zugaikotsu_no_saisei
1.5k views11 days ago
Commander
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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
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.
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Legendary Creature - Fox


Commander
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Artifact
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.)
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


Artifact
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Creature
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."
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

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.
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

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.
Whenever this creature or another creature enters from your graveyard, that creature deals damage equal to its power to any target.
Creature - Devil

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.)
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

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.
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

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.
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

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.
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

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.
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

Creature
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Enchantment
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.
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

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.
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

Enchantment
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Instant
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.
Exile Teferi's Protection.
Instant

Instant
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Land
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.
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

Land
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Sorcery
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.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

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.)
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

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.)
• 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

Sorcery
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Sideboard
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.
, , 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

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

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.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

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.
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

Sideboard
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Cards that might be good but I hate UB
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.
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

Cards that might be good but I hate UB
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Commander Replacements
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.
+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

Commander Replacements
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Maybeboard
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.)
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

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.
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

Maybeboard
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Swaps Out
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.
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

Swaps Out
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
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"}]}



























































































