D_What
3.2k views55 days ago
Commander
Size: 100Salt sum: 38.72
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Commander
Commander
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Card Advantage
Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

Card Advantage
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Card velocity
Card velocity
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Evasives
Evasives
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Free discard outlets
Free discard outlets
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Generic discard
Generic discard
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Haste
Detective's Phoenix
Bestow—, Collect evidence 6. (To pay this bestow cost, pay and exile cards with total mana value 6 or greater from your graveyard.)
Flying, haste
Enchanted creature gets +2/+2 and has flying and haste.
You may cast this card from your graveyard using its bestow ability.
Flying, haste
Enchanted creature gets +2/+2 and has flying and haste.
You may cast this card from your graveyard using its bestow ability.
Creature Enchantment - Phoenix

Haste
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Land
Land
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Protection
Protection
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Ramp
Currency Converter
Whenever you discard a card, you may exile that card from your graveyard.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
Artifact

Hidden Strings
You may tap or untap target permanent, then you may tap or untap another target permanent.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery

Ramp
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Recursion
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Recursion
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Removal
Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Suspend
Exile target creature and put two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

Removal
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Win conditions
Cool but Rude
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Enchantment - Class

Win conditions
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Blood In The Water"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Tl;Dr A deck built for B3 ended up being blisteringly fast and unexpectedly lethal - and that was before I added any gamechangers - so I felt uncomfortable playing it in B3 as it currently exists. But the deck isn't really set up for true B4, either. Great deck, love it, but it's a little homeless at the moment.\n\nDeck Backstory: Howler released, art was awesome, I immediately set out to make optimal use of his ability. Pirate tribal is cute but we can do better. Voltron is fragile, gets Howler hated off the board. Goad is also cute but better for lower brackets. Tap looters are "},{"attributes":{"italic":true},"insert":"nice, "},{"insert":"but we can do more than go +1 on a slow single use effect. Wheels? Pshhh. You only get one Howler trigger from pitching your hand to a wheel. One Howler trigger is "},{"attributes":{"italic":true},"insert":"rookie"},{"insert":" numbers.\n\nNope, we are pitching "},{"attributes":{"italic":true},"insert":"everything"},{"insert":". Every card in our deck, with a high enough quantity of free discard outlets + provided we can get damage through, gains Cycling 0. And cards that already have Cycling? Straight card advantage at an unbeatable rate. Opt and Ponder *wish* they could be as good as a cycling tapland in here.\n\nAll the while, Howler is buffing disposable evasive weenies to "},{"attributes":{"italic":true},"insert":"ridiculously"},{"insert":" lethal power at instant speed, and can threaten Voltron KOs if the opportunity arises. Blue offers the ability to protect those weenies (and Howler), Red capitalizes off've the fact it's a damage trigger by doubling the hit with double strike and extra combats, and both colors supplement temporary Hellbent-ness by letting us refuel up to 7. The "},{"attributes":{"italic":true},"insert":"best"},{"insert":" wheel in Howler is one where you aren't discarding anything, because you've already discarded everything.\n\nPlaying in B3 vs B4"},{"attributes":{"header":1},"insert":"\n"},{"insert":"In b3: it's hard to play a deck that very frequently KOs on turn 5 and table kills on 6 (or sooner). That's the nature of the build - powering it down would remove the explosive and evasive playstyle I like about it.\n\nMeanwhile, in B4, free removal and fast mana make those turn 5 kills more fragile and not as fast as an aggro deck should be. Additionally, while Curiosity combos fit in very well to the deck in this bracket, I just don't like them; it feels unearned.\n\nSo the deck is somewhat homeless at the moment. But if your pod has other decks that they don't feel comfortable playing in either 3 or 4, then Howler's your guy.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Card Categories:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAttackers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Howler's effect relies on a damage trigger, and he doesn't have evasion himself. While you can build around making him evasive, it turns him into a critical weak point for the strategy. So we have a suite of very low costed evasive attackers, at a high enough quantity that we can swing with them at-will and always have a backup if one eats removal. I consider the key attackers to be those at 1 mv or less - the 2 or higher ones can do the job, but they're ultimately gravy.\n\nDiscard Outlets"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is where my list diverges from most, but it's also the category that lets Howler do *the* strongest things he can do. So we run all the ones at a respectable mana value. Is aeromoeba a good card? No. Is it game winning in Howler? Yes. It goes in. \nAs more get printed - slow as that is - they'll replace the higher MV ones.\n\nWinconditions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Swinging with unblockable 14/1s is pretty decent on its own, but we can go for cleaner wins. First, combined with a free discard outlet, anything that doubles a hit goes nuts. That's extra combats and double strike. We don't need many of these because finding them is easy in a deck with so much card velocity, and you don't need many to deal lethal.\n\nConsider: before damage, pitch your hand of 7 to a discard outlet, put the delayed Howler triggers on something unblockable. It gets +14/+0 and draws 7 cards on hit. But if that was first strike damage, or the first of two combats... Using the free discard outlet, discard that 7, stack more triggers. Now the creature is at +28/+0 and draws 14 cards, in addition to the damage it did earlier. This is extremely achievable and also fuels other winconditions (like discard pingers, or Chandra's Ignition). Notably you don't *have* to stack the second round of Howler triggers on the same creature.\n\nGranting Howler evasion in a pinch, with 8 cards discarded (or 7, with Detective's Phoenix, or just 3, with double strike/extra combat) will get you a commander KO.\n\nThe discard pingers can turn a bloated hand or an explosive player-killing attack into a table kill. Notably Cool but Rude's two damage per discard is a truly disgusting amount, and Land's Edge shouldn't be discounted as a KO option either. Two of them combo with Curiosity but you don't need curiosity to get KOs in this deck.\n\nChandra's Ignition turns that +14/+0 or more creature into a cheap if unsatisfying win.\n\n"},{"attributes":{"bold":true},"insert":"Ramp"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In B3, it's enough to curve out, maybe even optimal if you had a perfect run of evasives+discard outlet. That's not fast enough for B4, though. A true bracket upgrade is going to want fast mana, ideally of the kind that doesn't empty your hand, since cards fuel Howler.\nA high count of evasive 1-drops makes Dowsing Dagger a premium ramp option. Two slots go to evasive mana dorks because having the ability to ensure damage gets through is worth the fragility.\n\n"},{"attributes":{"bold":true},"insert":"Draw "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Very reliant on Howler, but he's pretty hardy. Any cycling card becomes card positive with Howler at a rate that beats all other loot spells (since casting a spell is a -1 inherently, but *discarding* a cycling card to use it is +0 for us). A few cheaper wheels allows refuelling or effect extension. Don't sleep on Echo of Eons - it sits quietly in the yard then dunks on the GY players and gives you a fallback when you're hellbent. \n\n"},{"attributes":{"bold":true},"insert":"Wipes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"None, really. No wipe ever felt good to use, but then, this is an aggro deck. Chandra's is technically one but I've never used it and not killed the table with it. If the game gets to a point where overloading Cyc Rift seems like a good idea, everything has gone terribly wrong. If I had to add one, I'd consider Niblheim Aflame, because it can be pitched early but still be useful in the yard.\n\n"},{"attributes":{"bold":true},"insert":"Removal "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Low but sufficient. Again, aggro, best removal is player removal. Gotta lean into things that deal with stuff that stops that from happening, even if it's only temporary. \n\n"},{"attributes":{"bold":true},"insert":"Protection"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Notable Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Echo of Eons\nWindcaller Aven, Detectives Phoenix\nDivide by Zero\nRograkh\nLand's Edge\nReliquary Tower\n\n"},{"attributes":{"bold":true},"insert":"Cards That Didn't Quite Make It + Later Cuts"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Inkmoth Nexus\nTeferi's Ageless Insight\nMonument to Endurance\nAnger\nHidden Strings\nBrallin\n\n"},{"attributes":{"bold":true},"insert":"Cards I Hate"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Refute\nWonder\nPongify/Rapid Hybridization\n\n"},{"attributes":{"bold":true},"insert":"On The Fence"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Irma\nCuriosity\nRush of Inspiration \n\nGameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nFailstates "},{"attributes":{"header":2},"insert":"\n"},{"insert":"- stalling out\n- eggs in one basket\n"}]}
























































































