waywinds
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Commander
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Commander
Evereth, Viceroy of Plunder
Flying
Sacrifice another creature or artifact: Put a +1/+1 counter on Evereth. If the sacrificed permanent was a Treasure, Evereth gains lifelink until end of turn. Activate only as a sorcery.
When Evereth dies, you may pay . When you do, Evereth deals damage equal to its power to each opponent.
Sacrifice another creature or artifact: Put a +1/+1 counter on Evereth. If the sacrificed permanent was a Treasure, Evereth gains lifelink until end of turn. Activate only as a sorcery.
When Evereth dies, you may pay . When you do, Evereth deals damage equal to its power to each opponent.
Legendary Creature - Vampire Soldier

Commander
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Counters
Counters
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Creature
Ruthless Technomancer
When this creature enters, you may sacrifice another creature you control. If you do, create a number of Treasure tokens equal to that creature's power.
, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
, Sacrifice X artifacts: Return target creature card with power X or less from your graveyard to the battlefield. X can't be 0.
Creature - Human Wizard

Creature
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Draw
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Seize the Spotlight
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
Sorcery

Draw
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Finisher
Finisher
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Land
Spinerock Knoll
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land

Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land

Land
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Protection
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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Pump
Pump
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Ramp
Ramp
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Recursion
Recursion
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Removal
Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Removal
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Tokens
Lagomos, Hand of Hatred
At the beginning of combat on your turn, create a 2/1 red Elemental creature token with trample and haste. Sacrifice it at the beginning of the next end step.
: Search your library for a card, put it into your hand, then shuffle. Activate only if five or more creatures died this turn.
: Search your library for a card, put it into your hand, then shuffle. Activate only if five or more creatures died this turn.
Legendary Creature - Human Shaman

Tokens
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Treasures
Impulsive Pilferer
When this creature dies, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Goblin Pirate

Treasures
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Sideboard
Timeline Culler
Haste
You may cast this card from your graveyard using its warp ability.
Warp—, Pay 2 life. (You may cast this card from your hand or graveyard for its warp cost. If you do, exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
You may cast this card from your graveyard using its warp ability.
Warp—, Pay 2 life. (You may cast this card from your hand or graveyard for its warp cost. If you do, exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Warlock Drix

Sideboard
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"underline":true},"insert":"== A Seminar on the History of The Cold War with "},{"attributes":{"underline":true},"insert":{"card-link":"Evereth, Viceroy of Plunder"}},{"attributes":{"underline":true},"insert":" =="},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n\nThis is a combo-adjacent deck looking to go fast and hard, setting up a massive threat alongside mutually assured destruction for anyone who dares let you develop too much. The deck is full of keystone creature token and Treasure cards, but does not look to win with any combo that does not use the commander to close the game out. We're aiming for Bracket 2 play here and have set ourselves a budget of 150 euro, and since our commander comes from a beginner product, I'll write this primer with new players in mind! Feel free to leave comments and suggestions below.\n\n\n"},{"attributes":{"underline":true},"insert":"== Deckbuilding Philosophy =="},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck is looking to compete in Bracket 2 but can be especially lethal given certain hands and lack of removal from our opponents. At the moment Bracket 2 is unfortunately anchored to the strength of precons, so you might find this deck outpacing some of the weaker precons. Modern precons are more than enough competition for the deck however, but still, any deck that has a more refined decklist will outperform a precon with a less optimised list as a general rule. Expect some games where you can draw the proceedings to a close before everyone's expensive value engines are set up. That being said, there is no win that the deck can clinch out without being very obvious to the table while building it. You won't feel out of your depth if you bracket up to Bracket 3 with this deck for a game, especially with more familiarity with the deck's pieces and smart play. Playing this deck on a basic level can still get wins and is competitive with other Bracket 2s, so beginners need not worry, but there certain things to remember and keep track of that can very easily slip your mind. \n\nIf you do choose to bracket up, keep wary of the increased interaction you might encounter. Removal for your commander is a major setback (especially exile effects!) and certain hatebears such a well-placed "},{"insert":{"card-link":"Hushbringer"}},{"insert":" can pose a big problem for us. There are more than enough tools in the deck to deal with situations like these but we don't run tutors here, apart from the rare situations where "},{"insert":{"card-link":"Lagomos, Hand of Hatred"}},{"insert":" is brought online.\n\n\n"},{"attributes":{"underline":true},"insert":"== "},{"attributes":{"underline":true},"insert":{"card-link":"Evereth, Viceroy of Plunder"}},{"attributes":{"underline":true},"insert":" - What You Need to Know =="},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe smug vampire lady herself is a very interesting commander from Foundations Jumpstart. Evereth eats both creatures and artifacts to grow massive with +1/+1 counters and on death can explode to decimate all opponents at once, dealing damage equal to her power to all opponents. In addition, if at least one sacrificed permanent is a Treasure, she will gain lifelink for the duration of our turn. Keep in mind this only lasts during our turn, but will indeed allow her death trigger to heal us if she croaks during that time, rocketing our life total to the moon. Eating just a single Treasure will enable this lifelink, so you'll often have to decide if eating just one and keeping any remaining treasure for mana is smarter than going all in.\n\nEvereth's death trigger is very powerful and our deck is built to enable it, but keep in mind simply swinging with a massive flying commander for 21 damage can and will win games. If your mana is tight and your hand is low on cards that help you enable and recover from her deaths, consider just beating people to death with your funny vampire rectangle.\n\nIn a gameplay sense her effect is very similar to "},{"insert":{"card-link":"Juri, Master of the Revue"}},{"insert":" who features in our 99, but Juri and Evereth both have upsides and drawbacks that the other one doesn't. However, they work very very well if you have both at once. So I have decided they are dating. Do not cut Juri or Evereth will be sad. \n\nOn the topic of Evereth's drawbacks, her activated ability is limited to sorcery speed. This means you can't use it during combat as a surprise combat trick, and you can only use it during your turn in your main phases. This means when she is becoming a threat to the entire table, other players can easily see it coming and try to react. You are a lethal threat after all, so expect Evereth to become a lightning rod for removal. Interaction aside, your victory requires two things; Evereth's ability to swing or deal damage to opponents using other cards, and a critical mass of fodder for Evereth to eat to achieve lethal power. These things are near impossible to develop in a single turn and require setup and incremental value. This limits us somewhat, but also makes Evereth more fair for our intended brackets. \n\nKeep in mind that Evereth will only ever have lifelink during our turn, so trying to go for any massive lifeswings is impossible without additional cards, but when it does happen it is glorious! Our opponents will likely never try to remove Evereth during our turn after we given her lifelink, so don't try to maximise that effect without an enabler like "},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" or a quick sacrifice in hand. On the flipside if you're setting up for a massive turn, try eating at least one Treasure as early as possible to make it that much more of a pain if somebody decides to interrupt you later.\n\nWhich brings us to another point: Evereth cannot sacrifice herself. This means in a vacuum we have no control over the timing of her death trigger. We can offset this with other permanent onboard sacrifice outlets like "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":", but that would mean we would only be using those for the single instance of sacrificing our commander, given we want to use her own ability for everything in this deck in order to stack on those counters. Plus those altars go infinite with a ham sandwich, and we're trying to make Evereth the centre of our combos. As a result we will need to find some other way to have control over when she dies, at instant speed preferably. We'll discuss how we achieve this later. \n\nThe most important thing to keep in mind is that you'll need to keep 2 mana up if you want to activate Evereth's death trigger. This can be a balancing act, as early on you want to be maximising your mana developing engines to grow Evereth, so you need to be able to judge the vibes of the other players and try to deduce if they see her as a threat yet if you're going to tap out and leave her vulnerable. On the other hand, maybe you don't even see the damage from her explosion as relevant yet and would rather develop your board even if that puts Evereth in danger, if you think the mana you've spent will let you recover and achieve even greater heights later on. Remember, the vast majority of games you only need one Evereth death trigger to close a game, so don't worry too much about getting full value on every death!\n\n\n"},{"attributes":{"underline":true},"insert":"== The 99 =="},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe 99 of any commander deck is always a direct response to our commander's necessities and weaknesses. So what are ours? We'll go over some broad categories here, and go more in-depth on specific cards afterwards.\n\nSacrifice Targets"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is the most obvious category for us. We need to actually have fodder to feed our vampire, so our deck consists of many cards that repeatedly generate either treasures or token creatures. This consists of various cards that continually generate little tokens that we can feed into the woodchipper, or one off cards that get us a lot of advantage when we sacrifice them immediately. We try to pick cards here that fill another role simultaneously or are particularly stellar at what they do. As well as that we have a couple cards that super charge our gameplan with all these death triggers, so keep an eye out for those!\n\nSacrifice Outlets"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As mentioned earlier, Evereth not sacrificing herself has to be accounted for. Here we're using a suite of instant speed card draws that require a creature sacrifice to cast. These are extremely versatile for us as we can trade one of the many many little tokens we generate for card advantage if we feel like we need it. Additionally, these cards can be used in response to removal from other players. Regular removal using direct damage, destroy, or sacrifice effects will trigger our commander's death trigger, so using our card draw here is really only useful if we know Evereth will die anyway and we can't prevent it and we really want those resources. In response to exile or other kinds of removal however, these cards allow us to trigger the death ability our opponents thought they were dodging! This will feel immensely satisfying, but remember to keep up enough mana to actually activate that death trigger. Apart from that, these cards will let you escape rare transformation removal like the dreaded "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":".\n\nThe deck isn't PACKED with these sacrifice cards however, and that's by design. For us, the best counter to removal is the threat of the massive damage that will result. We embody Mutually Assured Destruction. There are just situations that these cards will allow us to dodge specific removal and make the death trigger happen at a timing we can control. If you are willing to lift the budget restriction, lands that double as sacrifice outlets like Phyrexian Tower and High Market are particularly valuable in this deck for the same role.\n\nProtection"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Our deck is going to be the arch-enemy in the majority of tables it finds itself in. We are simply too fast and telegraphed to avoid it. We are going to be targeted a LOT. Let's try to remedy that a bit.\n\nWe're running a suite of instants that will immediately return our commander to the battlefield the next time she would die, usually with the bonus of a +1/+1 counter or a Treasure for our troubles. This won't prevent us from losing all our accumulated counters, but will at least allow us to avoid the commander tax in recasting Evereth. Remember, the commander tax only increases every time you recast your commander from the command zone, NOT every time your commander dies. A card like "},{"insert":{"card-link":"The Ozolith"}},{"insert":" would lessen the impact when our commander is removed, but it's a little out of our price range. Avoiding the commander tax is benefit enough, and I wouldn't replace these protection instants even if we did run The Ozolith.\n\nConsider combining these cards with your sacrificing card draw instants, especially when you're using them to avoid exiles. Think of these cards as a massive discount on redeploying Evereth.\n\nVegetables"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You can probably surmise by now that this deck actually plays at quick instant speeds more often than not. It's a neat necessity in response to the weakness of our commander, and when you're playing these cards alongside all these other incremental sacrifice and recursion engines it really does give this deck a breakneck and combo-centric feel. If you're someone interested in full combo decks and want to dip your toes in, this list is for you.\n\nTo support all this we have quick and funky instant speed interactions to disrupt our opponents before they can out-value us, and our removal suite compliments the intricacies our commander provides well. We'll go into specific cards now.\n\n\n"},{"attributes":{"underline":true},"insert":"== Specific Cards =="},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nYoinkin'"},{"attributes":{"header":3},"insert":"\n"},{"insert":"My favourite commanders change the outlook on certain kinds of cards that normally wouldn't be great, but really change their context when we consider them in combination with the commanders effects.\n\nHere, realise that in every game we have guaranteed access to a sacrifice outlet in every game we play very early on, and it is a sacrifice outlet we want to feed as often as possible. As a result, if we simply play cards that yoink a creature from our opponents temporarily, we can get value from that creature's effect if there's any to be had, and then simply let Evereth eat the creature before it returns to our opponent. This means in our deck, these yoink cards are above rate removal spells that give us additional resources (at the very least a +1/+1 counter) and get around certain protections that can pop up occasionally, like indestructible.\n\n"},{"insert":{"card-link":"Claim the Firstborn"}},{"insert":" - One red mana, yoink a mana dork, hatebear or little value generator and eat it. There will ALWAYS be a target for this, and for just one mana it generates a lot of tempo even if you yoink a target that isn't necessarily a priority. You can hose a player with a cheap commander with an unexpected swing using this card too, and feel very smug afterwards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Seize the Spotlight"}},{"insert":" - Everybody either gives you one of their creatures to feed to Evereth or lets you draw a card and make a Treasure. With the first option you will get board control and a counter on your commander, with the second you get more resources and a Treasure that can also be a counter (with bonus lifelink) or versatile mana. There are simply no bad outcomes here, but be aware that token players are just going to give you some trash. It's still progressing your game state, but there are situations where the choice for your opponent is obvious."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Song-Mad Treachery // Song-Mad Ruins"}},{"insert":" - 5 mana, yoink a thing, no frills. This is a very bad rate for this effect, and even when factoring in the fact that it's removal in our deck, it's still above rate. However, Song-Mad Treachery is a land too, and that's insane in terms of versatility. Even though this rate is expensive, and even though the land enters tapped, there are games where you will topdeck this and it will enable you to win. The rate is not impossible for us to cast because of our treasure generation, so genuinely let those clutch moments occur before you write off this card."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nRecursion"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck isn't going super hard on recursion because the majority of sacrifice fodder in our deck are tokens, and the ones that aren't recur themselves. Even so, we have cheap creatures that would benefit from returning to repeat their effects again and, of course, removal is always a thing. As such we run a couple sources of recursion that have other neat interactions.\n\n"},{"insert":{"card-link":"Unearth"}},{"insert":" - Simple and clean sorcery, return a creature with mana value 3 or less from graveyard to battlefield. Not relevant? Just cycle it for 2 mana to draw a replacement card. Most of the targets we would want to reanimate are mana value 3 or less, so this is just a no brainer. Notably our commander is also mana value 3 or less..."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":" - A retrain of the banned in commander "},{"insert":{"card-link":"Recurring Nightmare"}},{"insert":", this card will change how you think about playing your game as soon as it is drawn, it is THAT much of a value engine. Don't be scared by the energy it uses, you're not going to be worrying about that much and there are no other cards in the deck that care about energy so you won't have to keep track of it outside this card. Here's how Chthonian Nightmare works: you play Chthonian Nightmare, and it gives you 3 energy. You can then immediately sacrifice a creature and bounce Chthonian Nightmare back to your hand, spending the energy per mana value of a creature in your graveyard to reanimate that creature to the battlefield. Because the bouncing to hand is part of the cost of this effect, you can return this card to your hand before anyone has a chance to remove it while its on the battlefield if you hold priority and immediately activate it. They can still respond and try to interact to the actual effect of the ability, by exiling the targeted creature from your graveyard for instance, but they cannot stop the enchantment from bouncing. Apart from using counterspells on the cast of Chthonian Nightmare, this card is essentially a reanimation sorcery that can never be removed or stopped from happening over and over. This is neat and all, but what makes this particularly good for us? Our commander is mana value 3, and our deck is built to constantly generate creatures for sacrifice fodder. What this enables us to do is always choose to allow our commander to go to the graveyard whenever she dies, and reanimate her from there for 2 mana, a discount on her normal price! And that's on top of just using this card to reanimate important nontoken creatures using our fodder. Be wary though, if you choose to let your commander go to the graveyard and then she's exiled from there, she'll go back to the command zone and her tax will increment up as normal. Even scarier, if Chthonian Nightmare is countered, Evereth is going to be stranded there. We don't run enough recursion to get her back in this situation with any kind of consistency so be extremely wary of this."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Memorial to Folly"}},{"insert":" & "},{"insert":{"card-link":"Mortuary Mire"}},{"insert":" - These are tapped lands that can give us a creature back. Tapped lands are not ideal, even with this utility, but we appreciate these few extra sources of recursion. Our deck has a tiny bit more resistance to the drawbacks of tapped lands from the treasures we can generate."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nBoardwipes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A requirement for most every commander deck, boardwipes are more important in any deck where we're going tall instead of wide. Our choices here are also pretty synergistic, so lets go over them.\n\n"},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" - A red staple. Evereth regularly grows above 13 toughness, so there are many situations where this boardwipe affects our opponents far more than it does for us. Failing that, 1 mana to clear a board is just a fantastic rate and we are very adept at rebuilding."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" - Another staple, the drawback of this card is mitigated in our case given our easy access to lifelink on our commander. This deck wants to kill everyone before any life we've paid becomes an issue, so paying nearly any life cost for this card is more than acceptable. -X/-X effects get around more protections than other boardwipes, so this card is amazing here."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Waltz of Rage"}},{"insert":" - A synergy godsend with our commander. This card targets one of our creatures, and then that creature deals damage equal to its power to all other creatures. Since its the actual creature dealing the damage, giving our commander lifesteal and then activating this will often put us at life values where we simply cannot be killed anymore apart from commander damage and alternate wincons. On top of that, Waltz of Rage lets us exile a card a play it until the end of our next turn for each of our creatures that die to this effect, mitigating the loss of our creatures dying in the process."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Chandra's Ignition"}},{"insert":" - "},{"attributes":{"bold":true},"insert":"Chandra's Ignition will win you games."},{"insert":" This card is essentially the same as Waltz of Rage, except for one massive difference: it also hits our opponents. Damage nuke aside, 3 extra targets to gain life from is a big upside, as not all decks flood the board with creatures. Chandra's Ignition allows our deck to come as close to a traditional combo deck as it can, as you'll often spend a very long turn getting every sacrifice you can for Evereth in preparation for this bomb. Of course they can counter it which is a bummer, but you'll still have a massive commander as a result, which you can very easily use to get revenge on the person who countered you. If you were to add tutors to this deck, I'd imagine this sorcery would be your priority target in the vast majority of games. Combo aside, both Chandra's Ignition and Waltz of Rage are just stellar boardwipes in this deck where have consistent access to a massive creature which will more often than not have lifelink. Prepare to spend a hot minute doing math after casting either of these."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\"I wouldn't do that if I were you...\""},{"attributes":{"header":3},"insert":"\n"},{"insert":"A fun upside to this deck is being able to hold the table in an uneasy state as you grow your nuke larger and larger, just waiting for the inevitable explosive finish. We're not just looking to durdle however, so here are some cards that'll allow you to politic and threaten a bit, and get revenge on anyone who tries to disrupt you.\n\nFlings - A very obvious choice that fulfills the same role as our instant speed sacrifice draw, but a lot more lethality and opportunity to close out the game. We run the eponymous "},{"insert":{"card-link":"Fling"}},{"insert":" and "},{"insert":{"card-link":"Kazuul's Fury // Kazuul's Cliffs"}},{"insert":" as an option that doubles as a land drop."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Combat Tricks - Calling them combat tricks is a bit much, but they most definitely can be used as such to get a quick commander damage elimination. "},{"insert":{"card-link":"Unleash Fury"}},{"insert":" is an instant speed power doubler which can be used when Evereth is unblocked or to supercharge our nuke combo. "},{"insert":{"card-link":"Bulk Up"}},{"insert":" is a strictly better version, as it has flashback, albeit expensive flashback. As you can imagine if the game goes long enough and you get enough mana from lands and treasure, 8 mana to quadruple Evereth's power will close out most any game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nOther Notable Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Most of the rest of the list is self explanatory, but I'll go over a few of the deck choices that I think deserve some explanation or justification.\n\n"},{"insert":{"card-link":"Cranial Ram"}},{"insert":" - Banned in pauper before it even released, this card is relatively self explanatory here but has some added benefits worth acknowledging. This equipment enters already attached to a Germ token, which is just free extra value as an extra sacrifice to our commander. The biggest upside to this card is that it allows you to get full value from your accumulated treasures without having to sacrifice them and wasting the potential mana. You'll still have to waste at least one just to nab that lifelink, though."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Infantry Shield"}},{"insert":" & "},{"insert":{"card-link":"The Reaver Cleaver"}},{"insert":" - These equipments have similar effects in this deck, both giving the resources that allow Evereth to effectively double her stats each turn. Both of them have upsides and downsides, however. Infantry Shield spawns attacking tokens as an attack trigger, allowing you to frontload the doubled damage immediately. However these tokens are vulnerable to blockers, and because our commander is limited to sorcery speed, she will very likely lose a lot of them as sacrifice fodder during combat. It additionally gives menace, meaning Evereth won't be blocked by a stray flying chump blocker. The Reaver Cleaver on the other hand gives Evereth +1/+1 and trample, allowing her to almost always get through blocks. In addition, any combat damage that does get through will generate that many treasure tokens. These treasures are almost objectively more useful than the attacking 1/1s, given how they are permanent, can be used as mana, and are less mitigatable from blocks. There are genuine upsides and downsides to both equipments however. The difference in equip costs is massive, especially playing on curve, and even more especially if your commander is frequently removed. Our feign death effects unattach equipment as the creature technically goes to the graveyard before it immediately returns, so the cost to reattach our equipment is a genuine factor. In addition, in a situation where your commander is already quite large and you top-deck either equipment, it's likely that Infantry Shield will serve you better in closing out the game quicker. Mulligan appropriately!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ophiomancer"}},{"insert":" & "},{"insert":{"card-link":"Nine-Lives Familiar"}},{"insert":" - These creatures are quite obvious in their role as token generators, but don't underestimate their utility. Ophiomancer will generate a snake token with deathtouch on each upkeep when you don't control a snake, so use them as blockers frequently! They are lethal, and you will always generate one for yourself at the beginning of your turn. Nine-Lives Familiar is similarly strong at doubling as a chump blocker. It returns at the beginning of the next end step, not just ours. With the speed our deck is looking to go, this card is essentially a permanent chump blocker, and in commander when early swings are often determined by who has and doesn't have blockers, that's surprisingly powerful. Also note that it only enters with any counters when you cast it, so using our graveyard recursion will cause it to return with no counters, unless it's returned to your hand to be recast."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" - This card on its face is a just ok Treasure generator, capping at 1 treasure each turn. However don't underestimate the utility of its activated ability, which is arguably the main draw for running the card at all. When you're in a late game slugfest and need to top-deck an out, Professional Face-Breaker is going to be the card you'll use to dig."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Warren Soultrader"}},{"insert":" - If Evereth is the commander and Juri is the backup commander, this goblin genuinely feels like the lieutenant. This card is tremendously powerful at shoring up some of the weaknesses of Evereth and propelling her even further. Trader gives us access to instant speed sacrifice, supercharging the potential of cards like Ophiomancer and Infantry Shield. It turns our token creature fodder into treasures, which is almost objectively a better trade, especially when both are being fed to Evereth anyway. Evereth gaining lifelink from treasures completely offsets any life you'll lose to Warren Soultrader, being nothing but complete upsides. You'll increase your sacrifice triggers for cards like Juri, get access to more potential mana, and lifelink on demand. It's our one exception to all of our sacrifice being non-permanent because it just suits the deck so perfectly."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Descent into Avernus"}},{"insert":" - If you draw this card early, that game is YOUR game. This doesn't mean it's a guaranteed win or even that you're better off than everyone else, but it turns the game into the exact game you want. The game now has a timer on it, and the huge amounts of treasures you'll generate will likely be leveraged by you better than anyone else at the table. Not only that, but you can mitigate the life loss almost entirely with your commander. You might be scared of the prospect of giving your opponents any amount of extra mana, but you'll be the first person who can make full use of the treasures in a main phase, and having every opponent at similarly low life totals is exactly where you want to be when you're trying to nuke everyone at once."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" - This is a very common card but requires extra care here. Both Lightning Greaves and "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" are ran here primarily as haste enablers, and Greaves' equip cost of 0 is premium for that effect. What to keep in mind is that shroud will also prevent you from targeting Evereth. This is very important to remember because we run so many instants that require we target Evereth, so the combat step in particular needs to be accounted for using Lightning Greaves. Notably, our draw spells that require you sacrifice as an extra cost don't target, so they don't need to worry about this. \"Target\" is the important word for shroud. Remember too, equipping is a sorcery speed ability, so using Greaves isn't too difficult in our main phases if you have at least one other creature to toss the Greaves onto and off, but you'll be locked in when you go to combat. If you regularly blunder or just find the shroud too restrictive, consider replacing it with "},{"insert":{"card-link":"Lavaspur Boots"}},{"insert":". The flying is redundant on our commander, but if we're prioritising the haste enabling nature of these equipments, it's cheaper. Ward 1 and +1/0 isn't nothing, either."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"},{"attributes":{"underline":true},"insert":"== Potential Combos =="},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIt would be remiss of me not to mention that there is a pseudo infinite combo possible in the deck by combining "},{"insert":{"card-link":"Pitiless Plunderer"}},{"insert":"/"},{"insert":{"card-link":"Pawn of Ulamog"}},{"insert":", "},{"insert":{"card-link":"Reassembling Skeleton"}},{"insert":" and "},{"insert":{"card-link":"Warren Soultrader"}},{"insert":", especially since we're aiming for Bracket 2 here. This combo is limited by your life total so it is only pseudo infinite, but you can have quite a high life total incidentally in this deck so in many situations this combo won't have a limit that's meaningful to the game state. There are no tutors besides the rare occasion where you enable Lagomos, so this combo is not easily assembled, but does exist.\n\nHave Pitiless Plunderer, Reassembling Skeleton and Warren Soul Trader on the battlefield."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Activate Warren Soultrader by sacrificing Reassembling Skeleton, paying 1 life and creating a Treasure."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When Reassembling Skeleton dies, Pitiless Plunderer triggers, creating an additional treasure. Pawn of Ulamog instead creates a 0/1 Eldrazi Spawn that can be sacrificed to make 1 colourless mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Activate the Treasures/Eldrazi Spawn by sacrificing them, adding at least 1 black mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Activate Reassembling Skeleton in your graveyard, returning it to the battlefield tapped."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThis combo can be repeated to gain death triggers, ETBs, LTBs and sacrifice triggers as much as your life total will allow. This accomplishes nothing on its own, and requires a 4th card to benefit.\n\nThe 4th cards that can leverage this combo are:\n\n"},{"insert":{"card-link":"Tarrian's Soulcleaver"}},{"insert":" - Give equipped creature 3 +1/+1 counters per combo iteration."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Blade of the Bloodchief"}},{"insert":" - Give equipped creature a +1/+1 counter per combo iteration, or equipped Vampire 2 counters per iteration. Doubled if Pawn of Ulamog is used instead of Pitiless Plunderer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Lagomos, Hand of Hatred"}},{"insert":" - Tutor ability will be usable after 5 iterations. 3 iterations if Pawn of Ulamog is used instead of Pitiless Plunderer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Juri, Master of the Revue"}},{"insert":" - Gains 3 +1/+1 counters per combo iteration."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mahadi, Emporium Master"}},{"insert":" - Creates 1 treasure per combo iteration on your end step. Doubled if Pawn of Ulamog is used instead of Pitiless Plunderer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Crime Novelist"}},{"insert":" - Gains 2 +1/+1 counters and creates 2 red mana per combo iteration. Halved if Pawn of Ulamog is used instead of Pitiless Plunderer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Cordial Vampire"}},{"insert":" - Gives all friendly Vampires a +1/+1 counter per combo iteration. Doubled if Pawn of Ulamog is used instead of Pitiless Plunderer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Academy Manufactor"}},{"insert":" - Creates 2 Clues and 2 Food per combo iteration. Halved if Pawn of Ulamog is used instead of Pitiless Plunderer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Spymaster's Vault"}},{"insert":" - Connives X, where X is the number of combo iterations. Doubled if Pawn of Ulamog is used instead of Pitiless Plunderer."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you have both Pitiless Plunderer and Pawn of Ulamog, you can make Treasures and 0/1 Eldrazi Spawn in any combination, equal to the the number of combo iterations."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nGiven how this deck has the mission statement of not using any combos that don't involve the commander, why is this combo left in the deck? There are a couple of reasons.\n\nThe combo requires 3 cards to be enabled, and there are no tutors to find any of them, besides Lagomos who ironically is usually only consistently activatable after these pieces are already assembled."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The combo requires 4th card to leverage any of the triggers the combo gives you. Evereth isn't one of them. For cards that leverage the combo into resources for her, the combo becomes a 5 card combo including her."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The combo is limited to a number of iterations equal to your life total - 1."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The combo doesn't enable any way to win that isn't interactable with in the same way as every other way we're trying to win with is. Evereth gaining counters still has to connect or activate her death trigger, Juri is limited to a single target."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"While both Mahadi, Emporium Master and Crime Novelist effectively allow you to trade 1 life for 1 mana, that isn't enough. There aren't any cards that can leverage that mana into an instant win, although in Mahadi's case, "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" can turn each Treasure into 1 exile draw when you get them on your end step. However, this requires one turn rotation if you're looking for anything that isn't instant speed. The only targets that could be argued to end the game as a result of being found this way are Bulk Up and Unleash Fury to boost up Evereth. This requires Evereth to be a respectable size already though, making this an at least 6 card combo that isn't guaranteed to draw its finisher (Pitiless Plunderer/Pawn of Ulamog + Reassembling Skeleton + Warren Soultrader + Large Evereth + Mahadi, Emporium Master + Professional Face-Breaker + Bulk Up drawn) or a 6 card combo using Lagomos to tutor the Bulk Up."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This deck is supposed to embody combo decks without being an actual infinite combo deck that can consistently set up a specific win using non-combat effects. The loss of any of the 3 cards that constitute this combo would be a huge loss in that regard. Combining just 2 of the 3 cards leads to fun use of resources."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIf you disagree with my evaluation of this combo or if your playgroup does not feel comfortable playing with any deck that even has the potential to go infinite, feel free to remove any of the 3 cards that enable it! \n\n\n"},{"attributes":{"underline":true},"insert":"== Conclusion =="},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nEvereth is an immensely enjoyable commander and stands out from the playstyle of a lot of lower bracket decks. There's a fun process to learning the deck and making the most of your resources, and this deck can easily be upgraded to a 3 if you find the combos that the deck hints at enjoyable and want to throw in a few cards to pursue those goals consistently. For any beginners, this deck will give you a great for if you vibe with these sort of aristocrat strategies, and will let you see how it feels to be the arch-enemy!\n"}]}























































































