1.5k views26 days ago
Commander
Size: 100Salt sum: 43.3
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SimplySnek

1.5k views26 days ago
Commander
Size: 100Salt sum: 43.3

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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"}]}

Da Gun

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Glarb, Calamity's Augur
Deathtouch
You may look at the top card of your library any time.
You may play lands and cast spells with mana value 4 or greater from the top of your library.
: Surveil 2.
Legendary Creature - Wizard Frog Noble
Glarb, Calamity's Augur (blb) 215

Da Gun

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As Is My Right!

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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.
Enchantment - Case
Case of the Locked Hothouse (mkm) 155
Doom Whisperer
Flying, trample
Pay 2 life: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Creature - Demon Nightmare
Doom Whisperer (grn) 69
One with the Multiverse
You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library.
Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost.
Enchantment
One with the Multiverse (pbro) 59p

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Blue Them Away

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Counterlash
Counter target spell. You may cast a spell that shares a card type with it from your hand without paying its mana cost.
Instant
Counterlash (dka) 33
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.
Legendary Creature - Human Wizard Phyrexian
Ertai Resurrected (dmu) 298
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.
Creature - Snake
Fangkeeper's Familiar (tdm) 357
Glen Elendra's Answer
This spell can't be countered.
Counter all spells your opponents control and all abilities your opponents control. Create a 1/1 blue and black Faerie creature token with flying for each spell and ability countered this way.
Instant
Glen Elendra's Answer (ecl) 306
Plasm Capture
Counter target spell. At the beginning of your next first main phase, add X mana in any combination of colors, where X is that spell's mana value.
Instant
Plasm Capture (ddo) 55
Repudiate
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Instant
Repudiate // Replicate (rna) 227
Time Stop
End the turn. (Exile all spells and abilities, including this spell. The player whose turn it is discards down to their maximum hand size. Damage heals and "this turn" and "until end of turn" effects end.)
Instant
Time Stop (fdn) 166

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Haste

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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.
Creature - Leviathan
Glacier Godmaw (eoe) 188
Surrak and Goreclaw
Trample
Other creatures you control have trample.
Whenever another nontoken creature you control enters, put a +1/+1 counter on it. It gains haste until end of turn.
Legendary Creature - Human Bear
Surrak and Goreclaw (mom) 337
Temporal Mastery
Take an extra turn after this one. Exile Temporal Mastery.
Miracle
(You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Temporal Mastery (inr) 307
Temporal Trespass
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Take an extra turn after this one. Exile Temporal Trespass.
Sorcery
Temporal Trespass (acr) 86
Walk the Aeons
Buyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)
Target player takes an extra turn after this one.
Sorcery
Walk the Aeons (tsp) 93

Haste

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Inefficient Draw Spells

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Brutalizer Exarch
When this creature enters, choose one —
• Search your library for a creature card, reveal it, then shuffle and put that card on top.
• Put target noncreature permanent on the bottom of its owner's library.
Creature - Cleric Phyrexian
Brutalizer Exarch (pc2) 61
Rune-Scarred Demon
Flying
When this creature enters, search your library for a card, put it into your hand, then shuffle.
Creature - Demon
Rune-Scarred Demon (plst) IMA-106
Shared Summons
Search your library for up to two creature cards with different names, reveal them, put them into your hand, then shuffle.
Instant
Shared Summons (plst) M20-193
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.
Legendary Planeswalker - Vivien
Vivien on the Hunt (snc) 283
Waterlogged Teachings
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.
Instant
Waterlogged Teachings // Inundated Archive (mh3) 261Waterlogged Teachings // Inundated Archive (mh3) 261

Inefficient Draw Spells

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It's FREE!

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Aminatou's Augury
Exile the top eight cards of your library. You may put a land card from among them onto the battlefield. Until end of turn, for each nonland card type, you may cast a spell of that type from among the exiled cards without paying its mana cost.
Sorcery
Aminatou's Augury (dsc) 71
Eye of Duskmantle
Flying, lifelink
You may play lands and cast spells from among cards in your graveyard you've surveilled this turn. If you cast a spell this way, you pay life equal to its mana value rather than paying its mana cost.
Creature - Eye
Eye of Duskmantle (mkc) 337
Omniscience
You may cast spells from your hand without paying their mana costs.
Enchantment
Omniscience (m19) 65
Planetarium of Wan Shi Tong
,
: Scry 2.
Whenever you scry or surveil, look at the top card of your library. You may cast that card without paying its mana cost. Do this only once each turn. (Look at the card after you scry or surveil.)
Legendary Artifact
Planetarium of Wan Shi Tong (tla) 259

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Oh No!.... Anyway

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Ancient Greenwarden
Reach (This creature can block creatures with flying.)
You may play lands from your graveyard.
If a land entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Creature - Elemental
Ancient Greenwarden (pznr) 178p
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
Breach the Multiverse (pmom) 94s
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.
Sorcery
Coiling Rebirth (blb) 309
Colossal Grave-Reaver
Flying
Whenever this creature enters or attacks, mill three cards.
Whenever one or more creature cards are put into your graveyard from your library, put one of them onto the battlefield.
Creature - Dragon
Colossal Grave-Reaver (tdc) 50
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
Defossilize (lci) 103
Sin, Spira's Punishment
Flying
Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process.
Legendary Creature - Avatar Leviathan
Sin, Spira's Punishment (fin) 242
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.)
Creature - Human Shaman
Timeless Witness (mh2) 179

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Play Card Get Card Yes Good

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Aesi, Tyrant of Gyre Strait
You may play an additional land on each of your turns.
Landfall — Whenever a land you control enters, you may draw a card.
Legendary Creature - Serpent
Aesi, Tyrant of Gyre Strait (plst) CMR-365
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.
Creature - Beast Plant
Cultivator Colossus (inr) 409
Disciple of Freyalise
When this creature enters, you may sacrifice another creature. If you do, you gain X life and draw X cards, where X is that creature's power.
Creature - Elf Druid
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Tatyova, Benthic Druid
Landfall — Whenever a land you control enters, you gain 1 life and draw a card.
Legendary Creature - Druid Merfolk
Tatyova, Benthic Druid (dmr) 203
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.
Legendary Creature - Horror Frog
The Gitrog Monster (eoc) 117

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Please Let Me Glarb on 3

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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.
Legendary Land
Boseiju, Who Endures (neo) 501
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (gtc) 240
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 236
Darkbore Pathway
: Add
.
Land
Darkbore Pathway // Slitherbore Pathway (khm) 292Darkbore Pathway // Slitherbore Pathway (khm) 292
Dreamroot Cascade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Dreamroot Cascade (m3c) 338
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (msc) 239
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (m13) 224
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (cn2) 219
Flooded Grove
: Add
.
,
: Add
,
, or
.
Land
Flooded Grove (tdc) 364
Forest
(
: Add
.)
Basic Land - Forest
Forest (m14) 247
Hedge Maze
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Forest
Hedge Maze (mkm) 262
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (msc) 250
Island
(
: Add
.)
Basic Land - Island
Island (m13) 237
Kishla Village
This land enters tapped unless you control an Island or a Swamp.
: Add
.
,
: Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Land
Kishla Village (tdm) 259
Llanowar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Llanowar Wastes (plst) OTC-305
Morphic Pool
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Morphic Pool (clb) 357
Opulent Palace
This land enters tapped.
: Add
,
, or
.
Land
Opulent Palace (plst) KTK-238
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (rtr) 243
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.)
Land
Path of Ancestry (fic) 411
Rejuvenating Springs
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Rejuvenating Springs (msc) 260
Shifting Woodland
This land enters tapped unless you control a Forest.
: Add
.
Delirium —
: This land becomes a copy of target permanent card in your graveyard until end of turn. Activate only if there are four or more card types among cards in your graveyard.
Land
Shifting Woodland (mh3) 228
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (gn3) 129
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (c15) 314
Twilight Mire
: Add
.
,
: Add
,
, or
.
Land
Twilight Mire (eoc) 189
Underground Mortuary
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Forest
Underground Mortuary (mkm) 271
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (drc) 181
Undergrowth Stadium
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Undergrowth Stadium (tmc) 80
Wastewood Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Forest.
Land
Wastewood Verge (dft) 268
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (gtc) 249
Woodland Cemetery
This land enters tapped unless you control a Swamp or a Forest.
: Add
or
.
Land
Woodland Cemetery (ecc) 176
Yavimaya Coast
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Yavimaya Coast (drc) 184
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (mh2) 261
Zagoth Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Swamp Forest
Zagoth Triome (iko) 313

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These Cards Are Red

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High Fae Trickster
Flash (You may cast this spell any time you could cast an instant.)
Flying
You may cast spells as though they had flash.
Creature - Wizard Faerie
High Fae Trickster (fdn) 40
Leyline of Anticipation
If this card is in your opening hand, you may begin the game with it on the battlefield.
You may cast spells as though they had flash.
Enchantment
Leyline of Anticipation (wot) 23
Tidal Barracuda
Any player may cast spells as though they had flash.
Your opponents can't cast spells during your turn.
Creature - Fish
Tidal Barracuda (c20) 39

These Cards Are Red

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Time To Shuffle Up

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Craterhoof Behemoth
Haste
When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.
Creature - Beast
Craterhoof Behemoth (ptdm) 138p
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
Timesifter (mrd) 262

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Casualties of War
Choose one or more —
• Destroy target artifact.
• Destroy target creature.
• Destroy target enchantment.
• Destroy target land.
• Destroy target planeswalker.
Sorcery
Casualties of War (war) 187
Culling Ritual
Destroy each nonland permanent with mana value 2 or less. Add
or
for each permanent destroyed this way.
Sorcery
Culling Ritual (soc) 302
Flood of Tears
Return all nonland permanents to their owners' hands. If you return four or more nontoken permanents you control this way, you may put a permanent card from your hand onto the battlefield.
Sorcery
Flood of Tears (voc) 104
In Garruk's Wake
Destroy all creatures you don't control and all planeswalkers you don't control.
Sorcery
In Garruk's Wake (m15) 100
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.
Legendary Creature - Serpent
Koma, Cosmos Serpent (mkc) 213
Massacre Wurm
When this creature enters, creatures your opponents control get -2/-2 until end of turn.
Whenever a creature an opponent controls dies, that player loses 2 life.
Creature - Wurm Phyrexian
Massacre Wurm (fdn) 714
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.)
Creature - Elemental
Shriekmaw (cma) 68
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.
Creature - Ape Shaman
Silverback Elder (dmu) 177

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Goreclaw, Terror of Qal Sisma
Creature spells you cast with power 4 or greater cost
less to cast.
Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
Legendary Creature - Bear
Goreclaw, Terror of Qal Sisma (plst) M19-186
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.)
Artifact - Vehicle
Hedge Shredder (pdsk) 183p
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
Creature - Scout Insect
Icetill Explorer (eoe) 192
Map the Frontier
Search your library for up to two basic land cards and/or Desert cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Map the Frontier (otj) 170
Migration Path
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Sorcery
Migration Path (iko) 164
Planar Engineering
Sacrifice two lands. Search your library for four basic land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Planar Engineering (sos) 158
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.
Enchantment
Prismatic Undercurrents (ecl) 189
Sage of the Beyond
Flying
Spells you cast from anywhere other than your hand cost
less to cast.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature - Spirit Giant
Sage of the Beyond (khc) 6
Savvy Trader
When this creature enters, exile target permanent card from your graveyard. You may play that card for as long as it remains exiled.
Spells you cast from anywhere other than your hand cost
less to cast.
Creature - Human Citizen
Savvy Trader (otc) 69
Skyshroud Claim
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
Sorcery
Skyshroud Claim (plst) NEM-117
Thryx, the Sudden Storm
Flash (You may cast this spell any time you could cast an instant.)
Flying
Spells you cast with mana value 5 or greater cost
less to cast and can't be countered.
Legendary Creature - Elemental Giant
Thryx, the Sudden Storm (cmm) 127
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.
Sorcery
Verdant Mastery (pstx) 146p

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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.
Legendary Creature - Dinosaur Hippo
Keruga, the Macrosage (mul) 48

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Bayou
(
: Add
or
.)
Land - Swamp Forest
Bayou (30a) 274
Behold the Sinister Six!
Return up to six target creature cards with different names from your graveyard to the battlefield.
Sorcery
Behold the Sinister Six! (spm) 221
Bellowing Tanglewurm
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Other green creatures you control have intimidate.
Creature - Wurm
Bellowing Tanglewurm (plst) SOM-111
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (c18) 238
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.
Creature - Demon Berserker
Burning-Rune Demon (khm) 81
Deathcap Glade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deathcap Glade (psos) 253p
Deathsprout
Destroy target creature. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Instant
Deathsprout (war) 189
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (soc) 130
Fated Return
Put target creature card from a graveyard onto the battlefield under your control. It gains indestructible. If it's your turn, scry 2.
Instant
Fated Return (bng) 69
Krosan Drover
Creature spells you cast with mana value 6 or greater cost
less to cast.
Creature - Elf
Krosan Drover (scg) 122
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 250
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (ktk) 239
Revival Experiment
For each permanent type, return up to one card of that type from your graveyard to the battlefield. You lose 3 life for each card returned this way. Exile Revival Experiment.
Sorcery
Revival Experiment (c21) 74
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (mid) 267
Sunken Hollow
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Swamp
Sunken Hollow (scd) 322
Tanufel Rimespeaker
Whenever you cast a spell with mana value 4 or greater, draw a card.
Creature - Wizard Elemental
Tanufel Rimespeaker (ecl) 77
Tempest Hart
Trample
Whenever you cast a spell with mana value 5 or greater, put a +1/+1 counter on this creature.
Creature - Elemental Elk
Tempest Hart // Scan the Clouds (woe) 238
Tropical Island
(
: Add
or
.)
Land - Island Forest
Tropical Island (30a) 279
Undercity Sewers
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Swamp
Undercity Sewers (pza) 20
Underground Sea
(
: Add
or
.)
Land - Island Swamp
Underground Sea (30a) 281
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (m15) 248
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 260
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.
Sorcery
Will of the Abzan (tdc) 31
Young Necromancer
When this creature enters, you may exile two cards from your graveyard. When you do, return target creature card from your graveyard to the battlefield.
Creature - Human Warlock
Young Necromancer (plst) MH2-110

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
44 pips - 25 cards
23 mana - 21 cards
27 pips - 18 cards
23 mana - 21 cards
0 pips - 0 cards
0 mana - 4 cards
55 pips - 34 cards
34 mana - 30 cards
0 pips - 0 cards
5 mana - 5 cards
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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"}]}
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