HOLD THE LINE A 100-CARD COMMANDER DECK BUILT ENTIRELY FROM ENEMY TERRITORY: QUAKE WARS · deck library · full set

Commander: GDF Field Commander ({W}{U}{B})  ·  64 nonland + 35 lands + commander = 100  ·  colour pips {W} 15 · {U} 8 · {B} 14
Plan: build the emplacement, then hold it. Every Deployable that lands under the Commander becomes infantry, engineers untap the turrets for a second shot, Vehicles crewed by spare Soldiers carry the push, and the Objectives tick over on their own until one of them wins the map.
Singleton except basics.
00
11
218
326
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60
7+0

Commander

GDF Field Commander{1}{W}{U}{B}
GDF Field Commander
Legendary Creature — Human Soldier

Vigilance

Whenever a Deployable you control enters, create a 1/1 white Soldier creature token.

{2}, {T}: Put a Deployable card from your hand onto the battlefield tapped.

One voice on the net, deciding where the line is going to be.
3/4
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Creatures 11

GDF Soldier{1}{W}
GDF Soldier
Creature — Human Soldier

Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.)

Assault rifle, satchel charge, and whatever the objective needs blown up.
2/2
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GDF Covert Ops{2}{U}
GDF Covert Ops
Creature — Human Rogue

Skulk (This creature can't be blocked by creatures with greater power.)

When GDF Covert Ops enters, look at target opponent's hand, then scry 2.

Wearing their uniform, standing in their spawn, calling the strike in.
2/2
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GDF Engineer{2}{W}
GDF Engineer
Creature — Human Artificer

Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)

{T}: Untap target Deployable you control.

The hammer is not a weapon. It is how anything on this map gets built.
2/2
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GDF Medic{2}{W}
GDF Medic
Creature — Human Cleric

Lifelink

When GDF Medic enters, return target creature card with mana value 2 or less from your graveyard to your hand.

Nobody on this field stays dead if the corpsman reaches them in time.
2/3
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Spawn Host{2}{B}
Spawn Host
Artifact Creature — Strogg Horror

Defender

At the beginning of your end step, if a creature died this turn, create a 1/1 colorless Strogg artifact creature token.

A body left where it fell, opened up and repurposed as a door.
0/4
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Strogg Aggressor{2}{B}
Strogg Aggressor
Artifact Creature — Strogg Soldier

Menace

The Strogg answer to a rifleman, with the rifle grown into the arm.
3/2
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Strogg Infiltrator{2}{B}
Strogg Infiltrator
Artifact Creature — Strogg Rogue

Deathtouch

Strogg Infiltrator can't be blocked as long as you control a Deployable.

It wears a dead marine's face into the GDF spawn and waits.
2/2
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Strogg Technician{2}{B}
Strogg Technician
Artifact Creature — Strogg Cleric

{1}{B}, {T}, Sacrifice another creature: Return target creature card with mana value 3 or less from your graveyard to the battlefield tapped. It's a Strogg in addition to its other types.

It does not heal the wounded. It harvests them and builds a spawn host.
2/2
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GDF Field Ops{3}{W}
GDF Field Ops
Creature — Human Soldier

{2}{W}, {T}: GDF Field Ops deals 2 damage to target attacking or blocking creature.

She does not carry the artillery. She carries the radio that owns it.
3/3
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Strogg Constructor{3}{B}
Strogg Constructor
Artifact Creature — Strogg Artificer

Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)

Deployables you control have ward {1}.

It builds the emplacement while standing in the fire that made it necessary.
2/3
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Strogg Oppressor{3}{B}
Strogg Oppressor
Artifact Creature — Strogg Soldier

When Strogg Oppressor enters, you may put a Deployable card from your hand onto the battlefield tapped.

It carries the dark matter gun, and it is the only thing that can.
3/3
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Equipment 1

Icarus Hover Pack{2}
Icarus Hover Pack
Artifact — Equipment

Equipped creature gets +1/+0 and has flying.

Equip {2}

A Strogg gets to the high ground first, every time.
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Other Artifacts 30

Field Kit{1}
Field Kit
Artifact

{T}: Add {C}.

{2}, {T}, Sacrifice Field Kit: You gain 3 life and draw a card.

Everything a corpsman can carry and still run.
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Anti-Personnel Turret{2}
Anti-Personnel Turret
Artifact — Deployable

Whenever a creature an opponent controls attacks, Anti-Personnel Turret deals 1 damage to it.

Set it, cover it, and let it do the boring half of holding a position.
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Base Defense Kit{2}
Base Defense Kit
Artifact

When Base Defense Kit enters, you gain 2 life.

{T}: Add {C}.

Sandbags, a spare hammer and enough plate for one more emplacement.
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Engineering Tools{2}
Engineering Tools
Artifact

Deployable spells you cast cost {1} less to cast.

{T}: Add {C}{C}. Spend this mana only to cast Deployable spells.

Hammer, plasma torch, and a very optimistic manual.
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GDF Radar{2}
GDF Radar
Artifact — Deployable

{2}, {T}: Scry 1, then draw a card. Activate only if you control two or more Deployables.

It sees the whole valley, which is the difference between a plan and a hope.
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Hog{2}
Hog
Artifact — Vehicle

Hog can't be blocked by creatures with power 1 or less.

Crew 1

Strogg transport. It was built to carry things that do not mind the ride.
3/2
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Strogg Anti-Personnel Turret{2}
Strogg Anti-Personnel Turret
Artifact — Deployable

Whenever a creature an opponent controls attacks, Strogg Anti-Personnel Turret deals 1 damage to that creature's controller.

Grown, not built. It still needs bolting to the floor.
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Stroyent Cell{2}
Stroyent Cell
Artifact — Ammo

{T}: Add {C}.

{T}: Add {W}, {U}, or {B}. Stroyent Cell deals 1 damage to you.

Refined from whatever the Strogg picked up off the field this morning.
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Supply Crate{2}
Supply Crate
Artifact

{T}: Add {W}, {U}, or {B}.

When Supply Crate enters, you gain 1 life.

Ammunition, armour plate and something hot to drink. In that order of importance.
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Vehicle Depot{2}
Vehicle Depot
Artifact

{T}: Add {C}.

{T}: Add one mana of any color. Spend this mana only to cast Vehicle or Deployable spells or to activate crew abilities.

Fuel, spare track, and a mechanic who has not slept since the drop.
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Anti-Vehicle Turret{3}
Anti-Vehicle Turret
Artifact — Deployable

{T}: Anti-Vehicle Turret deals 3 damage to target attacking creature. If that creature is an artifact, it deals 6 damage instead.

It is not aimed at people. People are simply in the way.
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Armadillo{3}
Armadillo
Artifact — Vehicle

Whenever Armadillo becomes crewed, create a 1/1 white Soldier creature token.

Crew 2

It carries the squad to the line and then sits on the line with them.
2/5
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Artillery Interceptor{3}
Artillery Interceptor
Artifact — Deployable

If a source an opponent controls would deal noncombat damage to you or a permanent you control, prevent 1 of that damage.

{2}, {T}: Counter target activated ability of an artifact.

It shoots the shells down before they land. Usually.
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Forward Base{3}
Forward Base
Artifact

At the beginning of your end step, if you control three or more Deployables, create a 1/1 white Soldier creature token.

Push the spawn point forward and the whole map moves with it.
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Forward Repair Post{3}
Forward Repair Post
Artifact

{T}: Add {C}{C}.

{2}, {T}: Untap target Deployable or Vehicle you control.

Everything the line needs to still be there tomorrow.
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Fuel Depot{3}
Fuel Depot
Artifact

Fuel Depot enters tapped.

{T}: Add {C}{C}.

Every vehicle on the map is one convoy away from being scrap.
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Munitions Cache{3}
Munitions Cache
Artifact

{T}: Add {C}{C}.

{4}, {T}, Sacrifice Munitions Cache: Destroy target Deployable or Vehicle.

Both sides know where it is. Only one of them has to defend it.
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Shield Generator{3}
Shield Generator
Artifact — Deployable

Permanents you control have ward {1}.

{2}, {T}: Prevent all damage that would be dealt to target permanent you control this turn.

Until an engineer gets a hammer to it, nothing inside the dome can be touched.
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Strogg Anti-Vehicle Turret{3}
Strogg Anti-Vehicle Turret
Artifact — Deployable

{T}: Strogg Anti-Vehicle Turret deals 2 damage to target creature. If that creature is an artifact, it deals 4 damage instead.

The Strogg build their emplacements out of the last thing that attacked them.
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Trojan{3}
Trojan
Artifact — Vehicle

Whenever Trojan attacks, another target Vehicle you control becomes an artifact creature until end of turn.

Crew 2

Strogg armour, built around a gun that was pointed the other way this morning.
4/3
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Anansi Helicopter{4}
Anansi Helicopter
Artifact — Vehicle

Flying

Whenever Anansi Helicopter attacks, it deals 1 damage to each creature defending player controls.

Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)

Two rotors, two miniguns, and a pilot who has done this before.
4/4
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Artillery Gun{4}
Artillery Gun
Artifact — Deployable

{2}, {T}: Artillery Gun deals 2 damage to any target.

Field Ops paints a spot on the map. The gun is nine kilometres away and does not need to see it.
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Desecrator Hovertank{4}
Desecrator Hovertank
Artifact — Vehicle

Whenever Desecrator Hovertank attacks, it deals 2 damage to target creature defending player controls.

Crew 2

It does not touch the ground, so the mines the GDF buried are decoration.
5/4
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Mobile Command Post{4}
Mobile Command Post
Legendary Artifact — Vehicle

Vigilance

Whenever Mobile Command Post becomes crewed, put a Deployable card with mana value 3 or less from your hand onto the battlefield.

Crew 3

Escort it to the deployment point. Everything else on the map is a distraction from that.
4/6
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Plasma Mortar{4}
Plasma Mortar
Artifact — Deployable

{2}, {T}: Plasma Mortar deals 2 damage to target creature and 1 damage to each other creature that player controls.

It lobs. You do not hear it coming and you do not need to.
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Rail Howitzer{4}
Rail Howitzer
Artifact — Deployable

{3}, {T}: Rail Howitzer deals 5 damage to target creature. That damage can't be prevented.

One slug, one line, and everything standing on that line.
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Rocket Artillery{4}
Rocket Artillery
Artifact — Deployable

{3}, {T}: Rocket Artillery deals 1 damage to each creature your opponents control.

Not accurate. Not intended to be.
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Cyclops Heavy Walker{5}
Cyclops Heavy Walker
Artifact — Vehicle

Trample

Whenever Cyclops Heavy Walker attacks, destroy target artifact or enchantment defending player controls.

Crew 3

Two legs, one gun, and a stride that steps over the trench line.
6/5
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Hammer Launcher{5}
Hammer Launcher
Legendary Artifact — Deployable

{4}, {T}: Hammer Launcher deals 6 damage to any target. Activate only as a sorcery.

A tactical strike from orbit, requested by one soldier with a laser designator.
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Titan Tank{5}
Titan Tank
Artifact — Vehicle

Trample

Titan Tank has ward {2} as long as it's an artifact creature.

Crew 3

The GDF's answer to everything the Strogg have parked on the objective.
6/6
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Instants & Sorceries 14

Corpsman's Kit{1}{W}
Corpsman's Kit
Instant

You gain 4 life. Draw a card.

Stims, sealant, and a very short conversation about getting up.
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Field Promotion{1}{W}
Field Promotion
Instant

Put a +1/+1 counter on each of up to two target creatures. They gain vigilance until end of turn.

Veteran status is not awarded. It is survived into.
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Intel Uplink{1}{U}
Intel Uplink
Instant

Draw a card. If you control a Deployable, scry 2 first.

The radar sweep is worth more than the rifle that carried it up the hill.
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Stroyent Harvest{1}{B}
Stroyent Harvest
Instant

Target creature gets -2/-2 until end of turn. If it dies this turn, you gain 2 life.

Everything that falls on this field is raw material to somebody.
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Battlefield Triage{1}{W}{B}
Battlefield Triage
Sorcery

Return up to two target creature cards with mana value 3 or less from your graveyard to the battlefield tapped.

GDF medics revive. Strogg technicians rebuild. The field does not care which.
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Dark Matter Strike{2}{B}
Dark Matter Strike
Instant

Destroy target creature that was dealt damage this turn.

Whatever it hits stops existing in roughly the shape it used to be.
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Deployment Zone{2}{U}
Deployment Zone
Instant

Exile target creature you control, then return it to the battlefield under its owner's control tapped. Draw a card.

Die at the objective, respawn at the base, run back. That is the game.
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Fireteam{2}{W}
Fireteam
Sorcery

Create two 1/1 white Soldier creature tokens.

You do not push an objective alone. That is the whole lesson.
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Signal Intercept{1}{U}{B}
Signal Intercept
Instant

Counter target activated or triggered ability. Draw a card.

Their commander calls the strike. Yours hears it first.
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Sent Them Packing{3}{W}
Sent Them Packing
Instant

Exile target attacking or blocking creature. Its controller creates a 1/1 white Soldier creature token.

The line moves back to where it was this morning.
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Third Eye Scan{3}{U}
Third Eye Scan
Sorcery

Draw two cards. If you control three or more Deployables, draw three cards instead.

Covert ops paints the map, and suddenly everyone knows where to shoot.
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Nexus Assault{4}{B}
Nexus Assault
Sorcery

Each opponent sacrifices a creature and an artifact. You create a 1/1 colorless Strogg artifact creature token for each permanent sacrificed this way.

The Strogg do not capture a position. They digest it.
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Orbital Strike{3}{W}{B}
Orbital Strike
Sorcery

Orbital Strike deals 3 damage to each creature. You create a 1/1 white Soldier creature token for each creature that died this way that you controlled.

Everyone in the grid square gets the same warning, which is none.
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Reinforcement Wave{4}{W}
Reinforcement Wave
Sorcery

Create four 1/1 white Soldier creature tokens.

The spawn timer is the only thing the GDF has more of than the Strogg.
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Enchantments 8

Objective: Outskirts{1}{U}
Objective: Outskirts
Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Draw a card.

II — Create a 1/1 white Soldier creature token.

III — Untap each Deployable and each Vehicle you control. They become artifact creatures until end of turn.

Take the town street by street, and then hold the street you took.
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Objective: Refinery{1}{B}
Objective: Refinery
Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Each player sacrifices a creature.

II — Create a 1/1 colorless Strogg artifact creature token.

III — Creatures you control get +1/+0 until end of turn.

Stroyent in, soldiers out. The refinery does not stop for either army.
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Objective: The Ark{1}{W}
Objective: The Ark
Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Create two 1/1 white Soldier creature tokens.

II — Put a +1/+1 counter on each creature you control.

III — Creatures you control gain vigilance and indestructible until end of turn.

Take the beach. Breach the hull. Hold what is inside.
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Hold the Line{2}{W}
Hold the Line
Enchantment

Creatures you control get +0/+1.

Whenever one or more creatures you control block, you gain 1 life for each of those creatures.

Territory is not taken. It is held, minute by minute, until somebody quits.
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Objective: Salvage{2}{B}
Objective: Salvage
Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Each opponent loses 2 life and you gain 2 life.

III — Return target creature card from your graveyard to the battlefield.

The Strogg came for the wreck. The GDF came to stop them opening it.
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Objective: Slipgate{2}{U}
Objective: Slipgate
Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Scry 2, then draw a card.

II — Put a Deployable card from your hand onto the battlefield.

III — Exile any number of target creatures you control, then return those cards to the battlefield under their owner's control.

Whoever holds the gate decides which army arrives next.
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Objective: Volcano{2}{W}
Objective: Volcano
Enchantment — Saga

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I — Create a 1/1 white Soldier creature token.

II — Deployables you control become 2/2 artifact creatures until end of turn. They gain haste.

III — Draw a card for each Deployable you control.

Nobody chose to fight here. The slipgate did.
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Combined Arms{2}{W}{U}
Combined Arms
Enchantment

Vehicles you control have crew 1.

Whenever a Vehicle you control becomes crewed, put a +1/+1 counter on it.

Infantry without armour is a target. Armour without infantry is a bigger one.
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Lands 35

Area 22
Area 22
Land

Area 22 enters tapped unless you control a Deployable.

{T}: Add {W} or {U}.

North America Campaign
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Deployment Point
Deployment Point
Land

{T}: Add one mana of any color in your commander's color identity.

Where the war starts again, thirty seconds after it ends.
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×7
Island
Island
Basic Land — Island
{U}
Pacific Campaign
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Outskirts
Outskirts
Land

Outskirts enters tapped.

{T}: Add {W} or {U}.

Northern Europe Campaign
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×8
Plains
Plains
Basic Land — Plains
{W}
North America Campaign
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Quarry
Quarry
Land

{T}: Add {C}.

{2}, {T}: Target Deployable you control becomes a 2/2 artifact creature until end of turn.

Africa Campaign
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Refinery
Refinery
Land

{T}: Add {C}.

{3}, {T}: You gain 2 life and each opponent loses 1 life. Activate only if a creature died this turn.

Africa Campaign
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Salvage Yard
Salvage Yard
Land

{T}: Add {C}.

{2}, {T}, Sacrifice Salvage Yard: Return target artifact card from your graveyard to your hand.

Africa Campaign
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Sewer
Sewer
Land

Sewer enters tapped.

{T}: Add {U} or {B}.

Northern Europe Campaign
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×8
Swamp
Swamp
Basic Land — Swamp
{B}
Northern Europe Campaign
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The Canyon
The Canyon
Land

The Canyon enters tapped unless you control a Deployable.

{T}: Add {W} or {B}.

North America Campaign
074/086 U  ETQ • EN🖌 id Software / Splash Damage
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The Island
The Island
Land

The Island enters tapped unless you control a Deployable.

{T}: Add {U} or {B}.

Pacific Campaign
075/086 U  ETQ • EN🖌 id Software / Splash Damage
™ & © id Software · Fan proxy · not for sale
The Slipgate
The Slipgate
Legendary Land

{T}: Add {C}.

{4}, {T}: Create a 1/1 colorless Strogg artifact creature token. Activate only as a sorcery.

Northern Europe Campaign — The hole the Strogg came through, and the one the GDF has to close.
081/086 R  ETQ • EN🖌 id Software / Splash Damage
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The Valley
The Valley
Land

The Valley enters tapped.

{T}: Add {W} or {U}.

Northern Europe Campaign
078/086 C  ETQ • EN🖌 id Software / Splash Damage
™ & © id Software · Fan proxy · not for sale
Volcano
Volcano
Land

Volcano enters tapped.

{T}: Add {W} or {B}.

Pacific Campaign
077/086 C  ETQ • EN🖌 id Software / Splash Damage
™ & © id Software · Fan proxy · not for sale