557 views7 months ago
Commander
Size: 100Est cost: $636.92Salt sum: 41.28
zorbrew
557 views7 months ago
Commander
Size: 100Est cost: $636.92Salt sum: 41.28
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Commander
Commander
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1 - Acceleration
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

Wizards of Thay
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Instant and sorcery spells you cast cost less to cast.
You may cast sorcery spells as though they had flash.
Instant and sorcery spells you cast cost less to cast.
You may cast sorcery spells as though they had flash.
Creature - Human Wizard

1 - Acceleration
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2 - Advantage
Memory Deluge
Look at the top X cards of your library, where X is the amount of mana spent to cast this spell. Put two of them into your hand and the rest on the bottom of your library in a random order.
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.)
Instant

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

2 - Advantage
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3 - Interaction
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Lazotep Plating
Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
Instant

3 - Interaction
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4 - Winning
Black Mage's Rod
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +1/+0, has "Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent," and is a Wizard in addition to its other types.
Equip
Equipped creature gets +1/+0, has "Whenever you cast a noncreature spell, this creature deals 1 damage to each opponent," and is a Wizard in addition to its other types.
Equip
Artifact - Equipment

Fandaniel, Telophoroi Ascian
Whenever you cast an instant or sorcery spell, surveil 1.
At the beginning of your end step, each opponent may sacrifice a nontoken creature of their choice. Each opponent who doesn't loses 2 life for each instant and sorcery card in your graveyard.
At the beginning of your end step, each opponent may sacrifice a nontoken creature of their choice. Each opponent who doesn't loses 2 life for each instant and sorcery card in your graveyard.
Legendary Creature - Wizard Elder

Metallurgic Summonings
Whenever you cast an instant or sorcery spell, create an X/X colorless Construct artifact creature token, where X is that spell's mana value.
, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
, Exile this enchantment: Return all instant and sorcery cards from your graveyard to your hand. Activate only if you control six or more artifacts.
Enchantment

Professor Onyx
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 2 life and you gain 2 life.
+1: You lose 1 life. Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
−3: Each opponent sacrifices a creature with the greatest power among creatures that player controls.
−8: Each opponent may discard a card. If they don't, they lose 3 life. Repeat this process six more times.
+1: You lose 1 life. Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
−3: Each opponent sacrifices a creature with the greatest power among creatures that player controls.
−8: Each opponent may discard a card. If they don't, they lose 3 life. Repeat this process six more times.
Legendary Planeswalker - Liliana

4 - Winning
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5 - Stax
Liliana, Waker of the Dead
+1: Each player discards a card. Each opponent who can't loses 3 life.
−3: Target creature gets -X/-X until end of turn, where X is the number of cards in your graveyard.
−7: You get an emblem with "At the beginning of combat on your turn, put target creature card from a graveyard onto the battlefield under your control. It gains haste."
−3: Target creature gets -X/-X until end of turn, where X is the number of cards in your graveyard.
−7: You get an emblem with "At the beginning of combat on your turn, put target creature card from a graveyard onto the battlefield under your control. It gains haste."
Legendary Planeswalker - Liliana

5 - Stax
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6 - Lands
6 - Lands
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"This list wants to hold priority and create a ladder of instants from the grave, ending with a blink spell to reset HSoE back to ESU over before the resolving spells are exiled. Cheating death and exile with tricky decisions every step, it flexes its unique advantage engine to grind out the long game.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Strengths and weaknesses"},{"insert":"\n\nDespite the involved and obtuse advantage engine that we commit to in the mid to late game, the deck is flexible. We see an enormous amount of cards; the deck wants to be flipping ESU by turn 5 or 6, and to achieve that the first couple turns of the game are all about handsculpting and gravesculpting. We can dig further towards earlier answers faster than most decks around. And when the deck is allowed to play solitaire, it feels like highway robbery. Dumping the table’s hands, going up a million cards, etc.\n\nAnd in doing so, the list opens itself up to massive blowouts from most sources of removal during critical moments. If the finishing blink spell eats a counterspell, we lose access to several core value pieces for the rest of the game. Graveyard removal is backbreaking and we’re not playing any boots to protect ESU. We’re on a lower land count (than I like playing) because we’re expecting to play lands from grave in the midgame, so playing ESU and raising the commander tax without protection can end up losing us several turns.\n\nKnowing these weaknesses, the deck has a lot of options. Mass discard spells goose out answers in hand before we commit to anything major; advantage pieces with flashback if HSoE never makes it to the field; alternative ways of casting from grave; efficient counterspells to answer opposing value plays that can turn around and protect our ladder of value on our turn; cards that play around targeted and mass graveyard removal while also providing other vital functions to the deck. \nThis deck rewards predictive, mindful decisionmaking and can adapt on the fly.\n\n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Cards and setups to note:"},{"insert":"\n\n\t"},{"insert":{"card-link":"Plague Reaver"}},{"insert":" \nThis card is hot potato, and every toss is a "},{"insert":{"card-link":"Mind Rot"}},{"insert":". This list is positioned to take advantage of group discard pieces in an exceptional way; we need to hit 14 cards in grave, and when we do, we find ourselves with 14 playable cards. I chose to play a split between thorough discard effects like "},{"insert":{"card-link":"Delirium Skeins"}},{"insert":" and "},{"insert":{"card-link":"Awaken the Erstwhile"}},{"insert":" and flexible removal pieces like "},{"insert":{"card-link":"Rankle's Prank"}},{"insert":" and "},{"insert":{"card-link":"Liliana, Waker of the Dead"}},{"insert":". In the late game, these effects also turn our bounce cards into hard removal.\n\n\t"},{"insert":{"card-link":"Savor the Moment"}},{"insert":" \nI was horrified to note in construction that the primary loop that I'm building coincidentally sets up one of the easiest turnloops I've ever seen. Flip ESU, cast "},{"insert":{"card-link":"Temporal Manipulation"}},{"insert":" and a blink spell, repeat. \nTurnlooping is certainly one way to win a game, but A) most non-exiling options are higher CMC which doesn’t lend itself to ladder-building and B) I never want the wins for this deck to feel cheap.\nStM is my compromise; the deck can still play out the wazoo without an untap step and turnlooping is still possible in the late game with "},{"insert":{"card-link":"Displacer Kitten"}},{"insert":" or "},{"insert":{"card-link":"Ghostly Flicker"}},{"insert":". The floor of this card's performance while having ESU on the board is a 3 mana "},{"insert":{"card-link":"Tormenting Voice"}},{"insert":", which is still in line with the gameplan of the deck.\n(Beyond my own personal ethics this is also a flavor consideration. Is Emet-Selch a time wizard? It’s possible, but it doesn’t really come up in the story. Does Emet-Selch savor the moment? Emet-Selch arguably spends more time savoring the moment than walking.)\n\n\t"},{"insert":{"card-link":"Emet-Selch of the Third Seat"}},{"insert":" \nThis card is crazy. Didn't pay much attention to it during preview season because I was way more excited about ESU, but after assessing the card during construction I think it would also be a really engaging build-around on its own. Obviously the deck is greatly interested in having a 2 mana discount on ALL SPELLS from the graveyard but casting an instant or a sorcery from the graveyard on the spot when any opponent eats damage is nuts. If you're on the backfoot, this card is killer. (Casting a "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" for B directly after a split attack from one of your opponents is a hell of a way to stabilize the board.)\n\n\t"},{"insert":{"card-link":"Crypt Ghast"}},{"insert":" \nOur list is on a low swamp count with a decently high fetchland count; generally we'll have 1-2 by the time this card comes online. Netting an extra mana or two per turn cycle is alright, but the card having extort is the big allure. By the time we have the advantage loop established, we have an enormous amount of flexibility with how we spend our mana. Cast 4 spells, cast 3 spells and extorting each to gain 9 (!) life, etc. The deck was built with the awareness that it's going to attract a lot of ire from the table. This is why we're running the gain lands, "},{"insert":{"card-link":"Exsanguinate"}},{"insert":" and "},{"insert":{"card-link":"Tendrils of Agony"}},{"insert":". (Besides, you know, the other reasons to run those cards.)\n\n\tThe free spells - "},{"insert":{"card-link":"Frantic Search"}},{"insert":", "},{"insert":{"card-link":"Snap"}},{"insert":", "},{"insert":{"card-link":"Gitaxian Probe"}},{"insert":", "},{"insert":{"card-link":"Urza's Bauble"}},{"insert":", "},{"insert":{"card-link":"Mishra's Bauble"}},{"insert":", "},{"insert":{"card-link":"Cabal Ritual"}},{"insert":", "},{"insert":{"card-link":"Dark Ritual"}},{"insert":" \nStorm is for grinding, "},{"insert":{"card-link":"Brain Freeze"}},{"insert":" is a draw spell, and "},{"insert":{"card-link":"Sentinel Tower"}},{"insert":" is a removal engine. It's a lot easier to justify the bad card economy of rituals when they turn into "},{"insert":{"card-link":"Squee, Goblin Nabob"}},{"insert":" in the midgame.\n\n\tAssorted fetch lands and "},{"insert":{"card-link":"Lotus Field"}},{"insert":" \nDid you know "},{"insert":{"card-link":"Yawgmoth's Will"}},{"insert":" is also "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":"?\n\t\n\tOn tutors\nI am a strong believer in ethical tutoring; "},{"insert":{"card-link":"Drift of Phantasms"}},{"insert":" is one of my favorite cards and generally I always include a few limited tutors in my lists. However, this deck doesn't really need them. The deck sees an enormous amount if cards, however "},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" makes the cut as tapland or a 6th blink spell in case we haven't seen one yet. It can also grab "},{"insert":{"card-link":"Amphibian Downpour"}},{"insert":" in the late game for a unique removal piece.\n\n\t"},{"attributes":{"underline":true,"bold":true},"insert":"Final notes"},{"insert":"\nEmet-Selch is a character that I personally have a lot of attachment to. He's dramatic, sentimental, determined to the last drip of his soul. In FFXIV's story, Emet-Selch conjures the past in a very literal way hoping to take the world back, to bring his family and friends and culture back from the dead, reincarnating endlessly in the process over thousands of years and losing a bit of himself every cycle. I wanted to capture some of his story in this list.\n"}]}























































































