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Commander
Size: 100Salt sum: 46.37
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ArchetypeZero

617 views5 months ago
Commander
Size: 100Salt sum: 46.37

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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

Qty: 1 Price: $0.59
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.
Legendary Creature - Demon Dragon Ogre
Hidetsugu and Kairi (mom) 309

Commander

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Burn

Qty: 9 Price: $15.17
Aminatou's Augury
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
Sorcery
Aminatou's Augury (dsc) 71
Blood Tribute
Kicker—Tap an untapped Vampire you control. (You may tap a Vampire you control in addition to any other costs as you cast this spell.)
Target opponent loses half their life, rounded up. If this spell was kicked, you gain life equal to the life lost this way.
Sorcery
Blood Tribute (c17) 100
Dream Harvest
Each opponent exiles cards from the top of their library until they have exiled cards with total mana value 5 or greater this way. Until end of turn, you may cast cards exiled this way without paying their mana costs.
Sorcery
Dream Harvest (ecl) 216
Eldritch Pact
Target player draws X cards and loses X life, where X is the number of cards in their graveyard.
Sorcery
Eldritch Pact (clb) 126
Needlebite Trap
If an opponent gained life this turn, you may pay
rather than pay this spell's mana cost.
Target player loses 5 life and you gain 5 life.
Instant - Trap
Needlebite Trap (zen) 105
Profane Transfusion
Two target players exchange life totals. You create an X/X colorless Horror artifact creature token, where X is the difference between those players' life totals.
Sorcery
Profane Transfusion (cmr) 145
Skull Storm
When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
Each opponent sacrifices a creature of their choice. Each opponent who can't loses half their life, rounded up.
Sorcery
Skull Storm (c18) 18
Sorin's Vengeance
Sorin's Vengeance deals 10 damage to target player or planeswalker and you gain 10 life.
Sorcery
Sorin's Vengeance (plst) M12-111
Wit's End
Target player discards their hand.
Sorcery
Wit's End (m13) 117

Burn

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Clones

Qty: 16 Price: $82.94
Blade of Selves
Equipped creature has myriad. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Equip
Artifact - Equipment
Blade of Selves (tdc) 313
Clever Impersonator
You may have this creature enter as a copy of any nonland permanent on the battlefield.
Creature - Shapeshifter
Clever Impersonator (plst) KTK-34
Deceptive Frostkite
Flying
You may have this creature enter as a copy of a creature you control with power 4 or greater, except it's a Dragon in addition to its other types and it has flying.
Creature - Dragon
Deceptive Frostkite (tdc) 19
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
Flesh Duplicate (who) 44
Glasspool Mimic
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.
Creature - Rogue Shapeshifter
Glasspool Mimic // Glasspool Shore (znr) 60Glasspool Mimic // Glasspool Shore (znr) 60
Mirror Image
You may have this creature enter as a copy of a creature you control.
Creature - Shapeshifter
Mirror Image (j22) 62
Mirror Mockery
Enchant creature
Whenever enchanted creature attacks, you may create a token that's a copy of that creature. Exile that token at end of combat.
Enchantment - Aura
Mirror Mockery (dtk) 62
Phantasmal Image
You may have this creature enter as a copy of any creature on the battlefield, except it's an Illusion in addition to its other types and it has "When this creature becomes the target of a spell or ability, sacrifice it."
Creature - Illusion
Phantasmal Image (afc) 89
Phyrexian Metamorph
(
can be paid with either
or 2 life.)
You may have this creature enter as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types.
Creature Artifact - Shapeshifter Phyrexian
Phyrexian Metamorph (mkc) 116
Rite of Replication
Kicker
(You may pay an additional
as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
Sorcery
Rite of Replication (tdc) 165
Saw in Half
Destroy target creature. If that creature dies this way, its controller creates two tokens that are copies of that creature, except their power is half that creature's power and their toughness is half that creature's toughness. Round up each time.
Instant
Saw in Half (unf) 88
Season of Weaving
Choose up to five
worth of modes. You may choose the same mode more than once.
— Draw a card.
— Choose an artifact or creature you control. Create a token that's a copy of it.
— Return each nonland, nontoken permanent to its owner's hand.
Sorcery
Season of Weaving (blb) 68
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.
Instant
See Double (mom) 77
Stunt Double
Flash
You may have this creature enter as a copy of any creature on the battlefield.
Creature - Shapeshifter
Stunt Double (clu) 101
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.)
Creature - Rogue Shapeshifter
Visage Bandit (otj) 76
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.
Sorcery
Will of the Temur (tdc) 24

Clones

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Draw

Qty: 1 Price: $0.49
Dig Through Time
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Instant
Dig Through Time (dsc) 115

Draw

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Land

Qty: 36 (37 w/ MDFC)Price: $79.14
Clearwater Pathway
: Add
.
Land
Clearwater Pathway // Murkwater Pathway (plst) ZNR-260Clearwater Pathway // Murkwater Pathway (plst) ZNR-260
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (tdc) 107
Darkwater Catacombs
,
: Add
.
Land
Darkwater Catacombs (tdc) 355
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (drc) 152
Island
(
: Add
.)
Basic Land - Island
Island (mkm) 273
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 224
Sunken Hollow
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Swamp
Sunken Hollow (tdc) 398
Sunken Ruins
: Add
.
,
: Add
,
, or
.
Land
Sunken Ruins (2xm) 326
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (mkm) 274
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (drc) 181

Land

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Ramp

Qty: 7 Price: $11.53
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (drc) 52
Dimir Signet
,
: Add
.
Artifact
Dimir Signet (mkc) 226
Heartless Summoning
Creature spells you cast cost
less to cast.
Creatures you control get -1/-1.
Enchantment
Heartless Summoning (inr) 117
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (blc) 280
Sol Ring
: Add
.
Artifact
Sol Ring (m3c) 305
The Sibsig Ceremony
Creature spells you cast cost
less to cast.
Whenever a creature you control enters, if you cast it, destroy that creature, then create a 2/2 black Zombie Druid creature token.
Legendary Enchantment
The Sibsig Ceremony (tdm) 91
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (tdc) 335

Ramp

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Recursion

Qty: 16 Price: $78.42
Aberrant Return
Put one, two, or three target creature cards from graveyards onto the battlefield under your control. Each of them enters with an additional -1/-1 counter on it.
Sorcery
Aberrant Return (ecc) 7
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.
Sorcery
Afterlife from the Loam (tdc) 25
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.
Enchantment - Aura
Animate Dead (mkc) 125
Bond of Revival
Return target creature card from your graveyard to the battlefield. It gains haste until your next turn.
Sorcery
Bond of Revival (war) 80
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
Breach the Multiverse (mom) 94
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.
Sorcery
Coiling Rebirth (blb) 309
Connive
Gain control of target creature with power 2 or less.
Sorcery
Connive // Concoct (mkc) 203
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.
Enchantment - Aura
Dance of the Dead (ice) 118
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
Defossilize (lci) 103
Exhume
Each player puts a creature card from their graveyard onto the battlefield.
Sorcery
Exhume (jmp) 230
Mnemonic Deluge
Exile target instant or sorcery card from a graveyard. Copy that card three times. You may cast the copies without paying their mana costs. Exile Mnemonic Deluge.
Sorcery
Mnemonic Deluge (cmr) 82
Necromantic Summons
Put target creature card from a graveyard onto the battlefield under your control.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, that creature enters with two additional +1/+1 counters on it.
Sorcery
Necromantic Summons (ori) 110
Rise of the Dark Realms
Put all creature cards from all graveyards onto the battlefield under your control.
Sorcery
Rise of the Dark Realms (fdn) 183
Sins of the Past
Until end of turn, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. Exile Sins of the Past.
Sorcery
Sins of the Past (rav) 106
Spelltwine
Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine.
Sorcery
Spelltwine (c17) 94
Unbreakable Bond
Return target creature card from your graveyard to the battlefield with a lifelink counter on it.
Sorcery
Unbreakable Bond (iko) 101

Recursion

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Removal

Qty: 13 Price: $48.97
Blasphemous Edict
You may pay
rather than pay this spell's mana cost if there are thirteen or more creatures on the battlefield.
Each player sacrifices thirteen creatures of their choice.
Sorcery
Blasphemous Edict (fdn) 57
Blood Money
Destroy all creatures. For each nontoken creature destroyed this way, you create a tapped Treasure token.
Sorcery
Blood Money (lcc) 183
Crux of Fate
Choose one —
• Destroy all Dragon creatures.
• Destroy all non-Dragon creatures.
Sorcery
Crux of Fate (sta) 25
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.
Sorcery
Curse of the Cabal (tsp) 99
Deadly Tempest
Destroy all creatures. Each player loses life equal to the number of creatures they controlled that were destroyed this way.
Sorcery
Deadly Tempest (scd) 75
Decree of Pain
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, all creatures get -2/-2 until end of turn.
Sorcery
Decree of Pain (dsc) 136
Flare of Denial
You may sacrifice a nontoken blue creature rather than pay this spell's mana cost.
Counter target spell.
Instant
Flare of Denial (mh3) 62
Flare of Malice
You may sacrifice a nontoken black creature rather than pay this spell's mana cost.
Each opponent sacrifices a creature or planeswalker with the greatest mana value among creatures and planeswalkers they control.
Instant
Flare of Malice (mh3) 95
Heartless Conscription
Exile all creatures. For each card exiled this way, you may play that card for as long as it remains exiled, and mana of any type can be spent to cast that spell. Exile Heartless Conscription.
Sorcery
Heartless Conscription (otc) 21
In Garruk's Wake
Destroy all creatures you don't control and all planeswalkers you don't control.
Sorcery
In Garruk's Wake (clb) 759
Louisoix's Sacrifice
As an additional cost to cast this spell, sacrifice a legendary creature or pay
.
Counter target activated ability, triggered ability, or noncreature spell.
Instant
Louisoix's Sacrifice (fin) 59
Necromantic Selection
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
Sorcery
Necromantic Selection (tdc) 189
Plague Wind
Destroy all creatures you don't control. They can't be regenerated.
Sorcery
Plague Wind (a25) 102

Removal

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Top Fixing

Qty: 1 Price: $44.99
Scroll Rack
,
: Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.
Artifact
Scroll Rack (cmr) 699

Top Fixing

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Maybeboard

Qty: 14 Price: $68.62
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 160
Ancient Cellarspawn
Each spell you cast that's a Demon, Horror, or Nightmare costs
less to cast.
Whenever you cast a spell, if the amount of mana spent to cast it was less than its mana value, target opponent loses life equal to the difference.
Creature Enchantment - Horror
Ancient Cellarspawn (dsc) 16
Choice of Damnations
Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents of their choice.
Sorcery - Arcane
Choice of Damnations (sok) 62
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.)
Sorcery - Lesson
Echocasting Symposium (sos) 44
Ever After
Return up to two target creature cards from your graveyard to the battlefield. Each of those creatures is a black Zombie in addition to its other colors and types. Put Ever After on the bottom of its owner's library.
Sorcery
Ever After (c20) 133
Gilded Lotus
: Add three mana of any one color.
Artifact
Gilded Lotus (blc) 271
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.)
Enchantment - Room
Mirror Room // Fractured Realm (dsk) 67
Reanimate
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to that card's mana value.
Sorcery
Reanimate (fic) 282
Rise from the Grave
Put target creature card from a graveyard onto the battlefield under your control. That creature is a black Zombie in addition to its other colors and types.
Sorcery
Rise from the Grave (znc) 53
Sky Diamond
This artifact enters tapped.
: Add
.
Artifact
Sky Diamond (scd) 273
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.)
Sorcery
Stolen Identity (ncc) 233
Treasure Cruise
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Draw three cards.
Sorcery
Treasure Cruise (tdc) 169
Waxen Shapethief
Flash
You may have this creature enter as a copy of an artifact or creature you control.
Cycling
(
, Discard this card: Draw a card.)
Creature - Shapeshifter
Waxen Shapethief (dft) 74
Wisdom of Ages
Return all instant and sorcery cards from your graveyard to your hand. You have no maximum hand size for the rest of the game.
Exile Wisdom of Ages.
Sorcery
Wisdom of Ages (sos) 71

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 2 cards
38 pips - 23 cards
27 mana - 25 cards
68 pips - 37 cards
24 mana - 22 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
5 mana - 4 cards
CategoriesQtyOdds
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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"}]}
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