Hi folks. Welcome to the Weekly Sale Column. This column will show you some cards on sale that might spice up your lists or inspire something completely new. These lists will usually be Commander lists in Bracket 3, so you'll be able to play these in any Bracket 3 (or higher) pods.
If you want to play in lower pods, just swap out the Game Changers for other choices; if you want to compete with Bracket 4 and 5 pods, add more along with some other competitive combos.
Keep in mind that the Game Changers in your deck aren't the only thing that moves you up and down a bracket. Your intent with your deck; inclusions of other interactions, engines, and combos; and overall playgroup should all be factors in your bracket!
Remember that the weekly sale ends on Sunday night at 11:59 PM EST, so you have until then to get your cards ordered.
Space is Overrated
The Final Frontier sale was previously associated with space and boldly going where no man has gone before. Thanks, Star Trek. That's a thing of the past though, as this year, we're going back to our earthly roots. We've got a nice little Mono-Green Landfall list led by Nissa, Vastwood Seer.
Nissa, Vastwood Seer, one of the Magic Origins double-sided Planeswalkers, is one of the best Borderland Rangers ever printed. She only searches up Basic Forests, but when a Land enters, if you've got at least seven Lands, you get to flip her into her Planeswalker side. Her Planeswalker side has so much utility on it, from her first ability acting as a Coiling Oracle on a stick to her last ability letting you get 36 Power out of your Lands.
Our list will feature lots of Landfall, Land Searching, and cards that benefit from high Land counts. Let's begin.
Search Out Land to Live On
Our game plan here is to search out as many Lands as we can in our deck to put them into play. This not only thins our deck out, making our draws more likely to be Spells and not Lands, but also puts us ahead of our opponents, provided that we have the win conditions to cast with all the extra Mana.
On the low end, cards like Traverse the Ulvenwald and Nissa's Triumph will find us Lands for our hands, with Traverse the Ulvenwald having a little late game upside. Nature's Lore, Rampant Growth, and Shared Roots will ideally be in our opening hand for an immediate turn two ramp play, and Creatures like Sakura-Tribe Elder, Sporocyst, and Studious First-Year will hopefully excel us far in the Land count.
Moving on up, we've got the classic Cultivate, Kodama's Reach, and Search for Tomorrow combo, two of which also give us a Land in hand. Flare of Cultivation combos quite well with Veteran Explorer if we can pull that one off as well. Beanstalk Giant will go an Adventure to find us a Land before cards like Harrow and Entish Restoration start to fill our Graveyard for the Conduit of Worlds or the Ancient Greenwarden we'll play later.
Finally, on the top end, Skyshroud Claim, Verdant Confluence, and Jaheira's Respite will get us right to casting a couple of our big boys, Ulvenwald Hydra and Cultivator Colossus, to get the rest of the Lands.
Thrive on the Earth
Sure, we've got all these Lands in play, but how can we use and abuse them?
Starting us off, we've got one of the best Landfall cards ever printed with Scute Swarm. This card creates such a massive army that you'll run out of tokens to use for it. Rampaging Baloths and Greensleeves, Maro-Sorcerer will pump out big tokens with Landfall triggers and Avenger of Zendikar brings an army with it that get pumped with Landfall as well. Once we're wide enough, Craterhoof Behemoth can bring it home.
If we want to opt for quality over quantity, Ashaya, Soul of the Wild, along with Cultivator Colossus and Greensleeves, Maro-Sorcerer get bigger with each Land we have in play. On top of that, Lumbering Worldwagon and Staff of Titania also benefit from large Land counts, so we'll want to make sure we've got those as well.
On the utility side, we've got Creatures like Fierce Empath and Reclamation Sage for some useful enters triggers, Trailblazer's Boots to give to one of our big boys so they can stomp our opponents away, and the combination of Caged Sun and Gauntlet of Power for their double Mana effects. Earthbender Ascension and Bioengineered Future will help pump our Creatures while Primal Order will punish our greedy Nonbasic opponents.
Change the Game
When all else fails, Craterhoof. Craterhoof Behemoth might not be a Game Changer, but we play multiple ways to find it.
Cards like Chord of Calling, Green Sun's Zenith and Invasion of Ikoria can all find it, along with our first of two Game Changers, Natural Order. Natural Order will make cards that have served their purpose (Fierce Empath, Reclamation Sage, etc.) have even more utility by then becoming any other Green Creature.
Our best search will be Craterhoof, but finding an Avenger of Zendikar, a Cultivator Colossus, or even a Disciple of Freyalise can really sway the tide of a game in your favor.
Our other Game Changer is Worldly Tutor. Having a low-cost tutor is never bad, and Worldly Tutor fits so well here. We have another slot for a Game Changer, but I opted to just play two. Cards like The One Ring, Gaea's Cradle, and even Biorhythm would fit really well here, so try them out if you'd like.
Here's the list.
Final Frontier Sale (2026) | Commander | Matt Newnam
- Commander (1)
- 1 Nissa, Vastwood Seer
- Creatures (23)
- 1 Ancient Greenwarden
- 1 Ashaya, Soul of the Wild
- 1 Avenger of Zendikar
- 1 Beanstalk Giant
- 1 Craterhoof Behemoth
- 1 Cultivator Colossus
- 1 Disciple of Freyalise
- 1 Eternal Witness
- 1 Fierce Empath
- 1 Greensleeves, Maro-Sorcerer
- 1 Horizon Explorer
- 1 Oracle of Mul Daya
- 1 Rampaging Baloths
- 1 Reclamation Sage
- 1 Sakura-Tribe Elder
- 1 Scute Swarm
- 1 Sporocyst
- 1 Studious First-Year
- 1 Summon: Fenrir
- 1 The Earth King
- 1 Titania, Nature's Force
- 1 Ulvenwald Hydra
- 1 Veteran Explorer
- Planeswalkers (3)
- 1 Nissa, Vital Force
- 1 Nissa, Who Shakes the World
- 1 Nissa, Worldwaker
- Instants (8)
- 1 Archdruid's Charm
- 1 Beast Within
- 1 Chord of Calling
- 1 Entish Restoration
- 1 Harrow
- 1 Jaheira's Respite
- 1 Khalni Ambush
- 1 Worldly Tutor
- Sorceries (17)
- 1 Bala Ged Recovery
- 1 Bridgeworks Battle
- 1 Cultivate
- 1 Flare of Cultivation
- 1 Green Sun's Zenith
- 1 Kodama's Reach
- 1 Natural Order
- 1 Nature's Lore
- 1 Nissa's Triumph
- 1 Rampant Growth
- 1 Search for Tomorrow
- 1 Shared Roots
- 1 Skyshroud Claim
- 1 Travel Through Caradhras
- 1 Traverse the Ulvenwald
- 1 Turntimber Symbiosis
- 1 Verdant Confluence
- Enchantments (4)
- 1 Bioengineered Future
- 1 Earthbender Ascension
- 1 Primal Order
- 1 Virtue of Strength
- Artifacts (12)
- 1 Arcane Signet
- 1 Caged Sun
- 1 Conduit of Worlds
- 1 Gauntlet of Power
- 1 Hithlain Rope
- 1 Lumbering Worldwagon
- 1 Sol Ring
- 1 Staff of Titania
- 1 Sword of the Animist
- 1 Thaumatic Compass
- 1 Trailblazer's Boots
- 1 Winter Moon
- Battles (1)
- 1 Invasion of Ikoria
Final Thoughts
The best part about being the Mono-Green Ramp player is that no matter what expectation somebody has about what you're going to do in the pod, you're still going to crush that expectation. They think you're going to start attacking on turn six with a lot, but turns out you're doing that on turn five. They think you're not ramping until turn three, but you've already done two ramp spells by then.
Nissa, Vastwood Seer is a ton of fun and I hope you get to enjoy her in this list. See you next week!















