Pookenstein
763 views8 months ago
Commander
Size: 100Salt sum: 37.33
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Commander
Vislor Turlough
Deal with the Black Guardian — When Vislor Turlough enters, you may have an opponent gain control of it. If you do, it's goaded for as long as they control it.
At the beginning of your end step, draw a card, then you lose life equal to the number of cards in your hand.
Doctor's companion (You can have two commanders if the other is the Doctor.)
At the beginning of your end step, draw a card, then you lose life equal to the number of cards in your hand.
Doctor's companion (You can have two commanders if the other is the Doctor.)
Legendary Creature - Rogue

Commander
(CTRL to add secondary)
Draw
Master of Ceremonies
At the beginning of your upkeep, each opponent chooses money, friends, or secrets. For each player who chose money, you and that player each create a Treasure token. For each player who chose friends, you and that player each create a 1/1 green and white Citizen creature token. For each player who chose secrets, you and that player each draw a card.
Creature - Druid Rhino

Sokrates, Athenian Teacher
Defender
Sokrates has hexproof as long as it's untapped.
Sokratic Dialogue — : Until end of turn, target creature gains "If this creature would deal combat damage to a player, prevent that damage. This creature's controller and that player each draw half that many cards, rounded down."
Sokrates has hexproof as long as it's untapped.
Sokratic Dialogue — : Until end of turn, target creature gains "If this creature would deal combat damage to a player, prevent that damage. This creature's controller and that player each draw half that many cards, rounded down."
Legendary Creature - Human Advisor

Struggle for Project Purity
As this enchantment enters, choose Brotherhood or Enclave.
• Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
• Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
Enchantment

Draw
(CTRL to add secondary)
Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
(CTRL to add secondary)
Lifegain
Lifegain
(CTRL to add secondary)
Protection
Dawn's Truce
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.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Nils, Discipline Enforcer
At the beginning of your end step, for each player, put a +1/+1 counter on up to one target creature that player controls.
Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.
Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.
Legendary Creature - Human Cleric

Noble Heritage
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Legendary Enchantment - Background

Perch Protection
Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.)
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Instant

Protection
(CTRL to add secondary)
Ramp
Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Ramp
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
No Mill Out
Day's Undoing
Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Sorcery

No Mill Out
(CTRL to add secondary)
The Bracket 2 Options
Hithlain Rope
This artifact can't be sacrificed.
, : Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of this artifact.
, : Draw a card. The player to your right gains control of this artifact.
, : Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of this artifact.
, : Draw a card. The player to your right gains control of this artifact.
Artifact

Spirit Water Revival
As an additional cost to cast this spell, you may waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Sorcery

Starfall Invocation
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.)
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Sorcery

The Bracket 2 Options
(CTRL to add secondary)
The Bracket 3 Options
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

The Bracket 3 Options
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Give everyone gifts, and protect yourself.\n\nOh here comes Vislor OH GOD WHAT ARE YOU DOING? STOP!\n\n-----------------\n"},{"attributes":{"italic":true},"insert":"Disclaimer: None of this primer is meant to be for the purpose of winning games. If you want to use this but add a "},{"attributes":{"italic":true},"insert":{"card-link":"Laboratory Maniac"}},{"attributes":{"italic":true},"insert":" you probably don't need this primer, and I will silently judge you by proxy."},{"insert":" \n\nThis deck is only intended to win(as a secondary win, not a commander game win) under one condition: A Death by Vislor. "},{"attributes":{"bold":true},"insert":"Do not play this if you are serious about winning."},{"insert":"\nThis Primer is built as if you are playing bracket 2, but features sections for bracket 3 and 1 options further on.\nThis is easily my favorite deck, as I can play it similarly in 3 brackets, by only changing out a few cards. I love to play this deck primarily in bracket 2 and 3, but also is very easy to play in bracket 1, depending on how nice or how mean I want to be to a table.\n\nThe philosophy of this deck is: "},{"attributes":{"bold":true},"insert":"\"The Gift of Giving is Mandatory.\""},{"insert":" \nIf you harm an opponent or their stuff in any way, you must give something in return. Preventing an opponent from doing something to you is not harming."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck is meant to revel in Azorius-branded chaos, by giving players too many options (before Vislor comes in, at least)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Do not be afraid to use politics to get extra card draw, but keep in mind your win condition, Vislor, is always sitting either on the battlefield or the command zone, easily seen."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Players experienced with this style of deck will likely not choose to draw if necessary. This is particularly important if none of the Propaganda-like cards are not in play, as you become an easy target."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Vislor Turlough"}},{"insert":":\nVislor serves as the Chekov's Gun, sitting on the table ready to be fired at one person in particular. Everyone can see him and, once people know how the deck works, will make him an instant target. Don't cast him until you are ready to protect him and do some serious damage with opponents' huge hands. The protection spells (Propaganda/Ghostly Exile/Etc.) are meant to direct players towards other targets, while the life gain is meant for you to be able to take the hits if necessary. The life gain can be replaced with the cards in the \"Bracket 2 Option\" but keep in mind that this deck is VERY easy to mill yourself already."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck has very limited swamps(1, exactly). With the draw you'll gain, it shouldn't take you too long to find either it or one of the ways to produce/fetch black."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Because he's a commander, you can technically win the game with him by killing all 3 players (if the game is long enough) by recasting him, but don't count on it. Knowing when to bow out by milling yourself out can also be a fun way to spice up a game, with the right timing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nSleeper hits in the deck:\n"},{"insert":{"card-link":"Heliod, the Radiant Dawn // Heliod, the Warped Eclipse"}},{"insert":" gives crazy good value in flash and spell reduction, even more so if it's on your turn. He should be the first target for "},{"insert":{"card-link":"Noble Benefactor"}},{"insert":"'s triggered tutor. Heliod also makes Vislor castable with flash. With 1-2 additional card draw, he only costs {B} to flash him on the end of the victim's second main phase. This is particularly mean. Gun at instant speed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Noble Heritage"}},{"insert":" in general is very versatile in this deck, and probably a secondary target for tutor, depending on the board-state. It also has a funny interaction with "},{"insert":{"card-link":"Walking Archive"}},{"insert":" when Vislor is on the field. (Vislor also gains the ability, even if you don't control him, so you can put 4 total counters(2 from Vislor, 2 from The Doctor) on Walking Archive for more forced card draw on each upkeep). Archive basically turns into a super "},{"insert":{"card-link":"Howling Mine"}},{"insert":" with HANDS."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Folio of Fancies"}},{"insert":" /"},{"insert":{"card-link":"Prosperity"}},{"insert":" /"},{"insert":{"card-link":"Fascination"}},{"insert":" /"},{"insert":{"card-link":"Skyscribing"}},{"insert":" are all game-enders for whoever control Vislor, if Heliod(transformed) and at least three \"Each player draws\" cards are in play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" is also technically a win condition in this deck, but its inclusion is almost directly because of the card draw, not the damage. Don't be afraid to sacrifice him to attackers or let him die, to remove some pressure."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"In fact, Not very many of the actual creatures in this deck need to stay on the field, other than the Doctor and Heliod. You have options in artifacts/enchantments to where, once you have redundancy, the creatures can become fodder. This also means you should be using your counterspells/saves("},{"insert":{"card-link":"Perch Protection"}},{"insert":" /"},{"insert":{"card-link":"Dawn's Truce"}},{"insert":" ) to save those two in particular."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Because of the options in the deck, getting the "},{"insert":{"card-link":"Noble Benefactor"}},{"insert":" tutor at all helps you fill out your options in terms of what category you still need (Heliod/draw/protection/X-costs) and will accelerate your game if you can get him killed. Alternatively, adding in more tutors can also help with this consistency, but this deck isn't intended to be anything more than a suped-up-casual-draw-romp-oh-shit-I-milled-myself-gg, so be careful with what you change."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nYou haven't talked about "},{"insert":{"card-link":"The Second Doctor"}},{"insert":", the other commander:\nBy Jove, you're right!(Does the Doctor say that? I only know new Doctor Who) It's also completely intended! "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Doctor's second(heh) effect, by itself, is far less impactful than the first. While people might be willing to draw into it in the midgame, that extra draw becomes a liability for opponents if they know the danger Vislor poses. Because hes a commander, and the fact that, with the amount of card/land draw you should be getting, putting him back onto the field means hes hard to remove. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"That should make other targets, Like Heliod, more attractive for removal. Players also have to contend with the fact that, if the hand size modifier is gone, they have to discard all those cards. That value alone will probably keep him on the field. A "},{"insert":{"card-link":"Darksteel Mutation"}},{"insert":" will ruin your day, though."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nShould this deck be Bracket 3 or Bracket 2?\nThe answer to this question depends on, overall, what you want to do with the deck:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Do you want to let the whole table draw a whole bunch of cards to let them do their cool things? "},{"attributes":{"underline":true,"bold":true},"insert":"Bracket 2"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Do you want to get into a combo of making players drawing a bunch on cards on an end of main phase, to then play "},{"insert":{"card-link":"Vislor Turlough"}},{"insert":" immediately after, causing a player to lose the game? Do you want to do this multiple times? "},{"attributes":{"underline":true,"bold":true},"insert":"Bracket 3"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"The decklist has the cards I would add for Bracket 3 specifically, in their own category. Generally, I would only add cards that give you resource advantage or protection, and not those that debilitate other players, to keep with the spirit of the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nCan This be played as Bracket 1?\nAbsolutely! Just remove Vislor, replace him with another card from the Bracket 2 Options category, and mIll yourself to death! "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Be sure to replace your one swamp with an island or plains."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"In fact, its entirely optional to play with Vislor if your goal is to help players play cool things in a bracket 2 or 3 setting."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Generally, if you want to be flexible about how you want to play the deck, I would suggest bringing a sideboard with a card to replace "},{"attributes":{"underline":true,"bold":true},"insert":{"card-link":"Vislor Turlough"}},{"attributes":{"underline":true,"bold":true},"insert":", and also bring the bracket 3 options, all as sideboard to replace depending on the way you want to play."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\"I don't want to lose to Self Mill.\"\nA category named \"No Mill Out\" has been made for you. I would recommend removing the lifegain and/or (depending on how your playgroup feels about them) some of the Proaganda-like cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I will judge you less for this than if you added the Maniac."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Good luck protecting these and the other big hitters in the deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nOther misc. things you can do to make it your own:\nMake "},{"insert":{"card-link":"Heliod, the Radiant Dawn // Heliod, the Warped Eclipse"}},{"insert":" your commander. You lose access to Vislor, but Blue/White has so many draw options so that, if you don't want to use VIslor, and don't care about hand size, Heliod makes a better commander. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n------\nUpdate Notes:\n2/2/26 - Added specific cards from recent releases that would also work well in this deck.\n2/9/26 - Added "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" as a Bracket 3 option. Rearranged deck to display as Bracket 2 with options for Bracket 3. Rewrote the section regarding Brackets.\n"}]}































































































