Hit-Monkey

Art by Peter Scanlan

Commander deckG

Hit-Monkey

Aggressive mono-green Voltron strategy focused on dropping Hit-Monkey early, stacking lethal power boosts, double strike, and trample, while protecting against board wipes and sacrifice effects to deal 21 commander damage rapidly.

$359.93for all 100 cards at today’s prices
Built Aug 27, 202676 views

Asked for“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-doubling boosts, efficient pump, trample, block manipulation, and reliable ways to connect. Deathtouch + trample is especially valuable. Avoid redundant hexproof/haste protection; instead protect against wipes, sacrifice effects, and removal that bypasses hexproof. Include combat-damage payoffs for cards, mana, Treasures, counters, or advantage, plus double strike, extra combats, or damage multiplication where possible. Add fast ramp for turn 2-3 Hit-Monkey, strong draw, removal, recursion, and 35-37 lands. Prefer newer cards, including MSC. Avoid generic green goodstuff. Exactly 100 Commander-legal cards, Mono-Green identity only. After the list, explain game plan, best buffs, combat synergies, evasion, protection, fastest 21-damage lines, and weaknesses.”

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Deck anatomy

What this list actually runs on: how cheaply it casts things, and whether it has enough ramp, card draw and interaction to keep up at the table. Each block is one card — hover for its name.

Mana curve · 62 nonland cards

22
16
13
5
3
2
1
01234567+
RampCard drawInteractionThreats & synergy

The working parts

Ramp13
Card draw12
Interaction11
↳ board wipes0
Tutors4

Counted from Scryfall’s community card tags, not from the builder’s own labels. A card that does two jobs counts twice, so these add up to more than the deck. The hatched band is a common rule of thumb, not a law — combo decks run leaner, battlecruiser decks heavier.

Colored mana symbols

G 61
37lands · rule of thumb 35–38
2.39average mana value (nonland)
$359.93whole deck, today

The list

Commander

1
Hit-Monkey

Hit-Monkey

3G

Legendary Creature — Monkey Assassin

Chosen commander for the requested strategy.

Ramp

10
Sol Ring

Sol Ring

1

Artifact

Essential fast mana to deploy commander or equipment early

Arcane Signet

Arcane Signet

2

Artifact

Efficient two-mana ramp spell

Mana Vault

Mana Vault

1

Artifact

Explosive colorless mana boost for early aggressive plays

Llanowar Elves

Llanowar Elves

G

Creature — Elf Druid

One-mana dork for turn two commander plays

Fyndhorn Elves

Fyndhorn Elves

G

Creature — Elf Druid

One-mana dork for turn two commander plays

Elvish Mystic

Elvish Mystic

G

Creature — Elf Druid

One-mana dork for turn two commander plays

Birds of Paradise

Birds of Paradise

G

Creature — Bird

One-mana mana fixing and accelerant

Three Visits

Three Visits

1G

Sorcery

Untapped forest ramp spell

Nature's Lore

Nature's Lore

1G

Sorcery

Untapped forest ramp spell

Cultivate

Cultivate

2G

Sorcery

Ensures land drops and ramps mana base

Card Draw

10
Toski, Bearer of Secrets

Toski, Bearer of Secrets

3G

Legendary Creature — Squirrel

Uncounterable indestructible draw engine on combat hit

Ohran Frostfang

Ohran Frostfang

3GG

Snow Creature — Snake

Grants deathtouch to attackers and draws cards on combat damage

Hunter's Insight

Hunter's Insight

2G

Instant

Draws cards equal to massive combat damage dealt

Rishkar's Expertise

Rishkar's Expertise

4GG

Sorcery

Draws massive cards based on modified commander power

Greater Good

Greater Good

2GG

Enchantment

Sacrifice outlet in response to exile that refills hand based on high power

Sylvan Library

Sylvan Library

1G

Enchantment

Top-deck manipulation and draw engine

Keen Sense

Keen Sense

G

Enchantment — Aura

Cheap aura that draws cards whenever combat damage connects

Snake Umbra

Snake Umbra

2G

Enchantment — Aura

Provides totem armor protection and card draw on damage

Return of the Wildspeaker

Return of the Wildspeaker

4G

Instant

Instant-speed card draw equal to commander power or overrun finisher

Last March of the Ents

Last March of the Ents

6GG

Sorcery

Uncounterable card draw based on commander power and creature deployment

Removal

10
Beast Within

Beast Within

2G

Instant

Flexible instant target removal for any permanent

Kenrith's Transformation

Kenrith's Transformation

1G

Enchantment — Aura

Cantripping aura removal that strips abilities

Lignify

Lignify

1G

Kindred Enchantment — Treefolk Aura

Low-cost aura that neutralizes troublesome commanders

Song of the Dryads

Song of the Dryads

2G

Enchantment — Aura

Turns any problematic permanent into a basic forest

Nature's Claim

Nature's Claim

G

Instant

Efficient artifact or enchantment removal

Force of Vigor

Force of Vigor

2GG

Instant

Free interaction against opposing artifacts and enchantments

Ram Through

Ram Through

1G

Instant

Bite spell that converts excess trample damage to face

Bite Down

Bite Down

1G

Instant

Instant-speed creature or planeswalker removal based on power

Tail Swipe

Tail Swipe

G

Instant

Cheap fight/bite spell that doubles as a minor power buff

Ulvenwald Tracker

Ulvenwald Tracker

G

Creature — Human Shaman

Repeatable fighting engine using commander's boosted stats

Threats/Wincons

22
Colossus Hammer

Colossus Hammer

1

Artifact — Equipment

+10/+10 equipment for massive power scaling

Blackblade Reforged

Blackblade Reforged

2

Legendary Artifact — Equipment

Scales power exponentially with land count

Sword of Feast and Famine

Sword of Feast and Famine

3

Artifact — Equipment

Evasion, discard, and land untap for explosive double-main turns

Shadowspear

Shadowspear

1

Legendary Artifact — Equipment

Grants trample, lifelink, and removes hexproof/indestructible from opponents

Fireshrieker

Fireshrieker

3

Artifact — Equipment

Grants double strike to halve required commander power for lethal

Inquisitor's Flail

Inquisitor's Flail

2

Artifact — Equipment

Doubles combat damage dealt by the equipped creature

Berserk

Berserk

G

Instant

Instant double power and trample for one mana surprise lethal

Invigorate

Invigorate

2G

Instant

Free pump spell for explosive surprise commander damage

Might of Old Krosa

Might of Old Krosa

G

Instant

Efficient +4/+4 pump spell

Rancor

Rancor

G

Enchantment — Aura

Cheap recurring aura giving +2/+0 and trample

Bear Umbra

Bear Umbra

2GG

Enchantment — Aura

Totem armor protection with mana untap on attack

Audacity

Audacity

G

Enchantment — Aura

Cheap trample and power aura that cantrips when put into graveyard

Blanchwood Armor

Blanchwood Armor

2G

Enchantment — Aura

Gives power and toughness equal to forest count

Scale Up

Scale Up

G

Sorcery

Overwrites base power to 6/6 before other modifications

Hydra's Growth

Hydra's Growth

2G

Enchantment — Aura

Doubles +1/+1 counters on commander every turn

Kodama of the West Tree

Kodama of the West Tree

2G

Legendary Creature — Spirit

Grants modified creatures trample and ramps on combat damage

Forgotten Ancient

Forgotten Ancient

3G

Creature — Elemental

Rapidly accumulates and transfers +1/+1 counters

Evolution Witness

Evolution Witness

2G

Creature — Elf Shaman Mutant

Recurs key cards whenever counters are placed on creatures

Exponential Growth

Exponential Growth

XXGG

Sorcery

Multiplies power exponentially to hit lethal commander damage instantly

Become Immense

Become Immense

5G

Instant

Delve pump spell providing +6/+6 for as low as one mana

Giant Growth

Giant Growth

G

Instant

Classic efficient pump spell for surprise math

Mutagenic Growth

Mutagenic Growth

GP

Instant

Zero-mana pump spell to catch opponents off guard

Utility

10
Heroic Intervention

Heroic Intervention

1G

Instant

Protects entire board against board wipes and removal

Tamiyo's Safekeeping

Tamiyo's Safekeeping

G

Instant

Cheap instant grant of hexproof and indestructible

Tyvar's Stand

Tyvar's Stand

XG

Instant

Scalable protection spell that doubles as a massive power finisher

Wrap in Vigor

Wrap in Vigor

1G

Instant

Regenerates all creatures to survive sweepers like Supreme Verdict

Tajuru Preserver

Tajuru Preserver

1G

Creature — Elf Shaman

Prevents opponents from forcing sacrifice effects against Voltron commander

Sylvan Safekeeper

Sylvan Safekeeper

G

Creature — Human Wizard

On-board repeatable targeted protection at the cost of lands

Asceticism

Asceticism

3GG

Enchantment

Grants global hexproof and repeatable regeneration against board wipes

Regrowth

Regrowth

1G

Sorcery

Recurs any destroyed combo piece or pump spell

Eternal Witness

Eternal Witness

1GG

Creature — Human Shaman

Creature-based recursion for protection or power cards

Lightning Greaves

Lightning Greaves

2

Artifact — Equipment

Zero-cost equip haste and protection

Lands

37
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 32x

Basic Land — Forest

Basic land allocated from mana pip counts.