Uktabi OrangutanUktabi Orangutan | Art by Una Fricker
Smash the Rock!
Welcome back to Singleton Shmingleton, where I bend the singleton rules of Commander by building decks with as many functional reprints of a certain card as possible. This week we're talking about Uktabi OrangutanUktabi Orangutan, a card that has quietly made a mark on almost every format of the game.
Since its original printing in Mirage, this little ape and its descendants have seen play in sideboards of Standard, Block Constructed, Extended, and even Vintage!
And when Mirrodin block destroyed Standard, Viridian ShamanViridian Shaman was a main deck staple of any deck that wasn't trying to curve Arcbound RavagerArcbound Ravager into ThoughtcastThoughtcast.
Ah, the days where a three mana 2/2 with one line of text could make it in the big leagues! The ape has now been outclassed time and time again, but the heir to its throne, Reclamation SageReclamation Sage, is still a Commander staple.
Creatures that destroy artifacts are still being printed almost yearly, but now this effect has moved primarily to red. Cards like Gearbane OrangutanGearbane Orangutan and Irreverent RevelersIrreverent Revelers are middling draft commons, even with added flexibility, but they have their place in formats littered with trinkets.
There are tons of creatures that destroy artifacts when they enter, so I restricted my search to those that could be cast for less than three mana. This narrowed my list down to twenty-nine cards, and here they are:
Uktabi Orangutans
View on ArchidektCreatures (29)
- 1 Duergar Hedge-MageDuergar Hedge-Mage
- 1 Embereth Shieldbreaker // Battle DisplayEmbereth Shieldbreaker // Battle Display
- 1 Foundation BreakerFoundation Breaker
- 1 Gearbane OrangutanGearbane Orangutan
- 1 Harmonic SliverHarmonic Sliver
- 1 Ingot ChewerIngot Chewer
- 1 Irreverent RevelersIrreverent Revelers
- 1 Keldon VandalsKeldon Vandals
- 1 Knight of AutumnKnight of Autumn
- 1 Kor SanctifiersKor Sanctifiers
- 1 Leonin Relic-WarderLeonin Relic-Warder
- 1 Loran of the Third PathLoran of the Third Path
- 1 ManglehornManglehorn
- 1 Manic VandalManic Vandal
- 1 Masked VandalMasked Vandal
- 1 Plundering BarbarianPlundering Barbarian
- 1 Powder GangerPowder Ganger
- 1 Reclamation SageReclamation Sage
- 1 ScrapshooterScrapshooter
- 1 Shrapnel SlingerShrapnel Slinger
- 1 Thornscape BattlemageThornscape Battlemage
- 1 Tin Street HooliganTin Street Hooligan
- 1 Tranquil FrillbackTranquil Frillback
- 1 Troublemaker OupheTroublemaker Ouphe
- 1 Uktabi OrangutanUktabi Orangutan
- 1 Verduran EmissaryVerduran Emissary
- 1 Viridian CorrupterViridian Corrupter
- 1 Viridian ShamanViridian Shaman
- 1 Vithian RenegadesVithian Renegades
The most played of these cards by a country mile is Reclamation SageReclamation Sage seeing play in 249,541 decks. This card is a certified staple of green, as a flexible utility creature that is cheap to cast and easy to tutor for. The next most played card is Loran of the Third PathLoran of the Third Path, in 143,426 decks.
Notice a pattern? This one can also destroy enchantments, just like Reclamation SageReclamation Sage, and it even has a fun little add-on ability if you're out of gas or want to make friends. Next up is ManglehornManglehorn, in 58,738 decks.
This creature is incredibly powerful in CEDH or high-powered games, stopping other decks' ability to ramp immediately using treasures or free mana rocks.
The least played of these cards, in only 148 decks, is Thornscape BattlemageThornscape Battlemage. This card actually isn't bad! Much better than the next least played card, Keldon VandalsKeldon Vandals, which sees play in only four more decks despite being mono colored and thus able to go into many more commanders.
Finally, I want to shout out Tin Street HooliganTin Street Hooligan. This little guy only sees play in 233 decks, but it can easily be a two mana version of this effect in red-green decks, making it much better than Manic VandalManic Vandal.
What to Smash
Obviously, our apes need a little help. Everyone plays artifacts in their Commander decks, but these often aren't the cards we really want or need to deal with to win the game. Killing a Sol RingSol Ring early in the game can be very helpful, but on turn eight it isn't so impressive.
Luckily, there are a handful of cards in the history of the game that can turn other permanents into artifacts on command. Liquimetal CoatingLiquimetal Coating and Liquimetal TorqueLiquimetal Torque are the gold standard here, costing only two mana to cast and none to activate.
Also in colorless is Thran ForgeThran Forge, which can be activated multiple times per turn but is a little bit more expensive to use. Myr LandshaperMyr Landshaper also fits the bill, though we certainly will have to use it wisely to avoid having a huge target on our back.
And on the top of the curve, Mycosynth LatticeMycosynth Lattice makes the world our oyster, turning every permanent into an artifact, forever.
And we get a few more of these effects once we move into blue. Neurok TransmuterNeurok Transmuter is exactly what we want, a reasonably cheap repeatable activated ability that turns our Uktabi OrangutanUktabi Orangutans into Ravenous ChupacabraRavenous Chupacabras.
Higher on the curve, MemnarchMemnarch offers both enabler and payoff, combining very well with both our cards that turn things into artifacts and our cards that destroy them.
Finally, we get a few one-time cantrips that make artifacts in Argent MutationArgent Mutation and Suit UpSuit Up that can work in a pinch. No one will see it coming when you Suit UpSuit Up their commander!
We can also include a small package of artifacts of our own that we can destroy for value. Ichor WellspringIchor Wellspring and Mycosynth WellspringMycosynth Wellspring give us a nice two-for-one when we play and then get rid of them. Prized StatuePrized Statue is a nice short-term ramp piece. And Experimental SynthesizerExperimental Synthesizer is a card that does it all for a single mana. I've been including this card in almost every red deck I build these days, and it always impresses.
Get Paid for Breaking Stuff
There is a strong handful of cards that rewards us for destroying artifacts. Viridian RevelViridian Revel is a Kibo, Uktabi PrinceKibo, Uktabi Prince staple that either does absolutely nothing or forms the backbone of a gameplan. Fangren MarauderFangren Marauder gives us massive chunks of life, and Summoning StationSummoning Station pumps out extra 2/2s.
Krenko, Baron of Tin StreetKrenko, Baron of Tin Street is surprisingly powerful, pumping out GoblinGoblins whenever we destroy artifacts and then giving us a chance to buff them all.
Finally, Pain DistributorPain Distributor and Sardian AvengerSardian Avenger dole out pings for each artifact we kill. The nice thing about all of these cards is that they also give us value whenever someone sacrifices a TreasureTreasure or a ClueClue token, or even when someone cracks a Wayfarer's BaubleWayfarer's Bauble or Burnished HartBurnished Hart.
Finding our Pieces
This deck really needs to find a way to turn permanents into artifacts, or we're stuck with a bunch of cards that don't do all that much. The best way to find cards in our singleton format is to search our library, but tutors that can find absolutely anything can make decks feel too much like they're doing the same thing every game.
Luckily, most of the cards we want to find are artifacts, and there are a bunch of very specific tutors that each have only a handful of targets. Tribute MageTribute Mage finds Liquimetal CoatingLiquimetal Coating and Liquimetal TorqueLiquimetal Torque, Trophy MageTrophy Mage finds Thran ForgeThran Forge and Myr LandshaperMyr Landshaper, and Treasure MageTreasure Mage finds Mycosynth LatticeMycosynth Lattice and MemnarchMemnarch.
These creatures add to the deck's overall vibe of small two-for-one creatures, letting us lean into cards that work well with little creatures. Muddle the MixtureMuddle the Mixture and Drift of PhantasmsDrift of Phantasms can find a wider variety of cards, but still make us work for it in deck construction.
A Choice of Fundamentals
One thing I think about whenever I make a new deck is what kinds of ramp and card draw will complement its plan. Every deck needs some way to cast its spells and rebuild as the game goes longer, but not every deck should just slot in CultivateCultivate and Phyrexian ArenaPhyrexian Arena.
Our deck, for example, is absolutely chock full of three-drops, from our manymany apesapes to our tutorstutors to our payoffspayoffs, so CultivateCultivate only clogs our curve, rather than actually accelerating our plan.
Even two-mana options such as Nature's LoreNature's Lore and Gruul SignetGruul Signet don't actually help us play a three-drop a turn earlier. Luckily, we're in green, the color of one-mana ramp. Llanowar ElvesLlanowar Elves and friends are obvious includes, as are Utopia SprawlUtopia Sprawl and Wild GrowthWild Growth.
Flare of CultivationFlare of Cultivation gets the nod as well, but only because it can make good use of the 2/2s that are left behind after we play our Uktabi OrangutanUktabi Orangutans.
Similarly, card draw is essential if we want to keep pace with three opponents over the course of the game, but we want ours to work well with the rest of our deck. Our plan revolves around playing small utility creatures, which are not all that formidable in combat. I mean, almost all of them are the same size as a ZombieZombie token, and lots of decks can make those like candy.
Beast WhispererBeast Whisperer lets us draw when we cast them, turning them into three-for-ones and making our goal of grinding three other players out into a realistic vision. Guardian ProjectGuardian Project fills a similar role. Evolutionary LeapEvolutionary Leap lets us cycle our creatures into more creatures to keep our engine running.
And the aforementioned Ichor WellspringIchor Wellspring and Experimental SynthesizerExperimental Synthesizer work perfectly with all of our cards that blow up artifacts.
We can even apply this logic to a choice of commander for the deck. We definitely want to be in red, blue, and green, because our apes are in red and green and our tutors and artifact pieces are in blue. All of our engine is contained within the deck, and there aren't any commanders that directly contribute to our strategy by turning permanents into artifacts.
So what we really want is a value commander, and we want it to fit nicely into our curve. Thrasios, Triton HeroThrasios, Triton Hero is a famously powerful two-drop, and one of the only ways to play a two-drop in the command zone of a three-color deck, and Kraum, Ludevic's OpusKraum, Ludevic's Opus keeps the cards flowing higher up the curve.
Winning the Game
One fun aspect of Commander is that often your opponents do most of the work of killing each other for you. This deck leans into that angle, playing a bunch of ways to contain threats and dissuade people from making us mad. Having five 2/2s will do just fine to deal the last blow once everyone has spent their resources.
But we don't want to rely on our opponents. Sardian AvengerSardian Avenger is a fine card on its own, but if we assemble the combo of it plus Mycosynth LatticeMycosynth Lattice, it can attack as a first strike trampler as large as all of our opponents' permanents. That doesn't need many swings to win the game on its own.
And Summoning StationSummoning Station can pump out an army remarkably fast. Not only can we use it whenever we destroy an artifact, it also untaps whenever an opponent cracks a TreasureTreasure. And if anyone is sacrificing artifacts, they're usually sacrificing a lot at once. Finally, MemnarchMemnarch can really take control of a board. In the early days of EDH, it was a general to be feared, and it can still absolutely dominate.
The Decklist
Monkey Business
View on ArchidektCommander (2)
- 1 Kraum, Ludevic's OpusKraum, Ludevic's Opus
- 1 Thrasios, Triton HeroThrasios, Triton Hero
Creatures (34)
- 1 Beast WhispererBeast Whisperer
- 1 Birds of ParadiseBirds of Paradise
- 1 Drift of PhantasmsDrift of Phantasms
- 1 Elvish MysticElvish Mystic
- 1 Embereth Shieldbreaker // Battle DisplayEmbereth Shieldbreaker // Battle Display
- 1 Fangren MarauderFangren Marauder
- 1 Foundation BreakerFoundation Breaker
- 1 Fyndhorn ElvesFyndhorn Elves
- 1 Gearbane OrangutanGearbane Orangutan
- 1 Ingot ChewerIngot Chewer
- 1 Irreverent RevelersIrreverent Revelers
- 1 Krenko, Baron of Tin StreetKrenko, Baron of Tin Street
- 1 Llanowar ElvesLlanowar Elves
- 1 ManglehornManglehorn
- 1 Masked VandalMasked Vandal
- 1 MemnarchMemnarch
- 1 Myr LandshaperMyr Landshaper
- 1 Neurok TransmuterNeurok Transmuter
- 1 Orcish LumberjackOrcish Lumberjack
- 1 Pain DistributorPain Distributor
- 1 Plundering BarbarianPlundering Barbarian
- 1 Powder GangerPowder Ganger
- 1 Reclamation SageReclamation Sage
- 1 Sardian AvengerSardian Avenger
- 1 ScrapshooterScrapshooter
- 1 Tin Street HooliganTin Street Hooligan
- 1 Tranquil FrillbackTranquil Frillback
- 1 Treasure MageTreasure Mage
- 1 Tribute MageTribute Mage
- 1 Trophy MageTrophy Mage
- 1 Uktabi OrangutanUktabi Orangutan
- 1 Viridian CorrupterViridian Corrupter
- 1 Viridian ShamanViridian Shaman
- 1 Vithian RenegadesVithian Renegades
Artifacts (12)
- 1 Arcane SignetArcane Signet
- 1 Conjurer's ClosetConjurer's Closet
- 1 Experimental SynthesizerExperimental Synthesizer
- 1 Ichor WellspringIchor Wellspring
- 1 Liquimetal CoatingLiquimetal Coating
- 1 Liquimetal TorqueLiquimetal Torque
- 1 Mycosynth LatticeMycosynth Lattice
- 1 Mycosynth WellspringMycosynth Wellspring
- 1 Prized StatuePrized Statue
- 1 Sol RingSol Ring
- 1 Summoning StationSummoning Station
- 1 Thran ForgeThran Forge
Instants (6)
- 1 Argent MutationArgent Mutation
- 1 BrainstormBrainstorm
- 1 DisplaceDisplace
- 1 Ghostly FlickerGhostly Flicker
- 1 Muddle the MixtureMuddle the Mixture
- 1 Suit UpSuit Up
Enchantments (6)
- 1 Evolutionary LeapEvolutionary Leap
- 1 Goblin BombardmentGoblin Bombardment
- 1 Guardian ProjectGuardian Project
- 1 Utopia SprawlUtopia Sprawl
- 1 Viridian RevelViridian Revel
- 1 Wild GrowthWild Growth
Sorceries (3)
- 1 FabricateFabricate
- 1 Flare of CultivationFlare of Cultivation
- 1 PonderPonder
Lands (37)
- 1 Arid MesaArid Mesa
- 1 Bloodstained MireBloodstained Mire
- 1 Breeding PoolBreeding Pool
- 1 Command TowerCommand Tower
- 1 Commercial DistrictCommercial District
- 1 Exotic OrchardExotic Orchard
- 1 Fabled PassageFabled Passage
- 1 Flooded StrandFlooded Strand
- 4 ForestForest
- 1 Grove of the BurnwillowsGrove of the Burnwillows
- 1 Gruul TurfGruul Turf
- 1 Hedge MazeHedge Maze
- 1 Hinterland HarborHinterland Harbor
- 2 IslandIsland
- 1 Karplusan ForestKarplusan Forest
- 1 Ketria TriomeKetria Triome
- 1 Misty RainforestMisty Rainforest
- 2 MountainMountain
- 1 Polluted DeltaPolluted Delta
- 1 Rejuvenating SpringsRejuvenating Springs
- 1 Rootbound CragRootbound Crag
- 1 Scalding TarnScalding Tarn
- 1 Simic Growth ChamberSimic Growth Chamber
- 1 Spire GardenSpire Garden
- 1 Steam VentsSteam Vents
- 1 Stomping GroundStomping Ground
- 1 Sulfur FallsSulfur Falls
- 1 Training CenterTraining Center
- 1 Verdant CatacombsVerdant Catacombs
- 1 Windswept HeathWindswept Heath
- 1 Wooded FoothillsWooded Foothills
- 1 Yavimaya CoastYavimaya Coast
This deck is a blast. It always catches opponents off guard the first time we activate Thran ForgeThran Forge on their creature, but they catch on real quick and learn not to mess with us. We're a reactive deck that plays small creatures, so we always feel like the underdogs, and we need to play the table politics game in order to have a shot.
But politics is surprisingly easy when we have the leverage of always having three spot removal spells in our hand. Uktabi OrangutanUktabi Orangutan really shines through all of the nonsense, and the play experience is something special. A perfect deck for when you want to surprise your friends and get scrappy.
Until Next Time
MaroMaroThis card is so dope, and so unplayable anywhere outside of Commander. It rewards you for not playing the cards in your hand, meaning it's only big if you are effectively spending cards to keep it big.
But in Commander, card advantage happens on a completely different scale, and [/el]Maro[/el] can easily be a 10/10 without trying too hard. But what if we do try? How big can this creature get? Find out next time on Singleton Shmingleton!
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