Archideckt_Account
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Commander
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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"}]}
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.
• 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

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.
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

Copy
(Ctrl to add secondary)
Curse you
(Ctrl to add secondary)
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.
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

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.
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

Draw
(Ctrl to add secondary)
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.)
: 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

Land
(Ctrl to add secondary)
Protection
(Ctrl to add secondary)
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.
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

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

Ramp
(Ctrl to add secondary)
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.
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

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.)
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

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.
, : 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

Recursion
(Ctrl to add secondary)
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
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
Legendary Artifact - Spacecraft

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

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."
−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

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.
Whenever an opponent sacrifices a creature, you create a Treasure token.
Legendary Creature - Human Rogue

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.
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

Removal
(Ctrl to add secondary)
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.
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

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.)
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Sorcery

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.
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

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.
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

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.)
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

Venture
(Ctrl to add secondary)
Wrath
(Ctrl to add secondary)
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.)
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

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.
• 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

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.
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

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.)
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

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

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.
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

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.)
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

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
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

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.
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

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.
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.
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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"}]}

































































































