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Commander
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L.R.D

2.4k views3 months ago
Commander
Size: 100Salt sum: 58.43

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{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"[Could I Interest You In Everything? - V6]"},{"insert":"\n(Will be referred to as \"V6\" for short from this point onward.) \n\nV6 was built to answer the question of: \"How much draw is too much draw?\"\nAfter rigorous testing and tinkering over hundreds of games, it consistently does "},{"attributes":{"bold":true},"insert":"exactly"},{"insert":" what I wanted it to do when I first constructed it.\nI.E, a pseudo-hug control deck that aims to mill everyone to death using mass draw and wheels.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[How it Works]"},{"insert":"\n\nIn essence, this deck can be boiled down to a three step process:\n\nBuild a massive hand with symmetrical draw effects ("},{"insert":{"card-link":"Kami of the Crescent Moon"}},{"insert":", "},{"insert":{"card-link":"Howling Mine"}},{"insert":", "},{"insert":{"card-link":"Temple Bell"}},{"insert":", etc.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ramp and acquire combo pieces while protecting yourself ("},{"insert":{"card-link":"Caged Sun"}},{"insert":", "},{"insert":{"card-link":"High Tide"}},{"insert":", "},{"insert":{"card-link":"Windfall"}},{"insert":", etc.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Storm off with wheels, milling the whole table to death with either "},{"insert":{"card-link":"Psychic Corrosion"}},{"insert":", "},{"insert":{"card-link":"Teferi's Tutelage"}},{"insert":", "},{"insert":{"card-link":"Sphinx's Tutelage"}},{"insert":", or some combination of the three."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAccomplishing this in practice can sometimes be a complicated process. You have the tools to ensure your own survival, but you need to play smart in order to leverage them properly. Some decks appreciate your draw more than others. Some decks hate your guts (I.E stax, discard, anyone who relies on resource denial.) You must weaponize the former against the latter for as long as possible.\n\nWhen push comes to shove you have 9 board wipes, 9 counterspells, 5 kill spells, and 5 different ways to recur any one of them (these numbers are likely outdated by 2026.)\n\nMost importantly, hide your progress. V6 needs four conditions to be met in order to win the game. These are:\n\nBig mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Big hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo pieces on the board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo pieces in hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe fourth condition is inherently hidden, but anyone who knows what you're trying to do is gonna be paying close attention to the first three as it's the best indication as to when V6 is about to burst into a hurricane of mill. \n\nIf you try and storm off too early, you'll fizzle and lose important key pieces, effectively dooming yourself. Are you foolish enough to play Psychic Corrosion on turn 3? That's getting removed, and now you have one less precious win-con. They're in short supply, so you must use them wisely.\n\nOn the other hand if you wait for too long against the wrong deck, there's a chance that they'll accrue too much interaction and you'll end up having to deal with too many counterspells when you're trying to storm. "},{"attributes":{"bold":true},"insert":"This"},{"insert":" is why you need big mana; so you can play your combo pieces, cast wheels, and hopefully have enough mana left to counterspell any interaction all in the same turn.\n\nAnother point is to properly identify what needs protection and what you can allow to be removed. Getting your "},{"insert":{"card-link":"Folio of Fancies"}},{"insert":" destroyed by a Beast Within is "},{"attributes":{"italic":true},"insert":"sad"},{"insert":", but it's also a preferable target compared to any of your key pieces. "},{"attributes":{"bold":true},"insert":"Everything"},{"insert":" in this deck is working to progress your core game-plan, but not all pieces are equal, and absorbing interaction is just another one of the roles that your less important artifacts/enchantments will be serving throughout a game. "},{"insert":{"card-link":"Glasses of Urza"}},{"insert":" is an MVP in this regard. It reveals enemy interaction, allows you to archenemy your opponents by pointing out their own dangerous pieces, and if they want to remove it then that's just one less piece of interaction for you to deal with. It is vastly useful, but it is not a keystone.\n\nAll in all, it boils down to knowing when to reveal your hand. If people know you're a turn away from winning it's gonna be much harder to hold the horde at bay. You wanna defer arch-enemy status for as long as possible, which means choosing your battles carefully.\n\nIf deals can be made, make them. If boards need to be cleared, clear them. If Huw needs his commander removed for the fifth time, "},{"attributes":{"bold":true},"insert":"counter them."},{"insert":"\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Bracket]"},{"insert":"\nBrackets aren't a good measure of power. If brackets are good at anything, it's to signal to other players that you are running certain cards, synergies, or strategies that are often seen as taboo at lower levels of play. If that's how you're using them, then V6 is a solid 2.\n\nHowever, if you're looking for an actual measure of strength, I often play it into decks that can win as early as turn 5, and in those match-ups it still has a disproportionately high winrate. V6 effectively uses stronger decks as a smokescreen, because the table can't deal with you when Lathril is one turn away from winning. Unless they risk taking you out early you effectively become an obnoxious blue tumor that nobody has the time or resources to deal with easily, a boulder that the rest of the table must push up a hill.\n\nTake from all this what you will. I certainly wouldn't play it into anything remotely low-power.\n\n\nThat concludes the general primer. Below you will find notes on specific cards, design choices I made, and a change log. None of it is nearly as important as what I've already explained, so continue at your leisure.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Notes]"},{"insert":"\nThe decision to avoid "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" and other similar cards was an intentional one. They make V6 more lethal, but in the process they also draw aggro just by being in the 99.\n\nWith mill being the only wincon, opponents have a much better idea of how far away you are from winning, which sounds counterintuitive but is often the only thing preventing you from becoming archenemy.\n\nThis is less of a factor if you're playing against randoms who're much more likely to just try and kill you on sight for being group hug anyway. V6 can still win a 1v3, but in this case figuring out a way to squeeze them in might be beneficial for you.\n\n\nGlasses of Urza over "},{"insert":{"card-link":"Telepathy"}},{"insert":" is intentional. Glasses only reveals the cards to "},{"attributes":{"bold":true},"insert":"you"},{"insert":", which makes for less disruptive gameplay and draws less aggro as a result. Information is also currency, and anything of value can be traded in a game of politics.\n\n\nConsider "},{"insert":{"card-link":"Iron Maiden"}},{"insert":" as a counter to unlimited hand-size cards.\n\n\nRemember that you can use "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" not just as interaction, but as a second copy of any of your own spells. Doubling up High Tide or Windfall can be pivotal.\n\n\nThe fetch lands are purely to retrieve "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":".\n\n\n"},{"attributes":{"strike":true},"insert":{"card-link":"Tasha's Hideous Laughter"}},{"attributes":{"strike":true},"insert":" and the several "},{"attributes":{"strike":true},"insert":{"card-link":"Stifle"}},{"attributes":{"strike":true},"insert":" spells exist to counteract restock effects (the cards that re-shuffle themselves when put into a graveyard, I.E. "},{"attributes":{"strike":true},"insert":{"card-link":"Vigor"}},{"attributes":{"strike":true},"insert":", "},{"attributes":{"strike":true},"insert":{"card-link":"Blightsteel Colossus"}},{"attributes":{"strike":true},"insert":", Eldrazi titans, etc.) These cards can also be countered just by making them "},{"attributes":{"strike":true,"italic":true},"insert":"draw"},{"attributes":{"strike":true},"insert":" instead of mill, so V6 naturally has an edge over other mill decks because of this."},{"insert":"\n\n\n"},{"attributes":{"strike":true},"insert":"Be careful of "},{"attributes":{"strike":true},"insert":{"card-link":"Teferi's Ageless Insight"}},{"attributes":{"strike":true},"insert":". Very easy to win the game this way, but also very easy to deck yourself."},{"insert":"\n\nMost of the above spells have been replaced for playgroup reasons. I still think they're important to consider, but it never came up for me personally. In hundreds of games, never once. Graveyard restock in of itself does not function as a counter to this deck, because when you're ready to mill you generally mill entire decks in one go, and symmetrical draw spells are a more elegant solution to the above problem in hindsight.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Changelog]"},{"insert":"\n04/02/2025:\nReplaced "},{"insert":{"card-link":"Cryptic Command"}},{"insert":" with "},{"insert":{"card-link":"Geth's Grimoire"}},{"insert":". Cryptic Command was proving to be slightly too costly to hold mana up for, and Grimoire should've been in the deck from the very beginning. Discarding occurs all the time in a normal game, let alone with Kami accelerating everyone's hand. It also makes "},{"insert":{"card-link":"Windfall"}},{"insert":" draw you 20+ cards which can win games on the spot depending on board state.\n\n\n10/02/2025:\nReplaced "},{"insert":{"card-link":"Spellbook"}},{"insert":" with "},{"insert":{"card-link":"Library of Leng"}},{"insert":". For only 1 mana it gives the same effect, but also allows you to wheel with far more freedom.\n\n\n14/02/2025:\nReplaced "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" with "},{"insert":{"card-link":"Replication Technique"}},{"insert":", mostly for fun. V6 has so much redundancy that you rarely need a tutor, and Replication Technique is just a \"slightly\" worse "},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" when you think about it. That'd be terrible in green, but in mono blue it can be premium ramp. Or two extra copies of Maze of Ith.\n\n"},{"insert":{"card-link":"Crystal Chimes"}},{"insert":" is out. It costs 6 mana, is very vulnerable to interaction, and is below rate for what it does. Even in the games where you draw it perfectly on time, it's still poor at saving your ass. It's a card that'll save your life 1 in 10 times in a situation that occurs less than 10% of the time. "},{"attributes":{"strike":true},"insert":"Replaced with "},{"attributes":{"strike":true},"insert":{"card-link":"Thaumatic Compass // Spires of Orazca"}},{"attributes":{"strike":true},"insert":", for more ramp, or yet another chance to copy Maze of Ith."},{"insert":"\n\n"},{"attributes":{"strike":true},"insert":"Replaced a basic land with "},{"attributes":{"strike":true},"insert":{"card-link":"Terrain Generator"}},{"attributes":{"strike":true},"insert":". V6 needs a lot of islands to function but this card is island-positive as long as you can use it once. This inclusion is very much subject to change."},{"insert":"\n\n(Thaumatic Compass and Terrain Generator never actually ended up in the deck. TG was replaced with a basic island and I can't remember what compass was replaced with. I am still considering the compass)\n\n\n09/06/2025:\nTo clarify, we're a small casual group who play with proxies sleeved over basic Pokémon energies. If we can agree to ban a card, it goes on the ban list. This was the original stipulation upon which we agreed to allow proxying in the first place, because we wished to avoid power levels escalating to CEDH territory. Bearing this in mind, "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" is out.\n\nAll this means is that if you wish to arbitrarily increase power, go ahead and replace almost any of the currently listed removal options and you're good to go. This same logic applies to "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Force of Negation"}},{"insert":", and "},{"insert":{"card-link":"Force of Will"}},{"insert":". All of these cards would make V6 an objectively stronger deck.\n\nThe preliminary replacement is "},{"insert":{"card-link":"The Water Crystal"}},{"insert":". V6 needs a critical mass of board wipes in order to ensure that it doesn't just get dog-piled, but I'm hoping that one less is a small enough modification in exchange for such a powerful mill piece.\n\nReplaced "},{"insert":{"card-link":"Aether Gale"}},{"insert":" with "},{"insert":{"card-link":"Season of Weaving"}},{"insert":". The former was mostly in the deck to help deal with pesky artifact/enchantments that weren't hit as hard by my other sweepers, but Season of Weaving does this and more. Being able to copy "},{"insert":{"card-link":"Whirlpool Rider"}},{"insert":" or "},{"insert":{"card-link":"Credit Voucher"}},{"insert":" can be the difference between winning and losing.\n\n\n03/01/2026:\n\nAround this time I finalized a bunch of changes. I don't wish to explain in detail why each individual card was replaced because I'm writing this retroactively, but I will still attempt to explain my includes.\n\n"},{"insert":{"card-link":"Relearn"}},{"insert":" was replaced with "},{"insert":{"card-link":"Said // Done"}},{"insert":", which is a strict upgrade.\n\n"},{"insert":{"card-link":"The Regalia"}},{"insert":" was added because it's sleeper OP.\nFour mana for a rampant grown right now, plus on every subsequent turn, in mono blue.\n\nConsider "},{"insert":{"card-link":"Psychic Spiral"}},{"insert":" as the true replacement for Crystal Chimes. If you have a large graveyard it can serve as a player-removal option, or it can save you from being locked out of your main combo pieces forever. All in all, it's less of a dead card, which was the biggest flaw of what it is functionally replacing.\n\n"},{"insert":{"card-link":"Observed Stasis"}},{"insert":" is excellent burst draw, which is something V6 appreciates. It's also excellent removal, which = deck compaction.\n\n"},{"insert":{"card-link":"Memory Erosion"}},{"insert":" is mostly a removal magnet/bait card. If it stays on the board, I appreciate it. If it gets removed, it's one less enchantment removal spell for me to deal with. Either way, It's 100% worth the value of drawing and casting it.\n\nI shouldn't have to go in depth as to why "},{"insert":{"card-link":"Spellskite"}},{"insert":" is a good include. For anyone to target anything you don't want them to target, they first need to get rid of this guy. This includes your face in the case of something like "},{"insert":{"card-link":"Banefire"}},{"insert":", your permanents in the case of "},{"insert":{"card-link":"Beast Within"}},{"insert":", and even your opponents permanents in the case of auras and pump spells. It won me the very first game after sleeving it.\n\n"},{"insert":{"card-link":"Amphibian Downpour"}},{"insert":" is a very dense interaction piece with excellent value for a single card. Also mega-screws creature storm decks, of which my meta has a few of.\n\n"},{"insert":{"card-link":"Long River's Pull"}},{"insert":" replaced Defabricate. Both are good cards, but I prefer less situation counter spells in general, and I had failed to notice just how efficient LRP was when it first released. I don't care about giving you more draw, because my whole deck is already built around doing that. Defabricate might have to make a return if Eldrazi ever become popular in my pod.\n\n"},{"insert":{"card-link":"Jace's Erasure"}},{"insert":" returns for pretty much the exact same reason as to why Memory Erosion was included. Nice to have, good bait, does work over time, can be potentially lethal if left completely alone.\n\nThis concludes the early January updates I forgot to write down.\n"}]}

Commander

Qty: 1 Price: $32.99
Kami of the Crescent Moon
At the beginning of each player's draw step, that player draws an additional card.
Legendary Creature - Spirit
Kami of the Crescent Moon (sld) 260

Commander

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(1) Land

Qty: 32 Price: $41754.98
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 220
Island
(
: Add
.)
Basic Land - Island
Island (pgru) 2
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 250
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (eld) 247
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 224
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (m19) 254
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (mh2) 254

(1) Land

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(2) Mana / Ramp

Qty: 12 Price: $65.99
Caged Sun
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+1.
Whenever a land's ability causes you to add one or more mana of the chosen color, add an additional one mana of that color.
Artifact
Caged Sun (brr) 9
Copy Land
You may have this enchantment enter as a copy of any land on the battlefield, except it's an enchantment in addition to its other types.
Enchantment
Copy Land (m3c) 99
Decanter of Endless Water
You have no maximum hand size.
: Add one mana of any color.
Artifact
Decanter of Endless Water (plst) CLB-309
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (dmr) 419
Mitotic Manipulation
Look at the top seven cards of your library. You may put one of those cards onto the battlefield if it has the same name as a permanent. Put the rest on the bottom of your library in any order.
Sorcery
Mitotic Manipulation (mbs) 27
Replication Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.)
Create a token that's a copy of target permanent you control.
Sorcery
Replication Technique (m3c) 192
Retraced Image
Reveal a card in your hand, then put that card onto the battlefield if it has the same name as a permanent.
Sorcery
Retraced Image (tor) 46
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (mh3) 349
Savor the Moment
Take an extra turn after this one. Skip the untap step of that turn.
Sorcery
Savor the Moment (shm) 50
The Regalia
Haste
Whenever The Regalia attacks, reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
Crew 1
Legendary Artifact - Vehicle
The Regalia (fin) 267
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (plg22) 2
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (ha7) 19

(2) Mana / Ramp

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(3) Hand Size

Qty: 2 Price: $2.49
Folio of Fancies
Players have no maximum hand size.
,
: Each player draws X cards.
,
: Each opponent mills cards equal to the number of cards in their hand.
Artifact - Book
Folio of Fancies (eld) 46
Library of Leng
You have no maximum hand size.
If an effect causes you to discard a card, discard it, but you may put it on top of your library instead of into your graveyard.
Artifact
Library of Leng (me4) 211

(3) Hand Size

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(4) Draw / Advantage

Qty: 3 Price: $98.47
Faerie Mastermind
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
: Each player draws a card.
Creature - Rogue Faerie
Faerie Mastermind (pmom) 58s
Geth's Grimoire
Whenever an opponent discards a card, you may draw a card.
Artifact - Book
Geth's Grimoire (plst) DST-123
Sea Gate Restoration
Draw cards equal to the number of cards in your hand plus one. You have no maximum hand size for the rest of the game.
Sorcery
Sea Gate Restoration // Sea Gate, Reborn (znr) 76Sea Gate Restoration // Sea Gate, Reborn (znr) 76

(4) Draw / Advantage

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(4) Symmetrical Draw

Qty: 4 Price: $56.66
Dictate of Kruphix
Flash (You may cast this spell any time you could cast an instant.)
At the beginning of each player's draw step, that player draws an additional card.
Enchantment
Dictate of Kruphix (jou) 37
Font of Mythos
At the beginning of each player's draw step, that player draws two additional cards.
Artifact
Font of Mythos (con) 136
Howling Mine
At the beginning of each player's draw step, if this artifact is untapped, that player draws an additional card.
Artifact
Howling Mine (brr) 20
Temple Bell
: Each player draws a card.
Artifact
Temple Bell (lcc) 117

(4) Symmetrical Draw

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(5) Mill 'N' Kill

Qty: 7 Price: $76.49
Bruvac the Grandiloquent
If an opponent would mill one or more cards, they mill twice that many cards instead. (To mill a card, a player puts the top card of their library into their graveyard.)
Legendary Creature - Human Advisor
Bruvac the Grandiloquent (plst) JMP-10
Jace's Erasure
Whenever you draw a card, you may have target player mill a card.
Enchantment
Jace's Erasure (m12) 60
Memory Erosion
Whenever an opponent casts a spell, that player mills two cards.
Enchantment
Memory Erosion (plst) CM2-45
Psychic Corrosion
Whenever you draw a card, each opponent mills two cards.
Enchantment
Psychic Corrosion (m19) 68
Sphinx's Tutelage
Whenever you draw a card, target opponent mills two cards. If two nonland cards that share a color were milled this way, repeat this process.
: Draw a card, then discard a card.
Enchantment
Sphinx's Tutelage (ori) 76
Teferi's Tutelage
When this enchantment enters, draw a card, then discard a card.
Whenever you draw a card, target opponent mills two cards. (They put the top two cards of their library into their graveyard.)
Enchantment
Teferi's Tutelage (m21) 296
The Water Crystal
Blue spells you cast cost
less to cast.
If an opponent would mill one or more cards, they mill that many cards plus four instead.
,
: Each opponent mills cards equal to the number of cards in your hand.
Legendary Artifact
The Water Crystal (fin) 85

(5) Mill 'N' Kill

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(5) Wheel 'N' Deal

Qty: 7 Price: $24.15
Credit Voucher
,
, Sacrifice this artifact: Shuffle any number of cards from your hand into your library, then draw that many cards.
Artifact
Credit Voucher (mmq) 289
Flux
Each player discards any number of cards, then draws that many cards.
Draw a card.
Sorcery
Flux (wth) 39
Jace's Archivist
,
: Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Creature - Wizard Vedalken
Jace's Archivist (c13) 48
Tolarian Winds
Discard all the cards in your hand, then draw that many cards.
Instant
Tolarian Winds (usg) 104
Whirlpool Drake
Flying
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards.
When this creature dies, shuffle the cards from your hand into your library, then draw that many cards.
Creature - Drake
Whirlpool Drake (apc) 34
Whirlpool Rider
When this creature enters, shuffle the cards from your hand into your library, then draw that many cards.
Creature - Merfolk
Whirlpool Rider (apc) 35
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (c20) 128

(5) Wheel 'N' Deal

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(6) Removal

Qty: 13 Price: $36.37
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura
Amphibian Downpour (mh3) 51
Counterspell
Counter target spell.
Instant
Counterspell (dmr) 45
Disallow
Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
Instant
Disallow (aer) 31
Long River's Pull
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Counter target creature spell. If the gift was promised, instead counter target spell.
Instant
Long River's Pull (blb) 58
Muddle the Mixture
Counter target instant or sorcery spell.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Muddle the Mixture (rav) 60
Narset's Reversal
Copy target instant or sorcery spell, then return it to its owner's hand. You may choose new targets for the copy.
Instant
Narset's Reversal (plst) WAR-62
Observed Stasis
Flash
Enchant creature an opponent controls
When this Aura enters, remove enchanted creature from combat. Then draw a card for each tapped creature its controller controls.
Enchanted creature loses all abilities and can't attack or block.
Enchantment - Aura
Observed Stasis (fic) 40
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (tsr) 79
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (blc) 111
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Reality Shift (dsc) 125
Resculpt
Exile target artifact or creature. Its controller creates a 4/4 blue and red Elemental creature token.
Instant
Resculpt (cmm) 115
Tale's End
Counter target activated ability, triggered ability, or legendary spell.
Instant
Tale's End (pm20) 77p
Wash Away
Cleave
(You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Counter target spell [that wasn't cast from its owner's hand].
Instant
Wash Away (vow) 87

(6) Removal

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(6) Sweeper

Qty: 8 Price: $20.73
Aetherize
Return all attacking creatures to their owner's hand.
Instant
Aetherize (blc) 161
Aetherspouts
For each attacking creature, its owner puts it on their choice of the top or bottom of their library.
Instant
Aetherspouts (mic) 97
Engulf the Shore
Return to their owners' hands all creatures with toughness less than or equal to the number of Islands you control.
Instant
Engulf the Shore (ddt) 5
Evacuation
Return all creatures to their owners' hands.
Instant
Evacuation (8ed) 76★
Fade Away
For each creature, its controller sacrifices a permanent of their choice unless they pay
.
Sorcery
Fade Away (exo) 34
Season of Weaving
Choose up to five
worth of modes. You may choose the same mode more than once.
— Draw a card.
— Choose an artifact or creature you control. Create a token that's a copy of it.
— Return each nonland, nontoken permanent to its owner's hand.
Sorcery
Season of Weaving (blb) 68
Spectral Deluge
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Spectral Deluge (khc) 7
Wash Out
Return all permanents of the color of your choice to their owners' hands.
Sorcery
Wash Out (2x2) 67

(6) Sweeper

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(7) Protection

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Dissipation Field
Whenever a permanent deals damage to you, return it to its owner's hand.
Enchantment
Dissipation Field (clb) 718
Leyline of Anticipation
If this card is in your opening hand, you may begin the game with it on the battlefield.
You may cast spells as though they had flash.
Enchantment
Leyline of Anticipation (clb) 726
Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Land
Maze of Ith (dmr) 398
Meishin, the Mind Cage
All creatures get -X/-0, where X is the number of cards in your hand.
Legendary Enchantment
Meishin, the Mind Cage (sok) 44
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (acr) 85
Spellskite
: Change a target of target spell or ability to this creature. (
can be paid with either
or 2 life.)
Creature Artifact - Horror Phyrexian
Spellskite (clb) 873

(7) Protection

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(7) Recursion

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Call to Mind
Return target instant or sorcery card from your graveyard to your hand.
Sorcery
Call to Mind (m11) 47
Flood of Recollection
Return target instant or sorcery card from your graveyard to your hand. Exile Flood of Recollection.
Sorcery
Flood of Recollection (cmr) 61
Psychic Spiral
Shuffle all cards from your graveyard into your library. Target player mills that many cards.
Instant
Psychic Spiral (rtr) 47
Said
Return target instant or sorcery card from your graveyard to your hand.
Sorcery
Said // Done (mh2) 60

(7) Recursion

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(8) Glasses

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Glasses of Urza
: Look at target player's hand.
Artifact
Glasses of Urza (me4) 203

(8) Glasses

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Maybeboard

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Drowned Secrets
Whenever you cast a blue spell, target player mills two cards.
Enchantment
Drowned Secrets (grn) 39
Enter the Infinite
Draw cards equal to the number of cards in your library, then put a card from your hand on top of your library. You have no maximum hand size until your next turn.
Sorcery
Enter the Infinite (rvr) 449
Mathemagics
Target player draws 2ˣ cards. (2⁰ = 1, 2¹ = 2, 2² = 4, 2³ = 8, 2⁴ = 16, 2⁵ = 32, and so on.)
Sorcery
Mathemagics (sos) 58
Noggle the Mind
Flash
Enchant creature
Enchanted creature loses all abilities and is a colorless Noggle with base power and toughness 1/1. (It loses all colors and all other creature types.)
Enchantment - Aura
Noggle the Mind (ecl) 60

Maybeboard

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Recently-Replaced-Board

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Cryptic Command
Choose two —
• Counter target spell.
• Return target permanent to its owner's hand.
• Tap all creatures your opponents control.
• Draw a card.
Instant
Cryptic Command (plst) IMA-48
Defabricate
Choose one —
• Counter target artifact or enchantment spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
• Counter target activated or triggered ability.
Instant
Defabricate (bro) 45
Jushi Apprentice
,
: Draw a card. If you have nine or more cards in hand, flip this creature.
Creature - Human Wizard
Jushi Apprentice // Tomoya the Revealer (plst) CHK-70
Mirrormade
You may have this enchantment enter as a copy of any artifact or enchantment on the battlefield.
Enchantment
Mirrormade (dsc) 120
Ravenform
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Ravenform (khm) 72
Relearn
Return target instant or sorcery card from your graveyard to your hand.
Sorcery
Relearn (plst) WTH-51
Stifle
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Instant
Stifle (mb2) 173
Tasha's Hideous Laughter
Each opponent exiles cards from the top of their library until that player has exiled cards with total mana value 20 or greater.
Sorcery
Tasha's Hideous Laughter (afr) 78
Teferi's Ageless Insight
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Enchantment
Teferi's Ageless Insight (m21) 76

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Deck Info

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77 pips - 53 cards
30 mana - 30 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
2 mana - 2 cards
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Description

{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"[Could I Interest You In Everything? - V6]"},{"insert":"\n(Will be referred to as \"V6\" for short from this point onward.) \n\nV6 was built to answer the question of: \"How much draw is too much draw?\"\nAfter rigorous testing and tinkering over hundreds of games, it consistently does "},{"attributes":{"bold":true},"insert":"exactly"},{"insert":" what I wanted it to do when I first constructed it.\nI.E, a pseudo-hug control deck that aims to mill everyone to death using mass draw and wheels.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[How it Works]"},{"insert":"\n\nIn essence, this deck can be boiled down to a three step process:\n\nBuild a massive hand with symmetrical draw effects ("},{"insert":{"card-link":"Kami of the Crescent Moon"}},{"insert":", "},{"insert":{"card-link":"Howling Mine"}},{"insert":", "},{"insert":{"card-link":"Temple Bell"}},{"insert":", etc.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ramp and acquire combo pieces while protecting yourself ("},{"insert":{"card-link":"Caged Sun"}},{"insert":", "},{"insert":{"card-link":"High Tide"}},{"insert":", "},{"insert":{"card-link":"Windfall"}},{"insert":", etc.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Storm off with wheels, milling the whole table to death with either "},{"insert":{"card-link":"Psychic Corrosion"}},{"insert":", "},{"insert":{"card-link":"Teferi's Tutelage"}},{"insert":", "},{"insert":{"card-link":"Sphinx's Tutelage"}},{"insert":", or some combination of the three."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAccomplishing this in practice can sometimes be a complicated process. You have the tools to ensure your own survival, but you need to play smart in order to leverage them properly. Some decks appreciate your draw more than others. Some decks hate your guts (I.E stax, discard, anyone who relies on resource denial.) You must weaponize the former against the latter for as long as possible.\n\nWhen push comes to shove you have 9 board wipes, 9 counterspells, 5 kill spells, and 5 different ways to recur any one of them (these numbers are likely outdated by 2026.)\n\nMost importantly, hide your progress. V6 needs four conditions to be met in order to win the game. These are:\n\nBig mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Big hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo pieces on the board."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Combo pieces in hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe fourth condition is inherently hidden, but anyone who knows what you're trying to do is gonna be paying close attention to the first three as it's the best indication as to when V6 is about to burst into a hurricane of mill. \n\nIf you try and storm off too early, you'll fizzle and lose important key pieces, effectively dooming yourself. Are you foolish enough to play Psychic Corrosion on turn 3? That's getting removed, and now you have one less precious win-con. They're in short supply, so you must use them wisely.\n\nOn the other hand if you wait for too long against the wrong deck, there's a chance that they'll accrue too much interaction and you'll end up having to deal with too many counterspells when you're trying to storm. "},{"attributes":{"bold":true},"insert":"This"},{"insert":" is why you need big mana; so you can play your combo pieces, cast wheels, and hopefully have enough mana left to counterspell any interaction all in the same turn.\n\nAnother point is to properly identify what needs protection and what you can allow to be removed. Getting your "},{"insert":{"card-link":"Folio of Fancies"}},{"insert":" destroyed by a Beast Within is "},{"attributes":{"italic":true},"insert":"sad"},{"insert":", but it's also a preferable target compared to any of your key pieces. "},{"attributes":{"bold":true},"insert":"Everything"},{"insert":" in this deck is working to progress your core game-plan, but not all pieces are equal, and absorbing interaction is just another one of the roles that your less important artifacts/enchantments will be serving throughout a game. "},{"insert":{"card-link":"Glasses of Urza"}},{"insert":" is an MVP in this regard. It reveals enemy interaction, allows you to archenemy your opponents by pointing out their own dangerous pieces, and if they want to remove it then that's just one less piece of interaction for you to deal with. It is vastly useful, but it is not a keystone.\n\nAll in all, it boils down to knowing when to reveal your hand. If people know you're a turn away from winning it's gonna be much harder to hold the horde at bay. You wanna defer arch-enemy status for as long as possible, which means choosing your battles carefully.\n\nIf deals can be made, make them. If boards need to be cleared, clear them. If Huw needs his commander removed for the fifth time, "},{"attributes":{"bold":true},"insert":"counter them."},{"insert":"\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Bracket]"},{"insert":"\nBrackets aren't a good measure of power. If brackets are good at anything, it's to signal to other players that you are running certain cards, synergies, or strategies that are often seen as taboo at lower levels of play. If that's how you're using them, then V6 is a solid 2.\n\nHowever, if you're looking for an actual measure of strength, I often play it into decks that can win as early as turn 5, and in those match-ups it still has a disproportionately high winrate. V6 effectively uses stronger decks as a smokescreen, because the table can't deal with you when Lathril is one turn away from winning. Unless they risk taking you out early you effectively become an obnoxious blue tumor that nobody has the time or resources to deal with easily, a boulder that the rest of the table must push up a hill.\n\nTake from all this what you will. I certainly wouldn't play it into anything remotely low-power.\n\n\nThat concludes the general primer. Below you will find notes on specific cards, design choices I made, and a change log. None of it is nearly as important as what I've already explained, so continue at your leisure.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Notes]"},{"insert":"\nThe decision to avoid "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" and other similar cards was an intentional one. They make V6 more lethal, but in the process they also draw aggro just by being in the 99.\n\nWith mill being the only wincon, opponents have a much better idea of how far away you are from winning, which sounds counterintuitive but is often the only thing preventing you from becoming archenemy.\n\nThis is less of a factor if you're playing against randoms who're much more likely to just try and kill you on sight for being group hug anyway. V6 can still win a 1v3, but in this case figuring out a way to squeeze them in might be beneficial for you.\n\n\nGlasses of Urza over "},{"insert":{"card-link":"Telepathy"}},{"insert":" is intentional. Glasses only reveals the cards to "},{"attributes":{"bold":true},"insert":"you"},{"insert":", which makes for less disruptive gameplay and draws less aggro as a result. Information is also currency, and anything of value can be traded in a game of politics.\n\n\nConsider "},{"insert":{"card-link":"Iron Maiden"}},{"insert":" as a counter to unlimited hand-size cards.\n\n\nRemember that you can use "},{"insert":{"card-link":"Narset's Reversal"}},{"insert":" not just as interaction, but as a second copy of any of your own spells. Doubling up High Tide or Windfall can be pivotal.\n\n\nThe fetch lands are purely to retrieve "},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":".\n\n\n"},{"attributes":{"strike":true},"insert":{"card-link":"Tasha's Hideous Laughter"}},{"attributes":{"strike":true},"insert":" and the several "},{"attributes":{"strike":true},"insert":{"card-link":"Stifle"}},{"attributes":{"strike":true},"insert":" spells exist to counteract restock effects (the cards that re-shuffle themselves when put into a graveyard, I.E. "},{"attributes":{"strike":true},"insert":{"card-link":"Vigor"}},{"attributes":{"strike":true},"insert":", "},{"attributes":{"strike":true},"insert":{"card-link":"Blightsteel Colossus"}},{"attributes":{"strike":true},"insert":", Eldrazi titans, etc.) These cards can also be countered just by making them "},{"attributes":{"strike":true,"italic":true},"insert":"draw"},{"attributes":{"strike":true},"insert":" instead of mill, so V6 naturally has an edge over other mill decks because of this."},{"insert":"\n\n\n"},{"attributes":{"strike":true},"insert":"Be careful of "},{"attributes":{"strike":true},"insert":{"card-link":"Teferi's Ageless Insight"}},{"attributes":{"strike":true},"insert":". Very easy to win the game this way, but also very easy to deck yourself."},{"insert":"\n\nMost of the above spells have been replaced for playgroup reasons. I still think they're important to consider, but it never came up for me personally. In hundreds of games, never once. Graveyard restock in of itself does not function as a counter to this deck, because when you're ready to mill you generally mill entire decks in one go, and symmetrical draw spells are a more elegant solution to the above problem in hindsight.\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"[Changelog]"},{"insert":"\n04/02/2025:\nReplaced "},{"insert":{"card-link":"Cryptic Command"}},{"insert":" with "},{"insert":{"card-link":"Geth's Grimoire"}},{"insert":". Cryptic Command was proving to be slightly too costly to hold mana up for, and Grimoire should've been in the deck from the very beginning. Discarding occurs all the time in a normal game, let alone with Kami accelerating everyone's hand. It also makes "},{"insert":{"card-link":"Windfall"}},{"insert":" draw you 20+ cards which can win games on the spot depending on board state.\n\n\n10/02/2025:\nReplaced "},{"insert":{"card-link":"Spellbook"}},{"insert":" with "},{"insert":{"card-link":"Library of Leng"}},{"insert":". For only 1 mana it gives the same effect, but also allows you to wheel with far more freedom.\n\n\n14/02/2025:\nReplaced "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":" with "},{"insert":{"card-link":"Replication Technique"}},{"insert":", mostly for fun. V6 has so much redundancy that you rarely need a tutor, and Replication Technique is just a \"slightly\" worse "},{"insert":{"card-link":"Skyshroud Claim"}},{"insert":" when you think about it. That'd be terrible in green, but in mono blue it can be premium ramp. Or two extra copies of Maze of Ith.\n\n"},{"insert":{"card-link":"Crystal Chimes"}},{"insert":" is out. It costs 6 mana, is very vulnerable to interaction, and is below rate for what it does. Even in the games where you draw it perfectly on time, it's still poor at saving your ass. It's a card that'll save your life 1 in 10 times in a situation that occurs less than 10% of the time. "},{"attributes":{"strike":true},"insert":"Replaced with "},{"attributes":{"strike":true},"insert":{"card-link":"Thaumatic Compass // Spires of Orazca"}},{"attributes":{"strike":true},"insert":", for more ramp, or yet another chance to copy Maze of Ith."},{"insert":"\n\n"},{"attributes":{"strike":true},"insert":"Replaced a basic land with "},{"attributes":{"strike":true},"insert":{"card-link":"Terrain Generator"}},{"attributes":{"strike":true},"insert":". V6 needs a lot of islands to function but this card is island-positive as long as you can use it once. This inclusion is very much subject to change."},{"insert":"\n\n(Thaumatic Compass and Terrain Generator never actually ended up in the deck. TG was replaced with a basic island and I can't remember what compass was replaced with. I am still considering the compass)\n\n\n09/06/2025:\nTo clarify, we're a small casual group who play with proxies sleeved over basic Pokémon energies. If we can agree to ban a card, it goes on the ban list. This was the original stipulation upon which we agreed to allow proxying in the first place, because we wished to avoid power levels escalating to CEDH territory. Bearing this in mind, "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" is out.\n\nAll this means is that if you wish to arbitrarily increase power, go ahead and replace almost any of the currently listed removal options and you're good to go. This same logic applies to "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Force of Negation"}},{"insert":", and "},{"insert":{"card-link":"Force of Will"}},{"insert":". All of these cards would make V6 an objectively stronger deck.\n\nThe preliminary replacement is "},{"insert":{"card-link":"The Water Crystal"}},{"insert":". V6 needs a critical mass of board wipes in order to ensure that it doesn't just get dog-piled, but I'm hoping that one less is a small enough modification in exchange for such a powerful mill piece.\n\nReplaced "},{"insert":{"card-link":"Aether Gale"}},{"insert":" with "},{"insert":{"card-link":"Season of Weaving"}},{"insert":". The former was mostly in the deck to help deal with pesky artifact/enchantments that weren't hit as hard by my other sweepers, but Season of Weaving does this and more. Being able to copy "},{"insert":{"card-link":"Whirlpool Rider"}},{"insert":" or "},{"insert":{"card-link":"Credit Voucher"}},{"insert":" can be the difference between winning and losing.\n\n\n03/01/2026:\n\nAround this time I finalized a bunch of changes. I don't wish to explain in detail why each individual card was replaced because I'm writing this retroactively, but I will still attempt to explain my includes.\n\n"},{"insert":{"card-link":"Relearn"}},{"insert":" was replaced with "},{"insert":{"card-link":"Said // Done"}},{"insert":", which is a strict upgrade.\n\n"},{"insert":{"card-link":"The Regalia"}},{"insert":" was added because it's sleeper OP.\nFour mana for a rampant grown right now, plus on every subsequent turn, in mono blue.\n\nConsider "},{"insert":{"card-link":"Psychic Spiral"}},{"insert":" as the true replacement for Crystal Chimes. If you have a large graveyard it can serve as a player-removal option, or it can save you from being locked out of your main combo pieces forever. All in all, it's less of a dead card, which was the biggest flaw of what it is functionally replacing.\n\n"},{"insert":{"card-link":"Observed Stasis"}},{"insert":" is excellent burst draw, which is something V6 appreciates. It's also excellent removal, which = deck compaction.\n\n"},{"insert":{"card-link":"Memory Erosion"}},{"insert":" is mostly a removal magnet/bait card. If it stays on the board, I appreciate it. If it gets removed, it's one less enchantment removal spell for me to deal with. Either way, It's 100% worth the value of drawing and casting it.\n\nI shouldn't have to go in depth as to why "},{"insert":{"card-link":"Spellskite"}},{"insert":" is a good include. For anyone to target anything you don't want them to target, they first need to get rid of this guy. This includes your face in the case of something like "},{"insert":{"card-link":"Banefire"}},{"insert":", your permanents in the case of "},{"insert":{"card-link":"Beast Within"}},{"insert":", and even your opponents permanents in the case of auras and pump spells. It won me the very first game after sleeving it.\n\n"},{"insert":{"card-link":"Amphibian Downpour"}},{"insert":" is a very dense interaction piece with excellent value for a single card. Also mega-screws creature storm decks, of which my meta has a few of.\n\n"},{"insert":{"card-link":"Long River's Pull"}},{"insert":" replaced Defabricate. Both are good cards, but I prefer less situation counter spells in general, and I had failed to notice just how efficient LRP was when it first released. I don't care about giving you more draw, because my whole deck is already built around doing that. Defabricate might have to make a return if Eldrazi ever become popular in my pod.\n\n"},{"insert":{"card-link":"Jace's Erasure"}},{"insert":" returns for pretty much the exact same reason as to why Memory Erosion was included. Nice to have, good bait, does work over time, can be potentially lethal if left completely alone.\n\nThis concludes the early January updates I forgot to write down.\n"}]}
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