2.1k views2 days ago
Commander
Size: 100Salt sum: 28.31
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leptontraveler

2.1k views2 days ago
Commander
Size: 100Salt sum: 28.31

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{"ops":[{"insert":"Avacyn above do I wish that Fang was a common so I could do this in pEDH. This would be so much easier if that was the case.\n\nI apparently have a thing for Graveyard/Reanimation focused Meld pairs, because as soon as I saw "},{"insert":{"card-link":"Vanille, Cheerful l'Cie"}},{"insert":" and "},{"insert":{"card-link":"Fang, Fearless l'Cie"}},{"insert":" I knew that I had to build a deck around them and their final form: "},{"insert":{"card-link":"Ragnarok, Divine Deliverance"}},{"insert":".\n\nDue to... you know, the rules of the format, Vanille has to be our commander if we want one half of the Meld pair in the command zone. I briefly thought of making this a Grist deck and just throwing the l'Cie into the insect pit, but we can make Vanille work. She is basically a Grapple with the Past on legs - milling two cards and then getting us any permanent from our graveyard (GY) to our hand when she enters. This synergizes with Fang, who pings us for one and draws us a card whenever a card leaves our GY.\n\nI basically took this foundation - milling and benefiting from cards leaving our GY - and built around it. I started by introducing Vanille to her fellow Grapple with the Past clones - "},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":", "},{"insert":{"card-link":"Cache Grab"}},{"insert":", "},{"insert":{"card-link":"Dredger's Insight"}},{"insert":" and "},{"insert":{"card-link":"Overlord of the Balemurk"}},{"insert":" - as well as some general self-mill and surveil cards such as "},{"insert":{"card-link":"Stitcher's Supplier"}},{"insert":", "},{"insert":{"card-link":"Ripples of Undeath"}},{"insert":", "},{"insert":{"card-link":"The Grim Captain's Locker"}},{"insert":" and "},{"insert":{"card-link":"Kishla Village"}},{"insert":". From there, I grabbed as many of \"The Grims\" - cards that trigger when something leaves a GY - as I could find. This includes "},{"insert":{"card-link":"Defiled Crypt // Cadaver Lab"}},{"insert":", Insight, "},{"insert":{"card-link":"Insidious Roots"}},{"insert":", "},{"insert":{"card-link":"Desecrated Tomb"}},{"insert":", Fang, "},{"insert":{"card-link":"Teval's Judgment"}},{"insert":", "},{"insert":{"card-link":"Chalk Outline"}},{"insert":", "},{"insert":{"card-link":"Tormod, the Desecrator"}},{"insert":", "},{"insert":{"card-link":"Amzu, Swarm's Hunger"}},{"insert":" and - the MVP himself - "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":".\n\nThe next piece of the puzzle were the Reanimation and Recursion cards - the things that let us take advantage of all our self-mill and trigger our Grims. Admittedly, I went a little overboard here. The deck has 27 ways of getting stuff out of our GY and either to our hand or - preferably - the field. This includes classic reanimation like "},{"insert":{"card-link":"Reanimate"}},{"insert":" and "},{"insert":{"card-link":"Animate Dead"}},{"insert":" as well as recursion to hand cards such as "},{"insert":{"card-link":"Dryad's Revival"}},{"insert":" and "},{"insert":{"card-link":"Creeping Renaissance"}},{"insert":".\n\nWith all of this, I think the skeleton of our strategy is obvious: self-mill with wild abandon, grabbing any key cards we can with our recursion pieces and hope to find one of the Grims to take advantage of this plan. If we find Fang, then we can try to go for Ragnarok to speed up our clock. We also have "},{"insert":{"card-link":"Thunderfoot Baloth"}},{"insert":" to turn a board of Grims and tokens into a lethal swing if it comes to that.\n\nThis strategy is supported by our vegetables (draw, ramp and removal) as well as specific card choices and synergies built into the deck.\n\nWhile our Grapple with the Past clones are our most synergistic pieces of card draw, we also run more traditional draw cards such as "},{"insert":{"card-link":"Black Market Connections"}},{"insert":" and "},{"insert":{"card-link":"Disciple of Freyalise // Garden of Freyalise"}},{"insert":". Three of our Grims - Fang, Teval's Judgement and Chalk Outline - draw us cards in some way when stuff leaves our GY. We also have some goodies from the Final Fantasy UB in the form of "},{"insert":{"card-link":"Esper Origins // Summon: Esper Maduin"}},{"insert":" which acts as both draw and ramp in addition to fulfilling other roles. Finally, our land base comes in clutch with six utility lands providing us some kind of card advantage, including Takenuma, "},{"insert":{"card-link":"Castle Locthwain"}},{"insert":" and "},{"insert":{"card-link":"Geier Reach Sanitarium"}},{"insert":".\n\nWhile our mana curve is low to the ground and our average MV is 2.81, I still run 37 total lands and 15 pieces of ramp to ensure that we see some before or between our self-mill and so we can pay for Vanille's Meld cost without skipping our entire turn. We have the pretty standard Green ramp package of "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", "},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":", as well as "},{"insert":{"card-link":"Insidious Fungus"}},{"insert":" and "},{"insert":{"card-link":"Tangled Florahedron // Tangled Vale"}},{"insert":". We also run "},{"insert":{"card-link":"Bramble Familiar // Fetch Quest"}},{"insert":", "},{"insert":{"card-link":"Skull Prophet"}},{"insert":" and even "},{"insert":{"card-link":"Millikin"}},{"insert":" to keep the mill and the mana coming. Insidious Roots and Teval's Judgement represent our ramp Grims, while Final Fantasy has given us "},{"insert":{"card-link":"The Warring Triad"}},{"insert":" to round out our ramp package.\n\nAfter much tinkering, the deck runs 16 pieces of synergistic removal... or I guess more accurately 14 pieces alongside "},{"insert":{"card-link":"Deathcap Cultivator"}},{"insert":" and "},{"insert":{"card-link":"Vile Entomber"}},{"insert":". Given the nature of the deck, I prioritized Creatures that can be recurred and act as removal if needed above dedicated removal Instants or Sorceries. These Creature based removal cards include "},{"insert":{"card-link":"Haywire Mite"}},{"insert":", "},{"insert":{"card-link":"Insidious Fungus"}},{"insert":", "},{"insert":{"card-link":"Acidic Slime"}},{"insert":", "},{"insert":{"card-link":"Cloud of Darkness"}},{"insert":" and "},{"insert":{"card-link":"Necron Deathmark"}},{"insert":". There is also "},{"insert":{"card-link":"Grist, Voracious Larva // Grist, the Plague Swarm"}},{"insert":" (who did make it to the party after all), which acts as removal, mill and a token generator... if we can flip it. From there, I found removal that either does something else the deck wants (such as "},{"insert":{"card-link":"Deadly Brew"}},{"insert":", "},{"insert":{"card-link":"Witherbloom Command"}},{"insert":", "},{"insert":{"card-link":"Rise of the Witch-king"}},{"insert":" and "},{"insert":{"card-link":"Fell the Profane // Fell Mire"}},{"insert":") or is just too efficient to be ignored ("},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":", "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" and "},{"insert":{"card-link":"Blasphemous Edict"}},{"insert":").\n\nAs for the small synergies, we have "},{"insert":{"card-link":"Revitalizing Repast // Old-Growth Grove"}},{"insert":" (alongside "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":") as a piece of protection for our key creatures - such as the Meld pair - that also acts as land if needed. Then there is "},{"insert":{"card-link":"Riftsweeper"}},{"insert":", who can get back Fang in the admittedly unlikely event where we get out Ragnarok and it is exiled but the game isn't over. We have two straight to graveyard tutors - "},{"insert":{"card-link":"Buried Alive"}},{"insert":" and Vile Entomber - to find key pieces ("},{"attributes":{"italic":true},"insert":"cough"},{"insert":" Fang, Konrad "},{"attributes":{"italic":true},"insert":"cough"},{"insert":") for later reanimation. I also slotted in a "},{"insert":{"card-link":"Conjurer's Closet"}},{"insert":" to keep retriggering Vanille and some of my other creatures. Finally, we have "},{"insert":{"card-link":"Argoth, Sanctum of Nature"}},{"insert":" to self-mill and create blockers... so we also run "},{"insert":{"card-link":"Titania, Voice of Gaea"}},{"insert":" just so I can try to get two Meld creatures out at once.\n\nI also want to shout out "},{"insert":{"card-link":"Town Greeter"}},{"insert":" from the FF set. It is the most synergistic version of Satyr Wayfinder for this deck - since it mills you and then grabs a land from among the milled cards out of your graveyard. So we run a super small Town package to get his incidental lifegain. My favorites are the adventure lands - "},{"insert":{"card-link":"Midgar, City of Mako // Reactor Raid"}},{"insert":" which can draw us cards and "},{"insert":{"card-link":"Zanarkand, Ancient Metropolis // Lasting Fayth"}},{"insert":" which creates either a blocker or a beater - as well as "},{"insert":{"card-link":"Capital City"}},{"insert":", which can potentially turn Greeter's \"card draw\" into an actual real spell if we need to.\n\nAnd that is my first draft of Vanille, Cheerful l'Cie. "},{"attributes":{"strike":true},"insert":"I am looking forward to testing this out at my next game night, and seeing if this glorified Grapple with the Past can compete in the big leagues."},{"insert":" Guys, the deck has legs in Bracket 2. I have played several games with my friends and this thing hums like a machine. Vanille is key for getting to any permanent card you want, and certain Grims can win games on their own. Syr Konrad - obviously - but I have been really impressed with Chalk Outline's ability to rebuild my board and hand by just casting or reanimating Vanille. So far, I have only won one game - but all of them have been the good grindy matches that I enjoy and I have never been completely out of the running until my life hit 0.\n"}]}

Commander

Qty: 1 Price: $0.49
Vanille, Cheerful l'Cie
When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand.
At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay
. If you do, exile them, then meld them into Ragnarok, Divine Deliverance.
Legendary Creature - Human Cleric
Vanille, Cheerful l'Cie (fin) 392

Commander

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Burn

Qty: 1 Price: $1.79
Syr Konrad, the Grim
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Legendary Creature - Human Knight
Syr Konrad, the Grim (dsc) 158

Burn

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Draw

Qty: 5 Price: $108.35
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment
Black Market Connections (lcc) 181
Disciple of Freyalise
When this creature enters, you may sacrifice another creature. If you do, you gain X life and draw X cards, where X is that creature's power.
Creature - Elf Druid
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Fang, Fearless l'Cie
Whenever one or more cards leave your graveyard, you draw a card and you lose 1 life. This ability triggers only once each turn.
(Melds with Vanille, Cheerful l'Cie.)
Legendary Creature - Human Warrior
Fang, Fearless l'Cie (fin) 381
Palantír of Orthanc
At the beginning of your end step, put an influence counter on Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, you mill X cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
Legendary Artifact
Palantír of Orthanc (ltr) 698
Teval's Judgment
Whenever one or more cards leave your graveyard, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Create a 2/2 black Zombie Druid creature token.
Enchantment
Teval's Judgment (tdc) 28

Draw

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Finisher

Qty: 1 Price: $1.49
Thunderfoot Baloth
Trample
Lieutenant — As long as you control your commander, this creature gets +2/+2 and other creatures you control get +2/+2 and have trample.
Creature - Beast
Thunderfoot Baloth (dsc) 201

Finisher

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Graveyard Hate

Qty: 1 Price: $0.35
Cling to Dust
Exile target card from a graveyard. If it was a creature card, you gain 3 life. Otherwise, you draw a card.
Escape—
, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Instant
Cling to Dust (plst) THB-87

Graveyard Hate

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Land

Qty: 33 (37 w/ MDFC)Price: $279.44
Argoth, Sanctum of Nature
This land enters tapped unless you control a legendary green creature.
: Add
.
,
: Create a 2/2 green Bear creature token, then mill three cards. Activate only as a sorcery.
(Melds with Titania, Voice of Gaea.)
Land
Argoth, Sanctum of Nature (bro) 256
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (pz1) 135
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Capital City
: Add
.
,
: Add one mana of any color.
Cycling
(
, Discard this card: Draw a card.)
Land - Town
Capital City (fin) 274
Castle Locthwain
This land enters tapped unless you control a Swamp.
: Add
.
,
: Draw a card, then you lose life equal to the number of cards in your hand.
Land
Castle Locthwain (eld) 241
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (fic) 382
Dakmor Salvage
This land enters tapped.
: Add
.
Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
Land
Dakmor Salvage (uma) 240
Dryad Arbor
(This land isn't a spell, it's affected by summoning sickness, and it has "
: Add
.")
Creature Land - Dryad Forest
Dryad Arbor (dsc) 273
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (blb) 252
Forest
(
: Add
.)
Basic Land - Forest
Forest (fin) 306
Geier Reach Sanitarium
: Add
.
,
: Each player draws a card, then discards a card.
Legendary Land
Geier Reach Sanitarium (emn) 203
Gohn, Town of Ruin
This land enters tapped.
: Add
or
.
Land - Town
Gohn, Town of Ruin (fin) 278
Kishla Village
This land enters tapped unless you control an Island or a Swamp.
: Add
.
,
: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Land
Kishla Village (tdm) 259
Midgar, City of Mako
This land enters tapped.
: Add
.
Land - Town
Midgar, City of Mako // Reactor Raid (fin) 286
Necroblossom Snarl
As this land enters, you may reveal a Swamp or Forest card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Necroblossom Snarl (stx) 269
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (sld) 130
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.)
Land
Path of Ancestry (fic) 411
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (mh1) 244
Starting Town
This land enters tapped unless it's your first, second, or third turn of the game.
: Add
.
, Pay 1 life: Add one mana of any color.
Land - Town
Starting Town (fin) 289
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (fin) 301
Takenuma, Abandoned Mire
: Add
.
Channel —
, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Takenuma, Abandoned Mire (neo) 278
Underground Mortuary
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Forest
Underground Mortuary (mkm) 271
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 260
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (mkc) 310
Wastewood Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Forest.
Land
Wastewood Verge (pdft) 268s
Woodland Cemetery
This land enters tapped unless you control a Swamp or a Forest.
: Add
or
.
Land
Woodland Cemetery (tdc) 412
Zanarkand, Ancient Metropolis
This land enters tapped.
: Add
.
Land - Town
Zanarkand, Ancient Metropolis // Lasting Fayth (fin) 293

Land

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Lifegain

Qty: 1 Price: $7.49
Titania, Voice of Gaea
Reach
Whenever one or more land cards are put into your graveyard from anywhere, you gain 2 life.
At the beginning of your upkeep, if there are four or more land cards in your graveyard and you both own and control Titania, Voice of Gaea and a land named Argoth, Sanctum of Nature, exile them, then meld them into Titania, Gaea Incarnate.
Legendary Creature - Elemental
Titania, Voice of Gaea (bro) 193

Lifegain

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Mill

Qty: 10 Price: $49.38
Broodheart Engine
At the beginning of your upkeep, surveil 1.
,
, Sacrifice this artifact: Return target creature or Vehicle card from your graveyard to the battlefield. Activate only as a sorcery.
Artifact
Broodheart Engine (dft) 193
Cache Grab
Mill four cards. You may put a permanent card from among the cards milled this way into your hand. If you control a Squirrel or returned a Squirrel card to your hand this way, create a Food token. (To mill four cards, put the top four cards of your library into your graveyard. A Food token is an artifact with "
,
, Sacrifice this token: You gain 3 life.")
Instant
Cache Grab (blb) 167
Dredger's Insight
Whenever one or more artifact and/or creature cards leave your graveyard, you gain 1 life.
When this enchantment enters, mill four cards. You may put an artifact, creature, or land card from among the milled cards into your hand. (To mill four cards, put the top four cards of your library into your graveyard.)
Enchantment
Dredger's Insight (dft) 159
Esper Origins
Surveil 2. You gain 2 life. If this spell was cast from a graveyard, exile it, then put it onto the battlefield transformed under its owner's control with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.)
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Esper Origins // Summon: Esper Maduin (fin) 185Esper Origins // Summon: Esper Maduin (fin) 185
Nyx Weaver
Reach
At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this creature: Return target card from your graveyard to your hand.
Creature Enchantment - Spider
Nyx Weaver (tdc) 298
Overlord of the Balemurk
Impending 5—
(If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Creature Enchantment - Avatar Horror
Overlord of the Balemurk (dsk) 113
Ripples of Undeath
At the beginning of your first main phase, mill three cards. Then you may pay
and 3 life. If you do, put a card from among those cards into your hand.
Enchantment
Ripples of Undeath (mh3) 107
Stitcher's Supplier
When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
Creature - Zombie
Stitcher's Supplier (fic) 287
The Grim Captain's Locker
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Until end of turn, each creature card in your graveyard gains "Escape—
, Exile four other cards from your graveyard." (You may cast a card with escape from your graveyard for its escape cost.)
Legendary Artifact
The Grim Captain's Locker (lcc) 82
Town Greeter
When this creature enters, mill four cards. You may put a land card from among them into your hand. If you put a Town card into your hand this way, you gain 2 life. (To mill four cards, a player puts the top four cards of their library into their graveyard.)
Creature - Human Citizen
Town Greeter (fin) 209

Mill

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Protection

Qty: 2 Price: $22.78
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (ltc) 249
Revitalizing Repast
Put a +1/+1 counter on target creature. It gains indestructible until end of turn.
Instant
Revitalizing Repast // Old-Growth Grove (mh3) 256Revitalizing Repast // Old-Growth Grove (mh3) 256

Protection

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Ramp

Qty: 10 Price: $18.96
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (fic) 335
Bramble Familiar
: Add
.
,
, Discard a card: Return this creature to its owner's hand.
Creature - Elemental Raccoon
Bramble Familiar // Fetch Quest (woe) 164
Deathcap Cultivator
: Add
or
.
Delirium — This creature has deathtouch as long as there are four or more card types among cards in your graveyard.
Creature - Human Druid
Deathcap Cultivator (dsc) 175
Deathrite Shaman
: Exile target land card from a graveyard. Add one mana of any color. (Activate only as an instant.)
,
: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
,
: Exile target creature card from a graveyard. You gain 2 life.
Creature - Elf Shaman
Deathrite Shaman (rvr) 175
Millikin
, Mill a card: Add
. (Activate only as an instant. To mill a card, put the top card of your library into your graveyard.)
Creature Artifact - Construct
Millikin (fic) 352
Sakura-Tribe Elder
Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Creature - Shaman Snake
Sakura-Tribe Elder (ncc) 307
Skull Prophet
: Add
or
.
: Mill two cards. (Put the top two cards of your library into your graveyard.)
Creature - Human Druid
Skull Prophet (tdc) 304
Sol Ring
: Add
.
Artifact
Sol Ring (fic) 359
Tangled Florahedron
: Add
.
Creature - Elemental
Tangled Florahedron // Tangled Vale (znr) 211Tangled Florahedron // Tangled Vale (znr) 211
The Warring Triad
Flying, trample, haste
As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature.
, Mill a card: Target player adds one mana of any color. (Activate only as an instant.)
Legendary Creature Artifact - God
The Warring Triad (fic) 99

Ramp

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Recursion

Qty: 13 Price: $40.93
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
Conduit of Worlds
You may play lands from your graveyard.
: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery.
Artifact
Conduit of Worlds (tdc) 251
Creeping Renaissance
Choose a permanent type. Return all cards of the chosen type from your graveyard to your hand.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Creeping Renaissance (c18) 137
Defiled Crypt
Whenever one or more cards leave your graveyard, create a 2/2 black Horror enchantment creature token. This ability triggers only once each turn.
(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
Defiled Crypt // Cadaver Lab (dsk) 91
Doomed Necromancer
,
, Sacrifice this creature: Return target creature card from your graveyard to the battlefield.
Creature - Human Cleric Mercenary
Doomed Necromancer (j25) 426
Dryad's Revival
Return target card from your graveyard to your hand.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Dryad's Revival (mid) 183
Eternal Witness
When this creature enters, you may return target card from your graveyard to your hand.
Creature - Human Shaman
Eternal Witness (cmm) 286
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
Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk
Six (mh3) 169
Stitch Together
Return target creature card from your graveyard to your hand.
Threshold — Return that card from your graveyard to the battlefield instead if there are seven or more cards in your graveyard.
Sorcery
Stitch Together (fic) 286
Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize
(
, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman
Timeless Witness (tdc) 274
Unearth
Return target creature card with mana value 3 or less from your graveyard to the battlefield.
Cycling
(
, Discard this card: Draw a card.)
Sorcery
Unearth (2x2) 96

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Acidic Slime
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, destroy target artifact, enchantment, or land.
Creature - Ooze
Acidic Slime (cmm) 270
Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (mkm) 187
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
Cloud of Darkness
Flying
Particle Beam — When Cloud of Darkness enters, target creature an opponent controls gets -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
Legendary Creature - Avatar
Cloud of Darkness (fin) 217
Deadly Brew
Each player sacrifices a creature or planeswalker of their choice. If you sacrificed a permanent this way, you may return another permanent card from your graveyard to your hand.
Sorcery
Deadly Brew (stx) 176
Fell the Profane
Destroy target creature or planeswalker.
Instant
Fell the Profane // Fell Mire (mh3) 244Fell the Profane // Fell Mire (mh3) 244
Grist, Voracious Larva
Deathtouch
Whenever Grist or another creature you control enters, if it entered from your graveyard or you cast it from your graveyard, you may pay
. If you do, exile Grist, then return it to the battlefield transformed under its owner's control.
Legendary Creature - Insect
Grist, Voracious Larva // Grist, the Plague Swarm (mh3) 472Grist, Voracious Larva // Grist, the Plague Swarm (mh3) 472
Haywire Mite
When this creature dies, you gain 2 life.
, Sacrifice this creature: Exile target noncreature artifact or noncreature enchantment.
Creature Artifact - Insect
Haywire Mite (dsc) 247
Insidious Fungus
, Sacrifice this creature: Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Draw a card. Then you may put a land card from your hand onto the battlefield tapped.
Creature - Fungus
Insidious Fungus (dsk) 186
Necron Deathmark
Flash
Synaptic Disintegrator — When this creature enters, destroy up to one target creature and target player mills three cards.
Creature Artifact - Necron
Necron Deathmark (40k) 42
Rise of the Witch-king
Each player sacrifices a creature of their choice. If you sacrificed a creature this way, you may return another permanent card from your graveyard to the battlefield.
Sorcery
Rise of the Witch-king (ltr) 221
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (mh3) 277
Witherbloom Command
Choose two —
• Target player mills three cards, then you return a land card from your graveyard to your hand.
• Destroy target noncreature, nonland permanent with mana value 2 or less.
• Target creature gets -3/-1 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
Sorcery
Witherbloom Command (stx) 248

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Riftsweeper
When this creature enters, choose target face-up exiled card. Its owner shuffles it into their library.
Creature - Elf Shaman
Riftsweeper (plst) MMA-159

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Amzu, Swarm's Hunger
Flying, menace
Other Insects you control have menace.
Whenever one or more cards leave your graveyard, you may create a 1/1 black and green Insect creature token, then put a number of +1/+1 counters on it equal to the greatest mana value among those cards. Do this only once each turn.
Legendary Creature - Shaman Insect
Amzu, Swarm's Hunger (clu) 24
Chalk Outline
Whenever one or more creature cards leave your graveyard, create a 2/2 white and blue Detective creature token, then investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Enchantment
Chalk Outline (mkm) 157
Desecrated Tomb
Whenever one or more creature cards leave your graveyard, create a 1/1 black Bat creature token with flying.
Artifact
Desecrated Tomb (m19) 230
Insidious Roots
Creature tokens you control have "
: Add one mana of any color."
Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
Enchantment
Insidious Roots (mkm) 208
Tormod, the Desecrator
Whenever one or more cards leave your graveyard, create a tapped 2/2 black Zombie creature token.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Wizard Zombie
Tormod, the Desecrator (cmr) 155

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Buried Alive
Search your library for up to three creature cards, put them into your graveyard, then shuffle.
Sorcery
Buried Alive (mh3) 273
Vile Entomber
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, search your library for a card, put that card into your graveyard, then shuffle.
Creature - Zombie Warlock
Vile Entomber (mh2) 108

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Deathcap Glade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deathcap Glade (sos) 253
Noxious Newt
Deathtouch
: Add
.
Creature - Salamander
Noxious Newt (sos) 155
Shared Roots
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Sorcery - Lesson
Shared Roots (soa) 58
Titan's Grave
This land enters tapped.
: Add
or
.
,
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land
Titan's Grave (sos) 266

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Ragnarok, Divine Deliverance
Reach, vigilance, menace, trample, haste
When Ragnarok dies, destroy target permanent and return target nonlegendary permanent card from your graveyard to the battlefield.
Legendary Creature - Beast Avatar
Ragnarok, Divine Deliverance (fin) 381b
Titania, Gaea Incarnate
Reach, vigilance, trample, haste
Titania's power and toughness are each equal to the number of lands you control.
When Titania enters, return all land cards from your graveyard to the battlefield tapped.
: Put four +1/+1 counters on target land you control. It becomes a 0/0 Elemental creature with haste. It's still a land.
Legendary Creature - Avatar Elemental
Titania, Gaea Incarnate (bro) 256b

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Adventurer's Inn
When this land enters, you gain 2 life.
: Add
.
Land - Town
Adventurer's Inn (fin) 271
Aftermath Analyst
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
, Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.
Creature - Elf Detective
Aftermath Analyst (mkm) 148
Agadeem's Awakening
Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.
Sorcery
Agadeem's Awakening // Agadeem, the Undercrypt (znr) 90Agadeem's Awakening // Agadeem, the Undercrypt (znr) 90
Altanak, the Thrice-Called
Trample
Whenever Altanak becomes the target of a spell or ability an opponent controls, draw a card.
, Discard this card: Return target land card from your graveyard to the battlefield tapped.
Legendary Creature - Beast Insect
Altanak, the Thrice-Called (dsk) 166
Angel of Suffering
Flying
If damage would be dealt to you, prevent that damage and mill twice that many cards.
Creature - Angel Nightmare
Angel of Suffering (snc) 67
Apprentice Necromancer
,
, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. That creature gains haste. At the beginning of the next end step, sacrifice it.
Creature - Wizard Zombie
Apprentice Necromancer (plst) UMA-84
Archenemy's Charm
Choose one —
• Exile target creature or planeswalker.
• Return one or two target creature and/or planeswalker cards from your graveyard to your hand.
• Put two +1/+1 counters on target creature you control. It gains lifelink until end of turn.
Instant
Archenemy's Charm (eoe) 307
Ardyn, the Usurper
Demons you control have menace, lifelink, and haste.
Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon.
Legendary Creature - Human Elder Noble
Ardyn, the Usurper (fin) 89
Blanchwood Prowler
When this creature enters, mill three cards. You may put a land card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on this creature. (To mill a card, put the top card of your library into your graveyard.)
Creature - Elemental
Blanchwood Prowler (bro) 172
Bonebind Orator
, Exile this card from your graveyard: Return another target creature card from your graveyard to your hand.
Creature - Squirrel Warlock Bard
Bonebind Orator (blb) 84
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
Carpet of Flowers
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
Enchantment
Carpet of Flowers (fca) 44
Cavalier of Thorns
Reach
When this creature enters, reveal the top five cards of your library. Put a land card from among them onto the battlefield and the rest into your graveyard.
When this creature dies, you may exile it. If you do, put another target card from your graveyard on top of your library.
Creature - Knight Elemental
Cavalier of Thorns (plst) M20-167
Clive's Hideaway
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
: Add
.
,
: You may play the exiled card without paying its mana cost if you control four or more legendary creatures.
Land - Town
Clive's Hideaway (fin) 275
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) 86
Colossal Grave-Reaver
Flying
Whenever this creature enters or attacks, mill three cards.
Whenever one or more creature cards are put into your graveyard from your library, put one of them onto the battlefield.
Creature - Dragon
Colossal Grave-Reaver (tdc) 50
Confession Dial
When this artifact enters, surveil 3.
: Target legendary creature card in your graveyard gains escape until end of turn. The escape cost is equal to its mana cost plus exile three other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
Artifact
Confession Dial (who) 173
Crawling Sensation
At the beginning of your upkeep, you may mill two cards. (You may put the top two cards of your library into your graveyard.)
Whenever one or more land cards are put into your graveyard from anywhere for the first time each turn, create a 1/1 green Insect creature token.
Enchantment
Crawling Sensation (tdc) 252
Crossroads Village
This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
Land - Town
Crossroads Village (fin) 276
Cursecloth Wrappings
Zombies you control get +1/+1.
: Target creature card in your graveyard gains embalm until end of turn. The embalm cost is equal to its mana cost. (Exile that card and pay its embalm cost: Create a token that's a copy of it, except it's a white Zombie in addition to its other types and has no mana cost. Embalm only as a sorcery.)
Artifact
Cursecloth Wrappings (dft) 81
Danse Macabre
Each player sacrifices a nontoken creature of their choice. Roll a d20 and add the toughness of the creature you sacrificed this way.
1—14 | Return a creature card put into a graveyard this way to the battlefield under your control.
15+ | Return up to two creature cards put into graveyards this way to the battlefield under your control.
Sorcery
Danse Macabre (afc) 22
Decode Transmissions
You draw two cards and lose 2 life.
Void — If a nonland permanent left the battlefield this turn or a spell was warped this turn, instead you draw two cards and each opponent loses 2 life.
Sorcery
Decode Transmissions (eoe) 94
Diamond Weapon
This spell costs
less to cast for each permanent card in your graveyard.
Reach
Immune — Prevent all combat damage that would be dealt to Diamond Weapon.
Legendary Creature Artifact - Elemental
Diamond Weapon (fin) 183
Dig Up
Cleave
(You may cast this spell for its cleave cost. If you do, remove the words in square brackets.)
Search your library for a [basic land] card, [reveal it,] put it into your hand, then shuffle.
Sorcery
Dig Up (vow) 197
Diregraf Rebirth
This spell costs
less to cast for each creature that died this turn.
Return target creature card from your graveyard to the battlefield.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Diregraf Rebirth (mid) 220
Dread Return
Return target creature card from your graveyard to the battlefield.
Flashback—Sacrifice three creatures. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Dread Return (cmm) 153
Eden, Seat of the Sanctum
: Add
.
,
: Mill two cards. Then you may sacrifice this land. When you do, return another target permanent card from your graveyard to your hand.
Land - Town
Eden, Seat of the Sanctum (fin) 277
Eerie Soultender
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
, Exile this card from your graveyard: Return another target creature card from your graveyard to your hand.
Creature - Cleric Spirit
Eerie Soultender (j25) 431
Faerie Dreamthief
Flying
When this creature enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
, Exile this card from your graveyard: You draw a card and you lose 1 life.
Creature - Faerie Warlock
Faerie Dreamthief (woe) 89
Fanatic of Rhonas
: Add
.
Ferocious —
: Add
. Activate only if you control a creature with power 4 or greater.
Eternalize
(
, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake
Fanatic of Rhonas (mh3) 152
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (fic) 302
Fight On!
Return up to two target creature cards from your graveyard to your hand.
Instant
Fight On! (fin) 100
Final Parting
Search your library for two cards. Put one into your hand and the other into your graveyard. Then shuffle.
Sorcery
Final Parting (cmm) 160
Fleshbag Marauder
When this creature enters, each player sacrifices a creature of their choice.
Creature - Warrior Zombie
Fleshbag Marauder (ala) 76
From the Catacombs
Put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. You take the initiative. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
Escape—
, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Sorcery
From the Catacombs (clb) 671
Glowspore Shaman
When this creature enters, mill three cards. You may put a land card from your graveyard on top of your library. (To mill a card, put the top card of your library into your graveyard.)
Creature - Elf Shaman
Glowspore Shaman (rvr) 184
Golgari Findbroker
When this creature enters, return target permanent card from your graveyard to your hand.
Creature - Elf Shaman
Golgari Findbroker (rvr) 187
Goobbue Gardener
: Add
.
Creature - Beast Plant
Goobbue Gardener (fin) 188
Gran Pulse Ochu
Deathtouch
: Until end of turn, this creature gets +1/+1 for each permanent card in your graveyard.
Creature - Beast Plant
Gran Pulse Ochu (fin) 189
Grapple with the Past
Mill three cards, then you may return a creature or land card from your graveyard to your hand. (To mill three cards, put the top three cards of your library into your graveyard.)
Instant
Grapple with the Past (tdc) 257
Grim Backwoods
: Add
.
,
, Sacrifice a creature: Draw a card.
Land
Grim Backwoods (dka) 156
Interceptor, Shadow's Hound
Menace
Assassins you control have menace.
Whenever you attack with one or more legendary creatures, you may pay
. If you do, return this card from your graveyard to the battlefield tapped and attacking.
Legendary Creature - Dog
Interceptor, Shadow's Hound (fic) 47
Kagha, Shadow Archdruid
Whenever Kagha attacks, it gains deathtouch until end of turn. Mill two cards. (Put the top two cards of your library into your graveyard.)
Once during each of your turns, you may play a land or cast a permanent spell from among cards in your graveyard that were put there from your library this turn.
Legendary Creature - Elf Druid
Kagha, Shadow Archdruid (clb) 279
Kraven's Last Hunt
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill five cards. When you do, this Saga deals damage equal to the greatest power among creature cards in your graveyard to target creature.
II — Target creature you control gets +2/+2 until end of turn.
III — Return target creature card from your graveyard to your hand.
Enchantment - Saga
Kraven's Last Hunt (spm) 226
Lasyd Prowler
When this creature enters, you may mill cards equal to the number of lands you control.
Renew —
, Exile this card from your graveyard: Put X +1/+1 counters on target creature, where X is the number of land cards in your graveyard. Activate only as a sorcery.
Creature - Snake Ranger
Lasyd Prowler (tdm) 149
Life
All lands you control become 1/1 creatures until end of turn. They're still lands.
Sorcery
Life // Death (dmr) 216
Malakir Rebirth
Choose target creature. You lose 2 life. Until end of turn, that creature gains "When this creature dies, return it to the battlefield tapped under its owner's control."
Instant
Malakir Rebirth // Malakir Mire (znr) 111Malakir Rebirth // Malakir Mire (znr) 111
Mausoleum Secrets
Undergrowth — Search your library for a black card with mana value less than or equal to the number of creature cards in your graveyard, reveal it, put it into your hand, then shuffle.
Instant
Mausoleum Secrets (grn) 75
Meren of Clan Nel Toth
Whenever another creature you control dies, you get an experience counter.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
Legendary Creature - Human Shaman
Meren of Clan Nel Toth (tdc) 297
Mesmeric Orb
Whenever a permanent becomes untapped, that permanent's controller mills a card.
Artifact
Mesmeric Orb (2xm) 272
Mirror of Fate
, Sacrifice this artifact: Choose up to seven face-up exiled cards you own. Exile all the cards from your library, then put the chosen cards on top of your library.
Artifact
Mirror of Fate (m10) 215
Momentum Breaker
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
When this enchantment enters, each opponent sacrifices a creature or Vehicle of their choice. Each opponent who can't discards a card.
, Sacrifice this enchantment: You gain life equal to your speed.
Enchantment
Momentum Breaker (dft) 97
Morality Shift
Exchange your graveyard and library. Then shuffle your library.
Sorcery
Morality Shift (jud) 70
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (fic) 311
Next of Kin
Enchant creature
When enchanted creature dies, you may put a creature card you own with lesser mana value from your hand or from the command zone onto the battlefield. If you do, return this card to the battlefield attached to that creature at the beginning of the next end step.
Enchantment - Aura
Next of Kin (ncc) 62
Oriq Loremage
: Search your library for a card, put it into your graveyard, then shuffle. If it's an instant or sorcery card, put a +1/+1 counter on this creature.
Creature - Human Warlock
Oriq Loremage (stx) 80
Out of the Tombs
At the beginning of your upkeep, put two eon counters on this enchantment, then mill cards equal to the number of eon counters on it.
If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.
Enchantment
Out of the Tombs (40k) 46
Prishe's Wanderings
Search your library for a basic land card or Town card, put it onto the battlefield tapped, then shuffle. When you search your library this way, put a +1/+1 counter on target creature you control.
Instant
Prishe's Wanderings (fin) 193
PuPu UFO
Flying
: You may put a land card from your hand onto the battlefield.
: Until end of turn, this creature's base power becomes equal to the number of Towns you control.
Creature Artifact - Construct Alien
PuPu UFO (fin) 266
Qarsi Revenant
Flying, deathtouch, lifelink
Renew —
, Exile this card from your graveyard: Put a flying counter, a deathtouch counter, and a lifelink counter on target creature. Activate only as a sorcery.
Creature - Vampire
Qarsi Revenant (tdm) 86
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (fic) 313
Reach the Horizon
Search your library for up to two basic land cards and/or Town cards with different names, put them onto the battlefield tapped, then shuffle.
Sorcery
Reach the Horizon (fin) 195
Rejoin the Fight
Mill three cards. Then starting with the next opponent in turn order, each opponent chooses a creature card in your graveyard that hasn't been chosen. Return each card chosen this way to the battlefield under your control.
Sorcery
Rejoin the Fight (fic) 49
Revival Experiment
For each permanent type, return up to one card of that type from your graveyard to the battlefield. You lose 3 life for each card returned this way. Exile Revival Experiment.
Sorcery
Revival Experiment (c21) 74
Rise of the Dark Realms
Put all creature cards from all graveyards onto the battlefield under your control.
Sorcery
Rise of the Dark Realms (fic) 283
Rubblebelt Maverick
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Creature - Human Detective
Rubblebelt Maverick (mkm) 174
Say Its Name
Mill three cards. Then you may return a creature or land card from your graveyard to your hand.
Exile this card and two other cards named Say Its Name from your graveyard: Search your graveyard, hand, and/or library for a card named Altanak, the Thrice-Called and put it onto the battlefield. If you search your library this way, shuffle. Activate only as a sorcery.
Sorcery
Say Its Name (dsk) 197
Scavenging Ooze
: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.
Creature - Ooze
Scavenging Ooze (fdn) 232
Seasons Past
Return any number of cards with different mana values from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library.
Sorcery
Seasons Past (soi) 226
Seedship Broodtender
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
, Sacrifice this creature: Return target creature or Spacecraft card from your graveyard to the battlefield. Activate only as a sorcery.
Creature - Insect Citizen
Seedship Broodtender (eoe) 227
Seedship Impact
Destroy target artifact or enchantment. If its mana value was 2 or less, create a Lander token. (It's an artifact with "
,
, Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Instant
Seedship Impact (eoe) 205
Shambling Cie'th
This creature enters tapped.
Whenever you cast a noncreature spell, you may pay
. If you do, return this card from your graveyard to your hand.
Creature - Horror Mutant
Shambling Cie'th (fin) 117
Shattered Wings
Destroy target artifact, enchantment, or creature with flying. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Sorcery
Shattered Wings (eoe) 206
Siegfried, Famed Swordsman
Menace
When Siegfried enters, mill three cards. Then put X +1/+1 counters on Siegfried, where X is twice the number of creature cards in your graveyard.
Legendary Creature - Human Warrior Rogue
Siegfried, Famed Swordsman (fic) 51
Soul Enervation
Flash
When this enchantment enters, target creature gets -4/-4 until end of turn.
Whenever one or more creature cards leave your graveyard, each opponent loses 1 life and you gain 1 life.
Enchantment
Soul Enervation (mkm) 106
Splinterfright
Trample
Splinterfright's power and toughness are each equal to the number of creature cards in your graveyard.
At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.)
Creature - Elemental
Splinterfright (inr) 217
Squirming Emergence
Fathomless descent — Return to the battlefield target nonland permanent card in your graveyard with mana value less than or equal to the number of permanent cards in your graveyard.
Sorcery
Squirming Emergence (lci) 241
Summon: Titan
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Mill five cards.
II — Return all land cards from your graveyard to the battlefield tapped.
III — Until end of turn, another target creature you control gains trample and gets +X/+X, where X is the number of lands you control.
Reach, trample
Creature Enchantment - Saga Giant
Summon: Titan (fin) 204
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (fin) 301
Thawbringer
When this creature enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature - Scout Insect
Thawbringer (eoe) 211
The Gitrog Monster
Deathtouch
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Legendary Creature - Horror Frog
The Gitrog Monster (inr) 238
The Gold Saucer
: Add
.
,
: Flip a coin. If you win the flip, create a Treasure token.
,
, Sacrifice two artifacts: Draw a card.
Land - Town
The Gold Saucer (fin) 279
The Mycotyrant
Trample
The Mycotyrant's power and toughness are each equal to the number of creatures you control that are Fungi and/or Saprolings.
At the beginning of your end step, create X 1/1 black Fungus creature tokens with "This token can't block," where X is the number of times you descended this turn. (You descend each time a permanent card is put into your graveyard from anywhere.)
Legendary Creature - Elder Fungus
The Mycotyrant (lci) 235
Thran Vigil
Whenever one or more artifact and/or creature cards leave your graveyard during your turn, put a +1/+1 counter on target creature you control.
Enchantment
Thran Vigil (bro) 114
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (fic) 315
Twilight Diviner
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Creature - Cleric Elf
Twilight Diviner (ecl) 122
Tyvar, Jubilant Brawler
You may activate abilities of creatures you control as though those creatures had haste.
+1: Untap up to one target creature.
−2: Mill three cards, then you may return a creature card with mana value 2 or less from your graveyard to the battlefield.
Legendary Planeswalker - Tyvar
Tyvar, Jubilant Brawler (one) 218
Unwilling Ingredient
Menace (This creature can't be blocked except by two or more creatures.)
, Exile this card from your graveyard: You draw a card and you lose 1 life.
Creature - Frog
Unwilling Ingredient (stx) 90
Vash, Freelance Archaeologist
At the beginning of your upkeep, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Whenever a card leaves your graveyard, draw a card. This ability triggers only once each turn.
Legendary Creature - Human Rogue Scientist
Vash, Freelance Archaeologist (trk) 255
Vastlands Scavenger
Deathtouch
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Druid Bear
Vastlands Scavenger // Bind to Life (sos) 166
Victimize
Choose two target creature cards in your graveyard. Sacrifice a creature. If you do, return the chosen cards to the battlefield tapped.
Sorcery
Victimize (tdc) 198
Wary Watchdog
When this creature enters or dies, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature - Dog
Wary Watchdog (dsk) 206
Wight of the Reliquary
Vigilance
This creature gets +1/+1 for each creature card in your graveyard.
, Sacrifice another creature: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Creature - Knight Zombie
Wight of the Reliquary (mh3) 207
Winter, Cynical Opportunist
Deathtouch
Whenever Winter attacks, mill three cards.
Delirium — At the beginning of your end step, you may exile any number of cards from your graveyard with four or more card types among them. If you do, put a permanent card from among them onto the battlefield with a finality counter on it.
Legendary Creature - Human Warlock
Winter, Cynical Opportunist (dsc) 7
World Shaper
Whenever this creature attacks, you may mill three cards.
When this creature dies, return all land cards from your graveyard to the battlefield tapped.
Creature - Merfolk Shaman
World Shaper (otc) 214
Writ of Return
Return target creature card from your graveyard to the battlefield tapped.
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
Writ of Return (ncc) 42
Yuna's Decision
Choose one —
• Continue the Pilgrimage — Sacrifice a creature. If you do, draw a card, then you may put a creature card and/or a land card from your hand onto the battlefield.
• Find Another Way — Return one or two target permanent cards from your graveyard to your hand.
Sorcery
Yuna's Decision (fic) 74

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
46 pips - 36 cards
26 mana - 26 cards
0 pips - 0 cards
0 mana - 7 cards
50 pips - 37 cards
31 mana - 29 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Description

{"ops":[{"insert":"Avacyn above do I wish that Fang was a common so I could do this in pEDH. This would be so much easier if that was the case.\n\nI apparently have a thing for Graveyard/Reanimation focused Meld pairs, because as soon as I saw "},{"insert":{"card-link":"Vanille, Cheerful l'Cie"}},{"insert":" and "},{"insert":{"card-link":"Fang, Fearless l'Cie"}},{"insert":" I knew that I had to build a deck around them and their final form: "},{"insert":{"card-link":"Ragnarok, Divine Deliverance"}},{"insert":".\n\nDue to... you know, the rules of the format, Vanille has to be our commander if we want one half of the Meld pair in the command zone. I briefly thought of making this a Grist deck and just throwing the l'Cie into the insect pit, but we can make Vanille work. She is basically a Grapple with the Past on legs - milling two cards and then getting us any permanent from our graveyard (GY) to our hand when she enters. This synergizes with Fang, who pings us for one and draws us a card whenever a card leaves our GY.\n\nI basically took this foundation - milling and benefiting from cards leaving our GY - and built around it. I started by introducing Vanille to her fellow Grapple with the Past clones - "},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":", "},{"insert":{"card-link":"Cache Grab"}},{"insert":", "},{"insert":{"card-link":"Dredger's Insight"}},{"insert":" and "},{"insert":{"card-link":"Overlord of the Balemurk"}},{"insert":" - as well as some general self-mill and surveil cards such as "},{"insert":{"card-link":"Stitcher's Supplier"}},{"insert":", "},{"insert":{"card-link":"Ripples of Undeath"}},{"insert":", "},{"insert":{"card-link":"The Grim Captain's Locker"}},{"insert":" and "},{"insert":{"card-link":"Kishla Village"}},{"insert":". From there, I grabbed as many of \"The Grims\" - cards that trigger when something leaves a GY - as I could find. This includes "},{"insert":{"card-link":"Defiled Crypt // Cadaver Lab"}},{"insert":", Insight, "},{"insert":{"card-link":"Insidious Roots"}},{"insert":", "},{"insert":{"card-link":"Desecrated Tomb"}},{"insert":", Fang, "},{"insert":{"card-link":"Teval's Judgment"}},{"insert":", "},{"insert":{"card-link":"Chalk Outline"}},{"insert":", "},{"insert":{"card-link":"Tormod, the Desecrator"}},{"insert":", "},{"insert":{"card-link":"Amzu, Swarm's Hunger"}},{"insert":" and - the MVP himself - "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":".\n\nThe next piece of the puzzle were the Reanimation and Recursion cards - the things that let us take advantage of all our self-mill and trigger our Grims. Admittedly, I went a little overboard here. The deck has 27 ways of getting stuff out of our GY and either to our hand or - preferably - the field. This includes classic reanimation like "},{"insert":{"card-link":"Reanimate"}},{"insert":" and "},{"insert":{"card-link":"Animate Dead"}},{"insert":" as well as recursion to hand cards such as "},{"insert":{"card-link":"Dryad's Revival"}},{"insert":" and "},{"insert":{"card-link":"Creeping Renaissance"}},{"insert":".\n\nWith all of this, I think the skeleton of our strategy is obvious: self-mill with wild abandon, grabbing any key cards we can with our recursion pieces and hope to find one of the Grims to take advantage of this plan. If we find Fang, then we can try to go for Ragnarok to speed up our clock. We also have "},{"insert":{"card-link":"Thunderfoot Baloth"}},{"insert":" to turn a board of Grims and tokens into a lethal swing if it comes to that.\n\nThis strategy is supported by our vegetables (draw, ramp and removal) as well as specific card choices and synergies built into the deck.\n\nWhile our Grapple with the Past clones are our most synergistic pieces of card draw, we also run more traditional draw cards such as "},{"insert":{"card-link":"Black Market Connections"}},{"insert":" and "},{"insert":{"card-link":"Disciple of Freyalise // Garden of Freyalise"}},{"insert":". Three of our Grims - Fang, Teval's Judgement and Chalk Outline - draw us cards in some way when stuff leaves our GY. We also have some goodies from the Final Fantasy UB in the form of "},{"insert":{"card-link":"Esper Origins // Summon: Esper Maduin"}},{"insert":" which acts as both draw and ramp in addition to fulfilling other roles. Finally, our land base comes in clutch with six utility lands providing us some kind of card advantage, including Takenuma, "},{"insert":{"card-link":"Castle Locthwain"}},{"insert":" and "},{"insert":{"card-link":"Geier Reach Sanitarium"}},{"insert":".\n\nWhile our mana curve is low to the ground and our average MV is 2.81, I still run 37 total lands and 15 pieces of ramp to ensure that we see some before or between our self-mill and so we can pay for Vanille's Meld cost without skipping our entire turn. We have the pretty standard Green ramp package of "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", "},{"insert":{"card-link":"Sakura-Tribe Elder"}},{"insert":", as well as "},{"insert":{"card-link":"Insidious Fungus"}},{"insert":" and "},{"insert":{"card-link":"Tangled Florahedron // Tangled Vale"}},{"insert":". We also run "},{"insert":{"card-link":"Bramble Familiar // Fetch Quest"}},{"insert":", "},{"insert":{"card-link":"Skull Prophet"}},{"insert":" and even "},{"insert":{"card-link":"Millikin"}},{"insert":" to keep the mill and the mana coming. Insidious Roots and Teval's Judgement represent our ramp Grims, while Final Fantasy has given us "},{"insert":{"card-link":"The Warring Triad"}},{"insert":" to round out our ramp package.\n\nAfter much tinkering, the deck runs 16 pieces of synergistic removal... or I guess more accurately 14 pieces alongside "},{"insert":{"card-link":"Deathcap Cultivator"}},{"insert":" and "},{"insert":{"card-link":"Vile Entomber"}},{"insert":". Given the nature of the deck, I prioritized Creatures that can be recurred and act as removal if needed above dedicated removal Instants or Sorceries. These Creature based removal cards include "},{"insert":{"card-link":"Haywire Mite"}},{"insert":", "},{"insert":{"card-link":"Insidious Fungus"}},{"insert":", "},{"insert":{"card-link":"Acidic Slime"}},{"insert":", "},{"insert":{"card-link":"Cloud of Darkness"}},{"insert":" and "},{"insert":{"card-link":"Necron Deathmark"}},{"insert":". There is also "},{"insert":{"card-link":"Grist, Voracious Larva // Grist, the Plague Swarm"}},{"insert":" (who did make it to the party after all), which acts as removal, mill and a token generator... if we can flip it. From there, I found removal that either does something else the deck wants (such as "},{"insert":{"card-link":"Deadly Brew"}},{"insert":", "},{"insert":{"card-link":"Witherbloom Command"}},{"insert":", "},{"insert":{"card-link":"Rise of the Witch-king"}},{"insert":" and "},{"insert":{"card-link":"Fell the Profane // Fell Mire"}},{"insert":") or is just too efficient to be ignored ("},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":", "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" and "},{"insert":{"card-link":"Blasphemous Edict"}},{"insert":").\n\nAs for the small synergies, we have "},{"insert":{"card-link":"Revitalizing Repast // Old-Growth Grove"}},{"insert":" (alongside "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":") as a piece of protection for our key creatures - such as the Meld pair - that also acts as land if needed. Then there is "},{"insert":{"card-link":"Riftsweeper"}},{"insert":", who can get back Fang in the admittedly unlikely event where we get out Ragnarok and it is exiled but the game isn't over. We have two straight to graveyard tutors - "},{"insert":{"card-link":"Buried Alive"}},{"insert":" and Vile Entomber - to find key pieces ("},{"attributes":{"italic":true},"insert":"cough"},{"insert":" Fang, Konrad "},{"attributes":{"italic":true},"insert":"cough"},{"insert":") for later reanimation. I also slotted in a "},{"insert":{"card-link":"Conjurer's Closet"}},{"insert":" to keep retriggering Vanille and some of my other creatures. Finally, we have "},{"insert":{"card-link":"Argoth, Sanctum of Nature"}},{"insert":" to self-mill and create blockers... so we also run "},{"insert":{"card-link":"Titania, Voice of Gaea"}},{"insert":" just so I can try to get two Meld creatures out at once.\n\nI also want to shout out "},{"insert":{"card-link":"Town Greeter"}},{"insert":" from the FF set. It is the most synergistic version of Satyr Wayfinder for this deck - since it mills you and then grabs a land from among the milled cards out of your graveyard. So we run a super small Town package to get his incidental lifegain. My favorites are the adventure lands - "},{"insert":{"card-link":"Midgar, City of Mako // Reactor Raid"}},{"insert":" which can draw us cards and "},{"insert":{"card-link":"Zanarkand, Ancient Metropolis // Lasting Fayth"}},{"insert":" which creates either a blocker or a beater - as well as "},{"insert":{"card-link":"Capital City"}},{"insert":", which can potentially turn Greeter's \"card draw\" into an actual real spell if we need to.\n\nAnd that is my first draft of Vanille, Cheerful l'Cie. "},{"attributes":{"strike":true},"insert":"I am looking forward to testing this out at my next game night, and seeing if this glorified Grapple with the Past can compete in the big leagues."},{"insert":" Guys, the deck has legs in Bracket 2. I have played several games with my friends and this thing hums like a machine. Vanille is key for getting to any permanent card you want, and certain Grims can win games on their own. Syr Konrad - obviously - but I have been really impressed with Chalk Outline's ability to rebuild my board and hand by just casting or reanimating Vanille. So far, I have only won one game - but all of them have been the good grindy matches that I enjoy and I have never been completely out of the running until my life hit 0.\n"}]}
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