your text here

Overview

As soon as Ivy, Gleeful Spellthief was spoiled, I knew I wanted to build this deck. Ivy provides a unique twist for a Simic commander. I want to make as many copies of Ivy as possible and smash the table with them. If you are looking for a unique twist on a tempo-style deck for Commander, you’re in the right place!

your text here

To put it best, Ivy is a value engine in the command zone for . Ivy is a 2/1 with flying that reads “whenever a player casts a spell that targets only a single creature other than Ivy, you may copy that spell. The copy targets Ivy. A copy of an Aura spell becomes a token.” Ivy doubles the value of targeted spells. Normally, the only target spells people are playing is removal, such as Swords to Plowsharesfoil. Outside of Zada, Hedron Grinder style decks, most players are not looking to play things like Combat Research. Why? Cards like this walk into the trap of getting “two for one’d.” However, Ivy not only gets around this downside, but simply abuses it. With Ivy and another creature, there will be two instances of Combat Research, adding double the potential card draw. As well, you still have one instance of Combat Research even if one of the creatures gets removed. Speaking of removal, this same principle applies to protection spells like Royal Treatment. Now, this effect becomes exponential as more copies of Ivy grants more copies of the targeted spell.

One of the methods to get multiple Ivy, Gleeful Spellthiefs is to remove the legend rule. Here are some of the cards that facilitate this:

Mutate Rules (From MTG Wiki):

The full rules about mutate can be found here on MTG Wiki (https://mtg.fandom.com/wiki/Mutate). However, there are some things I want to point out.

    Mutating creature spell is a creature spell.
    The resulting merged creature has all of the characteristics (name, creature type, color, power, and toughness) of the topmost card or token, and it also has all abilities (the part in the text box) from its other cards and tokens.
    The characteristics of the combined merged creature are copyable.
    If the merged creature has an ability referring to it by name, it means “this creature”, even if the mutating creature causes it to have a new name.

In the Commander variant, if a commander is part of a merged creature, the resulting creature is a commander. If it leaves the battlefield and the commander is moved to the command zone instead, that permanent and the other cards contained by that permanent go to the appropriate zone while the commander card goes to the command zone.

Why is this important? Because mutate is one method to start creating an army of Ivy, Gleeful Spellthief kinda. Let’s take the example of Ivy, Gleeful Spellthief and Migratory Greathorn. With Ivy, Gleeful Spellthief already on the field, mutate Migratory Greathorn onto Ivy and put Greathorn as the top creature. Now, you have a flying 3 /4 Migratory Greathorn that puts a basic land into play tapped and has “whenever a player casts a spell that targets only a single creature other than Migratory Greathorn, you may copy that spell. The copy targets Migratory Greathorn. (A copy of an aura spell becomes a token.). Great, now there is a creature with Ivy’s ability that isn’t legendary and can be copied. Let’s keep it going. Let’s say that Wood Elves is already on the field and you target it with See Double. Once it resolves, you will have two Wood Elves and two of the mutated Migratory Greathorns/Ivy. Let’s take one more step. Let’s target Wood Elves with Dreamtail Heron. Because it isn’t targeting the Greathorns, you can copy the mutate trigger two more times. This gets you three cards and two basic lands onto the battlefield tapped. This works also if Wood Elves is targeted by Migratory Greathorn first with Ivy on the field. The Greathorn trigger can be placed on top of Ivy to gain the same result.


Here is a situation I wasn’t sure about until I played around with it on Magic Online. For example; Ivy, Gleeful Spelllthief and Elvish Mystic are on the battlefield. Like before, mutate Migratory Greathorn onto Elvish Mystic. Mutuate shenanigans ensue. Now, here is the important part. For both Elvish Mystic and Ivy, place Migratory Greathorn as the top creature. Now, there is one Migratory Greathorn that can tap for and another with Ivy’s ability. Let’s say that Rune of Might is played on the Elvish Mystic version of Greathorn. Even though they have the same name, the Ivy version will trigger and copy the Rune of Might. Long story short: don’t target any creature that has Ivy’s ability so that the spell gets copied. I’m not sure if this tripped up anyone else, but I put it here just in case.


So, wait. Where are all the mutate creatures? Here is my problem with mutate:

First, it costs way too much to mutate. Besides Sea-Dasher Octopus and Gemrazer, I don’t think most of the mutate creatures are worth the cost. Even some of the other cheaper mutate creatures need other mutate creatures to have an impactful effect. This deck has a low-cmc and most mutate creatures don’t support my low curve well.

Second, there isn’t enough support. This mechanic is currently only in one set Ikoria, Lair of Behemoths and there are only 12 mutate creatures in Ivy’s colors. Of those 12, only two are worth my time, Sea-Dasher Octopus and Gemrazer. Sea-Dasher Octopus is instant speed and draws a card after damage for . Gemrazer is Naturalize that modifies Ivy into a 4/4 with trample and reach. Even then, I’ve cut both of them from my list. Yes, they help make tokens of Ivy. However, Vesuvan Duplimancy does the same thing and isn’t taking two card slots.


I know y’all are thinking. “Pause! GregariousG, you said that you didn’t think mutate was good enough to add to Ivy. You said all this stuff about there not being enough support and that you basically thought only Gemrazer was good enough! I’m pretty sure I see multiple mutate creatures in the list now!” Well, I stick by what I said, for the most part. I don’t think that the mutate route is nearly as strong as enchantments. However, you know what is completely busted? Cloudstone Curio. This card is the reason that mutate creatures are back in. I can’t bounce and replay instants and sorceries with the same ease as creatures and enchantments. Though I won’t have Cloudstone Curio every game, it is strong enough to warrant building around, especially if you’ve played with this card before.

Enchantress is another route that Ivy can take. Because Aura spells target, Ivy will gain a copy attached to her. In this shell, most of the aura cards will either make creatures unblockable, scry, or draw a card. Now, Ivy doubles the value of each aura played. One of the advantages that has within its enchantment options is the fact that it provides great value for a cheap cost. This route is especially strong with Ancestral Mask which compounds off itself.


Once again, why is there no classic enchantress support? I think enchantress is an archetype best supported with . Ivy misses out on cards like Ethereal Armor, Michiko's Reign of Truth  , and All That Glitters. As well, most enchantress effects (like Herald of the Pantheon, Argothian Enchantress, and Enchantress's Presence) trigger off cast, not enter. As of now, Setessan Champion, Sanctum Weaver, Eutropia the Twice-Favored, or Eidolon of Blossoms are my only consideration to add into the deck due to its constellation effect. With cheaper enchantments, constellation gets out of hand quickly. Though this list is not an enchantress build, it leans very heavily on auras.

Early Game (Turn 1 to 3): This deck is all about setup. On Turn 1 or 2, I want to have a mana dork or a creature that draws cards, like Ledger Shredder, Stormchaser Drake, or Setessan Champion. Play Ivy when you have three mana, two for her and one for protection. If your opponents are determined to get rid of her through protection, that’s ok. The benefit that Ivy has is that she is only and is easy to recast. It depends on the situation, but you could play Ivy to bait out counters and removal on Turn 2. Because this deck mulligans well, it is almost necessary to have or . Why? This is the best setup to support the variety of early game interaction. There has been many times where I’ve been bopped because my mana combination of or didn’t support what was in my hand. Most of the games I’ve played where I had a bad experience was due to going too risky and keeping poor mana.


Mid Game (Turn 4 to 7): If you untap with Ivy, the rest of the game is Protect the Queen. Simply, plenty of the creatures in this deck can flat-out win the game if left unchecked. Ivy, in particular, is a kill-on-sight commander. Thus, it is your job to protect her and whatever other complementary creature is with her. Unless she is by herself, never target Ivy. Instead, target another creature on the field so that Ivy doubles the effect. If an opponent plays Swords to Plowsharesfoil on Ivy when you have Ivy and Stormchaser Drake, target Stormchaser with the protection. That way you draw a card from Stormchaser and provide double protection. Remember, Ivy’s copy ability is a may trigger. There will be more detail about counters and protection below, because it is important to use certain cards at certain times. There is only one other instance where you will directly target Ivy and that is when Vesuvan Duplimancy is in play. Then, it is cool to target Ivy to get more Ivys.


Late Game (Turn 7 to beyond): If the game is going long and I feel like I’m losing control, I tutor for Venerated Rotpriest. At this point, Rotpriest and Ivy can just storm off and infect the board. Another busted late game combo is Setessan Champion and Vesuvan Duplimancy. These two cards will just draw through the deck and I’m not even accounting if Ivy is on the field. I prefer Setessan Champion over Eidolon of Blossom because Champion grows everytime constellation is triggered. As well, this is where Avabruck Caretaker   shines, especially when copied. Two Avabruck Caretaker   will pump each other and make two hexproof beaters. That’s not even taking into account Caretakers flipping.

your text here

The statement I’m about to make will seem very generic and obvious, but it is more so with this Ivy deck. Ivy really needs to get set up. Any heavy disruption in the early game significantly hurts Ivy. Thus, I’m not a fan of playing against mono- with, once again, heavy disruption. This isn’t to say that other colors won’t use this game plan, but sacrifice and discard seems to be the main game plan for mono-. As well, go wide strategies can be an issue for Ivy. This deck doesn’t produce a stacked board of creatures like other decks. Yes, Adrix and Nev, Twincasters can pop-off at times, but that isn’t guaranteed. Because this deck is more focused on attacking, not having blockers or life gain can leave you open for retaliation.

Here is a list of Commanders that I found to be extra fun to play against with Ivy:

  • Ivy, Gleeful Spellthief: Yup, this is one of the more fun matchups. Just make sure that you get your Ivy out first or at the same time. I’ve found that most other versions of Ivy are not a tempo build like this one, which is great. That means you get all the spells I felt weren’t good enough for free without it being in the deck.
  • Any Mutate Commander: Snapdax, Apex of the Hunt, Illuna, Apex of Wishes, Nethroi, Apex of Death, Vadrok, Apex of Thunder, and Brokkos, Apex of Power. Nethroi and Brokkos don’t synergize as much with what Ivy wants to do, but they do provide a good change in stats.
  • Any Aura Commander:Tuvasa the Sunlitfoil, Estrid, the Maskedfoil, Kestia, the Cultivatorfoil, and Light-Paws, Emperor's Voice: Come on, now. You know exactly why this match-up is real fun Ivy. For real, some of these commanders are also playing Ivy, which should tell you something.
  • Any Combat Trick Commander:Shu Yun, the Silent Tempest and Zada, Hedron Grinder
  • Boseiju, Who Endures: This is, most of the time, an uncounterable artifact/enchantment/non-basic land removal for . At its worst, Boseiju is an expensive Forest. Dumb.
  • Hedge Maze: Yes, it enters tapped, but that doesn’t matter for T1 or past T4. The is another multicolor land that also provides surveil 1. Also, this is forest/island fetchable.
  • Lumbering Falls and Restless Vinestalk: Yes, it enters tapped, but that doesn’t matter for T1 or past T4. In a pinch, Lumbering Falls can turn into a 3/3 with hexproof for . Same with Restless Vinestalk, turning into a 5/5 with trample and it can turn another creature into 3/3. If need be, this can become pseudo-ramp with Vesuvan Duplimancy.
  • Mystic Sanctuary: This will recover an instant or sorcery if there are three or more other islands on the battlefield.
  • Otawara, Soaring City: This is an uncounterable bounce of at most.
  • Reliquary Tower: Sometimes, this deck gets to the point where it will consistently have more than seven cards in hand. Most of the time, I don’t mind pitching pointless cards, like Elvish Mystic past turn 4 or 5. However, I want a handful of protection, counters, and enchantments, thus why Reliquary Tower is included.
  • Rimewood Falls: If you have a fetchland and no T1 play, fetch this instead of Breeding Poolfoil.
  • Mana Dorks: Arbor Elf, Birds of Paradise, Elvish Mystic, and Paradise Druid. Birds of Paradise and Paradise Druid stands out not only because they tap for any color, but one has flying and the other has pseudo-hexproof.
  • Enter the Unknown: For target creature explores, which can draw a land or filter a card and puts a +1/+1 counter on that target creature. All that is fine, but it's the extra land drop that I care about. This deck likes to draw cards so having a land to drop shouldn’t be an issue a majority of the time. Now, what if you could get this effect multiple times for, again, ? Yeah, Ivy makes this card so much better. The more Ivys you have, the more you can explore and drop an extra land.
  • Kodama of the West Tree: Most of the creatures in this deck will either have an aura attached to them or a +1/+1 counter. Because of that, Kodama fits perfectly. Kodama provided another source of trample and pulls out the basics in the deck.
  • Nature's Lore and Three Visit: Think of this as a second copy of Breeding Poolfoil, Hedge Maze, or Rimewood Falls.
  • Sanctum Weaver: This is the best dork in the deck, providing mana equal to the amount of enchantments owned on the battlefield. Weaver gets even better when copied.
  • Sol Ringfoil: Y’all, stop it. You know what this does.
  • Glasspool Mimic  : Land and a Clone. Yes, please!
  • Irenicus's Vile Duplication: This creates a copy of target creature, except it is non-legendary and has flying. This is one of the many ways to get a non-legendary copy of Ivy. What’s best about Irenicus's Vile Duplication is that it will trigger twice if it is used to target a different creature while Ivy is on the battlefield.
  • Mockingbird: Mockingbird is a Clone with flying. A majority of the time, Mockingbird will copy one of my low cost creatures (looking at you, Venerated Rotpriest!). However, Mockingbird is fantastic because it can copy any creature on the battlefield equal to mana spent. Is an opponent playing Sheoldred, the Apocalypse? For the low cost of , we can have a Sheoldred too! Seems fair, right.
  • Sakashima of a Thousand Faces: Sakashima is my second or more copy of Ivy, Gleeful Spellthief. Not only will he copy Ivy, Sakashima will negate the legend rule for my side of the board, along for more token copies of Ivy and other legendary creatures.
  • Springheart Nantuko: Clone in ? What a time we live in. Springheart’s bestow ability provides +1/+1 and an optional landfall clone ability for . Even if the cost isn't paid, Springheart creates a 1/1 insect token. By itself, Springheart is great for creating bodies in the early game. However, Springheart is best when bestowed. Roaming Throne, Venerated Rotpriest, Setessan Champion, and Cold-Eyed Selkie are some of the best options. If you want Springheart to be on Ivy, make Ivy nonlegendary or mutuate her and let the fun begin!
  • Cold-Eyed Selkie: Selkie draws cards equal to the amount of combat damage dealt to a player. Though it starts off as a 1/1, its power can greatly increase with any combination of auras, mutate, and/or +1/+1 counters. Selkie also has islandwalk, making dealing damage much easier as most players will be playing .
  • Eidolon of Blossoms: Eidolon of Blossoms draws a card when itself or another enchantment enters the battlefield under my control. The important word here is enters and not cast. Because of that, copied enchantments will trigger EoB and draw additional cards. This is not a may trigger, so be careful with multiple copies of EoB.
  • Ledger Shredder: Ledger Shredder is another card draw engine. When any player cast their second spell each turn, Ledger Shredder connives. This can filter cards and provide +1/+1 counters four times per turn, assuming you are playing a four player game. Shredder has also saved me numerous times in extended interaction, sometimes drawing me into that protection or counterspell needed due to the connive ability.
  • Rhystic Study: Rhystic provides card advantage and a stax element to my gameplan. This is either slowing my opponents down or drawing me cards; both plans work for me.
  • Stormchaser Drake: Stormchaser Drake is the best target for enchantments, mutate, instants, and sorceries. Why? Because Stormchaser is evasive due to flying and draws a card when targeted by a spell I control. This is another avenue to keep my hand full.
  • Sylvan Library: Early card draw for life.
  • Toski, Bearer of Secrets: Because it is uncounterable and has indestructible, Toski is one of the best options for drawing cards. Toski is one of the better targets for mutate spells because it is forced to attack every turn. No one minds blocking a 1/1, but there is much more hesitation when Toski is a 6/6 with trample.
  • Gemrazer: This is the best mutate creature in these colors. For , this destroys an artifact or enchantment an opponent controls. As well, Gemrzer can change the base stats to a 4/4 with reach and trample. The combination of Naturalize and the trample keyword for a cheap cost makes Gemrazer a great addition.
  • Migratory Greathorn: When Greathorn mutates, search for a basic land and put it on the battlefield tapped. This is the mutate card that I play immediately, regardless if Ivy is on the field or not. Yes, it is better doubled, but the earlier ramp is too good to pass up.
  • Pouncing Shoreshark: Like most of the other mutate, I’m almost never playing this for the regular as a 4/3 with flash. Nah, I’m good. However, Pouncing Shoreshark is great because of its mutate ability for . When mutated, you get an Unsummon along with a possible base stat modification.
  • Sawtusk Demolisher: Even though it naturally costs , I almost always play this for its mutate cost. When mutated, this can change the creature into a 6/6 with trample that destroys a noncreature permanent and replaces it with a 3/3 beast token. This can be used offensively to blow up troublesome non-creature permanents. As well, this can be used defensively to trade in permanents, like Audacity, for blockers and additional targets for Ivy.
  • Sea-Dasher Octopus: This is one of the mutatecreatures that will generally be placed under the pile. For , this creature will draw a card when it deals combat damage. What is best about Sea-Dasher is that it has flash and is an instant speed mutate for this deck.
  • Chain of Vaporfoil: This is a flexible spell for permanents. Similar to Cloudstone Curio, I have no problem bouncing an aura back into my hand for another Ivy trigger. Late game, I don’t mind sacrificing a land to bounce something else. There is a risk that an opponent can bounce one of my permanents, but worth it a majority of the time.
  • Beast Within: Remove a permanent at instant speed and replace it with a 3/3 beast. Yeah, that's good.
  • Counterspells: An Offer You Can't Refuse, Counterspellfoil, Fierce Guardianship, Flare of Denial, Flusterstormfoil, Strix Serenade, and Swan Song.
  • Repulsive Mutation: This card plays the same as Stubborn Denial. This card, in all reality, is a Mana Leak equal to your highest power on the board for . Even without accounting for the , that is an effective counterspell. On top of that, this card targets a single creature, thus should be copied by Ivy. Please note: Ivy will copy this if you use this as a buff and not a Stubborn Denial.
  • Cyclonic Rift: This is this deck's only form of mass removal. It’s best to hold this until .
  • Sink into Stupor  : This is just a better Unsubstantiate on a land. The ability to bounce a spell or nonland permanent to an opponent's hand or enters untapped as Soporific Springs   for 3 life. This card is just great.
  • Ancestral Mask and Auramancer's Guise: These two enchantments are the haymakers of the deck. Ancestral Mask provides +2/+2 for each other enchantment on the battlefield. That’s every enchantment, not just mined. By itself, it does nothing. However, this is offset by Ivy’s copying effects, creating two copies that see themselves. Auramancer's Guise, on the underhand, provides +2/+2 for each aura attached to the creature and provides vigilance. Both of these, especially when copied, can end games quickly.
  • Aqueous Form, Combat Research, Curious Obsession, and Snake Umbra: You want one of these auras every game. Aqueous Form provides unblockable and scry on attack. Combat Research draws a card when combat damage is dealt to a player and provides +1/+1 and ward when attached to a legendary creature. This is my preferred enchantment for the early game, providing card draw and protection of Ivy if she isn’t under a mutate pile. Curious Obsession does the same thing as Combat Research, but lacks the ward and requires constant attacking. As a tempo deck, maintaining Curious Obsession is pretty easy.. Snake Umbra, though the most costly, provides a Sixth Sense effect and protection through totem armor.
  • Lion Umbra: For , Lion Umbra enchants a modified creature with +3/+3, vigilance and reach. As well, it is an umbra aura so its recipient can prevent a single destroy effect or death in combat in exchange for sacrificing the aura. This is great for staying on the aggressive side against board wipes or questionable combat situations.
  • Rune of Might: +1/+1 and trample is nice. However, Rune of Might is here to draw a card when it enters the battlefield. Though it may seem like a small effect, drawing two for is quite strong. Don’t get me started on how good this is with Cloudstone Curio.
  • Shielding Plax: Same as Rune of Might, but better. Plax provides the much needed hexproof.
  • Slip Through Space: For , target creature is unblockable and draws a card.
  • Instant Speed Protection: Gaea's Gift, March of Swirling Mists, Shore Up, Slip Out the Back, Tamiyo's Safekeeping, and Tyvar's Stand. I think it is best to look at this section based on the situation:
  • Please note: This is an order of importance. Cards in Category 3 can be used in all situations while Category 1 cannot.

    Category 1.)Targeted removal, like Swords to Plowsharesfoil: Royal Treatment. This is hexproof and provides the Noble role, which is +1/+1 and ward 1. Royal Treatment is also good because it triggers constellation

    Category 2.)Boardwipes that destroy, like Wrath of God: Gaea's Gift, Heroic Intervention, Tamiyo's Safekeeping, and Tyvar's Stand. Indestructible comes into play here. These cards are great because they provide both hexproof and indestructible. Remember, Tamiyo's Safekeeping is one of the few cards in this list that can protect Vesuvan Duplimancy. Again, the usage is situational. If I have any combination of these cards in hand for whatever reason and only Ivy and a creature worth saving, Safekeeping and Gift are used first. If I have Gift, Safekeeping or Intervention and one of the cards from Category 1, use Category 1 first and hold Category 2.

    Note: Though it isn’t instant-speed, Snake Umbra can be used as a protection against destroy-effects.

    Category 3.)Boardwipes that exiles, sacrifice effects, or provide -X/-X, like Farewell and The Meathook Massacre: March of Swirling Mists and Slip Out the Back. The listed boardwipes don’t care about hexproof and/or indestructible. Thus, saving protection with phasing for last. There are times where you want your opponents to wipe the battlefield. With phasing, you can keep your creatures while everyone else gets reset.

      Note Note: Tyvar's Stand can be placed here to deal with -X/-X spells. However, this requires a bunch of open mana.
  • Archdruid's Charm: I’m going to write this one because I’ve added this busted card to so many of my decks. This card does five things; any land tutor and puts it on the battlefield, creature tutor, +1/+1 counter with a bite, not a fight, artifact exile, and enchantment exile. All of this flexibility for . Busted . I feel like there is almost no reason not to play this card in decks that have three or less colors, especially if the deck’s primary color is . Look, you can play this reasonably by turn four if I can play Tribute to the World Tree in Rocco, a three color deck, by turn three. I’m just saying.
  • Bala Ged Recovery  : Regrowth or a land.
  • Elusive Otter: Otter is included mainly for the creature half. Elusive Otter has prowess and can’t be blocked by creatures with less power than itself. That means that Otter will become a large unblockable threat, making it a great candidate for enchantments. Even when Otter is drawn later in the game, Elusive Otter can place +1/+1 counter on a creature. Please note that whatever X is will be copied if only a single creature is being targeted. This is the one drop that I wanted.
  • Eutropia the Twice-Favored: At first, Eutropia doesn’t seem like it does much. However, the +1/+1 counters provided can quickly get out of hand, pumping up our creatures greatly. As well, Eutopia provides the ever valuable flying allowing my beaters to get in combat damage with evasion. I’m discovering that most things with constellation gets out of hand in this deck.
  • Finale of Devastation: A classic tutor in . Take note that Finale can grab creatures in the graveyard as well as the library, which is great for recursion. If the game goes long and the mana is available, Finale can be used as an Overrun-effect to end the game, depending on the board state.
  • Season of Growth: I heard you like Stormchaser Drake. So, I made all your creatures Stormchaser Drake. As well, you can scry 1 when a creature enters under your control. Solid card.
  • Adrix and Nev, Twincasters: Let’s get this out of the way; Ivy copies spells rather than permanents These tokens come into existence but are not created by her. Thus Ivy and Parallel Lives-effects don’t work like you think they would. Here is the thing; I’m fine with that. Adrix and Nev are here to double up every other duplication effect in the deck. This and Esika's Chariot are the two cards that directly address one of the issues with this deck; blockers. With Adrix and Nev, the extra tokens provide additional value and more attackers and blockers. As well, Adrix and Nev is a great mutate target and a great target for duplication effects. Remember, Adrix and Nev double ups exponentially with multiple copies. For example, let's say you play See Double on Elvish Mystic:
  • Cloudstone Curio: Oh, Cloudstone. This is the infamous card that goes infinite with a ham sandwich. Grant, I’m not trying to go infinite in the deck. However, we will be using Cloudstone to create plenty of value. Cloudstone provides the ability to bounce piles of enchantments or mutate creates back to my hand. Think about it through this example. Let’s say you have good old Elvish Mystic with Shielding Plax enchanted on it and Ivy, Gleeful Spellthief on the battlefield. You play Rune of Might on Elvish Mystic. This will trigger Ivy, granting her a copy of Rune of Might. Ivy’s copy will enter first. Due to Cloudstone Curio’s ability, you can bounce Shielding Plax back to your hand. Then, play Shielding Plax on the Elvish Mystic. Again, this will trigger Ivy, causing her to create a copy of Shielding Plax. That copy will enter the battlefield, which can then bounce the original copy of Rune of Might. This gets quickly out of hand with all of the and mana enchantments. Similar with mutate. Casting a mutute spell will trigger Cloudstone and allow you to pick up the entire original mutate pile. The mutate creature spell will enter as the creature. If you don’t think this is beyond dumb, just keep boucning and copying Ancestral Mask, Curious Obession, and/or Combat Reearch.
  • Doppelgang: This is the EDH card of Murder at Karlov Manor. At its base of , Doppelgang makes one token copy of any permanent. Not just yours, not nonland, but anypermanent. That is standard for . However, Doppelgang gets crazier the more mana you put into it. For , Doppelgang makes two copies of two target permanents. That’s four additional permanents! Please notice that you must target X different permanents. That shouldn’t be an issue as you can target lands if you want. I’ll provide the equation for Doppelgang below:
    • X^2 = Y
      - 2^2 = 4
      - 3^2 = 9
      - 4^2 = 16
      - 5^2 = 25
      - 6^2 = 36
  • Simply, this spell is a mana dump and an amazing one at that! Combine this with Adrix and Nev, Twincasters to make your calculator explode.
  • Esika's Chariot: If Second Harvest is burst copying, then Esika's Chariot is sustained copying. First, Chariot has four power over two creatures. Again, this creates much needed blockers, but this fact is not why Esika's Chariot is busted. Esika’s Chariot creates a token that’s a copy of a target token you control on attack, not damage. Yes, you could and sometimes will create another copy of a 2/2 cat token. And yes, sometimes you will copy creature tokens, which is great. If you have a token copy of Ivy, go get another one with Chariot. However, Esika’s Chariot is here to also copy tokens attached to Ivy. Do you have a token copy of Ancestral Mask on Ivy? Attack with Chariot and get another one! Just like Second Harvest, these copies enter the battlefield attached to whatever you want. That’s dumb. Finally, Esika's Chariot is a great target to copy. Why is that? Because it can keep duplicating itself. And, my friends, is really dumb.
  • I’m gonna give respect and props where props are due. After talking with r3spawnftw, I didn’t even think about the fact that Esika's Chariot is a great mutate target. If a mutate creature is placed above Esika's Chariot, it loses the crew 4 and its legendary status. If themutate creature is placed under Chariot, this provides a slightly harder to remove target, as it is an artifact, and not a creature, a majority of the time.
  • Nadu, Winged Wisdom: Ok, this card. First of all, Nadu is just a great stated creature with a 3 /4 body with flying. Nadu gives all creatures you control Growth Spiral when targeted twice per turn…per creature.Yes, there are nigh-inifinte combos with bad equipment (looking at you, Shuko) with Nadu and I am not going to play them. Why? Because Nadu is busted even when being played fairly in a deck that targets, such as this one. Nadu goes completely wild with Ivy, allowing multiple targeting for a single spell. Even worse, multiple copies of Nadu provide multiple instances of this ability, which becomes twice per turn…per creature…per Nadu. Good luck with keeping triggers.
  • Roaming Throne: At its base, RThrone is a 4/4 with ward 2, making it harder to target. When RThrone enters the battlefield, choose a creature type. RThrone is also that said creature type and causes triggered abilities of that type to trigger again. RThrone works great with Ivy because it doubles her copy triggers. Even with a single Ivy, RThrone creates plenty of value by doubling up strong enchantments and recasting strong instants/sorceries. For example, Ivy will draw two cards per copy of Curious Oppression or Sea-Dasher Octopus mutate instead of one with RThrone matching Ivy’s type. Now, what is the type that RThrone should be if you are just considering Ivy? You could say Rogue. First, Ivy is the only Faerie currently. Second, Cold-Eyed Selkie is also a rogue, so that's double the draw after combat damage. Third, RThrone will then become a rogue, which will require double ward 2 triggers. As always, this is a card that is good by itself and busted in multiples for clear reasons. Ok, so what other tribes should be named with RThrone?
    • Beast: This is generally the best option, even though Ivy isn’t naturally a beast. This is important because sometimes Ivy will have the beast subtype. To be fair, any non-human creature can have the beast subtype due to mutate. Besides that, this will provide double triggers of all mutuate creatures. For example, I get double draw and double mutate if I have Cold-Eyed Selkie with Gemrazer. Long story short, pick beast of you have a mutate creature in hand when you play RThrone.
      Vehicle: This is probably the least relevant but doubling Esika's Chariot is kinda silly.
  • Setessan Champion: After playing numerous games with this card and watching it pop off, Setessan Champion deserves to be in this section. This is the human version of Eidolon of Blossoms and one of the best partners with Ivy. Though it doesn’t trigger itself, it does cost cheaper and buffs itself by +1/+1 per trigger. Over time, Champion will become a massive beater. The combination of becoming huge and drawing cards makes Setessan Champion a problem that needs to be dealt with sooner than later. .
  • Venerated Rotpriest: Let’s start out with the baseline. This is a 1 /2 with toxic 1 for . Yes, you can poison out an opponent via toxic if you make enough Rotpriests. Cool, but toxic isn’t the reason why Rotpriest is in this deck. Rotpriest gives an opponent a poison counter whenever a creature you control becomes a target of a spell. This includes your spells and opponents spells. By itself, Rotpriest acts as a deterrent from removal and a slow combo piece with Ivy’s game plan. Rotpriest works well with multiple target cards, like March of Swirling Mist, for multiple triggers. With Ivy, Rotpriest will trigger twice with every single target spell. So, five spells equals one dead opponent. The threat occurs when there is more than one Rotpriest. Thus, a Slip Out the Back with two Rotpriests and one Ivy causes four poison counters. The more Rotpriests and Ivys, the more likely you can poison the table by simply executing the typical Ivy gameplan. I know that there are plenty of Rotpriest highlights in 1 vs 1 games, which I can confirm that it gets out of control in that setting. However, Rotpriest adds plenty of board pressure in multiple player games, threatening to end the game quickly by just playing the deck as intended. Rotpriest adds a level of “reach” that this deck lacked before.
  • Vesuvan Duplimancy: This card was made for Ivy, Gleeful Spellthief. Whenever you cast a spell (including mutate) that targets only a single artifact or creature you control, create a token that’s a copy, except it’s not legendary. Oh my, that’s bonkers. Due note that Ivy’s copying effect does not trigger Vesuvan Duplimancy and that's perfectly fine. Just target Ivy when you don’t need the value from doubling. A great opportunity for Duplimancy is when Ivy is being targeted. In this situation, you don’t mind losing out on something like the additional +1/+1 counter from Snakeskin Veil to get another copy of Ivy. Even if I’m not targeting Ivy, getting a second or third copy of most of the creatures in this deck snowballs heavily. Even better, this is another way to get around the legendary rule, so feel free to get double the cards for multiple Toski, Bearer of Secrets or double the +1/+1 counters from multiple Eutropia the Twice-Favored. Like Parallel Lives, it’s best to defend this card like crazy cause your opponents aren’t going to let you have this most of the time. Mine haven't for good reason…..
  • your text here

    8.22.24 - Bloomburrow Edition

    Double Major is great on paper but awkward to play. I often find myself pitching Double Major or it just sitting in my hand doing nothing. I want to play Ivy on , with Ivy being with protection at . It is too risky to play Ivy on with no protection. There are better things to do with than hold Double Major into Ivy with protection. Mockingbird, on the other hand, is just a great clone, especially with the ability to target any creature on the battlefield equal to spent mana value..


    6.13.2024 - Modern Horizons III: Missed Triggers Edition

    I already knew that this set was going to be cracked. I already knew that this set was going to be great for Ivy. However, Modern Horizon III greatly surpassed my expectations, by a lot! Where do I even begin? Nadu, Winged Wisdom; who approved this card? With Nadu, everything turns into Growth Spiral when targeted twice per turn per creature! My goodness! Lion Umbra is incredibly aggressive and terrifying in multiples, trust me. Sink into Stupor   is Unsubstantiate on a land, people! Springheart Nantuko is a bestow creature that can clone a creature on landfall or pump out 1/1 insect tokens. The problem with this deck needed blockers is solved with this card. Flare of Denial is a tempo counter spell and Strix Serenade is Swan Song complementary card. Of the cards being cut, I like Cryptic Coat and Trash the Town to the point where Coat might go back in. Kenrith's Transformation was replaced by Amphibian Downpour and that card isn’t in the deck yet. Security Bypass is the weakest of the card draw/unblockable cards. Cryptic Coat is better than this card. Twinning Staff si fine but Roaming Throne is just superior in everyway.


    5.23.2024 - Patiently Waiting for Modern Horizons III

    In , Kenrith's Transformation is fine temporary removal, especially with all of the enchantress-esque effects. Trash the Town is a new card that I want to have fun with. The option to have the “draw two” effect multiple times is kinda silly, but nothing overly special. This card is very replaceable with any cheap effect that can draw a card, honestly. Cryptic Coat has been really good for me. This is a repeatable source for cloaked creatures that can be enchanted or even mutated on too. I prefer having more draw as it essentially acts as a form of ramp. Gnarr is ok and always replaceable. Avabruck Caretaker   is a top end bomb that I never need. I’ve pitched this card so many times that I can’t even keep count. Again, this card isn’t bad, I just don’t need it. To be honest, at least two of these cards will probably be changed when Modern Horizons III comes out.

    Feedback

    Thank you for visiting. Any suggestions and +1s are greatly appreciated! I read every comment and try to reply back to everyone. This deck is constantly evolving and it’s great to have other people submitting their input.


    Gonna Need A Bigger Playmat | *Primer*

    Commander / EDH GregariousG

    SCORE: 177 | 48 COMMENTS | 26839 VIEWS | IN 68 FOLDERS




    You Wouldn't Download A Spell | *Primer*

    Commander / EDH GregariousG

    SCORE: 74 | 22 COMMENTS | 7420 VIEWS | IN 30 FOLDERS




    Somebody's Watching Me | *Primer*

    Commander / EDH GregariousG

    SCORE: 9 | 6 COMMENTS | 1201 VIEWS | IN 6 FOLDERS




    Side Quest

    Commander / EDH GregariousG

    SCORE: 12 | 889 VIEWS | IN 7 FOLDERS




    Everybody in the Club Gettin' Keywords

    Commander / EDH* GregariousG

    SCORE: 58 | 18 COMMENTS | 4891 VIEWS | IN 19 FOLDERS



    White:

    Blue:


    Military General of the Deep - Tentacle Tempo

    Commander / EDH GregariousG

    SCORE: 7 | 2 COMMENTS | 767 VIEWS | IN 2 FOLDERS



    Black:

    Red:

    Green:


    Stereotypical Anime

    Commander / EDH* GregariousG

    SCORE: 2 | 279 VIEWS


    Colorless:

    Azorius:

    Dimir:

    Rakdos:

    Gruul:


    Is This Tron?

    Commander / EDH* GregariousG

    120 VIEWS | IN 1 FOLDER


    Selesnya:


    Jasmine Hates Condiments

    Commander / EDH* GregariousG

    SCORE: 1 | 55 VIEWS | IN 1 FOLDER


    Orzhov:

    Izzet:

    Golgarii:


    Old Rutstein's SuperValue Sweep

    Commander / EDH* GregariousG

    SCORE: 3 | 535 VIEWS


    Boros:


    Glittering Gold, Trinkets, and Relics

    Commander / EDH GregariousG

    SCORE: 5 | 1 COMMENT | 316 VIEWS


    Simic:


    You Wouldn't Download A Spell | *Primer*

    Commander / EDH GregariousG

    SCORE: 74 | 22 COMMENTS | 7420 VIEWS | IN 30 FOLDERS




    I Have a Minor in Cryptozoology

    Commander / EDH GregariousG

    SCORE: 4 | 281 VIEWS | IN 3 FOLDERS


    Bant:

    Esper:

    Grixis:

    Jund:

    Naya:


    Gonna Need A Bigger Playmat | *Primer*

    Commander / EDH GregariousG

    SCORE: 177 | 48 COMMENTS | 26839 VIEWS | IN 68 FOLDERS




    Somebody's Watching Me | *Primer*

    Commander / EDH GregariousG

    SCORE: 9 | 6 COMMENTS | 1201 VIEWS | IN 6 FOLDERS




    Jinnie Got the Truck Jewels | *Primer*

    Commander / EDH GregariousG

    SCORE: 22 | 4 COMMENTS | 2939 VIEWS | IN 9 FOLDERS




    The Saga of Turning Sideways

    Commander / EDH GregariousG

    SCORE: 3 | 408 VIEWS | IN 2 FOLDERS


    Abzan:


    Everybody in the Club Gettin' Keywords

    Commander / EDH* GregariousG

    SCORE: 58 | 18 COMMENTS | 4891 VIEWS | IN 19 FOLDERS



    Jeskai:


    Transcendent Perfection

    Commander / EDH GregariousG

    SCORE: 75 | 48 COMMENTS | 25870 VIEWS | IN 45 FOLDERS


    *Retired*

    Sultai:


    Three Baneful Queens

    Commander / EDH* GregariousG

    SCORE: 9 | 4 COMMENTS | 3505 VIEWS | IN 7 FOLDERS


    *Retired*

    Mardu:

    Temur:


    Side Quest

    Commander / EDH GregariousG

    SCORE: 12 | 889 VIEWS | IN 7 FOLDERS


    Artifice(Sans-Green):


    Akiri and Silas’ House of Exotic Wares

    Commander / EDH* GregariousG

    SCORE: 25 | 7 COMMENTS | 4237 VIEWS | IN 9 FOLDERS


    *Retired*

    Chaos (Sans-White):

    Aggression (Sans-Blue):

    Altruism (Sans-Black):

    Growth (Sans-Red):

    Prismatic


    Please Ban Torpor Orb | *Primer*

    Commander / EDH GregariousG

    SCORE: 152 | 69 COMMENTS | 33907 VIEWS | IN 49 FOLDERS


    *Retired*



    SimCity: Metropolis

    Commander / EDH GregariousG

    SCORE: 4 | 479 VIEWS




    Genesis Hymn - Jeskai Alarm | *Primer*

    Commander / EDH GregariousG

    SCORE: 15 | 1 COMMENT | 3237 VIEWS | IN 7 FOLDERS


    *Retired*

    Suggestions

    Updates Add

    Comments

    97% Casual

    Competitive

    Revision 33 See all

    (4 days ago)

    -1 Nadu, Winged Wisdom main
    +1 Overlord of the Hauntwoods main
    Top Ranked
    Date added 2 years
    Last updated 4 days
    Exclude colors WBR
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    7 - 0 Mythic Rares

    50 - 0 Rares

    22 - 0 Uncommons

    14 - 0 Commons

    Cards 100
    Avg. CMC 2.38
    Tokens Beast 3/3 G, Bird 2/2 U, 2/2 G Token Creature Cat, Copy Clone, Everywhere, Insect 1/1 G, On an Adventure, Royal, Treasure
    Folders EDH I'm Playing, Other People's Decks I Like, intersting decks, My Commanders, Fun Decks, ivy's, decks I like, Competitive, Potential new decks, commander
    Votes
    Ignored suggestions
    Shared with
    Views