Craabfisher425
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Commander
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Commander
Odric, Blood-Cursed
When Odric enters, create X Blood tokens, where X is the number of abilities from among flying, first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance found among creatures you control. (Count each ability only once.)
Legendary Creature - Vampire Soldier

Commander
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Blink
All-Fates Stalker
When this creature enters, exile up to one target non-Assassin creature until this creature leaves the battlefield.
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 - Assassin Drix

Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian

Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Exalted Sunborn
Flying, lifelink
If one or more tokens would be created under your control, twice that many of those tokens are created 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.)
If one or more tokens would be created under your control, twice that many of those tokens are created 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.)
Creature - Wizard Angel

The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker

The Jolly Balloon Man
Haste
, : Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
, : Create a token that's a copy of another target creature you control, except it's a 1/1 red Balloon creature in addition to its other colors and types and it has flying and haste. Sacrifice it at the beginning of the next end step. Activate only as a sorcery.
Legendary Creature - Human Clown

Blink
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Draw
Inti, Seneschal of the Sun
Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.
Legendary Creature - Human Knight

Karn, Scion of Urza
+1: Reveal the top two cards of your library. An opponent chooses one of them. Put that card into your hand and exile the other with a silver counter on it.
−1: Put a card you own with a silver counter on it from exile into your hand.
−2: Create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
−1: Put a card you own with a silver counter on it from exile into your hand.
−2: Create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Legendary Planeswalker - Karn

Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Draw
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Keywords
Cori-Steel Cutter
Equipped creature gets +1/+1 and has trample and haste.
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip
Artifact - Equipment

Lightning, Army of One
First strike, trample, lifelink
Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Legendary Creature - Human Soldier

Ocelot Pride
First strike, lifelink
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your end step, if you gained life this turn, create a 1/1 white Cat creature token. Then if you have the city's blessing, for each token you control that entered this turn, create a token that's a copy of it.
Creature - Cat

Swiftblade Vindicator
Double strike (This creature deals both first-strike and regular combat damage.)
Vigilance (Attacking doesn't cause this creature to tap.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Vigilance (Attacking doesn't cause this creature to tap.)
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Creature - Human Soldier

Keywords
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Land
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Protection
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
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Ramp
Fable of the Mirror-Breaker
(As this Saga enters and after your draw step, add a lore counter.)
I — Create a 2/2 red Goblin Shaman creature token with "Whenever this token attacks, create a Treasure token."
II — You may discard up to two cards. If you do, draw that many cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Create a 2/2 red Goblin Shaman creature token with "Whenever this token attacks, create a Treasure token."
II — You may discard up to two cards. If you do, draw that many cards.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Pirate Monkey

Ramp
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Removal
Broadside Bombardiers
Menace, haste
Boast — Sacrifice another creature or artifact: This creature deals damage equal to 2 plus the sacrificed permanent's mana value to any target. (Activate only if this creature attacked this turn and only once each turn.)
Boast — Sacrifice another creature or artifact: This creature deals damage equal to 2 plus the sacrificed permanent's mana value to any target. (Activate only if this creature attacked this turn and only once each turn.)
Creature - Goblin Pirate

Parting Gust
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Instant

Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Removal
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Tutor
Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
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 - Angel

Tezzeret, Cruel Captain
Whenever an artifact you control enters, put a loyalty counter on Tezzeret.
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
0: Untap target artifact or creature. If it's an artifact creature, put a +1/+1 counter on it.
−3: Search your library for an artifact card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
−7: You get an emblem with "At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it's not a creature, it becomes a 0/0 Robot artifact creature."
Legendary Planeswalker - Tezzeret

Tutor
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Win Condition
Odric, Lunarch Marshal
At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.
Legendary Creature - Human Soldier

Sentinel Sarah Lyons
Haste
As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2.
Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal to the number of artifacts you control to target player.
As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2.
Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal to the number of artifacts you control to target player.
Legendary Creature - Human Knight

Thousand Moons Smithy
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
Legendary Artifact


Win Condition
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Maybeboard
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Depthshaker Titan
When this creature enters, any number of target noncreature artifacts you control become 3/3 artifact creatures. Sacrifice them at the beginning of the next end step.
Each artifact creature you control has melee, trample, and haste. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Each artifact creature you control has melee, trample, and haste. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Creature Artifact - Robot

Elspeth, Storm Slayer
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
Legendary Planeswalker - Elspeth

Frantic Scapegoat
Haste
When this creature enters, suspect it. (It has menace and can't block.)
Whenever one or more other creatures you control enter, if this creature is suspected, you may suspect one of the other creatures. If you do, this creature is no longer suspected.
When this creature enters, suspect it. (It has menace and can't block.)
Whenever one or more other creatures you control enter, if this creature is suspected, you may suspect one of the other creatures. If you do, this creature is no longer suspected.
Creature - Goat

Hazoret, Godseeker
Indestructible, haste
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
, : Target creature with power 2 or less can't be blocked this turn.
Hazoret can't attack or block unless you have max speed.
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
, : Target creature with power 2 or less can't be blocked this turn.
Hazoret can't attack or block unless you have max speed.
Legendary Creature - God

Ivora, Insatiable Heir
Trample
When Ivora enters and whenever it deals combat damage to a player, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever you discard a card, put a +1/+1 counter on Ivora.
When Ivora enters and whenever it deals combat damage to a player, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
Whenever you discard a card, put a +1/+1 counter on Ivora.
Legendary Creature - Vampire Warrior

The Eagles Are Coming!
Kicker (You may pay an additional as you cast this spell.)
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Instant

Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Maybeboard
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Oh Odric, how the mighty have fallen. The once great, mono white powerhouse received an additional color and an exciting new creature type during his most recent romp though the perilous world of Innistrad. Unfortunately for many, the exciting top half of Odric, Blood-Cursed is completely let down by his mediocre text box. Blood? Who needs blood? If Odric had made treasure tokens, he would have been a Dockside Extortionist in the command zone. Clues? An interesting and powerful build around. But blood? The worst of the artifact tokens? What on earth can we do with that? This disappointing reveal has left Odric in the dust, with a paltry 417 decks on EDHRec. However, if one can stomach their initial disappointment and peer past the veil of mediocrity, they will find that Odric, Blood Cursed is a unique and powerful artifacts matter commander. One can leverage the copious amount of blood he generates for a bevy of interesting and powerful effects. So without further ado, I present:\n\nODRIC, GARBAGE KING"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Odric, Blood-Cursed"}},{"insert":" is a unique, artifacts matter commander that excels at dealing damage quickly and efficiently while leveraging his blood tokens to stay relevant in the late game. The deck often reaches late game states where any creature can be a threat, thus hanging on through boardwipes and ignoring removal. The 99 packs a ton of interaction, card filtering and payoffs into limited spots, and is able to leverage the utility provided by these flexible cards to adapt to a changing board state throughout the game. \n\nThe general gameplan of the deck is to utilize Odric’s strong, sticky ETB to generate “cardboard” that bumps up the numbers on various “counting” cards in the deck. This turns all of your creatures into threats, and makes it difficult to answer your board without wiping it. Once you’ve developed your board, you can hold up mana to answer threats while beating face and spending excess mana to filter cards or activate the many utility lands in the deck.\n\nAlthough there are infinite combos available with Odric (looking at you "},{"insert":{"card-link":"Eldrazi Displacer"}},{"insert":") this version of the deck forgoes any “instant win” combos and relies on good ol’ fashion combat damage to win. My version of the deck sits at a “4” but can easily be toned down to a 3 if required and plays at a 3.5.\n\nNext, let’s take a broad strokes look at the pros and cons of the deck:\n\nPros"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Inconspicuous: "},{"insert":"No one knows what this commander does, and those that were playing during Odric’s initial release remember the memes. As such, no one will take your deck seriously the first few times they play it. You will be hated on significantly less than your typical “artifacts matter” commander\n\n"},{"attributes":{"bold":true},"insert":"“Throwaway” Commander: "},{"insert":"Odric is not a deck that requires its commander to be in play for multiple turns in order to be effective. This makes you much harder to shut down. Additionally, Odric dying (especially once or twice) can often be a benefit to you, as you get to re-trigger his ETB. Have you ever chump blocked with your commander? It is a very freeing experience.\n\n"},{"attributes":{"bold":true},"insert":"Addicting Play Pattern:"},{"insert":" Have you ever equipped a Cranial Plating to an ornithopter to swing for lethal? Would you like to do that multiple times a game? Odric gives you the Modern Affinity combat experience over and over again. Tons of combat math, tons of tricky situations and an aggressive gameplay loop that is fun and engaging\n\nCons"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Bad Mana: "},{"insert":"How does a 2 colour deck have a terrible mana base? 10 colourless lands is how! This deck packs an absolute boatload of utility into its manabase, but that does come with a steep cost. I feel that the trade off is worth it but feel free to experiment with what you are comfortable with. Justification for the manabase includes can be found below\n\n"},{"attributes":{"bold":true},"insert":"Raw Card Advantage: "},{"insert":"If there is one area where Odric really lags, it is in generating excess cards. While you do have an insane amount of filtering, it can often be difficult to find one of your few sources of card advantage. "},{"insert":{"card-link":"The One Ring"}},{"insert":" is an absolute requirement in this deck, and is your most common, non-creature tutor target, but the deck can otherwise struggle to generate cards in hand.\n\nThe Cards"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nIn this section, we will review card choices by category to understand the justification of each include starting with the most important category:\n\nKeywords"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck runs a large suite of keyword enablers in order for Odric to generate as many blood as possible with each ETB. Unlike the (few) other Odric decks out there, very few cards in this list are included solely for having keywords: "},{"insert":{"card-link":"Rograkh, Son of Rohgahh"}},{"insert":" who is the most common tutor target in the deck, and "},{"insert":{"card-link":"Stonecoil Serpent"}},{"insert":" which provides the difficult to access reach keyword while being both cheap and a late game mana sink. "},{"insert":{"card-link":"Cori-Steel Cutter"}},{"insert":" and "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" provide sources of haste, "},{"insert":{"card-link":"Shadowspear"}},{"insert":" gives lifelink and the all important trample. "},{"insert":{"card-link":"Serra Ascendant"}},{"insert":" synergizes well with your aggro gameplan and "},{"insert":{"card-link":"Footfall Crater"}},{"insert":" is a cantrip/enabler. "},{"insert":{"card-link":"Akiri, Line-Slinger"}},{"insert":" is a cranial plating with two keywords and "},{"insert":{"card-link":"Ocelot Pride"}},{"insert":" is an early source of keywords that can gum up the board and double your blood. "},{"insert":{"card-link":"Lightning, Army of One"}},{"insert":" can generate tons of damage and finally, "},{"insert":{"card-link":"Forth Eorlingas!"}},{"insert":" is a source of keywords and card draw while also working as an effective fireball when paired with KCI. \n\nBlink/Token Generation"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nGetting more value out of your Odric ETB is incredibly important to generate the number of game objects the deck needs to run effectively. As such, the (relatively) few sources of blink and/or token doublers the deck runs are hyper efficient or flexible to ensure we are able to devote enough deck space to other categories.\n\nIn that vein, "},{"insert":{"card-link":"Touch the Spirit Realm"}},{"insert":" and "},{"insert":{"card-link":"Parting Gust"}},{"insert":" are both removal spells that double as one-time flickers. "},{"insert":{"card-link":"Ephemerate"}},{"insert":" and"},{"insert":{"card-link":"Airbender Ascension"}},{"insert":" are the most efficient flicker options available. "},{"insert":{"card-link":"Exalted Sunborn"}},{"insert":" makes 4 blood on its own when paired with Odric, and can get out of control quickly with support. "},{"insert":{"card-link":"Elesh Norn, Mother of Machines"}},{"insert":" makes the cut as a hate piece that provides a keyword and doubles Odric ETB’s. "},{"insert":{"card-link":"The Wandering Emperor"}},{"insert":" is an (expensive) source of flicker, keywords and removal in one package. Finally, J"},{"insert":{"card-link":"The Jolly Balloon Man"}},{"insert":" provides a ton of utility as a source of flickers, who can also add keywords to the board, provide evasion to our large creatures and re-trigger removal.\n\nRamp"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOdric is a low MV commander and this is a low MV list with an average of just 2.38. However, explosive starts are critical for the deck to have, and a suite of quick and thematic ramp spells assist us in emptying our hand.\n\n"},{"insert":{"card-link":"Chrome Mox"}},{"insert":", "},{"insert":{"card-link":"Mox Opal"}},{"insert":" , "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" and "},{"insert":{"card-link":"Mana Crypt"}},{"insert":" are our staple ramp spells that lead to the most explosive hands (Replace Mana Crypt with "},{"insert":{"card-link":"Ornithopter of Paradise"}},{"insert":" if playing officially. Justice for Crypt!). "},{"insert":{"card-link":"Ragavan, Nimble Pilferer"}},{"insert":" is a BoP that draws cards and adds artifacts to the board. "},{"insert":{"card-link":"Boros Signet"}},{"insert":" makes the cut for our other 2MV rock due to its ability to filter excess colourless mana. "},{"insert":{"card-link":"Knight of the White Orchid"}},{"insert":" is tough to cast but adds a keyword to the board and has an effective MV of 1. "},{"insert":{"card-link":"Dowsing Device // Geode Grotto"}},{"insert":" is a red rampant growth that can also provide keywords and doubles as an insane finisher that can turn any of your piddly creatures into potentially game ending monsters. Finally, "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" is the most broken card in the deck, and gives you oodles of mana to break the game open with.\n\nCard Draw"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nGiven that Odric, Blood Cursed is a source of virtual card advantage in the command zone, there are not a ton of card draw spells in the list. However, the cards that are there do more than enough to ensure that you have gas throughout the game.\n\n"},{"insert":{"card-link":"Esper Sentinel"}},{"insert":", "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" and "},{"insert":{"card-link":"The One Ring"}},{"insert":" are your go to staples. The One Ring should be your most tutored for artifact. "},{"insert":{"card-link":"Tithe"}},{"insert":" is an early land drop that doubles as the world’s most complex divination with blood in play late game. "},{"insert":{"card-link":"Demand Answers"}},{"insert":" is an early filtering tool that gets marginally better late game. "},{"insert":{"card-link":"Inti, Seneschal of the Sun"}},{"insert":" draws you an extra card each time you crack a blood. "},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" lets you absolutely pop off and both filter through your deck and draw cards very efficiently. "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" allows you to rebuild post boardwipe, ramp or (god forbid) get an Urza’s Saga back from the bin. "},{"insert":{"card-link":"Karn, Scion of Urza"}},{"insert":" is most often used as a construct "},{"insert":{"card-link":"Dragon Fodder"}},{"insert":" but can draw cards afterwards.\n\nInteraction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"RUN MORE INTERACTION IN YOUR EDH DECKS"},{"insert":"\n\nThe interaction in this list tries to stay on theme and flexible. This is so that we can cram as much removal into as tight a package as possible.\n\n"},{"insert":{"card-link":"Fury"}},{"insert":" and "},{"insert":{"card-link":"Solitude"}},{"insert":" provide keywords while syncing really well with your blink effects (scam anyone?). Free interaction is broken and these give you the edge in games where you get off to a slow start. "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" is the best removal spell ever printed and "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" is a fun catch all. Parting Gust and Touch the Spirit Realm are flexible removal spells that double as blinks if you don’t need to address the board. "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":" provides a keyword while being a source of card advantage, and gives excellent blink value. "},{"insert":{"card-link":"Broadside Bombardiers"}},{"insert":" is an absolutely disgusting card that contributes to the deck on so many levels. Removal, two keywords and a ton of direct damage to close out games. "},{"insert":{"card-link":"Farewell"}},{"insert":" and "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" are our best in slot boardwipes and "},{"insert":{"card-link":"Winds of Abandon"}},{"insert":" is a Path to Exile / Plague Wind that works especially well if you are going for the kill. These round out our removal spell options.\n\nOur protection suite is pretty bog standard, with "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" providing a win condition and "},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" being an excellent use of Odric’s crappy body once his ETB goes off (technically that’s a blink effect)\n\nWin Conditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Reckless Fireweaver"}},{"insert":" and "},{"insert":{"card-link":"Weftstalker Ardent"}},{"insert":" are lightning rods that can get out of control when paired with our blink effects and token doublers. "},{"insert":{"card-link":"Nettlecyst"}},{"insert":" is a tutorable, movable construct. "},{"insert":{"card-link":"Thousand Moons Smithy // Barracks of the Thousand"}},{"insert":"shoots out 10/10’s with ease and is incredibly easy to flip. "},{"insert":{"card-link":"Sentinel Sarah Lyons"}},{"insert":" can often just kill one person if not removed on the spot. I’ve never won the game with "},{"insert":{"card-link":"Hellkite Tyrant"}},{"insert":" but it’s theoretically pretty easy to get to the 20 artifact threshold, and it synergizes well with all of the haste enablers in the deck. "},{"insert":{"card-link":"Hellkite Igniter"}},{"insert":" gets crazy with a KCI in play.\n\nDowsing Device and Karn also belong in this category but have received acknowledgement earlier in this write up.\n\nTutors"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI don’t love tutors so won’t delve too deeply on the few our deck runs. "},{"insert":{"card-link":"Enlightened Tutor"}},{"insert":" is here for obvious reasons. "},{"insert":{"card-link":"Starfield Shepherd"}},{"insert":" and "},{"insert":{"card-link":"Recruiter of the Guard"}},{"insert":" Recruiter of the guard are copies 2 and 3 of Rograk with some extra utility. Recruiter is here over "},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" to grab solitude in a pinch. "},{"insert":{"card-link":"Stoneforge Mystic"}},{"insert":" often gets "},{"insert":{"card-link":"Kaldra Compleat"}},{"insert":" if played early, and Nettlecyst if played late. "},{"insert":{"card-link":"Tezzeret, Cruel Captain"}},{"insert":" is an absolute all-star and can grab keywords, ramp, or card draw while also ramping you himself. His ultimate is trivially easy to hit in this deck and can help close games.\n\nLands"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOh my god this manabase. So many of the best cards in the deck are lands. If you take anything away from this primer, make sure your manabase does work for you. There’s far to many amazing lands out there for you to be running just basics and fixing. I can confidently say that this deck doesn't work nearly as well without the copious amount of manabase additions, and the payoff is worth having inconsistent mana at times. \n\nStarting with the MDFC’s - "},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" is amazing removal, "},{"insert":{"card-link":"Sundering Eruption // Volcanic Fissure"}},{"insert":"is a win condition on a land and "},{"insert":{"card-link":"Legion Leadership // Legion Stronghold"}},{"insert":" can delete people.\n\n"},{"insert":{"card-link":"Sanctum of Eternity"}},{"insert":" and "},{"insert":{"card-link":"Command Beacon"}},{"insert":" let you easily re-trigger Odric. "},{"insert":{"card-link":"Fomori Vault"}},{"insert":" is demonic tutor on a land. "},{"insert":{"card-link":"Arena of Glory"}},{"insert":" gives free haste and "},{"insert":{"card-link":"Inkmoth Nexus"}},{"insert":" & "},{"insert":{"card-link":"Blinkmoth Nexus"}},{"insert":" (Inky and Blinky) can activate themselves for a keyword while also wearing your buff effects incredibly well. "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":" is ramp, and "},{"insert":{"card-link":"Inventors' Fair"}},{"insert":" = / "},{"insert":{"card-link":"Urza's Cave"}},{"insert":" are great tutors. "},{"insert":{"card-link":"Secluded Starforge"}},{"insert":" turns any of your creatures into huge threats.\n\n"},{"insert":{"card-link":"Urza's Saga"}},{"insert":" is the best card in the deck. A win condition, mana ramp and a tutor all in one package. Buy this back with Sevinnes and feel the value.\n\nOmissions"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nGoing to go through a quick list of cards that we are not playing in the list:\n\n"},{"insert":{"card-link":"Jaws, Relentless Predator"}},{"insert":" + "},{"insert":{"card-link":"Knuckles the Echidna"}},{"insert":": want to start by saying I have 0 issues with UB cards in commander (standard and modern is a different story). However, I believe mechanically unique SL drops are predatory, and am omitting these until a UW version is printed. Would they be good? Absolutely.\n\n"},{"insert":{"card-link":"Conjurer's Closet"}},{"insert":" / per turn flicker effects: For this version of the deck they are just too slow. Odric gains value each time you re-trigger his ETB but his ETB is sticky, and the once per turn flickers don’t contribute a ton to the plan. Coming back on end step really hurts as well, as you often want to pump your creatures prior to combat.\n\nOther pingers, keywords cards etc: I believe I have put the best version of the cards available in each category. I strongly believe the deck shouldn’t play “do nothing” cards that provide keywords with exceptions for the few, incredible cheap creatures.\n\n"},{"insert":{"card-link":"Smothering Tithe"}},{"insert":": Should be in the deck and likely will be in the near future. It's not at it's best here, due to the low MV of the deck, but the treasures do so much to grease the wheels of your other payoffs that it does deserve a spot in the deck. \n\nMatchups and Gameplan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nWhen you sit down at the table, your hope is to see other aggro decks. Aggro is not easy to pull off in Commander and more aggressive decks at the table mean a relatively smaller pool of life to deal with. Your worst matchups are spell based combo decks as they often ignore your interaction, as well as control decks that can repeatedly wipe your board.\n\nYour general gameplan with the deck is to stick 4 or so keywords on the board early, and then find an artifacts payoff (Karn, Urza's Saga, Thousand Moon's Smithy) to play. Fit Odric into the equation when you feel like you are able to, as his ETB is good prior to playing a payoff or afterwards. You are often winning the game through exorbitantly large constructs, or by pumping evasive creatures with Dowsing Device, Secluded Starforge or Nettlecyst. Generally, you want to attack the table evenly until you can delete one player from the game. Target the most threatening person and then hope that anyone who has stumbled at the table won't be able to regroup before you smack them to death. This deck is not the fastest aggro deck ever built, but can put consistent, oppressing pressure on the board and then hold up interaction. You get \"out of control\" in a much more inconspicuous manner than other popular aggro commanders (Krenko, Edgar etc.) and can fly under the radar while other players point their interaction elsewhere. Seldom is there a singular problem on your board. More often than not, you will find that players struggle to dismantle your boardstate through single target removal once you have established yourself. I have had multiple players target Odric himself with a removal spell the first time playing against him because they don't know where to target, which is an unbelievably exciting moment. To conclude, build your boardstate, begin applying pressure, and leverage card filtering to find what you need as you transition from early to mid to late game boardstates. Do your best to not overextend unless you have a protection spell in hand. \n\nOther Versions"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nOdric is a surprisingly versatile commander with a few different pathways you can take. If you don’t like the look of my list, try building the following:\n\n"},{"attributes":{"bold":true},"insert":"Full Combo:"},{"insert":" Eldrazi Displacer + Odric + KCI + 2 keywords gives you infinite mana and lets you draw your deck. Win from there. Play more tutors, ramp and protection, and take out some of the beat down cards\n\n"},{"attributes":{"bold":true},"insert":"Full Blink: "},{"insert":"You can absolutely run this as a full blink deck, with the full suite of artifact pingers (ingenious artillerist, Hedron detonator, Ghirapur Aether Grid etc) and more blink effects (resto, flickerwhisp etc.) cut the aggro cards, add some blinks and ramp.\n\n"},{"attributes":{"bold":true},"insert":"Equipment:"},{"insert":" I personally believe that this would be boring, as there are better equipment commanders out there, but you can absolutely run Odric as a unique equipment commander. Special shoutout to Arterial Alchemy. This version of the deck could benefit from the “useless” keyword soup creatures ("},{"insert":{"card-link":"Swiftblade Vindicator"}},{"insert":" )\n"}]}




































































































