6337 views7 months ago
Commander
Size: 100Est cost: $9840.84Salt sum: 71.97
DougYnerd
6337 views7 months ago
Commander
Size: 100Est cost: $9840.84Salt sum: 71.97
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Commander
Lady Octopus, Inspired Inventor
Whenever you draw your first or second card each turn, put an ingenuity counter on Lady Octopus.
: You may cast an artifact spell from your hand with mana value less than or equal to the number of ingenuity counters on Lady Octopus without paying its mana cost.
: You may cast an artifact spell from your hand with mana value less than or equal to the number of ingenuity counters on Lady Octopus without paying its mana cost.
Legendary Creature - Human Scientist Villain

Commander
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Combo
Unctus, Grand Metatect
Other blue creatures you control have "Whenever this creature becomes tapped, draw a card, then discard a card."
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. ( can be paid with either or 2 life.)
Other artifact creatures you control get +1/+1.
: Until end of turn, target creature you control becomes a blue artifact in addition to its other colors and types. Activate only as a sorcery. ( can be paid with either or 2 life.)
Legendary Creature Artifact - Vedalken Phyrexian

Combo
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Disruption
Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 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.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

Into the Flood Maw
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.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Disruption
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Draw
Tezzeret the Seeker
+1: Untap up to two target artifacts.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
−X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.
−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.
Legendary Planeswalker - Tezzeret

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

Transmute Artifact
Sacrifice an artifact. If you do, search your library for an artifact card. If that card's mana value is less than or equal to the sacrificed artifact's mana value, put it onto the battlefield. If it's greater, you may pay , where X is the difference. If you do, put it onto the battlefield. If you don't, put it into its owner's graveyard. Then shuffle.
Sorcery

Draw
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Land
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

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

Land
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Ramp
Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Ramp
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Maybeboard
Emry, Lurker of the Loch
Affinity for artifacts (This spell costs less to cast for each artifact you control.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
When Emry enters, mill four cards.
: Choose target artifact card in your graveyard. You may cast that card this turn. (You still pay its costs. Timing rules still apply.)
Legendary Creature - Wizard Merfolk

Karn, the Great Creator
Activated abilities of artifacts your opponents control can't be activated.
+1: Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.
−2: You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.
+1: Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.
−2: You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.
Legendary Planeswalker - Karn

March of Swirling Mist
As an additional cost to cast this spell, you may exile any number of blue cards from your hand. This spell costs less to cast for each card exiled this way.
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Up to X target creatures phase out. (While they're phased out, they're treated as though they don't exist. Each one phases in before its controller untaps during their next untap step.)
Instant

Marina Vendrell's Grimoire
When Marina Vendrell's Grimoire enters, if you cast it, draw five cards.
You have no maximum hand size and don't lose the game for having 0 or less life.
Whenever you gain life, draw that many cards.
Whenever you lose life, discard that many cards. Then if you have no cards in hand, you lose the game.
You have no maximum hand size and don't lose the game for having 0 or less life.
Whenever you gain life, draw that many cards.
Whenever you lose life, discard that many cards. Then if you have no cards in hand, you lose the game.
Legendary Artifact - Book

Teferi, Master of Time
You may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
+1: Draw a card, then discard a card.
−3: Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
−10: Take two extra turns after this one.
Legendary Planeswalker - Teferi

Thassa's Oracle
When this creature enters, look at the top X cards of your library, where X is your devotion to blue. Put up to one of them on top of your library and the rest on the bottom of your library in a random order. If X is greater than or equal to the number of cards in your library, you win the game. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creature - Wizard Merfolk

The Aetherspark
As long as The Aetherspark is attached to a creature, The Aetherspark can't be attacked and has "Whenever equipped creature deals combat damage during your turn, put that many loyalty counters on The Aetherspark."
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
+1: Attach The Aetherspark to up to one target creature you control. Put a +1/+1 counter on that creature.
−5: Draw two cards.
−10: Add ten mana of any one color.
Legendary Artifact Planeswalker - Equipment

The Magic Mirror
This spell costs less to cast for each instant and sorcery card in your graveyard.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
You have no maximum hand size.
At the beginning of your upkeep, put a knowledge counter on The Magic Mirror, then draw a card for each knowledge counter on The Magic Mirror.
Legendary Artifact

Urza, Lord High Artificer
When Urza enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Tap an untapped artifact you control: Add .
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
Tap an untapped artifact you control: Add .
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
Legendary Creature - Human Artificer

Uthros Research Craft
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.)
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
Artifact - Spacecraft

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Primer"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWhy Lady?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nPut simply, she's a cheap commander in the command zone that can ramp you and land value pieces quickly, all while also turning on the various Fierce Guardianships, Flares, and Mox Ambers of the world. Lady is a control deck trying to land a value engine as soon as possible, and sneak in yet more value engines and combo pieces via her ability once she's garnered a critical mass of counters. In other words, if you like generically good cards that eventually piece together into a complex win while you're sitting with a full grip of interaction, then Lady is for you.\n\nMulligans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nYou'll want to mulligan aggressively, despite this being a control deck. Having just ramp, or just interaction, is not good enough. In order to be relevant in a game, Lady requires a draw engine of some sort in your opening hand, otherwise you will ramp out your entire hand and proceed to do nothing. In other words? If it doesn't have a draw effect, you're shipping it back, even if that means going to four or five with nothing but a Mystic Remora to show for it. There are two exceptions, however: The first is playing against turbo decks, in which case you probably are better in seats three and four to take the first workable hand you see with interaction in it. The other is copy effects, which are primarily hunting for the vast array of value engines opposing decks will be playing in the current midrange meta. It's a bit of a risk, but it pays off more often than not.\n\nThe Value Engines You're Looking For"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The One Ring"},{"insert":": The most easily searchable, as it's an artifact, and also the most easily abusable, given the smorgasbord of artifact untap effects in the deck. It can also provide protection from everything for an entire game in concert with Drafna, Founder of Lat-Nam or Displacer Kitten, but be aware that most decks can win through that little trick, and it's generally better to get a move-on, keep Ring on the board, and draw more cards. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Rhystic Study"},{"attributes":{"italic":true},"insert":": "},{"insert":"The bane of the format, whether it be casual or competitive, is still one of the best cards you can draw in any given game. Just be aware that people are less likely to feed your Rhystic with your commander counting up and available to play down a huge bomb at instant speed, and plan accordingly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mystic Remora"},{"insert":": Having a turn one commander available that gets better as you draw more cards may tempt you to hold your fish and instead play Lady on turn 1, if you don't have the fast mana to do both. I would counsel against this, as most of the value you'll get off of a fish will come on turn one, and you can still pay for your fish on turn 2, play down a land, and then play Lady to start racking up the counters. This also means that you'll probably be paying for fish longer than you may be used to, coming from other decks, as your commander can play down many of the cards that you'll be drawing, and you're happy to keep on doing so as long as the table will let you, provided that you can still stop opposing win attempts with the single mana you're liable to have open."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Faerie Mastermind"},{"insert":": After TOR, Rhystic, and Mystic, the quality drops off somewhat harshly, with Faerie Mastermind being much less good. With that said, it will draw you cards, which is what we're looking for, and also provides an alternate win condition with Transplant Theorist (See Win-Con #5), in case anything should happen to your Thassa's Oracle."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mirrormade/Steal Enchantment/Copy Enchantment/Phyrexian Metamorph/Sculpting Steel/Machine God's Effigy/Imposter Mech"},{"insert":": We play almost the full gamut of copy effects, with an emphasis on the artifact ones that our commander can put down for free and at instant speed. While none of these are the ideal you're looking for in an opening hand, they will do in a pinch, depending on the pod. Mirrormade will hit just about anything, and is probably worth keeping as if it were Rhystic Study. Steal Enchantment and Copy Enchantment for blue decks probably playing Rhystic and Mystic. Phyrexian Metamorph can copy The One Ring or any number of the blue or white value creatures. Sculpting Steel can copy One Rings, but is probably only worth keeping against white decks who will probably also be sporting Esper Sentinel. Machine God's and Imposter Mech can copy the blue and white value creatures as well, but probably aren't worth keeping against green, black, or red decks."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ledger Shredder"},{"insert":": The bird can be great, given that you're likely to trigger its loot with your own spellcasting, and with your commander performing the role of mana dork on steroids, this is keepable, if not ideal, engine. Just keep in mind that to get to a win, you're absolutely going to need an "},{"attributes":{"italic":true},"insert":"actual "},{"insert":"card draw engine that lets you keep the cards, so don't get overzealous and start discarding the stuff above this on the list."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Riddlesmith & Transplant Theorist"},{"insert":": These two loot effects come with the same caveat of you still need a real draw engine to get to the full hand you're going to need to win, but are absolutely amazing with the proper hand to support them. Sensei's Divining Top in particular can really get going with these two, not to mention the likelihood of you drawing most of your deck without the need of a combo when it comes to Transplant Theorist and Displacer Kitten. Which is the major difference between them that must be noted: Riddlesmith is a cast trigger, and Theorist is an enters trigger. Try not to get them mixed up!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"O'aka, Traveling Merchant"},{"insert":": The slowest and worst of the draw engines, O'aka isn't exactly bad, but he's not exactly good, either. While the extra draw engine was sorely needed, he doesn't do anything the turn he comes into play, and actively removes your commanders counters as you put them on, keeping her at a net even outside of your draw steps. This can be a bit frustrating, but just remember to play the control way and keep that mana open so you can play your interaction, and use your commander to keep on dropping rocks and the like as you go until you draw into a better engine."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nWin-Cons"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Displacer Kitten & Coveted Jewel"},{"insert":": The most common win condition, Displacer Kitten can bounce Coveted Jewel to draw three cards and provide three mana each time you cast a noncreature spell. Note that this is not guaranteed to win you the game, as you're not guaranteed to draw castable spells in your three cards, although it is rare that that happens. In any case, because it is non-determinative, it must be played out, so it can be time consuming. As for the final win-con, the only option is Thassa's Oracle, as much of your mana from Jewel loops will be consumed casting spells, so you will not have enough mana available to draw the table out with Faerie Mastermind and Transplant Theorist."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Unctus, Grand Metatect & Aphetto Alchemist"},{"insert":": Unctus provides generic value to the deck both by letting you loot each time you use Lady's ability, and also by making her into an artifact so that she can be untapped with your numerous untap effects. Beyond that, however, he also provides infinite looting with Aphetto Alchemist, which can target itself for its own untap effect, allowing you to draw and discard your entire deck to get to your Thassa's Oracle."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Drafna, Founder of Lat-Nam, Chromatic Orrery, and a Key"},{"insert":": At first glance, this combo doesn't appear to work, but then you realize that the artifact you're bouncing isn't the Chromatic Orrery, but rather the Key. Voltaic Key "},{"attributes":{"italic":true},"insert":"or"},{"insert":" Manifold Key can both be bounced for two of Orrery's five mana, leaving three to recast it and untap Orrery with one to spare. That nets you infinite mana, which can then be put to use drawing cards with Orrery's other ability, drawing your whole deck and either winning with Thoracle or with Faerie Mastermind and Transplant Theorist."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Rings of Brighthearth, Chromatic Orrery, and Voltaic Key"},{"insert":": This one is more specific, only working with Voltaic Key. It is, however, the only combo in the deck to be made of 100% artifacts, which is what most of your tutors are for, so it can be rather easy to assemble once you really start drawing some cards. As for how the combo works, Voltaic Key can target itself for untapping, meaning that you need Key untapped when you assemble all the pieces so that you can use it to untap Orrery, then spend the two mana with Rings of Brighthearth to copy the Key activation to untap itself. That adds up to three mana spent, meaning you net two mana with each loop, which can then be put into drawing your whole deck with Orrery's second ability, into either a Thassa's Oracle or Faerie Mastermind win."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Faerie Mastermind, Infinite Mana, and Transplant Theorist"},{"insert":": Faerie Mastermind and infinite mana can feel pretty fragile when you first run into it, but if anyone tries to interact with it, you can simply put more draw triggers on the stack above their interaction. With that said, "},{"attributes":{"bold":true},"insert":"don't draw more than your whole deck until you have Transplant Theorist in play!"},{"insert":" The reason you win instead of other folks is because you can continue to put cards from your graveyard on top of your library every time everyone else draws a card, so if they have interaction before you can cast Theorist, especially if you don't have active flash speed from Borne Upon a Wind or Emergence Zone, then you're going to get hung out to dry."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Other"},{"insert":": It is not uncommon for this deck to get to a point where it essentially tries to \"go for it\" without a combo on board. Untapping One Ring 2-3 times a turn adds up fast, as does someone else trying to go off with you having an active Rhystic or Mystic. This often can result in you ending up with such a cavalcade of nonsense on board that it will end up in a win, either through the mundane means of drawing your whole deck the old fashioned way, or some huge combination of 8 different broken artifacts that you're untapping multiple times. Keep an eye out, and keep your options open! Don't give up, and make folks play it out!"},{"attributes":{"list":"ordered"},"insert":"\n"}]}







































































































































