ArchetypeZero
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Commander
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{"ops":[{"insert":"This is my favorite deck. It feels powerful and fun to play, it's mechanically unique, and new cards are relevant to it. I admire that the worse cards you put in it - the better it runs (as long as you're clever with its construction). You get to run lots of cards other decks don't. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"What makes it Bracket 3?"},{"insert":"\nNo Mass Land Denial"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No Chaining Extra Turns (No extra turns at all)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No Tutors"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No Infinites"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No Game Changers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Intentionality: The deck does not need game changers in the current Bracket 3 meta. It's powerful enough. It could be significantly more powerful, so it's not optimized(4). It will wreck most precons, so it's not bracket 2. The deck would need a God hand to kill anyone on turn 6, much less end the game on that turn. It strikes a solid balance of fair and powerful that let's opponents play the game before brutally taking them apart."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why is it not Bracket 4?"},{"insert":"\nThe only fast mana is Sol Ring (standard-issue in commander). It could be significantly faster with the addition of fast mana, moxxen, rituals, etc. This would be a significant step up in power."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The inclusion of extra turns would be the single largest step up in power I could make to the deck. Burning an opponent for 8-12, taking an extra turn where I untap everything and keep the mechanical chain going would be the end of the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Low spell Interaction - with only a few counterspells, the deck primarily interacts with permanents and gets significantly kneecapped when counterspelled."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Each Category contains cards that are sub-optimal. I'm not running the best Clones, Recursion, Ramp, or Burn possible in these categories."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Mechanics"},{"insert":"\nThe deck exploits the legend rule by cloning "},{"attributes":{"bold":true},"insert":"Hidetsugu and Kairi"},{"insert":":\nYou control Hidetsugu and Kairi on the battlefield"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You cast a clone spell (like "},{"attributes":{"bold":true},"insert":"Phantasmal Image"},{"insert":"), it resolves"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The Clone enters as a copy of Hidetsugu and Kairi"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"707.2"},{"insert":" When copying an object, the copy acquires the copiable values of the original object’s characteristics."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":" "},{"attributes":{"bold":true},"insert":"707.5"},{"insert":" A copy effect that modifies how a permanent enters the battlefield may cause that permanent to enter the battlefield with the copied characteristics already in place."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"The Clone entering the battlefield causes its ETB ability to trigger"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"603.2"},{"insert":" Whenever a game event occurs that matches a triggered ability’s trigger event, that ability automatically triggers."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"State-Based Actions are checked before triggered abilities are put on the stack: you control two Hidetsugu and Kairi"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"205.4d"},{"insert":" Any permanent with the supertype “legendary” is subject to the state-based action for legendary permanents, also called the “legend rule” (see rule 704.5j)."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"704.5j"},{"insert":" If two or more legendary permanents with the same name are controlled by the same player, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Putting one Hidetsugu and Kairi into the graveyard causes its death ability to trigger"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"603.6c"},{"insert":" Leaves-the-battlefield abilities trigger when a permanent leaves the battlefield."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Now both triggered abilities go on the stack in the order of your choice"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"603.3"},{"insert":" Once an ability has triggered, its controller puts it on the stack the next time a player would receive priority."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"603.3b"},{"insert":" If multiple abilities have triggered since the last time a player received priority, they are placed on the stack in APNAP order."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"USUALLY, you'll put the ETB trigger on the stack on top of the DEATH trigger. This allows you to rig the top card of your library, then reveal it and cast it for free."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Example:\nETB – Draw 3, put 2 back: "},{"attributes":{"bold":true},"insert":"Sorin's Vengeance"},{"insert":", "},{"attributes":{"bold":true},"insert":"Fossilize"},{"insert":"\nDEATH – Reveal Sorin's Vengeance: opponent loses 7 life from the reveal, then 10 life from casting it for free. You gain 10.\n\nThis loop gets especially deadly when the DEATH trigger reveals a spell that does one of two things:\nCreates multiple copies of a creature"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Reanimates multiple creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This results in multiple ETB/DEATH triggers on the stack which dig deeper into the deck and result in more ETB/DEATH triggers on the stack. In my experience, it's not uncommon to get 5 ETB/DEATH triggers on the stack once the deck gets rolling.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Deck Construction"},{"insert":"\nRecursion and Clones are the two strongest categories of cards in the deck because they enable the loop described above. In fact, if the Burn and Removal cards were replaced with more Recursion and Clones, I'm confident that the deck would simply run a loop of reanimating and cloning until opponents were dead. However, I think this would push it into bracket 4 territory.\nWhen building your own version, you'll want Recursion and Clones as your two largest categories. Within clones, you'll want about half to be creatures and half to be instant/sorcery-based clone spells.\nReanimate spells (as a subset of recursion) are one of the more interesting puzzles the deck produces. If you only include high-mana value reanimators, you hit opponents harder on the reveal, but run less efficiently when you need to hard-cast a reanimate on a clone from the graveyard. I think that the sweet-spot for reanimate spells in MV=5. My rationale is: the commander's mana value is 5. we start playing the game at mv 5 If we can cast our commander, we can also hard-cast a 5mv reanimate. I do try to include some outliers on both sides of the mv curve (lower and higher) so that we can hard-cast low mv reanimates efficiently and flip high mv reanimates to burn opponents hard. When including high-mv reanimates, I try to include those that reanimate more than one creature at a time.\nI find draw spells to be mostly unhelpful since they un-rig the top card of your library and don't meaningfully advance your strategy any more than playing a clone would. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Gameplay"},{"insert":"\nIn many games, you'll spend the first 4-5 turns playing a land and passing - getting up to 5 mana so you can cast your commander. it's pretty rare in bracket 3 for your opponents to present lethal before this point, but they will build their boards significantly while you won't. That's okay, this deck does not need a board. You will take damage on early turns, that's okay too.\nMy recommendation for the brainstorm trigger on the turn where you first play your commander is to put a reanimate spell on top with a Removal (or anything, really) underneath. It's completely acceptable from here on out to block with your commander, even one where you lose your commander and don't trade - send your commander to the grave (instead of the command zone) and reveal the reanimate spell on top. Cast it for free and bring your commander back, then brainstorm another reanimate on top, or something more brutal.\nOn your turn, be mindful of the timing of your clone effects - "},{"attributes":{"bold":true},"insert":"Saw In Half"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Visage Bandit"},{"insert":" are both castable at instant speed and can let you set up a board wipe on top to instant speed blow out an opponent before they can set back up and get you. Otherwise, run through the loop in the Mechanics section as many times as you can using Clones and Recursion\n\n\n\n\n"}]}
Commander
Hidetsugu and Kairi
Flying
When Hidetsugu and Kairi enters, draw three cards, then put two cards from your hand on top of your library in any order.
When Hidetsugu and Kairi dies, exile the top card of your library. Target opponent loses life equal to its mana value. If it's an instant or sorcery card, you may cast it without paying its mana cost.
When Hidetsugu and Kairi enters, draw three cards, then put two cards from your hand on top of your library in any order.
When Hidetsugu and Kairi dies, exile the top card of your library. Target opponent loses life equal to its mana value. If it's an instant or sorcery card, you may cast it without paying its mana cost.
Legendary Creature - Demon Dragon Ogre

Commander
(CTRL to add secondary)
Burn
Burn
(CTRL to add secondary)
Clones
Flesh Duplicate
You may have this creature enter as a copy of any creature on the battlefield, except it has vanishing 3 if that creature doesn't have vanishing. (A permanent with vanishing 3 enters with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Creature - Shapeshifter Rebel

See Double
This spell can't be copied.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Instant

Visage Bandit
You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Rogue Shapeshifter

Will of the Temur
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.
• Target player draws cards equal to the greatest mana value among permanents you control.
• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.
• Target player draws cards equal to the greatest mana value among permanents you control.
Sorcery

Clones
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Afterlife from the Loam
Delve (Each card you exile from your graveyard while casting this spell pays for .)
For each player, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're Zombies in addition to their other types.
For each player, choose up to one target creature card in that player's graveyard. Put those cards onto the battlefield under your control. They're Zombies in addition to their other types.
Sorcery

Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Breach the Multiverse
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery

Coiling Rebirth
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
Sorcery

Dance of the Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
Enchantment - Aura

Defossilize
Return target creature card from your graveyard to the battlefield. That creature explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Sorcery

Recursion
(CTRL to add secondary)
Removal
Curse of the Cabal
Target player sacrifices half the permanents they control of their choice, rounded down.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
At the beginning of each player's upkeep, if this card is suspended, that player may sacrifice a permanent of their choice. If the player does, put two time counters on this card.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
At the beginning of each player's upkeep, if this card is suspended, that player may sacrifice a permanent of their choice. If the player does, put two time counters on this card.
Sorcery

Removal
(CTRL to add secondary)
Maybeboard
Echocasting Symposium
Target player creates a token that's a copy of target creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Mirror Room
When you unlock this door, create a token that's a copy of target creature you control, except it's a Reflection in addition to its other creature types.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Stolen Identity
Create a token that's a copy of target artifact or creature.
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

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This is my favorite deck. It feels powerful and fun to play, it's mechanically unique, and new cards are relevant to it. I admire that the worse cards you put in it - the better it runs (as long as you're clever with its construction). You get to run lots of cards other decks don't. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"What makes it Bracket 3?"},{"insert":"\nNo Mass Land Denial"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No Chaining Extra Turns (No extra turns at all)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No Tutors"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No Infinites"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No Game Changers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Intentionality: The deck does not need game changers in the current Bracket 3 meta. It's powerful enough. It could be significantly more powerful, so it's not optimized(4). It will wreck most precons, so it's not bracket 2. The deck would need a God hand to kill anyone on turn 6, much less end the game on that turn. It strikes a solid balance of fair and powerful that let's opponents play the game before brutally taking them apart."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why is it not Bracket 4?"},{"insert":"\nThe only fast mana is Sol Ring (standard-issue in commander). It could be significantly faster with the addition of fast mana, moxxen, rituals, etc. This would be a significant step up in power."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The inclusion of extra turns would be the single largest step up in power I could make to the deck. Burning an opponent for 8-12, taking an extra turn where I untap everything and keep the mechanical chain going would be the end of the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Low spell Interaction - with only a few counterspells, the deck primarily interacts with permanents and gets significantly kneecapped when counterspelled."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Each Category contains cards that are sub-optimal. I'm not running the best Clones, Recursion, Ramp, or Burn possible in these categories."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Mechanics"},{"insert":"\nThe deck exploits the legend rule by cloning "},{"attributes":{"bold":true},"insert":"Hidetsugu and Kairi"},{"insert":":\nYou control Hidetsugu and Kairi on the battlefield"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You cast a clone spell (like "},{"attributes":{"bold":true},"insert":"Phantasmal Image"},{"insert":"), it resolves"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The Clone enters as a copy of Hidetsugu and Kairi"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"707.2"},{"insert":" When copying an object, the copy acquires the copiable values of the original object’s characteristics."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":" "},{"attributes":{"bold":true},"insert":"707.5"},{"insert":" A copy effect that modifies how a permanent enters the battlefield may cause that permanent to enter the battlefield with the copied characteristics already in place."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"The Clone entering the battlefield causes its ETB ability to trigger"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"603.2"},{"insert":" Whenever a game event occurs that matches a triggered ability’s trigger event, that ability automatically triggers."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"State-Based Actions are checked before triggered abilities are put on the stack: you control two Hidetsugu and Kairi"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"205.4d"},{"insert":" Any permanent with the supertype “legendary” is subject to the state-based action for legendary permanents, also called the “legend rule” (see rule 704.5j)."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"704.5j"},{"insert":" If two or more legendary permanents with the same name are controlled by the same player, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Putting one Hidetsugu and Kairi into the graveyard causes its death ability to trigger"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"603.6c"},{"insert":" Leaves-the-battlefield abilities trigger when a permanent leaves the battlefield."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Now both triggered abilities go on the stack in the order of your choice"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"603.3"},{"insert":" Once an ability has triggered, its controller puts it on the stack the next time a player would receive priority."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"603.3b"},{"insert":" If multiple abilities have triggered since the last time a player received priority, they are placed on the stack in APNAP order."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"USUALLY, you'll put the ETB trigger on the stack on top of the DEATH trigger. This allows you to rig the top card of your library, then reveal it and cast it for free."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Example:\nETB – Draw 3, put 2 back: "},{"attributes":{"bold":true},"insert":"Sorin's Vengeance"},{"insert":", "},{"attributes":{"bold":true},"insert":"Fossilize"},{"insert":"\nDEATH – Reveal Sorin's Vengeance: opponent loses 7 life from the reveal, then 10 life from casting it for free. You gain 10.\n\nThis loop gets especially deadly when the DEATH trigger reveals a spell that does one of two things:\nCreates multiple copies of a creature"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Reanimates multiple creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This results in multiple ETB/DEATH triggers on the stack which dig deeper into the deck and result in more ETB/DEATH triggers on the stack. In my experience, it's not uncommon to get 5 ETB/DEATH triggers on the stack once the deck gets rolling.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Deck Construction"},{"insert":"\nRecursion and Clones are the two strongest categories of cards in the deck because they enable the loop described above. In fact, if the Burn and Removal cards were replaced with more Recursion and Clones, I'm confident that the deck would simply run a loop of reanimating and cloning until opponents were dead. However, I think this would push it into bracket 4 territory.\nWhen building your own version, you'll want Recursion and Clones as your two largest categories. Within clones, you'll want about half to be creatures and half to be instant/sorcery-based clone spells.\nReanimate spells (as a subset of recursion) are one of the more interesting puzzles the deck produces. If you only include high-mana value reanimators, you hit opponents harder on the reveal, but run less efficiently when you need to hard-cast a reanimate on a clone from the graveyard. I think that the sweet-spot for reanimate spells in MV=5. My rationale is: the commander's mana value is 5. we start playing the game at mv 5 If we can cast our commander, we can also hard-cast a 5mv reanimate. I do try to include some outliers on both sides of the mv curve (lower and higher) so that we can hard-cast low mv reanimates efficiently and flip high mv reanimates to burn opponents hard. When including high-mv reanimates, I try to include those that reanimate more than one creature at a time.\nI find draw spells to be mostly unhelpful since they un-rig the top card of your library and don't meaningfully advance your strategy any more than playing a clone would. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Gameplay"},{"insert":"\nIn many games, you'll spend the first 4-5 turns playing a land and passing - getting up to 5 mana so you can cast your commander. it's pretty rare in bracket 3 for your opponents to present lethal before this point, but they will build their boards significantly while you won't. That's okay, this deck does not need a board. You will take damage on early turns, that's okay too.\nMy recommendation for the brainstorm trigger on the turn where you first play your commander is to put a reanimate spell on top with a Removal (or anything, really) underneath. It's completely acceptable from here on out to block with your commander, even one where you lose your commander and don't trade - send your commander to the grave (instead of the command zone) and reveal the reanimate spell on top. Cast it for free and bring your commander back, then brainstorm another reanimate on top, or something more brutal.\nOn your turn, be mindful of the timing of your clone effects - "},{"attributes":{"bold":true},"insert":"Saw In Half"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Visage Bandit"},{"insert":" are both castable at instant speed and can let you set up a board wipe on top to instant speed blow out an opponent before they can set back up and get you. Otherwise, run through the loop in the Mechanics section as many times as you can using Clones and Recursion\n\n\n\n\n"}]}










































































