Oops, All Squirrels | Building Your Unbeatable Squirrel Girl Commander Deck
- Greg Montique

- 3 hours ago
- 10 min read
Doreen Green has never lost a battle against a supervillain in the comics. Not once. Thanos, Galactus, Doctor Doom, she has beaten or out-maneuvered every single one of them, usually with the help of an army of squirrels and a healthy dose of friendship and comedic timing. Magic: The Gathering decided the correct way to honor this undefeated record was to print a Commander who can flood the battlefield with more Squirrel tokens than your table has ever seen, using an ability that does not even ask her to do something so simple as tap.
That last detail matters more than it sounds like it should. If you build an Unbeatable Squirrel Girl Commander deck the plan is genuinely simple. Get Squirrels into play. Use mana to double them. Use more mana to double them again. Watch the table slowly realize what is happening to them.
What Does The Unbeatable Squirrel Girl Do?
The Unbeatable Squirrel Girl costs 1GGG for a 4/4 Legendary Creature Squirrel Human Hero. Her first ability is Do You Like Squirrels?: Whenever The Unbeatable Squirrel Girl enters or attacks, create a 1/1 green Squirrel creature token. Her second ability is I l LOVE Swuirrels!: 1GGG, create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control.

So what's missing? There is no tap symbol. Krenko, Mob Boss does something similar for Goblins, but he has to tap to activate it, meaning you get one Goblin wave per turn at most. Squirrel Girl is only restricted by your mana pool. If you have the mana, you can activate her doubling ability as many times in a single turn as your mana base will allow, and each activation doubles whatever Squirrel count you are currently sitting at.
This is the kind of design decision that looks only a little unreasonable on paper, but turns into an absolute runaway machine the moment you have any mana acceleration in play.
Why Is the Squirrel Girl Commander Deck So Strong?
The math maths at an alarming rate, and that is the entire appeal. Squirrel Girl enters and makes one token. Activate her ability once, and that one token becomes two. Activate again, and two becomes four. Again and four becomes eight. Each activation costs the same four mana and doubles your board regardless of how large it already is. By the fourth activation in a single turn, you have gone from two Squirrels to thirty-two, and you only needed sixteen mana total to get there.
Mono-green has no shortage of ways to generate that much mana, and once your board is sufficiently wide, the Squirrels themselves become the mana. A handful of mana dorks that let your creatures tap for mana turns every Squirrel token into a mana source, which turns every activation of Squirrel Girl into more mana for the next activation. This is the loop that breaks the deck open completely, and it is why the deck supports both a fair wide-board strategy and a decently unfair infinite combo strategy, depending on how far you want to take it.
Early Game Strategy: Get Squirrel Girl Down and Start the Snowball
Ramp is the priority in the opening turns. Llanowar Elves and Elvish Mystic get you to Squirrel Girl's 1 and 3 green cost as early as turn three, and every turn she sits in the command zone is a turn you are not generating tokens. Both are one-mana dorks with no real downside in mono-green, and they remain useful as bodies on the board long after their ramp purpose has been served, since every extra creature feeds the deck's eventual mana sinks.
Springleaf Drum is a one-mana artifact that deserves an early slot a lot of token decks overlook. Tap, tap an untapped creature you control: add one mana of any color. In a deck about to be drowning in disposable 1/1 Squirrels, Springleaf Drum turns any one of those tokens into a mana source. It does not care whether the creature has summoning sickness either, since tapping a creature based on another card's cost does not require haste, so even the Squirrel you made this turn can be fed into the Drum immediately.

Parallel Lives is a four-mana mono-green enchantment that doubles every token you would create. It does not care that Squirrel Girl's ability already creates a number of tokens equal to your current count. It simply doubles whatever that number ends up being. Four Squirrels becomes eight from one activation, which becomes sixteen, doubling the output of an ability that was already doubling your board. Getting this down early means every single activation for the rest of the game is twice as good as it would otherwise be.
Mid Game Strategy: Start Doubling and Find Your Mana Sinks
Once Squirrel Girl is established and you have a moderate Squirrel count in play, the mid game is about finding enough mana to activate her ability multiple times per turn and finding lands or artifacts that exist purely to absorb extra mana into more activations.
Growing Rites of Itlimoc is the budget-friendly answer to the deck's biggest mana question and does not require a four-figure investment to find a copy. It enters as an enchantment that digs through the top four cards of your library for a creature, then flips into Itlimoc, Cradle of the Sun at your end step once you control four or more creatures. Once flipped, it taps for green mana equal to your creature count, exactly the effect a Squirrel Girl deck wants, at a fraction of the price of cards that do the same job. A board of twelve Squirrels turns this single land into twelve green mana, which is enough for three full activations of Squirrel Girl's doubling ability.

Doubling Season is a five-mana mono-green enchantment that does double duty, pun fully intended. It doubles every token you create, exactly like Parallel Lives, but it also doubles every plus one plus one counter that would be placed on a permanent you control. In a deck that is making Squirrels constantly, any counters-based payoff you add later in the build from other cards gets twice the value the moment Doubling Season is in play, and stacking it alongside Parallel Lives compounds both effects into genuinely absurd token output from a single activation.
Toski, Bearer of Secrets solves the deck's one real weakness, which is card draw. A wide board of Squirrel tokens does almost nothing for your hand on its own. Toski draws you a card every single time any creature you control deals combat damage to a player, which on an big strike with thirty Squirrels means drawing thirty cards in a single combat step. Toski is also indestructible and cannot be countered, so once he resolves, he is staying around to keep generating that card advantage turn after turn. You may want to include a spellbook in the 99 though...
Late Game Strategy: Win Through Overwhelming Force or Go Properly Infinite
By the late game, the choice in front of you is whether to win through an absurdly large attack or whether to find the pieces to go infinite and end the game outright.
The fair version of the late game is straightforward. With a board of fifty or more Squirrels and Squirrel Girl herself attacking for the trigger, even without any pump effects, the raw number of attackers overwhelms any reasonable blocking strategy on the table. Beastmaster Ascension is a mono-green enchantment that gives all your creatures plus one plus one for each quest counter on it, gaining a quest counter whenever a creature you control deals combat damage to a player, and a board this wide can turn this card into a finisher in a single combat step.
The unfair version of the late game is the Earthcraft combo, and it is worth breaking down because it's one of the best two-card combos printed for any Commander in years. Earthcraft says: tap an untapped creature you control, untap target basic land. With Earthcraft in play and four Squirrels available, tap a Squirrel to untap a basic Forest, then tap that Forest for green mana. Repeat this three more times using your other three Squirrels and your three remaining green sources to build up the mana needed for Squirrel Girl's doubling ability. Activate her ability, and your four Squirrels become eight. You now have more Squirrels than you started with, and the same single basic land to keep untapping. Repeat the entire sequence, and your Squirrel count doubles on every single loop. This generates infinite Squirrels and infinite green mana from a starting board of just four Squirrels, one basic land, and Earthcraft itself.

Cryptolith Rite offers an alternative route to a boatload of Squirrels. It gives every creature you control "tap: add one mana of any color," which means your Squirrel tokens themselves become the mana engine. Eight untapped Squirrels tap for eight mana, which covers two activations of Squirrel Girl's doubling ability. The only downside is that creatures with summoning sickness can not use their ability on the turn they drop. So this method builds over a few turns.
5 Must-Include Cards for Your The Unbeatable Squirrel Girl Commander Deck
Earthcraft
Earthcraft is a one green mana enchantment from Tempest. Tap an untapped creature you control: untap target basic land.

This is the engine that turns The Unbeatable Squirrel Girl from a strong token Commander into a genuine infinite combo piece with only one additional card needed. With four Squirrels and one basic land in play, Earthcraft converts your existing board directly into the mana required to keep doubling that same board, looping into infinite Squirrels and infinite green mana on the spot. It is on the Reserved List and will never be reprinted, which keeps the price elevated relative to most of the rest of this list, but no card in the deck does more work toward an actual win condition for the same investment.
Growing Rites of Itlimoc
Growing Rites of Itlimoc is a two mana enchantment from Ixalan. When it enters, look at the top four cards of your library and you may reveal a creature card from among them and put it into your hand. At the beginning of your end step, if you control four or more creatures, transform it into Itlimoc, Cradle of the Sun. Itlimoc taps for one green mana on its own, or taps for green mana equal to the number of creatures you control.

This is the most accessible mana sink available to the deck and it does not ask you to spend Gaea's Cradle money to get there. The flip condition is insanely easy in a Squirrel Girl deck since you will routinely have four or more creatures in play by turn four or five. Once flipped, Itlimoc scales identically to the way the deck wants: the more Squirrels you have, the more mana this single land produces, which goes directly back into more activations of Squirrel Girl's doubling ability. It also smooths your draws on the way there by digging for a creature when it first enters, which in a token-heavy deck usually means finding an early mana dork.
Toski, Bearer of Secrets
Toski, Bearer of Secrets is a 3G legendary 1/1 Squirrel from Kaldheim. This spell can't be countered. Indestructible. Toski attacks each combat if able. Whenever a creature you control deals combat damage to a player, draw a card.

A wide board of Squirrels generates an overwhelming amount of damage but almost no card advantage on its own. Toski fixes that completely. The moment your Squirrels start connecting in combat, every single point of combat damage to a player draws you a card. He is also a Squirrel himself, fitting the tribal theme perfectly while solving the deck's only real structural weakness.
Skullclamp
Skullclamp is a one mana Equipment, originally from Darksteel. Equipped creature gets +1/-1. When equipped creature is put into a graveyard, draw two cards. Equip 1.

A 1/1 Squirrel equipped with Skullclamp becomes a 2/0 and dies the instant the clamp is equipped, drawing you two cards for an initial total investment of two mana. In a deck that is going to be producing far more Squirrel tokens than it could ever need, Skullclamp converts the surplus directly into card advantage. Equip it to a token, let it die, repeat with the next token, and you are drawing cards every single turn for next to nothing.
Concordant Crossroads
Concordant Crossroads is a one green mana Enchantment from Legends. All creatures have haste.

Every Squirrel token Squirrel Girl creates enters with summoning sickness, unable to attack or activate abilities the turn it shows up. Concordant Crossroads removes that restriction for every creature on the battlefield, including the Squirrels you make this turn. Combined with any effect that lets your Squirrels tap for mana, every token created this turn becomes immediately available toward another activation of Squirrel Girl's doubling ability the same turn, and it also means your alpha strike turn is never one turn away, it is the turn you assembled the board.
Is The Unbeatable Squirrel Girl Commander Deck For You?
The Unbeatable Squirrel Girl commander deck is very beginner friendly. It fits the the player who wants a deck that does one thing extremely well. There is no complicated game plan to learn. Make Squirrels. Double the Squirrels. Find more mana. Double them again. The deck rewards a green player's instinct to ramp hard and rewards anyone who has ever wanted to see what an uncapped doubling effect actually looks like at the table.
Doreen Green has never lost, and with this deck you might never lose again either.
The Unbeatable Squirrel Girl Commander Deck FAQ
What does The Unbeatable Squirrel Girl do in Magic: The Gathering? The Unbeatable Squirrel Girl costs 1GGG for a 4/4 Legendary Creature Squirrel Human Hero. She creates a 1/1 green Squirrel token whenever she enters or attacks. Her second ability costs 1GGG and creates X 1/1 green Squirrel tokens, where X equals the number of Squirrels you currently control, with no tap symbol required to activate it.
Why is The Unbeatable Squirrel Girl considered such a strong Commander? Her doubling ability has no tap restriction, meaning it can be activated as many times in a single turn as available mana allows. Each activation doubles your current Squirrel count regardless of how large the board already is, which produces exponential growth far faster than similar effects like Krenko, Mob Boss that are limited to one activation per turn.
How does the Earthcraft combo work with The Unbeatable Squirrel Girl? With Earthcraft and four Squirrels in play, you tap a Squirrel to untap a basic land via Earthcraft, then tap that land for mana, repeating this process four times to generate the 1GGG needed for Squirrel Girl's doubling ability. Activating her ability doubles your Squirrel count, and repeating the entire loop generates infinite Squirrels and infinite green mana from just one basic land and one enchantment.
What is the best budget-friendly card to add to a Squirrel Girl Commander deck? Growing Rites of Itlimoc is the best accessible mana sink for the deck, tapping for green mana equal to your creature count once flipped into Itlimoc, Cradle of the Sun, at a fraction of the cost of premium alternatives that do the same job. It also digs for a creature card when it first enters, smoothing out early draws.
Does The Unbeatable Squirrel Girl have card draw built in? No. Her abilities generate creatures and board presence but do not draw cards on their own. Toski, Bearer of Secrets and Skullclamp are the most commonly recommended additions to solve this gap, converting either combat damage or excess tokens directly into card advantage.
Is The Unbeatable Squirrel Girl a combo deck or a fair token deck? She supports both approaches. Without combo pieces she is an extremely strong fair token strategy that wins through overwhelming board presence. With Earthcraft or Cryptolith Rite in the deck she becomes a genuine two-card infinite combo Commander capable of ending games on the spot.




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