1.6k views3 days ago
Commander
Size: 100Salt sum: 39.44
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BenE08

1.6k views3 days ago
Commander
Size: 100Salt sum: 39.44

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{"ops":[{"insert":"The deck plays around "},{"insert":{"card-link":"Dream Halls"}},{"insert":" as the main card in the deck besides "},{"insert":{"card-link":"Oskar, Rubbish Reclaimer"}},{"insert":". Dream Halls, should enable you to keep drawing and discarding and casting spells until you hit "},{"insert":{"card-link":"Lord of the Forsaken"}},{"insert":" and "},{"insert":{"card-link":"Exsanguinate"}},{"insert":". This is the main line in the deck. \n\nCards that you use to find Dream Halls: \n "},{"insert":{"card-link":"Increasing Ambition"}},{"insert":" and "},{"insert":{"card-link":"Insidious Dreams"}},{"insert":" .\n\nNotable cards to play around \n"},{"insert":{"card-link":"Bone Miser"}},{"insert":", "},{"insert":{"card-link":"Cryptcaller Chariot"}},{"insert":" ,"},{"insert":{"card-link":"Archfiend of Ifnir"}},{"insert":" and "},{"insert":{"card-link":"Skirge Familiar"}},{"insert":" \n\nBone Miser: Enables game ending value with most of the decks synergy of discarding cards, even without Oskar, and with oskar and dream halls, allows you to dig even further to make a game ending amount of zombies or find the win con(above). \n\nCryptcaller: makes zombies for all the discard. \n\nArchfiend of Ifnir: dismantles your opponents board and can even be cast off of the cycling ability, with Oskar out. \n\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why play Oskar? "},{"insert":"\nOskar is by far one of the most fun commanders, because of his ability. \"Whenever you discard a nonland card, you may cast if from your graveyard.\" The way the ability reads, breaks timing restrictions allowing you to cast the spell, when it's discarded. This means artifacts, sorceries, creatures and plainswalkers can be cast at instant speed (provided they're discarded). How awesome is it to have someone declare attacks, pass priority and then we can deploy our creatures? There's nothing like someone attacking into your board and they get a surprise "},{"insert":{"card-link":"All-Seeing Arbiter"}},{"insert":" . \"Draw, Pass\" is fun, because there's no reason to deploy on our turn. Let the other players deploy their threats that need answers before we do. \n\n\n"},{"attributes":{"bold":true},"insert":"Dream Halls? "},{"insert":"\nExpensive reserve list card? Yes. Absolute menace with Oskar and something to discard to start a chain? Big yeah. \n\nDream Halls absolutely breaks our deck in the best of ways. It's our best card and the list probably needs more recursion for it. This version of Oskar is very low on the mana curve and almost requires Dream Halls, because it chains us value when we need it and we can keep casting spells from discard after the first cast. Stacking the orders of these spells is very important is they resolve backwards, and need to be cast as a chain from Oskars trigger, until you're done casting spells or let the last one go to graveyard. Since they're all cast triggers the last spell will resolve first. \n\n\n\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Meat and Potatos"},{"insert":"\nOskar needs to have a discard outlet to really run out of control or really have advantage. \n\n"},{"insert":{"card-link":"Kitsa, Otterball Elite"}},{"insert":" ,"},{"insert":{"card-link":"Barren Moor"}},{"insert":" ,"},{"insert":{"card-link":"Lonely Sandbar"}},{"insert":" , "},{"insert":{"card-link":"Bog Witch"}},{"insert":" or any other draw/discard cards are what we're looking for early. As long as "},{"insert":{"card-link":"Dream Halls"}},{"insert":" isn't being discarded, we're set to really pitch anything to make Oskar cheaper to cast. Getting back creatures and instants isn't really a worry. \n\nAfter we have a few cards in the graveyard the next goal is to get some value pieces out, these are \"when discard\" or \"cast from graveyard\" effects. "},{"insert":{"card-link":"Neerdiv, Devious Diver"}},{"insert":" ,"},{"insert":{"card-link":"Secrets of the Dead"}},{"insert":" ,"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" ,"},{"insert":{"card-link":"Mystic Redaction"}},{"insert":" . Mystic is great early with the \"Scry 1 at upkeep\". \n\n"},{"insert":{"card-link":"Windfall"}},{"insert":" ,"},{"insert":{"card-link":"Dark Deal"}},{"insert":" and "},{"insert":{"card-link":"Whispering Madness"}},{"insert":" \nThese are massive game state swingers into "},{"insert":{"card-link":"Scrounging Skyray"}},{"insert":" ,"},{"insert":{"card-link":"Cryptcaller Chariot"}},{"insert":" ,"},{"insert":{"card-link":"Chasm Skulker"}},{"insert":" .\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Cards to Shield and not run out without a plan"},{"insert":":\n"},{"insert":{"card-link":"Bone Miser"}},{"insert":" ,"},{"insert":{"card-link":"Dream Halls"}},{"insert":" ,"},{"insert":{"card-link":"Cryptcaller Chariot"}},{"insert":", "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" , "},{"insert":{"card-link":"Psychic Frog"}},{"insert":" ,"},{"insert":{"card-link":"Skirge Familiar"}},{"insert":" ,"},{"insert":{"card-link":"Lord of the Forsaken"}},{"insert":" .\n\nThese are our raw discard outlets or win cons, it's better to lose some life than lose these creatures or just cast them without follow ups and have them removed. \n\n\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why "},{"attributes":{"underline":true,"bold":true},"insert":{"card-link":"Inundate"}},{"attributes":{"underline":true,"bold":true},"insert":" ?"},{"insert":"\nInundate is probably the best removal we have if Bone Miser and Cryptcaller Chariot aren't on the battlefield. \nOur best creatures to knock players out are blue. "},{"insert":{"card-link":"Chasm Skulker"}},{"insert":" ,"},{"insert":{"card-link":"Scrounging Skyray"}},{"insert":" ,"},{"insert":{"card-link":"Psychic Frog"}},{"insert":" "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" "},{"insert":{"card-link":"Bilbo, Thief in the Night"}},{"insert":" "},{"insert":{"card-link":"All-Seeing Arbiter"}},{"insert":" net us amazing attack potential. \n\nWhile yes, most of our really really good cards are black, but besides cryptcaller and bone miser, we're not winning from them. Skirge gets us to the value but if you need a good 1 -2 punch, we rely on the blue creatures. \n\n"},{"insert":{"card-link":"Kitsa, Otterball Elite"}},{"insert":", is also blue and copies an instant or sorcery. Exsanguinate doubled is pretty rad (or any other number of spells to copy for 2 mana). \n\nThe downside of Inundate, is it kills our token strategy. Outright sets you back to 0. \n\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Play Pattern and Concerns:"},{"insert":"\n\nOskar is VERY important to a big finish or crapping out a board state. He isn't needed too early. Getting different mana values in the graveyard early is key, to get Oskar out for cheap or after he takes a removal spell or two. \n\nBlue... we need blue mana. Most of the swing the game in our favor spells are blue. Guarding our blue resources until we get Dream Halls out is the biggest hardship. Most draw spells require blue; to keep our (Hopefully on someone eleses turn), chain going of draw/discard. \n\nOskar's ability is a trigger, that we want to abuse, but it leaves us open to interaction. This deck is trigger happy, in the best and worst ways. We're going to have a BUNCH of triggers going on if we're playing with our engine going. We're going to be responding to our own spells to get value such as"},{"insert":{"card-link":"Shadow of the Grave"}},{"insert":" . We either want to pitch "},{"insert":{"card-link":"Whispering Madness"}},{"insert":" to cast this with "},{"insert":{"card-link":"Dream Halls"}},{"insert":" or another such card (because it shares a black identity with Shadow of the Grave), and chain with a "},{"insert":{"card-link":"Windfall"}},{"insert":". All the cards you need you cast, the rest will go back to your hand when you're done. \n\nSo we know Oskar is probably going to eat a removal spell, awesome. We know to be mindful of our blue sources. What now? \n\nCantrips, early draw/discard to get set up for a turn where we can cast multiple spells on the players endstep before us is the ideal way to be conservative. We want to let other threats out first that aren't our problem (hopefully). Once we have an enabler (Something that gets us value for discarding or draws us a card), we can start getting going. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"What do we do to win? "},{"insert":"\nWe're out valuing our opponents really. "},{"insert":{"card-link":"Mystic Redaction"}},{"insert":" , "},{"insert":{"card-link":"Exsanguinate"}},{"insert":" or making a crap ton of zombies is the win.\n\nSometimes we just discard to win, forgo the casts. \n"},{"insert":{"card-link":"Psychic Frog"}},{"insert":" and "},{"insert":{"card-link":"Scrounging Skyray"}},{"insert":" are flyers that just beat face. Especially when Oskar gets the heat, just throw away a huge hand. Discarding to frog boosts the ray. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Problems:"},{"insert":"\nSocially, this deck can be a bear. You're playing on their turns and responding to their spells, by digging, and then digging and spewing triggers everywhere. Opponents can get checked out when you take over their turn or cast creatures after attackers are declared. \n\nWhile a surprise Ashiok, at flash speed, is hilarious for us, it uh.. doesn't feel that way for the opponent who cracked an evolving wilds. \n\nThe deck also starts off as a value pile and can get hate early (as it should with all the card draw). \n\nNeeds more ways to get Dream Halls back from graveyard.\n\n \n"}]}

Commander

Qty: 1 Price: $0.99
Oskar, Rubbish Reclaimer
This spell costs
less to cast for each different mana value among cards in your graveyard.
Whenever you discard a nonland card, you may cast it from your graveyard.
Legendary Creature - Human Wizard
Oskar, Rubbish Reclaimer (ncc) 77

Commander

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Back-up Commanders

Qty: 2 Price: $14.78
Bilbo, Thief in the Night
Spells you cast from anywhere other than your hand cost
less to cast.
Whenever Bilbo attacks, you may cast an artifact, instant, or sorcery spell from your graveyard. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.
Legendary Creature - Rogue Halfling
Bilbo, Thief in the Night (hob) 219
Emet-Selch of the Third Seat
Spells you cast from your graveyard cost
less to cast.
Whenever one or more opponents lose life, you may cast target instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. Do this only once each turn.
Legendary Creature - Wizard Elder
Emet-Selch of the Third Seat (fic) 170

Back-up Commanders

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Copy

Qty: 1 Price: $10.99
Kitsa, Otterball Elite
Vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
,
: Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Legendary Creature - Wizard Otter
Kitsa, Otterball Elite (blb) 54

Copy

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Discard

Qty: 6 Price: $62.70
Bone Miser
Whenever you discard a creature card, create a 2/2 black Zombie creature token.
Whenever you discard a land card, add
.
Whenever you discard a noncreature, nonland card, draw a card.
Creature - Wizard Zombie
Bone Miser (spg) 87
Cryptcaller Chariot
Menace
Whenever you discard one or more cards, create that many tapped 2/2 black Zombie creature tokens.
Crew 2
Artifact - Vehicle
Cryptcaller Chariot (dft) 306
Dark Deal
Each player discards all the cards in their hand, then draws that many cards minus one.
Sorcery
Dark Deal (frf) 66
Feast of Sanity
Whenever you discard a card, this enchantment deals 1 damage to any target and you gain 1 life.
Enchantment
Feast of Sanity (mh2) 84
Mystic Redaction
At the beginning of your upkeep, scry 1.
Whenever you discard a card, each opponent mills two cards. (They put the top two cards of their library into their graveyard.)
Enchantment
Mystic Redaction (mh2) 338
Scrounging Skyray
Flying
Whenever you discard one or more cards, put that many +1/+1 counters on this creature.
Cycling
(
, Discard this card: Draw a card.)
Creature - Fish Pirate
Scrounging Skyray (dft) 60

Discard

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Discard Outlets

Qty: 6 Price: $46.14
Dream Halls
Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell.
Enchantment
Dream Halls (sth) 28
Ghostly Pilferer
Whenever this creature becomes untapped, you may pay
. If you do, draw a card.
Whenever an opponent casts a spell from anywhere other than their hand, draw a card.
Discard a card: This creature can't be blocked this turn.
Creature - Rogue Spirit
Ghostly Pilferer (otc) 98
Key to the City
, Discard a card: Up to one target creature can't be blocked this turn.
Whenever this artifact becomes untapped, you may pay
. If you do, draw a card.
Artifact
Key to the City (c21) 248
Psychic Frog
Whenever this creature deals combat damage to a player or planeswalker, draw a card.
Discard a card: Put a +1/+1 counter on this creature.
Exile three cards from your graveyard: This creature gains flying until end of turn.
Creature - Frog
Psychic Frog (mh3) 199
Putrid Imp
Discard a card: This creature gains flying until end of turn.
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1 and can't block.
Creature - Zombie Imp
Putrid Imp (tor) 77
Skirge Familiar
Flying
Discard a card: Add
.
Creature - Imp Phyrexian
Skirge Familiar (mh2) 276

Discard Outlets

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Draw

Qty: 20 Price: $125.86
All-Seeing Arbiter
Flying
Whenever this creature enters or attacks, draw two cards, then discard a card.
Whenever you discard a card, target creature an opponent controls gets -X/-0 until your next turn, where X is the number of different mana values among cards in your graveyard.
Creature - Avatar
All-Seeing Arbiter (snc) 34
Careful Study
Draw two cards, then discard two cards.
Sorcery
Careful Study (plst) ODY-70
Dihada's Ploy
Draw two cards, then discard a card. You gain life equal to the number of cards you've discarded this turn.
Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
Instant
Dihada's Ploy (mh2) 193
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (cmm) 632
Ledger Shredder
Flying
Whenever a player casts their second spell each turn, this creature connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Creature - Bird Advisor
Ledger Shredder (snc) 46
Likeness Looter
Flying
: Draw a card, then discard a card.
: This creature becomes a copy of target creature card in your graveyard with mana value X, except it has flying and this ability. Activate only as a sorcery.
Creature - Faerie Shapeshifter
Likeness Looter (woe) 208
Matzalantli, the Great Door
: Draw a card, then discard a card.
,
: Transform Matzalantli. Activate only if there are four or more permanent types among cards in your graveyard. (Artifact, battle, creature, enchantment, land, and planeswalker are permanent types.)
Legendary Artifact
Matzalantli, the Great Door // The Core (lci) 256Matzalantli, the Great Door // The Core (lci) 256
Monument to Endurance
Whenever you discard a card, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Each opponent loses 3 life.
Artifact
Monument to Endurance (dft) 237
Mystic Remora
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (ice) 87
Neerdiv, Devious Diver
Whenever Neerdiv becomes tapped, target player mills cards equal to its power.
Whenever you cast a spell from your graveyard or activate an ability of a card in your graveyard, draw a card and put a +1/+1 counter on Neerdiv.
Legendary Creature - Merfolk Rogue
Neerdiv, Devious Diver (j25) 36
Obsessive Stitcher
: Draw a card, then discard a card.
,
, Sacrifice this creature: Return target creature card from your graveyard to the battlefield.
Creature - Human Wizard
Obsessive Stitcher (afc) 189
Secrets of the Dead
Whenever you cast a spell from your graveyard, draw a card.
Enchantment
Secrets of the Dead (sld) 7099
Tainted Indulgence
Draw two cards. Then discard a card unless there are five or more mana values among cards in your graveyard.
Instant
Tainted Indulgence (snc) 227
Teferi, Master of Time
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
Legendary Planeswalker - Teferi
Teferi, Master of Time (m21) 275
Teferi's Ageless Insight
If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.
Legendary Enchantment
Teferi's Ageless Insight (m21) 76
Tolarian Winds
Discard all the cards in your hand, then draw that many cards.
Instant
Tolarian Winds (7ed) 105
Unfulfilled Desires
, Pay 1 life: Draw a card, then discard a card.
Enchantment
Unfulfilled Desires (mir) 285
Vohar, Vodalian Desecrator
: Draw a card, then discard a card. If you discarded an instant or sorcery card this way, each opponent loses 1 life and you gain 1 life.
, Sacrifice Vohar: You may cast target instant or sorcery card from your graveyard this turn. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.
Legendary Creature - Wizard Merfolk Phyrexian
Vohar, Vodalian Desecrator (dmu) 226
Whispering Madness
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
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
Whispering Madness (c16) 229
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (sld) 1775

Draw

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Finisher

Qty: 1 Price: $1.29
Exsanguinate
Each opponent loses X life. You gain life equal to the life lost this way.
Sorcery
Exsanguinate (som) 61

Finisher

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Land

Qty: 34 (37 w/ MDFC)Price: $216.88
Agna Qel'a
This land enters tapped unless you control a basic land.
: Add
.
,
: Draw a card, then discard a card.
Land
Agna Qel'a (tla) 264
Barren Moor
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Barren Moor (dsc) 262
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (tdc) 341
Choked Estuary
As this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Choked Estuary (mkc) 254
Clearwater Pathway
: Add
.
Land
Clearwater Pathway // Murkwater Pathway (plst) ZNR-260Clearwater Pathway // Murkwater Pathway (plst) ZNR-260
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (sld) 710
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (m13) 223
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) 355
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (tdm) 255
Fetid Pools
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Swamp
Fetid Pools (tdc) 363
Geier Reach Sanitarium
: Add
.
,
: Each player draws a card, then discards a card.
Legendary Land
Geier Reach Sanitarium (lcc) 335
Ghost Quarter
: Add
.
, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Land
Ghost Quarter (mb2) 109
Gloomlake Verge
: Add
.
: Add
. Activate only if you control an Island or a Swamp.
Land
Gloomlake Verge (dsk) 331
Island
(
: Add
.)
Basic Land - Island
Island (neo) 296
Lonely Sandbar
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Lonely Sandbar (mkc) 273
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (ktk) 239
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (inr) 284
Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add
.
,
: Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land
Spymaster's Vault (mh3) 358
Sunken Hollow
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Swamp
Sunken Hollow (40k) 295
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (neo) 298
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) 416
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (tdc) 408
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (rvr) 301

Land

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Mill

Qty: 1 Price: $1.79
Ashiok, Dream Render
Spells and abilities your opponents control can't cause their controller to search their library.
−1: Target player mills four cards. Then exile each opponent's graveyard.
Legendary Planeswalker - Ashiok
Ashiok, Dream Render (war) 228

Mill

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Protection

Qty: 2 Price: $22.48
Hydroelectric Specimen
Flash
When this creature enters, you may change the target of target instant or sorcery spell with a single target to this creature.
Creature - Weird
Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240Hydroelectric Specimen // Hydroelectric Laboratory (mh3) 240
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

Protection

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Ramp

Qty: 7 Price: $37.53
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (40k) 227
Bog Witch
,
, Discard a card: Add
.
Creature - Human Spellshaper
Bog Witch (arc) 11
Dark Ritual
Add
.
Instant
Dark Ritual (v13) 1
Dreamscape Artist
,
, Discard a card, Sacrifice a land: Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Creature - Human Spellshaper
Dreamscape Artist (plc) 40
Lord of the Forsaken
Flying, trample
, Sacrifice another creature: Target player mills three cards.
Pay 1 life: Add
. Spend this mana only to cast a spell from your graveyard.
Creature - Demon
Lord of the Forsaken (mid) 346
Sol Ring
: Add
.
Artifact
Sol Ring (40k) 251
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (drc) 141

Ramp

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Recursion

Qty: 3 Price: $7.77
Elixir of Immortality
,
: You gain 5 life. Shuffle this artifact and your graveyard into their owner's library.
Artifact
Elixir of Immortality (c21) 243
Shadow of the Grave
Return to your hand all cards in your graveyard that you cycled or discarded this turn.
Instant
Shadow of the Grave (akh) 107
Tortured Existence
, Discard a creature card: Return target creature card from your graveyard to your hand.
Enchantment
Tortured Existence (sth) 74

Recursion

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Removal

Qty: 13 Price: $69.43
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (drc) 70
Archfiend of Ifnir
Flying
Whenever you cycle or discard another card, put a -1/-1 counter on each creature your opponents control.
Cycling
(
, Discard this card: Draw a card.)
Creature - Demon
Archfiend of Ifnir (drc) 86
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Feed the Swarm
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Sorcery
Feed the Swarm (tdc) 180
Fell the Profane
Destroy target creature or planeswalker.
Instant
Fell the Profane // Fell Mire (mh3) 244Fell the Profane // Fell Mire (mh3) 244
Forbid
Buyback—Discard two cards. (You may discard two cards in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)
Counter target spell.
Instant
Forbid (plst) EXO-35
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (inr) 303
Inundate
Return all nonblue creatures to their owners' hands.
Sorcery
Inundate (eve) 25
Lethal Scheme
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Instant
Lethal Scheme (pip) 185
Rona's Vortex
Kicker
(You may pay an additional
as you cast this spell.)
Return target creature or planeswalker you don't control to its owner's hand. If this spell was kicked, put that permanent on the bottom of its owner's library instead.
Instant
Rona's Vortex (dmu) 63
Shadowgrange Archfiend
When this creature enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way.
Madness—
, Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Demon
Shadowgrange Archfiend (voc) 22
Waterfront Bouncer
,
, Discard a card: Return target creature to its owner's hand.
Creature - Merfolk Spellshaper
Waterfront Bouncer (mmq) 114
Withering Torment
Destroy target creature or enchantment. You lose 2 life.
Instant
Withering Torment (dsk) 124

Removal

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Tokens

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Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Creature - Horror Squid
Chasm Skulker (plst) M15-46

Tokens

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Tutor

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Increasing Ambition
Search your library for a card and put that card into your hand. If this spell was cast from a graveyard, instead search your library for two cards and put those cards into your hand. Then shuffle.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Increasing Ambition (dka) 69
Insidious Dreams
As an additional cost to cast this spell, discard X cards.
Search your library for X cards, then shuffle and put those cards on top in any order.
Instant
Insidious Dreams (tor) 66

Tutor

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Maybeboard

Qty: 44 Price: $93.84
Aether Tide
As an additional cost to cast this spell, discard X creature cards.
Return X target creatures to their owners' hands.
Sorcery
Aether Tide (exo) 27
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 160
Big Game Hunter
When this creature enters, destroy target creature with power 4 or greater. It can't be regenerated.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Human Assassin Rebel
Big Game Hunter (tsr) 102
Bitter Triumph
As an additional cost to cast this spell, discard a card or pay 3 life.
Destroy target creature or planeswalker.
Instant
Bitter Triumph (tdc) 173
Bone Shards
As an additional cost to cast this spell, sacrifice a creature or discard a card.
Destroy target creature or planeswalker.
Sorcery
Bone Shards (mh2) 395
Call to the Netherworld
Return target black creature card from your graveyard to your hand.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Sorcery
Call to the Netherworld (c19) 108
Cephalid Broker
: Target player draws two cards, then discards two cards.
Creature - Octopus
Cephalid Broker (ima) 44
Cephalid Inkshrouder
Discard a card: This creature gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.)
Creature - Octopus
Cephalid Inkshrouder (jud) 36
Charcoal Diamond
This artifact enters tapped.
: Add
.
Artifact
Charcoal Diamond (clb) 305
Circular Logic
Counter target spell unless its controller pays
for each card in your graveyard.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Circular Logic (dmr) 42
Collector's Vault
,
: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Artifact
Collector's Vault (woe) 244
Containment Construct
Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.
Creature Artifact - Construct
Containment Construct (neo) 243
Currency Converter
Whenever you discard a card, you may exile that card from your graveyard.
,
: Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
Artifact
Currency Converter (ncc) 81
Customs Depot
Whenever you cast a creature spell, you may pay
. If you do, draw a card, then discard a card.
Enchantment
Customs Depot (mmq) 71
Dark Withering
Destroy target nonblack creature.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Dark Withering (dmr) 79
Delirium Skeins
Each player discards three cards.
Sorcery
Delirium Skeins (mm3) 65
Diplomatic Escort
,
, Discard a card: Counter target spell or ability that targets a creature.
Creature - Human Spellshaper
Diplomatic Escort (mmq) 74
Dying to Serve
Whenever you discard one or more cards, create a tapped 2/2 black Zombie creature token. This ability triggers only once each turn.
Enchantment
Dying to Serve (vow) 109
Faith of the Devoted
Whenever you cycle or discard a card, you may pay
. If you do, each opponent loses 2 life and you gain 2 life.
Enchantment
Faith of the Devoted (c19) 112
Ideas Unbound
Draw three cards. Discard three cards at the beginning of the next end step.
Sorcery - Arcane
Ideas Unbound (sok) 40
Just the Wind
Return target creature to its owner's hand.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Instant
Just the Wind (uma) 60
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (drc) 55
Macabre Waltz
Return up to two target creature cards from your graveyard to your hand, then discard a card.
Sorcery
Macabre Waltz (fdn) 177
Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren
Malcolm, Alluring Scoundrel (lci) 63
Mystic Remora
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (ice) 87
Ominous Roost
When this enchantment enters and whenever you cast a spell from your graveyard, create a 1/1 blue Bird creature token with flying and "This token can block only creatures with flying."
Enchantment
Ominous Roost (mid) 65
Patrician Geist
Flying
Other Spirits you control get +1/+1.
Spells you cast from your graveyard cost
less to cast.
Creature - Knight Spirit
Patrician Geist (mid) 69
Perplex
Counter target spell unless its controller discards their hand.
Transmute
(
, Discard this card: Search your library for a card with the same mana value as this card, reveal it, put it into your hand, then shuffle. Transmute only as a sorcery.)
Instant
Perplex (rav) 217
See the Truth
Look at the top three cards of your library. Put one of those cards into your hand and the rest on the bottom of your library in any order. If this spell was cast from anywhere other than your hand, put each of those cards into your hand instead.
Sorcery
See the Truth (m21) 69
Sky Diamond
This artifact enters tapped.
: Add
.
Artifact
Sky Diamond (7ed) 316
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 (fca) 10
Terror Tide
Fathomless descent — All creatures get -X/-X until end of turn, where X is the number of permanent cards in your graveyard.
Sorcery
Terror Tide (lci) 127
Thought Courier
: Draw a card, then discard a card.
Creature - Human Wizard
Thought Courier (plst) 5DN-38
Thran Foundry
,
, Exile this artifact: Target player shuffles their graveyard into their library.
Artifact
Thran Foundry (uds) 140
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
Turbulent Dreams
As an additional cost to cast this spell, discard X cards.
Return X target nonland permanents to their owners' hands.
Sorcery
Turbulent Dreams (tor) 49
Vizier of Tumbling Sands
: Untap another target permanent.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, untap target permanent.
Creature - Human Cleric
Vizier of Tumbling Sands (cmm) 131
Vohar, Vodalian Desecrator
: Draw a card, then discard a card. If you discarded an instant or sorcery card this way, each opponent loses 1 life and you gain 1 life.
, Sacrifice Vohar: You may cast target instant or sorcery card from your graveyard this turn. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.
Legendary Creature - Wizard Merfolk Phyrexian
Vohar, Vodalian Desecrator (dmu) 226
Wandering Archaic
Whenever an opponent casts an instant or sorcery spell, they may pay
. If they don't, you may copy that spell. You may choose new targets for the copy.
Creature - Avatar
Wandering Archaic // Explore the Vastlands (stx) 6Wandering Archaic // Explore the Vastlands (stx) 6
Waste Not
Whenever an opponent discards a creature card, create a 2/2 black Zombie creature token.
Whenever an opponent discards a land card, add
.
Whenever an opponent discards a noncreature, nonland card, draw a card.
Enchantment
Waste Not (wot) 38
Welcome to the Fold
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Gain control of target creature if its toughness is 2 or less. If this spell's madness cost was paid, instead gain control of that creature if its toughness is X or less.
Sorcery
Welcome to the Fold (soi) 96
Winternight Stories
Draw three cards. Then discard two cards unless you discard a creature card.
Harmonize
(You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by
, where X is its power. Then exile this spell.)
Sorcery
Winternight Stories (ptdm) 67p
Wonder
Flying
As long as this card is in your graveyard and you control an Island, creatures you control have flying.
Creature - Incarnation
Wonder (tdc) 170
Zombie Infestation
Discard two cards: Create a 2/2 black Zombie creature token.
Enchantment
Zombie Infestation (dmr) 111

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 3 cards
48 pips - 38 cards
22 mana - 22 cards
38 pips - 32 cards
33 mana - 28 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Description

{"ops":[{"insert":"The deck plays around "},{"insert":{"card-link":"Dream Halls"}},{"insert":" as the main card in the deck besides "},{"insert":{"card-link":"Oskar, Rubbish Reclaimer"}},{"insert":". Dream Halls, should enable you to keep drawing and discarding and casting spells until you hit "},{"insert":{"card-link":"Lord of the Forsaken"}},{"insert":" and "},{"insert":{"card-link":"Exsanguinate"}},{"insert":". This is the main line in the deck. \n\nCards that you use to find Dream Halls: \n "},{"insert":{"card-link":"Increasing Ambition"}},{"insert":" and "},{"insert":{"card-link":"Insidious Dreams"}},{"insert":" .\n\nNotable cards to play around \n"},{"insert":{"card-link":"Bone Miser"}},{"insert":", "},{"insert":{"card-link":"Cryptcaller Chariot"}},{"insert":" ,"},{"insert":{"card-link":"Archfiend of Ifnir"}},{"insert":" and "},{"insert":{"card-link":"Skirge Familiar"}},{"insert":" \n\nBone Miser: Enables game ending value with most of the decks synergy of discarding cards, even without Oskar, and with oskar and dream halls, allows you to dig even further to make a game ending amount of zombies or find the win con(above). \n\nCryptcaller: makes zombies for all the discard. \n\nArchfiend of Ifnir: dismantles your opponents board and can even be cast off of the cycling ability, with Oskar out. \n\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why play Oskar? "},{"insert":"\nOskar is by far one of the most fun commanders, because of his ability. \"Whenever you discard a nonland card, you may cast if from your graveyard.\" The way the ability reads, breaks timing restrictions allowing you to cast the spell, when it's discarded. This means artifacts, sorceries, creatures and plainswalkers can be cast at instant speed (provided they're discarded). How awesome is it to have someone declare attacks, pass priority and then we can deploy our creatures? There's nothing like someone attacking into your board and they get a surprise "},{"insert":{"card-link":"All-Seeing Arbiter"}},{"insert":" . \"Draw, Pass\" is fun, because there's no reason to deploy on our turn. Let the other players deploy their threats that need answers before we do. \n\n\n"},{"attributes":{"bold":true},"insert":"Dream Halls? "},{"insert":"\nExpensive reserve list card? Yes. Absolute menace with Oskar and something to discard to start a chain? Big yeah. \n\nDream Halls absolutely breaks our deck in the best of ways. It's our best card and the list probably needs more recursion for it. This version of Oskar is very low on the mana curve and almost requires Dream Halls, because it chains us value when we need it and we can keep casting spells from discard after the first cast. Stacking the orders of these spells is very important is they resolve backwards, and need to be cast as a chain from Oskars trigger, until you're done casting spells or let the last one go to graveyard. Since they're all cast triggers the last spell will resolve first. \n\n\n\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Meat and Potatos"},{"insert":"\nOskar needs to have a discard outlet to really run out of control or really have advantage. \n\n"},{"insert":{"card-link":"Kitsa, Otterball Elite"}},{"insert":" ,"},{"insert":{"card-link":"Barren Moor"}},{"insert":" ,"},{"insert":{"card-link":"Lonely Sandbar"}},{"insert":" , "},{"insert":{"card-link":"Bog Witch"}},{"insert":" or any other draw/discard cards are what we're looking for early. As long as "},{"insert":{"card-link":"Dream Halls"}},{"insert":" isn't being discarded, we're set to really pitch anything to make Oskar cheaper to cast. Getting back creatures and instants isn't really a worry. \n\nAfter we have a few cards in the graveyard the next goal is to get some value pieces out, these are \"when discard\" or \"cast from graveyard\" effects. "},{"insert":{"card-link":"Neerdiv, Devious Diver"}},{"insert":" ,"},{"insert":{"card-link":"Secrets of the Dead"}},{"insert":" ,"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" ,"},{"insert":{"card-link":"Mystic Redaction"}},{"insert":" . Mystic is great early with the \"Scry 1 at upkeep\". \n\n"},{"insert":{"card-link":"Windfall"}},{"insert":" ,"},{"insert":{"card-link":"Dark Deal"}},{"insert":" and "},{"insert":{"card-link":"Whispering Madness"}},{"insert":" \nThese are massive game state swingers into "},{"insert":{"card-link":"Scrounging Skyray"}},{"insert":" ,"},{"insert":{"card-link":"Cryptcaller Chariot"}},{"insert":" ,"},{"insert":{"card-link":"Chasm Skulker"}},{"insert":" .\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Cards to Shield and not run out without a plan"},{"insert":":\n"},{"insert":{"card-link":"Bone Miser"}},{"insert":" ,"},{"insert":{"card-link":"Dream Halls"}},{"insert":" ,"},{"insert":{"card-link":"Cryptcaller Chariot"}},{"insert":", "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" , "},{"insert":{"card-link":"Psychic Frog"}},{"insert":" ,"},{"insert":{"card-link":"Skirge Familiar"}},{"insert":" ,"},{"insert":{"card-link":"Lord of the Forsaken"}},{"insert":" .\n\nThese are our raw discard outlets or win cons, it's better to lose some life than lose these creatures or just cast them without follow ups and have them removed. \n\n\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why "},{"attributes":{"underline":true,"bold":true},"insert":{"card-link":"Inundate"}},{"attributes":{"underline":true,"bold":true},"insert":" ?"},{"insert":"\nInundate is probably the best removal we have if Bone Miser and Cryptcaller Chariot aren't on the battlefield. \nOur best creatures to knock players out are blue. "},{"insert":{"card-link":"Chasm Skulker"}},{"insert":" ,"},{"insert":{"card-link":"Scrounging Skyray"}},{"insert":" ,"},{"insert":{"card-link":"Psychic Frog"}},{"insert":" "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" "},{"insert":{"card-link":"Bilbo, Thief in the Night"}},{"insert":" "},{"insert":{"card-link":"All-Seeing Arbiter"}},{"insert":" net us amazing attack potential. \n\nWhile yes, most of our really really good cards are black, but besides cryptcaller and bone miser, we're not winning from them. Skirge gets us to the value but if you need a good 1 -2 punch, we rely on the blue creatures. \n\n"},{"insert":{"card-link":"Kitsa, Otterball Elite"}},{"insert":", is also blue and copies an instant or sorcery. Exsanguinate doubled is pretty rad (or any other number of spells to copy for 2 mana). \n\nThe downside of Inundate, is it kills our token strategy. Outright sets you back to 0. \n\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Play Pattern and Concerns:"},{"insert":"\n\nOskar is VERY important to a big finish or crapping out a board state. He isn't needed too early. Getting different mana values in the graveyard early is key, to get Oskar out for cheap or after he takes a removal spell or two. \n\nBlue... we need blue mana. Most of the swing the game in our favor spells are blue. Guarding our blue resources until we get Dream Halls out is the biggest hardship. Most draw spells require blue; to keep our (Hopefully on someone eleses turn), chain going of draw/discard. \n\nOskar's ability is a trigger, that we want to abuse, but it leaves us open to interaction. This deck is trigger happy, in the best and worst ways. We're going to have a BUNCH of triggers going on if we're playing with our engine going. We're going to be responding to our own spells to get value such as"},{"insert":{"card-link":"Shadow of the Grave"}},{"insert":" . We either want to pitch "},{"insert":{"card-link":"Whispering Madness"}},{"insert":" to cast this with "},{"insert":{"card-link":"Dream Halls"}},{"insert":" or another such card (because it shares a black identity with Shadow of the Grave), and chain with a "},{"insert":{"card-link":"Windfall"}},{"insert":". All the cards you need you cast, the rest will go back to your hand when you're done. \n\nSo we know Oskar is probably going to eat a removal spell, awesome. We know to be mindful of our blue sources. What now? \n\nCantrips, early draw/discard to get set up for a turn where we can cast multiple spells on the players endstep before us is the ideal way to be conservative. We want to let other threats out first that aren't our problem (hopefully). Once we have an enabler (Something that gets us value for discarding or draws us a card), we can start getting going. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"What do we do to win? "},{"insert":"\nWe're out valuing our opponents really. "},{"insert":{"card-link":"Mystic Redaction"}},{"insert":" , "},{"insert":{"card-link":"Exsanguinate"}},{"insert":" or making a crap ton of zombies is the win.\n\nSometimes we just discard to win, forgo the casts. \n"},{"insert":{"card-link":"Psychic Frog"}},{"insert":" and "},{"insert":{"card-link":"Scrounging Skyray"}},{"insert":" are flyers that just beat face. Especially when Oskar gets the heat, just throw away a huge hand. Discarding to frog boosts the ray. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Problems:"},{"insert":"\nSocially, this deck can be a bear. You're playing on their turns and responding to their spells, by digging, and then digging and spewing triggers everywhere. Opponents can get checked out when you take over their turn or cast creatures after attackers are declared. \n\nWhile a surprise Ashiok, at flash speed, is hilarious for us, it uh.. doesn't feel that way for the opponent who cracked an evolving wilds. \n\nThe deck also starts off as a value pile and can get hate early (as it should with all the card draw). \n\nNeeds more ways to get Dream Halls back from graveyard.\n\n \n"}]}
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