
At a glance
- Commander: Halana and Alena, Partners
- Colors: Gruul
- Archetype: Gruul fight-removal midrange control
- Power tier: mid-high
Cards
Commander — the REAL card
Halana and Alena, Partners — , Legendary Creature — Human Ranger (5/5) First strike. Reach. At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena’s power. That creature gains haste until end of turn.
commander_oracle_ok = true — confirmed against printed text.
Note on the scout’s paraphrase: the assignment said the commander “dumps a +1/+1 counter onto your biggest creature.” That undersells it badly. The real card puts X counters where X = Halana and Alena’s own power (starting at 5), and it can target any other creature you control, granting haste. So turn after turn she hands a chosen creature a pile of counters (5, then more if she herself grows) plus haste. That changes the build: you don’t need your beater to already be big — you can drop a fresh 2-drop, and at the next combat it becomes a 7/7+ with haste. The deck is built around the real engine.
Gameplan
- Ramp into the commander (4 mana) on turn 3-4 off dorks/Cultivate effects.
- Each combat, target a resilient creature (ideally one with trample, reach, or a draw trigger) and dump 5+ counters on it with haste.
- Turn that giant into removal. Green is swimming in fight spells; the deck runs the one-sided ones too — Ram Through and Bite Down make your huge creature deal its power to a target without taking damage back, and Ram Through sends trample overflow at a face. Standard fights (Prey Upon, Pit Fight, Pounce, Titanic Brawl, etc.) clean up anything the giant can survive.
- Burn as flex removal that the fights can’t reach (hexproof dorks, planeswalkers, faces): Lightning Bolt, Chain Lightning, Flame Slash, plus X-burn (Fireball, Disintegrate) for late-game reach or finishing a player.
- Grind to inevitability. Every turn = a free fight + a growing threat. You 1-for-1 the table into the dirt, protect the threat, and the snowball eventually trample-kills.
Key synergy lines
- Commander + Tuskguard Captain / Duskshell Crawler: both give your countered creatures trample. A 12/12 with trample plus Ram Through ends games.
- Commander + Snake Umbra: the enchanted beater draws a card on damage AND gets Umbra armor (destroy-protection). Counters + evasion + card advantage on one body.
- Commander + Bite Down / Ram Through: your snowball deals its (enormous) power as damage with no fight-back. Pure one-sided removal, every turn.
- Titanic Brawl costs less when targeting a creature with a +1/+1 counter — which is exactly what the commander manufactures.
- Ambitious Dragonborn enters as an X/X based on greatest power — a strong second target for the counter dump, and a backup threat if the main one dies.
- Haste matters: a creature handed counters at the begin-combat step can immediately attack or be used in an instant-speed fight that turn.
Role breakdown (counts)
- Lands: 37 — 17 Forest, 13 Mountain, 4 RG duals (Gruul Turf, Rugged Highlands, Timber Gorge, Wooded Ridgeline), 3 fetch-fixers (Evolving Wilds, Terramorphic Expanse, Ash Barrens).
- Ramp: 10 — Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Boreal Druid, Sakura-Tribe Elder, Farhaven Elf, Wood Elves, Rampant Growth, Cultivate, Kodama’s Reach. (Held to 10 — did not over-ramp.)
- Card advantage: 9 — Snake Umbra, Greenseeker, Heart Warden, Avenging Druid, Centaur Rootcaster, Elven Farsight, Abundant Harvest, Faithless Looting, Confront the Unknown.
- Spot removal / interaction: 20 — this is the archetype. ~10 fight spells (Prey Upon, Pit Fight, Pounce, Epic Confrontation, Hunt the Weak, Titanic Brawl, Wild Instincts, Ancient Animus, Outmuscle + one-sided Ram Through / Bite Down), ~7 burn (Lightning Bolt, Chain Lightning, Flame Slash, Galvanic Blast, Disintegrate, Fireball, Dual Shot), plus Naturalize + Caustic Caterpillar for artifacts/enchantments. The count runs high on purpose: in a wipe-poor color pair, repeatable + redundant fights ARE the control plan and the inevitability engine.
- Mass / pseudo-wipe: 2 — Sulfurous Blast (3 to each creature & player on your main phase) and Boiling Earth (1 to each opponent creature). Both swing in your favor because your snowball survives.
- Payoffs / threats / protection (~21): the snowball targets and their support — trample-granters (Tuskguard Captain, Duskshell Crawler), evasive/reach bodies, Burning-Tree Emissary (free body + mana), Ambitious Dragonborn, and a protection suite (Snakeskin Veil, Ranger’s Guile, Tamiyo’s Safekeeping, Withstand Death) to keep the one threat alive through removal.
Pilot notes
- Pick your counter target for resilience, not just size. A creature with trample (or one wearing Snake Umbra) is better than a vanilla fatty — you want the snowball to draw cards and punch through chump blocks.
- Hold a protection spell when you commit hard to one creature. Tamiyo’s Safekeeping (hexproof + indestructible) and Withstand Death blank a kill spell or a fight.
- Save one-sided removal (Ram Through / Bite Down) for the scary stuff — they don’t risk your creature.
- Sulfurous Blast is a tempo reset: cast it when your giant is large enough to shrug off 3 and the board is full of x/3-or-less tokens/dorks.
- X-burn (Fireball/Disintegrate) is your closer if the beater gets answered repeatedly — point overflow mana at a player.
Weaknesses
- Single-threat fragility. The plan funnels value into one creature; serial removal or a board wipe you can’t dodge sets you back hard. Mitigated by the protection package and backup bodies (Ambitious Dragonborn, the dorks), but it’s the real risk.
- Few true wipes. Commons RG has no Wrath. Against a wide go-wide deck you lean on Sulfurous Blast + grinding fights, which can be too slow.
- Flyers. Reach on the commander and a couple of spiders/Scattershot Archer help, but a heavy air force is awkward.
- Removal-light openers. If you brick on ramp + commander, the fight package has no creatures to fight with until you stabilize a board.
Decklist
⬇ Download as .txt — paste into Moxfield, Archidekt, or MTG Arena.
Show the full list (99 + commander)
Commander 1 Halana and Alena, Partners Deck 1 Llanowar Elves 1 Elvish Mystic 1 Fyndhorn Elves 1 Boreal Druid 1 Sakura-Tribe Elder 1 Farhaven Elf 1 Wood Elves 1 Cultivate 1 Kodama's Reach 1 Rampant Growth 1 Tuskguard Captain 1 Duskshell Crawler 1 Burning-Tree Emissary 1 Gnarlid Colony 1 Garruk's Companion 1 Deadly Recluse 1 Canopy Spider 1 Bull Aurochs 1 Ambitious Dragonborn 1 Centaur Rootcaster 1 Avenging Druid 1 Heart Warden 1 Greenseeker 1 Scattershot Archer 1 Deadeye Duelist 1 Juvenile Gloomwidow 1 Guerrilla Gorilla 1 Knight of Wundagore 1 Slimy Piper 1 Caustic Caterpillar 1 Prey Upon 1 Pit Fight 1 Pounce 1 Epic Confrontation 1 Hunt the Weak 1 Titanic Brawl 1 Wild Instincts 1 Ancient Animus 1 Outmuscle 1 Ram Through 1 Bite Down 1 Lightning Bolt 1 Chain Lightning 1 Flame Slash 1 Galvanic Blast 1 Disintegrate 1 Fireball 1 Dual Shot 1 Naturalize 1 Sulfurous Blast 1 Boiling Earth 1 Snake Umbra 1 Snakeskin Veil 1 Ranger's Guile 1 Tamiyo's Safekeeping 1 Withstand Death 1 Crash Through 1 Confront the Unknown 1 Elven Farsight 1 Abundant Harvest 1 Faithless Looting 1 Predator's Rapport 17 Forest 13 Mountain 1 Gruul Turf 1 Rugged Highlands 1 Timber Gorge 1 Wooded Ridgeline 1 Evolving Wilds 1 Terramorphic Expanse 1 Ash Barrens