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Legendary Creature — Treefolk Mutant
Vigilance, reach When Harold and Bob dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has '{T}: Add three mana of any one color. You get two rad counters.'" Harold and Bob loses all other abilities.
“Creature-to-enchantment mana engine that locks into your best Forest and takes over.”
Harold and Bob is a unique commander that blurs the line between creature and enchantment, giving you a resilient mana engine that doubles as a combat threat. Your core gameplan revolves around keeping Harold and Bob alive as a creature while it beats down, then leveraging its death trigger to transform it into a permanent mana generator attached to a Forest. Once it becomes an Aura, it's nearly impossible to remove permanently, and that triple-mana Forest accelerates you into bigger threats. You're essentially playing a midrange deck that gets absurdly ahead on mana once the transformation happens.
The deck wins through traditional green midrange tools: ramping into huge creatures, making token armies, or even going the Voltron route by suiting Harold and Bob up with auras and equipment before it transforms. Because you'll generate tons of mana once it locks onto a Forest, you can power out threats like Craterhoof Behemoth, Ulamog, or a tapped-out board of tokens. The "rad counters" are flavor-text rewards that feel good but aren't critical to your game plan—focus on the mana production instead.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey dual lands; focus on basic Forests and green utility lands like Nyavatar Expanse or Reliquary Tower. Swap Craterhoof for Triumph of the Hordes or End-Raze Forerunners.
Inclusion = % of Harold and Bob, First Numens decks running this card. +lift = percentage-point boost over the format average.
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