Skeleblook
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Commander
Size: 100Salt sum: 49.49
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{"ops":[{"insert":"Primer:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"[T0]: In your mulligan, look for "},{"attributes":{"italic":true},"insert":"at least"},{"insert":" 3 lands, and 1 draw piece. Above that, you may also get a boardwipe, a ramp piece, or even Doppelgang. Prioritize boardwipe + draw piece, over draw piece + ramp piece. Take Doppelgang in opener only if the rest of your hand is fine. Don't be afraid to cast it early, often for X=1, unless you know you're up against graveyard hate.\n[T1-T5]: Play lands and engine pieces to establish a (small) board presence. Politick midrange by using this apparent weakness to your advantage. Don't block unless you have to preserve life. Perform diplomacy with any control or landfall players, as you have reasonable evidence to provide that your actions inherently support them (which they do, but your best chance of victory lies later in the game).\n[T6+]: Cast boardwipes to buy time to find a graveyard recursion permanent like "},{"insert":{"card-link":"Eternal Witness"}},{"insert":". During this period, make sure your boardwipes provide some amount of value for yourself, as you are only postponing the pressure until later. Once you find one, you can play it to fetch a boardwipe, cast it to pick everything up, and repeat on the next turn for between 7 and 9 mana. If you have 9-11 mana, you'll be able to create value from your pieces entering while setting your opponents back each turn, which puts you in the position to slowly win the game.\n[T14+]: Find a "},{"insert":{"card-link":"Doppelgang"}},{"insert":" and play a card like "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" while you have at least 17 mana. Cast Doppelgang for X=5, targeting Eternal Witness and 4 basic lands (preferably yours, for the colored mana). When it resolves, you'll make 5 Eternal Witnesses and 20 basic lands. Have the Eternal Witnesses fetch you the Doppelgang, and now you're up 3 basics and 5 tokens in the same position. Repeat to make infinite permanents.\nIf your Doppelgang gets exiled, you'll be forced to make everyone draw out across ~70 turns by looping boardwipes, counterspells, and "},{"insert":{"card-link":"Blessed Respite"}},{"insert":". Say that this is your plan, to provide people the knowledge to concede of their own volition.\n\nTheory:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In my opinion, this deck is the pinnacle of Simic value generation. Almost every creature in this deck is not worth removing, yet each piece contributes a small part to its endless engine of resources. It heavily abuses other greedy value-based decks, since those decks will be stuck perpetually replaying engines, and never get to untap. Combined with the main win condition being weak creatures and hidden card advantage, means that it's a very perplexing deck for most to handle.\n\nThis deck can be easily improved with tutors, or by putting "},{"insert":{"card-link":"Uro, Titan of Nature's Wrath"}},{"insert":" in the Command zone. Do so if you wish. Most of the extra tech costs a lot of money, and isn't required for the deck to function.\n\nOne might think this deck needs more ramp, but the opposite is true. You get to play 1 land per turn for free, and ramp adds onto that count. If you fail to play a land, ramp becomes an expensive land to pay for. As you loop boardwipes, it becomes cheaper just to draw lands and play them one-by-one. This also has the added benefit of letting you dig for more interaction or combo pieces via draw, in later stages of the game.\nThis deck isn't perfect. It sometimes loses to: haste (sorcery boardwipes need a turn of summoning sickness), control (boardwipes kill the engine), and graveyard hate (which kills recursion). These pieces are ones you'll want to counterspell, if your livelihood isn't being threatened.\n"}]}
Commander
Commander
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Draw
Anticausal Vestige
When this creature leaves the battlefield, draw a card, then you may put a permanent card with mana value less than or equal to the number of lands you control from your hand onto the battlefield tapped.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Eldrazi

Omen of the Sea
Flash (You may cast this spell any time you could cast an instant.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
When this enchantment enters, scry 2, then draw a card.
, Sacrifice this enchantment: Scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Enchantment

Watcher for Tomorrow
Hideaway 4 (When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This creature enters tapped.
When this creature leaves the battlefield, put the exiled card into its owner's hand.
This creature enters tapped.
When this creature leaves the battlefield, put the exiled card into its owner's hand.
Creature - Human Wizard

Draw
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Land
Land
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Mass Bounce
Mass Bounce
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Ramp
Invasion of Zendikar
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
When this Siege enters, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Battle - Siege


Ramp
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Recursion
Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Recursion
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Removal
Fear of Impostors
Flash
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
When this creature enters, counter target spell. Its controller manifests dread. (That player looks at the top two cards of their library, then puts one onto the battlefield face down as a 2/2 creature and the other into their graveyard. If it's a creature card, it can be turned face up any time for its mana cost.)
Creature Enchantment - Nightmare

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

Tech
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Primer:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"[T0]: In your mulligan, look for "},{"attributes":{"italic":true},"insert":"at least"},{"insert":" 3 lands, and 1 draw piece. Above that, you may also get a boardwipe, a ramp piece, or even Doppelgang. Prioritize boardwipe + draw piece, over draw piece + ramp piece. Take Doppelgang in opener only if the rest of your hand is fine. Don't be afraid to cast it early, often for X=1, unless you know you're up against graveyard hate.\n[T1-T5]: Play lands and engine pieces to establish a (small) board presence. Politick midrange by using this apparent weakness to your advantage. Don't block unless you have to preserve life. Perform diplomacy with any control or landfall players, as you have reasonable evidence to provide that your actions inherently support them (which they do, but your best chance of victory lies later in the game).\n[T6+]: Cast boardwipes to buy time to find a graveyard recursion permanent like "},{"insert":{"card-link":"Eternal Witness"}},{"insert":". During this period, make sure your boardwipes provide some amount of value for yourself, as you are only postponing the pressure until later. Once you find one, you can play it to fetch a boardwipe, cast it to pick everything up, and repeat on the next turn for between 7 and 9 mana. If you have 9-11 mana, you'll be able to create value from your pieces entering while setting your opponents back each turn, which puts you in the position to slowly win the game.\n[T14+]: Find a "},{"insert":{"card-link":"Doppelgang"}},{"insert":" and play a card like "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" while you have at least 17 mana. Cast Doppelgang for X=5, targeting Eternal Witness and 4 basic lands (preferably yours, for the colored mana). When it resolves, you'll make 5 Eternal Witnesses and 20 basic lands. Have the Eternal Witnesses fetch you the Doppelgang, and now you're up 3 basics and 5 tokens in the same position. Repeat to make infinite permanents.\nIf your Doppelgang gets exiled, you'll be forced to make everyone draw out across ~70 turns by looping boardwipes, counterspells, and "},{"insert":{"card-link":"Blessed Respite"}},{"insert":". Say that this is your plan, to provide people the knowledge to concede of their own volition.\n\nTheory:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In my opinion, this deck is the pinnacle of Simic value generation. Almost every creature in this deck is not worth removing, yet each piece contributes a small part to its endless engine of resources. It heavily abuses other greedy value-based decks, since those decks will be stuck perpetually replaying engines, and never get to untap. Combined with the main win condition being weak creatures and hidden card advantage, means that it's a very perplexing deck for most to handle.\n\nThis deck can be easily improved with tutors, or by putting "},{"insert":{"card-link":"Uro, Titan of Nature's Wrath"}},{"insert":" in the Command zone. Do so if you wish. Most of the extra tech costs a lot of money, and isn't required for the deck to function.\n\nOne might think this deck needs more ramp, but the opposite is true. You get to play 1 land per turn for free, and ramp adds onto that count. If you fail to play a land, ramp becomes an expensive land to pay for. As you loop boardwipes, it becomes cheaper just to draw lands and play them one-by-one. This also has the added benefit of letting you dig for more interaction or combo pieces via draw, in later stages of the game.\nThis deck isn't perfect. It sometimes loses to: haste (sorcery boardwipes need a turn of summoning sickness), control (boardwipes kill the engine), and graveyard hate (which kills recursion). These pieces are ones you'll want to counterspell, if your livelihood isn't being threatened.\n"}]}


























































