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"}]}
Back-up Commanders
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.
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

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.
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

Back-up Commanders
(CTRL to add secondary)
Copy
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.
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

Copy
(CTRL to add secondary)
Discard
Discard
(CTRL to add secondary)
Discard Outlets
Discard Outlets
(CTRL to add secondary)
Draw
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.
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

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 .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

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.
+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

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.
, 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

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.)
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

Draw
(CTRL to add secondary)
Land
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.)
: 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

Land
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Protection
Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Recursion
(CTRL to add secondary)
Removal
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.)
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

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.)
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

Removal
(CTRL to add secondary)
Tokens
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.)
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

Tokens
(CTRL to add secondary)
Tutor
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.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Tutor
(CTRL to add secondary)
Maybeboard
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.
, : 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

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.
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

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 .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

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

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.
, 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

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.
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

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.)
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

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
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"}]}






















































































































