206 views47 days ago
Commander
Size: 100Salt sum: 66.65
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Donar513

206 views47 days ago
Commander
Size: 100Salt sum: 66.65

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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"}]}
Nekusar, the Mindrazer
At the beginning of each player's draw step, that player draws an additional card.
Whenever an opponent draws a card, Nekusar deals 1 damage to that player.
Legendary Creature - Wizard Zombie
Nekusar, the Mindrazer (j14) 7

Commander

(Ctrl to add secondary)
Wizard's Staff
Equipped creature has prowess. (Whenever its controller casts a noncreature spell, that creature gets +1/+1 until end of turn.)
If a triggered ability of equipped creature triggers, that ability triggers an additional time.
Equip Wizard

Equip
Artifact - Equipment
Wizard's Staff (hob) 294

Artifact

(Ctrl to add secondary)
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.
Legendary Creature - Human Tyranid
Ghyrson Starn, Kelermorph (40k) 124
Psychosis Crawler
Psychosis Crawler's power and toughness are each equal to the number of cards in your hand.
Whenever you draw a card, each opponent loses 1 life.
Creature Artifact - Horror Phyrexian
Psychosis Crawler (mkc) 234
Razorkin Needlehead
This creature has first strike during your turn.
Whenever an opponent draws a card, this creature deals 1 damage to them.
Creature - Human Assassin
Razorkin Needlehead (dsk) 347
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.)
Legendary Creature - Horror Phyrexian
Solphim, Mayhem Dominus (one) 150
Spiteful Visions
At the beginning of each player's draw step, that player draws an additional card.
Whenever a player draws a card, this enchantment deals 1 damage to that player.
Enchantment
Spiteful Visions (dsc) 233
Stormfist Crusader
Menace
At the beginning of your upkeep, each player draws a card and loses 1 life.
Creature - Human Knight
Stormfist Crusader (dsc) 234
Underworld Dreams
Whenever an opponent draws a card, this enchantment deals 1 damage to that player.
Enchantment
Underworld Dreams (thb) 121

Burn

(Ctrl to add secondary)
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (snc) 51
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (all) 22a
Counterspell
Counter target spell.
Instant
Counterspell (pf24) 1
Force of Negation
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.
Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
Force of Negation (2x2) 50
Force of Will
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
Instant
Force of Will (dmr) 50
Long River's Pull
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.)
Counter target creature spell. If the gift was promised, instead counter target spell.
Instant
Long River's Pull (blb) 58
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (ima) 65
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (eoc) 46

Counters

(Ctrl to add secondary)
Kederekt Parasite
Whenever an opponent draws a card, if you control a red permanent, you may have this creature deal 1 damage to that player.
Creature - Horror
Kederekt Parasite (dsc) 144
Kess, Dissident Mage
Flying
Once during each of your turns, you may cast an instant or sorcery spell from your graveyard. If a spell cast this way would be put into your graveyard, exile it instead.
Legendary Creature - Human Wizard
Kess, Dissident Mage (ncc) 344
Krang, the All-Powerful
If a player drawing a card causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Whenever a player draws their second card each turn, put a +1/+1 counter on Krang.
Legendary Creature Artifact - Robot Utrom
Krang, the All-Powerful (tmc) 13
Scrawling Crawler
At the beginning of your upkeep, each player draws a card.
Whenever an opponent draws a card, that player loses 1 life.
Creature Artifact - Construct Phyrexian
Scrawling Crawler (fdn) 486
The Locust God
Flying
Whenever you draw a card, create a 1/1 blue and red Insect creature token with flying and haste.
: Draw a card, then discard a card.
When The Locust God dies, return it to its owner's hand at the beginning of the next end step.
Legendary Creature - God
The Locust God (moc) 335

Creature

(Ctrl to add secondary)
Dark Deal
Each player discards all the cards in their hand, then draws that many cards minus one.
Sorcery
Dark Deal (frf) 66
Liliana's Caress
Whenever an opponent discards a card, that player loses 2 life.
Enchantment
Liliana's Caress (m11) 103
Tergrid, God of Fright
Menace
Whenever an opponent sacrifices a nontoken permanent or discards a permanent card, you may put that card from a graveyard onto the battlefield under your control.
Legendary Creature - God
Tergrid, God of Fright // Tergrid's Lantern (khm) 112Tergrid, God of Fright // Tergrid's Lantern (khm) 112
Waste Not
Whenever an opponent discards a creature card, create a 2/2 black Zombie creature token.
Whenever an opponent discards a land card, add
.
Whenever an opponent discards a noncreature, nonland card, draw a card.
Enchantment
Waste Not (wot) 38

Discard

(Ctrl to add secondary)
Peer into the Abyss
Target player draws cards equal to half the number of cards in their library and loses half their life. Round up each time.
Sorcery
Peer into the Abyss (m21) 117

Drain

(Ctrl to add secondary)
Fevered Visions
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, this enchantment deals 2 damage to that player.
Enchantment
Fevered Visions (soi) 244
Howling Mine
At the beginning of each player's draw step, if this artifact is untapped, that player draws an additional card.
Artifact
Howling Mine (cmd) 251
Kami of the Crescent Moon
At the beginning of each player's draw step, that player draws an additional card.
Legendary Creature - Spirit
Kami of the Crescent Moon (cn2) 113
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
.
Enchantment
Mystic Remora (dmr) 420
Prosperity
Each player draws X cards.
Sorcery
Prosperity (c13) 54
Reforge the Soul
Each player discards their hand, then draws seven cards.
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
Reforge the Soul (inr) 167
Teferi's Puzzle Box
At the beginning of each player's draw step, that player puts the cards in their hand on the bottom of their library in any order, then draws that many cards.
Artifact
Teferi's Puzzle Box (plst) 8ED-316

Draw

(Ctrl to add secondary)
Megrim
Whenever an opponent discards a card, this enchantment deals 2 damage to that player.
Enchantment
Megrim (m10) 104
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.
Enchantment
Underworld Breach (spg) 9

Enchantment

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Twincast
Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Twincast (m10) 78

Instant

(Ctrl to add secondary)
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (rna) 245
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (2x2) 403
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (dsc) 96
Dragonskull Summit
This land enters tapped unless you control a Swamp or a Mountain.
: Add
or
.
Land
Dragonskull Summit (dsc) 271
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (ltc) 305
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (dsc) 275
Fiery Islet
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Fiery Islet (mh1) 238
Gloomlake Verge
: Add
.
: Add
. Activate only if you control an Island or a Swamp.
Land
Gloomlake Verge (dsk) 260
Haunted Ridge
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Haunted Ridge (who) 286
Island
(
: Add
.)
Basic Land - Island
Island (one) 366
Luxury Suite
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Luxury Suite (clb) 355
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (jou) 163
Morphic Pool
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Morphic Pool (clb) 357
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (one) 368
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
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 604
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (pf23) 3
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (who) 305
Starting Town
This land enters tapped unless it's your first, second, or third turn of the game.
: Add
.
, Pay 1 life: Add one mana of any color.
Land - Town
Starting Town (fin) 289
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (grn) 257
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (pvow) 265p
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (lcc) 354
Sulfurous Springs
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Sulfurous Springs (dmu) 256
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (one) 367
Takenuma, Abandoned Mire
: Add
.
Channel —
, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Takenuma, Abandoned Mire (neo) 416
Training Center
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Training Center (cmm) 434
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 (mkm) 270
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (bro) 300
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 (grn) 259
Xander's Lounge
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Swamp Mountain
Xander's Lounge (snc) 260

Land

(Ctrl to add secondary)
Fate Unraveler
Whenever an opponent draws a card, this creature deals 1 damage to that player.
Creature Enchantment - Hag
Fate Unraveler (dsc) 141
Sheoldred, the Apocalypse
Deathtouch
Whenever you draw a card, you gain 2 life.
Whenever an opponent draws a card, they lose 2 life.
Legendary Creature - Praetor Phyrexian
Sheoldred, the Apocalypse (dmu) 107

Pingers

(Ctrl to add secondary)
Deflecting Swat
If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
Instant
Deflecting Swat (cmm) 214
Hexing Squelcher
This spell can't be countered.
Ward—Pay 2 life.
Spells you control can't be countered.
Other creatures you control have "Ward—Pay 2 life."
Creature - Goblin Sorcerer
Hexing Squelcher (ecl) 145
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (lcc) 114

Protection

(Ctrl to add secondary)
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (cmm) 653
Dark Ritual
Add
.
Instant
Dark Ritual (mir) 116
Nightscape Familiar
Blue spells and red spells you cast cost
less to cast.
: Regenerate this creature.
Creature - Zombie
Nightscape Familiar (dmr) 94
Sol Ring
: Add
.
Artifact
Sol Ring (cmm) 703
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (pip) 244
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (who) 250
Talisman of Indulgence
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Indulgence (dsc) 254

Ramp

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Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (dsc) 160
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (cmm) 84
Orcish Bowmasters
Flash
When this creature enters and whenever an opponent draws a card except the first one they draw in each of their draw steps, this creature deals 1 damage to any target. Then amass Orcs 1.
Creature - Archer Orc
Orcish Bowmasters (ltr) 103
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (cc2) 6

Removal

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Echo of Eons
Each player shuffles their hand and graveyard into their library, then draws seven cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Echo of Eons (mb2) 160
Praetor's Grasp
Search target opponent's library for a card and exile it face down. Then that player shuffles. You may play that card for as long as it remains exiled.
Sorcery
Praetor's Grasp (nph) 71

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.
Creature - Rogue Dauthi
Dauthi Voidwalker (mh2) 81

Stax

(Ctrl to add secondary)
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (cmm) 696
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (dmr) 60
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (dmr) 430

Tutor

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Jace's Archivist
,
: Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Creature - Wizard Vedalken
Jace's Archivist (c15) 95
Magus of the Wheel
,
, Sacrifice this creature: Each player discards their hand, then draws seven cards.
Creature - Human Wizard
Magus of the Wheel (cmm) 241
Molten Psyche
Each player shuffles the cards from their hand into their library, then draws that many cards.
Metalcraft — If you control three or more artifacts, Molten Psyche deals damage to each opponent equal to the number of cards that player has drawn this turn.
Sorcery
Molten Psyche (som) 98
Wheel of Fortune
Each player discards their hand, then draws seven cards.
Sorcery
Wheel of Fortune (3ed) 185
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.)
Sorcery
Whispering Madness (gtc) 207
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (usg) 111
Winds of Change
Each player shuffles the cards from their hand into their library, then draws that many cards.
Sorcery
Winds of Change (sld) 1128

Wheels

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 8 cards
34 pips - 25 cards
26 mana - 26 cards
33 pips - 23 cards
31 mana - 28 cards
23 pips - 18 cards
23 mana - 23 cards
0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
10 mana - 9 cards
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"}]}
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