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Commander Deck Tech: Loot, Exuberant Explorer

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Hello everyone! I'm Levi from The Thought Vessel Show, and today we're diving into a new Magic: The Gathering card featuring the game's newest mascot, Loot. Loot first appeared in Outlaws of Thunder Junction, and now it's back with a reprint--this time in Mono-Green. For this list, I set out to create the most Green deck possible, and I think I've achieved that goal. But before we get to the decklist, let's take a closer look at the new card: Loot, Exuberant Explorer.

Loot, Exuberant Explorer

There are two elements of this card that make it especially interesting to see on a single card. The first is the ability to play an additional land each turn. This deck wants to play lands consistently to ramp into one monster after another, and this ability also complements Loot's second ability--a six-mana payoff to look at your top six cards and put one of them into play if its mana value is less than or equal to your land count. These abilities together make Loot an enabler for a formidable Mono-Green stompy deck with a landfall subtheme.

The game plan is simple: use the deck's ramp and recursion spells to get as much land into play as possible and use that mana to generate more threats than your opponents can handle. We aren't overly concerned with spot removal, as this entire deck operates on a single strategy. If the commander is removed, we'll have the mana to recast it. If the board is wiped, we can rebuild faster than anyone else. What this deck lacks in reactive effects, it makes up for with proactivity. The deck's stats break down as follows: 20 ramp cards, 14 card advantage, 11 spot removal, 2 board wipes, 6 graveyard recursion, and 16 land payoffs. Let's look at some key cards in each of these categories.

Ramp

  1. Nissa, Resurgent Animist - Each landfall triggers extra mana, which we can use for more spells or a Loot activation. The second landfall also allows us to put an elf or elemental into our hand, keeping our resources flowing.
  2. Cultivate - This deck has more of these ramp effects than usual, since our commander lets us play extra lands each turn. It's normally one land in play and one in hand, but here it becomes one land tapped and another untapped. These spells are essential for reaching a higher land count, making Loot activations nearly guaranteed.
  3. Beanstalk Giant - This card pulls double duty. The initial ramp is slightly costly, but a creature whose size matches our land count is valuable. Though it lacks trample, it's useful either as a blocker or to attack an opponent who'll either lose a valuable blocker or take substantial damage.

Card Advantage

  1. Rhishkar's Expertise - With creatures as large as our land count, this card can draw a huge number of cards and provides a free spell in the process.
  2. The Great Henge - Given the deck's high creature count, this card triggers early and often. The life gain is often overlooked but becomes valuable, especially when you're the archenemy with multiple attackers aimed at you.
  3. Garruk, Primal Hunter - Garruk usually serves to draw a large number of cards with his -3 ability, but we can also work up to his -6 ability to create an army of 6/6 Wurms.

Spot Removal

  1. Broken Bond - This card handles a pesky artifact or enchantment while also letting us play another land--a win-win.
  2. Archdruid's Charm - Although it also functions as a tutor or ramp spell, it can exile an artifact or enchantment or initiate a fight, essentially becoming a superior Beast Within.
  3. Kogla, the Titan Ape - Kogla provides an initial fight and destroys an artifact or enchantment on each subsequent turn. It can also protect humans in the deck while remaining indestructible.

Board Wipes

  • Ezuri's Predation - In case a deck can go wider than us, this is a great way to reduce creature numbers on board while building our own. Mono-Green doesn't offer many board wipes, but this one's a solid choice.

Graveyard Recursion

  1. Ancient Greenwarden - This card is excellent here, as it allows us to reuse lands from the graveyard, like fetches and Strip Mines, and doubles our landfall abilities, which is immensely valuable with our land payoffs.
  2. Noxious Revival - This card often puts a key card from your graveyard on top of your deck before drawing. Here, we can use it to put a strong creature on top, setting up a guaranteed hit for a Loot activation.

Land Payoffs

  1. Greensleeves, Maro-Sorcerer - Greensleeves helps us go both wide and tall. It grows with our land count and creates 3/3 Badgers with each landfall, making it a great hit with Loot at 5 mana.
  2. Scute Swarm - Known for building an army by itself with just a few land drops, Scute Swarm is a win condition in a deck with as many land drops and fetches as we have.
  3. Horn of Greed - This card demonstrates how our deck uses resources better than opponents. With multiple land drops per turn, we'll get multiple card draws each turn.

Other Cards to Note

  1. Seedborn Muse - You'll usually get one or two rotations around the table before this gets removed, but that's often enough.
  2. Worldly Tutor/Sylvan Tutor - Similar to Noxious Revival, these cards are mainly used to set up the top of the deck for a Loot activation rather than for adding cards to hand.
  3. Rings of Brighthearth - All that extra mana now comes in handy! For 2 mana, you can double Loot triggers, and just one Eldrazi or Craterhoof can end the game.

Here is the list:

Loot, Exuberant Explorer | Commander | Levi Perry

Card Display

Loot, Exuberant Explorer | Commander | Levi Perry deck">Buy This Deck Loot, Exuberant Explorer | Commander | Levi Perry to text">Export text


And there you have it! Don't let Loot's cute and/or creepy orange face fool you--Loot is a powerhouse. I hope you enjoyed this deck tech. As always, if you're looking to build this deck or just need a bit of inspiration, you can find the cards on CoolStuffInc. Until next time, happy gaming!

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