The Thing art

Art by Darius Zablockis

Saved commander deck

The Thing

Cast cheap noncreature spells to reliably trigger The Thing's counter generation, then attack and pay {R}{G}{W}{U} to double counters across your board for massive trample swings.

100 cards$690.04 totalSep 22, 20266 views

Prompt: The Thing commander deck

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

Commander

1 cards
The Thing

The Thing

{5}{G}

Legendary Creature — Human Hero

Chosen commander for the requested strategy.

Ramp

10 cards
Sol Ring

Sol Ring

{1}

Artifact

Essential mana acceleration and a cheap noncreature trigger.

Arcane Signet

Arcane Signet

{2}

Artifact

Fixes all four colors needed for The Thing's attack ability.

Fellwar Stone

Fellwar Stone

{2}

Artifact

Low-cost noncreature ramp that provides multicolor mana.

Chromatic Lantern

Chromatic Lantern

{3}

Artifact

Ensures all four colors are available to activate the doubling ability.

Cultivate

Cultivate

{2}{G}

Sorcery

Noncreature ramp that fixes colors and hits land drops.

Kodama's Reach

Kodama's Reach

{2}{G}

Sorcery — Arcane

Sorcery ramp spell that smooths colors and fuels noncreature triggers.

Farseek

Farseek

{1}{G}

Sorcery

Fetches shock or triome lands across all four deck colors.

Nature's Lore

Nature's Lore

{1}{G}

Sorcery

Efficient two-mana ramp that brings a dual land into play untapped.

Three Visits

Three Visits

{1}{G}

Sorcery

Two-mana green ramp sorcery to trigger pre-combat requirements.

Smothering Tithe

Smothering Tithe

{3}{W}

Enchantment

Generates continuous treasure tokens to easily pay four-color activation costs.

Card Draw

9 cards
Rhystic Study

Rhystic Study

{2}{U}

Enchantment

Noncreature enchantment offering constant card advantage and trigger potential.

Sylvan Library

Sylvan Library

{1}{G}

Enchantment

Cheap noncreature enchantment that sculpts draws every turn.

Esper Sentinel

Esper Sentinel

{W}

Artifact Creature — Human Soldier

Draws cards when opponents cast noncreatures and scales with +1/+1 counters.

Ponder

Ponder

{U}

Sorcery

One-mana noncreature cantrip to guarantee pre-combat trigger on demand.

Preordain

Preordain

{U}

Sorcery

Cheap cantrip to dig for resources and satisfy the noncreature condition.

Brainstorm

Brainstorm

{U}

Instant

Instant-speed card selection that can be held or cast before combat.

Inspiring Call

Inspiring Call

{2}{G}

Instant

Draws cards equal to modified creatures and grants indestructible.

Rishkar's Expertise

Rishkar's Expertise

{4}{G}{G}

Sorcery

Draws massive cards based on The Thing's power and casts a free spell.

Return of the Wildspeaker

Return of the Wildspeaker

{4}{G}

Instant

Instant-speed burst draw based on commander power or a team pump.

Removal

10 cards
Swords to Plowshares

Swords to Plowshares

{W}

Instant

Premier single-mana removal spell that triggers pre-combat requirements.

Path to Exile

Path to Exile

{W}

Instant

Efficient one-mana instant-speed exile removal.

Beast Within

Beast Within

{2}{G}

Instant

Flexible permanent removal spell in green.

Generous Gift

Generous Gift

{2}{W}

Instant

Unconditional permanent removal spell in white.

Chaos Warp

Chaos Warp

{2}{R}

Instant

Red instant that tucks any problematic permanent.

Cyclonic Rift

Cyclonic Rift

{1}{U}

Instant

One-sided noncreature board wipe to clear blockers for The Thing.

Supreme Verdict

Supreme Verdict

{1}{W}{W}{U}

Sorcery

Uncounterable board reset for emergencies.

Dovin's Veto

Dovin's Veto

{W}{U}

Instant

Uncounterable protection against opposing noncreature threats and board wipes.

Fierce Guardianship

Fierce Guardianship

{2}{U}

Instant

Free counterspell to protect The Thing while commander is on field.

Swan Song

Swan Song

{U}

Instant

One-mana noncreature interaction to protect your board.

Threats/Wincons

22 cards
All Will Be One

All Will Be One

{3}{R}{R}

Enchantment

Deals massive direct damage whenever counters are put or doubled on permanents.

Managorger Hydra

Managorger Hydra

{2}{G}

Creature — Hydra

Gains counters on every spell cast and gets exponentially larger with doubling.

Forgotten Ancient

Forgotten Ancient

{3}{G}

Creature — Elemental

Rapidly accumulates +1/+1 counters to spread across your creatures.

Kalonian Hydra

Kalonian Hydra

{3}{G}{G}

Creature — Hydra

Doubles +1/+1 counters on all your attacking creatures alongside The Thing.

Vorel of the Hull Clade

Vorel of the Hull Clade

{1}{G}{U}

Legendary Creature — Human Merfolk

Doubles counters on artifacts, creatures, or lands.

Toothy, Imaginary Friend

Toothy, Imaginary Friend

{3}{U}

Legendary Creature — Illusion

Gains counters on card draws and draws immense cards when leaving the battlefield.

Chasm Skulker

Chasm Skulker

{2}{U}

Creature — Squid Horror

Grows with card draws and floods the board with Squid tokens upon death.

Herald of Secret Streams

Herald of Secret Streams

{3}{U}

Creature — Merfolk Warrior

Gives creatures with +1/+1 counters unblockable to bypass token walls.

Kiora, Master of the Depths

Kiora, Master of the Depths

{2}{G}{U}

Legendary Planeswalker — Kiora

Planeswalker that ramps, digs for creatures, and can be doubled into ultimate.

Elspeth, Sun's Champion

Elspeth, Sun's Champion

{4}{W}{W}

Legendary Planeswalker — Elspeth

Creates tokens, wipes large opposing threats, and loyalty can be doubled.

The Ozolith

The Ozolith

{1}

Legendary Artifact

Preserves all counters if The Thing or other creatures are removed.

Cathars' Crusade

Cathars' Crusade

{3}{W}{W}

Enchantment

Puts +1/+1 counters on all creatures whenever a creature enters.

Kami of Whispered Hopes

Kami of Whispered Hopes

{2}{G}

Creature — Spirit

Increases counter placement and taps for mana equal to its power.

Gyre Sage

Gyre Sage

{1}{G}

Creature — Elf Druid

Grows with evolve and generates huge amounts of green mana.

Incubation Druid

Incubation Druid

{1}{G}

Creature — Elf Druid

Mana dork that taps for three mana of any color once adapted.

Faeburrow Elder

Faeburrow Elder

{1}{G}{W}

Creature — Treefolk Druid

Taps for multiple colors and grows larger with multicolor board presence.

Basking Broodscale

Basking Broodscale

{1}{G}

Creature — Eldrazi Lizard

Creates Eldrazi Spawn tokens and ramps when +1/+1 counters are put on it.

Shalai, Voice of Plenty

Shalai, Voice of Plenty

{3}{W}

Legendary Creature — Angel

Gives hexproof to team and has a repeatable team +1/+1 counter pump.

Tamiyo, Field Researcher

Tamiyo, Field Researcher

{1}{G}{W}{U}

Legendary Planeswalker — Tamiyo

Provides card draw, tap-down control, and loyalty counters to double.

Akroma's Will

Akroma's Will

{3}{W}

Instant

Finisher spell giving double strike, flying, indestructible, and lifelink.

Court of Garenbrig

Court of Garenbrig

{1}{G}{G}

Enchantment

Monarch enchantment that consistently puts and doubles +1/+1 counters on your team.

Railway Brawler

Railway Brawler

{3}{G}{G}

Creature — Rhino Warrior

Plots easily as a noncreature action and doubles creature power upon entry via counters.

Utility

10 cards
Teferi's Protection

Teferi's Protection

{2}{W}

Instant

The ultimate defensive noncreature spell to phase out and protect the board.

Heroic Intervention

Heroic Intervention

{1}{G}

Instant

Two-mana noncreature protection granting hexproof and indestructible.

Boros Charm

Boros Charm

{R}{W}

Instant

Protects permanents, grants double strike to The Thing, or burns.

Lightning Greaves

Lightning Greaves

{2}

Artifact — Equipment

Gives haste to The Thing to attack and double counters immediately.

Swiftfoot Boots

Swiftfoot Boots

{2}

Artifact — Equipment

Provides hexproof and haste while counting as a noncreature spell.

Hardened Scales

Hardened Scales

{G}

Enchantment

Cheap noncreature enchantment that increases counters placed on permanents.

Branching Evolution

Branching Evolution

{2}{G}

Enchantment

Doubles +1/+1 counters placed on permanents, compounding The Thing's growth.

Doubling Season

Doubling Season

{4}{G}

Enchantment

Doubles both counters and tokens, synergizing perfectly with all deck mechanics.

Primal Vigor

Primal Vigor

{4}{G}

Enchantment

Additional doubling effect for counters and tokens.

Simic Ascendancy

Simic Ascendancy

{G}{U}

Enchantment

Noncreature enchantment that stores growth counters and provides an alternate win condition.

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.

Command Tower

Command Tower

Land

Produces any color in your identity.

Exotic Orchard

Exotic Orchard

Land

Flexible multicolor fixing.

Path of Ancestry

Path of Ancestry

Land

Color fixing with scry on creature casts.

Myriad Landscape

Myriad Landscape

Land

Ramp from the mana base.

City of Brass

City of Brass

Land

Untapped five-color fixing.

Mana Confluence

Mana Confluence

Land

Untapped five-color fixing.

Reflecting Pool

Reflecting Pool

Land

Copies colors your other lands produce.

Castle Garenbrig

Castle Garenbrig

Land

Mono-color utility land.

Castle Embereth

Castle Embereth

Land

Mono-color utility land.

Mystic Sanctuary

Mystic Sanctuary

Land — Island

Recurs an instant or sorcery.

Castle Vantress

Castle Vantress

Land

Mono-color utility land.

Castle Ardenvale

Castle Ardenvale

Land

Mono-color utility land.

Adarkar Wastes

Adarkar Wastes

Land

Nonbasic dual land for color fixing.

Glacial Fortress

Glacial Fortress

Land

Nonbasic dual land for color fixing.

Temple of Enlightenment

Temple of Enlightenment

Land

Dual land with scry.

Prairie Stream

Prairie Stream

Land — Plains Island

Nonbasic dual land for color fixing.

Port Town

Port Town

Land

Nonbasic dual land for color fixing.

Azorius Chancery

Azorius Chancery

Land

Bounce land — taps for two colors.

Battlefield Forge

Battlefield Forge

Land

Nonbasic dual land for color fixing.

Clifftop Retreat

Clifftop Retreat

Land

Nonbasic dual land for color fixing.

Temple of Triumph

Temple of Triumph

Land

Dual land with scry.

Plains

Plains 3x

Basic Land — Plains

Basic land allocated from mana pip counts.

Island

Island 3x

Basic Land — Island

Basic land allocated from mana pip counts.

Mountain

Mountain

Basic Land — Mountain

Basic land allocated from mana pip counts.

Forest

Forest 6x

Basic Land — Forest

Basic land allocated from mana pip counts.