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
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.
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

Commander
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Burn
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.)
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Legendary Creature - Human Knight

Burn
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Draw
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.)
• 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

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

Draw
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Graveyard Hate
Graveyard Hate
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Land
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.
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

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

Land
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Lifegain
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.
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

Lifegain
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Mill
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

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.)
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

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


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.
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

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.)
: 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

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

Mill
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Ramp
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.
, : 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

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

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

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.)
(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

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.)
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

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.)
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

Recursion
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Removal
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.
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


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.
• 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

Removal
(CTRL to add secondary)
Tokens
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.
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

Tokens
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Tutor
Tutor
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Sideboard
Sideboard
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A. Melds
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.
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

A. Melds
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Maybeboard
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.
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

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

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

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.
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

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.
: Add .
, : You may play the exiled card without paying its mana cost if you control four or more legendary creatures.
Land - Town

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

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.)
: 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

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.
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

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.)
: 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

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.
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

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.)
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

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.)
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Sorcery

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.
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

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.
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

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.
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

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.
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

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.
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

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.
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

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.
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

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.
, Exile this card from your graveyard: Put a +1/+1 counter on target creature. Activate only as a sorcery.
Creature - Human Detective

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.
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

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.
, Sacrifice this creature: Return target creature or Spacecraft card from your graveyard to the battlefield. Activate only as a sorcery.
Creature - Insect Citizen

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
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

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.
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 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.)
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

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.
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

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.
+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

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.
Whenever a card leaves your graveyard, draw a card. This ability triggers only once each turn.
Legendary Creature - Human Rogue Scientist

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.
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

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.)
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

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.
• 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

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
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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"}]}



















































































































































