Introduction
Fans of the Teenage Mutant Ninja Turtles live-action show, the one that aired in the 90s, were certainly glad to see the Universes Beyond TNMT set and the commanders in it.
So, let's get straight to the point and discuss one of the most popular turtles in the franchise: Venus, who was created specifically for the 90s live-action show and is the fifth and only female turtle in the group.
The Commander: Venus, Torn Between Worlds

Venus, Torn Between Worlds was originally created for TMNT: Next Mutation, the Power Rangers crossover TV show. This card represents her comic book version, but the character is the same. She even uses her mask as if it were a braid.
This is a Simic commander that fits more than just +1/+1 counter strategies that grow the board in a very predictable way. The main idea is to use combat as an engine. Venus will get quite big, but she'll take damage, survive, and draw cards when your creatures with counters deal damage.
So, we built this deck quite differently. Decks centered around counters put many of them in play to build a threatening board. This deck does the same in the end but through a much more complicated process. You'll be rewarded for calculating your moves before combat, setting up good trades between creatures, and knowing when to push forward and when to retreat.
I also like how this commander makes this list more proactive. It could be a Simic list that just hoards value and hides behind efficient permanents, but it isn't. This game plan is more difficult and complex, but it's also more interesting. Venus is not the type of commander that just sits on the board. She'll change every combat phase.
The List
This list plays lots of "combat" removals, cards that interact with counters, and, my favorite, creatures and permanents that make the main game plan work even when the commander isn't in play. We hardly see this type of strategy in this format anymore because most commanders are built to do everything and most players build and play decks that only work when they're in play.
This list doesn't rely solely on its commander, one of its greatest strengths. In some matches, it might revolve entirely around Venus, but in others it can lean on wide boards with many buffed attackers. You'll draw cards, for instance, all without relying on Venus. Overall, this list is quite versatile and has space for some very fun strategies.
Because these are Simic colors, we can play the best ramp cards in the game. Whether that's green ramp, like Cultivate, Kodama's Reach, Nature's Lore, Rampant Growth, Growth Spiral, and Eureka Moment, or mana rocks like Sol Ring. Because of all this ramp, this list puts Venus, Torn Between Worlds in play quite fast. You'll be able to draw cards with her and develop the board relatively easily.
Here it is:
Fight, Fight, Fight

The most fun part of this strategy is the combat kit. Ancient Animus is a great example because, with Venus in play, it does two things at the same time. It puts a counter in play because it is a legendary card and then allows us to set up a fight, which is what we want.
Mutant's Prey needs a creature with a counter to work, which will rarely be a problem. Warbriar Blessing does something similar, whereas Ulvenwald Tracker turns leftover mana into at least one good combat per turn. All of these cards make clear that this deck does more than just remove enemy creatures through combat. It progresses the main game plan after each combat.
Boxing Ring also fits this strategy really well. In a deck full of creatures with different CMCs, being able to set up combats whenever one of them enters play makes the main game plan really simple. All you must do is pair the right cards.
Counters are Key

Counters are a big part of this strategy, so let's add even more. Branching Evolution is pretty straightforward, as it doubles them. Ozolith, the Shattered Spire is similar, but you can also tap it to get counters. High Score also puts more counters in play, but it draws cards as well.
If Venus survives damage, she already grows. If we're doubling the counters in play, she'll get exponentially bigger and become an even bigger problem. The rest of the board will also be quite threatening. Creatures that were only decent attackers before will become quite problematic and also draw cards when they deal damage.
Fangs of Kalonia is particularly strong because it represents a lot of value all by itself. It puts a counter in play and then doubles all counters. Level Up is a bit different: it turns a certain creature into the main star. This is often relevant in this strategy because any effect that buffs Venus considerably will make the opponent's lives quite difficult. Each combat and removal will be a nightmare for them.
Thickest in the Thicket also fits this list pretty well. It will develop the board by turning a creature's power into counters and draw cards later on as well. This spell is everything this deck wants, that is, quite valuable for a single card.
Extra Value

As we mentioned, this list doesn't need Venus to work. Some cards in it are quite decent even if Venus isn't in play. Pond Prophet comes in and draws cards, Lilysplash Mentor lets you reuse creatures and returns counters to the board, and Clement, the Worrywort lets you reuse your best ETB effects. All of these form a very cohesive block and make this list quite consistent.
Valley Mightcaller is a pretty good example as well. This list already plays a few relevant creature types, so it can grow relatively easily. It will be an efficient attacker and another creature that will work really well with Venus. We can say the same for Crocanura, which will grow really well throughout the game and punish flying creatures.
This foundation makes a huge difference. It works really well when Venus is in play and holds everything together when she is answered two or even three times. Obviously, she is still the best piece in the deck, that is, we'll always want to see her in play, but she is not solely responsible for making it work. Many other cards in this list support the entire thing really well.
Quandrix Scaling

This part of the deck doesn't seem like a Simic strategy. It leans more towards Quadrix scaling. Forgotten Ancient is excellent in Commander because it grows as players develop their turns. Vorel of the Hull Clade multiplies counters and turns your weakest creatures into problems. The Ozolith saves counters when a creature leaves play, so, because of it, you won't lose that many resources at once if you take a spot or global removal.
Leatherhead, Iron Gator also stands out because it puts counters all over the board when it attacks. Considering this deck sets up multiple attackers to draw cards with Venus, this effect is pretty important. You'll make your creatures a lot more resilient and powerful and also force the opponents to block them, remove them, or respect them because of how big they'll be.
Vigor is great in combat. It protects your creatures from taking damage and turns that damage into +1/+1 counters. Considering this deck is all about combat, great trades, and building a great battlefield, with this card all your creatures can act as your commander. You'll be able to grow your entire board at the same time.
Win Conditions

The most common way to win is still through combat. A buffed Venus, Torn Between Worlds with support cards like Branching Evolution or Fangs of Kalonia will represent lethal damage in just a few turns. At the same time, the rest of the board will probably grow enough to draw cards with "side" combats, so your opponents will struggle to trade resources efficiently.
But this list can do more than just attack with big bodies. Simic Ascendancy is a pretty natural alternative win condition in counter decks. You won't have to sacrifice too much to play it in this list, and it takes advantage of what it already does to end the game. A Vorel of the Hull Clade will speed things up.
Inspiring Call is one of the best protection spells in this list. After all, you'll have a lot of counters in play, and this card will make your board indestructible and draw cards as a result. It'll protect your main game plan and allow you to win matches once it's your priority again. EDH matches are often won because of a well-timed protection spell, so it's pretty great.
Final Words
Venus, Torn Between Worlds is much more interesting than she seems. At first, you might not lean towards her because she's an uncommon card, but she's quite easy to play and evolve throughout the game. This list is great for Timmies, that is, players who really enjoy big creatures and big numbers.
That being said, all I really want now is a Power Rangers Universes Beyond set to make the Power Rangers/Teenage Mutant Ninja Turtle crossover happen. Considering these characters are all owned by Hasbro, who knows? Maybe we'll get them next year, once a new Power Rangers TV show is released.
What do you think? Tell us your thoughts in our comment section below.
Thank you for reading, and see you next time!













— Comentarios 0
, Reacciones 1
Se el primero en comentar