Donar513
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Commander
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{"ops":[{"insert":"Be the Problem"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nDo you love everyone pointing to you as the god damn threat? Do you want to consistently hold up mana along with a smug face even Jeremy Clarkson would be proud of? Do you like pretending to give gifts only for it to be 10,000 bees? Well then partner, we can stuff so much of that into this washed out dad rock of a commander right here.\n\nHow to Nekusar"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Mulligans:"},{"insert":"\nWe need to mulligan aggressively and intelligently here, our commander cost as well as our long term payoffs require us to remain on or ahead of curve. Ideally you are looking for 2 to 3 lands that give access to all 3 colors, a mana rock, and a turn 1 or 2 acceleration play. I like to look for access to things early like "},{"insert":{"card-link":"Mystic Remora"}},{"insert":", "},{"insert":{"card-link":"Kami of the Crescent Moon"}},{"insert":", or "},{"insert":{"card-link":"Stormfist Crusader"}},{"insert":" . Keeping early interaction is also beneficial, but avoid keeping an opening hand with multiple wheels and no setup.\n\n"},{"attributes":{"bold":true},"insert":"Early Game (Turns 1–3):"},{"insert":"\nEarly game is incredibly vulnerable for this deck. We need a few turns to get our engine going, so most turns are going to be spent getting out smaller pieces unless we see an opportunity to advance with protection. Look to chip away and establish our overall strategy with "},{"insert":{"card-link":"Razorkin Needlehead"}},{"insert":","},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":", etc. Avoid slamming an unprotected Nekusar early without either "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" or mana available for protection.\n\n"},{"attributes":{"bold":true},"insert":"Mid Game (Turns 4–6) | Aka Time to Be a Dickhead:"},{"insert":"\nThis is where we can push our advantage and look to create pressure across the board. Wheels at this stage are our main source of pressure in conjunction with our pingers, "},{"insert":{"card-link":"Sheoldred, the Apocalypse"}},{"insert":", and other pieces like "},{"insert":{"card-link":"Waste Not"}},{"insert":","},{"insert":{"card-link":"Tergrid, God of Fright // Tergrid's Lantern"}},{"insert":", or "},{"insert":{"card-link":"Megrim"}},{"insert":". Tutoring in this stage of the game should be for pushing advantage rapidly. "},{"insert":{"card-link":"Solphim, Mayhem Dominus"}},{"insert":" for increased ping damage,"},{"insert":{"card-link":"The Locust God"}},{"insert":"for alternative pressure via insects, or "},{"insert":{"card-link":"Underworld Breach"}},{"insert":" for the ability to end via repeated wheels.\n\nDisruption: Don't Play World Police"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe disruption package in this deck is paramount to staying ahead or on board. A big mistake many make with the amount of interaction we have here, as well as our free interaction, is to play world police. You will lose doing that shit.\n\nBased upon play position we should be interacting only when direct threats to our engine or game plan arise, or it is beneficial based upon turn order. In some situations deals can be offered or created that bring mutual benefit at the cost of our interaction, but given the pressure this deck applies to all players simultaneously, expect to be the target of the majority of the hate.\n\nThe one disruption piece I will advocate for early use is "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" . Dealing with early threats when small at the cost of 1 to 5 life can help buy us time to get into a more advantageous position, especially if our early game package saw hate or we struggled to get anything down outside of a "},{"insert":{"card-link":"Howling Mine"}},{"insert":" or draw accelerator.\n\n"},{"insert":{"card-link":"Twincast"}},{"insert":" is also an incredibly versatile piece here. While ideally being the true dickhead we're meant to be, we want to hit that flashy twin "},{"insert":{"card-link":"Peer into the Abyss"}},{"insert":". However, being able to snag someone else's removal on a copy can allow us to turn targeted removal against us into an equal slowdown for others.\n\nFinally, while we're all for table suffering, if you're dead and you have no outs, don't spite "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":". We hate those fucking people.\n\nWays to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWays to win are mostly straightforward with this deck: apply pressure via pingers and life loss from card draw while protecting your board state.\nIf the game pushes into later turns, cards like"},{"insert":{"card-link":"Tergrid, God of Fright // Tergrid's Lantern"}},{"insert":" can turn a wheel into your board state becoming completely out of control.\n\n"},{"insert":{"card-link":"Peer into the Abyss"}},{"insert":" is obviously single target player removal with a single pinger on board, so if you have an opportunity, do it. Bonus points if you "},{"insert":{"card-link":"Twincast"}},{"insert":"that bitch, you become the coolest guy. \n\nAt this point of the game your advantage should be clear, and any remaining pieces needed should be accessible via remaining tutors or the wheels we cycle.\n\nAs mentioned earlier, there is some ability for combat damage here."},{"insert":{"card-link":"The Locust God"}},{"insert":" can get out of control with the amount of cards we are drawing, so send those things flying.\n\nAlso, don't underestimate a "},{"insert":{"card-link":"Teferi's Puzzle Box"}},{"insert":" cast at any point throughout the mid to late game. It demands a response and will significantly hinder others more than it does us.\n\nPet Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"Praetor's Grasp"}},{"attributes":{"bold":true},"insert":":"},{"insert":"\nThis wouldn't be an old man ass commander without some old fun cards. I straight up love this card, it is the most versatile card in the deck and the reason I try to run it whenever I can in black. You see an opponent setting up for a combo or you see their line? Go take the missing piece. Looking like you're going to need some additional ramp? Go take it from someone. Has a certain friend won too many times with a storm'd"},{"insert":{"card-link":"Crackle with Power"}},{"insert":" for 1? Fuck him, take that card and eat it, all with "},{"attributes":{"bold":true},"insert":{"card-link":"Praetor's Grasp"}},{"insert":". Jokes aside though, this card can be very powerful across different times of the game, either as an offensive removal where your opponent has to guess what's missing, or as a way to help you take an advantage you otherwise wouldn't have access to. While this sometimes can be dead against decks whose colors you can't create, removing a threat permanently will always be valuable.\n\n"},{"insert":{"card-link":"Twincast"}},{"attributes":{"bold":true},"insert":":"},{"insert":"\nI talked about this in another area, but another card that is just good for how I like to play as well as strong in different phases of the game. It can be your dupe of a removal spell from someone else, it can be an incredible bargaining piece where you offer to help remove something if an opponent acts first, or it can dupe a wheel and turn a potential 7 card draw ping into 14. Use it aggressively, it is the one piece of disruption that is better spent than holding for a perfect scenario.\n\nCurrently Testing"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"Reforge the Soul"}},{"attributes":{"bold":true},"insert":":"},{"insert":"\nI hate "},{"insert":{"card-link":"Wheel of Fate"}},{"insert":" and "},{"insert":{"card-link":"Wheel of Misfortune"}},{"insert":" , they never turn out to a net win on the math side for me, so back in goes "},{"attributes":{"bold":true},"insert":{"card-link":"Reforge the Soul"}},{"insert":" for testing again. I don't love this card either, but the chance for the miracle draw and casting cost is better than those other two. There is a real chance this comes out again and we live with having one less wheel.\n\n"},{"attributes":{"bold":true},"insert":{"card-link":"Krang, the All-Powerful"}},{"attributes":{"bold":true},"insert":" :"},{"insert":"\nInteresting piece that has seen some popularity recently, so testing it out along with another doubling piece we'll get to next. Trigger doubling across any drawing is crazy in this deck, and the +1/+1 counters also turn him into a big baddy quick given that every turn someone is drawing a 2nd card. Getting him down will have him come back around to you as a 7/7 body. The casting cost is high here and there are other things I'd use 5 mana on first, but I am interested to see how often I reach for him over testing.\n\n"},{"attributes":{"bold":true},"insert":{"card-link":"Wizard's Staff"}},{"attributes":{"bold":true},"insert":" :"},{"insert":"\nCrazy card from the Hobbit set."},{"insert":{"card-link":"Nekusar, the Mindrazer"}},{"insert":" is a wizard as is "},{"insert":{"card-link":"Kess, Dissident Mage"}},{"insert":" , but there are so many creatures this attaches to and creates absolute chaos. Pick one and giggle. "},{"insert":{"card-link":"Sheoldred, the Apocalypse"}},{"insert":" loves it, "},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" loves it, hell even give it to "},{"insert":{"card-link":"The Locust God"}},{"insert":"to finally create that extended family that will love you for who you are. I see this one sticking around for a while.\n\n"},{"attributes":{"bold":true},"insert":{"card-link":"Hexing Squelcher"}},{"attributes":{"bold":true},"insert":" :"},{"insert":"\nThis card is obviously great across all high power right now. It offers blanket protection across the board with its ward cost addition as well as the uncounterable piece. I stayed away from this one for a bit, but decided to test recently and so far I've enjoyed where it's managed to land.\n\nOn Deck for Testing"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"The Master of Lake-town"}},{"attributes":{"bold":true},"insert":":"},{"insert":"\nI avoided testing him in this iteration but is next up for me. We create so much loss of life each turn that the pressure he creates to rip through libraries could be very annoying.\n\n"},{"attributes":{"bold":true},"insert":{"card-link":"Samut, Tyrant of Naktamun"}},{"attributes":{"bold":true},"insert":":"},{"insert":"\nEveryone is hyped for this card and rightfully so, completely insane piece. However for this deck I still feel like Hexing might be the overall better choice for where I feel risk? Will try it out and see how I feel.\n\n"}]}
Artifact
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Ghyrson Starn, Kelermorph
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Three Autostubs — Whenever another source you control deals exactly 1 damage to a permanent or player, Ghyrson Starn deals 2 damage to that permanent or player.
Three Autostubs — Whenever another source you control deals exactly 1 damage to a permanent or player, Ghyrson Starn deals 2 damage to that permanent or player.
Legendary Creature - Human Tyranid

Solphim, Mayhem Dominus
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead.
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Burn
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Counters
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Creature
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Discard
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Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Draw
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Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Enchantment
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Land
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Pingers
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Protection
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Ramp
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Removal
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Sorcery
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Dauthi Voidwalker
Shadow (This creature can block or be blocked by only creatures with shadow.)
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
Creature - Rogue Dauthi

Stax
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Tutor
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Whispering Madness
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery

Wheels
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Be the Problem"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nDo you love everyone pointing to you as the god damn threat? Do you want to consistently hold up mana along with a smug face even Jeremy Clarkson would be proud of? Do you like pretending to give gifts only for it to be 10,000 bees? Well then partner, we can stuff so much of that into this washed out dad rock of a commander right here.\n\nHow to Nekusar"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Mulligans:"},{"insert":"\nWe need to mulligan aggressively and intelligently here, our commander cost as well as our long term payoffs require us to remain on or ahead of curve. Ideally you are looking for 2 to 3 lands that give access to all 3 colors, a mana rock, and a turn 1 or 2 acceleration play. I like to look for access to things early like "},{"insert":{"card-link":"Mystic Remora"}},{"insert":", "},{"insert":{"card-link":"Kami of the Crescent Moon"}},{"insert":", or "},{"insert":{"card-link":"Stormfist Crusader"}},{"insert":" . Keeping early interaction is also beneficial, but avoid keeping an opening hand with multiple wheels and no setup.\n\n"},{"attributes":{"bold":true},"insert":"Early Game (Turns 1–3):"},{"insert":"\nEarly game is incredibly vulnerable for this deck. We need a few turns to get our engine going, so most turns are going to be spent getting out smaller pieces unless we see an opportunity to advance with protection. Look to chip away and establish our overall strategy with "},{"insert":{"card-link":"Razorkin Needlehead"}},{"insert":","},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":", etc. Avoid slamming an unprotected Nekusar early without either "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" or mana available for protection.\n\n"},{"attributes":{"bold":true},"insert":"Mid Game (Turns 4–6) | Aka Time to Be a Dickhead:"},{"insert":"\nThis is where we can push our advantage and look to create pressure across the board. Wheels at this stage are our main source of pressure in conjunction with our pingers, "},{"insert":{"card-link":"Sheoldred, the Apocalypse"}},{"insert":", and other pieces like "},{"insert":{"card-link":"Waste Not"}},{"insert":","},{"insert":{"card-link":"Tergrid, God of Fright // Tergrid's Lantern"}},{"insert":", or "},{"insert":{"card-link":"Megrim"}},{"insert":". Tutoring in this stage of the game should be for pushing advantage rapidly. "},{"insert":{"card-link":"Solphim, Mayhem Dominus"}},{"insert":" for increased ping damage,"},{"insert":{"card-link":"The Locust God"}},{"insert":"for alternative pressure via insects, or "},{"insert":{"card-link":"Underworld Breach"}},{"insert":" for the ability to end via repeated wheels.\n\nDisruption: Don't Play World Police"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe disruption package in this deck is paramount to staying ahead or on board. A big mistake many make with the amount of interaction we have here, as well as our free interaction, is to play world police. You will lose doing that shit.\n\nBased upon play position we should be interacting only when direct threats to our engine or game plan arise, or it is beneficial based upon turn order. In some situations deals can be offered or created that bring mutual benefit at the cost of our interaction, but given the pressure this deck applies to all players simultaneously, expect to be the target of the majority of the hate.\n\nThe one disruption piece I will advocate for early use is "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" . Dealing with early threats when small at the cost of 1 to 5 life can help buy us time to get into a more advantageous position, especially if our early game package saw hate or we struggled to get anything down outside of a "},{"insert":{"card-link":"Howling Mine"}},{"insert":" or draw accelerator.\n\n"},{"insert":{"card-link":"Twincast"}},{"insert":" is also an incredibly versatile piece here. While ideally being the true dickhead we're meant to be, we want to hit that flashy twin "},{"insert":{"card-link":"Peer into the Abyss"}},{"insert":". However, being able to snag someone else's removal on a copy can allow us to turn targeted removal against us into an equal slowdown for others.\n\nFinally, while we're all for table suffering, if you're dead and you have no outs, don't spite "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":". We hate those fucking people.\n\nWays to Win"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWays to win are mostly straightforward with this deck: apply pressure via pingers and life loss from card draw while protecting your board state.\nIf the game pushes into later turns, cards like"},{"insert":{"card-link":"Tergrid, God of Fright // Tergrid's Lantern"}},{"insert":" can turn a wheel into your board state becoming completely out of control.\n\n"},{"insert":{"card-link":"Peer into the Abyss"}},{"insert":" is obviously single target player removal with a single pinger on board, so if you have an opportunity, do it. Bonus points if you "},{"insert":{"card-link":"Twincast"}},{"insert":"that bitch, you become the coolest guy. \n\nAt this point of the game your advantage should be clear, and any remaining pieces needed should be accessible via remaining tutors or the wheels we cycle.\n\nAs mentioned earlier, there is some ability for combat damage here."},{"insert":{"card-link":"The Locust God"}},{"insert":" can get out of control with the amount of cards we are drawing, so send those things flying.\n\nAlso, don't underestimate a "},{"insert":{"card-link":"Teferi's Puzzle Box"}},{"insert":" cast at any point throughout the mid to late game. It demands a response and will significantly hinder others more than it does us.\n\nPet Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"Praetor's Grasp"}},{"attributes":{"bold":true},"insert":":"},{"insert":"\nThis wouldn't be an old man ass commander without some old fun cards. I straight up love this card, it is the most versatile card in the deck and the reason I try to run it whenever I can in black. You see an opponent setting up for a combo or you see their line? Go take the missing piece. Looking like you're going to need some additional ramp? Go take it from someone. Has a certain friend won too many times with a storm'd"},{"insert":{"card-link":"Crackle with Power"}},{"insert":" for 1? Fuck him, take that card and eat it, all with "},{"attributes":{"bold":true},"insert":{"card-link":"Praetor's Grasp"}},{"insert":". Jokes aside though, this card can be very powerful across different times of the game, either as an offensive removal where your opponent has to guess what's missing, or as a way to help you take an advantage you otherwise wouldn't have access to. While this sometimes can be dead against decks whose colors you can't create, removing a threat permanently will always be valuable.\n\n"},{"insert":{"card-link":"Twincast"}},{"attributes":{"bold":true},"insert":":"},{"insert":"\nI talked about this in another area, but another card that is just good for how I like to play as well as strong in different phases of the game. It can be your dupe of a removal spell from someone else, it can be an incredible bargaining piece where you offer to help remove something if an opponent acts first, or it can dupe a wheel and turn a potential 7 card draw ping into 14. Use it aggressively, it is the one piece of disruption that is better spent than holding for a perfect scenario.\n\nCurrently Testing"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"Reforge the Soul"}},{"attributes":{"bold":true},"insert":":"},{"insert":"\nI hate "},{"insert":{"card-link":"Wheel of Fate"}},{"insert":" and "},{"insert":{"card-link":"Wheel of Misfortune"}},{"insert":" , they never turn out to a net win on the math side for me, so back in goes "},{"attributes":{"bold":true},"insert":{"card-link":"Reforge the Soul"}},{"insert":" for testing again. I don't love this card either, but the chance for the miracle draw and casting cost is better than those other two. There is a real chance this comes out again and we live with having one less wheel.\n\n"},{"attributes":{"bold":true},"insert":{"card-link":"Krang, the All-Powerful"}},{"attributes":{"bold":true},"insert":" :"},{"insert":"\nInteresting piece that has seen some popularity recently, so testing it out along with another doubling piece we'll get to next. Trigger doubling across any drawing is crazy in this deck, and the +1/+1 counters also turn him into a big baddy quick given that every turn someone is drawing a 2nd card. Getting him down will have him come back around to you as a 7/7 body. The casting cost is high here and there are other things I'd use 5 mana on first, but I am interested to see how often I reach for him over testing.\n\n"},{"attributes":{"bold":true},"insert":{"card-link":"Wizard's Staff"}},{"attributes":{"bold":true},"insert":" :"},{"insert":"\nCrazy card from the Hobbit set."},{"insert":{"card-link":"Nekusar, the Mindrazer"}},{"insert":" is a wizard as is "},{"insert":{"card-link":"Kess, Dissident Mage"}},{"insert":" , but there are so many creatures this attaches to and creates absolute chaos. Pick one and giggle. "},{"insert":{"card-link":"Sheoldred, the Apocalypse"}},{"insert":" loves it, "},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" loves it, hell even give it to "},{"insert":{"card-link":"The Locust God"}},{"insert":"to finally create that extended family that will love you for who you are. I see this one sticking around for a while.\n\n"},{"attributes":{"bold":true},"insert":{"card-link":"Hexing Squelcher"}},{"attributes":{"bold":true},"insert":" :"},{"insert":"\nThis card is obviously great across all high power right now. It offers blanket protection across the board with its ward cost addition as well as the uncounterable piece. I stayed away from this one for a bit, but decided to test recently and so far I've enjoyed where it's managed to land.\n\nOn Deck for Testing"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":{"card-link":"The Master of Lake-town"}},{"attributes":{"bold":true},"insert":":"},{"insert":"\nI avoided testing him in this iteration but is next up for me. We create so much loss of life each turn that the pressure he creates to rip through libraries could be very annoying.\n\n"},{"attributes":{"bold":true},"insert":{"card-link":"Samut, Tyrant of Naktamun"}},{"attributes":{"bold":true},"insert":":"},{"insert":"\nEveryone is hyped for this card and rightfully so, completely insane piece. However for this deck I still feel like Hexing might be the overall better choice for where I feel risk? Will try it out and see how I feel.\n\n"}]}



























































































