223 views44 days ago
Commander
Size: 100Est cost: $294.34Salt sum: 28.69
KagelVlusha
223 views44 days ago
Commander
Size: 100Est cost: $294.34Salt sum: 28.69
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{"ops":[{"insert":"This deck was made for a contest whose key restriction was that the deck's commanders be a couple."},{"attributes":{"header":2},"insert":"\n\n"},{"insert":"Are Cecily and Wernog a Couple?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Truthfully, probably not. Both of these characters were created exclusively as the non-Stranger-Things versions of two Stranger Things cards, and it shows. No flavor quotes on their cards. No mention of them on any other cards. The only lore I could find for either of them anywhere on the internet is basically that they're from Innistad.\n\nAnd I admit I have a bit of a soft spot for forgotten characters like that. I find myself wanting to tell their story, precisely because they don't really have one. So, in Cecily, I see an outcast practicing forbidden magic for good causes. And in Wernog I see an honorable man standing steadfast against the darkness of his home plane, who maybe needs to learn that his rules do have exceptions. I imagine Wernog being sent to capture or kill Cecily, but eventually joining her, and combining his magic with hers in a great heresy that ultimately saves the world.\n\nSo, I present to you, a deck that is both a vague gesture at a fanfic I will never write, and an ode to a pet mechanic of mine that happens to be somewhat thematically resonant with that imagined fanfic.\n\nIntro"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Splice is my favorite terrible mechanic. There's something inherently appealing to me about combining a bunch of spells into one big spell, and the card advantage it provides plays into the control game I typically like playing anyway. The only problems are:\n\nVery, very few of the cards that can be spliced, or that can be spliced onto, are actually any good"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The ones that are good are so different from one another that it's pretty hard to fit them in a single deck"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The mana costs are completely absurd"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI would be lying if I told you this deck solves all these problems completely, but it solves them well enough for a fun play experience at Bracket 2. \n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deck Construction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"To solve the card quality issue, the deck needs a wide color identity. Red and blue have far more splice cards than the other colors, but black has probably the strongest one with "},{"insert":{"card-link":"Goryo's Vengeance"}},{"insert":", and we generally need every single one we can get. The pull towards a wide color identity is balanced by this being a Bracket 2 deck, which, at least for me, typically means a semi-budget manabase. I settled on excluding one color for this deck, and I chose green because I judged it to have the worst splice and arcane card pool.\n\nLooking at the splice cards in our four colors, the standouts are\n\n"},{"insert":{"card-link":"Goryo's Vengeance"}},{"insert":": a very efficient reanimation spell for legendary creatures, especially when paired with "},{"insert":{"card-link":"Flicker"}},{"insert":" effects"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Reweave"}},{"insert":": a flexible polymorph effect that is actually cheaper to splice than to cast normally"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Everdream"}},{"insert":", and "},{"insert":{"card-link":"Evermind"}},{"insert":": two reasonably cheap (at least by the standards of splice cards) draw engines"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Overblaze"}},{"insert":": A damage doubling effect"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Blessed Breath"}},{"insert":": An efficient protection spell"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThat's already too many wildly different effects for a single commander to try to tie together, so we're in the market for a partner pair. I chose "},{"insert":{"card-link":"Cecily, Haunted Mage"}},{"insert":" because she cares about card draw as well as damage amplification and evasion, and because her ability to cast spells for free does a lot to help with our absurd mana requirements. And I chose "},{"insert":{"card-link":"Wernog, Rider's Chaplain"}},{"insert":" because his clues help reliably enable Cecily, both he and his clues are good targets for "},{"insert":{"card-link":"Reweave"}},{"insert":", and also because the fact that his effect triggers both on entering and leaving the battlefield makes him a remarkably good back-up target for the "},{"insert":{"card-link":"Flicker"}},{"insert":" effects that make "},{"insert":{"card-link":"Goryo's Vengeance"}},{"insert":" so strong.\n\nOne note about Goryo's Vengeance though, we have a total of 5 legendary creatures in the deck, including our two commanders, and basically no discard or mill effects designed to put them in the graveyard. The primary role of "},{"insert":{"card-link":"Goryo's Vengeance"}},{"insert":" in this deck is to let us \"recast\" Cecily with haste, for a steep discount, if she ever gets removed. And, because we can splice the effect on to other cards, and keep the actual card in hand until we need it, it's also completely worthwhile to chump block with Wernog and then reanimate him just to get 2 more triggers from him.\n\nWith this core decided on, the rest of the deck is filled out with a handful of high-cost ramp spells for Cecily to cast for free, just enough pump and evasion spells to make commander damage from Cecily a real threat with "},{"insert":{"card-link":"Overblaze"}},{"insert":", a couple big mana sources in "},{"insert":{"card-link":"Chromatic Orrery"}},{"insert":" and "},{"insert":{"card-link":"Galazeth Prismari"}},{"insert":", a few more strong creatures and artifacts for "},{"insert":{"card-link":"Reweave"}},{"insert":" to find, and a smattering of protection and interaction.\n\nSetup"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first 4 and a half turns of every game with this deck will play out almost identically. \n\nTapped land on turn 1"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wernog, Rider's Chaplain"}},{"insert":" on turn 2, hopefully generating at least two clues"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Another tapped land on turn 3, then wait until after the discard step to crack a clue, draw a card, and be left with 8 cards in hand"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cecily, Haunted Mage"}},{"insert":" on turn 4, increasing our maximum hand size so we can keep all 8 cards in our hand"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Draw for turn (9 cards in hand), crack a clue (10 cards in hand), go directly to combat and attack with Cecily to draw one more card putting us at 11 cards in hand and allowing us to cast a spell for free"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI say 4 and a half turns because turn 5 will feel very different depending on exactly what spell ends up being cast for free, and what's left in the rest of your hand.\n\nRegardless, you'll notice that this setup requires 7 cards in hand at the start of the game, meaning this deck will be set back significantly if it has to mulligan more than once. Fortunately, nothing we plan to do for the first 4 turns of the game depends on any part of our hand except the lands. It's for this reason that the deck runs a full 42 lands. If you take a mulligan while playing this deck, it should only be because you can't play Wernog on turn 2. Any other problems you have with a hand will more than likely sort themselves out somewhere in the 7 cards we plan to draw during this setup.\n"}]}
Commander
Cecily, Haunted Mage
Your maximum hand size is eleven.
Whenever Cecily, Haunted Mage attacks, you draw a card and you lose 1 life. Then if you have eleven or more cards in your hand, you may cast an instant or sorcery spell from your hand without paying its mana cost.
Partner—Friends forever (You can have two commanders if both have this ability.)
Whenever Cecily, Haunted Mage attacks, you draw a card and you lose 1 life. Then if you have eleven or more cards in your hand, you may cast an instant or sorcery spell from your hand without paying its mana cost.
Partner—Friends forever (You can have two commanders if both have this ability.)
Legendary Creature - Human Wizard

Wernog, Rider's Chaplain
When Wernog, Rider's Chaplain enters or leaves the battlefield, each opponent may investigate. Each opponent who doesn't loses 1 life. You investigate X times, where X is one plus the number of opponents who investigated this way.
Partner—Friends forever (You can have two commanders if both have this ability.)
Partner—Friends forever (You can have two commanders if both have this ability.)
Legendary Creature - Human

Commander
(CTRL to add secondary)
Arcane
Veil of Secrecy
Target creature gains shroud until end of turn and can't be blocked this turn. (A creature with shroud can't be the target of spells or abilities.)
Splice onto Arcane—Return a blue creature you control to its owner's hand. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane—Return a blue creature you control to its owner's hand. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Arcane
(CTRL to add secondary)
Blink
Parting Gust
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Instant

Blink
(CTRL to add secondary)
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
(CTRL to add secondary)
Protection
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Protection
(CTRL to add secondary)
Ramp
Eldrazi Confluence
Choose three. You may choose the same mode more than once.
• Target creature gets +3/-3 until end of turn.
• Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
• Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add ."
• Target creature gets +3/-3 until end of turn.
• Exile target nonland permanent, then return it to the battlefield tapped under its owner's control.
• Create a 1/1 colorless Eldrazi Scion creature token with "Sacrifice this token: Add ."
Instant

Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 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.)
Sorcery

Season of the Bold
Choose up to five worth of modes. You may choose the same mode more than once.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
Sorcery

Ramp
(CTRL to add secondary)
Reweave Payoffs
Cursed Recording
Whenever you cast an instant or sorcery spell, put a time counter on this artifact. Then if there are seven or more time counters on it, remove those counters and it deals 20 damage to you.
: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Artifact

Reweave Payoffs
(CTRL to add secondary)
Splice
Blessed Breath
Target creature you control gains protection from the color of your choice until end of turn.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Candles' Glow
Prevent the next 3 damage that would be dealt to any target this turn. You gain life equal to the damage prevented this way.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Fell Beast's Shriek
Each opponent chooses a creature they control. Tap and goad the chosen creatures. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Splice onto instant or sorcery (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto instant or sorcery (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Sorcery

Goryo's Vengeance
Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Hundred-Talon Strike
Target creature gets +1/+0 and gains first strike until end of turn.
Splice onto Arcane—Tap an untapped white creature you control. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane—Tap an untapped white creature you control. (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Overblaze
Each time target permanent would deal damage to a permanent or player this turn, it deals double that damage to that permanent or player instead.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Reweave
Target permanent's controller sacrifices it. If the player does, they reveal cards from the top of their library until they reveal a permanent card that shares a card type with the sacrificed permanent, put that card onto the battlefield, then shuffle.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Splice
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This deck was made for a contest whose key restriction was that the deck's commanders be a couple."},{"attributes":{"header":2},"insert":"\n\n"},{"insert":"Are Cecily and Wernog a Couple?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Truthfully, probably not. Both of these characters were created exclusively as the non-Stranger-Things versions of two Stranger Things cards, and it shows. No flavor quotes on their cards. No mention of them on any other cards. The only lore I could find for either of them anywhere on the internet is basically that they're from Innistad.\n\nAnd I admit I have a bit of a soft spot for forgotten characters like that. I find myself wanting to tell their story, precisely because they don't really have one. So, in Cecily, I see an outcast practicing forbidden magic for good causes. And in Wernog I see an honorable man standing steadfast against the darkness of his home plane, who maybe needs to learn that his rules do have exceptions. I imagine Wernog being sent to capture or kill Cecily, but eventually joining her, and combining his magic with hers in a great heresy that ultimately saves the world.\n\nSo, I present to you, a deck that is both a vague gesture at a fanfic I will never write, and an ode to a pet mechanic of mine that happens to be somewhat thematically resonant with that imagined fanfic.\n\nIntro"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Splice is my favorite terrible mechanic. There's something inherently appealing to me about combining a bunch of spells into one big spell, and the card advantage it provides plays into the control game I typically like playing anyway. The only problems are:\n\nVery, very few of the cards that can be spliced, or that can be spliced onto, are actually any good"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The ones that are good are so different from one another that it's pretty hard to fit them in a single deck"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The mana costs are completely absurd"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI would be lying if I told you this deck solves all these problems completely, but it solves them well enough for a fun play experience at Bracket 2. \n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Deck Construction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"To solve the card quality issue, the deck needs a wide color identity. Red and blue have far more splice cards than the other colors, but black has probably the strongest one with "},{"insert":{"card-link":"Goryo's Vengeance"}},{"insert":", and we generally need every single one we can get. The pull towards a wide color identity is balanced by this being a Bracket 2 deck, which, at least for me, typically means a semi-budget manabase. I settled on excluding one color for this deck, and I chose green because I judged it to have the worst splice and arcane card pool.\n\nLooking at the splice cards in our four colors, the standouts are\n\n"},{"insert":{"card-link":"Goryo's Vengeance"}},{"insert":": a very efficient reanimation spell for legendary creatures, especially when paired with "},{"insert":{"card-link":"Flicker"}},{"insert":" effects"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Reweave"}},{"insert":": a flexible polymorph effect that is actually cheaper to splice than to cast normally"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Everdream"}},{"insert":", and "},{"insert":{"card-link":"Evermind"}},{"insert":": two reasonably cheap (at least by the standards of splice cards) draw engines"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Overblaze"}},{"insert":": A damage doubling effect"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Blessed Breath"}},{"insert":": An efficient protection spell"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThat's already too many wildly different effects for a single commander to try to tie together, so we're in the market for a partner pair. I chose "},{"insert":{"card-link":"Cecily, Haunted Mage"}},{"insert":" because she cares about card draw as well as damage amplification and evasion, and because her ability to cast spells for free does a lot to help with our absurd mana requirements. And I chose "},{"insert":{"card-link":"Wernog, Rider's Chaplain"}},{"insert":" because his clues help reliably enable Cecily, both he and his clues are good targets for "},{"insert":{"card-link":"Reweave"}},{"insert":", and also because the fact that his effect triggers both on entering and leaving the battlefield makes him a remarkably good back-up target for the "},{"insert":{"card-link":"Flicker"}},{"insert":" effects that make "},{"insert":{"card-link":"Goryo's Vengeance"}},{"insert":" so strong.\n\nOne note about Goryo's Vengeance though, we have a total of 5 legendary creatures in the deck, including our two commanders, and basically no discard or mill effects designed to put them in the graveyard. The primary role of "},{"insert":{"card-link":"Goryo's Vengeance"}},{"insert":" in this deck is to let us \"recast\" Cecily with haste, for a steep discount, if she ever gets removed. And, because we can splice the effect on to other cards, and keep the actual card in hand until we need it, it's also completely worthwhile to chump block with Wernog and then reanimate him just to get 2 more triggers from him.\n\nWith this core decided on, the rest of the deck is filled out with a handful of high-cost ramp spells for Cecily to cast for free, just enough pump and evasion spells to make commander damage from Cecily a real threat with "},{"insert":{"card-link":"Overblaze"}},{"insert":", a couple big mana sources in "},{"insert":{"card-link":"Chromatic Orrery"}},{"insert":" and "},{"insert":{"card-link":"Galazeth Prismari"}},{"insert":", a few more strong creatures and artifacts for "},{"insert":{"card-link":"Reweave"}},{"insert":" to find, and a smattering of protection and interaction.\n\nSetup"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first 4 and a half turns of every game with this deck will play out almost identically. \n\nTapped land on turn 1"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wernog, Rider's Chaplain"}},{"insert":" on turn 2, hopefully generating at least two clues"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Another tapped land on turn 3, then wait until after the discard step to crack a clue, draw a card, and be left with 8 cards in hand"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Cecily, Haunted Mage"}},{"insert":" on turn 4, increasing our maximum hand size so we can keep all 8 cards in our hand"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Draw for turn (9 cards in hand), crack a clue (10 cards in hand), go directly to combat and attack with Cecily to draw one more card putting us at 11 cards in hand and allowing us to cast a spell for free"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI say 4 and a half turns because turn 5 will feel very different depending on exactly what spell ends up being cast for free, and what's left in the rest of your hand.\n\nRegardless, you'll notice that this setup requires 7 cards in hand at the start of the game, meaning this deck will be set back significantly if it has to mulligan more than once. Fortunately, nothing we plan to do for the first 4 turns of the game depends on any part of our hand except the lands. It's for this reason that the deck runs a full 42 lands. If you take a mulligan while playing this deck, it should only be because you can't play Wernog on turn 2. Any other problems you have with a hand will more than likely sort themselves out somewhere in the 7 cards we plan to draw during this setup.\n"}]}








































































