamog, the Infinite Gyre and the land that was in your deck, then cast Dark Ritual making 3 black, then discard Ulamog, the Infinite Gyre shuffling Dark Ritual and Ulamog, the Infinite Gyre into your deck, resolve two draw triggers drawing Ulamog, the Infinite Gyre and Dark Ritual, cast Dark Ritual, discard Ulamog, the Infinite Gyre, shuffle, resolve two draw triggers, and keep repeating. You now have created infinite mana.

If you need to make infinite mana you gotta make infinite mana first, once infinite mana is made you have three choices of making infinite mana. I do not run all of these but these are the most common ways in the majority of lists.

The first way to make infinite mana is to cast Necromancy targeting Wall of Roots at instant speed, create one mana then Culling the Weak the Wall of Roots. Discard Ulamog, the Infinite Gyre, resolve 3 draw triggers and repeat for infinite mana.

The second way is to loop Crop Rotation into either a Gaea's Cradle or Twilight Mire to net mana and create infinite mana. You get Crop Rotation back by discarding Ulamog, the Infinite Gyre. Note if you only have one creature in play the cradle won't net you any mana and will make you look rather silly :/. If you have no green in pool always remember you can begin this loop by exiling Elvish Spirit Guide if it hasn't been used yet already.

The third requires you to exile an Elvish Spirit Guide to create a mana, discard Riftsweeper, cast a flash Necromancy to grab that Riftsweeper, shuffling Elvish Spirit Guide back into the deck, then cast a Culling the Weak sacrificing the Riftsweeper, you then resolve 1 draw trigger, draw the Elvish Spirit Guide, discard Ulamog, the Infinite Gyre, shuffle, resolve 4 draw triggers, and then repeat the process to make infinite mana. This loop requires Necromancy and Riftsweeper both of which I no longer play, however, I do really like this loop as it makes you look rather smart.

Of these three I personally use the second one as it requires the least pieces and the least resources to begin.

How do you cast all the spells??? With your infinite draw triggers and infinite and mana, cast Crop Rotation to fetch Emergence Zone to give all spells flash, then cast Finale of Devastation with x=10 fetching a hasted Deathrite Shaman, then using his tap ability pay 1 to exile an instant or sorcery from your or an opponents grave (any you discard) to deal 2 damage to each player. Then you Culling the Weak Deathrite Shaman, discard Ulamog, the Infinite Gyre, resolve 4 draw triggers, then repeat the Deathrite Shaman loop to win. If they have more life than there is instant and sorceries in your deck/their graves, don't use this to win and go the standard Winconless lines instead. This win being to blow all their stuff up and makes them discard their hands, finishing the job by hitting them with The Gitrog Monster over and over.
The other common way to win is to use your discard step as an outlet to draw a large number of cards, this process is a bit difficult to explain online but hopefully will make sense. It is also very very time consuming and is frowned upon at timed events.

Consider the situation that you have one swamp in play untapped, The Gitrog Monster in play and 8 cards in hand one of which is Dakmor Salvage. When you move to your end step you must discard down to 7 cards in hand. If you discard Dakmor Salvage it creates a draw trigger on The Gitrog Monster which can be replaced with a dredge. If any lands are milled from the dredge you gain additional draw triggers from the frog and resolve them to increase hand size. If there were no lands milled you repeat the process.

After you resolve additional draw triggers you will have more cards in hand, for example, if you milled one land then your hand size would be 9 cards, this includes 8 blank cards and Dakmor Salvage. Your discard step then checks again to see the number of cards in hand and you must discard two cards as dictated by rule 514.3a. Discard any card and Dakmor Salvage to create a loop. You may then respond to Gitrog draw triggers with Oblivion Crown when you eventually draw it. Once Oblivion Crown is in play you are able to control your discards better and win through the traditional win, reminder you must win at instant speed!!!

Chains of Mephistopheles is the discard outlet that plays through Cursed Totem effects. The card is actually a bit tricky to understand because of the insane amount of text on the card but it can be made simpler.

Outside of your one draw for the turn, if you go to draw a card discard a card then draw. If you would draw a card when your hand is empty simply mill one without drawing. It's actually pretty simple.

Ok to use chains as a discard outlet you need Frog on board and Dakmor Salvage in hand. When you go to draw from anything (one draw trigger on the stack) instead discard Dakmor Salvage first (two draw triggers on the stack). Replace one of the two draws with a Dakmor Salvage dredge. If no lands were hit repeat. If a land was hit before drawing for the land discard Dakmor Salvage (3 draws on the stack). Continue to repeat this as many times as you want until you hit any card with Dredge on it, for example Golgari Grave-Troll or Life from the Loam.

Now you may attempt to resolve your draw trigger but instead, choose to replace with a dredge that isn't Dakmor Salvage (you have now net a card). Go to resolve the next draw trigger and replace it with chains. Discard the dredge card to chains and then draw with chains (your hand is now Dakmor Salvage + some random card that isn’t your dredge card). You can now resolve a draw with a dredge card then a draw with chains over and over put your entire deck into your hand. At this point, you will need to remove chains and proceed to combo using a traditional discard outlet. Or be happy to play it through super messy.

Types of Toads

The Gitrog Monster can be the head of different variations of this deck but they are all based around the Dakmor Salvage Combo as the central way to win. All the decks should have no more than about 10 cards different from the standard Ebony Charm frog list.

This was the standard frog list but is basically outdated now because Ebony Charm is a dead card whilst not comboing. It ends the game with the standard combo but you loop the drain ability on Ebony Charm to win. The pros of this decklist is having an instant speed win which does not require infinite mana.
Some versions of The Gitrog Monster do not aim to end the game in a turn but rather create a situation where it is impossible for other players to win the game. This means that they instead of having Ebony Charm in the deck that card is subbed for another more useful card which is playable when not comboing off. The winconless frog typically creates Ulamog, the Infinite Gyre/ Assassin's Trophy loops to destroy all your opponents' permanents, then Duress loops to attack the hand. The game is ended by hitting your opponents with Frog until you win. This build can now also execute a Deathrite Shaman loop to end the game as of War of the Spark. The disadvantage of not having an actual wincon is that: 1. The Deathrite Shaman Loop requires a lot of pieces 2. Sometimes you need the game to end immediately 3. It's easier to explain to your opponents
Many Hypnotoad enthusiasts have shifted towards the version of the deck which runs two of the Eldrazi Titans, both Ulamog, the Infinite Gyre and Kozilek, Butcher of Truth to add an additional shuffler. The reason for this is the inclusion of the forbidden black tutors to increase the speed of the deck. The tutors although increasing speed, they also increase the risk of losing the game by exiling your shuffler making your combo impossible. Thus the addition of the second Titan. The tutors that are added in this list are Plunge into Darkness which I will add when I get my hands on one, Tainted Pact and Demonic Consultation. Another reason for not instantly taking on this build for its greater speed is in means ad nauseum will on average draw fewer cards. The Double Titan win is typically Winconless however, it sometimes does run Riftsweeper loops and can run Ebony Charm loops.
This is the variation of the deck that utilises Doomsday as a wincon in addition to the standard combo.

The pile is as follows reading from the top of the deck to bottom:

  1. Rain of Filth
  2. Dakmor Salvage
  3. Putrid Imp
  4. Culling the Weak
  5. Ulamog, the Infinite Gyre

Setup is frog on the battlefield, one land in hand, one black , two lands and a way to draw one card.

Cast Doomsday setting the pile. Draw a card (typically with a fetch land), before searching cast the Rain of Filth that's been drawn. Sac your two lands with Rain of Filth to draw 2 cards and add 2 . Resolve your fetch missing the target. Cast Putrid Imp and begin discarding Dakmor Salvage until you eventually draw your deck the traditional way.

Then you discard a land (1 draw trigger generated), discard Ulamog, the Infinite Gyre in response, resolve shuffle, discard and dredge Dakmor Salvage 4 times(5 draw triggers on the stack). You may then resolve 2 draw triggers. Cast Culling the Weak on Putrid Imp. Discard Ulamog, the Infinite Gyre and resolve your last 3 draw triggers. Cast Putrid Imp again. You are now back where you started having net some black mana using this loop to create infinite mana you can then loop Ulamog, the Infinite Gyre to destroy all your opponents permanents, this obviously isn't an automatic win but you can kill them across several turns by attacking with Frog and Ulamog, the Infinite Gyre.

Although this combo does not require any additional cards besides itself that isn't already in the deck it is definitely not a complete meme. It is definitely weaker because it is easily interacted with and can lose you the game on the spot. Additionally, I play Shimmer/Doomsday Zur the Enchanter so I can do without the extra Doomsday deck.

Might add but it's basically just a meme, let me know if you want it in the comments section.

Card Choices

The Gitrog has no trouble at all in drawing cards due to his ability to draw when lands enter the grave. To take advantage of this the deck runs a large number of fetch lands and utility lands that sac themselves. These lands include Strip Mine, Emergence Zone, Nurturing Peatland, Crystal Vein, Lake of the Dead and sometimes Cabal Pit if you're running it.

Ad Nauseam and Necropotence are simply value cards that draw up of 30 cards, it’s insane. They both if you draw Dakmor Salvage typically end the game with an End Step Sculpt. With Necropotence it is important to note that the exile ability is triggered and therefore goes on the stack. What this means is that when Necropotence attempts to exile Dakmor Salvage after it is discarded you may still dredge it back to your hand before it is exiled. Just remember that this is different to Leyline of the Void or Rest in Piece because they prevent cards from ever entering the grave and are not triggered abilities but state-based effects.

Land Sac Outlets such as Sylvan Safekeeper, Squandered Resources and Rain of Filth draw heaps of cards when the frog is in play, and can defend your combo by being able to place instant speed draws on the stack.

Whilst frog is in play you should always dredge when you can. A Golgari Grave-Troll can draw through your deck easily and just feels so good especially really early into the game. Dredging also adds to your grave which can sometimes play like a second hand.

Bazaar of Baghdad is honestly just broken op in this deck. It draws two and allows you to discard. Picture having 1 land and a Stinkweed Imp, tap Bazzar, of Baghdad:, Draw two, discard one land, a dredge card, and any card. Now replace the draw off the discarded land with Dredge x, hit a land and draw 1. Bazaar just tapped to add 4 cards to hand. It’s insane. Draw 4 discard 3? seems busted to me.

Also Kozilek, Butcher of Truth draws 4 but that’s never gonna happen.

The combo will be split into three sections.

  1. Cards that are used to combo
  2. Combo protection
  3. Cards we loop/payoffs for the combo

This variation of the deck has no cards that are completely dead whilst not comboing off now that Finale of Devastation has been printed and replaced Ebony Charm.

The cards used during the combo are Dakmor Salvage, any discard outlet and an Eldrazi Titan.

Dakmor Salvage, I feel as if I have explained what it does above but I'll explain it again here. Dakmor Salvage when building your deck shouldn't really be counted towards your land count because it will never be played as a land. This is because if you do play it, usually you will sacrifice it to the Toads upkeep trigger at the start of your next turn, or your'e in such a bad spot you're actually using it for mana. If it sticks around for longer than one or two turns it is open to permanent exile which is basically one of the ways this deck simply just loses. When Dakmor Salvage enters grave you get a draw trigger so with any discard outlet you may begin Step 1 of the combo.

All Frog decks should run 3-5 discard outlets depending on their meta, but this deck runs 4, very cute and nice in the middle.

Putrid Imp is the cheapest discard outlet we play at 1 mana making it the usual choice to tutor for when going for a win. Its benefits are its low mana cost, the fact that it is a creature and game be named with Cavern of Souls or Savage Summoning. The downside of the card is that it isn't green meaning a bunch of our tutors don't hit it.

Noose Constrictor this card is typically only tutored for with green only tutors, but even then they tutor Golgari Grave-Troll more. This is basically your fallback card and is the worst of the 4. Benefits are that it is a creature and is green. The downside is the higher mana cost. This is our Green Sun Zenith: target.

Oblivion Crown this card is very good. With flash, it is never really expected which is insane. I would tutor for this before going for Noose Constrictor but after Putrid Imp. Typically this is cast after flipping it off an Ad Nauseam. The strength is the flash and the fact that it dodges creature removal. The downside is that it is a higher mana cost, can't be found with creature tutors, and can't be protected on the stack as easily as a creature.

Chains of Mephistopheles is good because it doubles as a stax piece. I typically tutor this if I feel someone is about to attempt to combo off to try and prevent them whilst still furthering my agenda. This is also the only discard outlet that you should cast before your win turn (typically). It's good to know that Ad Nauseam gets around Chains of Mephistopheles effect because it adds a card to your hand rather than makes you draw. The strengths of the card are it's utility options. The weaknesses are the complex combo, plus all the weaknesses of Oblivion Crown.

The shuffle part of the combo comes from Kozilek, Butcher of Truth and Ulamog, the Infinite Gyre.

The deck has a small but efficient combo protection package.

To prevent all the blue decks from playing the game you have Cavern of Souls and Savage Summoning to make your combo pieces counter proof. Also Autumn's Veil and Veil of Summer are fantastic pieces of protection for Frog. Although it is important to keep in mind that Autumn's Veil prevents you from attaching Oblivion Crown to a creature.

Sylvan Safekeeper can give your creatures shroud to protect them. It can also protect your Dakmor Salvage from spot grave removal by putting extra draw triggers on the stack at instant speed. Rain of Filth and Squandered Resources fill that same role.

An additional Eldrazi Titan protects your grave yard from removal. If an opponent responds to a shuffle trigger with grave removal you can discard Dakmor in response and dig for your other titan. Shuffle up, their removal fizzles and then you continue your combo.

Once all the steps have been completed but you don't want to kill your opponent because you know that mad BM be so much sweeter you can simply loop these cards to make your opponents feel bad. Often enough it is actually smart to loop these cards before the Deathrite Shamam: loop to ensure that your opponents cant respond.

I begin by looping Duress to take all chances of my opponents recovering. This is followed by looping either Ulamog, the Infinite Gyre with Culling the Weak, Beast Within and Abrupt Decay or Assassin's Trophy.

Not everyone can afford Bazaar so what do the Tadpoles buy?

Well, this list is really quite long and I'll do it when I get the time.

Because it's bad for this reason fam

Match up for the Frog King

In this section i will attempt to give a rough outline of how the Frog goes up against other cedh lists. I myself i been playing cedh for a while but you're still limited to what your play group has available to them so i am not going to be addressing decks that i have not played against unless they have a clear and similar play style o other decks i have experienced. Also remember that commander is a multiplayer environment where a match up that one deck has against another is way less important because of the increased number of variables due to the number of players. I will still do my best to say what you're scared of and not scared of against the other big boys of the format.

Chain Veil Teferi is a decent match up for the Gitrog because it cannot race us, has poor interaction with our combo, and we have taken large numbers of precaution to protect ourselves from blue hate.

Teferi gets stomped out of the game by a Carpet of Flowers and this card and one land is actually quite keepable on the play. The only really big punish here would be having your carpet Mental Misstep.

I'd say the three big cards you want to watch out for are Cursed Totem, Narset, Parter of Veils and Chain Veil itself.

Urza, Lord High Artificer is very similar to Teferi, Temporal Archmage above but i actually think is slightly easier because Urza can't make use of Stasis. In this match up removing Sensei's diving top: somehow is extremely useful. This stops the only big combo they have left now that Paradox Engine is banned.

The big phat Golem Urza, Lord High Artificer makes can also make it difficult for you to swing in with frog but honestly they'll tap it for mana half the time, you're sweet.

HaAHAHAHahAHAHhaha

Flash got banned, big get rekt, our worst match up now doesnt exist. Thassa's Oracle combos are definitely not as fast or scary as this. Maybe tech a Torpor Orb but i honestly dont see it worth it unless you see a lot of these decks. They're blue so Cavern of Souls does wonders, same with either of the veil effects.

Snakes or Hapatra, Vizer of Poisons: stax is a pretty good match up, but sometimes it just hoses you. Our deck is quite resilient to their stax pieces because they don't run Cursed Totem as they also run a bunch of mana dorks.

In this match up Root Maze can hurt an insane amount because of the large number of fetchlands our deck has, so removing that is quite helpful, that card has scummed me heaps and it just always feels horrible.

Holding dorks in hand against this deck is sometimes needed to not give Hapatra, Vizer of Poisons: anything to put a -1/-1 counter on.

Yixlid Jailer is just a scum card, rip you when it's out. Kill it.

Kess is slower than you and the only interaction they have with your combo is through counter spells or removing frog with a Chaos Warp or bounce spell.. If you have the spare land tutor, it is worth getting a Cavern of Souls before you cast frog and then you can force through a combo. Comboing in main phase to cast Lotus Petal multiple times rather than Dark Ritual can be quite effective. This play limits their interaction further. If you begin the combo though it is probably a free gg.
I have had very little experience with. I feel like you are definitely quite a bit faster than them. The big here is probably the pressure that an early Najeela can place on you. She will definitely make your ad nauseum and Necroptotence: worse. However, she cant swing over a frog so you're probably not her main target.
Food Chain decks. What a boring linear strategy. Big lame. Every damn person in my meta has a Food Chain deck. You're very similar speed with them, both averaging a turn 3/4 win without interaction. They have counterspells, get a Cavern of Souls if you want to try and go off first. Tutor an Abrupt Decay if you want to prevent their win. If you cast it on their Food Chain they just cry.

I having played this match up way too much, think we are favoured because if we begin the combo they're screwed, and being able to have access to Abrupt Decay it just hoses them. They literally can't interact with your combo once it has started if they haven't made changes to their deck for you.

Somewhat similar to snakes so you have a good match up here. Refer to the comboing through stax piece section of the primer, learn those lines ad you should be sweet. Yisan doesnt have black, free win boyyyyyy.

The removal Yisan, the Wanderer Bard is running is most likely a Beast Within, Kenrith's Transformation and Lignify. The enchantments hurt because they can turn frog of, but we are packing heaps of enchantment removal it's usually ok.

I have literally never played this, i own Zur, but im pretty sure you let the table stop the Zur player from winning before you. Or attempt of go off at instant speed when a Zur trigger or a shimmer myr is on the stack.

This is one of the only decks in cedh is faster than you.

Again the same advice against any blue deck, maybe tutor Cavern of Souls.

https://www.youtube.com/watch?v=RgNCCDe6xS0 gotta go fasterrer
Elves kinda suck? Selvala, Heart of the Wilds every now and then will combo off and win. Honestly though you have a great match up here. You combo faster, and they dont have much to interact with you in the usual monogreen colours.

They can only really interact through things like Beast Within and the like. Although they can do the big annoying if they play cards like Kenrith's Transformation or Lignify, those cards can shut down frog hard and create a big problem.

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Casual

95% Competitive

Revision 2 See all

(4 years ago)

-1 Emergence Zone maybe
Top Ranked
Date added 5 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

48 - 0 Rares

17 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 1.86
Tokens Spirit 1/1 C
Folders Decks I like, Other Decks, Someday have to play, fav decks, Funny Name, Serious Deck (EDH), Possible decks, Beautiful Creations
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