1.5k views11 days ago
Commander
Size: 100Salt sum: 30.92
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zugaikotsu_no_saisei

1.5k views11 days ago
Commander
Size: 100Salt sum: 30.92

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{"ops":[{"insert":"This deck's gameplan is a familiar one in unfamiliar colors. The goal of the deck is one of a classic reanimator list: get large things into the graveyard, and then pull them out for much cheaper than they cost to cast normally. Typically, one would want black in their color identity for a strategy like this, but I wanted a challenge, so here we are. Initially the deck began its life built around "},{"insert":{"card-link":"Quintorius, Field Historian"}},{"insert":" , and used a bunch of cheeky effects to cast things out of the graveyard, but eventually it settled into the form you see today with the commander you see today (not the fox, flip it over and gaze upon the glorious idiot).\n\nThe crux of the deck revolves around using red discard-draw effects such as "},{"insert":{"card-link":"Faithless Looting"}},{"insert":" to fill the graveyard with large creatures, and then use white cards like "},{"insert":{"card-link":"Breath of Life"}},{"insert":" to pull them back from the graveyard. It seems simple enough on the surface, but there are a lot of effects in red to choose from to help fill the role. Additionally, there are mill cards such as "},{"insert":{"card-link":"Millikin"}},{"insert":" and "},{"insert":{"card-link":"Perpetual Timepiece"}},{"insert":" which help get things into the graveyard, though the selection that the discard-draw effects provide is very important. That said, the mill and the games where discarding something just to draw have definitely informed a number of card choices, such as erring more towards permanents for some of these effects, like "},{"insert":{"card-link":"Bitter Reunion"}},{"insert":", that can be pulled from the graveyard with other effects, or spells with flashback, like "},{"insert":{"card-link":"Laughing Mad"}},{"insert":". That said, whenever it fits, putting in good reanimation targets with effects that also help facilitate putting things in the bin is super useful, with cards like "},{"insert":{"card-link":"Combustible Gearhulk"}},{"insert":" and "},{"insert":{"card-link":"The Warring Triad"}},{"insert":".\n\nThe next part of the gameplan once things are in the graveyard is getting thim out, which is where white comes into play. Newer white reanimation effects are really only focused on small things, such as with "},{"insert":{"card-link":"Helping Hand"}},{"insert":", but that won't work for us when we're trying to reanimate seven-drops, so we must turn to older effects, like "},{"insert":{"card-link":"Resurrection"}},{"insert":". Again, when we can find creatures with these effects, we're happy, so "},{"insert":{"card-link":"Emeria Shepherd"}},{"insert":" is awesome, and when we can find reanimator spells tacked onto other things like removal as in "},{"insert":{"card-link":"Elspeth Conquers Death"}},{"insert":", it just serves to make the deck more consistent and resilient. This deck is also an "},{"insert":{"card-link":"Emeria, the Sky Ruin"}},{"insert":" deck, so we run as many plains as we possible can jam in. \n\nIt's because of these overlapping effects and cards that this deck is as explosive as it is. Being able to reanimate a "},{"insert":{"card-link":"Trumpeting Carnosaur"}},{"insert":" on turn 4 or 5 that can discover another reanimate spell to pull something else out is exactly what this deck wants to do. With that in mind, there are some maybe unorthodox card choices in the list.\n\nFirst, we have "},{"insert":{"card-link":"Velomachus Lorehold"}},{"insert":". Though frankly, she might come out of the deck, being able to dig seven deep to find an instant or sorcery that may represent a reanimation spell, removal, or just card draw to set up other reanimation cards is very useful, all while being a solid reanimation target herself means she fits right in. Five is also sort of the deck's magic number as far as mana value, given most of our reanimator spells cost five and under.\n\nNext, we have cards with more political effects like "},{"insert":{"card-link":"Tenuous Truce"}},{"insert":" and "},{"insert":{"card-link":"Flumph"}},{"insert":". As explosive as this deck can be, it is not a fast one, so being able to curry favor with the rest of the table early is a great way of staying alive and encouraging people not to kill you before you get off the ground. Being able to politick well is a must with this deck, because people get antsy when they see an "},{"insert":{"card-link":"Ancient Gold Dragon"}},{"insert":" get milled, and any chance you have to encourage people not to attack you, you need to be taking. This does bring us to what is in my opinion, the best card in the deck: "},{"insert":{"card-link":"Pulsemage Advocate"}},{"insert":".\n\nPulsemage Advocate is a weird card. It gives an opponent cards, but just fully reanimates a creature. It's a political tool, a graveyard hate-piece, and your most cost-effective reanimator all in one. Being able to stuff other reanimator decks by putting targets back into their hand and blanking their spell is powerful, as is being able to shut off powerful pieces like "},{"insert":{"card-link":"Anger"}},{"insert":" and "},{"insert":{"card-link":"Wonder"}},{"insert":". Being able to put a "},{"insert":{"card-link":"Terramorphic Expanse"}},{"insert":" back into the hand of a mana-screwed opponent is not only a good way to make friends, it goes a long way in making sure there's another player for the other people to hit. Plus, being able to put a removal spell back into another player's hand at a key point can save your bacon. And it does all this while advancing your gameplan, putting up walls or reanimating other key reanimation pieces. It is also a combo piece in the one (slightly) infinite combo in the deck.\n\nThe combo involves Pulsemage Advocate, "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":" , and "},{"insert":{"card-link":"Aurelia, the Warleader"}},{"insert":". I've never gotten the combo to go off, but it should go like this: swing with Aurelia, get an extra combat, sacrifice it to mill an opponent for three cards, then reanimate Aurelia with Pulsemage by putting those three cards back into your opponent's hand. Because the newly-reanimated Aurelia is a new game object that hasn't attacked this turn, attacking with her nets you another combat, as well as untaps your Pulsemage. Rinse and repeat until each opponent is holding the entirety of their deck, and wait for them to draw out on their upkeep. It's a ridiculous combo, and it's very fragile (you are drawing your opponents' decks for them), but it's a combo nonetheless, and if you're looking to play this deck, I would be remiss not to make you aware of it, if only for the fun factor.\n\nAll in all, this deck is one of my favorite I've ever built, and it will be sticking around for quite a while, as cards are only getting more and more powerful. If you play this deck, best of luck to you!\n"}]}

Commander

Qty: 1 Price: $5.49
Mila, Crafty Companion
Whenever an opponent attacks one or more planeswalkers you control, put a loyalty counter on each planeswalker you control.
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Legendary Creature - Fox
Mila, Crafty Companion // Lukka, Wayward Bonder (stx) 277Mila, Crafty Companion // Lukka, Wayward Bonder (stx) 277

Commander

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Artifact

Qty: 9 Price: $33.57
Altar of Dementia
Sacrifice a creature: Target player mills cards equal to the sacrificed creature's power.
Artifact
Altar of Dementia (mh1) 218
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (cmr) 297
Ark of Hunger
Whenever one or more cards leave your graveyard, this artifact deals 1 damage to each opponent and you gain 1 life.
: Mill a card. You may play that card this turn.
Artifact
Ark of Hunger (sos) 173
Brass's Tunnel-Grinder
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one.
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
Legendary Artifact
Brass's Tunnel-Grinder // Tecutlan, the Searing Rift (lci) 135Brass's Tunnel-Grinder // Tecutlan, the Searing Rift (lci) 135
Cursed Mirror
: Add
.
As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
Artifact
Cursed Mirror (c21) 50
Honored Heirloom
: Add one mana of any color.
,
: Exile target card from a graveyard.
Artifact
Honored Heirloom (vow) 257
Perpetual Timepiece
: Mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this artifact: Shuffle any number of target cards from your graveyard into your library.
Artifact
Perpetual Timepiece (plst) KLD-227
Sol Ring
: Add
.
Artifact
Sol Ring (khc) 104
Tablet of Discovery
When this artifact enters, mill a card. You may play that card this turn. (To mill a card, put the top card of your library into your graveyard.)
: Add
.
: Add
. Spend this mana only to cast instant and sorcery spells.
Artifact
Tablet of Discovery (sos) 132

Artifact

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Creature

Qty: 29 Price: $162.07
Ancient Gold Dragon
Flying
Whenever this creature deals combat damage to a player, roll a d20. You create a number of 1/1 blue Faerie Dragon creature tokens with flying equal to the result.
Creature - Elder Dragon
Ancient Gold Dragon (clb) 3
Aurelia, the Warleader
Flying, vigilance, haste
Whenever Aurelia attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
Legendary Creature - Angel
Aurelia, the Warleader (mul) 35
Breathkeeper Seraph
Flying, soulbond (You may pair this creature with another unpaired creature when either enters. They remain paired for as long as you control both of them.)
As long as Breathkeeper Seraph is paired with another creature, each of those creatures has "When this creature dies, you may return it to the battlefield under its owner's control at the beginning of your next upkeep."
Creature - Angel
Breathkeeper Seraph (voc) 31
Cavalier of Dawn
Vigilance
When this creature enters, destroy up to one target nonland permanent. Its controller creates a 3/3 colorless Golem artifact creature token.
When this creature dies, return target artifact or enchantment card from your graveyard to your hand.
Creature - Knight Elemental
Cavalier of Dawn (m20) 10
Combustible Gearhulk
First strike
When this creature enters, target opponent may have you draw three cards. If the player doesn't, you mill three cards, then this creature deals damage to that player equal to the total mana value of those cards.
Creature Artifact - Construct
Combustible Gearhulk (c21) 163
Dawnbreak Reclaimer
Flying
At the beginning of your end step, choose a creature card in an opponent's graveyard, then that player chooses a creature card in your graveyard. You may return those cards to the battlefield under their owners' control.
Creature - Angel
Dawnbreak Reclaimer (c15) 2
Emeria Shepherd
Flying
Landfall — Whenever a land you control enters, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
Creature - Angel
Emeria Shepherd (bfz) 22
Feldon of the Third Path
,
: Create a token that's a copy of target creature card in your graveyard, except it's an artifact in addition to its other types. It gains haste. Sacrifice it at the beginning of the next end step.
Legendary Creature - Human Artificer
Feldon of the Third Path (c21) 169
Flayer of the Hatebound
Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
Creature - Devil
Flayer of the Hatebound (dka) 89
Flumph
Defender, flying
Whenever this creature is dealt damage, you and target opponent each draw a card.
Creature - Jellyfish
Flumph (afr) 15
Impulsivity
When this creature enters, you may cast target instant or sorcery card from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Encore
(
, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Elemental Incarnation
Impulsivity (ecc) 13
Joshua, Phoenix's Dominant
When Joshua enters, discard up to two cards, then draw that many cards.
,
: Exile Joshua, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Human Wizard Noble
Joshua, Phoenix's Dominant // Phoenix, Warden of Fire (fin) 229Joshua, Phoenix's Dominant // Phoenix, Warden of Fire (fin) 229
Karmic Guide
Flying, protection from black
Echo
(At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit
Karmic Guide (mh2) 263
Kor Cartographer
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Scout Kor
Kor Cartographer (cmr) 30
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
Magmatic Force
At the beginning of each upkeep, this creature deals 3 damage to any target.
Creature - Elemental
Magmatic Force (bbd) 181
Millikin
, Mill a card: Add
. (Activate only as an instant. To mill a card, put the top card of your library into your graveyard.)
Creature Artifact - Construct
Millikin (ody) 302
Molten Primordial
Haste
When this creature enters, for each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.
Creature - Avatar
Molten Primordial (gtc) 101
Pulsemage Advocate
: Return three target cards from an opponent's graveyard to their hand. Return target creature card from your graveyard to the battlefield.
Creature - Human Cleric
Pulsemage Advocate (jud) 19
Purphoros, Bronze-Blooded
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Other creatures you control have haste.
: You may put a red creature card or an artifact creature card from your hand onto the battlefield. Sacrifice it at the beginning of the next end step.
Legendary Creature Enchantment - God
Purphoros, Bronze-Blooded (thb) 265
Reya Dawnbringer
Flying
At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield.
Legendary Creature - Angel
Reya Dawnbringer (uma) 32
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (m21) 239
Stalking Vengeance
Haste
Whenever another creature you control dies, it deals damage equal to its power to target player or planeswalker.
Creature - Avatar
Stalking Vengeance (c13) 121
Summon: G.F. Cerberus
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
II — Double — When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy.
III — Triple — When you next cast an instant or sorcery spell this turn, copy it twice. You may choose new targets for the copies.
Creature Enchantment - Saga Dog
Summon: G.F. Cerberus (fin) 162
Terror of the Peaks
Flying
Spells your opponents cast that target this creature cost an additional 3 life to cast.
Whenever another creature you control enters, this creature deals damage equal to that creature's power to any target.
Creature - Dragon
Terror of the Peaks (m21) 164
The Warring Triad
Flying, trample, haste
As long as there are fewer than eight cards in your graveyard, The Warring Triad isn't a creature.
, Mill a card: Target player adds one mana of any color. (Activate only as an instant.)
Legendary Creature Artifact - God
The Warring Triad (fic) 193
Trumpeting Carnosaur
Trample
When this creature enters, discover 5.
, Discard this card: It deals 3 damage to target creature or planeswalker.
Creature - Dinosaur
Trumpeting Carnosaur (lci) 324
Urabrask the Hidden
Creatures you control have haste.
Creatures your opponents control enter tapped.
Legendary Creature - Praetor Phyrexian
Urabrask the Hidden (nph) 98
Velomachus Lorehold
Flying, vigilance, haste
Whenever Velomachus Lorehold attacks, look at the top seven cards of your library. You may cast an instant or sorcery spell with mana value less than or equal to Velomachus Lorehold's power from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Legendary Creature - Elder Dragon
Velomachus Lorehold (stx) 245

Creature

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Enchantment

Qty: 6 Price: $19.24
Bitter Reunion
When this enchantment enters, you may discard a card. If you do, draw two cards.
, Sacrifice this enchantment: Creatures you control gain haste until end of turn.
Enchantment
Bitter Reunion (bro) 127
Elspeth Conquers Death
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost
more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Enchantment - Saga
Elspeth Conquers Death (plst) THB-13
Marshal's Anthem
Multikicker
(You may pay an additional
any number of times as you cast this spell.)
Creatures you control get +1/+1.
When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
Enchantment
Marshal's Anthem (khc) 29
Sneak Attack
: You may put a creature card from your hand onto the battlefield. That creature gains haste. Sacrifice the creature at the beginning of the next end step.
Enchantment
Sneak Attack (wot) 50
Tenuous Truce
Enchant opponent
At the beginning of enchanted opponent's end step, you and that player each draw a card.
When you attack enchanted opponent or a planeswalker they control or when they attack you or a planeswalker you control, sacrifice this Aura.
Enchantment - Aura
Tenuous Truce (ncc) 87
Warstorm Surge
Whenever a creature you control enters, it deals damage equal to its power to any target.
Enchantment
Warstorm Surge (m12) 160

Enchantment

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Instant

Qty: 6 Price: $63.92
Afterlife
Destroy target creature. It can't be regenerated. Its controller creates a 1/1 white Spirit creature token with flying.
Instant
Afterlife (mir) 1
Fateful Absence
Destroy target creature or planeswalker. Its controller investigates. (They create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Fateful Absence (mid) 18
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (mh1) 11
Laughing Mad
As an additional cost to cast this spell, discard a card.
Draw two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost and any additional costs. Then exile it.)
Instant
Laughing Mad (fin) 143
Miraculous Recovery
Return target creature card from your graveyard to the battlefield. Put a +1/+1 counter on it.
Instant
Miraculous Recovery (uma) 26
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 (sta) 11

Instant

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Land

Qty: 38 Price: $87.04
Alpine Meadow
(
: Add
or
.)
This land enters tapped.
Snow Land - Plains Mountain
Alpine Meadow (khm) 248
Avishkar Raceway
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
: Add
.
Max speed —
,
, Discard a card: Draw a card.
Land
Avishkar Raceway (dft) 249
Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (c21) 278
Boros Garrison
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Boros Garrison (cmr) 477
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmr) 350
Drownyard Temple
: Add
.
: Return this card from your graveyard to the battlefield tapped.
Land
Drownyard Temple (c19) 240
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) 325
Emeria, the Sky Ruin
This land enters tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
: Add
.
Land
Emeria, the Sky Ruin (zen) 213
Geier Reach Sanitarium
: Add
.
,
: Each player draws a card, then discards a card.
Legendary Land
Geier Reach Sanitarium (emn) 203
Glittering Massif
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Mountain
Glittering Massif (eoc) 22
Mistveil Plains
(
: Add
.)
This land enters tapped.
,
: Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.
Land - Plains
Mistveil Plains (uma) 247
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (dmu) 280
Plains
(
: Add
.)
Basic Land - Plains
Plains (mh2) 481
Sacred Peaks
(
: Add
or
.)
This land enters tapped.
Land - Plains Mountain
Sacred Peaks (dmu) 254
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (cmr) 356
Spinerock Knoll
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add
.
,
: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.
Land
Spinerock Knoll (c16) 327
Sunbaked Canyon
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Sunbaked Canyon (mh1) 247

Land

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Sorcery

Qty: 11 Price: $21.81
Ascend from Avernus
Return all creature and planeswalker cards with mana value X or less from your graveyard to the battlefield. Exile Ascend from Avernus.
Sorcery
Ascend from Avernus (clb) 5
Breath of Life
Return target creature card from your graveyard to the battlefield.
Sorcery
Breath of Life (por) 10
Divine Reckoning
Each player chooses a creature they control. Destroy the rest.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Divine Reckoning (c17) 59
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (sta) 38
Invoke Justice
Return target permanent card from your graveyard to the battlefield, then distribute four +1/+1 counters among any number of creatures and/or Vehicles target player controls.
Sorcery
Invoke Justice (neo) 437
Jailbreak
Return target permanent card in an opponent's graveyard to the battlefield under their control. When that permanent enters, return up to one target permanent card with equal or lesser mana value from your graveyard to the battlefield.
Sorcery
Jailbreak (ncc) 118
Late to Dinner
Return target creature card from your graveyard to the battlefield. Create a Food token. (It's an artifact with "
,
, Sacrifice this token: You gain 3 life.")
Sorcery
Late to Dinner (mh2) 19
Random Encounter
Shuffle your library, then mill four cards. Put each creature card milled this way onto the battlefield. They gain haste. At the beginning of the next end step, return those creatures to their owner's hand.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Random Encounter (fin) 150
Restoration Seminar
Return target nonland permanent card from your graveyard to the battlefield.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson
Restoration Seminar (sos) 30
Resurrection
Return target creature card from your graveyard to the battlefield.
Sorcery
Resurrection (tsb) 12
What Must Be Done
Choose one —
• Let the World Burn — Destroy all artifacts and creatures.
• Release Juno — Return target historic permanent card from your graveyard to the battlefield. It enters with two additional +1/+1 counters on it if it's a creature. (Artifacts, legendaries, and Sagas are historic.)
Sorcery
What Must Be Done (acr) 11

Sorcery

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Sideboard

Qty: 19 Price: $70.61
Angel of the Ruins
Flying
When this creature enters, exile up to two target artifacts and/or enchantments.
Plainscycling
(
, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Creature Artifact - Angel
Angel of the Ruins (eoc) 63
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (cmr) 162
Coin of Fate
When this artifact enters, surveil 1.
,
, Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch.
Artifact
Coin of Fate (fic) 104
Collector's Vault
,
: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Artifact
Collector's Vault (woe) 244
Curse-Marred Demon
Flying, trample
When this creature enters, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Creature - Demon
Curse-Marred Demon (fra) 79
Dedicated Commons
This land enters tapped unless you control a planeswalker.
: Add
or
.
Land
Dedicated Commons (fra) 175
Eye of Jace
At the beginning of your upkeep, surveil 1. Then if there are seven or more cards in your graveyard, sacrifice this artifact, it deals 2 damage to each opponent, and you gain 2 life. (To surveil 1, look at the top card of your library. You may put it into your graveyard.)
Artifact
Eye of Jace (fra) 170
Fields of Strife
This land enters tapped.
: Add
or
.
,
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land
Fields of Strife (sos) 255
Hall of Echoes
: Add
.
: This land becomes a copy of target creature you control until end of turn. The "legend rule" doesn't apply to permanents you control this turn.
Land
Hall of Echoes (fra) 179
Moonshaker Cavalry
Flying
When this creature enters, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Knight Spirit
Moonshaker Cavalry (soc) 110
Murmuring Volume
: Add one mana of any color.
,
, Discard a card: Draw a card.
Artifact - Book
Murmuring Volume (fra) 174
Radiant Summit
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Mountain
Radiant Summit (eoc) 23
Return to the Light Realms
Return all nonland permanent cards from your graveyard to the battlefield.
Sorcery
Return to the Light Realms (fra) 20
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 (eoe) 256
Spirit of Resilience
Whenever one or more cards leave your graveyard, put a +1/+1 counter on this creature, then you may have this creature become a copy of an artifact or creature card from among those cards until end of turn.
Creature - Warrior Spirit
Spirit of Resilience (soc) 37
Turbulent Steppe
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Mountain
Turbulent Steppe (soc) 58
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
Enchantment
Underworld Breach (thb) 161
Venser, Fervent Forger
Flash
When Venser enters, choose one —
• Copy target instant or sorcery spell an opponent controls twice. You may choose new targets for the copies.
• Create two tokens that are copies of target permanent an opponent controls. They gain haste. At the beginning of the next end step, sacrifice them.
Legendary Creature - Human Sorcerer
Venser, Fervent Forger (frc) 9
Your Fate Ends Here
Destroy target creature or planeswalker with mana value 3 or greater. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Instant
Your Fate Ends Here (fra) 24

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Cards that might be good but I hate UB

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Anti-Venom, Horrifying Healer
When Anti-Venom enters, if he was cast, return target creature card from your graveyard to the battlefield.
If damage would be dealt to Anti-Venom, prevent that damage and put that many +1/+1 counters on him.
Legendary Creature - Hero Symbiote
Anti-Venom, Horrifying Healer (spm) 1
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
Cool but Rude
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Enchantment - Class
Cool but Rude (tmt) 89

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Commander Replacements

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Quintorius, History Chaser
Whenever one or more cards leave your graveyard, create a 3/2 red and white Spirit creature token.
+1: You may discard a card. If you do, draw two cards, then mill a card.
−4: Spirits you control gain double strike and vigilance until end of turn.
Quintorius, History Chaser can be your commander.
Legendary Planeswalker - Quintorius
Quintorius, History Chaser (soc) 7

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Anticausal Vestige
When this creature leaves the battlefield, draw a card, then you may put a permanent card with mana value less than or equal to the number of lands you control from your hand onto the battlefield tapped.
Warp
(You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Eldrazi
Anticausal Vestige (eoe) 1
Cavalier of Flame
: Creatures you control get +1/+0 and gain haste until end of turn.
When this creature enters, discard any number of cards, then draw that many cards.
When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.
Creature - Knight Elemental
Cavalier of Flame (m20) 125
Cyclops of Eternal Fury
Creatures you control have haste.
Creature Enchantment - Cyclops
Cyclops of Eternal Fury (jou) 92
Death or Glory
Separate all creature cards in your graveyard into two piles. Exile the pile of an opponent's choice and return the other to the battlefield.
Sorcery
Death or Glory (inv) 13
Gamble
Search your library for a card, put that card into your hand, discard a card at random, then shuffle.
Sorcery
Gamble (dmr) 121
Seraph
Flying
Whenever a creature dealt damage by this creature this turn dies, put that card onto the battlefield under your control at the beginning of the next end step. Sacrifice the creature when you lose control of this creature.
Creature - Angel
Seraph (5ed) 59
Sun Titan
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature - Giant
Sun Titan (c21) 106
The Fire Crystal
Red spells you cast cost
less to cast.
Creatures you control have haste.
,
: Create a token that's a copy of target creature you control. Sacrifice it at the beginning of the next end step.
Legendary Artifact
The Fire Crystal (fin) 135
Tocasia's Dig Site
: Add
.
,
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land
Tocasia's Dig Site (bro) 266

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Swaps Out

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Archivist of Oghma
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
Creature - Cleric Halfling
Archivist of Oghma (clb) 553
Argentum Masticore
First strike, protection from multicolored
At the beginning of your upkeep, sacrifice this creature unless you discard a card. When you discard a card this way, destroy target nonland permanent an opponent controls with mana value less than or equal to the mana value of the discarded card.
Creature Artifact - Masticore Phyrexian
Argentum Masticore (one) 222
Boros Signet
,
: Add
.
Artifact
Boros Signet (c20) 239
Demand Answers
As an additional cost to cast this spell, sacrifice an artifact or discard a card.
Draw two cards.
Instant
Demand Answers (mkm) 306
Humble Defector
: Draw two cards. Target opponent gains control of this creature. Activate only during your turn.
Creature - Human Rogue
Humble Defector (cmr) 667
Talisman of Conviction
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Conviction (mh1) 230

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Deck Info

Deck stats

55 pips - 33 cards
27 mana - 27 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
39 pips - 26 cards
26 mana - 24 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"This deck's gameplan is a familiar one in unfamiliar colors. The goal of the deck is one of a classic reanimator list: get large things into the graveyard, and then pull them out for much cheaper than they cost to cast normally. Typically, one would want black in their color identity for a strategy like this, but I wanted a challenge, so here we are. Initially the deck began its life built around "},{"insert":{"card-link":"Quintorius, Field Historian"}},{"insert":" , and used a bunch of cheeky effects to cast things out of the graveyard, but eventually it settled into the form you see today with the commander you see today (not the fox, flip it over and gaze upon the glorious idiot).\n\nThe crux of the deck revolves around using red discard-draw effects such as "},{"insert":{"card-link":"Faithless Looting"}},{"insert":" to fill the graveyard with large creatures, and then use white cards like "},{"insert":{"card-link":"Breath of Life"}},{"insert":" to pull them back from the graveyard. It seems simple enough on the surface, but there are a lot of effects in red to choose from to help fill the role. Additionally, there are mill cards such as "},{"insert":{"card-link":"Millikin"}},{"insert":" and "},{"insert":{"card-link":"Perpetual Timepiece"}},{"insert":" which help get things into the graveyard, though the selection that the discard-draw effects provide is very important. That said, the mill and the games where discarding something just to draw have definitely informed a number of card choices, such as erring more towards permanents for some of these effects, like "},{"insert":{"card-link":"Bitter Reunion"}},{"insert":", that can be pulled from the graveyard with other effects, or spells with flashback, like "},{"insert":{"card-link":"Laughing Mad"}},{"insert":". That said, whenever it fits, putting in good reanimation targets with effects that also help facilitate putting things in the bin is super useful, with cards like "},{"insert":{"card-link":"Combustible Gearhulk"}},{"insert":" and "},{"insert":{"card-link":"The Warring Triad"}},{"insert":".\n\nThe next part of the gameplan once things are in the graveyard is getting thim out, which is where white comes into play. Newer white reanimation effects are really only focused on small things, such as with "},{"insert":{"card-link":"Helping Hand"}},{"insert":", but that won't work for us when we're trying to reanimate seven-drops, so we must turn to older effects, like "},{"insert":{"card-link":"Resurrection"}},{"insert":". Again, when we can find creatures with these effects, we're happy, so "},{"insert":{"card-link":"Emeria Shepherd"}},{"insert":" is awesome, and when we can find reanimator spells tacked onto other things like removal as in "},{"insert":{"card-link":"Elspeth Conquers Death"}},{"insert":", it just serves to make the deck more consistent and resilient. This deck is also an "},{"insert":{"card-link":"Emeria, the Sky Ruin"}},{"insert":" deck, so we run as many plains as we possible can jam in. \n\nIt's because of these overlapping effects and cards that this deck is as explosive as it is. Being able to reanimate a "},{"insert":{"card-link":"Trumpeting Carnosaur"}},{"insert":" on turn 4 or 5 that can discover another reanimate spell to pull something else out is exactly what this deck wants to do. With that in mind, there are some maybe unorthodox card choices in the list.\n\nFirst, we have "},{"insert":{"card-link":"Velomachus Lorehold"}},{"insert":". Though frankly, she might come out of the deck, being able to dig seven deep to find an instant or sorcery that may represent a reanimation spell, removal, or just card draw to set up other reanimation cards is very useful, all while being a solid reanimation target herself means she fits right in. Five is also sort of the deck's magic number as far as mana value, given most of our reanimator spells cost five and under.\n\nNext, we have cards with more political effects like "},{"insert":{"card-link":"Tenuous Truce"}},{"insert":" and "},{"insert":{"card-link":"Flumph"}},{"insert":". As explosive as this deck can be, it is not a fast one, so being able to curry favor with the rest of the table early is a great way of staying alive and encouraging people not to kill you before you get off the ground. Being able to politick well is a must with this deck, because people get antsy when they see an "},{"insert":{"card-link":"Ancient Gold Dragon"}},{"insert":" get milled, and any chance you have to encourage people not to attack you, you need to be taking. This does bring us to what is in my opinion, the best card in the deck: "},{"insert":{"card-link":"Pulsemage Advocate"}},{"insert":".\n\nPulsemage Advocate is a weird card. It gives an opponent cards, but just fully reanimates a creature. It's a political tool, a graveyard hate-piece, and your most cost-effective reanimator all in one. Being able to stuff other reanimator decks by putting targets back into their hand and blanking their spell is powerful, as is being able to shut off powerful pieces like "},{"insert":{"card-link":"Anger"}},{"insert":" and "},{"insert":{"card-link":"Wonder"}},{"insert":". Being able to put a "},{"insert":{"card-link":"Terramorphic Expanse"}},{"insert":" back into the hand of a mana-screwed opponent is not only a good way to make friends, it goes a long way in making sure there's another player for the other people to hit. Plus, being able to put a removal spell back into another player's hand at a key point can save your bacon. And it does all this while advancing your gameplan, putting up walls or reanimating other key reanimation pieces. It is also a combo piece in the one (slightly) infinite combo in the deck.\n\nThe combo involves Pulsemage Advocate, "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":" , and "},{"insert":{"card-link":"Aurelia, the Warleader"}},{"insert":". I've never gotten the combo to go off, but it should go like this: swing with Aurelia, get an extra combat, sacrifice it to mill an opponent for three cards, then reanimate Aurelia with Pulsemage by putting those three cards back into your opponent's hand. Because the newly-reanimated Aurelia is a new game object that hasn't attacked this turn, attacking with her nets you another combat, as well as untaps your Pulsemage. Rinse and repeat until each opponent is holding the entirety of their deck, and wait for them to draw out on their upkeep. It's a ridiculous combo, and it's very fragile (you are drawing your opponents' decks for them), but it's a combo nonetheless, and if you're looking to play this deck, I would be remiss not to make you aware of it, if only for the fun factor.\n\nAll in all, this deck is one of my favorite I've ever built, and it will be sticking around for quite a while, as cards are only getting more and more powerful. If you play this deck, best of luck to you!\n"}]}
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