401 views12 months ago
Commander
Size: 120Est cost: $672.52Salt sum: 39.57
SleeplessShawn
401 views12 months ago
Commander
Size: 120Est cost: $672.52Salt sum: 39.57
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Commander
Plargg, Dean of Chaos
, Discard a card: Draw a card.
, : Reveal cards from the top of your library until you reveal a nonlegendary, nonland card with mana value 3 or less. You may cast that card without paying its mana cost. Put all revealed cards not cast this way on the bottom of your library in a random order.
, : Reveal cards from the top of your library until you reveal a nonlegendary, nonland card with mana value 3 or less. You may cast that card without paying its mana cost. Put all revealed cards not cast this way on the bottom of your library in a random order.
Legendary Creature - Shaman Orc


Commander
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Ability Ramp
Zirda, the Dawnwaker
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
, : Target creature can't block this turn.
Legendary Creature - Elemental Fox

Ability Ramp
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Anthem
Anthem
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Card Advantage
Banon, the Returners' Leader
Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn.
Whenever you attack, you may pay and discard a card. If you do, draw a card.
Whenever you attack, you may pay and discard a card. If you do, draw a card.
Legendary Creature - Human Cleric Rebel

Bell Borca, Spectral Sergeant
Note the mana value of each card as it's put into exile.
Bell Borca's power is equal to the greatest number noted for it this turn.
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
Bell Borca's power is equal to the greatest number noted for it this turn.
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
Legendary Creature - Soldier Spirit

Bruse Tarl, Roving Rancher
Oxen you control have double strike.
Whenever Bruse Tarl enters or attacks, exile the top card of your library. If it's a land card, create a 2/2 white Ox creature token. Otherwise, you may cast it until the end of your next turn.
Whenever Bruse Tarl enters or attacks, exile the top card of your library. If it's a land card, create a 2/2 white Ox creature token. Otherwise, you may cast it until the end of your next turn.
Legendary Creature - Human Warrior

Caparocti Sunborn
Whenever Caparocti Sunborn attacks, you may tap two untapped artifacts and/or creatures you control. If you do, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Creature - Human Soldier

Queen Kayla bin-Kroog
, : Discard all the cards in your hand, then draw that many cards. You may choose an artifact or creature card with mana value 1 you discarded this way, then do the same for artifact or creature cards with mana values 2 and 3. Return those cards to the battlefield. Activate only as a sorcery.
Legendary Creature - Human Noble

Card Advantage
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Combat Tricks
Windcrag Siege
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
Enchantment

Combat Tricks
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Extra Combat
Waves of Aggression
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery

Extra Combat
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Graveyard Hate
Graveyard Hate
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Protection
Protection
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Ramp
Sword of Hearth and Home
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Artifact - Equipment

Ramp
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Recursion
Recursion
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Removal
Olórin's Searing Light
Each opponent exiles a creature with the greatest power among creatures that player controls.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Olórin's Searing Light deals damage to each opponent equal to the power of the creature they exiled.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Olórin's Searing Light deals damage to each opponent equal to the power of the creature they exiled.
Instant

Removal
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School of Chaos
Bonehoard Dracosaur
Flying, first strike
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
Creature - Dragon Dinosaur

Chandra, Torch of Defiance
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
Legendary Planeswalker - Chandra

Inti, Seneschal of the Sun
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Legendary Creature - Human Knight

Party Thrasher
Noncreature spells you cast from exile have convoke. (Each creature you tap while casting a noncreature spell from exile pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
Creature - Wizard Lizard

Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Pirate Monkey

School of Chaos
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Sideboard of Order
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Archangel of Tithes
Flying
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
As long as this creature is untapped, creatures can't attack you or planeswalkers you control unless their controller pays for each of those creatures.
As long as this creature is attacking, creatures can't block unless their controller pays for each of those creatures.
Creature - Angel

Myrel, Shield of Argive
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Whenever Myrel attacks, create X 1/1 colorless Soldier artifact creature tokens, where X is the number of Soldiers you control.
Legendary Creature - Human Soldier

Veteran Survivor
Survival — At the beginning of your second main phase, if this creature is tapped, exile up to one target card from a graveyard.
As long as there are three or more cards exiled with this creature, it gets +3/+3 and has hexproof. (It can't be the target of spells or abilities your opponents control.)
As long as there are three or more cards exiled with this creature, it gets +3/+3 and has hexproof. (It can't be the target of spells or abilities your opponents control.)
Creature - Human Survivor

Sideboard of Order
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Tokens
Quintorius Kand
Whenever you cast a spell from exile, Quintorius Kand deals 2 damage to each opponent and you gain 2 life.
+1: Create a 3/2 red and white Spirit creature token.
−3: Discover 4.
−6: Exile any number of target cards from your graveyard. Add for each card exiled this way. You may play those cards this turn.
+1: Create a 3/2 red and white Spirit creature token.
−3: Discover 4.
−6: Exile any number of target cards from your graveyard. Add for each card exiled this way. You may play those cards this turn.
Legendary Planeswalker - Quintorius

Wildfire Awakener
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.)
When this creature enters, create X 1/1 red Elemental creature tokens with "Whenever this token becomes tapped, it deals 1 damage to target player."
When this creature enters, create X 1/1 red Elemental creature tokens with "Whenever this token becomes tapped, it deals 1 damage to target player."
Creature - Human Wizard

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"School is in Session"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Welcome to the college Lorehold! A place where reckless discovery meets historical truth. A school of two thoughts that take up both sides of a coin, your commander takes the form of "},{"insert":{"card-link":"Plargg, Dean of Chaos // Augusta, Dean of Order"}},{"insert":". Each Dean stands for a color of what makes up Lorehold, Plargg representing red, and Augusta white. Will you choose to study under the Plargg, and embrace chaos and spontaneity or will you keep things in Order with Augusta. Much like a college, you've chosen your School, now it's time to decide on a concentration. \n\nThe Deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck is a prototype for a 200 Card deck idea using the same commander. You can choose between red or white, Chaos or Order, as the basis for the deck. In this version anything not apart of the 20 in and 20 out must feature both red and white. These as cards that exists with the ability to support either theme. A few all-stars that can represent the ideology of both, such as "},{"insert":{"card-link":"Caparocti Sunborn"}},{"insert":" which makes use of Augusta's ability to untap, while embracing the nature of Plargg with spontaneous discovery. Each dean gets a 20-card lesson plan to sway you to their side, made up of only their color, to sway the deck to play differently. \n\nThe purpose of this deck is to simulate two schools of thought and how they play out. How can one deck display their difference in philosophies? The 20 cards are stand-in's for a larger deck that focuses on their respective commander. \n\nWhile the intention of the deck is to sub out the 20 Mono colored cards of each faction, there also exists synergies between the two to show how, despite the difference in ideas, it's all Lorehold. You can bring back things you discard with Plargg with "},{"insert":{"card-link":"Sun Titan"}},{"insert":", or you can untap creatures with Augusta to use "},{"insert":{"card-link":"Party Thrasher"}},{"insert":" 's ability to convoke more spells. Find the perfect combination of cards to achieve harmony between the two schools.\n\nPlargg"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"With Plargg at the helm you want to move quickly and erratically, the only thing you know for sure is that every game will be different. You have to think of the fly and make decisions in the spur of the moment. The Key cards in Plargg's 20 are "},{"insert":{"card-link":"Inti, Seneschal of the Sun"}},{"insert":", "},{"insert":{"card-link":"Runaway Steam-Kin"}},{"insert":" and "},{"insert":{"card-link":"Squee, Goblin Nabob"}},{"insert":". Inti allows you to turn Plargg's looting ability into extra card advantage with an impulse draw. Because everything in the deck triggers it's effect, the Steam-Kin rewards playing the deck with quick bursts of mana early and allows you to keep your engine's moving. Squee allows you to use Plargg without worry and always have a card you're willing to discard to cycle through your deck. \nGameplan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This version of the deck wants to set itself up early to generate repeatable value of of low cost creatures. You active impulsively, discarding and exiling cards on a whim. Early ramp is essential to every deck, and with the deck it's even better, You want mana to cast things from exile, and with a low mana curve early ramp let's you push multiple spells per turn to stay ahead. "},{"insert":{"card-link":"Ragavan, Nimble Pilferer"}},{"insert":" is a great card to see early on, providing you with treasures to use as well as access to extra cards from your opponents decks. The deck runs a lot of ways to see cards, besides wanting to play our commander as early as possible, typically on turns two or three, we have spells like "},{"insert":{"card-link":"Bruse Tarl, Roving Rancher"}},{"insert":", "},{"insert":{"card-link":"Bell Borca, Spectral Sergeant"}},{"insert":", and "},{"insert":{"card-link":"Bonehoard Dracosaur"}},{"insert":" to let us see and extra card each turn, save your lands for second main phase unless necessary, because many of our impulse allows up to play lands from exile. With a decent set up of mana, and extra cards you can start to spin your wheels, the deck wants to simply cast more spells and stay ahead, with looting and impulse drawing to find pay-offs for our impulsive nature like "},{"insert":{"card-link":"Intrepid Paleontologist"}},{"insert":" and "},{"insert":{"card-link":"Pia Nalaar, Consul of Revival"}},{"insert":", to start dealing damage or accumulating tokens for combat or "},{"insert":{"card-link":"Warleader's Call"}},{"insert":". \n\nAugusta"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Deck "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Augusta's all about order, and so the deck doesn't move as fast as Plargg, and instead looks to creates certainty in your plays. You have ways to slow your own game down and accrue value\n through your opponents so that you aren't behind. You study them before going for the kill. The key cards you'd want to see for Augusta are "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":", "},{"insert":{"card-link":"Myrel, Shield of Argive"}},{"insert":" and "},{"insert":{"card-link":"Trouble in Pairs"}},{"insert":". Esper Sentinel gives up draw for each of our opponent's first noncreature spells, allowing up to keep up with card advantage, and through the use of Augusta's ability we can increase his power without the dangers of sending him into combat. Myrel gives up security on our turns, allowing us to act without fear of interruption, as well as providing the ability to generate tokens. Trouble in pairs is like Esper Sentinel, but it allows us to draw from even more of our opponents actions, keeping our hands full. While not a key card, one that see's additional benefit from Augusta taking the lead is "},{"insert":{"card-link":"Split Up"}},{"insert":", which allows you to always choose a mode the only benefits you. \nGameplan"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck wants to establish a sturdy presence of generating cards advantage and bringing order to the preexisting deck base. You want to find cards early on that want to be used with Augusta's ability, whether it be to tap or untap them. "},{"insert":{"card-link":"Samite Herbalist"}},{"insert":" is a creature that drops early and allows us to control the top of the deck that we might want to exile by tapping it with Augusta and scrying, it also gives a small amount of life gain to lessen the effect of early damage we might take on. "},{"insert":{"card-link":"Archaeomancer's Map"}},{"insert":" is a way for use to keep up with ramp of other decks. Besides Myrel, another piece of control to look for is "},{"insert":{"card-link":"Veteran Survivor"}},{"insert":" to help with graveyard, speaking of which, our own graveyard will be full from a combination of wanting a longer game, and the looting that's still included in the base deck. While Plargg simply rushes forwards, Augusta is about antiquity, and recovery, so her 20 includes a few more ways to recure our useful creatures with "},{"insert":{"card-link":"Sun Titan"}},{"insert":" and "},{"insert":{"card-link":"Savior of the Small"}},{"insert":", who can be used multiple times with the use of Augusta's ability. Our key to victory lies within the fact that we can control the flow of combat as well as our deck, we look for cards like "},{"insert":{"card-link":"Firemane Commando"}},{"insert":" and "},{"insert":{"card-link":"Archangel of Thune"}},{"insert":" to send aggression away from us or create openings, or "},{"insert":{"card-link":"Basandra, Battle Seraph"}},{"insert":" and "},{"insert":{"card-link":"Renegade Wheelsmith"}},{"insert":" to force them, and ultimately find a finisher in extra combat or "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" .\n\n"}]}























































































