1.6k views12 days ago
Commander
Size: 100Salt sum: 30.13
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DipJD2016

1.6k views12 days ago
Commander
Size: 100Salt sum: 30.13

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{"ops":[{"insert":"Restricted to $25 budget at (Mana Pool) time of this update. In addition to the budget restriction, I wanted to avoid combos (simply because I often build decks with combos and want the variety). On the manabase point - I ran this through Salubrious Snail's calculator ("},{"attributes":{"link":"https://www.salubrioussnail.com/manabase-tool"},"insert":"Salubrious Snail - Manabase tool"},{"insert":") and the manabase is functional with an average cast delay of 0.317 turns. Most of the delay impacts cards that do not need to hit strictly on curve and Rigo's delay is limited to 0.214 average turn delay, which seems acceptable given our constraints with the manabase.\n\nGameplan is simple, within the first two turns, deploy at least one of the 17 evasive creatures (nearly all of the supporting creatures have flying, acting as additional evasive creatures, but for our purposes we're focused on strictly unblockable, shadow, etc.). An early draw engine (i.e. Military Intelligence and Vnwxt) is nice but not necessary. Then play Rigo on curve. Between the shield counter and the relatively limited impact he has on the board, I don't anticipate a lot of immediate attention on Rigo. In theory, this should allow for the board state to be developed through the incremental card advantage from Rigo. By the attack step on turn 5-6, the deck hopes to draw 4 cards. This card draw should fill any of the gaps we need (land drops, answers, and digging to win conditions). By turns 7-9, we have hopefully seen between 24-38 cards and found one of the 4 finishers in Biomass Mutation, Bess, Jolrael, or Mirror Entity. We also have 4 tutors, all capable of pulling from the toolbox (win condition, draw, recursion, protection, and removal) and some recursion options. Between consistent chip damage, power level, and the timing of the anticipated win, the thought is that swinging with 6/6s or so that are unblockable/evasive should be enough.\n\nWhile we stay low to the ground in the later half of the game, we will need to relay on Citywide Bust, Dusk, Fell the Mighty, and Austere Command (for additional artifact/enchantment removal) to remove the bombs that will be hitting the table. Notably, we have removed all creatures with power greater than 2, so all the board wipes we're running are one-sided. Therefore, we can aggressively use board wipes defensively as we continuously build out our board state and draw through the deck to a win condition. We have Protect the Negotiators, Negate, Selfless Spirit, and Unbreakable Formation to try and avoid our own board getting removed. Similarly, I am adding Archnogenesis to provide similar defense against large attacks, particularly after I eliminate a player or place a finisher on the board.\n\nv.2.3 to v.2.4 Changes: \nAdded Pia, Aether Ascetic to increase the consistency of hitting token generators. I also added Aang's Iceberg, Serenity, and Hypnotic Siren as tutorable silver bullets."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Added The Seriema to allow for a toolbox effect to grab win conditions (Jolrael & Bess), draw (Vnwxt), and protection (Esior). With a legendary in many of the key categories of the deck, it is quite versatile, and the there are several creatures that will rarely be used in attacking (Rigo being the easiest example) - so there is a possibility of stationing it over time."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Added Hourglass of the Lost and Raise the Past to ensure we have the gas to close the game. While I am prepared to bring one-sided removal to keep threats at bay, I fully expect to eat at least one or two in the average game that takes out my board of tiny creatures. Though there is a vulnerability to the plan, mass reanimate (even telegraphed on hourglass) ensures I can have the necessary number of creatures available for the finishers to have an impact."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I added Momo, Friendly Flier as a quasi-ramp piece that pulls a bit better double duty than the other ramp creatures I had. Just need to be sure to play the flying creature after combat if we need Momo to trigger Rigo."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Similar to Momo, I added Geist of Saint Thalia as a solid way to trigger Rigo with a benefit of reducing the cost of all of my interaction. I cut Poison Dart Frog."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I also added Stormscape Familiar to replace Nightshade Dryad. With the changes, the deck is getting less green, which makes green-based ramp less effective. Stormscape effectively assist the largest single color (white) deploy faster."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Finally, as part of the ramp package, cut the remaining green one-drops in favor of Cloud of Faeries, Rescue Girl, and Falcon and Redwing. The curve feels low enough, and these all synergize well with Momo and Stormscape (Cloud of Faeries actually becomes mana positive). Falcoln is tutorable with The Seriema, and Rescue Girl can even bounce it to hand for repeated value. The other potential use case for Rescue Girl is simply to consistently protect key cards like Rigo, forcing opponents to have instant-speed removal (through the shield counter) as a way of dodging the commander tax in a particularly drawn out matchup. These changes result in dramatically reducing my green pip needs, particularly early on."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I cut Coastal Piracy and Reconnaissance Mission. They are expensive, and ultimately win-more (as Rigo provides plenty of card advantage and it is unlikely I have a board state without Rigo). I added "},{"attributes":{"background":"#ffffff","color":"#16161d"},"insert":"Moogles' Valor as a protection spell that grows our board and can be used offensively (end step to double the board, then swing with additional lifelink creatures)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I added Stature, Size Shifter and removed Skyserpent Seeker. If we consistently curve out into Rigo, the value created with the card advantage outpaces the burse of ramp (at the cost of continuing to develop our board for a turn). I also removed Cold-Eyed Selkie as the least consistent evasive creature that competes with Rigo on curve."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nv.2.2 to v.2.3 Changes: Again coming back to address price swings and bring the deck back into budget:\nRemove The Battle of Bywater for Fell the Mighty - can provide similar one-sided wrath effect at about 1/10 the price. The 5 CMC is not ideal, but I do think moving from two white pips to one is significant and we're unlikely to need to wrath before turn 5."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove On the Trail for Flitterstep Eidolon. This is unlikely to be cast for its Bestow, and merely acts as another evasive creature to trigger Rigo, but On the Trail is now prohibitively expensive and cannot be replaced at a competitive rate."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Beastmaster Ascension for Muddle the Mixture. We are going to rely more on Jolrael to close out the game, so this provides a way to find her."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Welcoming Vampire for Tocasia's Welcome. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Combat Research for Bygone Bishop. Ultimately, we do not want to give incremental power benefits to our creatures, we want them to stay at 1 power until we can alpha strike."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Curious Obsession for Reconnaissance Mission."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Negate for Biomass Mutation. We now have Muddle the Mixture which can replicate Negate in a pinch. Biomass also give Muddle a second target."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Fertile Ground for Saruli Caretaker."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Benevolent Blessing for Selfless Spirit."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Removed Idyllic Beachfront and Tangled Islet for Sodden Verdure and Canopy Vista to reduce ETB tapped impacts."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Ash Barrens, Seaside Citadel and Brokers Hideout for the painlands (Yavimaya Coast, Adarkar Wastes, and Brushland). This improves the ETB tapped ratio and reduces the budget because Brokers is over a $1 for some reason. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nv2.1 to v.2.2 Changes: Coming back to the deck after a few months, updates needed to be made to address recent swings in card prices. The following changes were made to bring the deck back into budget:\nRemove Sigil of Sleep, add Return to Nature"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Toski, Bearer of Secrets, add Welcoming Vampire"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Yisan, the Wanderer Bard, add Gudul Lurker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Psychosis Crawler, add Kappa Tech-Wrecker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Grateful Apparition, add Beastmaster Ascension"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Mischievous Catgeist, add Invisible Stalker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Biomass Mutation, add Mischievous Mystic"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Muddle the Mixture, add Protect the Negotiators"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Curse of the Swine, add Slaughter the Strong"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Fellwar Stone, add On the Trail"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Staggering Insight, add Military Intelligence"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Edric, Spymaster of Trest add Emrakul's Messenger"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Saryth, the Viper's Fang, add Mizzium Skin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Shalai, Voice of Plenty, add The Battle of Bywater"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Slaughter the Strong, add Homunculus Horde"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Bident of Thassa, add Curious Obsession"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI will flag a few honorable mentions as well, there are a number of ways to go wide with the fact that we will consistently draw two or more cards or be constantly attacking:\nSoaring Lightbringer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Detective of the Month"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI have tried to avoid anything too salty, including poison, or anything too Staxy. There are a lot of good options here if you want to go that route.\n"}]}
Rigo, Streetwise Mentor
Rigo enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Whenever you attack a player or planeswalker with one or more creatures with power 1 or less, draw a card.
Legendary Creature - Cat Citizen
Rigo, Streetwise Mentor (psnc) 215p

Commander

(Ctrl to add secondary)
Military Intelligence
Whenever you attack with two or more creatures, draw a card.
Enchantment
Military Intelligence (plst) M15-69
Vnwxt, Verbose Host
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
You have no maximum hand size.
Max speed — If you would draw a card, draw two cards instead.
Legendary Creature - Homunculus
Vnwxt, Verbose Host (dft) 73

Draw

(Ctrl to add secondary)
Augur il-Vec
Shadow (This creature can block or be blocked by only creatures with shadow.)
Sacrifice this creature: You gain 4 life. Activate only during your upkeep.
Creature - Human Cleric
Augur il-Vec (fut) 2
Beloved Chaplain
Protection from creatures
Creature - Human Cleric
Beloved Chaplain (plst) ODY-11
Bilbo, Luckwearer
Bilbo can't be blocked.
Whenever Bilbo deals combat damage to a player, draw a card, then discard a card.
Legendary Creature - Rogue Halfling
Bilbo, Luckwearer // Burglar's Plot (hob) 218
Escape Artist
This creature can't be blocked.
, Discard a card: Return this creature to its owner's hand.
Creature - Human Wizard
Escape Artist (ody) 84
Faerie Seer
Flying
When this creature enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature - Wizard Faerie
Faerie Seer (mh1) 51
Gudul Lurker
This creature can't be blocked.
Megamorph
(You may cast this card face down as a 2/2 creature for
. Turn it face up any time for its megamorph cost and put a +1/+1 counter on it.)
Creature - Salamander
Gudul Lurker (dtk) 56
Invisible Stalker
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
This creature can't be blocked.
Creature - Human Rogue
Invisible Stalker (plst) ZNC-27
Looter il-Kor
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever this creature deals damage to an opponent, draw a card, then discard a card.
Creature - Rogue Kor
Looter il-Kor (cmm) 102
Metathran Soldier
This creature can't be blocked.
Creature - Soldier Metathran
Metathran Soldier (uds) 39
Mist-Cloaked Herald
This creature can't be blocked.
Creature - Warrior Merfolk
Mist-Cloaked Herald (msc) 760
Shoreline Looter
This creature can't be blocked.
Threshold — Whenever this creature deals combat damage to a player, draw a card. Then discard a card unless there are seven or more cards in your graveyard.
Creature - Rat Rogue
Shoreline Looter (blb) 70
Slither Blade
This creature can't be blocked.
Creature - Rogue Snake
Slither Blade (akh) 71
Soltari Foot Soldier
Shadow (This creature can block or be blocked by only creatures with shadow.)
Creature - Soldier Soltari
Soltari Foot Soldier (tmp) 43
Stature, Size Shifter
Stature can't be blocked if her power is 1 or less.
Power-up —
: Put X +1/+1 counters on Stature. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Legendary Creature - Human Hero
Stature, Size Shifter (msh) 76
Tetsuko Umezawa, Fugitive
Creatures you control with power or toughness 1 or less can't be blocked.
Legendary Creature - Human Rogue
Tetsuko Umezawa, Fugitive (fra) 221
Thalakos Sentry
Shadow (This creature can block or be blocked by only creatures with shadow.)
Creature - Soldier Thalakos
Thalakos Sentry (tmp) 95
Triton Shorestalker
This creature can't be blocked.
Creature - Merfolk Rogue
Triton Shorestalker (jou) 56

Evasion

(Ctrl to add secondary)
Bess, Soul Nourisher
Whenever one or more other creatures you control with base power and toughness 1/1 enter, put a +1/+1 counter on Bess.
Whenever Bess attacks, each other creature you control with base power and toughness 1/1 gets +X/+X until end of turn, where X is the number of +1/+1 counters on Bess.
Legendary Creature - Human Citizen
Bess, Soul Nourisher (ncc) 67
Biomass Mutation
Creatures you control have base power and toughness X/X until end of turn.
Instant
Biomass Mutation (soc) 297
Jolrael, Mwonvuli Recluse
Whenever you draw your second card each turn, create a 2/2 green Cat creature token.
: Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards in your hand.
Legendary Creature - Human Druid
Jolrael, Mwonvuli Recluse (blc) 225
Mirror Entity
Changeling (This card is every creature type.)
: Until end of turn, creatures you control have base power and toughness X/X and gain all creature types.
Creature - Shapeshifter
Mirror Entity (mm2) 26

Finishers

(Ctrl to add secondary)
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (blc) 291
Brokers Hideout
When this land enters, sacrifice it. When you do, search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Brokers Hideout (snc) 248
Brushland
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Brushland (fic) 377
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (frc) 70
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (frc) 71
Forest
(
: Add
.)
Basic Land - Forest
Forest (fra) 290
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (frc) 73
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (drc) 160
Island
(
: Add
.)
Basic Land - Island
Island (fra) 284
Plains
(
: Add
.)
Basic Land - Plains
Plains (fra) 282
Port Town
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Port Town (msc) 256
Razorverge Thicket
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Razorverge Thicket (blc) 325
Seachrome Coast
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Seachrome Coast (blc) 328
Sunpetal Grove
This land enters tapped unless you control a Forest or a Plains.
: Add
or
.
Land
Sunpetal Grove (msc) 272
Tranquil Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Tranquil Landscape (mh3) 231
Yavimaya Coast
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Yavimaya Coast (soc) 425

Land

(Ctrl to add secondary)
Arachnogenesis
Create X 1/2 green Spider creature tokens with reach, where X is the number of creatures attacking you. Prevent all combat damage that would be dealt this turn by non-Spider creatures.
Instant
Arachnogenesis (fdc) 187
Esior, Wardwing Familiar
Flying
Spells your opponents cast that target one or more commanders you control cost
more to cast.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Bird
Esior, Wardwing Familiar (cmr) 67
Family Reunion
Choose one —
• Creatures you control get +1/+1 until end of turn.
• Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
Instant
Family Reunion (lci) 13
Gold-Forged Thopteryx
Flying, lifelink
Each legendary permanent you control has ward
. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Creature Artifact - Dinosaur Thopter
Gold-Forged Thopteryx (mat) 31
Moogles' Valor
For each creature you control, create a 1/2 white Moogle creature token with lifelink. Then creatures you control gain indestructible until end of turn.
Instant
Moogles' Valor (fin) 27
Negate
Counter target noncreature spell.
Instant
Negate (mor) 43
Protect the Negotiators
Kicker
(You may pay an additional
as you cast this spell.)
If this spell was kicked, create a 1/1 white Soldier creature token.
Counter target spell unless its controller pays
for each creature you control.
Instant
Protect the Negotiators (dmu) 62
Rescue Girl, First Responder
Flying
: Return another target permanent you control to its owner's hand. Activate only during your turn.
Legendary Creature - Human Cleric
Rescue Girl, First Responder (fra) 202
Selfless Spirit
Flying
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
Creature - Cleric Spirit
Selfless Spirit (blc) 153
Siren Stormtamer
Flying
, Sacrifice this creature: Counter target spell or ability that targets you or a creature you control.
Creature - Wizard Pirate Siren
Siren Stormtamer (xln) 79
Unbreakable Formation
Creatures you control gain indestructible until end of turn.
Addendum — If you cast this spell during your main phase, put a +1/+1 counter on each of those creatures and they gain vigilance until end of turn.
Instant
Unbreakable Formation (cmr) 388

Protection / Interaction

(Ctrl to add secondary)
Cloud of Faeries
Flying
When this creature enters, untap up to two lands.
Cycling
(
, Discard this card: Draw a card.)
Creature - Faerie
Cloud of Faeries (dmr) 43
Emrakul's Messenger
Devoid (This card has no color.)
Flying
Whenever you draw your second card each turn, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add
."
Creature - Rogue Faerie Eldrazi
Emrakul's Messenger (mh3) 61
Geist of Saint Thalia
Flying
Noncreature spells you cast cost
less to cast.
Legendary Creature - Cleric Spirit
Geist of Saint Thalia (fra) 214
Momo, Friendly Flier
Flying
The first non-Lemur creature spell with flying you cast during each of your turns costs
less to cast.
Whenever another creature you control with flying enters, Momo gets +1/+1 until end of turn.
Legendary Creature - Ally Bat Lemur
Momo, Friendly Flier (tla) 29
Ornithopter of Paradise
Flying
: Add one mana of any color.
Creature Artifact - Thopter
Ornithopter of Paradise (mh2) 430
Stormscape Familiar
Flying
White spells and black spells you cast cost
less to cast.
Creature - Bird
Stormscape Familiar (pls) 36

Ramp

(Ctrl to add secondary)
Hourglass of the Lost
: Add
. Put a time counter on this artifact.
, Remove X time counters from this artifact and exile it: Return each nonland permanent card with mana value X from your graveyard to the battlefield. Activate only as a sorcery.
Artifact
Hourglass of the Lost (m3c) 92
Raise the Past
Return all creature cards with mana value 2 or less from your graveyard to the battlefield.
Sorcery
Raise the Past (fdn) 22
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sevinne's Reclamation (dmr) 27

Recursion

(Ctrl to add secondary)
Aang's Iceberg
Flash
When this enchantment enters, exile up to one other target nonland permanent until this enchantment leaves the battlefield.
Waterbend
: Sacrifice this enchantment. If you do, scry 2. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for
.)
Enchantment
Aang's Iceberg (tla) 5
Aetherspouts
For each attacking creature, its owner puts it on their choice of the top or bottom of their library.
Instant
Aetherspouts (mic) 97
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Austere Command (pip) 156
Citywide Bust
Destroy all creatures with toughness 4 or greater.
Sorcery
Citywide Bust (scd) 11
Dusk
Destroy all creatures with power 3 or greater.
Sorcery
Dusk // Dawn (drc) 65
Echoing Truth
Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.
Instant
Echoing Truth (dmc) 109
Fell the Mighty
Destroy all creatures with power greater than target creature's power.
Sorcery
Fell the Mighty (otp) 1
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (cmr) 375
Hypnotic Siren
Bestow
(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Flying
You control enchanted creature.
Enchanted creature gets +1/+1 and has flying.
Creature Enchantment - Siren
Hypnotic Siren (jou) 42
Serenity
At the beginning of your upkeep, destroy all artifacts and enchantments. They can't be regenerated.
Enchantment
Serenity (mb2) 152
Soltari Visionary
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever this creature deals damage to a player, destroy target enchantment that player controls.
Creature - Cleric Soltari
Soltari Visionary (exo) 20
Thraben Charm
Choose one —
• Thraben Charm deals damage equal to twice the number of creatures you control to target creature.
• Destroy target enchantment.
• Exile any number of target players' graveyards.
Instant
Thraben Charm (mh3) 45

Removal Suite

(Ctrl to add secondary)
Falcon and Redwing
Flying
Whenever Falcon and Redwing deal combat damage to a player, create that many 1/1 white Bird creature tokens with flying, then put a +1/+1 counter on Falcon and Redwing.
Legendary Creature - Human Bird Hero
Falcon and Redwing (msc) 14
Feywild Visitor
Commander creatures you own have "Whenever one or more nontoken creatures you control deal combat damage to a player, you create a 1/1 blue Faerie Dragon creature token with flying."
Legendary Enchantment - Background
Feywild Visitor (clb) 70
Mischievous Mystic
Flying
Whenever you draw your second card each turn, create a 1/1 blue Faerie creature token with flying.
Creature - Human Wizard
Mischievous Mystic (fdn) 47
Skrelv's Hive
At the beginning of your upkeep, you lose 1 life and create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This token can't block."
Corrupted — As long as an opponent has three or more poison counters, creatures you control with toxic have lifelink.
Enchantment
Skrelv's Hive (frc) 33

Tokens

(Ctrl to add secondary)
Drift of Phantasms
Defender (This creature can't attack.)
Flying
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Creature - Spirit
Drift of Phantasms (rvr) 314
Muddle the Mixture
Counter target instant or sorcery spell.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Muddle the Mixture (rav) 60
Pia, Aether Ascetic
When Pia enters, you may discard a card. If you do, search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Legendary Creature - Human Druid
Pia, Aether Ascetic (fra) 264
The Seriema
When The Seriema enters, search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Other tapped legendary creatures you control have indestructible.
Legendary Artifact - Spacecraft
The Seriema (eoe) 35

Tutor

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (tmc) 57
Avacyn's Pilgrim
: Add
.
Creature - Human Monk
Avacyn's Pilgrim (isd) 170
Coastal Piracy
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
Enchantment
Coastal Piracy (tle) 156
Cold-Eyed Selkie
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature deals combat damage to a player, you may draw that many cards.
Creature - Merfolk Rogue
Cold-Eyed Selkie (lcc) 266
Ethereal Investigator
Flying
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
Creature - Spirit
Ethereal Investigator (mkc) 105
Expel the Interlopers
Choose a number between 0 and 10. Destroy all creatures with power greater than or equal to the chosen number.
Sorcery
Expel the Interlopers (tdc) 115
Fortified Village
As this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Fortified Village (msc) 245
Jaspera Sentinel
Reach
, Tap an untapped creature you control: Add one mana of any color.
Creature - Elf Rogue
Jaspera Sentinel (scd) 194
Kappa Tech-Wrecker
Ninjutsu

This creature enters with a deathtouch counter on it.
Whenever this creature deals combat damage to a player, you may remove a deathtouch counter from it. When you do, exile target artifact or enchantment that player controls.
Creature - Ninja Turtle
Kappa Tech-Wrecker (neo) 348
Loam Dryad
, Tap an untapped creature you control: Add one mana of any color.
Creature - Horror Dryad
Loam Dryad (soi) 216
Mizzium Skin
Target creature you control gets +0/+1 and gains hexproof until end of turn.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Mizzium Skin (rtr) 45
Nightshade Dryad
Deathtouch
: Add
.
: Add one mana of any color.
Creature - Dryad
Nightshade Dryad (mh3) 163
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (md1) 3
Poison Dart Frog
Reach
: Add one mana of any color.
: This creature gains deathtouch until end of turn.
Creature - Frog
Poison Dart Frog (m3c) 238
Reconnaissance Mission
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Reconnaissance Mission (msc) 153
Saruli Caretaker
Defender
, Tap an untapped creature you control: Add one mana of any color.
Creature - Dryad
Saruli Caretaker (rna) 139
Silhana Ledgewalker
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
This creature can't be blocked except by creatures with flying.
Creature - Elf Rogue
Silhana Ledgewalker (otc) 206
Skyserpent Seeker
Flying, deathtouch
Exhaust —
: Reveal cards from the top of your library until you reveal two land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order. Put a +1/+1 counter on this creature. (Activate each exhaust ability only once.)
Creature - Snake
Skyserpent Seeker (dft) 224
Tocasia's Welcome
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
Enchantment
Tocasia's Welcome (soc) 181
Wrap in Vigor
Regenerate each creature you control.
Instant
Wrap in Vigor (fut) 141

Maybeboard

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Deck Info

Deck stats

39 pips - 28 cards
23 mana - 23 cards
38 pips - 34 cards
17 mana - 17 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
7 pips - 6 cards
10 mana - 10 cards
0 pips - 0 cards
5 mana - 5 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Restricted to $25 budget at (Mana Pool) time of this update. In addition to the budget restriction, I wanted to avoid combos (simply because I often build decks with combos and want the variety). On the manabase point - I ran this through Salubrious Snail's calculator ("},{"attributes":{"link":"https://www.salubrioussnail.com/manabase-tool"},"insert":"Salubrious Snail - Manabase tool"},{"insert":") and the manabase is functional with an average cast delay of 0.317 turns. Most of the delay impacts cards that do not need to hit strictly on curve and Rigo's delay is limited to 0.214 average turn delay, which seems acceptable given our constraints with the manabase.\n\nGameplan is simple, within the first two turns, deploy at least one of the 17 evasive creatures (nearly all of the supporting creatures have flying, acting as additional evasive creatures, but for our purposes we're focused on strictly unblockable, shadow, etc.). An early draw engine (i.e. Military Intelligence and Vnwxt) is nice but not necessary. Then play Rigo on curve. Between the shield counter and the relatively limited impact he has on the board, I don't anticipate a lot of immediate attention on Rigo. In theory, this should allow for the board state to be developed through the incremental card advantage from Rigo. By the attack step on turn 5-6, the deck hopes to draw 4 cards. This card draw should fill any of the gaps we need (land drops, answers, and digging to win conditions). By turns 7-9, we have hopefully seen between 24-38 cards and found one of the 4 finishers in Biomass Mutation, Bess, Jolrael, or Mirror Entity. We also have 4 tutors, all capable of pulling from the toolbox (win condition, draw, recursion, protection, and removal) and some recursion options. Between consistent chip damage, power level, and the timing of the anticipated win, the thought is that swinging with 6/6s or so that are unblockable/evasive should be enough.\n\nWhile we stay low to the ground in the later half of the game, we will need to relay on Citywide Bust, Dusk, Fell the Mighty, and Austere Command (for additional artifact/enchantment removal) to remove the bombs that will be hitting the table. Notably, we have removed all creatures with power greater than 2, so all the board wipes we're running are one-sided. Therefore, we can aggressively use board wipes defensively as we continuously build out our board state and draw through the deck to a win condition. We have Protect the Negotiators, Negate, Selfless Spirit, and Unbreakable Formation to try and avoid our own board getting removed. Similarly, I am adding Archnogenesis to provide similar defense against large attacks, particularly after I eliminate a player or place a finisher on the board.\n\nv.2.3 to v.2.4 Changes: \nAdded Pia, Aether Ascetic to increase the consistency of hitting token generators. I also added Aang's Iceberg, Serenity, and Hypnotic Siren as tutorable silver bullets."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Added The Seriema to allow for a toolbox effect to grab win conditions (Jolrael & Bess), draw (Vnwxt), and protection (Esior). With a legendary in many of the key categories of the deck, it is quite versatile, and the there are several creatures that will rarely be used in attacking (Rigo being the easiest example) - so there is a possibility of stationing it over time."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Added Hourglass of the Lost and Raise the Past to ensure we have the gas to close the game. While I am prepared to bring one-sided removal to keep threats at bay, I fully expect to eat at least one or two in the average game that takes out my board of tiny creatures. Though there is a vulnerability to the plan, mass reanimate (even telegraphed on hourglass) ensures I can have the necessary number of creatures available for the finishers to have an impact."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I added Momo, Friendly Flier as a quasi-ramp piece that pulls a bit better double duty than the other ramp creatures I had. Just need to be sure to play the flying creature after combat if we need Momo to trigger Rigo."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Similar to Momo, I added Geist of Saint Thalia as a solid way to trigger Rigo with a benefit of reducing the cost of all of my interaction. I cut Poison Dart Frog."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I also added Stormscape Familiar to replace Nightshade Dryad. With the changes, the deck is getting less green, which makes green-based ramp less effective. Stormscape effectively assist the largest single color (white) deploy faster."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Finally, as part of the ramp package, cut the remaining green one-drops in favor of Cloud of Faeries, Rescue Girl, and Falcon and Redwing. The curve feels low enough, and these all synergize well with Momo and Stormscape (Cloud of Faeries actually becomes mana positive). Falcoln is tutorable with The Seriema, and Rescue Girl can even bounce it to hand for repeated value. The other potential use case for Rescue Girl is simply to consistently protect key cards like Rigo, forcing opponents to have instant-speed removal (through the shield counter) as a way of dodging the commander tax in a particularly drawn out matchup. These changes result in dramatically reducing my green pip needs, particularly early on."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I cut Coastal Piracy and Reconnaissance Mission. They are expensive, and ultimately win-more (as Rigo provides plenty of card advantage and it is unlikely I have a board state without Rigo). I added "},{"attributes":{"background":"#ffffff","color":"#16161d"},"insert":"Moogles' Valor as a protection spell that grows our board and can be used offensively (end step to double the board, then swing with additional lifelink creatures)."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I added Stature, Size Shifter and removed Skyserpent Seeker. If we consistently curve out into Rigo, the value created with the card advantage outpaces the burse of ramp (at the cost of continuing to develop our board for a turn). I also removed Cold-Eyed Selkie as the least consistent evasive creature that competes with Rigo on curve."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nv.2.2 to v.2.3 Changes: Again coming back to address price swings and bring the deck back into budget:\nRemove The Battle of Bywater for Fell the Mighty - can provide similar one-sided wrath effect at about 1/10 the price. The 5 CMC is not ideal, but I do think moving from two white pips to one is significant and we're unlikely to need to wrath before turn 5."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove On the Trail for Flitterstep Eidolon. This is unlikely to be cast for its Bestow, and merely acts as another evasive creature to trigger Rigo, but On the Trail is now prohibitively expensive and cannot be replaced at a competitive rate."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Beastmaster Ascension for Muddle the Mixture. We are going to rely more on Jolrael to close out the game, so this provides a way to find her."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Welcoming Vampire for Tocasia's Welcome. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Combat Research for Bygone Bishop. Ultimately, we do not want to give incremental power benefits to our creatures, we want them to stay at 1 power until we can alpha strike."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Curious Obsession for Reconnaissance Mission."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Negate for Biomass Mutation. We now have Muddle the Mixture which can replicate Negate in a pinch. Biomass also give Muddle a second target."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Fertile Ground for Saruli Caretaker."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Benevolent Blessing for Selfless Spirit."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Removed Idyllic Beachfront and Tangled Islet for Sodden Verdure and Canopy Vista to reduce ETB tapped impacts."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove Ash Barrens, Seaside Citadel and Brokers Hideout for the painlands (Yavimaya Coast, Adarkar Wastes, and Brushland). This improves the ETB tapped ratio and reduces the budget because Brokers is over a $1 for some reason. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nv2.1 to v.2.2 Changes: Coming back to the deck after a few months, updates needed to be made to address recent swings in card prices. The following changes were made to bring the deck back into budget:\nRemove Sigil of Sleep, add Return to Nature"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Toski, Bearer of Secrets, add Welcoming Vampire"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Yisan, the Wanderer Bard, add Gudul Lurker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Psychosis Crawler, add Kappa Tech-Wrecker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Grateful Apparition, add Beastmaster Ascension"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Mischievous Catgeist, add Invisible Stalker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Biomass Mutation, add Mischievous Mystic"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Muddle the Mixture, add Protect the Negotiators"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Curse of the Swine, add Slaughter the Strong"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Fellwar Stone, add On the Trail"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Staggering Insight, add Military Intelligence"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Edric, Spymaster of Trest add Emrakul's Messenger"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Saryth, the Viper's Fang, add Mizzium Skin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Shalai, Voice of Plenty, add The Battle of Bywater"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Slaughter the Strong, add Homunculus Horde"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Remove Bident of Thassa, add Curious Obsession"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI will flag a few honorable mentions as well, there are a number of ways to go wide with the fact that we will consistently draw two or more cards or be constantly attacking:\nSoaring Lightbringer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Detective of the Month"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nI have tried to avoid anything too salty, including poison, or anything too Staxy. There are a lot of good options here if you want to go that route.\n"}]}
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