Hit-Monkey art

Art by Peter Scanlan

Saved commander deck

Hit-Monkey

Aggressively ramp out Hit-Monkey on turn 1-2, stacking power doubling, deathtouch, and trample via equipment and cheap pump spells to achieve lethal 21 commander damage in 1-2 swings while using fight effects as deathtouch-powered single-target removal.

100 cards$378.87 totalAug 27, 202623 views

Prompt: Build a high-power (8/10, non-cEDH) Mono-Green Commander deck with Hit-Monkey (MSC #723) as commander. Focus on aggressive Voltron and winning through commander damage. Prioritize Equipment, Auras, +1/+1 counters, power boosts/doubling, trample, block manipulation, and reliable ways to connect. Deathtouch + trample is especially valuable. Include fight effects that make Hit-Monkey or your creatures fight opposing creatures, using deathtouch as removal. Add combat-damage payoffs for cards, mana, Treasures, counters, etc., plus double strike, extra combats, or damage multiplication where possible. Avoid redundant hexproof/haste protection; protect against wipes, sacrifice, and non-targeted removal. Add fast ramp for turn 2-3 Hit-Monkey, draw, removal, recursion, and 35-37 lands. Prefer newer cards, including MSC. Exactly 100 legal Mono-Green cards. Explain game plan, best buffs, fight cards, evasion, protection, fastest 21-damage lines, and weaknesses.

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Some cards were dropped or normalized during validation because of legality, duplication, or color identity checks.

Commander

1 cards
Hit-Monkey

Hit-Monkey

{3}{G}

Legendary Creature — Monkey Assassin

Chosen commander for the requested strategy.

Ramp

12 cards
Sol Ring

Sol Ring

{1}

Artifact

Essential fast mana to play Hit-Monkey and equipment early.

Arcane Signet

Arcane Signet

{2}

Artifact

Efficient two-mana ramp spell for turn-two plays.

Emerald Medallion

Emerald Medallion

{2}

Artifact

Reduces the cost of green spells, accelerating pump and fight cards.

Three Visits

Three Visits

{1}{G}

Sorcery

Fetches a Forest untapped for immediate turn progression.

Nature's Lore

Nature's Lore

{1}{G}

Sorcery

Untapped land ramp for smooth early-game curves.

Wild Growth

Wild Growth

{G}

Enchantment — Aura

One-mana land aura enabling turn-two commander or ramp spells.

Utopia Sprawl

Utopia Sprawl

{G}

Enchantment — Aura

One-mana mana fixer and ramp to accelerate early Voltron plays.

Birds of Paradise

Birds of Paradise

{G}

Creature — Bird

Classic turn-one mana dork to speed up the deck.

Llanowar Elves

Llanowar Elves

{G}

Creature — Elf Druid

Turn-one green dork for reliable early commander deployments.

Fyndhorn Elves

Fyndhorn Elves

{G}

Creature — Elf Druid

Additional turn-one mana dork for maximum velocity.

Elvish Mystic

Elvish Mystic

{G}

Creature — Elf Druid

Redundant turn-one ramp to guarantee explosive starts.

Mana Vault

Mana Vault

{1}

Artifact

Huge explosive burst mana to drop high-cmc gear or power doublers.

Card Draw

10 cards
Rishkar's Expertise

Rishkar's Expertise

{4}{G}{G}

Sorcery

Draws cards equal to Hit-Monkey's high boosted power and casts a free spell.

Return of the Wildspeaker

Return of the Wildspeaker

{4}{G}

Instant

Instant-speed massive draw based on greatest power or team pump.

Hunter's Insight

Hunter's Insight

{2}{G}

Instant

Draws cards equal to combat damage dealt by Hit-Monkey.

Greater Good

Greater Good

{2}{G}{G}

Enchantment

Sacrifice payoff to draw massive hand size in response to board wipes.

Toski, Bearer of Secrets

Toski, Bearer of Secrets

{3}{G}

Legendary Creature — Squirrel

Indestructible engine drawing cards on combat damage connections.

Ohran Frostfang

Ohran Frostfang

{3}{G}{G}

Snow Creature — Snake

Grants deathtouch to all attackers and draws cards on combat damage.

Sylvan Library

Sylvan Library

{1}{G}

Enchantment

Top-deck manipulation and rapid card draw every turn.

Soul's Majesty

Soul's Majesty

{4}{G}

Sorcery

Draws cards based on Hit-Monkey's massive power.

Harmonize

Harmonize

{2}{G}{G}

Sorcery

Straightforward green card advantage to keep hands full.

Hunter's Prowess

Hunter's Prowess

{4}{G}

Sorcery

Grants +3/+3, trample, and card draw equal to damage dealt.

Removal

10 cards
Beast Within

Beast Within

{2}{G}

Instant

Flexible instant speed removal for any problematic permanent.

Song of the Dryads

Song of the Dryads

{2}{G}

Enchantment — Aura

Turns opposing commanders into useless colorless lands.

Kenrith's Transformation

Kenrith's Transformation

{1}{G}

Enchantment — Aura

Cantripping removal that strips commander abilities and stats.

Bushwhack

Bushwhack

{G}

Sorcery

Cheap fight spell using deathtouch to kill blockers or fix lands.

Tail Swipe

Tail Swipe

{G}

Instant

Instant-speed fight effect that also gives a slight power boost.

Kogla, the Titan Ape

Kogla, the Titan Ape

{3}{G}{G}{G}

Legendary Creature — Ape

Fights on entry and destroys artifact/enchantments on attack.

Ram Through

Ram Through

{1}{G}

Instant

Bites target creature; excess deathtouch damage hits opponent's face.

Nature's Claim

Nature's Claim

{G}

Instant

One-mana instant artifact/enchantment destruction.

Primal Might

Primal Might

{X}{G}

Sorcery

Scalable pump spell and fight effect combined into one.

Contest of Claws

Contest of Claws

{1}{G}

Sorcery

Bite removal card that synergizes with combat and power.

Threats/Wincons

20 cards
Colossification

Colossification

{5}{G}{G}

Enchantment — Aura

+20/+20 instant KO aura to enable one-shot commander damage kills.

Blackblade Reforged

Blackblade Reforged

{2}

Legendary Artifact — Equipment

Cheap legendary equip cost providing scaling power based on lands.

Shadowspear

Shadowspear

{1}

Legendary Artifact — Equipment

Gives trample, lifelink, and strips hexproof/indestructible from foes.

Basilisk Collar

Basilisk Collar

{1}

Artifact — Equipment

Provides deathtouch and lifelink; lethally pairs with trample or fights.

Sword of Feast and Famine

Sword of Feast and Famine

{3}

Artifact — Equipment

Evasion, discarded cards, and complete land untap for second phase.

Fireshrieker

Fireshrieker

{3}

Artifact — Equipment

Grants double strike, doubling total commander damage output.

Inquisitor's Flail

Inquisitor's Flail

{2}

Artifact — Equipment

Doubles combat damage dealt by Hit-Monkey.

Unnatural Growth

Unnatural Growth

{1}{G}{G}{G}{G}

Enchantment

Doubles power and toughness of all creatures at the start of each combat.

Zopandrel, Hunger Dominus

Zopandrel, Hunger Dominus

{5}{G}{G}

Legendary Creature — Phyrexian Horror

Reach, indestructible engine that doubles stats every combat phase.

Berserk

Berserk

{G}

Instant

One-mana instant that doubles power and grants trample for surprise KOs.

Might of Old Krosa

Might of Old Krosa

{G}

Instant

Efficient single-mana pump spell for unexpected burst damage.

Invigorate

Invigorate

{2}{G}

Instant

Free +4/+4 instant pump spell for surprise lethal swings.

Become Immense

Become Immense

{5}{G}

Instant

+6/+6 boost castable for a single green mana using delve.

Rancor

Rancor

{G}

Enchantment — Aura

Cheap recurring aura granting +2/+0 and trample.

Snake Umbra

Snake Umbra

{2}{G}

Enchantment — Aura

Grants totem armor protection and card draw on combat hit.

Swiftfoot Boots

Swiftfoot Boots

{2}

Artifact — Equipment

Provides haste and hexproof to protect Hit-Monkey on turn played.

Champion's Helm

Champion's Helm

{3}

Artifact — Equipment

Grants hexproof and +2/+2 to legendary commander.

Nylea, God of the Hunt

Nylea, God of the Hunt

{3}{G}

Legendary Enchantment Creature — God

Indestructible source of trample and repeatable power pumps.

Overwhelming Stampede

Overwhelming Stampede

{3}{G}{G}

Sorcery

Grants massive scaling power and trample based on Hit-Monkey's stats.

Ghalta, Primal Hunger

Ghalta, Primal Hunger

{10}{G}{G}

Legendary Creature — Elder Dinosaur

Massive 12/12 trampler that often costs only two green mana.

Utility

9 cards
Heroic Intervention

Heroic Intervention

{1}{G}

Instant

Instant protection against board wipes and non-targeted destruction.

Tamiyo's Safekeeping

Tamiyo's Safekeeping

{G}

Instant

One-mana hexproof and indestructible protection spell.

Tyvar's Stand

Tyvar's Stand

{X}{G}

Instant

Scalable protection spell that doubles as a game-ending power pump.

Blossoming Defense

Blossoming Defense

{G}

Instant

Cheap protection granting hexproof and +2/+2 to blow out removal.

Asceticism

Asceticism

{3}{G}{G}

Enchantment

Gives all creatures hexproof and provides repeatable regeneration against wipes.

Wrap in Vigor

Wrap in Vigor

{1}{G}

Instant

Regenerates all creatures to survive damage/destroy board wipes.

Veil of Summer

Veil of Summer

{G}

Instant

Protects commander and spells against blue counterspells and black removal.

Lightning Greaves

Lightning Greaves

{2}

Artifact — Equipment

Zero-cost equip for haste and shroud.

Concordant Crossroads

Concordant Crossroads

{G}

World Enchantment

One-mana global haste enabler for immediate massive swings.

Lands

38 cards
Reliquary Tower

Reliquary Tower

Land

No maximum hand size.

War Room

War Room

Land

Card draw from the mana base.

Rogue's Passage

Rogue's Passage

Land

Makes a creature unblockable.

Temple of the False God

Temple of the False God

Land

Extra mana in the late game.

Castle Garenbrig

Castle Garenbrig

Land

Mono-color utility land.

Forest

Forest 33x

Basic Land — Forest

Basic land allocated from mana pip counts.