Crezna
1.2k views6 months ago
Commander
Size: 100Salt sum:Â 43.54
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Commander
Imoti, Celebrant of Bounty
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Spells you cast with mana value 6 or greater have cascade.
Spells you cast with mana value 6 or greater have cascade.
Legendary Creature - Druid Snake

Commander
(CTRL to add secondary)
4-CMC (Hidden Commander)
(CTRL to add secondary)
5-CMC
5-CMC
(CTRL to add secondary)
6-CMC
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

Mechanozoa
When this creature enters, tap target artifact or creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
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 Artifact - Jellyfish Robot

Sakashima's Protege
Flash
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
You may have this creature enter as a copy of any permanent that entered this turn.
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
You may have this creature enter as a copy of any permanent that entered this turn.
Creature - Shapeshifter

Sawtusk Demolisher
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Trample
Whenever this creature mutates, destroy target noncreature permanent. Its controller creates a 3/3 green Beast creature token.
Trample
Whenever this creature mutates, destroy target noncreature permanent. Its controller creates a 3/3 green Beast creature token.
Creature - Beast

Spectral Deluge
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

Titania's Command
Choose two —
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
Sorcery

Verdant Confluence
Choose three. You may choose the same mode more than once.
• Put two +1/+1 counters on target creature.
• Return target permanent card from your graveyard to your hand.
• Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
• Put two +1/+1 counters on target creature.
• Return target permanent card from your graveyard to your hand.
• Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Sorcery

Verdant Mastery
You may pay rather than pay this spell's mana cost.
Search your library for up to four basic land cards and reveal them. Put one of them onto the battlefield tapped under an opponent's control if the cost was paid. Put two of them onto the battlefield tapped under your control and the rest into your hand. Then shuffle.
Search your library for up to four basic land cards and reveal them. Put one of them onto the battlefield tapped under an opponent's control if the cost was paid. Put two of them onto the battlefield tapped under your control and the rest into your hand. Then shuffle.
Sorcery

6-CMC
(CTRL to add secondary)
7-CMC
Nulldrifter
When you cast this spell, draw two cards.
Flying
Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Flying
Annihilator 1 (Whenever this creature attacks, defending player sacrifices a permanent of their choice.)
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental Eldrazi

Starwinder
Whenever a creature you control deals combat damage to a player, you may draw that many cards.
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 - Leviathan

7-CMC
(CTRL to add secondary)
8-CMC
8-CMC
(CTRL to add secondary)
9-CMC
9-CMC
(CTRL to add secondary)
10-CMC
10-CMC
(CTRL to add secondary)
11-CMC
The Pride of Hull Clade
This spell costs less to cast, where X is the total toughness of creatures you control.
Defender
: Until end of turn, target creature you control gets +1/+0, gains "Whenever this creature deals combat damage to a player, draw cards equal to its toughness," and can attack as though it didn't have defender.
Defender
: Until end of turn, target creature you control gets +1/+0, gains "Whenever this creature deals combat damage to a player, draw cards equal to its toughness," and can attack as though it didn't have defender.
Legendary Creature - Turtle Crocodile Elk

11-CMC
(CTRL to add secondary)
Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Mosswort Bridge
Hideaway 4 (When this land 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 land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.
Land

Land
(CTRL to add secondary)
Sideboard
Keruga, the Macrosage
Companion — Your starting deck contains only cards with mana value 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.
When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.
Legendary Creature - Dinosaur Hippo

Sideboard
(CTRL to add secondary)
Maybeboard
Apex Devastator
Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)
Creature - Hydra Chimera

Dichotomancy
For each tapped nonland permanent target opponent controls, search that player's library for a card with the same name as that permanent. Put those cards onto the battlefield under your control, then that player shuffles.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Gandalf, Westward Voyager
Whenever you cast a spell with mana value 5 or greater, each opponent reveals the top card of their library. If any of those cards shares a card type with that spell, copy that spell, you may choose new targets for the copy, and each opponent draws a card. Otherwise, you draw a card. (A copy of a permanent spell becomes a token.)
Legendary Creature - Wizard Avatar

Kodama of the East Tree
Reach
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Whenever another permanent you control enters, if it wasn't put onto the battlefield with this ability, you may put a permanent card with equal or lesser mana value from your hand onto the battlefield.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Spirit

Kogla, the Titan Ape
When Kogla enters, it fights up to one target creature you don't control.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Whenever Kogla attacks, destroy target artifact or enchantment defending player controls.
: Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.
Legendary Creature - Ape

Momir Vig, Simic Visionary
Whenever you cast a green creature spell, you may search your library for a creature card, reveal it, then shuffle and put that card on top.
Whenever you cast a blue creature spell, reveal the top card of your library. If it's a creature card, put that card into your hand.
Whenever you cast a blue creature spell, reveal the top card of your library. If it's a creature card, put that card into your hand.
Legendary Creature - Wizard Elf

Slimefoot's Survey
Domain — Search your library for up to two land cards that each have a basic land type, put them onto the battlefield tapped, then shuffle. Look at the top X cards of your library, where X is the number of basic land types among lands you control. Put up to one of them on top of your library and the rest on the bottom of your library in a random order.
Sorcery

Spinewoods Armadillo
Reach
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
, Discard this card: Search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle. You gain 3 life.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
, Discard this card: Search your library for a basic land card or a Desert card, reveal it, put it into your hand, then shuffle. You gain 3 life.
Creature - Armadillo

The Skullspore Nexus
This spell costs less to cast, where X is the greatest power among creatures you control.
Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures.
, : Double target creature's power until end of turn.
Whenever one or more nontoken creatures you control die, create a green Fungus Dinosaur creature token with base power and toughness each equal to the total power of those creatures.
, : Double target creature's power until end of turn.
Legendary Artifact

Thrasta, Tempest's Roar
This spell costs less to cast for each other spell cast this turn.
Trample, haste
Trample over planeswalkers (This creature can deal excess combat damage to the controller of the planeswalker it's attacking.)
Thrasta has hexproof as long as it entered this turn.
Trample, haste
Trample over planeswalkers (This creature can deal excess combat damage to the controller of the planeswalker it's attacking.)
Thrasta has hexproof as long as it entered this turn.
Legendary Creature - Dinosaur

Turntimber Symbiosis
Look at the top seven cards of your library. You may put a creature card from among them onto the battlefield. If that card has mana value 3 or less, it enters with three additional +1/+1 counters on it. Put the rest on the bottom of your library in a random order.
Sorcery


Ugin, Eye of the Storms
When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add .
−11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add .
−11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Legendary Planeswalker - Ugin

Vorinclex
Reach, trample
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Legendary Creature - Praetor Phyrexian


Maybeboard
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"If you want an insidious prison deck that slowly saps your opponents of their resources, all the while looking like a pile of big stompy draft chaff with a fun deck-building limitation, this is the deck for you. It is insanely fun to play, "},{"attributes":{"italic":true},"insert":"and "},{"insert":"play against, introducing playgroups to a novel gameplay dynamic that your deck is specifically built to take advantage of. This is by far my most heavily theory-crafted decklist, and I encourage you to give it a try.\n\nLet's take a look at our trio of commanders (yes, as in "},{"attributes":{"italic":true},"insert":"three"},{"insert":"), who run the cell block from behind bars. All three work in concert to create a brutal lock on the entire table, while also giving you (and only "},{"attributes":{"italic":true},"insert":"you"},{"insert":") the tools to grind your way out of it. First and foremost, "},{"attributes":{"bold":true},"insert":"Imoti, Celebrant of Bounty "},{"insert":"is the official face commander of deck. On cast, this 5-mana creature cascades, ripping through the top of your deck until you find a spell that costs 4 mana or fewer. Here is the most important aspect of this deck's construction: "},{"attributes":{"underline":true},"insert":"every card in this deck is mana value 5 or greater except for one,"},{"insert":" meaning there is only one legal target for Imoti to cascade into. Whether it's in the first five or at the bottom of your library, you will find the card you're looking for every time, unless of course you drew it beforehand. \n\nThat card is none other than "},{"attributes":{"bold":true},"insert":"Zur's Weirding"},{"insert":", a peculiar enchantment that requires everyone to reveal their hands, and allows any player to deny their opponents' draws at the meager cost of 2 life. There are few cards in Magic that warp the game around themselves like this enchantment does. Not only does it give everyone perfect information, but - and this is the insidious part - it makes them all willing participants in their own incarceration. I can't tell you how many times my opponents got into heated confrontations, spitefully ripping cards from each other's hands and stalling themselves out of the game, all the while I just sat there biding my time. Imoti and Zur's Weirding work so well together because the latter removes potential threats before they are ever cast, while the former allows you to play around this yourself by giving all your 6+ mana spells cascade. By the time you get to the late game, it's not uncommon for your opponents to be staring down an unbreakable board state backed up by a full hand of seven cards, whilst they have been reduced to top-decking for a way out (which, of course, you can just choose to make them discard).\n\nThe final piece of the puzzle here is your companion, "},{"attributes":{"bold":true},"insert":"Keruga, the Macrosage"},{"insert":". Keruga fits our colors perfectly, and is an auto-include for us given that our deck inherently meets her companionship requirements. Adding her to your hand as a special action gets around the Zur's Weirding lock, and by the time she comes down, she will often draw you more cards than your opponents will have life to deny you.\n\nNow, just because the average mana value of our deck is greater than 6 doesn't mean that we spend the first few turns sitting on our hands. This deck utilizes mechanics like aftermath, adventure, warp, channel, emerge, evoke, prototype and foretell to ensure that "},{"attributes":{"underline":true},"insert":"we are playing the entire game"},{"insert":", despite that initial cascade only "},{"attributes":{"italic":true},"insert":"seeing "},{"insert":"cards that technically cost too much to cast. We have to get creative here - without access to common green ramp spells, we are forced to play cards like "},{"attributes":{"bold":true},"insert":"Greater Tanuki"},{"insert":", "},{"attributes":{"bold":true},"insert":"Beanstalk Giant//Fertile Footsteps"},{"insert":", "},{"attributes":{"bold":true},"insert":"Shefet Monitor"},{"insert":", "},{"attributes":{"bold":true},"insert":"Wandering Archaic//Explore the Vastlands"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Spring//Mind"},{"insert":". In the absence of efficient blue counter magic, we must rely on cards such as "},{"attributes":{"bold":true},"insert":"Commit//Memory"},{"insert":", "},{"attributes":{"bold":true},"insert":"Mirrorshell Crab"},{"insert":", "},{"attributes":{"bold":true},"insert":"Sapphire Dragon//Psionic Pulse"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Emerald Dragon//Dissonant Wave"},{"insert":". This deckbuilding quirk, however, is a "},{"attributes":{"italic":true},"insert":"feature"},{"insert":", not a bug. Your opponents will not see a single game changer or other well-known commander staple enter your hand, and are thus less inclined to pay the 2 life. A few turns of you drawing these janky, over-costed commons and uncommons will see you well on your way to outpacing your opponents and securing the win.\n\nIn terms of overall construction, the ratio of each respective mana value to all the others is "},{"attributes":{"italic":true},"insert":"deliberate"},{"insert":". 6s and 7s make up the bulk of your library, acting as a sort of grease trap, \"catching\" your big 10-CMC+ cascades before they spill onto your 5-mana floor. The result is that you often stumble into two, three or even four additional cards off of a single "},{"attributes":{"bold":true},"insert":"Ghalta, Primal Hunger"},{"insert":", or "},{"attributes":{"bold":true},"insert":"The Pride of Hull Clade"},{"insert":". Of course, your cascades have to end eventually. Each 5-CMC spell in this deck is a card advantage "},{"attributes":{"italic":true},"insert":"machine"},{"insert":", netting you lands, tutoring up more creatures, reclaiming two cards from your graveyard, or (arguably most importantly), granting you an extra turn. "},{"attributes":{"bold":true},"insert":"Time Warp"},{"insert":", "},{"attributes":{"bold":true},"insert":"Temporal Manipulation"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Capture of Jingzhou"},{"insert":" together make up 33% of your 5-mana spell suite. In other words, statistically, a third of your cascades will result in an extra turn - and every turn you take over your opponents means more lands, more cascades and eventually more card advantage than they could hope to surmount.\n\nThat's the deck in a nutshell. Please, feel free to take the list, tweak it, play it, and tell me what you think! I'd love to see your suggestions in the comments for fun cards/mechanics that would fit well in the 99.\n\n"},{"attributes":{"bold":true},"insert":"IDEAL PLAY PATTERN"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"(Accelerate timeline by 1 turn if you began the game with Gemstone Caverns)"},{"insert":"\n\nTurn 1: Play a land. Pass."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 2: Play a land. Use a 2-mana ability (if able). Pass."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 3: Play a land. Use a 3-mana ramp ability or cast the 3-mana half of a split card. Pass."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 4: Play a land. Cast Imoti, cascade into Zur's Weirding and pass. Start removing threats from players' hands as required."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Turn 5: Play a land. Start cascading into your big ramp spells and other advantage engines. Take an extra turn if able. Continue removing threats from players' hands as required."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"FAQ SECTION"},{"insert":"\n\nQ: What happens if someone removes Zur's Weirding?\nA: We run some interaction to prevent that from happening, as well as recursion to get it back into our hand if need be. In my testing however, no one really targets Zur's Weirding. In fact, it's only ever been removed once, and that was due to a boardwipe that hit everything. It's as if players simply accept Zur's Weirding as part of the game, once it comes out. It's the most peculiar thing - it's as if the average player simply forgets that destroying it is even an option. I suspect there's something about its novelty and outwardly symmetric nature that prompts most players to treat it like a new rule, game type, or even an emblem.\n\nQ: How do you deal with board wipes, which seem like they'd be particularly punishing for this deck?\nA: If you see a board wipe, do not overextend. Wait until it is cast, then rebuild, OR ensure you have countermagic. That said, in an ideal game, your opponents are never going to "},{"attributes":{"italic":true},"insert":"draw"},{"insert":" a board wipe.\n\nQ: How does cascade work with mechanics that reduce casting casting costs or allow you to cast a spell for an alternative cost?\nA: Alternate costs and cost reduces don't reduce the mana value of the spell on the stack, therefore warping "},{"attributes":{"bold":true},"insert":"Bygone Colossus"},{"insert":" for 3 mana or evoking "},{"attributes":{"bold":true},"insert":"Walker of the Grove"},{"insert":" for 5 mana will still allow you to cascade for 8 and 7 mana, respectively. There are a few exceptions to this. Adventures, aftermath cards and MDFCs will only look at the side being cast when determining whether to cascade, and for what mana value (i.e., casting the Memory half of "},{"attributes":{"bold":true},"insert":"Commit//Memory"},{"insert":" from the graveyard will cause you to cascade for 5, not for 9). Additionally, prototype cards (here represented by just "},{"attributes":{"bold":true},"insert":"Cradle Clearcutter"},{"insert":") expressly state that their mana value changes when casting the prototype version, and therefore won't cascade - hence why we only run one of them.\n\nQ: Won't Imoti just cascade into split cards instead of Zur's Weirding?\nA: No. Due to a 2021 rules change, cascade checks for the total value of split cards (for aftermath split cards), or the value of the \"front\" card only (for cards with adventures and MDFCs). For example, if while cascading for 8 mana, you exile "},{"attributes":{"bold":true},"insert":"Spring//Mind"},{"insert":", you wouldn't be able to cast the Spring half, even though its mana value is less than 8, because the total mana value of the card is 9. Adventure cards are unique however in that, if the primary non-adventure half "},{"attributes":{"italic":true},"insert":"could "},{"insert":"be cast from exile while cascading, you may opt to cast the "},{"attributes":{"italic":true},"insert":"adventure "},{"insert":"half instead, provided that its mana value is "},{"attributes":{"italic":true},"insert":"also "},{"insert":"less than the cascading spell (which would be true for every adventure spell in this deck). For example, if you're cascading for 8 mana, and you exile "},{"attributes":{"bold":true},"insert":"Virtue of Strength//Garenbrig Growth"},{"insert":", you would first check to see if the Virtue of Strength half costs 8 mana or less (it does), and then you may opt to cast the Garenbrig Growth half if it also costs 8 mana or less (it does - not sure why you'd want to, but you could). Just bear in mind that choosing the later option would end your cascade right then and there, as you "},{"attributes":{"underline":true},"insert":"cannot"},{"insert":" cast Garenbrig Growth (CMC 1) and then cascade for 6.\n\nQ: Why do you run extra turn spells in Bracket 3?\nA: Players can still reasonably expect to run into extra turn spells in Bracket 3, as long as people aren't "},{"attributes":{"italic":true},"insert":"chaining "},{"insert":"extra turn spells (i.e., taking extra turns back to back). This is why I only keep three in the list, because the idea is to take at least one extra turn at some point, but only use it to catch up to the rest of the table. The very nature of this deck running so many high cost cards means that we will fall behind, despite the steps we've taken to mitigate this. An extra turn or two will help us bridge this gap. Is it possible to chain extra turns in this deck? Technically, yes. However, keep in mind that casting a card off cascade is entirely optional - you can always just decline to take that second extra turn. I know that answer won't satisfy everyone (it doesn't fully satisfy "},{"attributes":{"italic":true},"insert":"me"},{"insert":"). Future versions of this deck may see me play around with the number of extra turn spells, as I determine what bracket the deck naturally wants to be. In the meantime, just make sure you talk to your playgroup about their expectations and what kinds of things they do and don't want to see.\n\nQ: People HATE Lantern Control. Why is it that they seem to enjoy Zur's Weirding?\nA: Honestly that's something I'm still trying to wrap my head around, myself. Again, I think there's something fun about the participatory, almost-democratic nature of it that makes it fun where Lantern of Insight otherwise wouldn't be.\n\nQ: Is it possible to make a budget version of this deck?\nA: Absolutely! Most of the monetary value in the deck is made up of just a few cards (those aforementioned extra turn spells, along with the mana multipliers), while the vast majority of cards in the deck are commons and uncommons valued at less than $1. The deck would still function even if hollowed out of its big money cards, as all of the key pieces - Imoti, Zur's Weirding and Karuga - are still super affordable at time of writing. Conceivably, one could also convert the deck to a Pauper EDH deck, though this would involve removing the companion and replacing Zur's Weirding with some other common in a similar vein.\n\nQ: Why no Sol Ring?\nA: ...\n"}]}


















































































































