Market_Gnome
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Commander
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{"ops":[{"insert":"TLDR: Generate infinite mana via combo, use that mana on the commander's ability to mill out your opponents, and win the game.\n\nI was not looking to build a bracket 4 deck when I started out, but it quickly became way too powerful for a bracket 3 deck. The original concept of the deck was to incorporate various combos to generate infinite mana and have a game-winning payoff for that mana in the command zone. Most of the good infinite mana combos are restricted to bracket 4, so I just went with it, while keeping the deck budget friendly. It's actually cheaper than most of my bracket 3 decks because I didn't take the expensive fast mana route that every other bracket 4 deck seems to go for. There are also no game changers in the deck, yet it's still able to win by turn 4 or 5.\n\n"},{"insert":{"card-link":"Ambassador Laquatus"}},{"insert":" is a hilarious commander to use in a bracket 4 deck, because almost no one has even heard of him. There are less than 200 decks on EDHREC using Laquatus as the commander, and only a dozen of them are bracket 4. I honestly couldn't think of a better commander to use for the deck's strategy. He's only 3 mana to cast, his ability can be used on the turn he comes out, and his ability works with colorless mana. With that in mind, you can just keep him safely in the command zone until you have your infinite mana combo going.\n\nSpeaking of which, let's discuss that infinite mana combo. There are actually 8 unique infinite mana combos in the deck, most of which contain interchangeable cards, so you have a higher chance of finding what you need. There's also a 9th combo that wins the game without generating infinite mana or using your commander.\n\nThe first combo uses "},{"insert":{"card-link":"Pili-Pala"}},{"insert":" and "},{"insert":{"card-link":"Grand Architect"}},{"insert":". You'll need one blue mana available, both creatures on the battlefield, and Pili can't have summoning sickness. Start off by using your blue mana to turn Pili blue with the Architect's first activated ability. Use the Architect's second ability to tap Pili for two colorless mana. Use the two colorless mana to untap Pili, which generates one blue mana. Continue alternating between the Architect's second ability and Pili's untap ability an infinite number of times, to generate an infinite amount of blue mana. You can use that blue mana to cast your commander and use his ability an infinite number of times, completely milling out your opponents. Pili can be tutored for with "},{"insert":{"card-link":"Tribute Mage"}},{"insert":", "},{"insert":{"card-link":"Fabricate"}},{"insert":", or "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":". Pili is also used in the fifth combo.\n\nFor the second combo, you'll need "},{"insert":{"card-link":"Rings of Brighthearth"}},{"insert":" and "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":". Both artifacts need to be on the battlefield and you'll need two mana of any color available. At first glance, this one looks like it won't work, because you can't use the Rings on mana abilities. In order for it to work, start off by tapping the Monolith for 3 colorless mana. Use that mana to activate Monolith's last ability, but don't untap it yet. The rings will now trigger, allowing you to pay that 2 mana you had reserved, copying the untap ability. Resolve the "},{"attributes":{"bold":true},"insert":"copy"},{"insert":" of Monolith's last ability, untapping it. Before the original trigger resolves, tap the Monolith for 3 colorless mana. Now, let the original ability resolve, untapping the Monolith. Repeat the process an infinite number of times for infinite mana. Since this combo only produces colorless mana, you'll still need at least 2 blue mana from another source to get your commander out and make use of his ability for the win. The Rings and Monolith can both be tutored for with "},{"insert":{"card-link":"Trophy Mage"}},{"insert":" or "},{"insert":{"card-link":"Fabricate"}},{"insert":". The Monolith is also used in combos 3 and 8, and it's probably the most important combo piece in the deck.\n\nThe third combo involves "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":" and "},{"insert":{"card-link":"Forensic Gadgeteer"}},{"insert":". This one is just a simpler version of the second combo. Both cards need to be on the battlefield. Start off by tapping the Monolith for 3 colorless mana. Now with the Gadgeteer's discount, you can untap the Monolith for only 2 mana. Repeat the process an infinite number of times. Same with combo 2, you'll want two blue pips available for your commander, if he isn't out already. Forensic Gadgeteer is also used in combo 5.\n\nNumber four requires "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Banishing Knack"}},{"insert":", and "},{"insert":{"card-link":"Mirran Spy"}},{"insert":" or "},{"insert":{"card-link":"Battered Golem"}},{"insert":" . You'll need Sol Ring and ether Mirran Spy or Battered Golem on the battlefield, Banishing Knack in hand, and one blue mana available. Start off by using the mana to cast the Knack, targeting the Spy or Golem. Tap the Ring for 2 colorless mana. Tap the Spy or Golem with its new ability to return the Ring to your hand. Use one of your floating colorless mana to recast the Ring. The Spy or Golem triggers, untapping itself. Repeat the process for infinite colorless mana. You can tutor for Sol Ring with "},{"insert":{"card-link":"Trinket Mage"}},{"insert":" or "},{"insert":{"card-link":"Fabricate"}},{"insert":", Battered Golemn with "},{"insert":{"card-link":"Trophy Mage"}},{"insert":" or Fabricate, and you can find Banishing Knack with "},{"insert":{"card-link":"Merchant Scroll"}},{"insert":" or "},{"insert":{"card-link":"Solve the Equation"}},{"insert":".\n\nCombo 5 uses "},{"insert":{"card-link":"Pili-Pala"}},{"insert":", "},{"insert":{"card-link":"Paradise Mantle"}},{"insert":", and "},{"insert":{"card-link":"Training Grounds"}},{"insert":", "},{"insert":{"card-link":"Forensic Gadgeteer"}},{"insert":", or "},{"insert":{"card-link":"Heartstone"}},{"insert":". Training Grounds, Forensic Gadgeteer, and Heartstone are only used for the discount on activated abilities, so it doesn't matter which one you use, you'll just need one of them on the battlefield for the discount. Besides that, you'll need the Mantle attached to Pili, and Pili can't have summoning sickness. Start out by tapping Pili for one blue mana. Use that mana to untap Pili, creating on blue mana in the process. Repeat those steps to generate an infinite amount of blue mana. Paradise Mantle can be tutored for with "},{"insert":{"card-link":"Trinket Mage"}},{"insert":" or "},{"insert":{"card-link":"Fabricate"}},{"insert":", and Fabricate, along with "},{"insert":{"card-link":"Trophy Mage"}},{"insert":", can also be used to find Heartstone. Paradise Mantle is also used in combo 9. Training Grounds, along with Heartstone, can also be used in combos 8 and 9.\n\nThe sixth combo requires "},{"insert":{"card-link":"Omen Hawker"}},{"insert":" and either "},{"insert":{"card-link":"Pemmin's Aura"}},{"insert":", "},{"insert":{"card-link":"Freed from the Real"}},{"insert":", "},{"insert":{"card-link":"Niblis of the Breath"}},{"insert":", "},{"insert":{"card-link":"Puppeteer"}},{"insert":", or "},{"insert":{"card-link":"Tideforce Elemental"}},{"insert":". You'll need Omen Hawker on the battlefield without summoning sickness. If you're using one of the auras (Pemmin's Aura or Freed from the Real), it will need to be attached to the Hawker. If you're using one of the untap creatures (Niblis of the Breath, Puppeteer, or Tideforce Elemental), it will need to be on the battlefield without summoning sickness. Start the combo by tapping the Hawker for one colorless and one blue. Use the blue mana to untap him with your chosen aura or creature. Repeat the process, generating an infinite amount of colorless mana. The caveat with this combo is that you can only use this colorless mana to activate abilities, so you will need your commander out or have enough mana from other sources to get him out, before you can use that colorless mana on his ability. Pemmin's Aura and Free from the Real can also be used on the next combo.\n\nCombo 7 needs "},{"insert":{"card-link":"Pemmin's Aura"}},{"insert":" or "},{"insert":{"card-link":"Freed from the Real"}},{"insert":", "},{"insert":{"card-link":"Coral Atoll"}},{"insert":" or "},{"insert":{"card-link":"High Tide"}},{"insert":", and "},{"insert":{"card-link":"Clever Conjurer"}},{"insert":", "},{"insert":{"card-link":"Forensic Researcher"}},{"insert":", "},{"insert":{"card-link":"Ioreth of the Healing House"}},{"insert":", "},{"insert":{"card-link":"Kelpie Guide"}},{"insert":", or "},{"insert":{"card-link":"Vizier of Tumbling Sands"}},{"insert":". To simplify this explanation, we'll call them our \"aura\", \"mana doubler\", and \"creature\". If you're using Coral Atoll as your mana doubler, you'll need it on the battlefield, untapped. If you're using High Tide as your mana doubler, you'll need one blue mana available to cast it. Whichever creature you choose will need to be on the battlefield without summoning sickness, and your aura will need to be attached to the creature. Start the combo by tapping Coral Atoll for a colorless and a blue or casting High Tide and tapping an island for two blue. Tap your creature to untap the land you used. Use one floating blue mana to untap the creature, with the aura's ability. Repeat the process to generate infinite mana. If you used Coral Atoll as your mana doubler, you'll be generating infinite colorless mana. If High Tide was used, it'll be infinite blue mana. High Tide can be tutor for with "},{"insert":{"card-link":"Merchant Scroll"}},{"insert":" or "},{"insert":{"card-link":"Solve the Equation"}},{"insert":", and Coral Atoll can be found with "},{"insert":{"card-link":"Urza's Cave"}},{"insert":".\n\nThe eighth combo is just a janky way of pulling off combo 3. "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":" will once again be the star of the show. Instead of using Forensic Gadgeteer for our cost discount, we will instead be using "},{"insert":{"card-link":"Training Grounds"}},{"insert":" or "},{"insert":{"card-link":"Heartstone"}},{"insert":". Since those options only reduce the cost of a "},{"attributes":{"bold":true},"insert":"creature's"},{"insert":" ability, we'll need to use "},{"insert":{"card-link":"Behind the Mask"}},{"insert":", "},{"insert":{"card-link":"Relic's Roar"}},{"insert":", "},{"insert":{"card-link":"Ensoul Artifact"}},{"insert":", "},{"insert":{"card-link":"Karn's Touch"}},{"insert":", or "},{"insert":{"card-link":"Rise and Shine"}},{"insert":" to turn Basalt Monolith into a creature. You'll need to start the combo off with enough mana to cast your artifact animator, turning the Monolith into a creature. Tap the Monolith for 3 colorless mana. With the discount, you'll only need 2 of that mana to untap it. Repeat the process to generate an infinite amount of colorless mana. Most of the artifact animate spells can be tutored for with "},{"insert":{"card-link":"Merchant Scroll"}},{"insert":", "},{"insert":{"card-link":"Solve the Equation"}},{"insert":", or "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":".\n\nThis last combo does not generate infinite mana, but it does win the game by milling out your opponents. I wanted it include it because two of the components are using cards that are already used in other combos. "},{"insert":{"card-link":"Knacksaw Clique"}},{"insert":" is the new kid on the block, and it's the only card in the deck with 4 or more mana cost. The other cards needed for this to word are "},{"insert":{"card-link":"Paradise Mantle"}},{"insert":" and "},{"insert":{"card-link":"Training Grounds"}},{"insert":" or "},{"insert":{"card-link":"Heartstone"}},{"insert":". You'll need to start off with Training Grounds or Heartstone on the battlefield, the Mantle attached to Knacksaw Clique, and the Clique can't have summoning sickness. Use the Mantle to tap the Clique for one blue mana. Use that mana to untap the Clique and exile a card from the top of an opponent's library. Repeat the process until each opponent has their entire deck exiled. You don't even need your commander for this one to work.\n\nI'm sure there are more combos to be found with the cards in the deck that I haven't listed. Some of the ones I have found aren't even on EDHREC. To speed up a few of the combos, I've included "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" in the deck. If he comes down on turn 2, and something like "},{"insert":{"card-link":"Puppeteer"}},{"insert":" comes down on turn 3, I'm able to use Puppeteer's ability with Marvin without having to wait for Puppeteer's summoning sickness to go away. For a bit of insurance, there is a backup for some of these combos, and its name is "},{"insert":{"card-link":"Myr Welder"}},{"insert":". If "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":", "},{"insert":{"card-link":"Pili-Pala"}},{"insert":", or "},{"insert":{"card-link":"Sol Ring"}},{"insert":" get sent to the graveyard, and you need it for a combo, the Welder can take its place and save the day.\n\nBeyond combos, the deck is running a lot of tutors and draw spells that let me dig, like "},{"insert":{"card-link":"Opt"}},{"insert":" and "},{"insert":{"card-link":"Consider"}},{"insert":", helping me find any missing combo pieces. Since I'm in mono-blue, I also threw in "},{"insert":{"card-link":"Winter Moon"}},{"insert":" and "},{"insert":{"card-link":"Back to Basics"}},{"insert":" to help slow down opponents. Speaking of slowing them down, the rest of the deck is primarily counterspells that keep them from running away with the game. "},{"insert":{"card-link":"Ambassador Laquatus"}},{"insert":" actually has a few counterspells featuring his name in the title or flavor text, so I couldn't pass up the opportunity to include them. The two I went with are "},{"insert":{"card-link":"Laquatus's Disdain"}},{"insert":" and "},{"insert":{"card-link":"Grip of Amnesia"}},{"insert":". I'm sure many players would consider these \"bad\" spells, but think they'll put in plenty of work in bracket 4. If I wanted a $1000 deck, then sure, I'd include "},{"insert":{"card-link":"Mana Drain"}},{"insert":" and "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":", but that's not what this deck is about.\n\nTo me, this deck is about showcasing how you can build a bracket 4 deck on a budget, and they don't all have to be "},{"insert":{"card-link":"Winota, Joiner of Forces"}},{"insert":" either. For most players, "},{"insert":{"card-link":"Ambassador Laquatus"}},{"insert":" will look like a mill commander at first glance, which would be absolutely terrible in bracket 4. As you've seen, the trick is to save his ability for when you can mill them out completely. Decks like this are sure to raise eyebrows and scratch heads. But that's the best part of building decks and playing them, watching you opponents figure out how to react to unfamiliar situations. I hope this deck has inspired you to create your own budget bracket 4 head scratcher.\n"}]}
Combo
Behind the Mask
As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.)
Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/3. If evidence was collected, it has base power and toughness 1/1 until end of turn instead.
Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/3. If evidence was collected, it has base power and toughness 1/1 until end of turn instead.
Instant

Combo
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Copy
Copy
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Counterspell
Counterspell
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Draw
Forensic Gadgeteer
Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Activated abilities of artifacts you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
Activated abilities of artifacts you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
Creature - Artificer Vedalken Detective

Draw
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Graveyard Hate
Graveyard Hate
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Land
Land
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Ramp
Ramp
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Removal
Removal
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Stax
Stax
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Tutor
Tutor
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Untap
Pemmin's Aura
Enchant creature
: Untap enchanted creature.
: Enchanted creature gains flying until end of turn.
: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
: Untap enchanted creature.
: Enchanted creature gains flying until end of turn.
: Enchanted creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
Enchantment - Aura

Untap
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"TLDR: Generate infinite mana via combo, use that mana on the commander's ability to mill out your opponents, and win the game.\n\nI was not looking to build a bracket 4 deck when I started out, but it quickly became way too powerful for a bracket 3 deck. The original concept of the deck was to incorporate various combos to generate infinite mana and have a game-winning payoff for that mana in the command zone. Most of the good infinite mana combos are restricted to bracket 4, so I just went with it, while keeping the deck budget friendly. It's actually cheaper than most of my bracket 3 decks because I didn't take the expensive fast mana route that every other bracket 4 deck seems to go for. There are also no game changers in the deck, yet it's still able to win by turn 4 or 5.\n\n"},{"insert":{"card-link":"Ambassador Laquatus"}},{"insert":" is a hilarious commander to use in a bracket 4 deck, because almost no one has even heard of him. There are less than 200 decks on EDHREC using Laquatus as the commander, and only a dozen of them are bracket 4. I honestly couldn't think of a better commander to use for the deck's strategy. He's only 3 mana to cast, his ability can be used on the turn he comes out, and his ability works with colorless mana. With that in mind, you can just keep him safely in the command zone until you have your infinite mana combo going.\n\nSpeaking of which, let's discuss that infinite mana combo. There are actually 8 unique infinite mana combos in the deck, most of which contain interchangeable cards, so you have a higher chance of finding what you need. There's also a 9th combo that wins the game without generating infinite mana or using your commander.\n\nThe first combo uses "},{"insert":{"card-link":"Pili-Pala"}},{"insert":" and "},{"insert":{"card-link":"Grand Architect"}},{"insert":". You'll need one blue mana available, both creatures on the battlefield, and Pili can't have summoning sickness. Start off by using your blue mana to turn Pili blue with the Architect's first activated ability. Use the Architect's second ability to tap Pili for two colorless mana. Use the two colorless mana to untap Pili, which generates one blue mana. Continue alternating between the Architect's second ability and Pili's untap ability an infinite number of times, to generate an infinite amount of blue mana. You can use that blue mana to cast your commander and use his ability an infinite number of times, completely milling out your opponents. Pili can be tutored for with "},{"insert":{"card-link":"Tribute Mage"}},{"insert":", "},{"insert":{"card-link":"Fabricate"}},{"insert":", or "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":". Pili is also used in the fifth combo.\n\nFor the second combo, you'll need "},{"insert":{"card-link":"Rings of Brighthearth"}},{"insert":" and "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":". Both artifacts need to be on the battlefield and you'll need two mana of any color available. At first glance, this one looks like it won't work, because you can't use the Rings on mana abilities. In order for it to work, start off by tapping the Monolith for 3 colorless mana. Use that mana to activate Monolith's last ability, but don't untap it yet. The rings will now trigger, allowing you to pay that 2 mana you had reserved, copying the untap ability. Resolve the "},{"attributes":{"bold":true},"insert":"copy"},{"insert":" of Monolith's last ability, untapping it. Before the original trigger resolves, tap the Monolith for 3 colorless mana. Now, let the original ability resolve, untapping the Monolith. Repeat the process an infinite number of times for infinite mana. Since this combo only produces colorless mana, you'll still need at least 2 blue mana from another source to get your commander out and make use of his ability for the win. The Rings and Monolith can both be tutored for with "},{"insert":{"card-link":"Trophy Mage"}},{"insert":" or "},{"insert":{"card-link":"Fabricate"}},{"insert":". The Monolith is also used in combos 3 and 8, and it's probably the most important combo piece in the deck.\n\nThe third combo involves "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":" and "},{"insert":{"card-link":"Forensic Gadgeteer"}},{"insert":". This one is just a simpler version of the second combo. Both cards need to be on the battlefield. Start off by tapping the Monolith for 3 colorless mana. Now with the Gadgeteer's discount, you can untap the Monolith for only 2 mana. Repeat the process an infinite number of times. Same with combo 2, you'll want two blue pips available for your commander, if he isn't out already. Forensic Gadgeteer is also used in combo 5.\n\nNumber four requires "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Banishing Knack"}},{"insert":", and "},{"insert":{"card-link":"Mirran Spy"}},{"insert":" or "},{"insert":{"card-link":"Battered Golem"}},{"insert":" . You'll need Sol Ring and ether Mirran Spy or Battered Golem on the battlefield, Banishing Knack in hand, and one blue mana available. Start off by using the mana to cast the Knack, targeting the Spy or Golem. Tap the Ring for 2 colorless mana. Tap the Spy or Golem with its new ability to return the Ring to your hand. Use one of your floating colorless mana to recast the Ring. The Spy or Golem triggers, untapping itself. Repeat the process for infinite colorless mana. You can tutor for Sol Ring with "},{"insert":{"card-link":"Trinket Mage"}},{"insert":" or "},{"insert":{"card-link":"Fabricate"}},{"insert":", Battered Golemn with "},{"insert":{"card-link":"Trophy Mage"}},{"insert":" or Fabricate, and you can find Banishing Knack with "},{"insert":{"card-link":"Merchant Scroll"}},{"insert":" or "},{"insert":{"card-link":"Solve the Equation"}},{"insert":".\n\nCombo 5 uses "},{"insert":{"card-link":"Pili-Pala"}},{"insert":", "},{"insert":{"card-link":"Paradise Mantle"}},{"insert":", and "},{"insert":{"card-link":"Training Grounds"}},{"insert":", "},{"insert":{"card-link":"Forensic Gadgeteer"}},{"insert":", or "},{"insert":{"card-link":"Heartstone"}},{"insert":". Training Grounds, Forensic Gadgeteer, and Heartstone are only used for the discount on activated abilities, so it doesn't matter which one you use, you'll just need one of them on the battlefield for the discount. Besides that, you'll need the Mantle attached to Pili, and Pili can't have summoning sickness. Start out by tapping Pili for one blue mana. Use that mana to untap Pili, creating on blue mana in the process. Repeat those steps to generate an infinite amount of blue mana. Paradise Mantle can be tutored for with "},{"insert":{"card-link":"Trinket Mage"}},{"insert":" or "},{"insert":{"card-link":"Fabricate"}},{"insert":", and Fabricate, along with "},{"insert":{"card-link":"Trophy Mage"}},{"insert":", can also be used to find Heartstone. Paradise Mantle is also used in combo 9. Training Grounds, along with Heartstone, can also be used in combos 8 and 9.\n\nThe sixth combo requires "},{"insert":{"card-link":"Omen Hawker"}},{"insert":" and either "},{"insert":{"card-link":"Pemmin's Aura"}},{"insert":", "},{"insert":{"card-link":"Freed from the Real"}},{"insert":", "},{"insert":{"card-link":"Niblis of the Breath"}},{"insert":", "},{"insert":{"card-link":"Puppeteer"}},{"insert":", or "},{"insert":{"card-link":"Tideforce Elemental"}},{"insert":". You'll need Omen Hawker on the battlefield without summoning sickness. If you're using one of the auras (Pemmin's Aura or Freed from the Real), it will need to be attached to the Hawker. If you're using one of the untap creatures (Niblis of the Breath, Puppeteer, or Tideforce Elemental), it will need to be on the battlefield without summoning sickness. Start the combo by tapping the Hawker for one colorless and one blue. Use the blue mana to untap him with your chosen aura or creature. Repeat the process, generating an infinite amount of colorless mana. The caveat with this combo is that you can only use this colorless mana to activate abilities, so you will need your commander out or have enough mana from other sources to get him out, before you can use that colorless mana on his ability. Pemmin's Aura and Free from the Real can also be used on the next combo.\n\nCombo 7 needs "},{"insert":{"card-link":"Pemmin's Aura"}},{"insert":" or "},{"insert":{"card-link":"Freed from the Real"}},{"insert":", "},{"insert":{"card-link":"Coral Atoll"}},{"insert":" or "},{"insert":{"card-link":"High Tide"}},{"insert":", and "},{"insert":{"card-link":"Clever Conjurer"}},{"insert":", "},{"insert":{"card-link":"Forensic Researcher"}},{"insert":", "},{"insert":{"card-link":"Ioreth of the Healing House"}},{"insert":", "},{"insert":{"card-link":"Kelpie Guide"}},{"insert":", or "},{"insert":{"card-link":"Vizier of Tumbling Sands"}},{"insert":". To simplify this explanation, we'll call them our \"aura\", \"mana doubler\", and \"creature\". If you're using Coral Atoll as your mana doubler, you'll need it on the battlefield, untapped. If you're using High Tide as your mana doubler, you'll need one blue mana available to cast it. Whichever creature you choose will need to be on the battlefield without summoning sickness, and your aura will need to be attached to the creature. Start the combo by tapping Coral Atoll for a colorless and a blue or casting High Tide and tapping an island for two blue. Tap your creature to untap the land you used. Use one floating blue mana to untap the creature, with the aura's ability. Repeat the process to generate infinite mana. If you used Coral Atoll as your mana doubler, you'll be generating infinite colorless mana. If High Tide was used, it'll be infinite blue mana. High Tide can be tutor for with "},{"insert":{"card-link":"Merchant Scroll"}},{"insert":" or "},{"insert":{"card-link":"Solve the Equation"}},{"insert":", and Coral Atoll can be found with "},{"insert":{"card-link":"Urza's Cave"}},{"insert":".\n\nThe eighth combo is just a janky way of pulling off combo 3. "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":" will once again be the star of the show. Instead of using Forensic Gadgeteer for our cost discount, we will instead be using "},{"insert":{"card-link":"Training Grounds"}},{"insert":" or "},{"insert":{"card-link":"Heartstone"}},{"insert":". Since those options only reduce the cost of a "},{"attributes":{"bold":true},"insert":"creature's"},{"insert":" ability, we'll need to use "},{"insert":{"card-link":"Behind the Mask"}},{"insert":", "},{"insert":{"card-link":"Relic's Roar"}},{"insert":", "},{"insert":{"card-link":"Ensoul Artifact"}},{"insert":", "},{"insert":{"card-link":"Karn's Touch"}},{"insert":", or "},{"insert":{"card-link":"Rise and Shine"}},{"insert":" to turn Basalt Monolith into a creature. You'll need to start the combo off with enough mana to cast your artifact animator, turning the Monolith into a creature. Tap the Monolith for 3 colorless mana. With the discount, you'll only need 2 of that mana to untap it. Repeat the process to generate an infinite amount of colorless mana. Most of the artifact animate spells can be tutored for with "},{"insert":{"card-link":"Merchant Scroll"}},{"insert":", "},{"insert":{"card-link":"Solve the Equation"}},{"insert":", or "},{"insert":{"card-link":"Muddle the Mixture"}},{"insert":".\n\nThis last combo does not generate infinite mana, but it does win the game by milling out your opponents. I wanted it include it because two of the components are using cards that are already used in other combos. "},{"insert":{"card-link":"Knacksaw Clique"}},{"insert":" is the new kid on the block, and it's the only card in the deck with 4 or more mana cost. The other cards needed for this to word are "},{"insert":{"card-link":"Paradise Mantle"}},{"insert":" and "},{"insert":{"card-link":"Training Grounds"}},{"insert":" or "},{"insert":{"card-link":"Heartstone"}},{"insert":". You'll need to start off with Training Grounds or Heartstone on the battlefield, the Mantle attached to Knacksaw Clique, and the Clique can't have summoning sickness. Use the Mantle to tap the Clique for one blue mana. Use that mana to untap the Clique and exile a card from the top of an opponent's library. Repeat the process until each opponent has their entire deck exiled. You don't even need your commander for this one to work.\n\nI'm sure there are more combos to be found with the cards in the deck that I haven't listed. Some of the ones I have found aren't even on EDHREC. To speed up a few of the combos, I've included "},{"insert":{"card-link":"Marvin, Murderous Mimic"}},{"insert":" in the deck. If he comes down on turn 2, and something like "},{"insert":{"card-link":"Puppeteer"}},{"insert":" comes down on turn 3, I'm able to use Puppeteer's ability with Marvin without having to wait for Puppeteer's summoning sickness to go away. For a bit of insurance, there is a backup for some of these combos, and its name is "},{"insert":{"card-link":"Myr Welder"}},{"insert":". If "},{"insert":{"card-link":"Basalt Monolith"}},{"insert":", "},{"insert":{"card-link":"Pili-Pala"}},{"insert":", or "},{"insert":{"card-link":"Sol Ring"}},{"insert":" get sent to the graveyard, and you need it for a combo, the Welder can take its place and save the day.\n\nBeyond combos, the deck is running a lot of tutors and draw spells that let me dig, like "},{"insert":{"card-link":"Opt"}},{"insert":" and "},{"insert":{"card-link":"Consider"}},{"insert":", helping me find any missing combo pieces. Since I'm in mono-blue, I also threw in "},{"insert":{"card-link":"Winter Moon"}},{"insert":" and "},{"insert":{"card-link":"Back to Basics"}},{"insert":" to help slow down opponents. Speaking of slowing them down, the rest of the deck is primarily counterspells that keep them from running away with the game. "},{"insert":{"card-link":"Ambassador Laquatus"}},{"insert":" actually has a few counterspells featuring his name in the title or flavor text, so I couldn't pass up the opportunity to include them. The two I went with are "},{"insert":{"card-link":"Laquatus's Disdain"}},{"insert":" and "},{"insert":{"card-link":"Grip of Amnesia"}},{"insert":". I'm sure many players would consider these \"bad\" spells, but think they'll put in plenty of work in bracket 4. If I wanted a $1000 deck, then sure, I'd include "},{"insert":{"card-link":"Mana Drain"}},{"insert":" and "},{"insert":{"card-link":"Fierce Guardianship"}},{"insert":", but that's not what this deck is about.\n\nTo me, this deck is about showcasing how you can build a bracket 4 deck on a budget, and they don't all have to be "},{"insert":{"card-link":"Winota, Joiner of Forces"}},{"insert":" either. For most players, "},{"insert":{"card-link":"Ambassador Laquatus"}},{"insert":" will look like a mill commander at first glance, which would be absolutely terrible in bracket 4. As you've seen, the trick is to save his ability for when you can mill them out completely. Decks like this are sure to raise eyebrows and scratch heads. But that's the best part of building decks and playing them, watching you opponents figure out how to react to unfamiliar situations. I hope this deck has inspired you to create your own budget bracket 4 head scratcher.\n"}]}




































































