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Divine Web of Myojin's Life (EDH / Commander)

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It's not really a straight forward commander to use. She needs to have divinity counter on it to be effective and cheat casting cost of fatties. It needs to be cast from hand to get the divinity counter. You need to cheat her to your hand or have That Which Was Taken in the battlefield to give it the divinity counter. To play her from hand you hand you ideally need Command Beacon or Road of Return in your starting hand to move it from command zone to the hand.

Use your ramp spells like Cultivate, Kodama's Reach or Rampant Growth to help with your mana ramp. Also use Myriad Landscape to ramp those two lands. Nyx Lotus with devotion to green can help you generate a bunch of mana once you have some board presence. Nyxbloom Ancient will give your permanents that give you mana 3 times as much mana as usually. Emerald Medallion will help you cast green spells by removing the need of one any mana symbol from the card cost. Sol ring will give you 2 colorless mana (6 with Nyxbloom Ancient on the battlefield).

Once you cast Myojin of Life's Web and you place your can use proliferate mechanics to generate more divinity counters on Myojin of Life's Web. You can use activated abilities of Karn's Bastion, of one shot with Pollenbright Druid. Evolution Sage with its "landdrop" ability will come in handy for this. The Ozolith is used to store unused divinity counters (or any other counters) in case commander is moved to graveyard. In case it is exiled - please be brave and maintain eye contact with your opponent while you do that - and if you have That Which Was Taken on the battlefield can move divinity counters from The Ozolith to any permanent by using Nesting Grounds activated ability. That permanent should be indestructible until That Which Was Taken is on the battlefield. Similar mechanics can be used in case you chickened our and moved your exiled commander to your command zone and cast it from there. Move stored divinity counters by using "at the beginning of combat" ability of The Ozolith. In case your Karn's Bastion does not show up as you would expect you can cast more expensive option called Contagion Clasp to proliferate for the same activated ability cost as Karn's Bastion and get the possibility of -1/-1 counter on chosen creature on enter the battlefield trigger.

In case you are unlucky with your card draw use one of your bounce artifacts As cheapest option use Decoction Module to bounce a creature for 4 and pair it with energy counter synergies. Additionally when creature enters battlefield you get an energy counter on Decoction Module and you can use them to boost Aetherwind Basker. Proliferate mechanics helps generate those energy counters by using landfall ability of Evolution Sage or activated ability of Karn's Bastion.Don't forget when to play a land - getting additional +1/+1 counter on Aetherwind Basker if played correctly (after you used your energy) is superb. And those +1/+1 counter are still counters and get stored on The Ozolith in your pesky opponent managed to remove your Aetherwind Basker. You can use Blood Clock or Umbilicus after you have commander on board to bounce it to your hand or if you don't want to do that you will pay 2 life for each instance of the card. Ability triggers on each players upkeep step and tends to be the same for all players (unles somebody is able to skip their upkeep step or cheat its way around it). Erratic Portal will be paid with one mana and tapped and by targeting self and choosing not to pay one mana you will be forced to bounce a card you control to your hand. For 3 mana and tap Dragon Mask will give +2/+2 to a creature which will be bounced to the hand at the beginning of next end step.

Use Sanctum of Eternity to bounce Myojin of Life's Web after you used your divinity counter and you are unable to move of proliferate the counter. Depending on your social contract maybe it will no be removed that quickly.
There are also some bounce creatures present in this deck namely Temur Sabertooth as a staple green bounce creature with activated ability bounce for 1G. Invasive Species as it enters the battlefield you can bounce one of your permanents to your hand. Stampeding Serow and Stampeding Wildebeests need to bounce a green creature at the beginning of your upkeep step so choose when you will cast them.

In case you are in tough spot and your commander is targeted for death use Verdant Rebirth at instant speed to save it from graveyard and bounce it to your hand. You will also get a reward by drawing an additional card from your library.

As commander wants to cheat in as many creatures as possible from your hand for divinity counter on the commander you need to have your hand full fatty creatures.Fortunately this is in green colors where you have abundance of fatty creatures. And to put those fatties in your hand you will use Collective Unconscious or Shamanic Revelation at sorcery speed to draw a card for each creature you control where with Shamanic Revelation you will also get 4 life for each creature you control with power 4 or greater. Except for some utility creatures all of them are power 4 or more. Regal Force will draw you a card for each green creature you control. So have some green board presence before you cast it. Soul of the Harvest will draw you a card for each non-token creature that enters the battlefield, Keeper of Fables will draw you a card when one or more non-human creature deals damage to a player (trample, trample, trample), Abzan Beastmaster will draw you a card if you control or tie for control of the biggest fatty at the beginning of your upkeep.You will use Treeshaker Chimera death trigger to draw three cards (and possibly do some trample damage) and Ulvenwald Observer will give you a card for every death of a creature with toughness 4 or greater. If that will not be enough to keep your hand full then use Colossal Majesty where at the beginning of your upkeep a creature with power 4 or greater will wield you another card or Elemental Bond which will draw you a card when a creature under your control with power 3 or more enters the battlefield. Removal in the form of Kenrith's Transformation will transform your opponents commander to 3/3 Elk and reward you a card for playing it and in case you deem Return of the Wildspeaker first choice too damaging to your library you can always use second one to boost your army of fatties at instant speed.

Your best option is to bounce your commander back to your hand from the battlefield. Your second best option is to leave it in the graveyard when it dies and return it to your hand. At sorcery speed you can use Regrow, Revive, Nature's Spiral to return target permanent (or green card) from your graveyard to your hand. Survivors' Bond can return on Human and/or non-Human creature from graveyard to your hand at sorcery speed There is one human in the deck so probably the second option will be used. You can also use Planewide Celebration to choose 4 of those pesky options where proliferate is also an option (The Ozolith with counters will also proliferate). Praetor's Counsel can be used to return all creatures to your hand and gain you unlimited hand size for the rest of the game. This will come in handy in case there is a board wipe that will target your fatties. At instant speed you will use Pulse of Murasa to return a creature or land from graveyard (with bonus 6 life gain) or Evolution Charm to ramp your mana in early game, return a card from graveyard in mid game or boost your trample fatty with flying to end the game. Creatures like Paleoloth, Iname, Life Aspect, Greenwarden of Murasa and Eternal Witness will bring a creature from graveyard to your hand in their specific niche way. While a little unorthodox you need Genesis to be in your graveyard and then you can pay 2G to put a target creature from graveyard to your hand.

Fatties that are included in this deck try to be green. The only exception to this rule is Ancient Stone Idol. Interaction between Decoction Module and Aetherwind Basker was already mentioned. Use the energy to boost Aetherwind Basker, Use Aggressive Mammoth to give all creatures trample.Flash in Ancient Stone Idol to cheat on the casting cost during massive attack. Use Apex Altisaur to remove obnoxious utility threats that are on opponents board. Use Cloudthresher to stop those pesky fliers. Use End-Raze Forerunners to give your board state +2/+2 until end of turn and swing directly for 7. Ghalta, Primal Hunger and Gigantosaurus are a part of dino family and attack. God-Eternal Rhonas is a manace on its own but when he enters the battlefield all creatures double in power with vigilance and trample. So some damage will go through. He is self bouncing in case opponents decide for him to die. Indistructibility of Impervious Greatwurm is probably one of his best virtues but his 16 damage is also not shabby, although have that Aggressive Mammoth on board so that you will not waste 15 damage on chomp blocker. Khalni Hydra can hide since it is only half fatty, but still has some punch in her. Primeval Protector will give creatures counters.Proliferate will make them beefier. Use with caution. Terastodon will help you remove those pesky enchantments and give owner 3/3 Elephants. Worldspine Wurm will attack for whooping 15 damage with trample and create 5/5 mini Wurm token with trample once it is auto-cycled to your library. Lovelly.

As for last ditch attempt we have Nissa, Who Shakes the World who will help you ramp with those forests since all will generate 1 additional mana each turn. Pairing here passive ability with Nyxbloom Ancient. Oh boy look at that mana ramp. Just don't forget to +1 her every turn to keep her from dying off.

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This deck appears to be legal in EDH / Commander.

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