97 views6 hrs ago
Commander
Size: 100Est cost: $1674.46Salt sum: 42.88
masterflex
97 views6 hrs ago
Commander
Size: 100Est cost: $1674.46Salt sum: 42.88
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{"ops":[{"insert":"The core idea behind this deck is to use "},{"insert":{"card-link":"Verrak, Warped Sengir"}},{"insert":" to double fetch land triggers so that you can get two lands on each crack. You use those extra lands to trigger landfall from cards like "},{"insert":{"card-link":"Felidar Retreat"}},{"insert":" , "},{"insert":{"card-link":"Dread Presence"}},{"insert":" and "},{"insert":{"card-link":"Emeria Angel"}},{"insert":" . Eventually you can use all that mana to cast big x-cost spells like "},{"insert":{"card-link":"Debt to the Deathless"}},{"insert":", "},{"insert":{"card-link":"Exsanguinate"}},{"insert":", "},{"insert":{"card-link":"Stensian Sanguinist // Exsanguinate"}},{"insert":" , and "},{"insert":{"card-link":"Torment of Hailfire"}},{"insert":" to hopefully close out games.\n\nThe commander provides value through doubling abilities from other cards of course. Verrak can double several card-draw abilities from cards like "},{"insert":{"card-link":"Greed"}},{"insert":" , "},{"insert":{"card-link":"Erebos, God of the Dead"}},{"insert":" , "},{"insert":{"card-link":"Lunar Convocation"}},{"insert":" , and even "},{"insert":{"card-link":"Street Wraith"}},{"insert":" . Other cards can pay life to make treasures: doubling "},{"insert":{"card-link":"Treasure Dredger"}},{"insert":" 's ability makes it mana-positive, and "},{"insert":{"card-link":"Forsworn Paladin"}},{"insert":"'s ability mana-neutral.\n\nThe fetch land plan requires getting uncracked fetches by the time Verrak is played. All the legal fetches that have a life cost are in the deck, but it's still only 8. In the worst case where you keep a hand without any fetches, "},{"insert":{"card-link":"Expedition Map"}},{"insert":" can potentially solve the problem directly, and in a pinch you can also use "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":" and "},{"insert":{"card-link":"Urza's Cave"}},{"insert":". If you do draw a fetch early but are forced to crack it to be able to even play Verrak, cards like "},{"insert":{"card-link":"Mirran Safehouse"}},{"insert":", "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" and "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" can still make use of it to landfall a bunch. If you do get a fetch, cards like "},{"insert":{"card-link":"Brought Back"}},{"insert":" and "},{"insert":{"card-link":"Earthshape"}},{"insert":" can amplify the fetch land plan to get tons of landfall triggers, while still being flexible to potentially protect against removal.\n\nObviously this deck loses a good chunk of life to be able to do basically anything, especially from cards like "},{"insert":{"card-link":"Vona, Butcher of Magan"}},{"insert":". To deal with this the deck has some lifegain in different forms: "},{"insert":{"card-link":"Tainted Sigil"}},{"insert":" , "},{"insert":{"card-link":"Children of Korlis"}},{"insert":", and even "},{"insert":{"card-link":"Mister Negative"}},{"insert":" can top you up after spending lot of life. "},{"insert":{"card-link":"Soul Warden"}},{"insert":" and "},{"insert":{"card-link":"Soul's Attendant"}},{"insert":" are just insane cards. Most of the damaging x-cost spells like "},{"insert":{"card-link":"Debt to the Deathless"}},{"insert":" heal a lot, and "},{"insert":{"card-link":"Heliod's Intervention"}},{"insert":" can do so directly. All this lifegain, especially the big burst options, can fuel "},{"insert":{"card-link":"Vito, Thorn of the Dusk Rose"}},{"insert":" to do big damage, but other than Vito there's not a lot of lifegain synergy.\n\n\n"}]}
Commander
Commander
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Drain
Drain
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Draw
Erebos, God of the Dead
Indestructible
As long as your devotion to black is less than five, Erebos isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Your opponents can't gain life.
, Pay 2 life: Draw a card.
As long as your devotion to black is less than five, Erebos isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Your opponents can't gain life.
, Pay 2 life: Draw a card.
Legendary Creature Enchantment - God

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

Yawgmoth, Thran Physician
Protection from Humans
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Cleric

Draw
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Finisher
Stensian Sanguinist
Whenever you attack, target creature gains deathtouch until end of turn. Whenever that creature deals combat damage to a player this combat, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Vampire Cleric

Finisher
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Land
Susur Secundi, Void Altar
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land - Planet

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

Land Recursion
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Landfall
Glyph Elemental
Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
Landfall — Whenever a land you control enters, put a +1/+1 counter on this permanent.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura.
Landfall — Whenever a land you control enters, put a +1/+1 counter on this permanent.
Enchanted creature gets +1/+1 for each +1/+1 counter on this Aura.
Creature Enchantment - Elemental

Landfall
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Lifegain
Glass-Cast Heart
Whenever one or more Vampires you control attack, create a Blood token. (It's an artifact with ", , Discard a card, Sacrifice this token: Draw a card.")
, , Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
, , Sacrifice this artifact and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
, , Pay 1 life: Create a 1/1 white and black Vampire creature token with lifelink.
, , Sacrifice this artifact and thirteen Blood tokens: Each opponent loses 13 life and you gain 13 life.
Artifact

Lifegain
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Ramp
Ramp
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Recursion
Chainer, Dementia Master
All Nightmares get +1/+1.
, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types.
When Chainer leaves the battlefield, exile all Nightmares.
, Pay 3 life: Put target creature card from a graveyard onto the battlefield under your control. That creature is black and is a Nightmare in addition to its other creature types.
When Chainer leaves the battlefield, exile all Nightmares.
Legendary Creature - Human Minion

Priest of Fell Rites
, Pay 3 life, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature - Human Warlock

Quest for the Necropolis
Landfall — Whenever a land you control enters, put a quest counter on this enchantment.
, Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs less to activate for each quest counter on this enchantment. Activate only as a sorcery.
, Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs less to activate for each quest counter on this enchantment. Activate only as a sorcery.
Enchantment

Recursion
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Removal
Removal
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Tutor
Tutor
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Maybeboard
Carmen, Cruel Skymarcher
Flying
Whenever a player sacrifices a permanent, put a +1/+1 counter on Carmen and you gain 1 life.
Whenever Carmen attacks, return up to one target permanent card with mana value less than or equal to Carmen's power from your graveyard to the battlefield.
Whenever a player sacrifices a permanent, put a +1/+1 counter on Carmen and you gain 1 life.
Whenever Carmen attacks, return up to one target permanent card with mana value less than or equal to Carmen's power from your graveyard to the battlefield.
Legendary Creature - Vampire Soldier

Cosmic Intervention
If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

Dai Li Indoctrination
Choose one —
• Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card.
• Earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
• Target opponent reveals their hand. You choose a nonland permanent card from it. That player discards that card.
• Earthbend 2. (Target land you control becomes a 0/0 creature with haste that's still a land. Put two +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped.)
Sorcery - Lesson

Grim Servant
Menace
When this creature enters, search your library for a card with mana value less than or equal to your devotion to black, reveal it, put it into your hand, then shuffle. You lose 3 life. (Each in the mana costs of permanents you control counts toward your devotion to black.)
When this creature enters, search your library for a card with mana value less than or equal to your devotion to black, reveal it, put it into your hand, then shuffle. You lose 3 life. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Creature - Zombie Warlock

Sand Scout
When this creature enters, if an opponent controls more lands than you, search your library for a Desert card, put it onto the battlefield tapped, then shuffle.
Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.
Whenever one or more land cards are put into your graveyard from anywhere, create a 1/1 red, green, and white Sand Warrior creature token. This ability triggers only once each turn.
Creature - Human Scout

Serra Paragon
Flying
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Creature - Angel

Squall, SeeD Mercenary
Rough Divide — Whenever a creature you control attacks alone, it gains double strike until end of turn.
Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Whenever Squall deals combat damage to a player, return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Legendary Creature - Human Knight Mercenary

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"The core idea behind this deck is to use "},{"insert":{"card-link":"Verrak, Warped Sengir"}},{"insert":" to double fetch land triggers so that you can get two lands on each crack. You use those extra lands to trigger landfall from cards like "},{"insert":{"card-link":"Felidar Retreat"}},{"insert":" , "},{"insert":{"card-link":"Dread Presence"}},{"insert":" and "},{"insert":{"card-link":"Emeria Angel"}},{"insert":" . Eventually you can use all that mana to cast big x-cost spells like "},{"insert":{"card-link":"Debt to the Deathless"}},{"insert":", "},{"insert":{"card-link":"Exsanguinate"}},{"insert":", "},{"insert":{"card-link":"Stensian Sanguinist // Exsanguinate"}},{"insert":" , and "},{"insert":{"card-link":"Torment of Hailfire"}},{"insert":" to hopefully close out games.\n\nThe commander provides value through doubling abilities from other cards of course. Verrak can double several card-draw abilities from cards like "},{"insert":{"card-link":"Greed"}},{"insert":" , "},{"insert":{"card-link":"Erebos, God of the Dead"}},{"insert":" , "},{"insert":{"card-link":"Lunar Convocation"}},{"insert":" , and even "},{"insert":{"card-link":"Street Wraith"}},{"insert":" . Other cards can pay life to make treasures: doubling "},{"insert":{"card-link":"Treasure Dredger"}},{"insert":" 's ability makes it mana-positive, and "},{"insert":{"card-link":"Forsworn Paladin"}},{"insert":"'s ability mana-neutral.\n\nThe fetch land plan requires getting uncracked fetches by the time Verrak is played. All the legal fetches that have a life cost are in the deck, but it's still only 8. In the worst case where you keep a hand without any fetches, "},{"insert":{"card-link":"Expedition Map"}},{"insert":" can potentially solve the problem directly, and in a pinch you can also use "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":" and "},{"insert":{"card-link":"Urza's Cave"}},{"insert":". If you do draw a fetch early but are forced to crack it to be able to even play Verrak, cards like "},{"insert":{"card-link":"Mirran Safehouse"}},{"insert":", "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" and "},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" can still make use of it to landfall a bunch. If you do get a fetch, cards like "},{"insert":{"card-link":"Brought Back"}},{"insert":" and "},{"insert":{"card-link":"Earthshape"}},{"insert":" can amplify the fetch land plan to get tons of landfall triggers, while still being flexible to potentially protect against removal.\n\nObviously this deck loses a good chunk of life to be able to do basically anything, especially from cards like "},{"insert":{"card-link":"Vona, Butcher of Magan"}},{"insert":". To deal with this the deck has some lifegain in different forms: "},{"insert":{"card-link":"Tainted Sigil"}},{"insert":" , "},{"insert":{"card-link":"Children of Korlis"}},{"insert":", and even "},{"insert":{"card-link":"Mister Negative"}},{"insert":" can top you up after spending lot of life. "},{"insert":{"card-link":"Soul Warden"}},{"insert":" and "},{"insert":{"card-link":"Soul's Attendant"}},{"insert":" are just insane cards. Most of the damaging x-cost spells like "},{"insert":{"card-link":"Debt to the Deathless"}},{"insert":" heal a lot, and "},{"insert":{"card-link":"Heliod's Intervention"}},{"insert":" can do so directly. All this lifegain, especially the big burst options, can fuel "},{"insert":{"card-link":"Vito, Thorn of the Dusk Rose"}},{"insert":" to do big damage, but other than Vito there's not a lot of lifegain synergy.\n\n\n"}]}



















































































































