Fynn, the Fangbearer

At a glance

  • Commander: Fynn, the Fangbearer
  • Colors: Mono-Green
  • Archetype: Mono-green deathtouch poison kill
  • Power tier: mid-high

Cards

The Commander’s Real Ability (verified via CLI)

Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) Whenever a creature you control with deathtouch deals combat damage to a player, that player gets two poison counters. (A player with ten or more poison counters loses the game.)

Printed text matches the scout’s paraphrase. Fynn turns every connecting deathtouch creature into a poison clock: two poison per hit, so five unblocked deathtouch swings kill an opponent, completely sidestepping life totals. commander_oracle_ok = true.

Gameplan

A non-blue mono-green aggro/voltron hybrid that wins through poison inevitability, not life damage. We flood the board with cheap deathtouch bodies (most cost or ), force them through with evasion (flying equipment, lure, unblockable), and let Fynn convert each connection into 2 poison. Proliferate doubles down: a single poison counter on a player becomes a snowballing kill (Pollenbright Druid, Copper Longlegs, Bloom Hulk, Courage in Crisis, Thirsting Roots, plus the deck’s own toxic creatures stacking with Fynn’s counters).

Because most threats have deathtouch, our fight removal is one-sided premium removal — any 1-power Snake fights and kills a dragon. Deathtouch + reach also walls the air, so the deck plays good defense while assembling the poison kill. A few toxic/infect bodies (Glistener Elf infect; Ichorspit Basilisk, which has both deathtouch and toxic) add poison on their own. Note: pure infect/toxic creatures do not trigger Fynn — only creatures with deathtouch do — so the infect package is a small secondary clock, not a multiplier on Fynn’s trigger.

Win Condition

Poison. Fynn gives 2 poison per deathtouch combat hit; toxic/infect bodies and proliferate stack additional counters. ~5 unblocked deathtouch hits (or fewer with toxic + proliferate) eliminates a player. Multiple deathtouch attackers split across the table close out a multiplayer game fast, and most commons-only boards cannot profitably block a deathtoucher.

Role Breakdown (counts)

  • Lands: 36 — 33 Forest, Evolving Wilds, Ash Barrens, Khalni Garden
  • Ramp: 9 — Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Druid of the Cowl, Noxious Newt, Deathbloom Gardener, Rampant Growth, Nature’s Lore, Cultivate
  • Card draw / selection: 10 — real repeatable/ETB draw: Rot Wolf (combat draw), Elvish Visionary, Llanowar Visionary (also a mana dork), Generous Stray, Wedding Invitation (draw + unblockable enabler), Setessan Training (cantrip aura granting trample). Selection: Adventurous Impulse, Elven Farsight. Proliferate/tutor utility (counted here): Courage in Crisis, Thirsting Roots. (Jewel-Eyed Cobra makes a Treasure and Hoarding Recluse is graveyard recursion — those are NOT counted as draw.)
  • Spot removal / interaction: 11 — Prey Upon, Pounce, Bite Down, Master’s Rebuke, Prizefight, Epic Confrontation, Caustic Caterpillar, Nature’s Claim, plus Snakeskin Veil / Ranger’s Guile / Tamiyo’s Safekeeping (protection counts toward interaction)
  • Mass / pseudo-wipe: 2 — Alluring Scent and Taunting Elf: a single deathtouch creature lured into the whole board kills every blocker. This is a thin two-card lure package, not a true wrath (true wraths are off-color in mono-green); it provides the board-control inevitability the rubric asks for.
  • Evasion enablers: 6 — Spidersilk Armor (reach team), Cliffhaven Kitesail, Cobbled Wings, Mechanical Glider, Neurok Hoversail (flying), Taunting Elf / Alluring Scent (lure to force lethal trades)
  • Deathtouch / toxic threats: core ~22 bodies — predominantly true deathtouchers (which trigger Fynn) plus a couple of infect/toxic bodies (Glistener Elf, Ichorspit Basilisk) that add poison on their own

Curve is heavily sub-3, with almost no card above 4 MV.

Pilot Notes

  • Mulligan for: a ramp dork or land + an early deathtoucher. You want a deathtouch creature online by turn 2-3.
  • Sequencing: deploy bodies, then drop Fynn last when you can immediately threaten a swing — Fynn invites removal, but the deck functions on toxic/infect even without him.
  • Push one threat through: a flying equipment (Cliffhaven Kitesail / Cobbled Wings) on any deathtoucher is a guaranteed 2-poison clock. Proliferate makes that 3+ per cycle.
  • Lure is a board wipe: Alluring Scent / Taunting Elf on a deathtouch creature forces every blocker to die. Use it to clear a defender’s board, then crash for poison.
  • Fight = removal: never let a fight spell rot in hand — your creatures win every fight thanks to deathtouch. Bite Down / Master’s Rebuke (one-sided “deals damage”) are your cleanest answers since the deathtoucher takes nothing back.
  • Protect the carrier: Snakeskin Veil, Ranger’s Guile, and Tamiyo’s Safekeeping keep your equipped/saddled attacker alive through removal.

Weaknesses

  • Fogs and damage prevention stop the poison plan cold for a turn (rare at commons tables).
  • Lifegain is irrelevant to us — but so is our own: we have no reach if the opponent goes wide with deathtouch blockers of their own, forcing unfavorable trades. Evasion enablers mitigate this.
  • Board wipes hurt a creature-dense deck; rebuild speed is good (cheap bodies) but a sweeper sets us back a full turn.
  • Card draw is functional but not deep — mono-green commons lack premium repeatable advantage. We run a spread of ETB/combat cantrips (Elvish Visionary, Llanowar Visionary, Generous Stray, Wedding Invitation, Setessan Training, Rot Wolf) plus selection, but still lean on cheap, redundant threats to keep refilling the board.

Full Decklist

Commander 1 Fynn, the Fangbearer

Ramp (9) Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Druid of the Cowl, Noxious Newt, Deathbloom Gardener, Rampant Growth, Nature’s Lore, Cultivate

Deathtouch / Toxic / Infect Threats Sedge Scorpion, Ankle Biter, Moss Viper, Fang of Shigeki, Tajuru Blightblade, Glistener Elf, Ambush Viper, Deadly Recluse, Thornweald Archer, Underdark Basilisk, Toxic Scorpion, Blooming Stinger, Flesh Burrower, Death-Hood Cobra, Serpent Specialist, Ichorspit Basilisk, Daggerback Basilisk, Kraul Stinger, Jewel-Eyed Cobra, Rot Wolf, Kessig Recluse, Blightwidow, Treetop Snarespinner, Hoarding Recluse

Proliferate / Counters Pollenbright Druid, Copper Longlegs, Bloom Hulk, Courage in Crisis, Thirsting Roots

Evasion / Lure Spidersilk Armor, Cliffhaven Kitesail, Cobbled Wings, Mechanical Glider, Neurok Hoversail, Taunting Elf, Alluring Scent

Removal / Interaction Prey Upon, Pounce, Bite Down, Master’s Rebuke, Prizefight, Epic Confrontation, Nature’s Claim, Caustic Caterpillar

Protection / Combat Tricks Snakeskin Veil, Ranger’s Guile, Tamiyo’s Safekeeping

Card Draw / Selection Rot Wolf, Elvish Visionary, Llanowar Visionary, Generous Stray, Wedding Invitation, Setessan Training, Adventurous Impulse, Elven Farsight

Lands (36) 33 Forest, Evolving Wilds, Ash Barrens, Khalni Garden

Decklist

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