
When Toph enters, you may discard a card. If you do, return target instant or sorcery card from your graveyard to your hand.
Whenever you cast a spell, earthbend 1. If that spell is a Lesson, put an additional +1/+1 counter on that land. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Toph turns your lands into a growing army via earthbend, pumping them every time you cast a spell while you sling instants/sorceries and Lessons for value. You ramp into Toph by turn 4, recur a key spell on ETB, then cast cheap spells each turn to build huge hasty land-creatures and swing for lethal. The earthbend death-trigger (lands return to the battlefield) makes your team resilient to board wipes.
Lower your curve with efficient cantrips (Opt, Mishra's Bauble, Crimson Wisp) to maximize earthbend triggers per turn, and add free or repeatable spell recursion like Underworld Breach and Past in Flames. Include payoffs such as Craterhoof Behemoth, Overwhelming Stampede, or a sacrifice outlet to convert your wide land board into a kill. Protect Toph with cheap haste and recast value (Lightning Greaves, Heroic Intervention) since the deck collapses without her engine online.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite storm count, Infinite mana lands you control can produce, Infinite green mana
→ Infinite storm count, Infinite mana lands you control can produce, Infinite green mana
→ Infinite storm count, Infinite mana lands you control can produce, Infinite green mana
→ Infinite storm count, Infinite mana lands you control can produce, Infinite green mana
→ Cast all spells in your library, Cast any number of spells from opponents' libraries, Exile all libraries
Combos via Commander Spellbook.
Same color identity (GR), by popularity.