CrescentAria
282 views13 months ago
Commander
Size: 100Salt sum: 47.54
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Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Draw
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Alela, Cunning Conqueror
Flying
Whenever you cast your first spell during each opponent's turn, create a 1/1 black Faerie Rogue creature token with flying.
Whenever one or more Faeries you control deal combat damage to a player, goad target creature that player controls.
Whenever you cast your first spell during each opponent's turn, create a 1/1 black Faerie Rogue creature token with flying.
Whenever one or more Faeries you control deal combat damage to a player, goad target creature that player controls.
Legendary Creature - Faerie Warlock

Notorious Throng
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.
Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.
Sorcery Kindred - Rogue

Shadow Puppeteers
Flying, ward
When this creature enters, create two 1/1 black Faerie Rogue creature tokens with flying.
Whenever a creature you control with flying attacks, you may have it become a red Dragon with base power and toughness 4/4 in addition to its other colors and types until end of turn.
When this creature enters, create two 1/1 black Faerie Rogue creature tokens with flying.
Whenever a creature you control with flying attacks, you may have it become a red Dragon with base power and toughness 4/4 in addition to its other colors and types until end of turn.
Creature - Wizard Faerie

Faerie Filling
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Land
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Protection
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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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Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Removal
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The Triskies (Jumpscares)
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Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"When I read the challenge, I immediately went to go look for 'loses the game' cards, and while I was browsing I stumbled back onto "},{"insert":{"card-link":"Triskaidekaphobia"}},{"insert":" and it caught my heart immediately. I already knew I wanted to bring some Halloween energy to the October contest and the "},{"attributes":{"italic":true},"insert":"deadly number 13"},{"insert":" was perfect. I quickly scooped up "},{"insert":{"card-link":"Tree of Perdition"}},{"insert":" because of the easy synergy with my main win-con and since it had been on my mind recently with the new art. I started by looking at Rakdos commanders, ala, "},{"insert":{"card-link":"Valgavoth, Harrower of Souls"}},{"insert":" and "},{"insert":{"card-link":"The Lord of Pain"}},{"insert":" since they satisfied that 'spooky' itch I was feeling with this deck. But while that would allow me to do some even jump-scarier things like "},{"insert":{"card-link":"Heartless Hidetsugu"}},{"insert":" and "},{"insert":{"card-link":"Hidetsugu's Second Rite"}},{"insert":" or the ability to control life totals with X spells. But Rakdos lacked the suddenness that I wanted with Triskaidekaphobia so I tried adding blue but I couldn't find a commander that would let me control life totals as accurately as I wanted. \n\nThen I found "},{"insert":{"card-link":"Obyra, Dreaming Duelist"}},{"insert":": Subtle, basic, boring even. And the pieces clicked. Obyra puts me in careful control of my opponents' life, using some small pings and small creatures I can usually control exactly how much I'm dealing. But the best part is that Obyra is Faerie commander, and a pretty basic one at that. No-one bats an eye when the faerie player plays flash enablers like "},{"insert":{"card-link":"High Fae Trickster"}},{"insert":", that's like half of what faeries are! No-one thinks is weird when the faerie player casts "},{"insert":{"card-link":"Notorious Throng"}},{"insert":" and takes another turn, you're playing the kindred with the extra turn spell, why wouldn't you play it? And then BAM! Flash in Triskaidekaphobia on your end step, get you to 13 on my combat, then throng to kill you on my upkeep.\n\nBut once I had thought of this, it got me thinking, I'm in blue, so I might as well stick with the 13 theme and run the other Trisky in "},{"insert":{"card-link":"Triskaidekaphile"}},{"insert":". And it's not just tacked on, either. Because we're playing a kindred deck, I get access to a lot of cards that let me draw when faeries attack, deal damage, or enter like "},{"insert":{"card-link":"Kindred Discovery"}},{"insert":". Since we can control these, we can pretty easily sneak up to 13 (or 14) cards, cast it on the opponent before ours' endstep, almost certainly win the game. If you're really extra, bring a buzzer with thunder on it to play up the reveal, lol. It's at least thematically correct for Triskadekaphile.\n\nAnd then, of course, the other thing you've likely already noticed. The running theme in the deck. Four of our categories have exactly 13 cards. Now, some cards could pull double duty, but I arranged them based on their primary role. 13 Removal pieces, 13 draw pieces, 13 ramp pieces, and 13 cards that allow us to keep saying we are a faerie deck. But further than that even, (despite how much it hurt my heart to not optimize my basics), we have 13 "},{"insert":{"card-link":"Island"}},{"insert":"s, 13 "},{"insert":{"card-link":"Swamp"}},{"insert":"s, and 13 nonbasic lands in the deck. There's also 5 secret instances of 13 left yet to find on the page. Btw, guess what the word count and character count here are divisible by.\n"}]}








































































