Reddington
3.9k views8 hrs ago
Commander
Size: 100Salt sum: 41.73
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{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"POWER LEVEL:"},{"insert":" 7/10 or Bracket 3 (Consistently gets a Turn 6-8 win)\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DECK TYPE:"},{"insert":" Midrange, +1/+1 Counters, Enchantments, Sagas, Tokens\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"PLAYSTYLE:"},{"insert":" This is a Token deck that focuses primarily on explosive mana production and card draw in order to turbo into a sizable enough board to overrun the table. It leverages Sigurd's ability to manipulate Saga counters and the incidental +1/+1 counter production in order to squeeze out every ounce of advantage you can from your individual cards to gain a foothold over your opponents. This deck is not dependent on the Commander: every facet of this deck contributes to the overall engine, and the Commander himself exists to bolster the engine further beyond their current means.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DESCRIPTION:"},{"insert":" This is primarily a midrange deck that focuses on hindering your opponents' ability to set up their board and engines while establishing your own to creep into a win. Lore counters can be manipulated to repeat powerful effects present on the Sagas while incrementally garnering value for yourself. In addition to their individually impacting abilities, the Sagas also serve as a producer of +1/+1 counters through Sigurd, Jarl of Ravensthorpe's ability which serve as another resource to be used in conjunction of cards like Sergeant John Benton, Generous Patron, Gyre Sage, and Kami of Whispered Hopes in order to catapult your gameplay through an injection of card draw and mana production. The end goal is to expand your creature count over time or to catapult it through cards like Summon: Knights of Round or Summon: Good King Mog XII in order to crash into a win with Craterhoof Behemoth or Moonshaker Cavalry.\n\nWhile the symmetrical card draw cards like Sergeant John Benton, Fall of the First Civilization, Love Song of Night and Day, Secret Rendezvous, and Cut a Deal may seem counter-intuitive to a midrange strategy, the repeated value and removal you get from your own Saga package will ensure that you stay ahead of the opponent and continue to be able to interact no matter what they put on board. You're not trying to lock your opponents out of the game: you're trying to buy yourself one or two more turns and keeping yourself alive long enough to get into the endgame, at which point victory becomes trivial. This deck can run more slowly than other Bracket 3 deck, and every repeatable piece of removal will buy you the time necessary to win. Not only that, these cards interact well with Smothering Tithe, and MVP cards like Sergeant John Benton will not only fill up your hand, it'll also garner you a fat chunk of mana to be used however you wish.\n\nThe ramp package is designed in a way that all the eggs are not placed in the same basket: the explosive mana production is evenly splint between about a dozen different cards in the deck so that you're not completely dependent on one card to produce the majority of your mana. Cards like Fanatic of Rhonas, Bloom Tender, Incubation Druid, Leyline Immersion, Sanctum Weaver, Bear Umbra, and Smothering Tithe all individually do a lot of heavy lifting.\n\n"},{"attributes":{"background":"#222222","color":"#dddddd"},"insert":"Keep in mind that Sagas entering the battlefield counts as a counter being placed on the card, so it will trigger Sigurd's ability to place a +1/+1 counter on a card, including the Summon that just entered. Also, don't be afraid of letting some Sagas run long or letting them die off: certain Sagas can afford to sit around for awhile, and certain Sagas don't matter in the long run when it comes to approaching your win condition, and only through playtesting can you determine the optimal time to play certain Sagas to maximize your efficiency."},{"insert":"\n"}]}
Commander
Sigurd, Jarl of Ravensthorpe
Vigilance, trample, lifelink
Boast — : Put a lore counter on target Saga you control or remove one from it. (Activate only if this creature attacked this turn and only once each turn.)
Whenever you put a lore counter on a Saga you control, put a +1/+1 counter on up to one other target creature.
Boast — : Put a lore counter on target Saga you control or remove one from it. (Activate only if this creature attacked this turn and only once each turn.)
Whenever you put a lore counter on a Saga you control, put a +1/+1 counter on up to one other target creature.
Legendary Creature - Human Warrior

Commander
(CTRL to add secondary)
Card Advantage/Tutors
Burning Curiosity
As an additional cost to cast this spell, you may blight 1. (You may put a -1/-1 counter on a creature you control.)
Exile the top two cards of your library. If this spell's additional cost was paid, exile the top three cards instead. Until the end of your next turn, you may play those cards.
Exile the top two cards of your library. If this spell's additional cost was paid, exile the top three cards instead. Until the end of your next turn, you may play those cards.
Sorcery

Invasion of Ikoria
(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 and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
When this Siege enters, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
Battle - Siege


Love Song of Night and Day
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — You and target opponent each draw two cards.
II — Create a 1/1 white Bird creature token with flying.
III — Put a +1/+1 counter on each of up to two target creatures.
I — You and target opponent each draw two cards.
II — Create a 1/1 white Bird creature token with flying.
III — Put a +1/+1 counter on each of up to two target creatures.
Enchantment - Saga

Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Origin of Thor
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may discard a card. If you do, draw two cards.
II — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
III — Target creature you control deals damage equal to its power to each opponent.
I — You may discard a card. If you do, draw two cards.
II — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
III — Target creature you control deals damage equal to its power to each opponent.
Enchantment - Saga

Showdown of the Skalds
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards.
II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards.
II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
Enchantment - Saga

The Legend of Roku
(As this Saga enters and after your draw step, add a lore counter.)
I — Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
II — Add one mana of any color.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Exile the top three cards of your library. Until the end of your next turn, you may play those cards.
II — Add one mana of any color.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Card Advantage/Tutors
(CTRL to add secondary)
Interaction
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Season of the Burrow
Choose up to five worth of modes. You may choose the same mode more than once.
— Create a 1/1 white Rabbit creature token.
— Exile target nonland permanent. Its controller draws a card.
— Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
— Create a 1/1 white Rabbit creature token.
— Exile target nonland permanent. Its controller draws a card.
— Return target permanent card with mana value 3 or less from your graveyard to the battlefield with an indestructible counter on it.
Sorcery

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

Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Unwanted Remake
Destroy target creature. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant

Will of the Mardu
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Instant

Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Interaction
(CTRL to add secondary)
Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
(CTRL to add secondary)
Ramp
Badgermole Cub
When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you tap a creature for mana, add an additional .
Whenever you tap a creature for mana, add an additional .
Creature - Mole Badger

Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

Jadzia Dax, Living Legacy
At the beginning of your first main phase, put a +1/+1 counter on Jadzia Dax, then add an amount of equal to the number of counters on her.
Transfer Symbiont — , Discard this card: Put two +1/+1 counters on target creature.
Transfer Symbiont — , Discard this card: Put two +1/+1 counters on target creature.
Legendary Creature - Scientist Trill

Ramp
(CTRL to add secondary)
Win Conditions/Misc.
Elspeth, Storm Slayer
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
Legendary Planeswalker - Elspeth

Excalbian Gamemaster
Strange new worlds — When this creature enters, create X 1/1 red Officer creature tokens, where X is the number of differently named lands you control.
Whenever this creature or another creature you control dies, put a +1/+1 counter on target creature you control.
Whenever this creature or another creature you control dies, put a +1/+1 counter on target creature you control.
Creature - Excalbian

Summon: Knights of Round
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after V.)
I, II, III, IV — Create three 2/2 white Knight creature tokens.
V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
I, II, III, IV — Create three 2/2 white Knight creature tokens.
V — Ultimate End — Other creatures you control get +2/+2 until end of turn. Put an indestructible counter on each of them.
Indestructible
Creature Enchantment - Knight Saga

Tendershoot Dryad
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 green Saproling creature token.
Saprolings you control get +2/+2 as long as you have the city's blessing.
Creature - Dryad

Win Conditions/Misc.
(CTRL to add secondary)
Maybeboard
Summon: Good King Mog XII
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Create two 1/2 white Moogle creature tokens with lifelink.
II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control.
IV — Put two +1/+1 counters on each other Moogle you control.
Flying, lifelink
I — Create two 1/2 white Moogle creature tokens with lifelink.
II, III — Whenever you cast a noncreature spell this turn, create a token that's a copy of a non-Saga token you control.
IV — Put two +1/+1 counters on each other Moogle you control.
Flying, lifelink
Creature Enchantment - Saga Moogle

Maybeboard
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"POWER LEVEL:"},{"insert":" 7/10 or Bracket 3 (Consistently gets a Turn 6-8 win)\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DECK TYPE:"},{"insert":" Midrange, +1/+1 Counters, Enchantments, Sagas, Tokens\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"PLAYSTYLE:"},{"insert":" This is a Token deck that focuses primarily on explosive mana production and card draw in order to turbo into a sizable enough board to overrun the table. It leverages Sigurd's ability to manipulate Saga counters and the incidental +1/+1 counter production in order to squeeze out every ounce of advantage you can from your individual cards to gain a foothold over your opponents. This deck is not dependent on the Commander: every facet of this deck contributes to the overall engine, and the Commander himself exists to bolster the engine further beyond their current means.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DESCRIPTION:"},{"insert":" This is primarily a midrange deck that focuses on hindering your opponents' ability to set up their board and engines while establishing your own to creep into a win. Lore counters can be manipulated to repeat powerful effects present on the Sagas while incrementally garnering value for yourself. In addition to their individually impacting abilities, the Sagas also serve as a producer of +1/+1 counters through Sigurd, Jarl of Ravensthorpe's ability which serve as another resource to be used in conjunction of cards like Sergeant John Benton, Generous Patron, Gyre Sage, and Kami of Whispered Hopes in order to catapult your gameplay through an injection of card draw and mana production. The end goal is to expand your creature count over time or to catapult it through cards like Summon: Knights of Round or Summon: Good King Mog XII in order to crash into a win with Craterhoof Behemoth or Moonshaker Cavalry.\n\nWhile the symmetrical card draw cards like Sergeant John Benton, Fall of the First Civilization, Love Song of Night and Day, Secret Rendezvous, and Cut a Deal may seem counter-intuitive to a midrange strategy, the repeated value and removal you get from your own Saga package will ensure that you stay ahead of the opponent and continue to be able to interact no matter what they put on board. You're not trying to lock your opponents out of the game: you're trying to buy yourself one or two more turns and keeping yourself alive long enough to get into the endgame, at which point victory becomes trivial. This deck can run more slowly than other Bracket 3 deck, and every repeatable piece of removal will buy you the time necessary to win. Not only that, these cards interact well with Smothering Tithe, and MVP cards like Sergeant John Benton will not only fill up your hand, it'll also garner you a fat chunk of mana to be used however you wish.\n\nThe ramp package is designed in a way that all the eggs are not placed in the same basket: the explosive mana production is evenly splint between about a dozen different cards in the deck so that you're not completely dependent on one card to produce the majority of your mana. Cards like Fanatic of Rhonas, Bloom Tender, Incubation Druid, Leyline Immersion, Sanctum Weaver, Bear Umbra, and Smothering Tithe all individually do a lot of heavy lifting.\n\n"},{"attributes":{"background":"#222222","color":"#dddddd"},"insert":"Keep in mind that Sagas entering the battlefield counts as a counter being placed on the card, so it will trigger Sigurd's ability to place a +1/+1 counter on a card, including the Summon that just entered. Also, don't be afraid of letting some Sagas run long or letting them die off: certain Sagas can afford to sit around for awhile, and certain Sagas don't matter in the long run when it comes to approaching your win condition, and only through playtesting can you determine the optimal time to play certain Sagas to maximize your efficiency."},{"insert":"\n"}]}





























































































