383 views29 hrs ago
Commander
Size: 100Est cost: $291.68Salt sum: 58.97
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Danny.Chambers

383 views29 hrs ago
Commander
Size: 100Est cost: $291.68Salt sum: 58.97

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{"ops":[{"insert":"After accidentally stepping through an Omenpath near Diamond City, Piper Wright is gaining knowledge and investigating how to get home.\n\nThis deck is heavily reliant on RNG due to lack of tutors and some strategies requiring multiple cards to set up. This primer will set up a beginning strategy and will then outline your lines to winning. \n\n"},{"attributes":{"underline":true},"insert":"OPENING STRATEGY:"},{"insert":" It is always ok to invest in piper with +1/+1 counters and equipment. She makes clues which then can be used as currency for other cards. Summoning Piper will always be your first or second move. If someone wants to doom blade your 1/2 card that simply makes a token, that is their lost resources. Piper makes a clue token for every point of combat damage she does. The good news is that unless you are following the voltron line of play, Piper is only important in the early game OR if you are chaining extra turns (more on this later).\n\n"},{"attributes":{"underline":true},"insert":"Lines of Victory:"},{"insert":" \nVoltron (power armor route): "},{"attributes":{"bold":true},"insert":"Empyrial Plate"},{"insert":" gives a creature 1/1 for every card in your hand. As there is a lot of drawing in this deck, you will hit players hard, especially if you can also equip her with "},{"attributes":{"bold":true},"insert":"Trailblazer Boots "},{"insert":"(unblockable), "},{"attributes":{"bold":true},"insert":"Swiftfoot Boots "},{"insert":"(haste and untargetable), and "},{"attributes":{"bold":true},"insert":"Nerd Rage "},{"insert":"(extra draw+massive attack bonus). This line of play can also be used with the back up commander, Ms. Marvel, although the deck will need to be tuned to have more targeting effects to proc Kamela's potential. There are a fair amount of cheap auras you can use ("},{"attributes":{"bold":true},"insert":"Curiosity, Curious Obsession, Combat Research, Aqueous Form, Curator's Ward"},{"insert":") to get in extra draw and boost either Kamela's or Piper's power."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mill (radiation route): As it's current set up, mill is viable but is mostly targeted. If you rely on the mill strategy, you must choose 1 player maximum, unless you mill manages to finish someone off. "},{"attributes":{"bold":true},"insert":"Jace's Erasure, Teferi's Tutelage, Teferi's Ageless Insight, Sphinx's Tutelage "},{"insert":"will fuel these strategies. These cards are easily the most expendable in the deck as mill can sometimes help opponents or if they have shuffling effects, these strategy is useless. If your local meta is responding well, you can consider taking these cards out to add in more unblockable effects to support both Ms. Marvel and Piper with direct damage. "},{"attributes":{"bold":true},"insert":"Folio of Fancies"},{"insert":" is the one card in the deck that can mill all of your opponents. The Folio will fuel your milling enchantments, keep your hand full and in certain situations, mill your opponents. If you have"},{"attributes":{"bold":true},"insert":" Clock of Omens"},{"insert":" with a lot of clues and mana, this is one artifact that will make your opponents sweat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Big Mana (Piper Suite's Route): This deck is capable of generating tremendous mana although this will require a huge initial investment and multiple pieces. "},{"attributes":{"bold":true},"insert":"Deadeye Navigator"},{"insert":" will generate infinite mana when bonded with a "},{"attributes":{"bold":true},"insert":"Great Whale"},{"insert":" or a "},{"attributes":{"bold":true},"insert":"Palinchron. "},{"insert":"The previously mentioned "},{"attributes":{"bold":true},"insert":"Palinchron"},{"insert":" can also go infinite by itself if you have a "},{"attributes":{"bold":true},"insert":"Panharmicon"},{"insert":" in play. Just make sure you tap the lands in response to each trigger. This is obviously 2-card infinities which make the deck bracket 4. This deck is by NO MEANS a true bracket 4 deck and will likely get destroyed by those high powered commanders. If your local meta is not a good fit for bracket 3 decks that get a bad rap due to convoluted 2 card infinites, you may consider taking these cards out and instead supporting the other lines of victory. High rates of mana can also be generated with the help of 500 Year Diary, especially if you can untap it using Clock of Omens. If you can use"},{"attributes":{"bold":true},"insert":" \"Follow Him\", the spell side of James, Wandering Dad, "},{"insert":"casts artifacts with"},{"attributes":{"bold":true},"insert":" Forensic Gadgeteer"},{"insert":" in play,"},{"attributes":{"bold":true},"insert":" "},{"insert":" or some big hits from Piper, you will have resources to either draw cards or fuel mana engines. If you have extra clue tokens, you can save on generic mana using "},{"attributes":{"bold":true},"insert":"Inspiring Statuary."},{"insert":" So what will you do with all of this mana? This mana will fuel "},{"attributes":{"bold":true},"insert":"Blue Sun's Zenith, Stroke of Genius"},{"insert":", or turbo out "},{"attributes":{"bold":true},"insert":"Omniscience"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Enter the Infinite"},{"insert":" or allow you to draw as needed for "},{"attributes":{"bold":true},"insert":"Triskaidekaphile. "},{"insert":"If you have that much draw and resources, your win con is"},{"attributes":{"bold":true},"insert":" Laboratory Maniac"},{"insert":" if "},{"attributes":{"bold":true},"insert":"Psychosis Crawler"},{"insert":" or the Mill Enchantments"},{"attributes":{"bold":true},"insert":" "},{"insert":"have not gained you a win yet."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Clues (Publick Occurrences Route): Clues act as currency to fuel other strategies. Try to set up these synergies: A. Piper + "},{"attributes":{"bold":true},"insert":"Clan Crafter:"},{"insert":" Allows you to \"double dip\" with clues, giving a 1/1 counter to Piper and Piper's own ability to another creature. B. Piper + "},{"attributes":{"bold":true},"insert":"Sage of Hours:"},{"insert":" This deck is capable of chaining together extra turns but its not counted in the rank due to requiring heavy set up and being easy to disrupt. If piper has access to at least 5 clues and 10 mana, you can crack all the clues and then give the counters to sage of hours. If you have this set up, you likely are on the voltron route and Piper is already hitting for heavy damage which will win you the game or wear down your opponents. "},{"attributes":{"bold":true},"insert":"Proft's Edidetic Memory "},{"insert":"is another way to help get counters on quickly. C. "},{"attributes":{"bold":true},"insert":"Clock of Omens"},{"insert":", "},{"attributes":{"bold":true},"insert":"Tamiyo's Journal"},{"insert":" and "},{"attributes":{"bold":true},"insert":"500 Year Diary "},{"insert":"all rely on clues to fuel explosive plays. If you have the journal, you are likely looking for another wincon like E"},{"attributes":{"bold":true},"insert":"nter the Infinite, Omniscience"},{"insert":" or a piece of your infinite mana combo. "},{"attributes":{"bold":true},"insert":"Mechanized Production"},{"insert":" will automatically win you the game if you have enchanted a clue token with it and have 8 total clue tokens. Some may call it cheap but is totally in character for Piper. She is brave but has to be smart to survive in these dangerous situations. And its good story telling. Piper found her evidence and is showing the world the truth. D. Last but certainly not least, don't forget about "},{"attributes":{"bold":true},"insert":"Kappa"},{"insert":" "},{"attributes":{"bold":true},"insert":"Cannoneer"},{"insert":". This big boy can get both huge and invasive as your clues enter the battlefield. Ms. Marvel, the turtle, and Piper will be your biggest hitters. "},{"attributes":{"bold":true},"insert":"Rise and Shine"},{"insert":" will turn your clues into an army of 4/4 creatures with a modest investment of 4 mana. That is a scary army that can come out of nowhere."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Managing Weaknesses:"},{"insert":" This deck only has a few answers through the typical spell suite of "},{"attributes":{"bold":true},"insert":"Counterspell, Negate, Arcane Denial,"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Chain of Vapor. "},{"insert":"Unless you need to stop a catastrophe, try to take these previous spells to protect your own endgame. "},{"attributes":{"bold":true},"insert":"Elixir of Immortality "},{"insert":"can help recycle spells or maybe get back vital cards but it obviously cannot be counted on. There is one weakness that cannot get overcome in this build. This deck is SLOW and needs a lot of resources to get going. Our girl is only 1/2 and must hit to get clues. Deploy your engines on curve and pray that they don't get blown up. Despite being listed as a bracket 4 deck, it really plays like a bracket 3. The most \"degenerate\" things are late game and require tons of set up and are heavily telegraphed. If you want the deck to be more competitive, I honestly vote to drop Piper and the clue synergies and instead opt to invest in Ms. Marvel. Kamela is a great backup commander and can still hit hard for Piper if you are willing to spare your targeted spells for Ms. Marvel.\n\nBe brave and remember, \"You can't stop the press\"\n"}]}

Commander

Qty: 1 Price: $5.99
Piper Wright, Publick Reporter
Whenever Piper Wright deals combat damage to a player, investigate that many times. (To investigate, create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, put a +1/+1 counter on target creature you control.
Legendary Creature - Human Detective
Piper Wright, Publick Reporter (pip) 564

Commander

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Artifact

Qty: 17 Price: $53.69
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (voc) 159
Candlestick
Equipped creature gets +1/+1 and has "Whenever this creature attacks, surveil 2." (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
, Sacrifice this Equipment: Draw a card.
Equip
Artifact - Equipment Clue
Candlestick (mkm) 43
Champion's Helm
Equipped creature gets +2/+2.
As long as equipped creature is legendary, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Equip
Artifact - Equipment
Champion's Helm (pip) 228
Clock of Omens
Tap two untapped artifacts you control: Untap target artifact.
Artifact
Clock of Omens (m13) 202
Elixir of Immortality
,
: You gain 5 life. Shuffle this artifact and your graveyard into their owner's library.
Artifact
Elixir of Immortality (m14) 209
Empyrial Plate
Equipped creature gets +1/+1 for each card in your hand.
Equip
Artifact - Equipment
Empyrial Plate (mrd) 168
Esoteric Duplicator
Whenever you sacrifice this artifact or another artifact, you may pay
. If you do, at the beginning of the next end step, create a token that's a copy of that artifact.
, Sacrifice this artifact: Draw a card.
Artifact - Clue
Esoteric Duplicator (big) 5
Five Hundred Year Diary
Five Hundred Year Diary enters tapped.
: Add
for each Clue you control.
, Sacrifice Five Hundred Year Diary: Draw a card.
Legendary Artifact - Clue Book
Five Hundred Year Diary (who) 42
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
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 (c16) 257
Inspiring Statuary
Nonartifact spells you cast have improvise. (Your artifacts can help cast those spells. Each artifact you tap after you're done activating mana abilities pays for
.)
Artifact
Inspiring Statuary (mkc) 230
Panharmonicon
If an artifact or creature entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Artifact
Panharmonicon (plst) KLD-226
Sol Ring
: Add
.
Artifact
Sol Ring (c19) 221
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (blc) 286
Tamiyo's Journal
At the beginning of your upkeep, investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
, Sacrifice three Clues: Search your library for a card, put that card into your hand, then shuffle.
Legendary Artifact - Book
Tamiyo's Journal (soi) 265
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (cmr) 346
Trailblazer's Boots
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.)
Equip
Artifact - Equipment
Trailblazer's Boots (plst) ZEN-208

Artifact

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Creature

Qty: 15 Price: $119.25
Academy Manufactor
If you would create a Clue, Food, or Treasure token, instead create one of each.
Creature Artifact - Assembly-Worker
Academy Manufactor (mh2) 469
Deadeye Navigator
Soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Deadeye Navigator is paired with another creature, each of those creatures has "
: Exile this creature, then return it to the battlefield under your control."
Creature - Spirit
Deadeye Navigator (avr) 47
Forensic Gadgeteer
Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Activated abilities of artifacts you control cost
less to activate. This effect can't reduce the mana in that cost to less than one mana.
Creature - Artificer Vedalken Detective
Forensic Gadgeteer (mkm) 57
Great Whale
When this creature enters, untap up to seven lands.
Creature - Whale
Great Whale (usg) 77
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
James, Wandering Dad
: Add
. Spend this mana only to activate abilities.
Legendary Creature - Human Scientist
James, Wandering Dad // Follow Him (pip) 31
K-9, Mark I
Negative — As long as K-9 is untapped, other legendary creatures you control have ward
.
Affirmative —
,
: Target legendary creature can't be blocked this turn.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature Artifact - Dog Robot
K-9, Mark I (who) 47
Kappa Cannoneer
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for
.)
Ward

Whenever this creature or another artifact you control enters, put a +1/+1 counter on this creature. It can't be blocked this turn.
Creature Artifact - Warrior Turtle
Kappa Cannoneer (eoc) 74
Laboratory Maniac
If you would draw a card while your library has no cards in it, you win the game instead.
Creature - Human Wizard
Laboratory Maniac (isd) 61
Ms. Marvel, Kamala Khan
Vigilance, reach
You have no maximum hand size.
Embiggen Fist — Whenever you cast a spell that targets a creature you control, draw a card. Until end of turn, Ms. Marvel gains "Ms. Marvel's base power is equal to the number of cards in your hand."
Legendary Creature - Mutant Hero Inhuman
Ms. Marvel, Kamala Khan (msh) 67
Palinchron
Flying
When this creature enters, untap up to seven lands.
: Return this creature to its owner's hand.
Creature - Illusion
Palinchron (ulg) 38
Psychosis Crawler
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand.
Whenever you draw a card, each opponent loses 1 life.
Creature Artifact - Horror Phyrexian
Psychosis Crawler (brr) 44
Sage of Hours
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on it.
Remove all +1/+1 counters from this creature: For each five counters removed this way, take an extra turn after this one.
Creature - Human Wizard
Sage of Hours (jou) 50
Shimmer Dragon
Flying
As long as you control four or more artifacts, this creature has hexproof. (It can't be the target of spells or abilities your opponents control.)
Tap two untapped artifacts you control: Draw a card.
Creature - Dragon
Shimmer Dragon (eld) 317
Triskaidekaphile
You have no maximum hand size.
At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game.
: Draw a card.
Creature - Human Wizard
Triskaidekaphile (mid) 81

Creature

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Enchantment

Qty: 14 Price: $31.82
Aqueous Form
Enchant creature
Enchanted creature can't be blocked.
Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Enchantment - Aura
Aqueous Form (ths) 39
Clan Crafter
Commander creatures you own have "
, Sacrifice an artifact: Put a +1/+1 counter on this creature and draw a card."
Legendary Enchantment - Background
Clan Crafter (clb) 651
Combat Research
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
As long as enchanted creature is legendary, it gets +1/+1 and has ward
. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Enchantment - Aura
Combat Research (dmu) 44
Curator's Ward
Enchant permanent
Enchanted permanent has hexproof.
When enchanted permanent leaves the battlefield, if it was historic, draw two cards. (Artifacts, legendaries, and Sagas are historic.)
Enchantment - Aura
Curator's Ward (dom) 49
Curiosity
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Curiosity (isd) 49
Curious Obsession
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
Enchantment - Aura
Curious Obsession (rix) 35
Jace's Erasure
Whenever you draw a card, you may have target player mill a card.
Enchantment
Jace's Erasure (m12) 60
Mechanized Production
Enchant artifact you control
At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
Enchantment - Aura
Mechanized Production (plst) AER-38
Nerd Rage
Enchant creature
When this Aura enters, draw two cards.
Enchanted creature has "You have no maximum hand size" and "Whenever this creature attacks, if you have ten or more cards in hand, it gets +10/+10 until end of turn."
Enchantment - Aura
Nerd Rage (pip) 34
Omniscience
You may cast spells from your hand without paying their mana costs.
Enchantment
Omniscience (m19) 65
Proft's Eidetic Memory
When Proft's Eidetic Memory enters, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Legendary Enchantment
Proft's Eidetic Memory (mkm) 67
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 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) 294
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) 78

Enchantment

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Instant

Qty: 14 Price: $40.60
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (drc) 70
Blue Sun's Zenith
Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.
Instant
Blue Sun's Zenith (cma) 32
Chain of Vapor
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.
Instant
Chain of Vapor (ons) 73
Counterspell
Counter target spell.
Instant
Counterspell (dd2) 24
Deduce
Draw a card. Investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Deduce (mkm) 293
Eliminate the Impossible
Investigate. Creatures your opponents control get -2/-0 until end of turn. If any of them are suspected, they're no longer suspected. (To investigate, create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Eliminate the Impossible (mkm) 54
Intrude on the Mind
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
Instant
Intrude on the Mind (mkm) 61
Jace's Scrutiny
Target creature gets -4/-0 until end of turn.
Investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Jace's Scrutiny (soi) 70
Leap
Target creature gains flying until end of turn.
Draw a card.
Instant
Leap (plst) STH-35
Negate
Counter target noncreature spell.
Instant
Negate (m12) 69
Pull from Tomorrow
Draw X cards, then discard a card.
Instant
Pull from Tomorrow (gn3) 35
Reenact the Crime
Exile target nonland card in a graveyard that was put there from anywhere this turn. Copy it. You may cast the copy without paying its mana cost.
Instant
Reenact the Crime (mkm) 297
Shadow Rift
Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)
Draw a card.
Instant
Shadow Rift (plst) TMP-86
Stroke of Genius
Target player draws X cards.
Instant
Stroke of Genius (moc) 238

Instant

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Land

Qty: 35 Price: $18.67
Island
(
: Add
.)
Basic Land - Island
Island (j25) 85
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (m13) 227
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (ori) 250
Scene of the Crime
This land enters tapped.
: Add
.
, Tap an untapped creature you control: Add one mana of any color.
, Sacrifice this land: Draw a card.
Artifact Land - Clue
Scene of the Crime (mkm) 267

Land

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Sorcery

Qty: 4 Price: $21.66
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 (gtc) 34
Minds Aglow
Join forces — Starting with you, each player may pay any amount of mana. Each player draws X cards, where X is the total amount of mana paid this way.
Sorcery
Minds Aglow (cm2) 46
Rise and Shine
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on each artifact that became a creature this way.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Rise and Shine (moc) 233
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (usg) 111

Sorcery

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 2 cards
71 pips - 50 cards
35 mana - 35 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
8 mana - 6 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"After accidentally stepping through an Omenpath near Diamond City, Piper Wright is gaining knowledge and investigating how to get home.\n\nThis deck is heavily reliant on RNG due to lack of tutors and some strategies requiring multiple cards to set up. This primer will set up a beginning strategy and will then outline your lines to winning. \n\n"},{"attributes":{"underline":true},"insert":"OPENING STRATEGY:"},{"insert":" It is always ok to invest in piper with +1/+1 counters and equipment. She makes clues which then can be used as currency for other cards. Summoning Piper will always be your first or second move. If someone wants to doom blade your 1/2 card that simply makes a token, that is their lost resources. Piper makes a clue token for every point of combat damage she does. The good news is that unless you are following the voltron line of play, Piper is only important in the early game OR if you are chaining extra turns (more on this later).\n\n"},{"attributes":{"underline":true},"insert":"Lines of Victory:"},{"insert":" \nVoltron (power armor route): "},{"attributes":{"bold":true},"insert":"Empyrial Plate"},{"insert":" gives a creature 1/1 for every card in your hand. As there is a lot of drawing in this deck, you will hit players hard, especially if you can also equip her with "},{"attributes":{"bold":true},"insert":"Trailblazer Boots "},{"insert":"(unblockable), "},{"attributes":{"bold":true},"insert":"Swiftfoot Boots "},{"insert":"(haste and untargetable), and "},{"attributes":{"bold":true},"insert":"Nerd Rage "},{"insert":"(extra draw+massive attack bonus). This line of play can also be used with the back up commander, Ms. Marvel, although the deck will need to be tuned to have more targeting effects to proc Kamela's potential. There are a fair amount of cheap auras you can use ("},{"attributes":{"bold":true},"insert":"Curiosity, Curious Obsession, Combat Research, Aqueous Form, Curator's Ward"},{"insert":") to get in extra draw and boost either Kamela's or Piper's power."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mill (radiation route): As it's current set up, mill is viable but is mostly targeted. If you rely on the mill strategy, you must choose 1 player maximum, unless you mill manages to finish someone off. "},{"attributes":{"bold":true},"insert":"Jace's Erasure, Teferi's Tutelage, Teferi's Ageless Insight, Sphinx's Tutelage "},{"insert":"will fuel these strategies. These cards are easily the most expendable in the deck as mill can sometimes help opponents or if they have shuffling effects, these strategy is useless. If your local meta is responding well, you can consider taking these cards out to add in more unblockable effects to support both Ms. Marvel and Piper with direct damage. "},{"attributes":{"bold":true},"insert":"Folio of Fancies"},{"insert":" is the one card in the deck that can mill all of your opponents. The Folio will fuel your milling enchantments, keep your hand full and in certain situations, mill your opponents. If you have"},{"attributes":{"bold":true},"insert":" Clock of Omens"},{"insert":" with a lot of clues and mana, this is one artifact that will make your opponents sweat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Big Mana (Piper Suite's Route): This deck is capable of generating tremendous mana although this will require a huge initial investment and multiple pieces. "},{"attributes":{"bold":true},"insert":"Deadeye Navigator"},{"insert":" will generate infinite mana when bonded with a "},{"attributes":{"bold":true},"insert":"Great Whale"},{"insert":" or a "},{"attributes":{"bold":true},"insert":"Palinchron. "},{"insert":"The previously mentioned "},{"attributes":{"bold":true},"insert":"Palinchron"},{"insert":" can also go infinite by itself if you have a "},{"attributes":{"bold":true},"insert":"Panharmicon"},{"insert":" in play. Just make sure you tap the lands in response to each trigger. This is obviously 2-card infinities which make the deck bracket 4. This deck is by NO MEANS a true bracket 4 deck and will likely get destroyed by those high powered commanders. If your local meta is not a good fit for bracket 3 decks that get a bad rap due to convoluted 2 card infinites, you may consider taking these cards out and instead supporting the other lines of victory. High rates of mana can also be generated with the help of 500 Year Diary, especially if you can untap it using Clock of Omens. If you can use"},{"attributes":{"bold":true},"insert":" \"Follow Him\", the spell side of James, Wandering Dad, "},{"insert":"casts artifacts with"},{"attributes":{"bold":true},"insert":" Forensic Gadgeteer"},{"insert":" in play,"},{"attributes":{"bold":true},"insert":" "},{"insert":" or some big hits from Piper, you will have resources to either draw cards or fuel mana engines. If you have extra clue tokens, you can save on generic mana using "},{"attributes":{"bold":true},"insert":"Inspiring Statuary."},{"insert":" So what will you do with all of this mana? This mana will fuel "},{"attributes":{"bold":true},"insert":"Blue Sun's Zenith, Stroke of Genius"},{"insert":", or turbo out "},{"attributes":{"bold":true},"insert":"Omniscience"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Enter the Infinite"},{"insert":" or allow you to draw as needed for "},{"attributes":{"bold":true},"insert":"Triskaidekaphile. "},{"insert":"If you have that much draw and resources, your win con is"},{"attributes":{"bold":true},"insert":" Laboratory Maniac"},{"insert":" if "},{"attributes":{"bold":true},"insert":"Psychosis Crawler"},{"insert":" or the Mill Enchantments"},{"attributes":{"bold":true},"insert":" "},{"insert":"have not gained you a win yet."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Clues (Publick Occurrences Route): Clues act as currency to fuel other strategies. Try to set up these synergies: A. Piper + "},{"attributes":{"bold":true},"insert":"Clan Crafter:"},{"insert":" Allows you to \"double dip\" with clues, giving a 1/1 counter to Piper and Piper's own ability to another creature. B. Piper + "},{"attributes":{"bold":true},"insert":"Sage of Hours:"},{"insert":" This deck is capable of chaining together extra turns but its not counted in the rank due to requiring heavy set up and being easy to disrupt. If piper has access to at least 5 clues and 10 mana, you can crack all the clues and then give the counters to sage of hours. If you have this set up, you likely are on the voltron route and Piper is already hitting for heavy damage which will win you the game or wear down your opponents. "},{"attributes":{"bold":true},"insert":"Proft's Edidetic Memory "},{"insert":"is another way to help get counters on quickly. C. "},{"attributes":{"bold":true},"insert":"Clock of Omens"},{"insert":", "},{"attributes":{"bold":true},"insert":"Tamiyo's Journal"},{"insert":" and "},{"attributes":{"bold":true},"insert":"500 Year Diary "},{"insert":"all rely on clues to fuel explosive plays. If you have the journal, you are likely looking for another wincon like E"},{"attributes":{"bold":true},"insert":"nter the Infinite, Omniscience"},{"insert":" or a piece of your infinite mana combo. "},{"attributes":{"bold":true},"insert":"Mechanized Production"},{"insert":" will automatically win you the game if you have enchanted a clue token with it and have 8 total clue tokens. Some may call it cheap but is totally in character for Piper. She is brave but has to be smart to survive in these dangerous situations. And its good story telling. Piper found her evidence and is showing the world the truth. D. Last but certainly not least, don't forget about "},{"attributes":{"bold":true},"insert":"Kappa"},{"insert":" "},{"attributes":{"bold":true},"insert":"Cannoneer"},{"insert":". This big boy can get both huge and invasive as your clues enter the battlefield. Ms. Marvel, the turtle, and Piper will be your biggest hitters. "},{"attributes":{"bold":true},"insert":"Rise and Shine"},{"insert":" will turn your clues into an army of 4/4 creatures with a modest investment of 4 mana. That is a scary army that can come out of nowhere."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"Managing Weaknesses:"},{"insert":" This deck only has a few answers through the typical spell suite of "},{"attributes":{"bold":true},"insert":"Counterspell, Negate, Arcane Denial,"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Chain of Vapor. "},{"insert":"Unless you need to stop a catastrophe, try to take these previous spells to protect your own endgame. "},{"attributes":{"bold":true},"insert":"Elixir of Immortality "},{"insert":"can help recycle spells or maybe get back vital cards but it obviously cannot be counted on. There is one weakness that cannot get overcome in this build. This deck is SLOW and needs a lot of resources to get going. Our girl is only 1/2 and must hit to get clues. Deploy your engines on curve and pray that they don't get blown up. Despite being listed as a bracket 4 deck, it really plays like a bracket 3. The most \"degenerate\" things are late game and require tons of set up and are heavily telegraphed. If you want the deck to be more competitive, I honestly vote to drop Piper and the clue synergies and instead opt to invest in Ms. Marvel. Kamela is a great backup commander and can still hit hard for Piper if you are willing to spare your targeted spells for Ms. Marvel.\n\nBe brave and remember, \"You can't stop the press\"\n"}]}
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