SimplySnek
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Commander
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{"ops":[{"insert":"Turn 0 — Keruga +1"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The gimmick is "},{"attributes":{"bold":true},"insert":"Keruga +1"},{"insert":". Keruga normally says every nonland card in the deck has to cost 3 or more, so we took the restriction and made it worse: "},{"attributes":{"bold":true},"insert":"every nonland card in the 99 costs 4 or more."},{"insert":" Glarb is the lone 3-drop because he starts in the command zone.\nThat is also about as much as the Rule 0 pitch needs. Tell the table, "},{"attributes":{"italic":true},"insert":"\"I took the worst companion restriction and made it worse. All my cards are going to be better than yours, because everything being 4+ means every card I play does MORE.\""},{"insert":"\nThat communicates that the silly restriction is attached to a very real deck without spoiling how it actually wins. The trade is simple: everybody else gets efficiency; we try to get "},{"attributes":{"bold":true},"insert":"more card per cardboard"},{"insert":".\n\nTurn 1 — Make Turn 3 Exist"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mulligan any hand that cannot cast Glarb on turn 3. We need all three colors on time and have no cheap fixing to rescue ourselves later. If "},{"attributes":{"bold":true},"insert":"Leyline of Anticipation"},{"insert":" is in the opener, congratulations, one of our 4-drops played itself.\nOtherwise:\n"},{"attributes":{"bold":true},"insert":"Land. Pass."},{"insert":"\n\nTurn 2 — Menacingly Do (Almost) Nothing"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Sometimes Keruga's restriction accidentally leaves us something funny to do here. "},{"attributes":{"bold":true},"insert":"Repudiate // Replicate"},{"insert":", alternate costs, and foretell can squeeze through before the deck is technically supposed to exist.\nThis is the turn for:\n"},{"attributes":{"italic":true},"insert":"\"YOU GUYS BETTER WATCH OUT FOR MY TURN TWO—\""},{"insert":"\nForetell... Okay, pass.\nMost games are still just "},{"attributes":{"bold":true},"insert":"land, pass"},{"insert":".\n\nTurn 3 — Glarbin' Time"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Cast "},{"attributes":{"bold":true},"insert":"Glarb, Calamity's Augur"},{"insert":".\nThis is effectively our turn 1.\nGlarb is what turns Keruga +1 from self-inflicted gunshot wound into an engine. Every spell in the 99 costs 4 or more, so every spell can be cast from the top of the library, while lands can be played from there normally. Playing or casting the top card reveals the next one, surveil clears cards we do not want, and shuffle effects give us a fresh look.\nThe restriction that deleted our first two turns now means the entire deck works with our commander.\nFor the moment, though, Glarb just resolved and has summoning sickness. If someone looks at you, bravely announce that you have a 2/4 with deathtouch. Oh, and don't forget to look at the top card of your library AS IS YOUR RIGHT! (I personally recommend doing it at a fraction of a second every time for comedic effect.)\n\nTurn 4 — Ketchup"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Now we need to recover the tempo we intentionally threw away.\n"},{"attributes":{"bold":true},"insert":"Icetill Explorer"},{"insert":" is exactly what this deck wants from a 4-drop: an additional land each turn, lands playable from the graveyard, and mill attached to landfall. One card ramps us repeatedly while feeding several other parts of the deck.\nThis is also the first turn Glarb can tap, so after announcing Glarbin' Time last turn, we can finally "},{"attributes":{"bold":true},"insert":"Glarb all over the place"},{"insert":" and surveil 2.\nFrom here the deck stops following a strict script. What happens next depends on what the table is doing, but most games move through the same few packages.\n\nTurn 5—Shoot Some(Every)one"},{"attributes":{"header":1},"insert":"\n"},{"insert":"We spent the opening turns allowing everybody else to develop, so eventually we need to erase some of that development.\n"},{"attributes":{"bold":true},"insert":"Culling Ritual"},{"insert":" is a good example. It clears cheap nonland permanents while missing our own board because nothing we play is cheap, then turns everything it destroyed into mana so we can keep going afterward.\nThat is the basic removal philosophy here. Our cards cost too much to be satisfied with trading one expensive piece of cardboard for one threat. We want removal that hits several things, advances our own game, or has another useful effect stapled to it.\n"},{"attributes":{"bold":true},"insert":"Trade silver bullets for silver bombs."},{"insert":"\n\nTurn 6 — Blue Someone's Head Shmoove Off"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Once we have enough mana, passing with it untapped becomes part of the plan instead of evidence that our hand is terrible.\n"},{"attributes":{"bold":true},"insert":"Counterlash"},{"insert":" is the clean example. Six mana is a lot for a counterspell, but it does not just counter something; it can also turn the spell we stopped into an opportunity to cast one of our own cards for free.\nThe rest of this package follows the same principle. Counters protect the engine and stop game-ending plays, while flash lets us keep that mana available without wasting our turn. If somebody does something that matters, interact. If nobody does, develop at instant speed instead.\nThis is when draw-land-pass becomes threatening.\n\nTurn 7+ — Super Size Me"},{"attributes":{"header":1},"insert":"\n"},{"insert":"By now the mana engine and Glarb should be feeding each other, and we can start turning oversized cards into several oversized cards.\n"},{"attributes":{"bold":true},"insert":"Aminatou's Augury"},{"insert":" is a good picture of what this stage looks like: spend one card, see a pile of new cardboard, and start casting portions of it without paying for them. Because our deck is intentionally packed with expensive, high-impact cards, cost-cheating and multi-card effects scale unusually well here.\nThis is the payoff for "},{"attributes":{"bold":true},"insert":"more card per cardboard"},{"insert":". We gave up cheap cards, so the expensive cards need to ramp while milling, draw while developing, remove while generating resources, or turn one spell into several spells.\nIn the immortal words of Pimp My Ride: we heard you like value, so we put value in your value so you can get value while you get value.\n\nSurvey Says: KILL"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Eventually we need to convert all that cardboard into an actual win.\nThe cleanest route is "},{"attributes":{"bold":true},"insert":"Omniscience"},{"insert":", and the normal tutor chain is:\n"},{"attributes":{"bold":true},"insert":"Waterlogged Teachings → Shared Summons → Rune-Scarred Demon → Omniscience"},{"insert":"\nThe line is useful because it stays flexible until late. Shared Summons can get the creatures the current board actually demands, and Rune-Scarred Demon does not reveal what it finds, so opponents know we found "},{"attributes":{"italic":true},"insert":"something"},{"insert":" without necessarily knowing the game is about to end.\nOnce Omniscience resolves, "},{"attributes":{"bold":true},"insert":"this is when Keruga finally matters"},{"insert":".\nNormally, moving Keruga from the companion zone into our hand costs 3 mana, and then we would still have to pay five more to cast him. That is eight mana for a draw spell attached to a body, which is not what this deck wants to spend its time doing. So Keruga stays outside the game almost indefinitely unless we have been stripped of resources and desperately need the cards.\nOmniscience changes that equation. After it resolves, pay 3 to put Keruga into our hand, then "},{"attributes":{"bold":true},"insert":"cast him for free"},{"insert":". Keruga enters after we have spent the entire game filling the battlefield with expensive permanents and draws a large new hand. Omniscience then makes that new hand free too.\nKeruga is not the engine and he is not generating the free value. "},{"attributes":{"bold":true},"insert":"Omniscience is the free-value engine; Keruga is the reload."},{"insert":"\nFrom there, "},{"attributes":{"bold":true},"insert":"Craterhoof Behemoth"},{"insert":" gives the accumulated board a way to end the game, with haste or extra-turn effects letting newly deployed creatures participate immediately.\n\nVibe Check"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The other finisher deserves its own warning label.\n"},{"attributes":{"bold":true},"insert":"Timesifter"},{"insert":" ranges from hilarious novelty to deeply salty depending on the pod, so get a feel for the table before using it. The deck can cast it surprisingly early and even protect it, but dropping what is effectively a one-card win on turn 5 with no buildup tends to make for a miserable game if everyone thought they were signing up for something slower.\nUsed as an actual finisher, however, Timesifter is extremely hard for most decks to fight fairly. Every spell we can reveal costs at least four, Glarb lets us see what is coming, and the deck has plenty of ways to play, surveil, mill, or shuffle away a bad top card.\nThis is not really a plan where probability eventually catches us. Either an opponent removes Timesifter, outplays our top manipulation, or does something extreme like putting an Eldrazi on top of their deck.\nOtherwise, we usually take another turn or two until we kill everyone or they scoop. The result is the same either way.\n\nThe Short Version"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 0:"},{"insert":" Reveal Keruga +1 and make it clear that \"I deliberately made my companion restriction worse\" does not mean the deck is weak.\n"},{"attributes":{"bold":true},"insert":"Turn 1:"},{"insert":" Mulligan for turn-3 Glarb, land, pass.\n"},{"attributes":{"bold":true},"insert":"Turn 2:"},{"insert":" Occasionally sneak in some tiny interaction or foretell something for comedy. Usually land, pass again.\n"},{"attributes":{"bold":true},"insert":"Turn 3:"},{"insert":" Glarbin' Time. Resolve the commander and turn the restriction into the engine.\n"},{"attributes":{"bold":true},"insert":"Turn 4:"},{"insert":" Catch up with repeatable ramp and start Glarbing all over the place.\n"},{"attributes":{"bold":true},"insert":"Turn 5:"},{"insert":" Use oversized removal to punish the cheap boards everyone built while we were doing nothing.\n"},{"attributes":{"bold":true},"insert":"Turn 6:"},{"insert":" Hold up counters and flash so we can interact without giving up development.\n"},{"attributes":{"bold":true},"insert":"Turn 7+:"},{"insert":" Cheat costs, chain high-impact cards, and let more card per cardboard start compounding.\nThen find Omniscience, bring Keruga in as the refill, and turn the resulting pile of cards into lethal—or use Timesifter as the finishing button when the pod is actually going to enjoy that game.\n"},{"attributes":{"bold":true},"insert":"They get more ammo. We get better guns."},{"insert":"\n"}]}
As Is My Right!
Case of the Locked Hothouse
You may play an additional land on each of your turns.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)
Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.
Enchantment - Case

As Is My Right!
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Blue Them Away
Ertai Resurrected
Flash
When Ertai Resurrected enters, choose up to one —
• Counter target spell, activated ability, or triggered ability. Its controller draws a card.
• Destroy another target creature or planeswalker. Its controller draws a card.
When Ertai Resurrected enters, choose up to one —
• Counter target spell, activated ability, or triggered ability. Its controller draws a card.
• Destroy another target creature or planeswalker. Its controller draws a card.
Legendary Creature - Human Wizard Phyrexian

Fangkeeper's Familiar
Flash
When this creature enters, choose one —
• You gain 3 life and surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
• Destroy target enchantment.
• Counter target creature spell.
When this creature enters, choose one —
• You gain 3 life and surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
• Destroy target enchantment.
• Counter target creature spell.
Creature - Snake

Blue Them Away
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Haste
Glacier Godmaw
Trample
When this creature enters, create a Lander token. (It's an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Landfall — Whenever a land you control enters, creatures you control get +1/+1 and gain vigilance and haste until end of turn.
When this creature enters, create a Lander token. (It's an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Landfall — Whenever a land you control enters, creatures you control get +1/+1 and gain vigilance and haste until end of turn.
Creature - Leviathan

Haste
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Inefficient Draw Spells
Vivien on the Hunt
+2: You may sacrifice a creature. If you do, search your library for a creature card with mana value equal to 1 plus the sacrificed creature's mana value, put it onto the battlefield, then shuffle.
+1: Mill five cards, then put any number of creature cards milled this way into your hand.
−1: Create a 4/4 green Rhino Warrior creature token.
+1: Mill five cards, then put any number of creature cards milled this way into your hand.
−1: Create a 4/4 green Rhino Warrior creature token.
Legendary Planeswalker - Vivien

Inefficient Draw Spells
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It's FREE!
It's FREE!
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Oh No!.... Anyway
Breach the Multiverse
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery

Coiling Rebirth
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
Sorcery

Defossilize
Return target creature card from your graveyard to the battlefield. That creature explores, then it explores again. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on that creature, then put the card back or put it into your graveyard. Then repeat this process.)
Sorcery

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Oh No!.... Anyway
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Play Card Get Card Yes Good
Cultivator Colossus
Trample
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Cultivator Colossus's power and toughness are each equal to the number of lands you control.
When this creature enters, you may put a land card from your hand onto the battlefield tapped. If you do, draw a card and repeat this process.
Creature - Beast Plant

The Gitrog Monster
Deathtouch
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Legendary Creature - Horror Frog

Play Card Get Card Yes Good
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Please Let Me Glarb on 3
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

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

Please Let Me Glarb on 3
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These Cards Are Red
These Cards Are Red
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Time To Shuffle Up
Timesifter
At the beginning of each upkeep, each player exiles the top card of their library. The player who exiled the card with the greatest mana value takes an extra turn after this one. If two or more players' cards are tied for greatest, the tied players repeat this process until the tie is broken.
Artifact

Time To Shuffle Up
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To: Sol Ring with Love
Koma, Cosmos Serpent
This spell can't be countered.
At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil.
Sacrifice another Serpent: Choose one —
• Tap target permanent. Its activated abilities can't be activated this turn.
• Koma gains indestructible until end of turn.
At the beginning of each upkeep, create a 3/3 blue Serpent creature token named Koma's Coil.
Sacrifice another Serpent: Choose one —
• Tap target permanent. Its activated abilities can't be activated this turn.
• Koma gains indestructible until end of turn.
Legendary Creature - Serpent

Shriekmaw
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental

Silverback Elder
Whenever you cast a creature spell, choose one —
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
• Destroy target artifact or enchantment.
• Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
• You gain 4 life.
Creature - Ape Shaman

To: Sol Ring with Love
(CTRL to add secondary)
USA Defense Budget
Hedge Shredder
Whenever this Vehicle attacks, you may mill two cards.
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Prismatic Undercurrents
Vivid — When this enchantment enters, search your library for up to X basic land cards, where X is the number of colors among permanents you control. Reveal those cards, put them into your hand, then shuffle.
You may play an additional land on each of your turns.
You may play an additional land on each of your turns.
Enchantment

Verdant Mastery
You may pay rather than pay this spell's mana cost.
Search your library for up to four basic land cards and reveal them. Put one of them onto the battlefield tapped under an opponent's control if the cost was paid. Put two of them onto the battlefield tapped under your control and the rest into your hand. Then shuffle.
Search your library for up to four basic land cards and reveal them. Put one of them onto the battlefield tapped under an opponent's control if the cost was paid. Put two of them onto the battlefield tapped under your control and the rest into your hand. Then shuffle.
Sorcery

USA Defense Budget
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Da Hole In My Foot
Keruga, the Macrosage
Companion — Your starting deck contains only cards with mana value 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.
When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.
Legendary Creature - Dinosaur Hippo

Da Hole In My Foot
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Maybeboard
Burning-Rune Demon
Flying
When this creature enters, you may search your library for exactly two cards not named Burning-Rune Demon that have different names. If you do, reveal those cards. An opponent chooses one of them. Put the chosen card into your hand and the other into your graveyard, then shuffle.
When this creature enters, you may search your library for exactly two cards not named Burning-Rune Demon that have different names. If you do, reveal those cards. An opponent chooses one of them. Put the chosen card into your hand and the other into your graveyard, then shuffle.
Creature - Demon Berserker

Will of the Abzan
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.
• Return target creature card from your graveyard to the battlefield.
• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.
• Return target creature card from your graveyard to the battlefield.
Sorcery

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Turn 0 — Keruga +1"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The gimmick is "},{"attributes":{"bold":true},"insert":"Keruga +1"},{"insert":". Keruga normally says every nonland card in the deck has to cost 3 or more, so we took the restriction and made it worse: "},{"attributes":{"bold":true},"insert":"every nonland card in the 99 costs 4 or more."},{"insert":" Glarb is the lone 3-drop because he starts in the command zone.\nThat is also about as much as the Rule 0 pitch needs. Tell the table, "},{"attributes":{"italic":true},"insert":"\"I took the worst companion restriction and made it worse. All my cards are going to be better than yours, because everything being 4+ means every card I play does MORE.\""},{"insert":"\nThat communicates that the silly restriction is attached to a very real deck without spoiling how it actually wins. The trade is simple: everybody else gets efficiency; we try to get "},{"attributes":{"bold":true},"insert":"more card per cardboard"},{"insert":".\n\nTurn 1 — Make Turn 3 Exist"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Mulligan any hand that cannot cast Glarb on turn 3. We need all three colors on time and have no cheap fixing to rescue ourselves later. If "},{"attributes":{"bold":true},"insert":"Leyline of Anticipation"},{"insert":" is in the opener, congratulations, one of our 4-drops played itself.\nOtherwise:\n"},{"attributes":{"bold":true},"insert":"Land. Pass."},{"insert":"\n\nTurn 2 — Menacingly Do (Almost) Nothing"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Sometimes Keruga's restriction accidentally leaves us something funny to do here. "},{"attributes":{"bold":true},"insert":"Repudiate // Replicate"},{"insert":", alternate costs, and foretell can squeeze through before the deck is technically supposed to exist.\nThis is the turn for:\n"},{"attributes":{"italic":true},"insert":"\"YOU GUYS BETTER WATCH OUT FOR MY TURN TWO—\""},{"insert":"\nForetell... Okay, pass.\nMost games are still just "},{"attributes":{"bold":true},"insert":"land, pass"},{"insert":".\n\nTurn 3 — Glarbin' Time"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Cast "},{"attributes":{"bold":true},"insert":"Glarb, Calamity's Augur"},{"insert":".\nThis is effectively our turn 1.\nGlarb is what turns Keruga +1 from self-inflicted gunshot wound into an engine. Every spell in the 99 costs 4 or more, so every spell can be cast from the top of the library, while lands can be played from there normally. Playing or casting the top card reveals the next one, surveil clears cards we do not want, and shuffle effects give us a fresh look.\nThe restriction that deleted our first two turns now means the entire deck works with our commander.\nFor the moment, though, Glarb just resolved and has summoning sickness. If someone looks at you, bravely announce that you have a 2/4 with deathtouch. Oh, and don't forget to look at the top card of your library AS IS YOUR RIGHT! (I personally recommend doing it at a fraction of a second every time for comedic effect.)\n\nTurn 4 — Ketchup"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Now we need to recover the tempo we intentionally threw away.\n"},{"attributes":{"bold":true},"insert":"Icetill Explorer"},{"insert":" is exactly what this deck wants from a 4-drop: an additional land each turn, lands playable from the graveyard, and mill attached to landfall. One card ramps us repeatedly while feeding several other parts of the deck.\nThis is also the first turn Glarb can tap, so after announcing Glarbin' Time last turn, we can finally "},{"attributes":{"bold":true},"insert":"Glarb all over the place"},{"insert":" and surveil 2.\nFrom here the deck stops following a strict script. What happens next depends on what the table is doing, but most games move through the same few packages.\n\nTurn 5—Shoot Some(Every)one"},{"attributes":{"header":1},"insert":"\n"},{"insert":"We spent the opening turns allowing everybody else to develop, so eventually we need to erase some of that development.\n"},{"attributes":{"bold":true},"insert":"Culling Ritual"},{"insert":" is a good example. It clears cheap nonland permanents while missing our own board because nothing we play is cheap, then turns everything it destroyed into mana so we can keep going afterward.\nThat is the basic removal philosophy here. Our cards cost too much to be satisfied with trading one expensive piece of cardboard for one threat. We want removal that hits several things, advances our own game, or has another useful effect stapled to it.\n"},{"attributes":{"bold":true},"insert":"Trade silver bullets for silver bombs."},{"insert":"\n\nTurn 6 — Blue Someone's Head Shmoove Off"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Once we have enough mana, passing with it untapped becomes part of the plan instead of evidence that our hand is terrible.\n"},{"attributes":{"bold":true},"insert":"Counterlash"},{"insert":" is the clean example. Six mana is a lot for a counterspell, but it does not just counter something; it can also turn the spell we stopped into an opportunity to cast one of our own cards for free.\nThe rest of this package follows the same principle. Counters protect the engine and stop game-ending plays, while flash lets us keep that mana available without wasting our turn. If somebody does something that matters, interact. If nobody does, develop at instant speed instead.\nThis is when draw-land-pass becomes threatening.\n\nTurn 7+ — Super Size Me"},{"attributes":{"header":1},"insert":"\n"},{"insert":"By now the mana engine and Glarb should be feeding each other, and we can start turning oversized cards into several oversized cards.\n"},{"attributes":{"bold":true},"insert":"Aminatou's Augury"},{"insert":" is a good picture of what this stage looks like: spend one card, see a pile of new cardboard, and start casting portions of it without paying for them. Because our deck is intentionally packed with expensive, high-impact cards, cost-cheating and multi-card effects scale unusually well here.\nThis is the payoff for "},{"attributes":{"bold":true},"insert":"more card per cardboard"},{"insert":". We gave up cheap cards, so the expensive cards need to ramp while milling, draw while developing, remove while generating resources, or turn one spell into several spells.\nIn the immortal words of Pimp My Ride: we heard you like value, so we put value in your value so you can get value while you get value.\n\nSurvey Says: KILL"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Eventually we need to convert all that cardboard into an actual win.\nThe cleanest route is "},{"attributes":{"bold":true},"insert":"Omniscience"},{"insert":", and the normal tutor chain is:\n"},{"attributes":{"bold":true},"insert":"Waterlogged Teachings → Shared Summons → Rune-Scarred Demon → Omniscience"},{"insert":"\nThe line is useful because it stays flexible until late. Shared Summons can get the creatures the current board actually demands, and Rune-Scarred Demon does not reveal what it finds, so opponents know we found "},{"attributes":{"italic":true},"insert":"something"},{"insert":" without necessarily knowing the game is about to end.\nOnce Omniscience resolves, "},{"attributes":{"bold":true},"insert":"this is when Keruga finally matters"},{"insert":".\nNormally, moving Keruga from the companion zone into our hand costs 3 mana, and then we would still have to pay five more to cast him. That is eight mana for a draw spell attached to a body, which is not what this deck wants to spend its time doing. So Keruga stays outside the game almost indefinitely unless we have been stripped of resources and desperately need the cards.\nOmniscience changes that equation. After it resolves, pay 3 to put Keruga into our hand, then "},{"attributes":{"bold":true},"insert":"cast him for free"},{"insert":". Keruga enters after we have spent the entire game filling the battlefield with expensive permanents and draws a large new hand. Omniscience then makes that new hand free too.\nKeruga is not the engine and he is not generating the free value. "},{"attributes":{"bold":true},"insert":"Omniscience is the free-value engine; Keruga is the reload."},{"insert":"\nFrom there, "},{"attributes":{"bold":true},"insert":"Craterhoof Behemoth"},{"insert":" gives the accumulated board a way to end the game, with haste or extra-turn effects letting newly deployed creatures participate immediately.\n\nVibe Check"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The other finisher deserves its own warning label.\n"},{"attributes":{"bold":true},"insert":"Timesifter"},{"insert":" ranges from hilarious novelty to deeply salty depending on the pod, so get a feel for the table before using it. The deck can cast it surprisingly early and even protect it, but dropping what is effectively a one-card win on turn 5 with no buildup tends to make for a miserable game if everyone thought they were signing up for something slower.\nUsed as an actual finisher, however, Timesifter is extremely hard for most decks to fight fairly. Every spell we can reveal costs at least four, Glarb lets us see what is coming, and the deck has plenty of ways to play, surveil, mill, or shuffle away a bad top card.\nThis is not really a plan where probability eventually catches us. Either an opponent removes Timesifter, outplays our top manipulation, or does something extreme like putting an Eldrazi on top of their deck.\nOtherwise, we usually take another turn or two until we kill everyone or they scoop. The result is the same either way.\n\nThe Short Version"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 0:"},{"insert":" Reveal Keruga +1 and make it clear that \"I deliberately made my companion restriction worse\" does not mean the deck is weak.\n"},{"attributes":{"bold":true},"insert":"Turn 1:"},{"insert":" Mulligan for turn-3 Glarb, land, pass.\n"},{"attributes":{"bold":true},"insert":"Turn 2:"},{"insert":" Occasionally sneak in some tiny interaction or foretell something for comedy. Usually land, pass again.\n"},{"attributes":{"bold":true},"insert":"Turn 3:"},{"insert":" Glarbin' Time. Resolve the commander and turn the restriction into the engine.\n"},{"attributes":{"bold":true},"insert":"Turn 4:"},{"insert":" Catch up with repeatable ramp and start Glarbing all over the place.\n"},{"attributes":{"bold":true},"insert":"Turn 5:"},{"insert":" Use oversized removal to punish the cheap boards everyone built while we were doing nothing.\n"},{"attributes":{"bold":true},"insert":"Turn 6:"},{"insert":" Hold up counters and flash so we can interact without giving up development.\n"},{"attributes":{"bold":true},"insert":"Turn 7+:"},{"insert":" Cheat costs, chain high-impact cards, and let more card per cardboard start compounding.\nThen find Omniscience, bring Keruga in as the refill, and turn the resulting pile of cards into lethal—or use Timesifter as the finishing button when the pod is actually going to enjoy that game.\n"},{"attributes":{"bold":true},"insert":"They get more ammo. We get better guns."},{"insert":"\n"}]}




































































































