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Commander
Size: 100Salt sum: 48.5
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Daniel44000

4.7k views3 days ago
Commander
Size: 100Salt sum: 48.5
No deck tags

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Commander

Qty: 1 Price: $129.99
Terra, Herald of Hope
Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn.
Whenever Terra deals combat damage to a player, you may pay
. When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped.
Legendary Creature - Human Wizard Warrior
Terra, Herald of Hope (fic) 204

Commander

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Anthem

Qty: 1 Price: $94.99
Greymond, Avacyn's Stalwart
As Greymond, Avacyn's Stalwart enters, choose two abilities from among first strike, vigilance, and lifelink.
Humans you control have each of the chosen abilities.
As long as you control four or more Humans, Humans you control get +2/+2.
Legendary Creature - Human Soldier
Greymond, Avacyn's Stalwart (slx) 18

Anthem

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Card Draw

Qty: 11 Price: $230.39
Black Widow, Agile Avenger
Menace
Whenever an opponent draws their second card each turn, put a +1/+1 counter on Black Widow and you draw a card.
Legendary Creature - Human Spy Hero
Black Widow, Agile Avenger (msc) 77
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (mh2) 12
Grim Haruspex
Morph
(You may cast this card face down as a 2/2 creature for
. Turn it face up any time for its morph cost.)
Whenever another nontoken creature you control dies, draw a card.
Creature - Human Wizard
Grim Haruspex (pktk) 73s
Mangara, the Diplomat
Lifelink
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
Whenever an opponent casts their second spell each turn, draw a card.
Legendary Creature - Human Cleric
Mangara, the Diplomat (m21) 27
Morbid Opportunist
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
Creature - Human Rogue
Morbid Opportunist (spg) 32
Nelly Borca, Impulsive Accuser
Vigilance
Whenever Nelly Borca attacks, suspect target creature. Then goad all suspected creatures. (A suspected creature has menace and can't block.)
Whenever one or more creatures an opponent controls deal combat damage to one or more of your opponents, you and the controller of those creatures each draw a card.
Legendary Creature - Human Detective
Nelly Borca, Impulsive Accuser (mkc) 318
Rev, Tithe Extractor
Whenever you attack, target creature gains deathtouch until end of turn.
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token, then look at the top card of that player's library and exile it face down. You may cast that card for as long as it remains exiled. (A Treasure token is an artifact with "
, Sacrifice this token: Add one mana of any color.")
Legendary Creature - Human Rogue
Rev, Tithe Extractor (j25) 45
Shanid, Sleepers' Scourge
Menace
Other legendary creatures you control have menace.
Whenever you play a legendary land or cast a legendary spell, you draw a card and you lose 1 life.
Legendary Creature - Human Knight
Shanid, Sleepers' Scourge (dmc) 4
Species Specialist
As this creature enters, choose a creature type.
Whenever a creature of the chosen type dies, you may draw a card.
Creature - Human Warrior
Species Specialist (c20) 47
Tymna the Weaver
Lifelink
At the beginning of each of your postcombat main phases, you may pay X life, where X is the number of opponents that were dealt combat damage this turn. If you do, draw X cards.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Cleric
Tymna the Weaver (c16) 48
Yawgmoth, Thran Physician
Protection from Humans
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Cleric
Yawgmoth, Thran Physician (mh1) 116

Card Draw

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Damage

Qty: 9 Price: $151.27
Arbaaz Mir
Whenever Arbaaz Mir or another nontoken historic permanent you control enters, Arbaaz Mir deals 1 damage to each opponent and you gain 1 life. (Artifacts, legendaries, and Sagas are historic.)
Legendary Creature - Human Assassin
Arbaaz Mir (acr) 46
Ellie, Vengeful Hunter
Pay 2 life, Sacrifice another creature: Ellie deals 2 damage to target player and gains indestructible until end of turn.
Partner—Survivors (You can have two commanders if both have this ability.)
Legendary Creature - Human Survivor
Ellie, Vengeful Hunter (sld) 2203
Goblin Bombardment
Sacrifice a creature: This enchantment deals 1 damage to any target.
Enchantment
Goblin Bombardment (tmp) 179
Kambal, Profiteering Mayor
Whenever one or more tokens your opponents control enter, for each of them, create a tapped token that's a copy of it. This ability triggers only once each turn.
Whenever one or more tokens you control enter, each opponent loses 1 life and you gain 1 life.
Legendary Creature - Human Advisor
Kambal, Profiteering Mayor (otj) 211
Purphoros, God of the Forge
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
Legendary Creature Enchantment - God
Purphoros, God of the Forge (ths) 135
Sephiroth, Fabled SOLDIER
Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Legendary Creature - Human Soldier Avatar
Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel (fin) 115Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel (fin) 115
The Meathook Massacre
When The Meathook Massacre enters, each creature gets -X/-X until end of turn.
Whenever a creature you control dies, each opponent loses 1 life.
Whenever a creature an opponent controls dies, you gain 1 life.
Legendary Enchantment
The Meathook Massacre (mid) 112
Warleader's Call
Creatures you control get +1/+1.
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Warleader's Call (mkm) 242
Zulaport Cutthroat
Whenever this creature or another creature you control dies, each opponent loses 1 life and you gain 1 life.
Creature - Human Rogue Ally
Zulaport Cutthroat (tsr) 337

Damage

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Interaction

Qty: 8 Price: $42.40
Attrition
, Sacrifice a creature: Destroy target nonblack creature.
Enchantment
Attrition (uds) 52
Commander Sofia Daguerre
Flash
Crash Landing — When Commander Sofia Daguerre enters, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with "
, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Legendary Creature - Human Pilot
Commander Sofia Daguerre (pip) 15
Devout Chaplain
, Tap two untapped Humans you control: Exile target artifact or enchantment.
Creature - Human Cleric
Devout Chaplain (avr) 17
Diaochan, Artful Beauty
: Destroy target creature of your choice, then destroy target creature of an opponent's choice. Activate only during your turn, before attackers are declared.
Legendary Creature - Human Advisor
Diaochan, Artful Beauty (cm1) 5
Fiend Hunter
When this creature enters, you may exile another target creature.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Creature - Human Cleric
Fiend Hunter (ddq) 11
Legate Lanius, Caesar's Ace
Decimate — When Legate Lanius enters, each opponent sacrifices a tenth of the creatures they control of their choice, rounded up.
Whenever an opponent sacrifices a creature, put a +1/+1 counter on Legate Lanius.
Legendary Creature - Human Soldier
Legate Lanius, Caesar's Ace (pip) 107
Loran of the Third Path
Vigilance
When Loran enters, destroy up to one target artifact or enchantment.
: You and target opponent each draw a card.
Legendary Creature - Human Artificer
Loran of the Third Path (bro) 12
Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor
Skyclave Apparition (znr) 39

Interaction

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Land

Qty: 36 Price: $1808.74
Agadeem's Awakening
Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.
Sorcery
Agadeem's Awakening // Agadeem, the Undercrypt (znr) 90Agadeem's Awakening // Agadeem, the Undercrypt (znr) 90
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mm3) 229
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (rna) 245
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (ktk) 230
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
Elegant Parlor
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Mountain
Elegant Parlor (mkm) 260
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (eld) 244
Fell the Profane
Destroy target creature or planeswalker.
Instant
Fell the Profane // Fell Mire (mh3) 244Fell the Profane // Fell Mire (mh3) 244
Field of the Dead
This land enters tapped.
: Add
.
Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
Land
Field of the Dead (m20) 247
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (ktk) 233
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (gtc) 242
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (zen) 219
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (bfz) 266
Phyrexian Tower
: Add
.
, Sacrifice a creature: Add
.
Legendary Land
Phyrexian Tower (uma) 248
Pinnacle Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Djinn Monk
Pinnacle Monk // Mystic Peak (mh3) 246Pinnacle Monk // Mystic Peak (mh3) 246
Plains
(
: Add
.)
Basic Land - Plains
Plains (bfz) 253
Plateau
(
: Add
or
.)
Land - Plains Mountain
Plateau (3ed) 284
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
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (mh1) 244
Raucous Theater
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Mountain
Raucous Theater (mkm) 266
Razorgrass Ambush
Razorgrass Ambush deals 3 damage to target attacking or blocking creature.
Instant
Razorgrass Ambush // Razorgrass Field (mh3) 238Razorgrass Ambush // Razorgrass Field (mh3) 238
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (gtc) 245
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (zen) 223
Scrubland
(
: Add
or
.)
Land - Plains Swamp
Scrubland (3ed) 286
Shadowy Backstreet
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Plains Swamp
Shadowy Backstreet (mkm) 268
Snow-Covered Mountain
(
: Add
.)
Basic Snow Land - Mountain
Snow-Covered Mountain (mh1) 253
Snow-Covered Plains
(
: Add
.)
Basic Snow Land - Plains
Snow-Covered Plains (mh1) 250
Snow-Covered Swamp
(
: Add
.)
Basic Snow Land - Swamp
Snow-Covered Swamp (mh1) 252
Strip Mine
: Add
.
, Sacrifice this land: Destroy target land.
Land
Strip Mine (4ed) 363
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (bfz) 260
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mm3) 249
Wasteland
: Add
.
, Sacrifice this land: Destroy target nonbasic land.
Land
Wasteland (zne) 30
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (ktk) 248
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (ktk) 249

Land

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Mana

Qty: 9 Price: $244.41
Ashnod's Altar
Sacrifice a creature: Add
.
Artifact
Ashnod's Altar (atq) 38
Knight of the White Orchid
First strike
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.
Creature - Human Knight
Knight of the White Orchid (ala) 16
Loyal Warhound
Vigilance
When this creature enters, if an opponent controls more lands than you, search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Dog
Loyal Warhound (afr) 23
Phyrexian Altar
Sacrifice a creature: Add one mana of any color.
Artifact
Phyrexian Altar (inv) 306
Pitiless Plunderer
Whenever another creature you control dies, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Human Pirate
Pitiless Plunderer (rix) 81
Scholar of New Horizons
This creature enters with a +1/+1 counter on it.
, Remove a counter from a permanent you control: Search your library for a Plains card and reveal it. If an opponent controls more lands than you, you may put that card onto the battlefield tapped. If you don't put the card onto the battlefield, put it into your hand. Then shuffle.
Creature - Human Scout
Scholar of New Horizons (brc) 6
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (rna) 22
Sol Ring
: Add
.
Artifact
Sol Ring (c15) 268
Warren Soultrader
Pay 1 life, Sacrifice another creature: Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Wizard Goblin Zombie
Warren Soultrader (mh3) 110

Mana

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Protection

Qty: 12 Price: $87.48
Boromir, Warden of the Tower
Vigilance
Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.
Sacrifice Boromir: Creatures you control gain indestructible until end of turn. The Ring tempts you.
Legendary Creature - Human Soldier
Boromir, Warden of the Tower (ltr) 4
Brought Back
Choose up to two target permanent cards in your graveyard that were put there from the battlefield this turn. Return them to the battlefield tapped.
Instant
Brought Back (m20) 9
Cosmic Intervention
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Cosmic Intervention (khc) 3
Dora Milaje Elite
First strike
When this creature enters, if an opponent controls more lands than you, create a tapped Vibranium token. (It's an artifact with indestructible and "
: Add
. This mana can't be spent to cast a nonartifact spell.")
Sacrifice this creature: Legendary permanents you control gain indestructible until end of turn.
Creature - Human Warrior
Dora Milaje Elite (msc) 12
Faith's Reward
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
Instant
Faith's Reward (m13) 14
Fanatical Devotion
Sacrifice a creature: Regenerate target creature.
Enchantment
Fanatical Devotion (nem) 8
General's Enforcer
Legendary Humans you control have indestructible.
: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.
Creature - Human Soldier
General's Enforcer (iko) 188
Gerrard, Weatherlight Hero
First strike
When Gerrard dies, exile it and return to the battlefield all artifact and creature cards in your graveyard that were put there from the battlefield this turn.
Legendary Creature - Human Soldier
Gerrard, Weatherlight Hero (c19) 41
Jirina, Dauntless General
When Jirina enters, exile target player's graveyard.
Sacrifice Jirina: Humans you control gain hexproof and indestructible until end of turn.
Legendary Creature - Human Soldier
Jirina, Dauntless General (mat) 32
Second Sunrise
Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.
Instant
Second Sunrise (mrd) 20
Spectacular Spider-Man
Flash
: Spectacular Spider-Man gains flying until end of turn.
, Sacrifice Spectacular Spider-Man: Creatures you control gain hexproof and indestructible until end of turn.
Legendary Creature - Human Spider Hero
Spectacular Spider-Man (spm) 14
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (plst) C17-8

Protection

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Reanimation

Qty: 4 Price: $19.96
Alesha, Who Laughs at Fate
First strike
Whenever Alesha attacks, put a +1/+1 counter on it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Legendary Creature - Human Warrior
Alesha, Who Laughs at Fate (fdn) 115
Loyal Retainers
Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared.
Creature - Human Advisor
Loyal Retainers (cmm) 39
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sevinne's Reclamation (c19) 5
Sister Hospitaller
Medicus Ministorum — When this creature enters, return target creature card from your graveyard to the battlefield. You gain life equal to its mana value.
Creature - Human Cleric
Sister Hospitaller (40k) 141

Reanimation

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Sac Outlet

Qty: 1 Price: $0.99
Umbral Collar Zealot
Sacrifice another creature or artifact: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature - Human Cleric
Umbral Collar Zealot (eoe) 123

Sac Outlet

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Sweeper

Qty: 2 Price: $7.48
Damn
Destroy target creature. A creature destroyed this way can't be regenerated.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Damn (mh2) 80
Ruinous Ultimatum
Destroy all nonland permanents your opponents control.
Sorcery
Ruinous Ultimatum (iko) 204

Sweeper

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Token

Qty: 2 Price: $2.28
Jerren, Corrupted Bishop
Whenever Jerren enters or another nontoken Human you control dies, you lose 1 life and create a 1/1 white Human creature token.
: Target Human you control gains lifelink until end of turn.
At the beginning of your end step, if you have exactly 13 life, you may pay
. If you do, transform Jerren.
Legendary Creature - Human Cleric
Jerren, Corrupted Bishop // Ormendahl, the Corrupter (mid) 109Jerren, Corrupted Bishop // Ormendahl, the Corrupter (mid) 109
Ratadrabik of Urborg
Vigilance, ward

Other Zombies you control have vigilance.
Whenever another legendary creature you control dies, create a token that's a copy of that creature, except it's not legendary and it's a 2/2 black Zombie in addition to its other colors and types.
Legendary Creature - Wizard Zombie
Ratadrabik of Urborg (dmu) 213

Token

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Tutor

Qty: 2 Price: $95.98
Imperial Recruiter
When this creature enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Advisor
Imperial Recruiter (a25) 136
Recruiter of the Guard
When this creature enters, you may search your library for a creature card with toughness 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Soldier
Recruiter of the Guard (cn2) 22

Tutor

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Value

Qty: 2 Price: $25.48
Rinoa, Angel Wing
At the beginning of combat on your turn, creatures you control with flying get +1/+1 and gain vigilance until end of turn.
Whenever one or more attacking creatures you control die, you may return one of them to the battlefield tapped under its owner's control with a flying counter on it. Do this only once each turn.
Legendary Creature - Human Rebel Warlock
Rinoa, Angel Wing (fic) 450
Seasoned Dungeoneer
When this creature enters, you take the initiative.
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Creature - Human Warrior
Seasoned Dungeoneer (clb) 660

Value

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Maybeboard

Qty: 22 Price: $955.04
Al Bhed Salvagers
Whenever this creature or another creature or artifact you control dies, target opponent loses 1 life and you gain 1 life.
Creature - Human Warrior Artificer
Al Bhed Salvagers (fin) 88
Avatar's Wrath
Choose up to one target creature, then airbend all other creatures. (Exile them. While each one is exiled, its owner may cast it for
rather than its mana cost.)
Until your next turn, your opponents can't cast spells from anywhere other than their hands.
Exile Avatar's Wrath.
Sorcery
Avatar's Wrath (tla) 12
Badlands
(
: Add
or
.)
Land - Swamp Mountain
Badlands (3ed) 282
Continue?
Choose up to four target creature cards in your graveyard that were put there from the battlefield this turn. Return them to the battlefield.
Instant
Continue? (tmc) 7
Flowering of the White Tree
Legendary creatures you control get +2/+1 and have ward
.
Nonlegendary creatures you control get +1/+1.
Legendary Enchantment
Flowering of the White Tree (ltr) 15
General Kudro of Drannith
Other Humans you control get +1/+1.
Whenever General Kudro or another Human you control enters, exile target card from an opponent's graveyard.
, Sacrifice two Humans: Destroy target creature with power 4 or greater.
Legendary Creature - Human Soldier
General Kudro of Drannith (iko) 335
Gerrard's Hourglass Pendant
Flash
If a player would begin an extra turn, that player skips that turn instead.
,
, Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
Legendary Artifact
Gerrard's Hourglass Pendant (dmc) 17
Grand Abolisher
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Creature - Human Cleric
Grand Abolisher (c14) 74
Hammerhead, Maggia Boss
Sacrifice another creature or artifact: Put a +1/+1 counter on Hammerhead.
Legendary Creature - Human Rogue Villain
Hammerhead, Maggia Boss (msc) 659
Kambal, Consul of Allocation
Whenever an opponent casts a noncreature spell, that player loses 2 life and you gain 2 life.
Legendary Creature - Human Advisor
Kambal, Consul of Allocation (kld) 183
Kingpin, Wilson Fisk
Menace
Whenever you sacrifice Kingpin or another creature, create two Treasure tokens. This ability triggers only once each turn. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Legendary Creature - Human Villain
Kingpin, Wilson Fisk (msc) 661
Lazotep Quarry
: Add
.
, Sacrifice a creature: Add one mana of any color.
,
, Sacrifice a Desert: Exile target creature card with mana value X from your graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie. Activate only as a sorcery.
Land - Desert
Lazotep Quarry (m3c) 131
Marionette Apprentice
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Creature - Human Artificer
Marionette Apprentice (mh3) 410
Mother of Runes
: Target creature you control gains protection from the color of your choice until end of turn.
Creature - Human Cleric
Mother of Runes (ulg) 14
Plaza of Heroes
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell.
: Add one mana of any color among legendary permanents you control.
,
, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn.
Land
Plaza of Heroes (dmu) 252
Professional Face-Breaker
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
Creature - Human Warrior
Professional Face-Breaker (snc) 116
Shizo, Death's Storehouse
: Add
.
,
: Target legendary creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
Legendary Land
Shizo, Death's Storehouse (chk) 283
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact
The One Ring (ltr) 246
The Queen of Dale
Whenever an opponent casts their first noncreature spell each turn, you recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Legendary Creature - Human Noble
The Queen of Dale (hob) 24
Thrilling Encore
Put onto the battlefield under your control all creature cards in all graveyards that were put there from the battlefield this turn.
Instant
Thrilling Encore (bbd) 53
Voice of Victory
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can't cast spells during your turn.
Creature - Human Bard
Voice of Victory (tdm) 33
Xathrid Necromancer
Whenever this creature or another Human creature you control dies, create a tapped 2/2 black Zombie creature token.
Creature - Human Wizard
Xathrid Necromancer (m14) 123

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Deck Info

Deck stats

50 pips - 42 cards
17 mana - 17 cards
0 pips - 0 cards
0 mana - 5 cards
37 pips - 28 cards
16 mana - 15 cards
18 pips - 16 cards
13 mana - 13 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
9 mana - 7 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Tera, Herald of Hope"},{"attributes":{"header":1},"insert":"\n"},{"insert":"My personal A̶l̶e̶s̶h̶a̶,̶ ̶W̶h̶o̶ ̶S̶m̶i̶l̶e̶s̶ ̶a̶t̶ ̶D̶e̶a̶t̶h Tera, Herald of Hope commander deck and is Bracket 3, having some combo elements that can border on the low end of 4 but playing out closer to a 2 due to it being mostly on board and predictable. I've had this "},{"insert":{"card-link":"Alesha, Who Smiles at Death"}},{"insert":" deck for a long time and it's something of a pet deck at this point. "},{"insert":{"card-link":"Terra, Herald of Hope"}},{"insert":" is an improvement over Alesha in most ways and so after many years, the time has come for an upgrade. This deck is a midrange tempo deck with aristocrat and human tribal themes. It's able to pull off a few combo wins but mostly gets by through being resilient and good at operating on minimal resources, able to scrap out wins when the table starts to run out of options. This deck is capable of playing at higher power thanks to having some combo potential, good protection, and repeatable interaction but is more comfortable at middle to high power as it's fairly janky, often slow to win, and a mostly honest game plan.\n\nThe Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck's main game plan is to simply play creatures, accrue value, and try to chip in damage when available. The deck has an aristocrats style shell but doesn't play out like an aristocrats deck as it lacks the sacrifice fodder that most of those decks run. Instead stuff like sac outlets and when dies triggers are used more as deterrents against interaction, making my own cards poor targets for removal as I'll just fizzle incoming targeted removal and still get value out of everything getting swept. The primary way the deck pulls out wins is by burning out opponents with direct damage effects like "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" and "},{"insert":{"card-link":"Zulaport Cutthroat"}},{"insert":" cycling creatures in and out of play with cards like "},{"insert":{"card-link":"Faith's Reward"}},{"insert":" for combo-light finishers. When able to actually maintain a board, plan b is good old combat with cards like "},{"insert":{"card-link":"Greymond, Avacyn's Stalwart"}},{"insert":" able to make the board scary, the deck is not equipped to kill multiple players through combat but can get in meaningful damage when the board is clear.\n\nImportant Cards:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Protection:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck is partially built around effects like "},{"insert":{"card-link":"Second Sunrise"}},{"insert":" and "},{"insert":{"card-link":"Faith's Reward"}},{"insert":". These cards are insurance against board clears and removal but also double as powerful combo enablers with many of the deck's wins involving sacrificing creatures into one of these effects in order to double up on dies and enters triggers. Additionally with the decks fetch lands these can be utilized in order to ramp out large amounts of mana with "},{"insert":{"card-link":"Brought Back"}},{"insert":" being the best as a ramp tool.\nSacrifice Outlets:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Tera's ability reanimates creatures but with the exception of her ability, the deck is running no self mill or ways of putting creatures directly into the graveyard. Instead of trying to cheat things into play, this deck instead intends to double up on the value of cheaper of creatures, playing them down and sacrificing them to be replayed. As such sacrifice outlets are important to maintain this play pattern. Tera's self mill ability means that the deck isn't as reliant on them as Alesha was but generally speaking, once you have a good option to revive, it's better to just keep doing so. This also protects the deck from common graveyard hate effects like Bojuka Bog as the deck can keep what it plans to reanimate in play until the moment it does and while instead speed graveyard hate hurts, people aren't as inclined to use it when reviving 3 drops.\nInteraction:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Interaction is an important part of any deck but the interaction in this deck is awkward. Unlike most decks this one does not have instant speed removal so it needs to be proactive with removal, hitting game plans and resource generators rather than trying to hold it for hitting win cons. The advantage of this awkward interaction suite is that they are mostly creatures meaning they are repeatable with Tera and sometimes just replaying a removal spell a few times at a crucial moment can shut someone down completely.\n\nCombos and Interactions:"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Boromir, Warden of the Tower"}},{"insert":"/"},{"insert":{"card-link":"Ratadrabik of Urborg"}},{"insert":": A cute little combo, this is a 2 card infinite that is doable before turn 6 which does violate Bracket 3, but since it's not game winning without being a 3 card combo, I feel like it is fine at most tables but is kind of tread the line I will admit. The way this combo works is to simply have them both in play. When Boromir is sacrificed to his ability, Ratadrabik makes a non-legendary 2/2 copy, then Boromir's ability resolves granting indestructability to all creatures and importantly, The Ring Tempts you. When The Ring Tempts You, you choose a ring bearer which then becomes legendary, so by picking the 2/2 Boromir token it becomes a legendary again which means that when it is sacrificed, Ratadrabik triggers as he only cares if the creature was legendary not if it is a token or not making the process repeatable. This means that this combo makes your board infinitely indestructible which on its own is very powerful. However, indestructible isn't quite what it used to be and is only so much insurance against modern removal and board clears. However, this also creates infinite dies and enters triggers so a Zulaport Cutthroat or Warleader's Call does infinite damage with it. Additionally both creatures are reviveable by Tera meaning that this can be grabbed out of the graveyard to pull off.\n\n"},{"insert":{"card-link":"Loyal Retainers"}},{"insert":"/"},{"insert":{"card-link":"Gerrard, Weatherlight Hero"}},{"insert":"/"},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":": Another combo in a similar space to the one above but this is an honest 3 card combo, being undoable without a sacrifice outlet to go with the 3 and 4 drop creatures. How this one works is straightforward but a little funky. Loyal Retainers and Gerrard need to be in play with a repeatable sacrifice outlet with Goblin Bombardment being the most straightforward as it wins without needing a fourth card. Start by sacrificing Gerrard which puts his ability on the stack, bringing back creatures that went to the grave this turn and then exiling himself. However, his ability does not require him to be exiled to resolve, it just does it at the end which means that by sacrificing Loyal Retainers to return Gerrard to play, this is a new instance and so the exile part of his ability cannot find him. Then Gerrard's ability resolves, bringing back Loyal Retainers and allowing the loop to continue. This will cause infinite dies and enters triggers as well as allowing for any other creatures in play to be revived as well so in the absence of Goblin bombardment the same Zulaport Cutthroat or Warleader's Call effects can be used to win or if simply desperate enough, something like Fiend Hunter or Loran of the Third Path can be used as a build your own plague wind. Both of these cards are reviveable by Tera but it comes with some difficulties, if Gerrard goes off without an instant speed reanimation he exiles himself and Loyal retainers' ability can only be activated before combat so the combo cannot be pulled off the same turn Tera revives a piece.\n\n"},{"insert":{"card-link":"Fiend Hunter"}},{"insert":"/"},{"insert":{"card-link":"Sister Hospitaller"}},{"insert":"/"},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":": Another 3 card combo which can be done with any sac out let and utilizes a 3 and 6 drop creature. The loop this one created is fairly similar to to the one above but different in functionality. With either Sister Hospitaller in play or Fiend hunter in the graveyard with a repeatable sac outlet available, which ever one is entering will target the other. When Fiend Hunter enters it will target Sister Hospitaller then once Hospitaller is in exile, sacrifice Fiend Hunter putting it into the graveyard and allowing Hospitaller to return to the battlefield where it will then revive Fiend Hunter from the graveyard which will enter and exile Hospitaller again to repeat the loop. Unlike the combo above, this combo can be pulled off with any sac outlet for powerful results, while something like Goblin Bombardment or a dies/enters damaging effect guarantees a win on the spot. Sister Hospitaller does gain life whenever she revives someone even in the absence of an outlet that wins, it can gain infinite life which in some circumstances can be enough to win. Compared to the combos above, this one is easier to pull off with Terra as if both are in the graveyard, reanimating Sister Hospitaller can begin the loop unlike the above combos that need them both in play, however Hospitaller is 6 cmc, making it a very expensive creature in this deck so when not being reanimated is more mana intensive than the ones above.\n\n"},{"insert":{"card-link":"Fiend Hunter"}},{"insert":"/Sacrifice Outlet: This is a well known interaction, but some newer players may have not seen cards with this templating. Unlike newer cards like "},{"insert":{"card-link":"Banisher Priest"}},{"insert":" which say to remove something until the card leaves play, Fiend hunter and a few other cards like it have the return the exiled card as an independent leaves play trigger. As such, should the creature leave play before it successfully resolves the first ability, it will attempt to return the card before it's actually been exiled. This means that when the card does get exiled, there is no way for it to return and so it gets exiled permanently.\n\n"},{"insert":{"card-link":"Terra, Herald of Hope"}},{"insert":"/"},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":": I'm not an expert on mechanics but if my understanding is correct, it is not possible with either Terra or "},{"insert":{"card-link":"Alesha, Who Smiles at Death"}},{"insert":" to sacrifice a creature to Phyrexian tower to spend the two mana to bring that same creature back with their respective abilities. When either of these cards ability goes on the stack, upon dealing combat damage or Terra and when attacking with Alesha, the target is chosen immediately so with both of these abilities happening at the beginning of the phase/step there isn't an opportunity to gain priority before these hit the stack and targets need to be declared so before a creature could be sacrificed for the mana. So Phyrexian Tower can still be used to help pay the 2, targets have just been declared before the sacrificed creature is a valid target. Additionally, a player cannot try to wait for you to pay 2 before hitting your graveyard to prevent reanimation, once you are at the part of paying 2, the ability is resolving and you can't interfere mid resolution. but they can still exile what you wanted to bring back, doesn't necessarily mean anything for this interaction but wanted to put that somewhere.\n\nCurrent Improvements:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I feel the deck has to many 3 drops and I want to run more 1s and 2s but aren't sure which ones or how to find space to include them as I really like the cards the deck currently has.\nCard draw is a problem, a lot of the cards that do draw are often to reliant on having a board state so just some spot removal or a single board clear can put this deck in an unwinnable position.\nI want to include the opponents cannot cast spells trio of Grand Abolisher, Voice of Victory, and Myrel but unsure what to cut.\nI want to include more token generators, especially Xathrid Necromancer so that the deck can utilize it's aristocrats game plan more aggressively but unsure of how to find space, in this vein I feel it needs maybe 1 or 2 more repeatable sacrifice outlets.\nI want to make the deck feel more human tribal but part of that is that there is not to many tribal effects for humans available for this deck, preferably some additional anthems to power up the deck's combat game plan. Or maybe more legendary synergy could be cool as well.\n\nCards By Category:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Commander:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Terra, Herald of Hope"}},{"insert":": Terra replaces "},{"insert":{"card-link":"Alesha, Who Smiles at Death"}},{"insert":" as a modern rendition of an old commander. It's not strictly better but it's hard not to call it an improvement. The self mil ability is perhaps the largest improvement as it means that without needing to do anything else, Tera gets targets for her ability in the graveyard and helps to enable other abilities in the deck that needs things in the grave, just like a new commander to be both an enabler and a pay off. Flying isn't necessarily an improvement over first strike with the later being a more aggressive keyword especially with anthem effects but generally speaking, flying is much more reliable at getting in safe attacks. The revival ability also has a very big difference with 3 or less providing far more options over Alesha's 2 or less and even costs 2 generic instead of Alesha's W/B W/B mana cost which is easier to pay, though that is balanced out by Terra's more demanding RWB mana cost instead of Alesha 2R. Additionally Terra's puts the creature safely in play instead of it tapped and attacking. It results in less overall damage as well as making combat damage triggers worse but makes value oriented creatures who would struggle to survive combat much better and doesn't require any additional cards just to save bad attacks. Tera's main role here is just to generate some value by getting some creatures into play for cheap and getting in chip damage when attacks allow.\n\nMana: 9 dedicated cards (14 total)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Sol Ring"}},{"insert":": Wizard mandated dose of variance. The only notable thing is that this deck has almost no ramp, this deck is rather low curve and likes to be playing a creature turn two, though I do feel I need more 2 drop creatures than the deck currently has. In short the deck doesn't have a lot that it is ramping into and would prefer to spend the early turns developing a board. Just because the deck isn't interested in ramping doesn't mean that it isn't interested in mana, even with mostly 3 and 4 drops, winning often takes multiple plays in a single turn so the deck does have means of producing mana later in the game, it just doesn't get there in the form of incremental early game ramp like most decks do.\n\n"},{"insert":{"card-link":"Knight of the White Orchid"}},{"insert":"/"},{"insert":{"card-link":"Loyal Warhound"}},{"insert":" /"},{"insert":{"card-link":"Scholar of New Horizons"}},{"insert":": Catchup ramp creatures have become a staple of white decks nowadays being cheap, repeatable, and providing bodies. Knight of the White Orchid is a very common option but Scholar of New Horizons is a bit of an odd one, especially in a deck that does not actually use counters, however for the sake of this deck, it's interested in it because it is a human and this deck is trying to lean in the direction of being human tribal though it is one likely to get cut eventually. Loyal Warhound is very similar to Knight of the White Orchid but it's only able to get basic plains, the deck only has 3 basic plains so it's not as repeatable as Knight but it's not all to often the deck is looping one of these more than 2 or 3 times without getting a more powerful option.\n\n"},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":"/"},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":"/"},{"insert":{"card-link":"Warren Soultrader"}},{"insert":": These mana generating 3 drops all do roughly the same thing, sacrificing creatures to turn them into mana. This deck is not necessarily using these to generate huge amounts of mana as it doesn't get that many expendable creatures into play. However, the deck wants sacrifice outlets and needs to be able to generate 3-5 mana in order to cast the second sunrise like cards. Being so creature dense and instant light means that the deck is not good at holding up mana but since the deck's board clear protection instants bring back all creatures that died means that sacrificing creature who were going to die anyway is a good way to pay for the effects without having to hold back on turns. Warren Soultrader stands out for being a creature itself which can be revived by Terra, not a human but neither are the alters either. Additionally it makes treasures instead of mana which can be stocked up making it better at sacrificing just for other effects like triggering a Grim Haruspex.\n\n"},{"insert":{"card-link":"Pitiless Plunderer"}},{"insert":": A classic sight for aristocrats decks. Pitiless performs a similar role to the cards above but instead of being the sac outlet itself, he turns other outlets into mana and can double up with the cards above to make huge amounts of mana.\n\n"},{"insert":{"card-link":"Smothering Tithe"}},{"insert":": Tithe is a very strong card, as a game changer, it competes for those 3 special slots. There isn't much to say about Tithe, it does its thing, not really synergizing or needing any support.\n\nCard Draw: 11 dedicated cards (12 total)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Esper Sentinel"}},{"insert":"/"},{"insert":{"card-link":"Black Widow, Agile Avenger"}},{"insert":"/"},{"insert":{"card-link":"Mangara, the Diplomat"}},{"insert":": These three cards perform similar roles in a game, being passive forms of card draw that generate value when opponent's make certain actions. While there are a few ways to buff Sentinel's power, it will mostly stay at it's base 1, but anyone whose played with the card knows that's often enough to get something out of it especially if it comes down turn 1. Black Widow is a Boros "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" and a fairly aggressive creature as it grows larger as it draws cards and menace makes it difficult to block. Mangara is one of the most reliable revives for Terra when it's an option, it's card draw ability scales well with the table and while 2 power isn't a lot, Mangara's lifelink is worth noting. A good blocker who can provide some health can go a long way is close games.\n\n"},{"insert":{"card-link":"Grim Haruspex"}},{"insert":"/"},{"insert":{"card-link":"Morbid Opportunist"}},{"insert":"/"},{"insert":{"card-link":"Species Specialist"}},{"insert":": When a creature dies draw a card is the name of the game here. Grim Haruspex is a classic in this department and Morbid Opportunist has made his way into the space as well, standing out slightly in that he doesn't need it to be one of your own creatures or a nontoken that dies but is limited to only one a turn. Species Specialist is a powerful card, not caring if it's your own creature or if it's a token, just requiring that its of the creature type he names. This deck is loaded on humans having almost 40 of them and humans are fairly common across the table in most any deck that isn't tribal, with the rise of Universe Beyond, the density of powerful human legendries is only increasing and as a human himself, he will draw off of his own death when human is named. In some rare cases naming something other than human can come up, such as if an opponent has a massive density of tokens, or when a board clear looks to be about to be played, naming the most popular creature type on the table can net a new hand. But human will be the name in the vast majority of situations.\n\n"},{"insert":{"card-link":"Tymna the Weaver"}},{"insert":"/"},{"insert":{"card-link":"Rev, Tithe Extractor"}},{"insert":": Tymna and Rev are both somewhat similar, card advantage from getting in attacks on different players. Tymna is a well known card though she's been taken out of her usual home in the command zone today. She's low mana, has lifelink, and due to triggering in the post combat main phase, draws cards even the turn she is revived by Terra giving it some additional synergy. It's hard to ask for a more fitting card in a deck like this. Rev for one more mana has some interesting upsides, granting deathtouch makes it hard to block for bigger decks, generates treasures on hit, but 'draws' from the opponent's deck instead of her own. These theft effects can create some very unique plays but an opponent's deck isn't as synergistic as one's own, however the deck just likes bodies and humans, something that a lot of cards fit the bill for. For both of these effects, while they are great value, this deck is not great at getting hits in, it's creatures are small and there isn't a lot of evasion. So while these effects are good, the deck generally can only get 1 maybe 2 cards off of it each turn, good but not as powerful as these can be in decks that play into it more heavily.\n\n"},{"insert":{"card-link":"Nelly Borca, Impulsive Accuser"}},{"insert":": Nelly is a rather fun card with goad being an enjoyable mechanic to inflict on others. Nelly slowly suspects creature after creature and goads them but her second ability is what she's really here for. Goad isn't even necessary to get people to attack each other, offer a card and people will happily make attacks they may have never made normally and once one person gets in on it, the others feel a pressure to do the same. Drawing cards for one's opponents is not always the best but the hope is that we get more value out of it through the rotation than opponents do, netting 3 cards by handing out one each. Additionally, a sort of unwritten advantage this has is turning attacks away from you, making it more valuable to attack another player helps to justify attacks in people's minds and effectively saves health over the course of a game.\n\n"},{"insert":{"card-link":"Shanid, Sleepers' Scourge"}},{"insert":": A quick look through this deck will reveal that there are a lot of legendries, particularly legendary humans, with Universes Beyond printing a high density of them in recent sets. Even without doing anything else, Shanid gives Terra menace and with flying makes it very hard for people to block. 29 legendary cards would be a bit low for a Shanid commander deck but it's a pretty serviceable number to reliably draw a few cards and sneak in a few additional attacks that may have otherwise been unfavorable.\n\n"},{"insert":{"card-link":"Yawgmoth, Thran Physician"}},{"insert":": Few sacrifice outlets can compete with Yawgmoth, a mostly free outlet that draws a card and even can pick off creatures in addition. Few cards can draw as much as Yawgmoth and for this deck is probably the strongest outlet it has access to. While rare, Yawgmoth also has a second activated ability able to pay BB to discard a card and proliferate, this deck doesn't really have any use for proliferate but discarding a card can sometimes enable it to slip something into play with Terra, potentially to avoid something like a known counterspell or something that prevents spells being cast.\n\nTutor: 2 dedicated cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":"/"},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":": The recruiters are common place in these low to the ground creature heavy decks. They can both find many of the deck's best cards and are repeatable creatures themselves, notably these cannot find either of the deck's combos as at least one creature in both combos is a 3/3. Imperial Recruiter is definitely the best between the two, having access to the deck's 1/3s and 2/4s that Recruiter of the guard can't search. Cards like "},{"insert":{"card-link":"General's Enforcer"}},{"insert":" and "},{"insert":{"card-link":"Yawgmoth, Thran Physician"}},{"insert":" being searched for Imperial while Guard can search for "},{"insert":{"card-link":"Grim Haruspex"}},{"insert":" and both can search for "},{"insert":{"card-link":"Jirina, Dauntless General"}},{"insert":", "},{"insert":{"card-link":"Tymna the Weaver"}},{"insert":", and "},{"insert":{"card-link":"Skyclave Apparition"}},{"insert":". As the deck adds in more 3 power creatures, the tool box power of these cards goes down so they may eventually go on the chopping block to add in more interesting cards though losing tutors always decreases power some.\n\nInteraction: 8 dedicated cards (16 total)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Attrition"}},{"insert":": Attrition is a powerful repeatable removal and a sacrifice outlet, though notably not a free one. The part where this can't target black creatures is awkward and 3+ color commanders are everywhere and so this card sometimes can't target a deck's most important creature but being able to act as both instant speed removal and a sac outlet is some valuable double duty.\n\n"},{"insert":{"card-link":"Devout Chaplain"}},{"insert":": An actual human tribal pay off and a fairly powerful one at that. It needs two other untapped humans to work so it's definitely not free, but being able to repeatably exile artifacts and enchantments from play without spending mana can devastate some decks and grants some useful instant speed removal on a body that Terra can bring into play.\n\n"},{"insert":{"card-link":"Fiend Hunter"}},{"insert":"/"},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":"/"},{"insert":{"card-link":"Skyclave Apparition"}},{"insert":"/"},{"insert":{"card-link":"Commander Sofia Daguerre"}},{"insert":"/"},{"insert":{"card-link":"Legate Lanius, Caesar's Ace"}},{"insert":": While all of these cards are different, they all do roughly the same job, being creatures with etbs that remove things from play. Skyclave apparition, while sadly not a human, is likely the most powerful of these effects, able to target any nonland that costs 4 or less, which as it turns out is a very huge number of run cards and unlike some cards like it, doesn't even give the card back, instead giving a little creature in place of what it took out. I also want to give a shoutout to Commander Sofia Daguerre, in the age of designed for commander cards, Universe's Beyond, powerful utility lands, insane value artifacts, and a rise of noncreature commanders the sheer number of legendary permanents in the average deck on the rise. At 3W I don't think it will ever become a staple as 4 cmc is a bit to high for premium removal and the junk token it leaves behind can be more valuable than what similar cards like "},{"insert":{"card-link":"Generous Gift"}},{"insert":" give, I think that at a power level where a card like "},{"insert":{"card-link":"Ravenous Chupacabra"}},{"insert":" is a strong flicker target, Sofia aided by the power of flash I think is worth far more consideration than this card is given. Legate Lanius also gets a mention for having the text 'sacrifices a tenth of the creatures' which is just funny.\n\n"},{"insert":{"card-link":"Diaochan, Artful Beauty"}},{"insert":": Diaochan this is an interesting card that was printed before consideration for how multiplayer should work in this game, with a few wording choices that has not aged particularly well. More 4 cmc interaction, being both slow and sorcery speed at that but the damage this can cause demands respect. Tap destroy target creature, then another of an opponent's choice, not even needing to be the person whose card you killed is an insane political tool that can easily lock a player out of the game. This card does start to get awkward once you get to the 1v1 but before then it can cause some real headaches and make some friends at the table.\n\nSweeper: 2 dedicated cards (3 total)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Damn"}},{"insert":": Damn, good card. Just a strictly better "},{"insert":{"card-link":"Wrath of God"}},{"insert":" as it has a second option to destroy just a single creature. The option is not used all to often but having it is quite valuable and useful for a deck that is so heavily board reliant. Plus it's called Damn, always a benefit.\n\n"},{"insert":{"card-link":"Ruinous Ultimatum"}},{"insert":": This deck had only 3 cards that cost more than 4 mana and Ruinous is one of them. RRWWWBB is a very demanding mana cost but in the world of board clears, few are as game winning as Ruinous Ultimatum, clearing out everything the opponents have except for lands, this deck isn't going to be getting Ruinous into play quickly but it's a solid closer or panic button if the board gets to far away.\n\nProtection: 12 dedicated cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Brought Back"}},{"insert":": Brought Back is an interesting card in this deck and is what set me on the path of how this deck was constructed. It can be used to reanimate a pair of cards, in the late game that will generally be something powerful that wants to be protected or to retrigger abilities. However, most interestingly is what it can do in the early turns. The deck runs 11 fetch lands and lands are in fact permanents. A turn 2 double fetch into Brought back is one of the most explosive mana accelerants the deck can pull off and using it in the mid game to get back one fetch and a good etb card is a nice way to gain some value and still ramp out a land. My only wish was to see a few more things that did this kind of effect for cheap.\n\n"},{"insert":{"card-link":"Dora Milaje Elite"}},{"insert":"/"},{"insert":{"card-link":"General's Enforcer"}},{"insert":"/"},{"insert":{"card-link":"Jirina, Dauntless General"}},{"insert":"/"},{"insert":{"card-link":"Spectacular Spider-Man"}},{"insert":"/"},{"insert":{"card-link":"Boromir, Warden of the Tower"}},{"insert":"/"},{"insert":{"card-link":"Gerrard, Weatherlight Hero"}},{"insert":": Each of these cards do things in different ways but they all have the same idea being creatures that protect the rest of the board. Dora Milaje Elite is a Selfless Spirit, who is only able to give legendary creatures indestructible but the protection does extend to other legendary permanents and not just creatures. It also can make a vibranium token which functions just like a powerstone, this deck doesn't take that good advantage of these tokens having only about 3 artifacts and few activated abilities but one of them is on the commander so it is relevant. General's Enforcer is one of the deck's most powerful cards, the deck runs a lot of legendary humans and making them indestructible with a 2 drop that Terra can easily recur is very good. Jirina, Dauntless General is similar in power, able to protect most creatures in the deck and even exiling a graveyard when she comes down. Both Boromir and Gerrard have combos to their name in this deck and can be brought back by Terra, though Gerrard can only be saved when using his ability by instant speed reanimation like Loyal Retainers and Brought Back. Unlike the other 3 Gerrard needs help from a sacrifice outlet to be most effective but can at least deter a destroy all board clear. Spectacular Spider-Man is basically a legendary Selfless Spirit but trades the indestructible being free to activate for the blowout potential of flash.\n\n"},{"insert":{"card-link":"Fanatical Devotion"}},{"insert":": Fanatical Devotion is a very annoying card to play against. It's a free sacrifice outlet that can effectively trade creatures to protect another making it difficult to get rid of something as long as there are other bodies available. While it's awkward to run into the occasional cannot be regenerated from Wrath of God and Damnation using regenerate instead of indestructible does get around some detrimental hate effects like the "},{"insert":{"card-link":"Shadowspear"}},{"insert":".\n\n"},{"insert":{"card-link":"Second Sunrise"}},{"insert":"/"},{"insert":{"card-link":"Cosmic Intervention"}},{"insert":"/"},{"insert":{"card-link":"Faith's Reward"}},{"insert":": Instead of the more common "},{"insert":{"card-link":"Dawn's Truce"}},{"insert":" or "},{"insert":{"card-link":"Flawless Maneuver"}},{"insert":" this deck uses these return to play effects instead as they are both defensive tools to protect a board and proactive combo enablers to gain value or push damage and with the aid of a sac outlet can even get around mass bounce and mass exile that's not named "},{"insert":{"card-link":"Farewell"}},{"insert":". They do cost more mana than some of the protection effects but their ability to be used to win as well as just to not lose is more my style. Second Sunrise is the cheapest but also effects all other players so needs to be used cautiously though in some situations can even convince a player to help protect your spell for you if what they get back is worth it to them. Cosmic intervention is different than the others, exiling instead of having them die so it will prevent when dies triggers but can get around the dreaded Farewell in a manner similar to "},{"insert":{"card-link":"Eerie Interlude"}},{"insert":".\n\n"},{"insert":{"card-link":"Teferi's Protection"}},{"insert":": The deck's second Game Changer. Teferi can't be as proactive as the cards above, but the sheer level of certainty and blowouts it provides is unmatched. Able to blank even the worst board clears, survive some of the most powerful of combos, or just serve as a good old "},{"insert":{"card-link":"Fog"}},{"insert":" that protects even after that turn finishes. Teferi's Protection basically guarantees one gets to their next turn and can be instrumental in securing a win. in the world of protection spells nothing has or likely ever really will beat out Teferi's Protection.\n\nDamage: 9 dedicated cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Arbaaz Mir"}},{"insert":"/"},{"insert":{"card-link":"Warleader's Call"}},{"insert":"/"},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":": Each of these basically serve the same role, dealing damage to each opponent when things enter. Purphoros from the day he was printed has been one of the best at his job, being indestructible, often not being a creature to target down while still being a creature spell to slip past some forms of counter magic and dealing 2 damage where most others only deal 1, it's no surprise he is as common as he is. Warleader's call offers an anthem in addition to the damage while Arbaaz has some nice life gain attached and is very low cmc.\n\n"},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":": Still after all these years, Goblin Bombardment is one of the best sacrifice outlets out there, able to ping any target allowing it to pick off creatures, get in chip damage , all on a 2 mana enchantment. Hard to ask for more.\n\n"},{"insert":{"card-link":"The Meathook Massacre"}},{"insert":": The effect it has is similar to that of the classic aristocrat drain effects, something that deals damage when creatures die as well as gaining some life. The only thing that really separated The Meathook Massacre from cards like Zulaport is that etb effect, allowing it to double up as a board clear when needed. This deck isn't great with mana so it has a hard time getting up to anything past 4 or so but sometimes it's just what's needed and it always helps to squeeze in sweepers when able.\n\n"},{"insert":{"card-link":"Zulaport Cutthroat"}},{"insert":"/"},{"insert":{"card-link":"Sephiroth, Fabled SOLDIER // Sephiroth, One-Winged Angel"}},{"insert":": Zulaport Cutthroat is a classic, one of the best in slot at what he does and Sephiroth is a little more expensive than a "},{"insert":{"card-link":"Blood Artist"}},{"insert":" but comes with a whole lot of new abilities for that 1 extra mana. Adding in a serviceable sacrifice ability, some extra card draw, and of course the emblem. Anyone who has seen Sephiroth in play knows that all magic players just want one thing and it's disgusting. This deck isn't necessarily built to freely transform him, lacking the sheer volume of creatures or the edict effects of dedicated decks but it can accomplish it and with it's reanimation effects can get multiple in play, potentially even all in the same turn.\n\n"},{"insert":{"card-link":"Ellie, Vengeful Hunter"}},{"insert":": A sac outlet that deals direct damage, protects itself, has 3 power, and is a legendary human is everything this deck is looking for. Paying 2 life can become a pretty steep cost if being used to sacrifice multiple creatures but the damage at least means progress towards winning is being made and this deck is fairly decent at regaining health when needed.\n\n"},{"insert":{"card-link":"Kambal, Profiteering Mayor"}},{"insert":": It feels like almost every deck now is incidentally making tokens and the number of decks that make a ton of tokens is at an all time high. Kambal is a very powerful effect, picking up tokens when opponents do so and doing a damage in addition to copying their tokens, this has the ability to get a ton of milage against some decks and is serviceable against many others. This deck also isn't a slouch in that department with cards like Pitiless Pilferer and Warren Soultrader able to make this card basically a Zulaport Cutthroat in the right situation.\n\nReanimation: 4 dedicated cards (11 total)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Alesha, Who Laughs at Fate"}},{"insert":": The second Alesha with an ability that was more competitive than the original "},{"insert":{"card-link":"Alesha, Who Smiles at Death"}},{"insert":" but was lacking a color which is why Terra ends up being the true inheritor of the deck. Laughs at Fate has very good synergy with both the previous Alesha and the current Terra, being an End of Turn trigger that goes off if you have attacked, something needed for these cards to have done to reanimate already. Even at just 2 power Alesha has a handful of good targets and after a single attack or an anthem in play, gets up to 3 which can then revive most of the deck's cards. \n\n"},{"insert":{"card-link":"Loyal Retainers"}},{"insert":": The timing restriction on this and other Portal cards is weird by today's standards but Loyal Retainers has a good place in this deck. It has a lot of good legendary creatures that the Retainers can bring back into play though it does have a bit of anti synergy with Terra as the timing on the reanimations means this cannot be brought back and used the same round, making this only really a target when nothing else is available or good legendries are already in play. This card mostly makes the cut because of the combo with Gerrard so it may end up getting cut at some point.\n\n"},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":": Sevinne's Reclamation is a very flexible card. 3 mana to get back a 3 or less isn't doing much cheating but the 5 mana to get two back attached to it just gives it a lot of value on a single card. Additionally it can get back any permanent so the first cast of the spell is fairly often pointed at a fetch land to ramp, far from the most mana efficient means of ramp, it's flexibility just lets it play out well, definitely being better than a cultivate when top decked on turn 10.\n\n"},{"insert":{"card-link":"Sister Hospitaller"}},{"insert":": A human "},{"insert":{"card-link":"Karmic Guide"}},{"insert":" which functionally describes the card's role in the deck. Losing flying, pro Black, and echo Hospitaller gains plus 1 cmc and the ability to gain life when it revives. Costing one more than Karmic Guide is a pretty big loss and even echo for how silly a mechanic it is, allowed Guide to self sacrifice in order to be reanimated again. However, I wanted this deck to be human tribal so the trade off will have to do and the life gained from this card shouldn't be ignored, the more I've played the more I've come to respect the ability to heal up. Many decks utilize damage all player effects such as the ones used in this very deck and being able to combat those style of decks can cut off passive ways of taking out players and can at least force an opponent to have to commit to out pace life gain.\n\nTokens: 2 dedicated cards (5 total)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Jerren, Corrupted Bishop // Ormendahl, the Corrupter"}},{"insert":": I have yet to bring out Ormendahl but it's not necessarily impossible. Jerren's real role here is to make those 1/1 human tokens whenever a nontoken human dies doubling up on sacrifice abilities and enters triggers. While it doesn't come up super often, the 2 mana lifelink to any human can heal up in a pinch and it's helped me scrap out some close games in the late game.\n\n"},{"insert":{"card-link":"Ratadrabik of Urborg"}},{"insert":": Ratadrabik is a unique and cool card, doubling up on legendries is something fairly uncommon and this card's unique way of doing it lets it do some unique things. This deck had a lot of powerful legendries that this can double up on and leave behind non legendary copies while the original is revived. This can generate a lot of value, doubling up on triggers in addition to being a piece to the combo with Boromir.\n\nAnthem: 1 dedicated card (2 total)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Greymond, Avacyn's Stalwart"}},{"insert":": Greymond or Rick is one of the most powerful anthem effects ever made and an exceptional tribal pay off, being one of the few even out there. All three of the keywords he provides are powerful and while he requires controlling a total of 4 humans to get the +2/+2 the fact he gives himself the buffs in addition to other creatures makes him a beefy finisher. Most Anthem effects now a days need some extra effects to make them worth it, such as Warleader's Call having an impact tremors staples on but Greymond gets by just on putting enough power in play and with Terra being able to revive him, he can keep threatening to come back and make huge life point swings with the +2/+2 and lifelink. The deck doesn't normally use a beatdown plan but with this in play it can switch to dominating combat.\n\nSac Outlet: 1 dedicated card (10 total)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Umbral Collar Zealot"}},{"insert":": This deck has many sac outlets and they play an important part in this deck. This card is simply the only sac outlet which is included purely for that purpose and doesn't fulfil another role well enough to be included there. Umbral Collar Zealot will likely go along "},{"insert":{"card-link":"Viscera Seer"}},{"insert":" as one of the better sacrifice outlet effects, for one more mana the Zealot Surveils instead of Scry, an effect that in many decks is significantly more powerful with far more abilities existing to take advantage of things in the grave than from the bottom of the library. For this deck it also benefits from it being a human with some of the deck's effects benefiting from that fact.\n\nValue: 2 dedicated card (3 total)"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Rinoa, Angel Wing"}},{"insert":": A rather unique card. The first ability will work with Tera as long as her ability to gain flying is allowed to trigger first and will give a useful keyword in vigilance. The more interesting ability is the second one. which says that when an attacking creature dies you may return one of them to battlefield with a flying counter. This provides some nice protection to attackers as a blocked creature will return even into a bad attack making it easier to apply pressure against a low number of blockers. Additionally a creature is still considered attacking even after it has dealt combat damage so long as the combat step hasn't ended, this mechanic is used to abuse things like ninjutsu and sneak but can be used here to get value. Even if someone was to try and not block a small etb creature, we can sacrifice it ourselves after the damage has been dealt in order to have it enter the battlefield and get triggers from when dies and when enters abilities all while stacking evasion one by one onto our creatures.\n\n"},{"insert":{"card-link":"Seasoned Dungeoneer"}},{"insert":": The initiative was a rather fun mechanic in the Battle for Baldur's Gate commander draft format but had gone on to be a headache in other formats, however, despite all of that, the value it grants is quite solid. This deck isn't based around the effect so it would be rather difficult to complete as a 4 cmc card that would need 5 turns to complete, you would be looking at triggering the last room only once at best and only if played fairly early. With the very first effect being the one to grab a basic land, the following effects are more gravy on top but the second ability is what brings this card into the deck. Terra is a warrior and so can be targeted by the ability, granting protection from creatures to ensure that she isn't able to blocked even by players with flyers and then on top of that, grants an Explore which helps with getting more lands and fixing the top of the deck for further value.\n\nLands: 36 dedicated cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"7 Basic Lands (3 Plains, 2 Swamps, 2 Mountains)\n8 Fetchable non-basic Lands (6 Plains, 5 Swamps, 5 Mountains)\n11 Fetch Lands (6 Plains, 6 Swamps, 6 Mountains)\n\n"},{"insert":{"card-link":"Eiganjo, Seat of the Empire"}},{"insert":"/"},{"insert":{"card-link":"Razorgrass Ambush // Razorgrass Field"}},{"insert":"/"},{"insert":{"card-link":"Fell the Profane // Fell Mire"}},{"insert":"/"},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":": Each of these share a common trait, being interaction that also fits as a land. Eiganjo and Razorgrass Ambus aren't super strong as removal, having been better when the First striking Alesha was commander but they can get the job done in a pinch but commonly are played as lands. Witch Enchanter and Fell the Profane see use as spells more often but only when mana is good, the deck only needs 4 mana to play basically every card in the deck so sometimes it just pitches lands when removal feels really necessary.\n\n"},{"insert":{"card-link":"Elegant Parlor"}},{"insert":"/"},{"insert":{"card-link":"Raucous Theater"}},{"insert":"/"},{"insert":{"card-link":"Shadowy Backstreet"}},{"insert":": Anyone who has played with Surveil lands and fetches knows how nice the play pattern is. Any turn where you don't need the mana right away lets you grab one of these instead and do a little deck manipulation all for a fairly low opportunity cost. Additionally as a deck that utilizes it's graveyard, putting something into the bin can often be better than having to draw it, it's hard to go wrong with these lands.\n\n"},{"insert":{"card-link":"Field of the Dead"}},{"insert":": the third and final Game Changer. Field of the Dead is in a unique spot among the Game Changers, it's a bit less egregious as some of its fellow cards, not necessarily being the thing to take control of the game but what gets it on the list, at least in my opinion, is how ubiquitous it would be if not for the disgusting price tags on lands. In a world where all of us have perfect land bases, Field of the Dead could fit into basically every deck and where some obviously abuse it heavily, a deck like this that is more fair in its approach to lands can still get a ton of value, making blockers and sacrifice fodder just for playing lands. With the density of fetch lands this deck has it's very easy for it to trigger it and can even do so multiple times decently well. The deck isn't committing the war crimes green decks are with it but the card still gets work done. An argument could easily be made that there are Game changers that would add much more power or synergy to the deck, things like The One Ring, Underworld Breach, or some reviveable humans like Drannith Magistrate or Opposition Agent might fit better and this slot would just go to another land but for now I have the card so I'll keep it as is.\n\n"},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":": With this deck's usage of reanimation from Terra and effects like Brought Back, having sac outlets in convenient places helps the deck function. This deck doesn't quite have the density of expendable bodies to reliably use Phyrexian Tower as a ramp piece but in a pinch the extra mana could get something in a turn early.\n\n"},{"insert":{"card-link":"Strip Mine"}},{"insert":"/"},{"insert":{"card-link":"Wasteland"}},{"insert":": The need for a little bit of land destruction has been there since the beginning of commander where "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":" and "},{"insert":{"card-link":"Maze of Ith"}},{"insert":" were a bit more common place in a world where most decks needed to attack. Now decks have ways around those but new lands are here to cause serious issues and sometimes getting rid of them is just what you need. With Brought Back effects, it's possible to take out some lands with these, though it's only really viable in the very late game or to maybe take a player off a color they're not drawing enough lands of. The deck has no easy way to loop these so no mass land destruction but sometimes a few key targets can get someone out of the way in the late game.\n\n"},{"insert":{"card-link":"Agadeem's Awakening // Agadeem, the Undercrypt"}},{"insert":": Where most of the MDFCs in the deck mostly end up getting played as lands, Agadeem's awakening is one of the few good enough to favor being played 6 or 7 mana isn't cheap but getting back 3-4 cards can be what's needed to pull back in a game, or get just over the top to close one out.\n\n"},{"insert":{"card-link":"Pinnacle Monk // Mystic Peak"}},{"insert":": Pinnacle Monk has a curious position in this deck. It is very light on instants and sorceries, light enough that a card like "},{"insert":{"card-link":"Ardent Elementalist"}},{"insert":" wouldn't make much sense and Pinnacle Monk at 5 cmc is even worse than that. However, what few instants and sorceries are in the deck are almost all win conditions with cards like Faith's Reward or Ruinous Ultimatum being potentially game winning. So while the density is to light to run something dedicated to the slot, the Monk can do that role while being playable as a land when that game plan seems impossibly far off. I've won a few games just by creating a circumstance where I'm able to threaten to replay Ruinous Ultimatum every turn with the Monk and Terra.\n"}]}
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