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Archetype Overview
Selesnya Company is a green-white creature deck that runs as a mana ramp deck. It plays 32 creatures, and 29 of them can be hit by Collected Company. Its threats get bigger every turn, and its disruption comes attached to bodies. This list took 2nd place at an MTGO Challenge 32 on 2026-10-26 (50 players, played by MTGO user Kako_Ferrer). The case for the deck rests on how its pieces fit together.
The Plan in One Sentence
You make far more mana than a two-color creature deck should, turn it into a wide board that also taxes and disrupts the opponent, and then grow that board until the opponent can't block or race it.
Engine One: Mana That Snowballs
Eight one-mana dorks (Llanowar Elves, Elvish Mystic) give you the usual dork start. Badgermole Cub is what makes the deck explosive:
- Every time you tap a creature for mana, the Cub adds an extra {G}, so each dork makes two.
- Its earthbend turns one of your lands into a creature with haste. Tapping that land is also tapping a creature for mana, so it makes two as well.
A start of dork on turn 1 and Cub on turn 2 can give you five or six mana on turn 3. That's enough for Ouroboroid plus a two-drop, or a Collected Company with mana left over.
A second Cub stacks another extra {G} on every creature you tap. If an opponent kills the earthbent land, it comes back tapped instead of being lost. It still costs you that mana for the turn, but it isn't permanent damage.
Engine Two: Card Flow
Creature decks usually run out of gas. This one is built not to.
- Enduring Innocence draws a card the first time each turn another creature with power 2 or less enters under your control. Almost every creature here starts at power 2 or less. When it dies, it comes back as an enchantment and keeps drawing, so removal only takes away the lifelink body.
- Professor of Symbology either rummages away a dead card or fetches a Lesson from the sideboard. That gives you access to Origin of Metalbending, Airbending Lesson, or Germination Practicum without spending main-deck slots on them.
- Collected Company is two creatures for one card at instant speed. Cast it at the end of the opponent's turn, untap, and attack.
Engine Three: Threats That Scale
Ouroboroid puts +1/+1 counters on each creature you control equal to its own power, at the beginning of combat on every one of your turns. Because it buffs itself too, the next trigger is bigger. A board of dorks becomes a real attacking force within two combats.
Other counter effects make it grow even faster:
- Abandoned Air Temple is a mana sink for all that extra mana. Its activation puts a counter on each creature you control.
- Elspeth, Storm Slayer's 0 ability does the same and gives your team flying until your next turn.
- Elspeth also doubles your tokens, so her +1 makes two Soldiers. Her −3 removes a blocker with mana value 3 or greater.
Disruption Without Spending Cards
Most of the deck's interaction is a creature that also attacks, and Collected Company can deliver it at instant speed:
- Skyclave Apparition exiles a nonland, nontoken permanent with mana value 4 or less.
- Thalia, Guardian of Thraben taxes noncreature spells and blocks well with first strike.
- Archon of Emeria limits each player to one spell per turn and makes the opponent's nonbasic lands enter tapped.
These restrictions hurt you less than the opponent, for two reasons:
- Collected Company puts creatures onto the battlefield instead of casting them. Under Archon, one Company still gives you two bodies for your one spell.
- Your dorks and Cub easily cover Thalia's tax on your own Company, March of Otherworldly Light, and Elspeth.
The lands add more interaction:
- Boseiju, Who Endures and Eiganjo, Seat of the Empire are removal you can channel when needed. Both cost less with Thalia, a legendary creature, on the battlefield.
- March of Otherworldly Light covers artifacts, creatures, and enchantments at instant speed.
Where It's Vulnerable
Know these weak points before you register the deck:
- Cheap creature removal. The explosive starts depend on one-toughness dorks and a 2/2 Cub. Opponents who kill them early turn your turn-3 haymaker into a fair creature deck.
- Thin top end. Ouroboroid is the main scaling threat, and at mana value 4, Company can't find it.
- Real deckbuilding costs. Many lands deal damage or cost life (Brushland, Temple Garden, Starting Town), and Thalia taxes your own spells.
Against fast, aggressive decks you have to manage your life total and your own Thalia tax carefully.
Who Should Pick It Up
This deck suits you if you like:
- Combat math.
- Instant-speed decisions, such as when to fire Company and how to order the cards you don't take.
- Reading which symmetrical effect hurts the opponent more this game.
Because the disruption is creature-based and the deck can rebuild through card draw, you're rarely out of a game after one bad exchange.
Skip it if you want a deck that ignores the opponent. Most games come down to deploying the right hate piece at the right moment and knowing when to grow the board instead of adding to it. At roughly $568 it's a real investment, but each piece fills a defined role, so learning the deck pays off quickly.
Core Strategy & Game Plan
Selesnya Company is a creature-dense ramp-aggro deck. It wants to deploy more bodies than the opponent can answer, then make every one of them large at the same time. Mana creatures and Badgermole Cub produce an amount of mana far beyond your land count. Collected Company and Enduring Innocence keep the cards coming. Ouroboroid turns a board of 2/1s into a lethal attack within a turn or two. The disruptive creatures, Thalia, Guardian of Thraben, Archon of Emeria and Skyclave Apparition, slow the opponent down while you build.
How the Deck Wins
You win by going wide, then pumping the whole team. Four cards put counters on everything you control:
- Ouroboroid: at the beginning of combat on your turn, it puts counters on each of your creatures equal to its own power. It counts itself, so it grows every turn and the bonus scales with it.
- Abandoned Air Temple: a mana sink that adds a counter to each creature.
- Elspeth, Storm Slayer: her 0 ability adds a counter to each creature and grants flying until your next turn.
- Germination Practicum: fetched with Professor of Symbology, it adds two counters to each creature and repeats every turn.
These effects stack multiplicatively with Ouroboroid. Anything that raises its power before combat raises X. Activate Abandoned Air Temple in your first main phase, use Elspeth's 0, or resolve Practicum. Then the combat trigger puts more counters on every creature. Elspeth's flying turns that oversized board into an alpha strike that ground blockers can't stop.
The Engines
- The mana engine. Badgermole Cub adds an extra {G} whenever you tap a creature for mana. That turns Llanowar Elves and Elvish Mystic into two-mana sources. Its earthbend makes one of your lands a creature with haste. That land taps the turn it animates, for its own mana plus Cub's bonus {G}. Multiple Cubs stack. The key constraint: every bonus is green. White has to come from your lands. Skyclave Apparition and Enduring Innocence both need {W}{W}, so pick your land drops with white in mind.
- The card-flow engine. Enduring Innocence draws once per turn whenever other creatures with power 2 or less enter. Nearly every creature in the deck qualifies. Collected Company is an instant, so casting it at the end of the opponent's turn draws you a card on their turn, and your next creature draws again on yours. When Innocence dies it comes back as an enchantment and keeps drawing. Removal on it slows you down but doesn't stop the engine. Note that earthbend does not trigger Innocence, because the land doesn't enter the battlefield.
- Collected Company targets. Company can hit 29 of your 32 creatures. Ouroboroid costs four mana, so Company can't find it. You have to draw it and cast it.
- The toolbox. Professor of Symbology fetches a Lesson from your sideboard: Airbending Lesson, Germination Practicum or Origin of Metalbending. When none of them fits, its learn can discard a dead card to draw a fresh one instead.
Posture: Proactive, With Teeth
You are the beatdown in almost every game. Your interaction is attached to bodies, so it never costs you tempo:
- Skyclave Apparition exiles a key permanent with mana value 4 or less.
- Thalia, Guardian of Thraben taxes spell-heavy opponents.
- Archon of Emeria caps everyone at one spell per turn and makes the opponent's nonbasic lands enter tapped.
Both lock pieces also hit you. Thalia makes Collected Company, March of Otherworldly Light and Elspeth, Storm Slayer each cost one more. Archon holds you to one spell a turn. Under Archon, Company is your best play: one spell, two bodies. With Cub online you can usually pay Thalia's tax, but count it before you commit.
Your reactive tools are cheap and situational:
- March of Otherworldly Light exiles an artifact, creature or enchantment at instant speed.
- Boseiju, Who Endures and Eiganjo, Seat of the Empire are lands that double as removal. Both channel abilities cost one less with Thalia in play, because she's legendary.
- Instant-speed Collected Company can ambush an attacker with surprise blockers or dodge sorcery-speed sweepers.
The Ideal Game
- Turn 1: Land, Llanowar Elves or Elvish Mystic. Use Starting Town or Razorverge Thicket here, since both enter untapped this early.
- Turn 2: Pay for Badgermole Cub with the elf and one land. Earthbend your untapped land. It has haste, so it taps right away for its color plus Cub's {G}. Spend that on Thalia, Guardian of Thraben or Professor of Symbology. That's two threats and a dense mana base before the opponent's second turn.
- Turn 3: Your mana now outpaces any normal curve. You have three options. Cast Ouroboroid in your first main phase, and it puts counters on the whole team that same combat. Cast Skyclave Apparition plus a two-drop. Or hold Collected Company for the opponent's end step.
- Turn 4 and beyond: Pump before combat, then swing. Use Abandoned Air Temple, Elspeth, Storm Slayer or Germination Practicum to raise Ouroboroid's power, then let the trigger resolve. Two Ouroboroid triggers on a board of five or six creatures usually ends the game.
When the Engine Breaks
Your plan B depends on what the opponent removed. If they killed the mana creatures, cast three-drops off your lands and grind with Enduring Innocence and Collected Company. Your creatures with power 2 or less still draw cards, and the lifelink buys time. If they answered Ouroboroid, go wide and use Abandoned Air Temple and Elspeth, Storm Slayer as the pump. Watch your animated land: if it dies, it returns tapped as a plain land and loses its counters. Don't give it the team's best counters when the opponent has cheap removal.
Card Choices & Breakdown
The Constraint: Collected Company
Every creature slot answers to four copies of Collected Company. Of the 32 creatures in the main deck, 29 have mana value 3 or less, so Company finds two bodies at instant speed from almost any part of the list. The only creature it can't hit is Ouroboroid, and that's the main reason the deck keeps the other non-hits (Elspeth, Storm Slayer, March of Otherworldly Light) to single copies. Each card that isn't a Company hit makes your best spell worse, so those slots have to justify themselves.
The Mana Engine: Dorks and Badgermole Cub
Eight one-drop elves (Llanowar Elves, Elvish Mystic) are the floor. Badgermole Cub is what makes them explosive. Its static adds an extra {G} whenever you tap a creature for mana, so each elf produces {G}{G}. Its earthbend also turns one of your lands into a hasty creature, which means that land gets the bonus {G} too.
The standard turn-two line shows how this works:
- Tap a land and your elf for the Cub.
- Earthbend your untapped land.
- Tap that land for two mana and add a two-drop.
Multiple Cubs stack, since each one triggers separately. The cost is that your animated land is now exposed to creature removal. It does return tapped if it dies or is exiled, so you lose tempo rather than a land drop. All four Cubs are correct because the card is a Company hit, a power-2 body for Enduring Innocence, and a ramp piece in one.
The Card Advantage: Enduring Innocence and Professor of Symbology
Nothing in the main deck enters with power greater than 2, so Enduring Innocence draws a card on almost every turn you deploy a creature. The trigger is capped at once per turn, so a Company that resolves two creatures still draws one card. Its death trigger is the real reason it's a four-of. Kill it and it returns as a non-creature enchantment that keeps drawing. Removal on Innocence slows your clock but not your card flow.
Professor of Symbology is a two-mana Company hit that also triggers Innocence. Its learn ability does one of two things:
- Early, it reaches into the sideboard's Lesson package: Airbending Lesson, Germination Practicum or Origin of Metalbending.
- Late, it discards a card to draw a card, letting you rummage away surplus lands.
Every Professor is effectively a tutor for whichever answer the matchup needs.
Interaction on Bodies
Skyclave Apparition (4): This is your main removal, and it also comes off Company. It exiles any nonland, nontoken permanent with mana value 4 or less. If the Apparition leaves the battlefield, your opponent gets an X/X token. Spend it on the threats that matter, not on whatever is in front of you.
Thalia, Guardian of Thraben (3): Thalia taxes your opponent's noncreature spells, and you play only six noncreature spells yourself. She does tax your own Company, March and Elspeth, though. Because she's legendary, a second copy on the battlefield does nothing. Three copies keeps those awkward draws down. She is also your only legendary creature, so with her out, Eiganjo, Seat of the Empire's channel costs {1}{W} and Boseiju, Who Endures's costs {G}.
Archon of Emeria (2): The one-spell restriction applies to every player, you included. On your own turn it stops you from chaining cheap creatures. That symmetry is why it's a two-of. Your lines still work under it: Collected Company is one spell that puts two creatures onto the battlefield, and you can cast it at instant speed on your opponent's turn. Flying and making the opponent's nonbasic lands enter tapped round out the card.
The Payoffs
Ouroboroid (3): This is the scaling threat. At the beginning of combat it puts X +1/+1 counters on each creature you control, including itself, where X is its power. The first trigger is X=1 and the next is X=2, and it keeps climbing. Anything that raises its power raises every future trigger:
- Abandoned Air Temple's activation
- Elspeth, Storm Slayer's 0
Your elves and earthbended lands become real attackers. It's three copies rather than four because it costs four mana and is the one creature Company misses.
Elspeth, Storm Slayer (1, plus 1 in the sideboard): Her token-doubling turns each +1 into two Soldiers. Her 0 gives your whole board a counter and flying until your next turn, which is the finisher through ground stalls. Her −3 kills a creature with mana value 3 or greater. Cub mana makes five mana reachable early. She stays a single copy in the main because she isn't a Company hit.
The Lone Spell: March of Otherworldly Light
This is an instant-speed exile for any artifact, creature or enchantment. You can exile white cards from your hand to cut its cost by {2} each. That flexibility covers targets your creatures can't. It's a single copy because the creature suite already carries most of your interaction.
The Mana Base
The deck runs 22 lands plus eight dorks. Your creatures and Cub only make {G}, so the lands lean white: 20 of the 22 produce {W}, which you need for the {W}{W} in Innocence and Apparition. Each land has a specific job:
- Starting Town: Untapped on your first three turns, and makes any color for 1 life.
- Razorverge Thicket: Untapped while you control two or fewer other lands, so it's strongest early.
- Temple Garden and Brushland: Untapped dual mana, paid for in life.
- Four basics (Plains, Forest): These let Abandoned Air Temple enter untapped.
- Abandoned Air Temple (2): Its {3}{W} activation puts a counter on every creature you control. That's your late-game mana sink and a direct boost to Ouroboroid.
- Eiganjo, Seat of the Empire and Boseiju, Who Endures: Spells disguised as lands. Eiganjo deals 4 damage to an attacker or blocker. Boseiju answers an artifact, enchantment or nonbasic land.
The Decklist
This is the 75 that finished 2nd at an MTGO Challenge 32 on 2026-10-26 (50 players). The main deck runs 32 creatures, 6 noncreature spells and 22 lands, at roughly $568 on TCGplayer market prices. Every creature except Ouroboroid has mana value 3 or less, so 29 of the 32 are legal Collected Company hits. Notes flag which slots are core and which are flexible.
Main Deck (60)
| Qty | Card | Note |
|---|---|---|
| Creatures (32) | ||
| 4 | Llanowar Elves | Core. Turn-one acceleration. Makes two mana once Badgermole Cub is out. |
| 4 | Elvish Mystic | Core. The second set of one-drop dorks. Eight total makes a turn-one dork the normal case. |
| 4 | Badgermole Cub | Core. Adds extra mana whenever you tap a creature for mana. The land it earthbends has haste and is a creature, so it taps for two right away. |
| 4 | Professor of Symbology | Core. Learn fetches one of the three sideboard Lessons, or lets you discard a card to draw a card. |
| 3 | Thalia, Guardian of Thraben | Flex. The tax also hits your own Collected Company, March of Otherworldly Light and Elspeth, Storm Slayer. The third copy is the first trim. |
| 4 | Enduring Innocence | Core. Draws a card each turn off your power-2-or-less creatures, and returns as an enchantment when it dies. |
| 4 | Skyclave Apparition | Core. Removal on a body that Collected Company can find. |
| 2 | Archon of Emeria | Flex. The one-spell limit applies to you too. Play more copies into spell-dense fields and fewer into creature mirrors. |
| 3 | Ouroboroid | Flex count. This is the finisher. It is the one creature Collected Company can't hit, which is why there are three, not four. |
| Spells (6) | ||
| 4 | Collected Company | Core. The deck is built around it. Don't cut copies. |
| 1 | Elspeth, Storm Slayer | Flex. A single top-end threat, with a second copy in the sideboard. |
| 1 | March of Otherworldly Light | Flex. Instant-speed exile. You can exile white cards from your hand to reduce the cost when you're short on mana. |
| Lands (22) | ||
| 4 | Temple Garden | Core. Dual land. It has basic land types but is not a basic land. |
| 4 | Razorverge Thicket | Core. Enters untapped on the early turns, when this deck needs it most. |
| 4 | Brushland | Core. Always enters untapped. The damage adds up against aggro. |
| 2 | Starting Town | Flex. Untapped on turns one through three. Makes any color for 1 life. |
| 2 | Abandoned Air Temple | Flex. Enters tapped unless you control one of only four basics. Late-game mana sink. |
| 3 | Plains | Enables Abandoned Air Temple. |
| 1 | Forest | Enables Abandoned Air Temple. |
| 1 | Eiganjo, Seat of the Empire | Free utility in a land slot. The channel cost drops with Thalia, Guardian of Thraben in play. |
| 1 | Boseiju, Who Endures | Free utility in a land slot. Answers artifacts, enchantments and nonbasic lands. |
Sideboard (15)
| Qty | Card | Note |
|---|---|---|
| 3 | Clarion Conqueror | Shuts off activated abilities, including your dorks' mana, earthbent lands' mana and Unlicensed Hearse. Cut dorks when it comes in. |
| 2 | Aven Interrupter | Flash answer to a key spell. Taxes spells cast from graveyards and exile. |
| 2 | Seam Rip | One-mana answer to cheap permanents. |
| 2 | Solarium Sentry | A 3/3 for two that gains life against cheap spells. |
| 2 | Unlicensed Hearse | Graveyard hate for decks like Dredge. Crew 2 is easy with this creature count. |
| 1 | Elspeth, Storm Slayer | Second copy for grindy matchups. |
| 1 | Airbending Lesson | Lesson that Professor of Symbology can fetch. Tempo plus a card. |
| 1 | Germination Practicum | Lesson that Professor of Symbology can fetch. Repeating anthem for board stalls. |
| 1 | Origin of Metalbending | Lesson that Professor of Symbology can fetch. Answers artifacts and enchantments, or protects a key creature. |
If you adjust the list, keep the count of creatures at mana value 3 or less high. That density is what makes Collected Company reliable. The safe places to tune are the third Thalia, Guardian of Thraben, the Archon of Emeria count, the singleton spells and the Starting Town/Abandoned Air Temple split. Count your basics before adding more copies of Abandoned Air Temple.
Mulligan Guide
What a Keepable Seven Looks Like
The deck runs 22 lands plus eight one-mana dorks. That is plenty of mana, so most mulligans happen because a hand has the wrong colors or nothing to do on turns one through three. A keep needs three things:
- Two or more lands, or one land plus a dork in a matchup that won't punish it. With two lands and a dork, you have the mana to cast Collected Company on turn three.
- Both colors, or a clear path to them. Llanowar Elves and Elvish Mystic make only green. Skyclave Apparition and Enduring Innocence need WW. A hand of dorks plus WW three-drops and a single Plains is a trap.
- A play on turn one or two. A dork, Thalia, Guardian of Thraben, Professor of Symbology, or Badgermole Cub. Hands that start on turn three give tempo decks too much time.
The best opener is a dork followed by Badgermole Cub. On turn two, tap the dork and a land for the Cub. Then earthbend your untapped land. It has haste, so you can tap it immediately, and the Cub adds an extra G because it is now a creature. That gives you two more mana for a two-drop on the same turn. On turn three you are casting Collected Company or Ouroboroid with mana to spare. A seven with a dork, the Cub and two lands is almost always a keep.
Check your land types when you count mana. Abandoned Air Temple enters tapped unless you control a basic land, and the deck runs only four basics. Two Air Temples with no Plains or Forest cost you tempo. Razorverge Thicket and Starting Town both come in untapped early, so either one makes a hand faster.
Example Hands
| Hand | Verdict | Why |
|---|---|---|
| Llanowar Elves, Badgermole Cub, Temple Garden, Razorverge Thicket, Professor of Symbology, Skyclave Apparition, Collected Company | Snap keep | Dork into Cub, both colors, an interaction piece and the instant-speed haymaker. Keep this in every matchup. |
| Elvish Mystic, Llanowar Elves, Forest, Badgermole Cub, Ouroboroid, Enduring Innocence, Collected Company | Ship on the play; keep on the draw against slower decks | The ceiling is huge, but the hand runs on one land with no white source. If they remove a dork, you are stuck. On the draw, the extra card makes it acceptable against midrange or control, but not against UR Aggro. |
| Plains, Plains, Eiganjo, Seat of the Empire, Llanowar Elves, Elvish Mystic, Badgermole Cub, Ouroboroid | Ship | Three lands and zero green. None of the four spells can be cast until you draw a green source. A strong-looking hand that does nothing. |
| Temple Garden, Plains, Thalia, Guardian of Thraben, Skyclave Apparition, Enduring Innocence, Archon of Emeria, Collected Company | Keep | No dork, but you have a turn-two play, WW on time, and three-drops that matter in every matchup. You need a third land, and the deck has plenty of mana sources. This hand is stronger on the draw. |
| Plains, Brushland, Temple Garden, Starting Town, Abandoned Air Temple, Collected Company, March of Otherworldly Light | Ship | No creatures. Collected Company gets weaker when it is your only threat, and five lands means you are relying on your draws. |
| Six cards: Elvish Mystic, Temple Garden, Brushland, Thalia, Guardian of Thraben, Enduring Innocence, Skyclave Apparition | Keep | Two lands that make both colors, a dork, and a full curve. A good six-card hand. Don't go to five chasing Badgermole Cub. |
Professor of Symbology makes borderline hands better. Its learn can fetch Airbending Lesson, Origin of Metalbending or Germination Practicum from your sideboard. If you have no use for a Lesson, it can discard a dead card to draw a new one. Count it as a real card when you evaluate a hand.
On the Play vs. on the Draw
On the play, speed matters most. Dork hands are at their best because your mana accelerates before the opponent has cast anything. One-land hands are still bad, though: missing your second land drop with no extra draw ends games.
On the draw, the extra card helps hands that are short on lands. But your dorks face removal before they untap. Value hands built around Enduring Innocence, Skyclave Apparition and Collected Company gain value here, and all-dork hands lose value.
Matchup Adjustments
UR Aggro. This is the archetype to plan around. It took 15 of 48 Top 8 slots and won 3 of 6 counted events (source: MTGTop8, 2026-10-01 to 2026-10-15). Keep hands that interact early and block well:
- Thalia, Guardian of Thraben has first strike, and her tax hits a spell-dense deck hard.
- Enduring Innocence has lifelink.
- Skyclave Apparition removes a threat.
Ship one-landers no matter how many dorks they have. Prefer two-land hands with real plays over greedy ramp hands.
Jund Sacrifice and The Rock. These are grindy decks full of removal. Value matters more than speed. Enduring Innocence and Collected Company keep cards flowing after your dorks die. Don't keep a hand whose plan only works if the Badgermole Cub survives.
Izzet Control, Lotus Field and other spell-heavy decks. Prioritize Thalia, Guardian of Thraben and Archon of Emeria. Against these decks, a slower hand with one of them beats a faster hand without either. Early pressure plus a lock piece is the ideal seven.
Sequencing & Key Lines
Land Sequencing: Spend Your Untapped Windows Early
The mana base rewards a strict order. Razorverge Thicket and Starting Town only come in untapped early, so play them on turns one through three. Hold Brushland, basics, and Temple Garden for later, since they never lose the ability to enter untapped. If the curve doesn't need every mana that turn, play Temple Garden tapped and save the 2 life. Abandoned Air Temple enters tapped unless you control a basic land, so get a Plains or Forest down before it. When you need colored mana from Starting Town or Brushland, those lands charge life, so use Razorverge Thicket and Temple Garden for colored mana first.
Turns 1-2: Elf Into Badgermole Cub
Turn one is Llanowar Elves or Elvish Mystic off a green source. On turn two, Badgermole Cub is the premium play, and how you pay for it matters.
- Standard line: tap both lands for Cub, then tap the elf with Cub in play for {G}{G}. That's two extra green, enough for a second elf plus a floating {G}.
- Colored line: tap the elf and one land for Cub, then earthbend your untapped white source. It is now a creature with haste, so tapping it for mana makes {W} plus Cub's bonus {G}. That casts Thalia, Guardian of Thraben or Professor of Symbology on turn two alongside Cub.
Earthbent lands keep counting as creatures you tap for mana, so every one of them is a two-mana land while Cub lives. They also pick up counters from Ouroboroid, Elspeth, Storm Slayer, and Abandoned Air Temple. If an earthbent land dies, it comes back tapped, which costs you that turn's mana. Don't attack with an animated land you need for mana next turn.
Turns 3-4: Order Your Creatures
- Enduring Innocence before small creatures. It draws once per turn when other creatures with power 2 or less enter. That covers almost every creature here, including Ouroboroid at 1/3. One creature per turn after Innocence is card advantage, so you rarely need to dump your hand in one turn.
- Ouroboroid precombat, always. Its trigger fires at the beginning of combat on your turn, so casting it in your first main phase grows the team that same turn. It also counts itself, so its power and its output climb every turn.
- Archon of Emeria is your last spell of the turn. Its restriction binds you too. Cast everything else first, then Archon. On later turns, make your one spell Collected Company or Ouroboroid, since Company's creatures enter without being cast.
- Taxes run both ways. Thalia, Guardian of Thraben makes your own Collected Company, March of Otherworldly Light, Elspeth, Storm Slayer, and Lessons cost {1} more. If you plan to cast Company next turn, decide whether Thalia's tax on the opponent is worth taxing yourself. Thalia does make Eiganjo, Seat of the Empire and Boseiju, Who Endures channel for {1} less.
Collected Company: Main Phase or End Step
The decision depends on whether Ouroboroid or Enduring Innocence is already in play.
- Cast it in your first main phase when Ouroboroid is out. Both hits get counters that combat.
- Cast it at the end of the opponent's turn when you're holding mana against instant-speed interaction or a sweeper-style turn. It also uses up Innocence's once-per-turn draw on their turn, leaving your own turn's trigger available for a cast creature.
Company can't hit Ouroboroid, since its mana value is 4. Don't fire Company hoping to find your best threat. When putting misses on the bottom, choose an order that keeps creatures near each other in case you reshuffle nothing and dig deep later.
Learn Choices on Professor
Learn is a real decision, not an automatic rummage.
- Origin of Metalbending when you need to protect Ouroboroid from damage or destroy effects. It doesn't stop exile, and it doubles as artifact or enchantment removal.
- Airbending Lesson for an instant-speed answer that replaces itself.
- Germination Practicum in board stalls. Once it resolves, it recasts for free every first main phase, which goes before combat and stacks with Ouroboroid.
- Rummage when your hand has excess lands.
Closing Turns
Do all your pumping in your first main phase so Ouroboroid's trigger reads the highest power.
- Activate Abandoned Air Temple before combat. Mana from Cub and the elves pays for it easily.
- Use Elspeth, Storm Slayer's 0 before combat. It adds one to Ouroboroid's count and gives the whole team flying over ground blockers.
- If you can't attack profitably, Elspeth's +1 makes two Soldiers because of her own doubling. Those Soldiers are bodies that collect every future counter.
Playing Around the Field's Interaction
UR Aggro was the most-represented archetype in the sampled Top 8s, at 15 of 48 slots (source: MTGTop8 event pages, 2026-10-01 to 2026-10-15). Expect cheap, efficient interaction aimed at your early creatures.
- Diversify threats. Don't run a lone Badgermole Cub out as your only mana engine when an Enduring Innocence can go down first and survive a removal spell by coming back as an enchantment.
- Use Archon of Emeria against spell-dense turns. Against the spell-heavy blue decks, it shuts off multi-spell turns.
- Answer attackers with lands. Eiganjo, Seat of the Empire handles an attacker without costing you a card from hand.
- Against Jund Sacrifice and The Rock (both repeat Top 8 archetypes; source: MTGTop8 event pages, 2026-10-01 to 2026-10-15), hold Skyclave Apparition for the permanent that matters most. If the Apparition later leaves play, the opponent only gets a token, not the exiled card back.
Matchup Matrix
| Matchup | Verdict | What decides it |
|---|---|---|
| UR Aggro | Even | Whether Thalia or Archon lands before they chain spells, and whether your dorks survive |
| Jund Sacrifice | Even | Going over a cluttered board with counters and flying |
| The Rock | Unfavored | Their removal density against your mana creatures; card flow from Enduring Innocence |
| Izzet Control | Favored | Taxing their noncreature spells and deploying threats on your timing |
| Other aggro (red, black, two-color creature decks) | Even | Life total management with painlands and Starting Town |
| Spell-based combo and big mana | Favored | Archon of Emeria and Thalia sticking early |
| Graveyard strategies | Even | Racing in game 1, then hate post-board |
UR Aggro
This is the deck you are built to beat. UR Aggro took 15 of 48 Top 8 slots and won 3 of 6 events (source: MTGTop8, 2026-10-01 to 2026-10-15). The label covers two builds: a Monastery Swiftspear shell in 10 of those 15 lists and a Vivi Ornitier shell in the other 5 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-15). Both builds are spell-dense, so your hate creatures matter most. Thalia, Guardian of Thraben makes every noncreature spell cost one more. Archon of Emeria caps them at one spell per turn and makes their nonbasic lands enter tapped. Either one on turn two changes how fast they can play.
Expect your Llanowar Elves and Elvish Mystic to die. Don't build a hand that only works if a dork survives. Enduring Innocence is your best blocker: lifelink, and it comes back as an enchantment that keeps drawing cards when more cheap creatures enter. Thalia's first strike also blocks small attackers cleanly. Against the Vivi build, use Skyclave Apparition on whichever key permanent has mana value 4 or less. For that side of the matchup, see our UR Aggro Pioneer guide.
Jund Sacrifice
Jund Sacrifice had 5 Top 8 slots across 4 events (source: MTGTop8, 2026-10-01 to 2026-10-15). Their boards get wide and sticky, so you won't win by attacking into chump blockers. You win by going over the top:
- Ouroboroid grows the whole team every combat, and it scales because it counts its own growing power.
- Elspeth, Storm Slayer uses her 0 to add a counter to everything and give flying for the alpha strike.
- Abandoned Air Temple is a mana sink for long games.
Spend Apparition on their engine piece, not the biggest body. Archon also caps the turns where they cast several cheap spells at once. For that side of the matchup, see our Jund Sacrifice Pioneer guide.
The Rock
The Rock had 5 Top 8 slots and 2 wins (source: MTGTop8, 2026-10-01 to 2026-10-15). It is the hardest matchup here. Their removal lines up against a deck that leans on one-mana creatures and Badgermole Cub mana.
- Don't dump your hand. Hold Collected Company for their end step so a sorcery-speed answer can't punish you.
- Let Enduring Innocence grind card advantage.
- Remember that if Apparition leaves the battlefield, they get an Illusion token equal to the exiled card's mana value. Exiling a 4-drop with an Apparition that dies quickly can backfire.
- Elspeth's −3 handles their creatures with mana value 3 or greater.
For that side of the matchup, see our The Rock Pioneer guide.
Izzet Control
Izzet Control had 2 Top 8 slots and 1 win (source: MTGTop8, 2026-10-01 to 2026-10-15). Thalia taxes every spell they cast, and Archon stops them from answering a threat and developing in the same turn. Deploy threats one at a time to stay out of sweeper range. Cast Company at their end step to force them to spend mana on your schedule. Keep a threat in hand when you're already ahead on board.
For that side of the matchup, see our Izzet Control Pioneer guide.
Other aggro
Your mana base is the liability. Brushland and Starting Town cost life, and Temple Garden asks for 2. In a race, play Temple Garden tapped and tap Brushland for colorless whenever the turn allows. Enduring Innocence's lifelink and Thalia's first strike carry the early turns. Post-board, Solarium Sentry punishes a stream of cheap spells.
Spell-based combo and big mana
Archon of Emeria is close to a lock piece against these decks. One spell per turn, plus tapped nonbasics, slows any deck that needs several spells or fast lands to go off. Thalia stacks with it. Pair the hate with a fast clock; they usually can't interact well with a board.
Post-board, Clarion Conqueror stops activated abilities of artifacts, creatures and planeswalkers. That also shuts off your own dorks, any land animated by Badgermole Cub's earthbend, and Unlicensed Hearse. Bring it in when that trade is worth it.
Graveyard strategies
Game 1 is a race: Ouroboroid and Company give you a fast enough clock to make them have it. Post-board, Unlicensed Hearse exiles two cards a turn. Aven Interrupter makes their spells cast from graveyards or exile cost two more, and its flash lets you exile a key spell on the stack.
Sideboard / Tech Guide
Three rules before you board
Lessons usually stay in the sideboard. Airbending Lesson, Germination Practicum and Origin of Metalbending are Lessons, and Professor of Symbology can reveal a Lesson you own from outside the game, which in a sideboarded match means your sideboard. Leaving them there gives four Professors access to instant-speed removal plus a card, an artifact/enchantment answer or protection, and a late-game finisher, all without spending main-deck slots. Move a Lesson into the 60 only when you need to draw it naturally. Once it's in your deck, Professor can no longer fetch it.
Thalia, Guardian of Thraben taxes you too. With Thalia out, Seam Rip costs two, Elspeth, Storm Slayer costs six and Collected Company costs five. When you board in several noncreature cards, Thalia is the first thing to trim.
Clarion Conqueror is symmetrical. It shuts off activated abilities of artifacts, creatures and planeswalkers on both sides. That includes your own:
- Llanowar Elves and Elvish Mystic mana abilities, which also turns off the bonus mana from Badgermole Cub
- Mana from any land Badgermole Cub has turned into a creature
- Elspeth, Storm Slayer loyalty abilities
- Unlicensed Hearse's crew and exile abilities
Bring it in only when it hurts them more than it hurts you, and never alongside Elspeth or Hearse.
Plans at a glance
| Opponent | In | Out |
|---|---|---|
| UR Aggro / Red Deck Wins | +2 Seam Rip, +2 Solarium Sentry | −1 Elspeth, Storm Slayer, −2 Professor of Symbology, −1 Ouroboroid |
| Jund Sacrifice | +1 Elspeth, Storm Slayer, +2 Solarium Sentry | −3 Thalia, Guardian of Thraben |
| The Rock / Golgari midrange | +1 Elspeth, Storm Slayer, +2 Solarium Sentry | −2 Archon of Emeria, −1 Thalia, Guardian of Thraben |
| Izzet / Dimir control | +2 Aven Interrupter, +1 Elspeth, Storm Slayer | −1 March of Otherworldly Light, −2 Skyclave Apparition |
| Dredge / graveyard | +2 Unlicensed Hearse, +2 Aven Interrupter | −1 Elspeth, Storm Slayer, −1 March of Otherworldly Light, −2 Professor of Symbology |
| Lotus Field / spell combo | +2 Aven Interrupter | −1 March of Otherworldly Light, −1 Elspeth, Storm Slayer |
UR Aggro and Red Deck Wins
This is the plan you'll run most often. UR Aggro took 15 of 48 Top 8 slots and won 3 of 6 counted events (source: MTGTop8, 2026-10-01 to 2026-10-15). That label covers two builds, one on Monastery Swiftspear and one on Vivi Ornitier (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-15). Figure out which one you're facing in game 1.
Seam Rip answers their cheap threats for one mana. Solarium Sentry is a 3/3 for two that gains you life every time they cast a cheap spell, which blunts their burn plan.
Keep Archon of Emeria, because limiting them to one spell per turn breaks up their chained turns. Keep Thalia, Guardian of Thraben as a first-strike blocker that taxes their noncreature spells.
Elspeth is too slow here. Professor's loot-for-value is the weakest body on a race.
Against the Vivi build, check what they actually played at two mana or less before you commit both Seam Rips. Swap to Clarion Conqueror only if their key game-1 threats ran on activated abilities.
Jund Sacrifice and The Rock
These are attrition games. Elspeth's −3 kills a creature with mana value 3 or more. Her token doubling turns each +1 into two Soldiers, which outgrinds one-for-one removal.
Your Lessons do the heavy lifting from the sideboard. Learn Origin of Metalbending to make Ouroboroid indestructible in response to destroy effects. Learn Germination Practicum once the board stalls, since it repeats every turn after the first resolution.
Against Sacrifice, Thalia's 2/1 body does little into chump-and-sacrifice boards. If game 1 showed their sacrifice outlets as activated abilities on creatures or artifacts, or showed graveyard recursion, swap the Sentries for Clarion Conqueror or Unlicensed Hearse.
Control
Aven Interrupter has flash, so it can exile a sweeper or counterspell on the stack and leave a flier behind.
The exiled spell is plotted, not gone. They can cast it later as a sorcery for free, but it costs {2} more while Interrupter survives. Use it to buy the turns your clock needs, not as a hard answer.
Skyclave Apparition loses value against decks with few permanents, so it comes out. Thalia stays in to tax their whole deck.
Dredge and combo
Unlicensed Hearse exiles two cards per tap and grows as it does. Any two-power creature you have crews it. Aven Interrupter taxes spells cast from the graveyard and catches a key spell on the stack.
Against Lotus Field, the main deck is already built for the matchup. Archon of Emeria and Thalia, Guardian of Thraben stay in, and Boseiju, Who Endures can answer a critical nonbasic land. Cut the removal that has no targets.
Creature-ramp decks
Against green ramp that makes its mana through creatures, Clarion Conqueror is the trump card. When it comes in, cut Elspeth, Storm Slayer and two Elvish Mystic. Then sequence so your lands cover your mana before Conqueror lands.
Tech Choices & Variations
The Real Flex Slots
The mana creatures, Collected Company, Enduring Innocence, Skyclave Apparition and Badgermole Cub are the engine, so leave those four-ofs alone. The slots you can move are Thalia, Guardian of Thraben, Archon of Emeria, Ouroboroid, the single Elspeth, Storm Slayer, the single March of Otherworldly Light, and the utility lands. The sideboard already holds most of the cards you would swap in, so tuning this list mostly means shifting cards between the main deck and the sideboard.
Taxers: Thalia vs. Archon
Both hatebears hurt you too. Thalia, Guardian of Thraben makes your own Collected Company, March of Otherworldly Light, Elspeth, Storm Slayer and every Lesson cost one more. Archon of Emeria limits you to one spell per turn, which stops you from casting a creature and then holding up Collected Company on the same turn.
- More Thalia when the room is full of cheap noncreature spells. First strike also blocks small attackers well.
- More Archon when opponents chain several spells in one turn or lean on nonbasic lands. It is also your only maindeck flyer.
- Fewer of both against creature-heavy midrange. The taxes do little there, and two-power bodies trade poorly.
Thalia, Guardian of Thraben is your only legendary creature, so she also discounts Eiganjo, Seat of the Empire and Boseiju, Who Endures. Cutting her makes both channel abilities cost full price.
Top End: Ouroboroid vs. Elspeth
Ouroboroid costs four, so Collected Company can never hit it. That is the price of a card that grows your whole board every combat. Its power sets X, so a counter from Abandoned Air Temple or Elspeth's 0 ability makes each later trigger bigger. Elspeth, Storm Slayer costs five but works without a board. It makes doubled Soldier tokens, gives your team counters and flying, or uses its −3 to destroy a creature with mana value 3 or greater.
If games go long, move the second Elspeth, Storm Slayer in for one Ouroboroid. You lose speed and gain a threat that survives a sweeper and removes a blocker. Against fast aggro, go the other way and keep the curve low.
Interaction Slots
- March of Otherworldly Light is a flexible instant answer. You can exile white cards from your hand to pay for it, which matters when you need it early. A second answer for this slot is Seam Rip, which costs one mana and exiles a nonland permanent with mana value 2 or less. Seam Rip is better against cheap threats. March is better against anything bigger.
- Solarium Sentry is a 3/3 for two that Collected Company can hit. It gains you 2 life whenever an opponent casts a spell with mana value 2 or less. Against cheap-spell aggro it can replace Professor of Symbology on the main deck's two-mana slot.
- Aven Interrupter has flash, and Collected Company is an instant. If you cast Company in response to an opponent's spell and hit Interrupter, its enter trigger can exile that spell. Interrupter also makes spells cast from graveyards or exile cost two more.
The Clarion Conqueror Warning
Clarion Conqueror stops activated abilities of artifacts, creatures and planeswalkers, and that includes yours. It turns off Llanowar Elves, Elvish Mystic, every land animated by Badgermole Cub (those lands are creatures), Elspeth, Storm Slayer and Unlicensed Hearse. Only bring it in against decks whose plan depends on activated abilities, and trim your mana creatures when you do. A Conqueror deck with eight dead mana creatures is worse than not bringing it in.
Lands
The two Starting Town and the Brushland cost you life, and so does Temple Garden if you want it untapped. Against burn-heavy aggro, consider cutting one Starting Town for a basic. The basic also helps Abandoned Air Temple enter untapped, since Air Temple needs you to control a basic land. If you expect long games, a third Abandoned Air Temple is a mana sink that never takes a spell slot. Keep at least four basics, or Air Temple will start entering tapped too often.
Lessons and Professor
The three Lessons (Airbending Lesson, Germination Practicum and Origin of Metalbending) give Professor of Symbology a toolbox to search for. Each Lesson you cut turns Professor closer to a plain looter. If you need sideboard space, cut Germination Practicum first. At five mana it is the slowest, though its Paradigm copies end games against grindy decks.
Tuning for Your Field
| Expected field | Lean toward | Lean away from |
|---|---|---|
| Cheap-spell aggro / tempo | Thalia, Guardian of Thraben, Solarium Sentry, Seam Rip, fewer painlands | Second Elspeth, Storm Slayer, Germination Practicum |
| Creature midrange / sacrifice | Second Elspeth, Storm Slayer, Ouroboroid, Germination Practicum | Thalia, Guardian of Thraben, Archon of Emeria |
| Graveyard decks | Unlicensed Hearse, Aven Interrupter | Clarion Conqueror (it turns off Hearse) |
| Control / combo | Archon of Emeria, Thalia, Guardian of Thraben, Aven Interrupter | Solarium Sentry |
For online play, UR Aggro is the strategy to tune against. It took 15 of 48 Top 8 slots in 32+ player Pioneer events (source: MTGTop8, 2026-10-01 to 2026-10-15). Every one of those lists ran Stormchaser's Talent, Academic Dispute and Boomerang Basics (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-15). That is a field of cheap spells, so the first row of the table is the default posture. At a paper local, judge the room by what you actually see there rather than by the online numbers.
Budget Options
The list runs about $568 at TCGplayer market prices. That cost is concentrated in a few playsets. Since you're working from a total rather than per-card prices, check current prices before you buy. As a rule, though, you're paying for the dual lands, the two legendary channel lands, Collected Company, and the 4-of creatures that do the most work. The mana dorks and basics are the cheap part of the list. The money is in the cards that make the deck consistent.
Where the Money Likely Sits
- The land base: 4 Temple Garden, 4 Brushland, 4 Razorverge Thicket, plus Eiganjo, Seat of the Empire and Boseiju, Who Endures. Twelve dual lands and two utility lands are usually the single biggest cost block in any two-color Pioneer deck.
- The engine: 4 Collected Company and 4 Enduring Innocence.
- The interaction creatures: 4 Skyclave Apparition, plus the single Elspeth, Storm Slayer main and the second copy in the sideboard.
Swaps That Keep the Deck Functional
| Cut | Replace with | What you give up |
|---|---|---|
| Eiganjo, Seat of the Empire | Plains | A land that doubles as 4 damage to an attacking or blocking creature. The extra basic also helps Abandoned Air Temple enter untapped. |
| Boseiju, Who Endures | Forest | A main-deck answer to an artifact, enchantment, or nonbasic land that costs you no spell slot. |
| Some duals | Basics, weighted toward Plains | Consistency. You get more hands that can't cast Enduring Innocence or Skyclave Apparition on time. |
| Elspeth, Storm Slayer (main) | 3rd Archon of Emeria or 4th Thalia, Guardian of Thraben | Your best late-game card. Both replacements are mana value 3 or less, so Collected Company can hit them. |
| Skyclave Apparition (partial) | 2nd March of Otherworldly Light, Seam Rip | A body that removes something. Seam Rip only hits mana value 2 or less, and neither card is a Collected Company hit or an Enduring Innocence trigger. |
Build the budget mana base around what the deck actually needs. Badgermole Cub adds an extra {G} whenever you tap a creature for mana, so once a dork is down, green mostly takes care of itself. Your lands need to deliver three things:
- A turn-one green source for Llanowar Elves or Elvish Mystic.
- {W}{W} by turn three.
- {G}{G} for Ouroboroid.
Lean the basics toward Plains. Keep Starting Town, since it casts either color early. With fewer duals you'll see more awkward draws, so mulligan more strictly: hands without a green source and a dork are worse than they look.
Swaps to Avoid
- Don't fill holes with Clarion Conqueror. It stops activated abilities of creatures, and that includes the tap ability on your own Llanowar Elves and Elvish Mystic. It's a sideboard card for specific matchups, not main-deck filler.
- Don't swap Collected Company for a pile of random creatures and expect the same deck. If you must go without it, replace it with creatures at mana value 3 or less with power 2 or less. Aven Interrupter fits both. Solarium Sentry is a 3/3, so it doesn't trigger Enduring Innocence. Know that you're giving up instant-speed card advantage. You'll be playing a straightforward creature deck.
- Don't cut Enduring Innocence or Badgermole Cub to save money. They are the card-flow and mana engine. Without them, the deck loses the main reason it's built this way.
Upgrade Path
- Start with the creature core and Collected Company. Dorks, Badgermole Cub, Enduring Innocence, Professor of Symbology, Thalia, Guardian of Thraben, Ouroboroid, and Archon of Emeria on a mostly-basic mana base already play the deck's real game. Collected Company is the card the list is named for, and it's worth buying before the lands.
- Add Skyclave Apparition next. It's your main-deck interaction. The budget stand-ins don't come close, and none of them are creatures.
- Then the untapped duals. Buy whichever of Temple Garden, Razorverge Thicket, and Brushland is cheapest in your market first. Each playset you add removes some color-screwed hands. Note that Razorverge Thicket enters tapped once you control three or more other lands, so it's best early, which is exactly when this deck needs it.
- Elspeth, Storm Slayer after that. It's a single copy, a strong top end, and the main deck works fine without it while you save.
- Channel lands last. Eiganjo, Seat of the Empire and Boseiju, Who Endures are free value in land slots, which makes them the smallest gain per dollar. Basics hold those slots well enough.
- Buy the sideboard by need. Buy the pieces for what your local field actually plays. You don't need all fifteen cards to start. Prioritize the cards that address your most common matchups, then fill in the rest.
Common Mistakes
1. Sequencing lands on autopilot
Each of your untapped-land conditions depends on what you have already played, so the order you play lands decides whether they come in untapped. Razorverge Thicket enters untapped only while you control two or fewer other lands, so it belongs in your first three land drops. Starting Town has the same early window, so it also belongs in turns one through three. Abandoned Air Temple wants the opposite: it enters tapped unless you control a basic, so get a Plains or Forest down first. If you lead with a basic on turn one, you can strand a Thicket or Town as a tapped land on turn four. Plan the whole curve from your opening seven.
Life matters too. Temple Garden shocks, Brushland pings, and Town costs life for colors. Against UR Aggro, the most-represented archetype in recent Top 8s (source: MTGTop8, 2026-10-01 to 2026-10-15), that life adds up. Tap Brushland for colorless whenever colorless is enough, and play Garden tapped on turns where you aren't using all your mana.
2. Taxing and locking yourself
Thalia, Guardian of Thraben makes your own Collected Company cost five, makes March of Otherworldly Light cost one more, and pushes Elspeth, Storm Slayer to six. If your hand is CoCo-heavy, holding Thalia a turn is often correct. The tax does not apply to Channel: Eiganjo, Seat of the Empire and Boseiju, Who Endures are activated abilities, not spells, and Thalia is legendary, so she makes both channels cheaper.
Archon of Emeria limits you to one spell per turn as well. Don't cast Archon and then discover you can't flash in CoCo. Creatures that CoCo puts onto the battlefield aren't cast, so Archon followed by CoCo on a later turn is fine.
After sideboarding, remember that Clarion Conqueror shuts off activated abilities on your creatures and planeswalkers too. That means no mana from Llanowar Elves, Elvish Mystic, or earthbent lands, and no Elspeth loyalty abilities. Bring it in only when your plan survives without those.
3. Main-phasing Collected Company
Company is an instant. Cast it at the opponent's end step, or during their combat to ambush an attacker. Enduring Innocence draws once each turn, and the opponent's turn counts. Flashing in two creatures on their turn and then casting a two-drop on yours gets you two draws instead of one. Dumping everything into your own main phase wastes the second trigger and walks your creatures into sorcery-speed sweepers.
4. Pumping after Ouroboroid's trigger
Ouroboroid counts its power when its trigger resolves at the beginning of combat. Activate Abandoned Air Temple or Elspeth's 0 in your precombat main phase. Ouroboroid's power goes up first, and it then hands that bigger number to everything. Pumping after combat wastes most of the value.
With two Ouroboroids, resolve the higher-power trigger first. Its counters raise the second one's power before that trigger resolves.
5. Treating Badgermole Cub as just a 2/2
Badgermole Cub adds an extra {G} whenever you tap a creature for mana. Your earthbent land is a creature, so tapping it triggers Cub too. To use this:
- Pay for Cub with a dork and one land.
- Earthbend an untapped land. It has haste, so you can tap it right away.
- Tap it for two mana.
Earthbending a land you already tapped throws this away. Multiple Cubs stack, so Elves with two Cubs out produce three mana. That is how you jump straight to Ouroboroid or Elspeth.
The earthbent land is now a creature, so creature removal can hit it. It returns tapped if it dies or is exiled, which still costs you that turn's mana. Avoid earthbending your only white source into open removal.
6. Rummaging on reflex with Professor of Symbology
Professor of Symbology lets you learn: you can fetch a Lesson you own from outside the game instead of discarding to draw. Know your options before the trigger resolves:
- Origin of Metalbending answers an artifact or enchantment, or protects a key creature from destroy effects.
- Airbending Lesson removes a blocker or a problem permanent and replaces itself.
- Germination Practicum is a late-game finisher that recasts itself every turn.
Rummage when you're flooded or missing a land drop. Fetch a Lesson when it answers a specific problem on the board.
7. Careless Skyclave Apparition targets
When Skyclave Apparition leaves play, the opponent gets an X/X token equal to the exiled card's mana value. Exiling a four-drop with an Apparition that is about to die just trades your creature for their bigger body. Against decks with cheap removal, prefer low-mana-value targets that produce small tokens, or hold Apparition until removal is exhausted.
The trigger says "up to one," so you can also flash it in off CoCo with no target rather than hitting something irrelevant.
8. Overprotecting Enduring Innocence
If Enduring Innocence dies as a creature, it returns as a non-creature enchantment and still draws cards. Chump-blocking with it to survive is usually free. The real threat to Innocence is exile, so spend your protection against exile effects, not destroy effects.
Tournament Prep & Final Notes
What to Practice Before the Event
Your preparation should match the field you expect. In the most recent window of data, UR Aggro took 15 of 48 Top 8 slots across six 32+ player events, and Jund Sacrifice and The Rock took 5 each (source: MTGTop8 event pages, 2026-10-01 to 2026-10-15). That sample is small, but it tells you where to spend your testing hours: fast aggro first, then grindy midrange and sacrifice strategies.
- Against aggro: Practice using your early turns on blockers and Enduring Innocence lifelink rather than racing. Learn when Thalia, Guardian of Thraben slowing their noncreature spells matters more than the tax she puts on your own Collected Company.
- Against grindy decks: Practice building a board that survives one removal spell. Rehearse the turns where you hold Collected Company for their end step instead of jamming creatures into open mana.
- Sideboarding reps: Professor of Symbology learns from outside the game, so your sideboard Lessons are also its targets. Any Lesson you board in is no longer available to fetch. Know which of Airbending Lesson, Germination Practicum, and Origin of Metalbending you want left in the 15 for each matchup before round one.
Rules Interactions to Know Cold
- Collected Company only finds mana value 3 or less. Ouroboroid (mana value 4) and Elspeth, Storm Slayer are misses. Everything else in the creature suite is a hit, including Archon of Emeria at instant speed.
- Archon of Emeria restricts you too. Each player can't cast more than one spell each turn. Creatures that Collected Company puts onto the battlefield aren't cast, so Company is still only one spell. Plan it as your one spell on the opponent's turn and use your own turn for a creature.
- Thalia, Guardian of Thraben taxes your own noncreature spells. With her out, Collected Company costs five mana and Elspeth, Storm Slayer costs six. Channel isn't casting a spell, so Eiganjo, Seat of the Empire and Boseiju, Who Endures aren't taxed. Thalia is also a legendary creature, so she makes each channel ability cost {1} less.
- Badgermole Cub counts every creature you tap for mana. That includes the land it earthbends. An earthbent land tapped for mana produces its normal mana plus an extra {G}, and each Cub adds its own extra {G}. If that land creature dies or is exiled, it returns tapped.
- Ouroboroid checks its power when the trigger resolves. With two in play, the second trigger uses the power the first trigger just gave it. Use Abandoned Air Temple and the 0 ability of Elspeth, Storm Slayer in your first main phase so the extra counters raise Ouroboroid's power before its trigger.
- Enduring Innocence draws once per turn. Two small creatures from one Company draw one card. Ouroboroid enters at 1 power, so it triggers the draw. After Innocence dies it returns as a non-creature enchantment. It keeps drawing, but it can't block and won't receive counters.
- Skyclave Apparition gives the opponent a token when it leaves the battlefield. That token is created under their control, so Elspeth, Storm Slayer doesn't double it. Elspeth does double your own Soldier tokens.
- Your lands have conditions.
- Starting Town enters untapped only on your first three turns, so play it early.
- Razorverge Thicket enters untapped only if you control two or fewer other lands.
- Abandoned Air Temple enters tapped unless you already control a basic land. Sequence your Plains or Forest before it.
Clock Management
This is a proactive creature deck, but it generates a lot of game actions:
- Every Collected Company makes you choose up to two creatures and order four cards on the bottom.
- Every combat with Ouroboroid adds counters.
- Every mana creature with Badgermole Cub out makes extra mana.
On MTGO those clicks add up. Before the event, set your stops so you're prompted at the opponent's end step for Company. Practice resolving Company quickly: decide your priority creature before you cast it, and don't agonize over the bottom order unless you have a way to dig again. If you're ahead on board in a long game, attack and pass rather than spend clock looking for a perfect line.
Final Assessment
This list reached 2nd place in a 50-player MTGO Challenge 32 on 2026-10-26. Its strength is redundancy. Eight one-mana accelerants, eight two-drops, and a large pool of Collected Company hits mean most hands do something powerful by turn three. On top of that sit three independent ways to win:
- Ouroboroid counters on a wide board.
- Elspeth, Storm Slayer taking over the game.
- Enduring Innocence drawing extra cards each turn.
The disruption is light but well targeted:
- Thalia, Guardian of Thraben and Archon of Emeria tax and restrict spell-heavy opponents.
- Skyclave Apparition and March of Otherworldly Light handle the permanents that matter.
- The two channel lands give you interaction without spending a spell slot.
The weaknesses are the usual ones for a mana-creature deck. A hand built on elves can stall if those die early. Thalia and Archon demand careful sequencing so they don't lock you out of your own turn.
At roughly $568, it's a mid-priced Pioneer deck that rewards practice more than raw card quality. If you put in the reps on the interactions above, especially Archon timing and Ouroboroid trigger ordering, you're piloting a list that can beat anyone in the room.
Frequently Asked Questions
How does Selesnya Company win games?
It goes wide, then pumps the whole team. Ouroboroid puts counters on every creature at the beginning of combat, and Abandoned Air Temple, the 0 ability of Elspeth, Storm Slayer and Germination Practicum add more counters on top. Elspeth's flying turns the oversized board into an alpha strike that ground blockers can't stop.
Why is Badgermole Cub so important in this deck?
Badgermole Cub adds an extra green mana whenever you tap a creature for mana, so each dork makes two. Its earthbend turns one of your lands into a hasty creature that also taps for two. A dork on turn one into Cub on turn two can give you five or six mana on turn three.
Which creatures can Collected Company find?
Collected Company can hit 29 of the deck's 32 creatures. Ouroboroid costs four, so Company can't find it and you have to draw and cast it yourself. Elspeth, Storm Slayer is also a miss.
What is the hardest matchup for Selesnya Company?
The Rock is the hardest matchup, because its removal lines up against a deck that leans on one-mana creatures and Badgermole Cub mana. Don't dump your hand. Hold Collected Company for their end step and let Enduring Innocence grind card advantage.
How should I play against UR Aggro?
Land Thalia, Guardian of Thraben or Archon of Emeria early, and use Enduring Innocence as a lifelink blocker. Ship one-landers no matter how many dorks they have. After sideboarding, bring in Seam Rip and Solarium Sentry.
What budget swaps keep the deck functional?
The list runs about $568. You can replace Eiganjo, Seat of the Empire with a Plains, Boseiju, Who Endures with a Forest, and some duals with basics weighted toward Plains. Don't cut Collected Company, Enduring Innocence or Badgermole Cub, because they are the engine.
Do Thalia and Archon of Emeria hurt my own deck?
Yes. Thalia, Guardian of Thraben makes your own Collected Company, March of Otherworldly Light and Elspeth, Storm Slayer cost more, and Archon of Emeria limits you to one spell per turn as well. Creatures that Company puts onto the battlefield aren't cast, so under Archon one Company still gives you two bodies.
What should I practice before taking this deck to a tournament?
Put in reps on Archon timing and Ouroboroid trigger ordering, and do your pumping in the first main phase so the trigger reads the highest power. Test against fast aggro first, then grindy midrange and sacrifice decks. Also know which Lessons to leave in the sideboard for Professor of Symbology to fetch in each matchup.
Metagame Context
Built from Kako_Ferrer's 2nd Place list at MTGO Challenge 32 (50 players, 2026-10-26), via MTGTop8. Metagame context comes from a research brief dated 2026-10-19 covering 2026-10-01 to 2026-10-19, drawn from MTGTop8; Wizards of the Coast. Card text and prices: Scryfall.
Buy This Deck
Full decklist — about $564 for regular printings of each card, as of Nov 4, 2026. Links go to TCGPlayer and may earn us a small commission at no cost to you.
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Source: tournament results. Decklist and placements as reported by the event organizer.