Skeleblook
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Commander
Size: 102Salt sum: 50.99
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{"ops":[{"insert":"Primer:"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"T0:"},{"insert":" 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 a boardwipe + draw piece over a draw piece + ramp piece, since getting 1 of the 8 boardwipes is more necessary than ramping. Take Doppelgang in opener only if the rest of your hand is fine. If you do, don't be afraid to cast it early on a great permanent (often for X=1), unless you know you're up against graveyard hate.\n\n"},{"attributes":{"bold":true},"insert":"T1-T5:"},{"insert":" Play lands and engine pieces to establish a (small) board presence, while generating value. Don't block unless you have to preserve life. Politick midrange by announcing this apparent weakness to them, and the lack of any engines. Politick control and landfall by saying that your gameplan involves making actions that inherently support them (which it does, but this deck is also able to overwhelm them later in the game).\n\n"},{"attributes":{"bold":true},"insert":"T6-T13:"},{"insert":" After you feel like you've amassed enough pieces, you can cast a boardwipe. This will buy you time to find a graveyard recursion permanent like "},{"insert":{"card-link":"Eternal Witness"}},{"insert":", while generating your own value from re-casting pieces. Make sure that your boardwipes provide "},{"attributes":{"italic":true},"insert":"some amount"},{"insert":" of value for yourself, as bounce boardwipes let opponents recover faster than usual. \nOnce you find a recursion piece, you can play it to fetch a boardwipe, and wipe the board. Then, each turn, you can play a recursion piece to fetch a boardwipe, and play the boardwipe to pick up everything (including your recursion piece), for between 7 and 9 mana. If you have 9-11 mana, you'll also be able to create value by re-casting pieces, while still setting your opponents back each turn.\n\n"},{"attributes":{"bold":true},"insert":"T14+:"},{"insert":" 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 some other cards you want), 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":2},"insert":"\n"},{"insert":"In my opinion, this deck is the pinnacle of Simic value generation. Almost every creature in the deck is not worth removing, yet every piece contributes a small part to its endless engine of resources. It heavily abuses greedy decks that use singular value engines and rocks, as those decks will be stuck perpetually replaying cards, and never get to untap. These factors, 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\nHowever, this deck isn't perfect. It sometimes loses to: haste (since sorcery boardwipes need a turn of summoning sickness), control (since true boardwipes cull the engine), and graveyard hate (which kills recursion). These cards are ones you'll want to counterspell, if your livelihood isn't being threatened.\nIf you find yourself in the rare situation in which you're up against manlands, the best you can do is find 1 of the 2 instant speed boardwipes, or "},{"insert":{"card-link":"Venser, Shaper Savant"}},{"insert":". I could have put a card that kills them ("},{"insert":{"card-link":"Acidic Slime"}},{"insert":"), or a card that gains enough life that they're not relevant ("},{"insert":{"card-link":"Prosperous Innkeeper"}},{"insert":"), but I haven't the need to put those in the deck so far.\nThis deck can be easily improved with tutors for the combo, 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 more money, and it isn't required for the deck to function with a high level of efficiency.\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 to just draw lands and play them one-by-one, instead of paying for them. This also has the added benefit of letting you dig for more interaction or combo pieces, as those ramp pieces are generally replaced with draw, which helps you later in the game.\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
Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

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


Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

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
Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Uro, Titan of Nature's Wrath
When Uro enters, sacrifice it unless it escaped.
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Whenever Uro enters or attacks, you gain 3 life and draw a card, then you may put a land card from your hand onto the battlefield.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Primer:"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"T0:"},{"insert":" 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 a boardwipe + draw piece over a draw piece + ramp piece, since getting 1 of the 8 boardwipes is more necessary than ramping. Take Doppelgang in opener only if the rest of your hand is fine. If you do, don't be afraid to cast it early on a great permanent (often for X=1), unless you know you're up against graveyard hate.\n\n"},{"attributes":{"bold":true},"insert":"T1-T5:"},{"insert":" Play lands and engine pieces to establish a (small) board presence, while generating value. Don't block unless you have to preserve life. Politick midrange by announcing this apparent weakness to them, and the lack of any engines. Politick control and landfall by saying that your gameplan involves making actions that inherently support them (which it does, but this deck is also able to overwhelm them later in the game).\n\n"},{"attributes":{"bold":true},"insert":"T6-T13:"},{"insert":" After you feel like you've amassed enough pieces, you can cast a boardwipe. This will buy you time to find a graveyard recursion permanent like "},{"insert":{"card-link":"Eternal Witness"}},{"insert":", while generating your own value from re-casting pieces. Make sure that your boardwipes provide "},{"attributes":{"italic":true},"insert":"some amount"},{"insert":" of value for yourself, as bounce boardwipes let opponents recover faster than usual. \nOnce you find a recursion piece, you can play it to fetch a boardwipe, and wipe the board. Then, each turn, you can play a recursion piece to fetch a boardwipe, and play the boardwipe to pick up everything (including your recursion piece), for between 7 and 9 mana. If you have 9-11 mana, you'll also be able to create value by re-casting pieces, while still setting your opponents back each turn.\n\n"},{"attributes":{"bold":true},"insert":"T14+:"},{"insert":" 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 some other cards you want), 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":2},"insert":"\n"},{"insert":"In my opinion, this deck is the pinnacle of Simic value generation. Almost every creature in the deck is not worth removing, yet every piece contributes a small part to its endless engine of resources. It heavily abuses greedy decks that use singular value engines and rocks, as those decks will be stuck perpetually replaying cards, and never get to untap. These factors, 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\nHowever, this deck isn't perfect. It sometimes loses to: haste (since sorcery boardwipes need a turn of summoning sickness), control (since true boardwipes cull the engine), and graveyard hate (which kills recursion). These cards are ones you'll want to counterspell, if your livelihood isn't being threatened.\nIf you find yourself in the rare situation in which you're up against manlands, the best you can do is find 1 of the 2 instant speed boardwipes, or "},{"insert":{"card-link":"Venser, Shaper Savant"}},{"insert":". I could have put a card that kills them ("},{"insert":{"card-link":"Acidic Slime"}},{"insert":"), or a card that gains enough life that they're not relevant ("},{"insert":{"card-link":"Prosperous Innkeeper"}},{"insert":"), but I haven't the need to put those in the deck so far.\nThis deck can be easily improved with tutors for the combo, 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 more money, and it isn't required for the deck to function with a high level of efficiency.\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 to just draw lands and play them one-by-one, instead of paying for them. This also has the added benefit of letting you dig for more interaction or combo pieces, as those ramp pieces are generally replaced with draw, which helps you later in the game.\n"}]}




























































