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Commander
Size: 100Salt sum: 31.29
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Archideckt_Account

205 views23 days ago
Commander
Size: 100Salt sum: 31.29

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{"ops":[{"attributes":{"italic":true},"insert":"Ruin has come to our family..."},{"attributes":{"header":1},"insert":"\n"},{"insert":{"image":"https://i.redd.it/8m6bdvc95rfe1.gif"}},{"insert":"\n\nThis is flavour-first Darkest Dungeon™ list, with some fairly direct references, but mostly featuring mechanics that attempt to emulate the feel and atmosphere of the game. While flavour is at the core of the list, a somewhat coherent gameplan was also taken into consideration, with minimal art/card-name references.\n\nBroadly speaking each base-game zone is centered in black while also borrowing from a different colour of mana: Ruins WB, Weald BG, Warren BR and Cove UB which works out nicely in uniting the deck under a black identity while giving each area a distinctive feel to some degree.\n\nFirst things first, blue has been excluded from the deck for one main reason: Cove has enough material to be its own deck, and in order to not dilute this list too much, it has been spun off into its own thing. This allows for the main themes of the deck to emerge in a more distinct manner without getting lost in the 5C slush that tends to happen.\n\nAt the helm we have the only direct Hero reference "},{"insert":{"card-link":"Saskia the Unyielding"}},{"insert":" , the Hellion, which allows us to take advantage of the decks main mechanics: curses and combat. Just like in the game, the player is enticed to enter increasingly dangerous dungeons to extract better loot and further the game state. We use goading and curses, as well as other tempting propositions to instigate combat and benefit from it. Saskia helps us trigger combat abilities in a pinch or accelerate the game's clock by acting like a curse of sorts.\n\nI have attempted to give a unique identity to each area, but at times respecting the flavour of the Bosses made it challenging.\n\n"},{"attributes":{"color":"#b2b200"},"insert":"The Ruins"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#b2b200","italic":true},"insert":"Pace out the halls of our lineage, once familiar, now foreign."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe ruins is mostly centered in WB but I can see a splash of R in there, with a light overarching sacrifice theme.\n\n"},{"attributes":{"bold":true},"insert":"The Prophet"},{"insert":" - "},{"insert":{"card-link":"Malik, Grim Manipulator"}},{"insert":" : Malik makes a fantastic Prophet with its ETB mimicking the 1-2 target Prognostication into Rubble of Ruin signature attack pattern. The treasure generation is a nice bonus as we do have some sacrifice enablers . \n\n"},{"attributes":{"bold":true},"insert":"The Necromancer"},{"insert":" - "},{"insert":{"card-link":"Acererak the Archlich"}},{"insert":" : While the concept of a necromancer is fairly generic, Acererak make a convincing imitation, summoning undead on attack or furthering our gameplan by letting us repeatedly venture into the dungeon when needed. "},{"insert":{"card-link":"From the Catacombs"}},{"insert":" is another flavourful addition that makes use of the graveyards while introducing the initiative to the game.\n\n"},{"attributes":{"color":"#008a00"},"insert":"The Weald"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#008a00","italic":true},"insert":"I knew all these paths once; now they are as twisted as my own ambitions."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nI immediately imagined the Weald as BG, with a splash of W and a focus on enchantments. \n\n"},{"attributes":{"bold":true},"insert":"The Hag"},{"insert":" - "},{"insert":{"card-link":"Sythis, Harvest's Hand"}},{"insert":" : I'll admit that a 1/2 in WG for the Hag has been hard to fully commit to."},{"insert":{"card-link":"Baba Lysaga, Night Witch"}},{"insert":" was the next choice I could have gone for but the aspect of the Hag experimenting with curses and afflictions made me more incline to lean into the enchantress archetype, seeing that a good amount of enchantments in the deck are curses or cards with similar effects. \n\nCrones ("},{"insert":{"card-link":"Argothian Enchantress"}},{"insert":" also imitating the stealth mechanic with Shroud) and beastmen ( "},{"insert":{"card-link":"Satyr Enchanter"}},{"insert":" ) are parts of our enchantress package that allows us to pile enchantments on the board while keeping our hand stocked.\n\n"},{"attributes":{"bold":true},"insert":"The Brigand Pounder"},{"insert":" - "},{"insert":{"card-link":"Dawnsire, Sunstar Dreadnought"}},{"insert":" : In this instance instead I think the flavour has been pretty on point, if we ignore the spacecraft subtype. Mechanically speaking, just like in the game, this marvel of technology needs additional units to prepare it for an attack, but once it has been loaded, chances for a misfire are low. Opponents can prevent the BOOOOOOM by targeting potential attackers, just like in the game the heroes can target the Matchman to prevent the nuke.\n\n"},{"attributes":{"color":"#a10000"},"insert":"The Warrens"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#a10000","italic":true},"insert":"To prosecute our war against the Swine, we must first scout their squalid homes."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe Warrens is mostly BR-aligned with some elements of G. It was tough to come up with close enough references for this area; either mechanically uninteresting or lacking in flavour.\n\n"},{"attributes":{"bold":true},"insert":"The Swine God"},{"insert":" - "},{"insert":{"card-link":"The Atropal"}},{"insert":" : I did not believe any card accurately captured the Swine God mechanically and flavourfully. The atropal token however shares many similarities with this boss with them both being incomplete gods in the lore. Deathtouch is a nod to its lethality but not much else to add. \n\n"},{"attributes":{"bold":true},"insert":"The Unstable Flesh"},{"insert":"- "},{"insert":{"card-link":"Klothys, God of Destiny"}},{"insert":" : Definitely low on aesthetic flavour, but behaves like the boss lore-wise. An undefeatable mass that can dish out damage and heal itself as it consumes discarded creatures (and other cards) in the depths of the Warrens (the graveyard). A bit of a stretch but I still believe it to be better than a "},{"insert":{"card-link":"Decimator of the Provinces"}},{"insert":" in terms of mechanical flavour.\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#0047b2"},"insert":"The Cove"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#0047b2","italic":true},"insert":"The smell of rotting fish is almost unbearable."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWhile the Cove has been omitted it is definitely UB, with a plausible splash in G.\n\nThe Crew and the Siren would be represented by "},{"insert":{"card-link":"Captain N'ghathrod"}},{"insert":" and "},{"insert":{"card-link":"Maeve, Insidious Singer"}},{"insert":" respectively and the deck would lean into the Eldritch horror, insanity (mill) archetype.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Other Bosses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Collector"},{"insert":" - "},{"insert":{"card-link":"Athreos, Shroud-Veiled"}},{"insert":" : Very similar lore-wise, slowly identifying new items for its collection only waiting for them to expire to add them to its ranks.\n\n"},{"attributes":{"bold":true},"insert":"The Shrieker"},{"insert":" - "},{"insert":{"card-link":"Kroxa, Titan of Death's Hunger"}},{"insert":" : Definitely not a bird in any way, shape or form but a recurring, pestering thief nonetheless. Just like the bird in-game, Kroxa robs the players of choice by making them discard their tools, and they will need to take extra steps to retrieve them.\n\n"},{"attributes":{"bold":true},"insert":"The Countess"},{"insert":" - "},{"insert":{"card-link":"Queen Marchesa"}},{"insert":" : not a vampire but just as lethal, Marchesa introduces the Monarchy to the game , adding another layer of combat incentives to the game. If the crown is lost, one of her loyal attendants can attempt to retrieve it, inviting other players to combat once again.\n\n"},{"attributes":{"bold":true},"insert":"The Shambler"},{"insert":" - "},{"insert":{"card-link":"Karazikar, the Eye Tyrant"}},{"insert":" : An incomprehensible horror from beyond the stars, this beholder can afflict opposing creatures, causing them to become tapped on your combat and panic the next available combat forcing an attack on other players. The Shambler is a tough fight due to its ability to dish out damage and stress in large amounts, and Karazikar makes a credible imitation all in all.\n\n"},{"attributes":{"bold":true},"insert":"Brigand Vvulf"},{"insert":" ( and the Brigand package) - "},{"insert":{"card-link":"Garruk, Cursed Huntsman"}},{"insert":" : The abilities available to Garruk align to some degree to what Vvulf is able to do: summon ads, nuke a target and if the expedition is ignored, can downgrade your buildings, making encounter more dangerous and skewed in favour of the monsters.\n\nWhat emerged alongside Vvulf is a package of cards - "},{"insert":{"card-link":"Isshin, Two Heavens as One"}},{"insert":" "},{"insert":{"card-link":"Windcrag Siege"}},{"insert":" "},{"insert":{"card-link":"Wulfgar of Icewind Dale"}},{"insert":" - that greatly synergizes with our curses and other attack triggers. One especially flavourful interaction is that this Brigand package makes our Pounder increasingly more lethal. Having just one of these on the board can greatly shift combat into our favour.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Combat Incentives and Costs"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAs mentioned, heroes are not specifically referenced but are mostly tied to the dungeon venturing and the initiative, our most prevalent combat incentive. "},{"insert":{"card-link":"Triumphant Adventurer"}},{"insert":" "},{"insert":{"card-link":"Nadaar, Selfless Paladin"}},{"insert":" can trigger on attack, while other like "},{"insert":{"card-link":"Seasoned Dungeoneer"}},{"insert":" or "},{"insert":{"card-link":"Undermountain Adventurer"}},{"insert":" are an one time ETB unitive triggers. Ideally the initiative can provide better overall value, but depending on the circumstances one of the other 3 dungeons can be a valid choice."},{"insert":{"card-link":"Ravenloft Adventurer"}},{"insert":" and "},{"insert":{"card-link":"White Plume Adventurer"}},{"insert":" also prove to be strong members of our party. Lacking a critical amount of evasive creatures is not too bothersome as we have multiple ways to get the initiative back and/or venture deeper into the dungeon without it.\n\nOn the other hand we have several curses that help us redirect aggro or simply benefit from when it is inevitably directed at us. We certainly include all the unluckiest Planeswalker curses - "},{"insert":{"card-link":"Curse of Opulence"}},{"insert":" "},{"insert":{"card-link":"Curse of Bounty"}},{"insert":" "},{"insert":{"card-link":"Curse of Disturbance"}},{"insert":" and "},{"insert":{"card-link":"Curse of Vitality"}},{"insert":" - as well as other more utility-oriented ones in "},{"insert":{"card-link":"Curse of the Restless Dead"}},{"insert":" "},{"insert":{"card-link":"Curse of Clinging Webs"}},{"insert":" "},{"insert":{"card-link":"Curse of Oblivion"}},{"insert":" "},{"insert":{"card-link":"Curse of Death's Hold"}},{"insert":" . Just as in the game's heroes develop quirks as they return from expeditions, so do players at your table can get cursed as the game progresses, making them a more appealing target or weakening their strategy to some degree. Other curses can be contemplated depending on how punishing they need to be.\n\nWhile some attacks and aggro directed at us is acceptable and tollerable, there is no reason to make it as painful as possible, reminding our opponents that no expedition can be truly safe or without casualties. on the softer side we have effects like "},{"insert":{"card-link":"Crawlspace"}},{"insert":" that limit aggro towards us through the tight hallways of our dungeons, or the "},{"insert":{"card-link":"Cunning Rhetoric"}},{"insert":" of our ancestor and "},{"insert":{"card-link":"Search the Premises"}},{"insert":" that both give us resources in return for being attacked. More punishing are "},{"insert":{"card-link":"Glissa Sunslayer"}},{"insert":" "},{"insert":{"card-link":"No Mercy"}},{"insert":" "},{"attributes":{"italic":true},"insert":" "},{"insert":"and ("},{"attributes":{"italic":true},"insert":"gnawin uncertainty - the birthplace of) "},{"insert":{"card-link":"Dread"}},{"insert":" that let our opponents know that attacking us will result in loosing one or more attackers, tilting the scales towards a less beneficial combat. in combination with "},{"insert":{"card-link":"Trove of Temptation"}},{"insert":" , creatures will be like lambs to the slaughter, slowly eating at our opponents' boards. \n\nWe also have "},{"insert":{"card-link":"Darkness"}},{"insert":" to foil a wide swing, as accuracy tends to decrease when torchless, and "},{"insert":{"card-link":"Whip of Erebos"}},{"insert":" to provide some sustain and the game progresses and some recursion in a pinch. While this las one is not a direct reference to any item or event in particular, it represents the Dungeon's resilience and the undying nature of the evil that lurks within.\n\nRamp and Removal"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nA lightning round of references where possible:\n\n"},{"attributes":{"italic":true},"insert":"Glittering Gold, trinkets and baubles "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" "},{"insert":{"card-link":"Fellwar Stone"}},{"insert":" "},{"insert":{"card-link":"Chromatic Lantern"}},{"insert":" "},{"attributes":{"italic":true},"insert":", paid for in blood"},{"insert":" "},{"insert":{"card-link":"Coveted Jewel"}},{"insert":" .\n\n"},{"insert":{"card-link":"Three Visits"}},{"insert":" : the amount of times required to kill each boss.\n"},{"insert":{"card-link":"Nature's Lore"}},{"insert":" : the lore that can be looted in-game.\n"},{"insert":{"card-link":"Farseek"}},{"insert":" : the ancestor's letters reaching far and wide to attract new heirs.\n"},{"insert":{"card-link":"Spelunking"}},{"insert":" : the exploration of the various tunnels, caves and winding paths of a dungeon.\n"},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" : the temptation of exploring and learning more about what really happened.\n"},{"insert":{"card-link":"Open the Way"}},{"insert":" : when a new region is unlocked for exploration.\n"},{"insert":{"card-link":"The Deck of Many Things"}},{"insert":" : the RNG nature of the game.\n"},{"insert":{"card-link":"Loot Dispute"}},{"insert":" : Kleptomania. \n\n"},{"insert":{"card-link":"Gisa's Favorite Shovel"}},{"insert":" : THE shovel. \n"},{"insert":{"card-link":"Beast Within"}},{"insert":" : Abomination's transformation.\n"},{"insert":{"card-link":"Nowhere to Run"}},{"insert":" : when fleeing a battle is not allowed or fails.\n"},{"insert":{"card-link":"Doom Foretold"}},{"insert":" : the game's overall feeling of impending doom.\n"},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":" : the unique trinkets from each boss, obtainable after defeating them.\n\n"},{"insert":{"card-link":"Force of Despair"}},{"insert":" : the game leans into the hopelessness of fighting back against these undying horrors.\n"},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" : honestly any of the ancestors many failures.\n"},{"insert":{"card-link":"Spiteful Banditry"}},{"insert":" : the raid on the hamlet called by Vvulf.\n"},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" : no real reference in particular, but fits the atmosphere.\n"},{"insert":{"card-link":"Tragic Arrogance"}},{"insert":" : "},{"attributes":{"italic":true},"insert":"Be weary - triumphant pride precipitates a dizzying fall..."},{"insert":"\n\nI hope that you enjoyed my interpretation of DD into this list. i will be keeping my eyes open for any better references that may appear in the future. \n\nIn the meantime I am open to receiving feedback regarding better additions.\n\n\n\n\n\n\n"}]}
Saskia the Unyielding
Vigilance, haste
As Saskia enters, choose a player.
Whenever a creature you control deals combat damage to a player, it deals that much damage to the chosen player.
Legendary Creature - Human Soldier
Saskia the Unyielding (c16) 41

Commander

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Isshin, Two Heavens as One
If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Human Samurai
Isshin, Two Heavens as One (neo) 224
Windcrag Siege
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
Enchantment
Windcrag Siege (tdm) 235
Wulfgar of Icewind Dale
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
If a creature you control attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Legendary Creature - Human Barbarian
Wulfgar of Icewind Dale (afc) 56

Copy

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Cunning Rhetoric
Whenever an opponent attacks you and/or one or more planeswalkers you control, exile the top card of that player's library. You may play that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast it.
Enchantment
Cunning Rhetoric (otc) 129
Curse of Bounty
Enchant player
Whenever enchanted player is attacked, untap all nonland permanents you control. Each opponent attacking that player untaps all nonland permanents they control.
Enchantment - Aura Curse
Curse of Bounty (c17) 30
Curse of Clinging Webs
Enchant player
Whenever a nontoken creature enchanted player controls dies, exile it and you create a 1/2 green Spider creature token with reach.
Enchantment - Aura Curse
Curse of Clinging Webs (mic) 25
Curse of Death's Hold
Enchant player
Creatures enchanted player controls get -1/-1.
Enchantment - Aura Curse
Curse of Death's Hold (isd) 94
Curse of Disturbance
Enchant player
Whenever enchanted player is attacked, create a 2/2 black Zombie creature token. Each opponent attacking that player does the same.
Enchantment - Aura Curse
Curse of Disturbance (scd) 74
Curse of Oblivion
Enchant player
At the beginning of enchanted player's upkeep, that player exiles two cards from their graveyard.
Enchantment - Aura Curse
Curse of Oblivion (isd) 95
Curse of Opulence
Enchant player
Whenever enchanted player is attacked, create a Gold token. Each opponent attacking that player does the same. (A Gold token is an artifact with "Sacrifice this token: Add one mana of any color.")
Enchantment - Aura Curse
Curse of Opulence (moc) 274
Curse of the Restless Dead
Enchant player
Whenever a land enchanted player controls enters, you create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Enchantment - Aura Curse
Curse of the Restless Dead (mic) 18
Curse of Vitality
Enchant player
Whenever enchanted player is attacked, you gain 2 life. Each opponent attacking that player does the same.
Enchantment - Aura Curse
Curse of Vitality (c17) 3
Trove of Temptation
Each opponent must attack you or a planeswalker you control with at least one creature each combat if able.
At the beginning of your end step, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Trove of Temptation (j22) 616

Curse you

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Argothian Enchantress
Shroud (This creature can't be the target of spells or abilities.)
Whenever you cast an enchantment spell, draw a card.
Creature - Human Druid
Argothian Enchantress (ema) 158
Coveted Jewel
When this artifact enters, draw three cards.
: Add three mana of any one color.
Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it.
Artifact
Coveted Jewel (blc) 268
Glissa Sunslayer
First strike, deathtouch
Whenever Glissa Sunslayer deals combat damage to a player, choose one —
• You draw a card and lose 1 life.
• Destroy target enchantment.
• Remove up to three counters from target permanent.
Legendary Creature - Elf Zombie Phyrexian
Glissa Sunslayer (one) 202
Karazikar, the Eye Tyrant
Whenever you attack a player, tap target creature that player controls and goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever an opponent attacks another one of your opponents, you and the attacking player each draw a card and lose 1 life.
Legendary Creature - Beholder
Karazikar, the Eye Tyrant (afc) 49
Queen Marchesa
Deathtouch, haste
When Queen Marchesa enters, you become the monarch.
At the beginning of your upkeep, if an opponent is the monarch, create a 1/1 black Assassin creature token with deathtouch and haste.
Legendary Creature - Human Assassin
Queen Marchesa (cn2) 78
Satyr Enchanter
Whenever you cast an enchantment spell, draw a card.
Creature - Druid Satyr
Satyr Enchanter (m19) 223
Search the Premises
Whenever a creature attacks you or a planeswalker you control, investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Enchantment
Search the Premises (mh2) 29
Sythis, Harvest's Hand
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
Legendary Creature Enchantment - Nymph
Sythis, Harvest's Hand (cmm) 938
The Deck of Many Things
,
: Roll a d20 and subtract the number of cards in your hand. If the result is 0 or less, discard your hand.
1—9 | Return a card at random from your graveyard to your hand.
10—19 | Draw two cards.
20 | Put a creature card from any graveyard onto the battlefield under your control. When that creature dies, its owner loses the game.
Legendary Artifact
The Deck of Many Things (afr) 241

Draw

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Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
Bountiful Promenade
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Bountiful Promenade (clb) 601
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmr) 705
Deathcap Glade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deathcap Glade (vow) 281
Dragonskull Summit
This land enters tapped unless you control a Swamp or a Mountain.
: Add
or
.
Land
Dragonskull Summit (m12) 225
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (afc) 236
Fetid Heath
: Add
.
,
: Add
,
, or
.
Land
Fetid Heath (frc) 72
Forest
(
: Add
.)
Basic Land - Forest
Forest (dsk) 276
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (eoe) 280
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (h1r) 39
Haunted Ridge
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Haunted Ridge (dbl) 263
Indatha Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Swamp Forest
Indatha Triome (iko) 248
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (drc) 162
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (cmr) 721
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 248
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (dsk) 275
Overgrown Farmland
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Overgrown Farmland (tdc) 381
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (grn) 253
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (cmr) 353
Plains
(
: Add
.)
Basic Land - Plains
Plains (dsk) 272
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (mid) 266
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (eoe) 256
Savai Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Swamp Mountain
Savai Triome (iko) 253
Shattered Sanctum
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shattered Sanctum (pvow) 264s
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (cmm) 427
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (clb) 361
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (gtc) 247
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (vow) 285
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (dsk) 274
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (rtr) 248
Undergrowth Stadium
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Undergrowth Stadium (cmm) 435
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (plc) 165
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (zen) 229
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 236
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (mh2) 480
Ziatora's Proving Ground
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Swamp Mountain Forest
Ziatora's Proving Ground (snc) 261

Land

(Ctrl to add secondary)
Crawlspace
No more than two creatures can attack you each combat.
Artifact
Crawlspace (dmr) 217
Darkness
Prevent all combat damage that would be dealt this turn.
Instant
Darkness (tsb) 40
Dread
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
Whenever a creature deals damage to you, destroy it.
When Dread is put into a graveyard from anywhere, shuffle it into its owner's library.
Creature - Elemental Incarnation
Dread (lrw) 107
No Mercy
Whenever a creature deals damage to you, destroy it.
Enchantment
No Mercy (dmr) 95

Protection

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (znc) 106
Chromatic Lantern
Lands you control have "
: Add one mana of any color."
: Add one mana of any color.
Artifact
Chromatic Lantern (rtr) 226
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (rav) 163
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (tdc) 318
Klothys, God of Destiny
Indestructible
As long as your devotion to red and green is less than seven, Klothys isn't a creature.
At the beginning of your first main phase, exile target card from a graveyard. If it was a land card, add
or
. Otherwise, you gain 2 life and Klothys deals 2 damage to each opponent.
Legendary Creature Enchantment - God
Klothys, God of Destiny (plst) THB-220
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (cmm) 904
Open the Way
X can't be greater than the number of players in the game.
Reveal cards from the top of your library until you reveal X land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.
Sorcery
Open the Way (mat) 23
Spelunking
When this enchantment enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life.
Lands you control enter untapped.
Enchantment
Spelunking (lci) 213
Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery
Tempt with Discovery (blc) 124
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (cmr) 261

Ramp

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Athreos, Shroud-Veiled
Indestructible
As long as your devotion to white and black is less than seven, Athreos isn't a creature.
At the beginning of your end step, put a coin counter on another target creature.
Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control.
Legendary Creature Enchantment - God
Athreos, Shroud-Veiled (thb) 269
Kroxa, Titan of Death's Hunger
When Kroxa enters, sacrifice it unless it escaped.
Whenever Kroxa enters or attacks, each opponent discards a card, then each opponent who didn't discard a nonland card this way loses 3 life.
Escape—
, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant
Kroxa, Titan of Death's Hunger (mul) 49
Whip of Erebos
Creatures you control have lifelink.
,
: Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Legendary Artifact Enchantment
Whip of Erebos (ths) 110

Recursion

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Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (mkm) 412
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (dsc) 80
Dawnsire, Sunstar Dreadnought
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 20+.)
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
Legendary Artifact - Spacecraft
Dawnsire, Sunstar Dreadnought (eoe) 238
Doom Foretold
At the beginning of each player's upkeep, that player sacrifices a nonland, nontoken permanent of their choice. If that player can't, they discard a card, they lose 2 life, you draw a card, you gain 2 life, you create a 2/2 white Knight creature token with vigilance, then you sacrifice this enchantment.
Enchantment
Doom Foretold (eld) 187
Force of Despair
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost.
Destroy all creatures that entered this turn.
Instant
Force of Despair (mh1) 92
Garruk, Cursed Huntsman
0: Create two 2/2 black and green Wolf creature tokens with "When this token dies, put a loyalty counter on each Garruk you control."
−3: Destroy target creature. Draw a card.
−6: You get an emblem with "Creatures you control get +3/+3 and have trample."
Legendary Planeswalker - Garruk
Garruk, Cursed Huntsman (eld) 191
Gisa's Favorite Shovel
Equipped creature gets +2/+0 and has menace.
Whenever equipped creature attacks, defending player sacrifices a creature of their choice. If they do, you create a Walker token.
Equip
Legendary Artifact - Equipment
Gisa's Favorite Shovel (slx) 19
Malik, Grim Manipulator
When Malik, Grim Manipulator enters, you and target opponent each secretly choose a creature that player controls. Then those choices are revealed, and that player sacrifices those creatures.
Whenever an opponent sacrifices a creature, you create a Treasure token.
Legendary Creature - Human Rogue
Malik, Grim Manipulator (slx) 23
Nowhere to Run
Flash
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
Enchantment
Nowhere to Run (pw26) 1

Removal

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Acererak the Archlich
When Acererak enters, if you haven't completed Tomb of Annihilation, return Acererak to its owner's hand and venture into the dungeon.
Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
Legendary Creature - Wizard Zombie
Acererak the Archlich (afr) 87
From the Catacombs
Put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. You take the initiative. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
Escape—
, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Sorcery
From the Catacombs (clb) 671
Loot Dispute
When this enchantment enters, you take the initiative and create a Treasure token.
Whenever you attack the player who has the initiative, create a Treasure token.
Loud Ruckus — Whenever you complete a dungeon, create a 5/5 red Dragon creature token with flying.
Enchantment
Loot Dispute (clb) 677
Nadaar, Selfless Paladin
Vigilance
Whenever Nadaar enters or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.
Legendary Creature - Knight Dragon
Nadaar, Selfless Paladin (afr) 27
Ravenloft Adventurer
When this creature enters, you take the initiative.
If a creature an opponent controls would die, instead exile it and put a hit counter on it.
Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
Creature - Human Rogue Assassin
Ravenloft Adventurer (clb) 142
Seasoned Dungeoneer
When this creature enters, you take the initiative.
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Creature - Human Warrior
Seasoned Dungeoneer (clb) 660
Thorough Investigation
Whenever you attack, investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Whenever you sacrifice a Clue, venture into the dungeon. (Enter the first room or advance to the next room.)
Enchantment
Thorough Investigation (afc) 12
Triumphant Adventurer
Deathtouch
During your turn, this creature has first strike.
Whenever this creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Creature - Human Knight
Triumphant Adventurer (afr) 237
Undermountain Adventurer
Vigilance
When this creature enters, you take the initiative.
: Add
. If you've completed a dungeon, add six
instead.
Creature - Warrior Giant
Undermountain Adventurer (clb) 594
White Plume Adventurer
When this creature enters, you take the initiative.
At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
Creature - Cleric Orc
White Plume Adventurer (clb) 49

Venture

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Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (ncc) 264
Spiteful Banditry
When this enchantment enters, it deals X damage to each creature.
Whenever one or more creatures your opponents control die, you create a Treasure token. This ability triggers only once each turn.
Enchantment
Spiteful Banditry (ltr) 149
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (cmm) 191
Tragic Arrogance
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
Sorcery
Tragic Arrogance (soc) 182

Wrath

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Abyssal Harvester
: Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.
Creature - Demon Warlock
Abyssal Harvester (fdn) 54
Archon of Cruelty
Flying
Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
Creature - Archon
Archon of Cruelty (mh2) 75
Baeloth Barrityl, Entertainer
Creatures your opponents control with power less than Baeloth Barrityl's power are goaded. (They attack each combat if able and attack a player other than you if able.)
Whenever a goaded attacking or blocking creature dies, you create a Treasure token.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Elf Shaman
Baeloth Barrityl, Entertainer (clb) 655
Barrensteppe Siege
As this enchantment enters, choose Abzan or Mardu.
• Abzan — At the beginning of your end step, put a +1/+1 counter on each creature you control.
• Mardu — At the beginning of your end step, if a creature died under your control this turn, each opponent sacrifices a creature of their choice.
Enchantment
Barrensteppe Siege (tdm) 171
Barrowin of Clan Undurr
When Barrowin enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Whenever Barrowin attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
Legendary Creature - Cleric Dwarf
Barrowin of Clan Undurr (afr) 336
Berserk
Cast this spell only before the combat damage step.
Target creature gains trample and gets +X/+0 until end of turn, where X is its power. At the beginning of the next end step, destroy that creature if it attacked this turn.
Instant
Berserk (cn2) 175
Bloodboil Sorcerer
When this creature enters, you take the initiative.
Crown of Madness —
, Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Creature - Human Shaman Sorcerer
Bloodboil Sorcerer (clb) 164
Curse of Shallow Graves
Enchant player
Whenever a player attacks enchanted player with one or more creatures, that attacking player may create a tapped 2/2 black Zombie creature token.
Enchantment - Aura Curse
Curse of Shallow Graves (plst) C13-71
Death Tyrant
Menace
Negative Energy Cone — Whenever an attacking creature you control or a blocking creature an opponent controls dies, create a 2/2 black Zombie creature token.
: Return this card from your graveyard to the battlefield tapped.
Creature - Skeleton Beholder
Death Tyrant (afc) 23
Delver's Torch
Equipped creature gets +1/+1.
Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Delver's Torch (afr) 10
Disorienting Choice
For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Disorienting Choice (dsc) 32
Dredge the Mire
Each opponent chooses a creature card in their graveyard. Put those cards onto the battlefield under your control.
Sorcery
Dredge the Mire (scd) 76
Dune-Brood Nephilim
Whenever this creature deals combat damage to a player, create a 1/1 colorless Sand creature token for each land you control.
Creature - Nephilim
Dune-Brood Nephilim (gpt) 110
Eidolon of Blossoms
Constellation — Whenever this creature or another enchantment you control enters, draw a card.
Creature Enchantment - Spirit
Eidolon of Blossoms (woc) 124
Enchantress's Presence
Whenever you cast an enchantment spell, draw a card.
Enchantment
Enchantress's Presence (woc) 125
Farewell
Choose one or more —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all graveyards.
Sorcery
Farewell (m3c) 170
Great Unclean One
Reverberating Summons — At the beginning of your end step, each opponent loses 2 life. Then for each opponent who has less life than you, create a 1/3 black Demon creature token named Plaguebearer of Nurgle.
Creature - Demon
Great Unclean One (40k) 35
Hide
Put target artifact or enchantment on the bottom of its owner's library.
Instant
Hide // Seek (dis) 151
Mardu Siegebreaker
Deathtouch, haste
When this creature enters, exile up to one other target creature you control until this creature leaves the battlefield.
Whenever this creature attacks, for each opponent, create a tapped token that's a copy of the exiled card attacking that opponent. At the beginning of your next end step, sacrifice those tokens.
Creature - Human Warrior
Mardu Siegebreaker (tdm) 206
Norn's Annex
(
can be paid with either
or 2 life.)
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures.
Artifact
Norn's Annex (nph) 17
Phlage, Titan of Fire's Fury
When Phlage enters, sacrifice it unless it escaped.
Whenever Phlage enters or attacks, it deals 3 damage to any target and you gain 3 life.
Escape—
, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legendary Creature - Elder Giant
Phlage, Titan of Fire's Fury (mh3) 197
Royal Assassin
: Destroy target tapped creature.
Creature - Human Assassin
Royal Assassin (m11) 116
Sword of Feast and Famine
Equipped creature gets +2/+2 and has protection from black and from green.
Whenever equipped creature deals combat damage to a player, that player discards a card and you untap all lands you control.
Equip
Artifact - Equipment
Sword of Feast and Famine (acr) 99
Sword of Light and Shadow
Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Artifact - Equipment
Sword of Light and Shadow (acr) 100
Thalia and The Gitrog Monster
First strike, deathtouch
You may play an additional land on each of your turns.
Creatures and nonbasic lands your opponents control enter tapped.
Whenever Thalia and The Gitrog Monster attacks, sacrifice a creature or land, then draw a card.
Legendary Creature - Human Horror Frog
Thalia and The Gitrog Monster (mom) 255
Thantis, the Warweaver
Reach, vigilance
All creatures attack each combat if able.
Whenever a creature attacks you or a planeswalker you control, put a +1/+1 counter on Thantis.
Legendary Creature - Spider
Thantis, the Warweaver (plst) C18-46
Treasure Chest
, Sacrifice this artifact: Roll a d20.
1 | Trapped! — You lose 3 life.
2—9 | Create five Treasure tokens.
10—19 | You gain 3 life and draw three cards.
20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
Artifact
Treasure Chest (afr) 252
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 235

Maybeboard

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Deck Info

Deck stats

18 pips - 17 cards
29 mana - 24 cards
0 pips - 0 cards
0 mana - 11 cards
35 pips - 28 cards
29 mana - 24 cards
15 pips - 14 cards
26 mana - 23 cards
20 pips - 19 cards
30 mana - 25 cards
0 pips - 0 cards
2 mana - 2 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"italic":true},"insert":"Ruin has come to our family..."},{"attributes":{"header":1},"insert":"\n"},{"insert":{"image":"https://i.redd.it/8m6bdvc95rfe1.gif"}},{"insert":"\n\nThis is flavour-first Darkest Dungeon™ list, with some fairly direct references, but mostly featuring mechanics that attempt to emulate the feel and atmosphere of the game. While flavour is at the core of the list, a somewhat coherent gameplan was also taken into consideration, with minimal art/card-name references.\n\nBroadly speaking each base-game zone is centered in black while also borrowing from a different colour of mana: Ruins WB, Weald BG, Warren BR and Cove UB which works out nicely in uniting the deck under a black identity while giving each area a distinctive feel to some degree.\n\nFirst things first, blue has been excluded from the deck for one main reason: Cove has enough material to be its own deck, and in order to not dilute this list too much, it has been spun off into its own thing. This allows for the main themes of the deck to emerge in a more distinct manner without getting lost in the 5C slush that tends to happen.\n\nAt the helm we have the only direct Hero reference "},{"insert":{"card-link":"Saskia the Unyielding"}},{"insert":" , the Hellion, which allows us to take advantage of the decks main mechanics: curses and combat. Just like in the game, the player is enticed to enter increasingly dangerous dungeons to extract better loot and further the game state. We use goading and curses, as well as other tempting propositions to instigate combat and benefit from it. Saskia helps us trigger combat abilities in a pinch or accelerate the game's clock by acting like a curse of sorts.\n\nI have attempted to give a unique identity to each area, but at times respecting the flavour of the Bosses made it challenging.\n\n"},{"attributes":{"color":"#b2b200"},"insert":"The Ruins"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#b2b200","italic":true},"insert":"Pace out the halls of our lineage, once familiar, now foreign."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe ruins is mostly centered in WB but I can see a splash of R in there, with a light overarching sacrifice theme.\n\n"},{"attributes":{"bold":true},"insert":"The Prophet"},{"insert":" - "},{"insert":{"card-link":"Malik, Grim Manipulator"}},{"insert":" : Malik makes a fantastic Prophet with its ETB mimicking the 1-2 target Prognostication into Rubble of Ruin signature attack pattern. The treasure generation is a nice bonus as we do have some sacrifice enablers . \n\n"},{"attributes":{"bold":true},"insert":"The Necromancer"},{"insert":" - "},{"insert":{"card-link":"Acererak the Archlich"}},{"insert":" : While the concept of a necromancer is fairly generic, Acererak make a convincing imitation, summoning undead on attack or furthering our gameplan by letting us repeatedly venture into the dungeon when needed. "},{"insert":{"card-link":"From the Catacombs"}},{"insert":" is another flavourful addition that makes use of the graveyards while introducing the initiative to the game.\n\n"},{"attributes":{"color":"#008a00"},"insert":"The Weald"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#008a00","italic":true},"insert":"I knew all these paths once; now they are as twisted as my own ambitions."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nI immediately imagined the Weald as BG, with a splash of W and a focus on enchantments. \n\n"},{"attributes":{"bold":true},"insert":"The Hag"},{"insert":" - "},{"insert":{"card-link":"Sythis, Harvest's Hand"}},{"insert":" : I'll admit that a 1/2 in WG for the Hag has been hard to fully commit to."},{"insert":{"card-link":"Baba Lysaga, Night Witch"}},{"insert":" was the next choice I could have gone for but the aspect of the Hag experimenting with curses and afflictions made me more incline to lean into the enchantress archetype, seeing that a good amount of enchantments in the deck are curses or cards with similar effects. \n\nCrones ("},{"insert":{"card-link":"Argothian Enchantress"}},{"insert":" also imitating the stealth mechanic with Shroud) and beastmen ( "},{"insert":{"card-link":"Satyr Enchanter"}},{"insert":" ) are parts of our enchantress package that allows us to pile enchantments on the board while keeping our hand stocked.\n\n"},{"attributes":{"bold":true},"insert":"The Brigand Pounder"},{"insert":" - "},{"insert":{"card-link":"Dawnsire, Sunstar Dreadnought"}},{"insert":" : In this instance instead I think the flavour has been pretty on point, if we ignore the spacecraft subtype. Mechanically speaking, just like in the game, this marvel of technology needs additional units to prepare it for an attack, but once it has been loaded, chances for a misfire are low. Opponents can prevent the BOOOOOOM by targeting potential attackers, just like in the game the heroes can target the Matchman to prevent the nuke.\n\n"},{"attributes":{"color":"#a10000"},"insert":"The Warrens"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#a10000","italic":true},"insert":"To prosecute our war against the Swine, we must first scout their squalid homes."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe Warrens is mostly BR-aligned with some elements of G. It was tough to come up with close enough references for this area; either mechanically uninteresting or lacking in flavour.\n\n"},{"attributes":{"bold":true},"insert":"The Swine God"},{"insert":" - "},{"insert":{"card-link":"The Atropal"}},{"insert":" : I did not believe any card accurately captured the Swine God mechanically and flavourfully. The atropal token however shares many similarities with this boss with them both being incomplete gods in the lore. Deathtouch is a nod to its lethality but not much else to add. \n\n"},{"attributes":{"bold":true},"insert":"The Unstable Flesh"},{"insert":"- "},{"insert":{"card-link":"Klothys, God of Destiny"}},{"insert":" : Definitely low on aesthetic flavour, but behaves like the boss lore-wise. An undefeatable mass that can dish out damage and heal itself as it consumes discarded creatures (and other cards) in the depths of the Warrens (the graveyard). A bit of a stretch but I still believe it to be better than a "},{"insert":{"card-link":"Decimator of the Provinces"}},{"insert":" in terms of mechanical flavour.\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"color":"#0047b2"},"insert":"The Cove"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#0047b2","italic":true},"insert":"The smell of rotting fish is almost unbearable."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWhile the Cove has been omitted it is definitely UB, with a plausible splash in G.\n\nThe Crew and the Siren would be represented by "},{"insert":{"card-link":"Captain N'ghathrod"}},{"insert":" and "},{"insert":{"card-link":"Maeve, Insidious Singer"}},{"insert":" respectively and the deck would lean into the Eldritch horror, insanity (mill) archetype.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Other Bosses"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"The Collector"},{"insert":" - "},{"insert":{"card-link":"Athreos, Shroud-Veiled"}},{"insert":" : Very similar lore-wise, slowly identifying new items for its collection only waiting for them to expire to add them to its ranks.\n\n"},{"attributes":{"bold":true},"insert":"The Shrieker"},{"insert":" - "},{"insert":{"card-link":"Kroxa, Titan of Death's Hunger"}},{"insert":" : Definitely not a bird in any way, shape or form but a recurring, pestering thief nonetheless. Just like the bird in-game, Kroxa robs the players of choice by making them discard their tools, and they will need to take extra steps to retrieve them.\n\n"},{"attributes":{"bold":true},"insert":"The Countess"},{"insert":" - "},{"insert":{"card-link":"Queen Marchesa"}},{"insert":" : not a vampire but just as lethal, Marchesa introduces the Monarchy to the game , adding another layer of combat incentives to the game. If the crown is lost, one of her loyal attendants can attempt to retrieve it, inviting other players to combat once again.\n\n"},{"attributes":{"bold":true},"insert":"The Shambler"},{"insert":" - "},{"insert":{"card-link":"Karazikar, the Eye Tyrant"}},{"insert":" : An incomprehensible horror from beyond the stars, this beholder can afflict opposing creatures, causing them to become tapped on your combat and panic the next available combat forcing an attack on other players. The Shambler is a tough fight due to its ability to dish out damage and stress in large amounts, and Karazikar makes a credible imitation all in all.\n\n"},{"attributes":{"bold":true},"insert":"Brigand Vvulf"},{"insert":" ( and the Brigand package) - "},{"insert":{"card-link":"Garruk, Cursed Huntsman"}},{"insert":" : The abilities available to Garruk align to some degree to what Vvulf is able to do: summon ads, nuke a target and if the expedition is ignored, can downgrade your buildings, making encounter more dangerous and skewed in favour of the monsters.\n\nWhat emerged alongside Vvulf is a package of cards - "},{"insert":{"card-link":"Isshin, Two Heavens as One"}},{"insert":" "},{"insert":{"card-link":"Windcrag Siege"}},{"insert":" "},{"insert":{"card-link":"Wulfgar of Icewind Dale"}},{"insert":" - that greatly synergizes with our curses and other attack triggers. One especially flavourful interaction is that this Brigand package makes our Pounder increasingly more lethal. Having just one of these on the board can greatly shift combat into our favour.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Combat Incentives and Costs"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAs mentioned, heroes are not specifically referenced but are mostly tied to the dungeon venturing and the initiative, our most prevalent combat incentive. "},{"insert":{"card-link":"Triumphant Adventurer"}},{"insert":" "},{"insert":{"card-link":"Nadaar, Selfless Paladin"}},{"insert":" can trigger on attack, while other like "},{"insert":{"card-link":"Seasoned Dungeoneer"}},{"insert":" or "},{"insert":{"card-link":"Undermountain Adventurer"}},{"insert":" are an one time ETB unitive triggers. Ideally the initiative can provide better overall value, but depending on the circumstances one of the other 3 dungeons can be a valid choice."},{"insert":{"card-link":"Ravenloft Adventurer"}},{"insert":" and "},{"insert":{"card-link":"White Plume Adventurer"}},{"insert":" also prove to be strong members of our party. Lacking a critical amount of evasive creatures is not too bothersome as we have multiple ways to get the initiative back and/or venture deeper into the dungeon without it.\n\nOn the other hand we have several curses that help us redirect aggro or simply benefit from when it is inevitably directed at us. We certainly include all the unluckiest Planeswalker curses - "},{"insert":{"card-link":"Curse of Opulence"}},{"insert":" "},{"insert":{"card-link":"Curse of Bounty"}},{"insert":" "},{"insert":{"card-link":"Curse of Disturbance"}},{"insert":" and "},{"insert":{"card-link":"Curse of Vitality"}},{"insert":" - as well as other more utility-oriented ones in "},{"insert":{"card-link":"Curse of the Restless Dead"}},{"insert":" "},{"insert":{"card-link":"Curse of Clinging Webs"}},{"insert":" "},{"insert":{"card-link":"Curse of Oblivion"}},{"insert":" "},{"insert":{"card-link":"Curse of Death's Hold"}},{"insert":" . Just as in the game's heroes develop quirks as they return from expeditions, so do players at your table can get cursed as the game progresses, making them a more appealing target or weakening their strategy to some degree. Other curses can be contemplated depending on how punishing they need to be.\n\nWhile some attacks and aggro directed at us is acceptable and tollerable, there is no reason to make it as painful as possible, reminding our opponents that no expedition can be truly safe or without casualties. on the softer side we have effects like "},{"insert":{"card-link":"Crawlspace"}},{"insert":" that limit aggro towards us through the tight hallways of our dungeons, or the "},{"insert":{"card-link":"Cunning Rhetoric"}},{"insert":" of our ancestor and "},{"insert":{"card-link":"Search the Premises"}},{"insert":" that both give us resources in return for being attacked. More punishing are "},{"insert":{"card-link":"Glissa Sunslayer"}},{"insert":" "},{"insert":{"card-link":"No Mercy"}},{"insert":" "},{"attributes":{"italic":true},"insert":" "},{"insert":"and ("},{"attributes":{"italic":true},"insert":"gnawin uncertainty - the birthplace of) "},{"insert":{"card-link":"Dread"}},{"insert":" that let our opponents know that attacking us will result in loosing one or more attackers, tilting the scales towards a less beneficial combat. in combination with "},{"insert":{"card-link":"Trove of Temptation"}},{"insert":" , creatures will be like lambs to the slaughter, slowly eating at our opponents' boards. \n\nWe also have "},{"insert":{"card-link":"Darkness"}},{"insert":" to foil a wide swing, as accuracy tends to decrease when torchless, and "},{"insert":{"card-link":"Whip of Erebos"}},{"insert":" to provide some sustain and the game progresses and some recursion in a pinch. While this las one is not a direct reference to any item or event in particular, it represents the Dungeon's resilience and the undying nature of the evil that lurks within.\n\nRamp and Removal"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nA lightning round of references where possible:\n\n"},{"attributes":{"italic":true},"insert":"Glittering Gold, trinkets and baubles "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" "},{"insert":{"card-link":"Fellwar Stone"}},{"insert":" "},{"insert":{"card-link":"Chromatic Lantern"}},{"insert":" "},{"attributes":{"italic":true},"insert":", paid for in blood"},{"insert":" "},{"insert":{"card-link":"Coveted Jewel"}},{"insert":" .\n\n"},{"insert":{"card-link":"Three Visits"}},{"insert":" : the amount of times required to kill each boss.\n"},{"insert":{"card-link":"Nature's Lore"}},{"insert":" : the lore that can be looted in-game.\n"},{"insert":{"card-link":"Farseek"}},{"insert":" : the ancestor's letters reaching far and wide to attract new heirs.\n"},{"insert":{"card-link":"Spelunking"}},{"insert":" : the exploration of the various tunnels, caves and winding paths of a dungeon.\n"},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" : the temptation of exploring and learning more about what really happened.\n"},{"insert":{"card-link":"Open the Way"}},{"insert":" : when a new region is unlocked for exploration.\n"},{"insert":{"card-link":"The Deck of Many Things"}},{"insert":" : the RNG nature of the game.\n"},{"insert":{"card-link":"Loot Dispute"}},{"insert":" : Kleptomania. \n\n"},{"insert":{"card-link":"Gisa's Favorite Shovel"}},{"insert":" : THE shovel. \n"},{"insert":{"card-link":"Beast Within"}},{"insert":" : Abomination's transformation.\n"},{"insert":{"card-link":"Nowhere to Run"}},{"insert":" : when fleeing a battle is not allowed or fails.\n"},{"insert":{"card-link":"Doom Foretold"}},{"insert":" : the game's overall feeling of impending doom.\n"},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":" : the unique trinkets from each boss, obtainable after defeating them.\n\n"},{"insert":{"card-link":"Force of Despair"}},{"insert":" : the game leans into the hopelessness of fighting back against these undying horrors.\n"},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" : honestly any of the ancestors many failures.\n"},{"insert":{"card-link":"Spiteful Banditry"}},{"insert":" : the raid on the hamlet called by Vvulf.\n"},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" : no real reference in particular, but fits the atmosphere.\n"},{"insert":{"card-link":"Tragic Arrogance"}},{"insert":" : "},{"attributes":{"italic":true},"insert":"Be weary - triumphant pride precipitates a dizzying fall..."},{"insert":"\n\nI hope that you enjoyed my interpretation of DD into this list. i will be keeping my eyes open for any better references that may appear in the future. \n\nIn the meantime I am open to receiving feedback regarding better additions.\n\n\n\n\n\n\n"}]}
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