Suns
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Commander
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Commander
Hofri Ghostforge
Spirits you control get +1/+1 and have trample and haste.
Whenever another nontoken creature you control dies, exile it. If you do, create a token that's a copy of that creature, except it's a Spirit in addition to its other types and it has "When this token leaves the battlefield, return the exiled card to its owner's graveyard."
Whenever another nontoken creature you control dies, exile it. If you do, create a token that's a copy of that creature, except it's a Spirit in addition to its other types and it has "When this token leaves the battlefield, return the exiled card to its owner's graveyard."
Legendary Creature - Cleric Dwarf

Commander
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Damage/Wincon
Damage/Wincon
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Draw
Aerial Extortionist
Flying
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Whenever this creature enters or deals combat damage to a player, exile up to one target nonland permanent. For as long as that card remains exiled, its owner may cast it.
Whenever another player casts a spell from anywhere other than their hand, draw a card.
Creature - Soldier Bird

Dragonhawk, Fate's Tempest
Flying
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
Legendary Creature - Dragon Bird

Ignite the Future
Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Draw
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Enhancer
Mondrak, Glory Dominus
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Enhancer
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Land
Land
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Populate
Populate
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Protection
Protection
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Ramp
Ramp
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Recursion
Guardian Scalelord
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.)
Flying
Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Flying
Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Creature - Dragon

Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Recursion
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Removal
Cavalier of Dawn
Vigilance
When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token.
When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token.
When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
Creature - Knight Elemental

Removal
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Sac
Descendants' Fury
Whenever one or more creatures you control deal combat damage to a player, you may sacrifice one of them. If you do, reveal cards from the top of your library until you reveal a creature card that shares a creature type with the sacrificed creature. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Enchantment

Industrial Advancement
At the beginning of your end step, you may sacrifice a creature. If you do, look at the top X cards of your library, where X is that creature's mana value. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Enchantment

Sac
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Steal
Furnace Reins
Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gains haste and "Whenever this creature deals combat damage to a player or battle, create a Treasure token." (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Sorcery

Mob Rule
Choose one —
• Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.
• Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
• Gain control of all creatures with power 4 or greater until end of turn. Untap those creatures. They gain haste until end of turn.
• Gain control of all creatures with power 3 or less until end of turn. Untap those creatures. They gain haste until end of turn.
Sorcery

Seize the Spotlight
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
Sorcery

Steal
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Maybeboard
Bell Borca, Spectral Sergeant
Note the mana value of each card as it's put into exile.
Bell Borca's power is equal to the greatest number noted for it this turn.
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
Bell Borca's power is equal to the greatest number noted for it this turn.
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
Legendary Creature - Soldier Spirit

Breath of Fury
Enchant creature you control
When enchanted creature deals combat damage to a player, sacrifice it and attach this Aura to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
When enchanted creature deals combat damage to a player, sacrifice it and attach this Aura to a creature you control. If you do, untap all creatures you control and after this phase, there is an additional combat phase.
Enchantment - Aura

Jaxis, the Troublemaker
, , Discard a card: Create a token that's a copy of another target creature you control. It gains haste and "When this token dies, draw a card." Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Legendary Creature - Human Warrior

Outpost Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Enchantment

Purphoros, Bronze-Blooded
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Other creatures you control have haste.
: You may put a red creature card or an artifact creature card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.
As long as your devotion to red is less than five, Purphoros isn't a creature.
Other creatures you control have haste.
: You may put a red creature card or an artifact creature card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.
Legendary Creature Enchantment - God

Pyre of Heroes
, , Sacrifice a creature: Search your library for a creature card that shares a creature type with the sacrificed creature and has mana value equal to 1 plus that creature's mana value. Put that card onto the battlefield, then shuffle. Activate only as a sorcery.
Artifact

Radiant Scrollwielder
Instant and sorcery spells you control have lifelink.
At the beginning of your upkeep, exile an instant or sorcery card at random from your graveyard. You may cast it this turn. If a spell cast this way would be put into your graveyard, exile it instead.
At the beginning of your upkeep, exile an instant or sorcery card at random from your graveyard. You may cast it this turn. If a spell cast this way would be put into your graveyard, exile it instead.
Creature - Cleric Dwarf

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.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Shifting Shadow
Enchant creature
Enchanted creature has haste and "At the beginning of your upkeep, destroy this creature. Reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and attach Shifting Shadow to it, then put all other cards revealed this way on the bottom of your library in a random order."
Enchanted creature has haste and "At the beginning of your upkeep, destroy this creature. Reveal cards from the top of your library until you reveal a creature card. Put that card onto the battlefield and attach Shifting Shadow to it, then put all other cards revealed this way on the bottom of your library in a random order."
Enchantment - Aura

Spirit Bonds
Whenever a nontoken creature you control enters, you may pay . If you do, create a 1/1 white Spirit creature token with flying.
, Sacrifice a Spirit: Target non-Spirit creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
, Sacrifice a Spirit: Target non-Spirit creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Enchantment

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Through the Breach
You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice that creature at the beginning of the next end step.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Ugin, the Ineffable
Colorless spells you cast cost less to cast.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
−3: Destroy target permanent that's one or more colors.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
−3: Destroy target permanent that's one or more colors.
Legendary Planeswalker - Ugin

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

Venerable Warsinger
Vigilance, trample
Whenever this creature deals combat damage to a player, you may return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of damage this creature dealt to that player.
Whenever this creature deals combat damage to a player, you may return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of damage this creature dealt to that player.
Creature - Cleric Spirit

Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":{"image":"https://media.discordapp.net/attachments/551132783825780766/826165418489151538/image0.png"}},{"insert":"\n\nBoros Dragon was a bust. Here's this instead.\n\nHofri Ghostforge really is one of those all-upside legends. He can serve as simple protection for your non-token creatures, or you can build him proactively and become a powerful force at the table. My deck is a simple steal and sacrifice deck. I've been tinkering with this theme for years, starting with Brion Stoutarm, and I think Hofri is the perfect commander to helm such a deck. \n\n"},{"attributes":{"bold":true},"insert":"Key Deck Ideas: "},{"insert":"\n\nSac outlets to sac our non-token creatures "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"ETBs and LTBs on creatures so we get lots of value "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Steal opponents creatures, sac them, and now we have a nice copy of that creature and they have nothing "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Populate our cool tokens"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Our Non-Token Creatures: "},{"insert":"\n\nIt is natural that we ourselves will have non-token creatures in our deck to support our main strategy. I've decided to focus on having creatures with ETB effects and death triggers to take full advantage of what Hofri wants us to do (Dockside Extortionist, Duergar Hedge-Mage, Cavalier of Dawn, Solemn Simulacrum, Sun Titan, Terror of the Peaks). Creatures that self-sacrifice for powerful effects are also really strong because we can get two for the price of one (Selfless Spirit, Burnished Hart, Selfless Savior, Generator Servant, Magus of the Wheel). Otherwise, Hofri is nice because he basically replaces our utility creatures if they happen to die. \n\n"},{"attributes":{"bold":true},"insert":"Theft:"},{"insert":"\n\n Theft is how we really take advantage of Hofri's copy ability. It's our removal, combat damage, and card advantage packed all wrapped up into one. The best ones are creatures, like Zealous Conscripts, Coercive Recruiter, and Captivating Crew. A lot of instant and sorceries are needed to supplement these, however. Theft is inherently flexible but its weakness is that it relies on your opponent's boards. Sometimes they just don't have good creatures to steal. But most of the time, if you need a good ETB someone will have one, if you need a big creature to smash face someone will have one, or if you just need to kill a commander you can do that. Of course, the theft strategy is pretty poor without the other key piece: \n\n"},{"attributes":{"bold":true},"insert":"Sac Outlets:"},{"insert":"\n\nSac outlets are needed to actually gain a serious advantage over our opponents. This makes it a 3-piece engine that your deck has to build around, but that isn't a huge issue. The sac outlets allow us to sacrifice our stolen creatures for whatever effect the sac outlet does. This also removes the creature, which is dope. If Hofri is out at this time, we also get a copy of the stolen creature that is bigger and has more keywords. This is simply amazing. And again, the flexibility of theft will make your games unique and interesting. Sac outlets are also important for sacking our own creatures for double value, like Dockside, for example.\n\n"},{"attributes":{"bold":true},"insert":"Synergy:"},{"insert":"\n\nSince we are making tokens of interesting, useful, and large creatures, copying those tokens is another great theme we can take advantage of. Since we are now four or five layers deep (Hofri, creature, theft, sac outlet, plus the copying card), we can't have too many of these. But a few stand out: Anointed Procession, Song of the Worldsoul, Ghired's Belligerence. These cards can easily act as win-cons, creating armies of powerful tokens, or you can spice up the game by throwing everyone a Humble Defector. Your call. \n\n"},{"attributes":{"bold":true},"insert":"Win-Cons:"},{"insert":" \n\nBesides populating an impressive token army, the deck can win in a few other ways. Classic combat damage is always an option with theft and Hofri's buff. Terror of the Peaks and Vicious Shadows combined with enough stolen creatures can get the job done without attacking. A few of the sac outlets, again with enough creatures, can provide enough damage, mill, or mana to close out games. And finally, within all the sac outlets, recursion, and ETB effects, a few combos can be created. But honestly who cares about combos. \n\n \nAnd that's pretty much it! Throw in some ramp, draw, and removal and we got ourselves a deck. Hofri, when built this way, is really resilient, flexible, and plays differently each game, making him really fun even in the long run. I can see him staying as one of my staple decks for a long time. \n\n\n\n"},{"attributes":{"bold":true},"insert":"Poem:"},{"insert":"\n\nHofri Ghostforge, in the broadest stroke,\nis a combo machine waiting to be broke. \nBut even his base power is sure to wow you, \nFor Hofri can give you lots of free value! \n\n+1, +1, trample, haste, \nAll for the legion to go smashing face.\nAnd if spirit tribal is your favorite plan, \nThen Hofri the Ghostforge will be your main man!\n\nWhen your creatures die, they get sent away,\nBut a spirit copy of them will stay. \nSo doubling your value is really not hard,\nand when they die, they go back to your yard! \n\nSac outlets might be the most crucial part, \nOf Hofri and his Ghostforge art. \nSo whatever strategy that you choose, \nPack lots of sac outlets you can abuse! \n\nThere's lots of cool stuff to be done with Hofri, \nThe simplest: a creature with a strong ETB.\nJust add an outlet that allows you to sac, \nAnd you have the option to double the stack! \n\nRecursion! Recursion! That's Lorehold's M.O.\nBoros now plays with the graveyard, you know! \nSo grab your Sun Titans and Underworld Breach,\nAnd into the graveyard your deck will reach! \n\nOnce you have tokens, I think it'd be great,\nTo make even more, with populate! \nUse Wake the Reflections and we're on a roll,\nAnd close the game with Song of Worldsoul! \n\nEven with ramp, Hofri is nice! \nWe get to see Solemn Simulacrum twice! \nThere's something else I think would be smart, \nAnd that's to use my boy Burnished Hart! \n\nTurn stuff into creatures, for when they die,\nyou still get a copy, though it won't be a guy. \nSo throw in those vehicles, and some man-lands,\nAnd not even death can ruin your plans! \n\nThe only strategy that I have left, \nIs to advocate fully in favor of theft! \nMass Mutiny, Mob Rule, Harness by Force, \nThen simply sac them and copy them, of course! \n\nSome random cards that deserve a place,\nInclude Selfless Spirit, and Court of Grace!\nIdol of Oblivion, Terror of the Peaks, \nBell Borca, Ugin, Kari-Zev's Expertise! \n\nAs far as downsides, I'm afraid I am lost. \nHis abilities are great, he's fair for his cost. \nMy overall opinion? I think he's dope! \nWith this as the standard, Boros has hope!\n\n\n\n"}]}





























































































































