TehS3an
1.5k views2 months ago
Commander
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{"ops":[{"insert":"Hello! This is my take on "},{"insert":{"card-link":"Tellah, Great Sage"}},{"insert":"!\n\nI initially started this project under a budget of $50 just to have a powerful budget option to play for pick up games with people comfortable with level 3/4 gameplay that are interested in cEDH as well. It is pretty consistent to get to a winning position, if not combo off, on anywhere as early as turn 3 or 4, but more consistently between 5 and 6. Recently some key pieces have increased in price so I have raised the budget to be $100 or under, which I still think is reasonable considering it currently is floating around the same price as a Universes Beyond precon (unfortunately)\n\n\n"},{"attributes":{"bold":true},"insert":"Basic Principles of the deck: "},{"insert":"\nTellah is the backbone source of the draw in the deck - turning every 4MV+ spell (minus the two creature spells) into a "},{"insert":{"card-link":"Divination"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"While very commander-reliant, with playing so many mana rocks, there is inevitability in usually having large ammounts of mana even if Tellah is removed."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There are a lot of options for removal, but the main game plan is either going to be assembling an infinite mana combo or just through overwhelming resources of tokens, draw, and mana rocks."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Combos:"},{"insert":"\nTellah easily pumps out "},{"insert":{"card-link":"Hero"}},{"insert":" tokens since all but two of the nonland cards in the deck ("},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" & "},{"insert":{"card-link":"Tidespout Tyrant"}},{"insert":"), these can be used for spells such as "},{"insert":{"card-link":"Infernal Plunge"}},{"insert":","},{"insert":{"card-link":"Farsight Ritual"}},{"insert":", or most importantly "},{"insert":{"card-link":"Reality Scramble"}},{"insert":" to cheat out the afformentioned bouncy boys of the deck, which essentially will both do the same thing and set up a very strong engine to juggle mana rocks back and forth to either: make infinite mana and/or infinite "},{"insert":{"card-link":"Hero"}},{"insert":" tokens ("},{"insert":{"card-link":"Sol Ring"}},{"insert":" and any other mana rock that is either free or mana neutral such as "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":") \nHere is an example:\nHave Tellah and a "},{"insert":{"card-link":"Hero"}},{"insert":" token out. and at least 5 mana, two of which must be red, and both "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" in hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast "},{"insert":{"card-link":"Reality Scramble"}},{"insert":" targeting token, making another and drawing two cards, then churning through the deck until revealing "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" or "},{"insert":{"card-link":"Tidespout Tyrant"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use the last remaining mana to cast "},{"insert":{"card-link":"Sol Ring"}},{"insert":" , make a hero token, tap ring to float two mana, cast "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" for X=0 and bounce the Sol Ring to hand and make another hero token. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use one of the two floating mana to recast "},{"insert":{"card-link":"Sol Ring"}},{"insert":" , make another dude and return "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" to hand and make yet another dude."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat steps 3 and 4 to essential net 1 mana and 4 tokens each cycle, until there is a bunch of floating mana from "},{"insert":{"card-link":"Sol Ring"}},{"insert":" to cast "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" for X = more than each opponents life total."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Tellah, Great Sage"}},{"insert":" will trigger the last ability and do damage equal to however much was spent on "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" as long as it was more than 8 mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Beatdown Plan:"},{"insert":"\nThere are a good number of cards that will just help a swarm of "},{"insert":{"card-link":"Hero"}},{"insert":" tokens win through combat as well.\n"},{"insert":{"card-link":"Forsaken Monument"}},{"insert":" pumps all of the hero tokens +2/+2, along with going infinite with "},{"insert":{"card-link":"Basalt Monolith"}},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Roar of Resistance"}},{"insert":" can pump anything attacking an opponent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Haze of Rage"}},{"insert":" can get nuts, or just be a buyback spell to draw two cards and make a hero when Tellah is by himself."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Opposition"}},{"insert":" can timewalk an opponent or just tap down all of an opponent's blockers."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Big mana bursts:"},{"insert":"\n"},{"insert":{"card-link":"Battle Hymn"}},{"insert":" after creating a ton of hero tokens can just be game ending ammounts of mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Inner Fire"}},{"insert":" and "},{"insert":{"card-link":"Path of the Pyromancer"}},{"insert":" can turn a bad hand into a ton of mana (Note: these will draw two with Tellah, which if the cards drawn are instant speed can be used before resolution)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mana Geyser"}},{"insert":" GG EZ this card is too powerful in the right situations."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Big Score"}},{"insert":", "},{"insert":{"card-link":"Pirate's Pillage"}},{"insert":" , and "},{"insert":{"card-link":"Inspired Tinkering"}},{"insert":" will make treasure to set up for following turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mystic Retrieval"}},{"insert":" & "},{"insert":{"card-link":"Sorceress's Schemes"}},{"insert":" being able to get these back is huge and can turn things, especially like "},{"insert":{"card-link":"Inner Fire"}},{"insert":" and "},{"insert":{"card-link":"Mana Geyser"}},{"insert":" into huge ammounts of mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Wrap up:"},{"insert":"\nThis deck is evolving and skirts the line between a competitive combo deck and fun battlecruiser style deck depending how the pilot chooses to play it. There are a lot of decision trees to make and it can be a fun and rewarding process playing it.\n\n\n\n"}]}
Commander
Tellah, Great Sage
Whenever you cast a noncreature spell, create a 1/1 colorless Hero creature token. If four or more mana was spent to cast that spell, draw two cards. If eight or more mana was spent to cast that spell, sacrifice Tellah and it deals that much damage to each opponent.
Legendary Creature - Human Wizard

Commander
(CTRL to add secondary)
1) Early Ramp
1) Early Ramp
(CTRL to add secondary)
2) Ramp to Draw
Path of the Pyromancer
Discard all the cards in your hand. Add for each card discarded this way, then draw that many cards plus one.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Sorcery

2) Ramp to Draw
(CTRL to add secondary)
3) Removal
Audacious Swap
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
The owner of target nonenchantment permanent shuffles it into their library, then exiles the top card of their library. If it's a land card, they put it onto the battlefield. Otherwise, they may cast it without paying its mana cost.
The owner of target nonenchantment permanent shuffles it into their library, then exiles the top card of their library. If it's a land card, they put it onto the battlefield. Otherwise, they may cast it without paying its mana cost.
Instant

Extraordinary Journey
When this enchantment enters, exile up to X target creatures. For each of those cards, its owner may play it for as long as it remains exiled.
Whenever one or more nontoken creatures enter, if one or more of them entered from exile or was cast from exile, you draw a card. This ability triggers only once each turn.
Whenever one or more nontoken creatures enter, if one or more of them entered from exile or was cast from exile, you draw a card. This ability triggers only once each turn.
Enchantment

Inscription of Insight
Kicker
Choose one. If this spell was kicked, choose any number instead.
• Return up to two target creatures to their owners' hands.
• Scry 2, then draw two cards.
• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
Choose one. If this spell was kicked, choose any number instead.
• Return up to two target creatures to their owners' hands.
• Scry 2, then draw two cards.
• Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.
Sorcery

Volcanic Offering
Destroy target nonbasic land you don't control and target nonbasic land of an opponent's choice you don't control.
Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control.
Volcanic Offering deals 7 damage to target creature you don't control and 7 damage to target creature of an opponent's choice you don't control.
Instant

3) Removal
(CTRL to add secondary)
4) Cute Stuff
Lost in the Maze
Flash
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
Enchantment

Reality Scramble
Put target permanent you own on the bottom of your library. Reveal cards from the top of your library until you reveal a card that shares a card type with that permanent. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery

4) Cute Stuff
(CTRL to add secondary)
5) Draw & Selection
Farsight Ritual
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
Look at the top four cards of your library. If this spell was bargained, look at the top eight cards of your library instead. Put two of them into your hand and the rest on the bottom of your library in a random order.
Look at the top four cards of your library. If this spell was bargained, look at the top eight cards of your library instead. Put two of them into your hand and the rest on the bottom of your library in a random order.
Instant

5) Draw & Selection
(CTRL to add secondary)
6) Lands
6) Lands
(CTRL to add secondary)
Maybeboard
Change of Plans
Each of X target creatures you control connive. You may have any number of them phase out. (To have a creature connive, draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Collective Defiance
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Target player discards all the cards in their hand, then draws that many cards.
• Collective Defiance deals 4 damage to target creature.
• Collective Defiance deals 3 damage to target opponent or planeswalker.
Choose one or more —
• Target player discards all the cards in their hand, then draws that many cards.
• Collective Defiance deals 4 damage to target creature.
• Collective Defiance deals 3 damage to target opponent or planeswalker.
Sorcery

Cursed Recording
Whenever you cast an instant or sorcery spell, put a time counter on this artifact. Then if there are seven or more time counters on it, remove those counters and it deals 20 damage to you.
: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Artifact

Hurkyl's Final Meditation
During turns other than yours, this spell costs more to cast.
Return all nonland permanents to their owners' hands. End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Return all nonland permanents to their owners' hands. End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Instant

Indomitable Creativity
Destroy X target artifacts and/or creatures. For each permanent destroyed this way, its controller reveals cards from the top of their library until an artifact or creature card is revealed and exiles that card. Those players put the exiled cards onto the battlefield, then shuffle.
Sorcery

Invasion of Arcavios
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
When this Siege enters, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
Battle - Siege


Mists of Lórien
Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.)
Return target nonland permanent and each other nonland permanent with the same mana value as that permanent to their owners' hands.
Return target nonland permanent and each other nonland permanent with the same mana value as that permanent to their owners' hands.
Sorcery

Proteus Staff
, : Put target creature on the bottom of its owner's library. That creature's controller reveals cards from the top of their library until they reveal a creature card. The player puts that card onto the battlefield and the rest on the bottom of their library in any order. Activate only as a sorcery.
Artifact

Rousing Refrain
Add for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Savage Alliance
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Creatures target player controls gain trample until end of turn.
• Savage Alliance deals 2 damage to target creature.
• Savage Alliance deals 1 damage to each creature target opponent controls.
Choose one or more —
• Creatures target player controls gain trample until end of turn.
• Savage Alliance deals 2 damage to target creature.
• Savage Alliance deals 1 damage to each creature target opponent controls.
Instant

Sorcerer Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, draw two cards, then discard two cards.
: Level 2
Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: Level 3
Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
When this Class enters, draw two cards, then discard two cards.
: Level 2
Creatures you control have ": Add or . Spend this mana only to cast an instant or sorcery spell or to gain a Class level."
: Level 3
Whenever you cast an instant or sorcery spell, that spell deals damage to each opponent equal to the number of instant and sorcery spells you've cast this turn.
Enchantment - Class

The Akroan War
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of target creature for as long as this Saga remains on the battlefield.
II — Until your next turn, creatures your opponents control attack each combat if able.
III — Each tapped creature deals damage to itself equal to its power.
I — Gain control of target creature for as long as this Saga remains on the battlefield.
II — Until your next turn, creatures your opponents control attack each combat if able.
III — Each tapped creature deals damage to itself equal to its power.
Enchantment - Saga

The Antiquities War
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
I, II — Look at the top five cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
III — Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Enchantment - Saga

The Flux
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after VI.)
I — This Saga deals 4 damage to target creature an opponent controls.
II, III, IV, V — Exile the top card of your library. You may play that card this turn.
VI — Add six .
I — This Saga deals 4 damage to target creature an opponent controls.
II, III, IV, V — Exile the top card of your library. You may play that card this turn.
VI — Add six .
Enchantment - Saga

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
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Description
{"ops":[{"insert":"Hello! This is my take on "},{"insert":{"card-link":"Tellah, Great Sage"}},{"insert":"!\n\nI initially started this project under a budget of $50 just to have a powerful budget option to play for pick up games with people comfortable with level 3/4 gameplay that are interested in cEDH as well. It is pretty consistent to get to a winning position, if not combo off, on anywhere as early as turn 3 or 4, but more consistently between 5 and 6. Recently some key pieces have increased in price so I have raised the budget to be $100 or under, which I still think is reasonable considering it currently is floating around the same price as a Universes Beyond precon (unfortunately)\n\n\n"},{"attributes":{"bold":true},"insert":"Basic Principles of the deck: "},{"insert":"\nTellah is the backbone source of the draw in the deck - turning every 4MV+ spell (minus the two creature spells) into a "},{"insert":{"card-link":"Divination"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"While very commander-reliant, with playing so many mana rocks, there is inevitability in usually having large ammounts of mana even if Tellah is removed."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"There are a lot of options for removal, but the main game plan is either going to be assembling an infinite mana combo or just through overwhelming resources of tokens, draw, and mana rocks."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Combos:"},{"insert":"\nTellah easily pumps out "},{"insert":{"card-link":"Hero"}},{"insert":" tokens since all but two of the nonland cards in the deck ("},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" & "},{"insert":{"card-link":"Tidespout Tyrant"}},{"insert":"), these can be used for spells such as "},{"insert":{"card-link":"Infernal Plunge"}},{"insert":","},{"insert":{"card-link":"Farsight Ritual"}},{"insert":", or most importantly "},{"insert":{"card-link":"Reality Scramble"}},{"insert":" to cheat out the afformentioned bouncy boys of the deck, which essentially will both do the same thing and set up a very strong engine to juggle mana rocks back and forth to either: make infinite mana and/or infinite "},{"insert":{"card-link":"Hero"}},{"insert":" tokens ("},{"insert":{"card-link":"Sol Ring"}},{"insert":" and any other mana rock that is either free or mana neutral such as "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":") \nHere is an example:\nHave Tellah and a "},{"insert":{"card-link":"Hero"}},{"insert":" token out. and at least 5 mana, two of which must be red, and both "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" in hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast "},{"insert":{"card-link":"Reality Scramble"}},{"insert":" targeting token, making another and drawing two cards, then churning through the deck until revealing "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" or "},{"insert":{"card-link":"Tidespout Tyrant"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use the last remaining mana to cast "},{"insert":{"card-link":"Sol Ring"}},{"insert":" , make a hero token, tap ring to float two mana, cast "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" for X=0 and bounce the Sol Ring to hand and make another hero token. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use one of the two floating mana to recast "},{"insert":{"card-link":"Sol Ring"}},{"insert":" , make another dude and return "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" to hand and make yet another dude."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat steps 3 and 4 to essential net 1 mana and 4 tokens each cycle, until there is a bunch of floating mana from "},{"insert":{"card-link":"Sol Ring"}},{"insert":" to cast "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" for X = more than each opponents life total."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Tellah, Great Sage"}},{"insert":" will trigger the last ability and do damage equal to however much was spent on "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" as long as it was more than 8 mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Beatdown Plan:"},{"insert":"\nThere are a good number of cards that will just help a swarm of "},{"insert":{"card-link":"Hero"}},{"insert":" tokens win through combat as well.\n"},{"insert":{"card-link":"Forsaken Monument"}},{"insert":" pumps all of the hero tokens +2/+2, along with going infinite with "},{"insert":{"card-link":"Basalt Monolith"}},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Roar of Resistance"}},{"insert":" can pump anything attacking an opponent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Haze of Rage"}},{"insert":" can get nuts, or just be a buyback spell to draw two cards and make a hero when Tellah is by himself."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Opposition"}},{"insert":" can timewalk an opponent or just tap down all of an opponent's blockers."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Big mana bursts:"},{"insert":"\n"},{"insert":{"card-link":"Battle Hymn"}},{"insert":" after creating a ton of hero tokens can just be game ending ammounts of mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Inner Fire"}},{"insert":" and "},{"insert":{"card-link":"Path of the Pyromancer"}},{"insert":" can turn a bad hand into a ton of mana (Note: these will draw two with Tellah, which if the cards drawn are instant speed can be used before resolution)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mana Geyser"}},{"insert":" GG EZ this card is too powerful in the right situations."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Big Score"}},{"insert":", "},{"insert":{"card-link":"Pirate's Pillage"}},{"insert":" , and "},{"insert":{"card-link":"Inspired Tinkering"}},{"insert":" will make treasure to set up for following turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mystic Retrieval"}},{"insert":" & "},{"insert":{"card-link":"Sorceress's Schemes"}},{"insert":" being able to get these back is huge and can turn things, especially like "},{"insert":{"card-link":"Inner Fire"}},{"insert":" and "},{"insert":{"card-link":"Mana Geyser"}},{"insert":" into huge ammounts of mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Wrap up:"},{"insert":"\nThis deck is evolving and skirts the line between a competitive combo deck and fun battlecruiser style deck depending how the pilot chooses to play it. There are a lot of decision trees to make and it can be a fun and rewarding process playing it.\n\n\n\n"}]}


















































































































































































