6.8k views93 mins ago
Commander
Size: 100Salt sum: 28.26
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Adenzog

6.8k views93 mins ago
Commander
Size: 100Salt sum: 28.26

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{"ops":[{"attributes":{"color":"#a10000","bold":true},"insert":"Gev, Scaled Scorch"},{"attributes":{"align":"center","header":1},"insert":"\n"},{"attributes":{"color":"#444444","italic":true},"insert":"Big Little Guys"},{"attributes":{"align":"center","header":2},"insert":"\n"},{"attributes":{"color":"#888888"},"insert":"Commander EDH | Rakdos (B/R) | Bracket 3"},{"attributes":{"align":"center","header":2},"insert":"\n"},{"attributes":{"color":"#888888"},"insert":"No Persist and No Infinite Combos"},{"attributes":{"align":"center","header":3},"insert":"\n"},{"attributes":{"color":"#888888"},"insert":"Limited Universes Beyond "},{"attributes":{"align":"center","header":3},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Contents:"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"background":"transparent","bold":true},"insert":"Why Play This Deck"},{"insert":"\n"},{"attributes":{"underline":true,"background":"transparent","bold":true},"insert":"The Commander"},{"attributes":{"background":"transparent","bold":true},"insert":" "},{"insert":{"card-link":"Gev, Scaled Scorch"}},{"insert":" \n"},{"attributes":{"underline":true,"bold":true},"insert":"How The Deck Wins"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Single Card Highlights"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Piloting Guide & Mulligan Strategy"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Budget Substitutions"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Changelog in Current Snapshot"},{"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why Play This Deck"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Elevator Pitch:"},{"insert":" "},{"attributes":{"background":"transparent"},"insert":"This deck is all about going medium, and the glory of the Goldilocks principle. "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Going tall with a couple of 10 power beaters leaves you vulnerable to spot removal and weak blockers. "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Going wide with horses of 1/1s leaves your army vulnerable to being cleared by every 1 damage sweeper around. "},{"insert":"\nGoing medium, with a considerable number of 4/4s is "},{"attributes":{"italic":true},"insert":"just "},{"insert":"right.\n-\n"},{"attributes":{"bold":true},"insert":"Gameplan:"},{"insert":" "},{"attributes":{"background":"transparent"},"insert":"This deck pressures opponents life totals whilst forcing them to dedicate resources to the board and away from the solitaire midrange value piles that are prevalent at bracket 3 decks tables. When even your tokens enter with as 4/4s at minimum, that applies pressure very quickly, necessitating answers. Sometimes boards are just too big even with an army of 4/4s, so additional choices were made to provide alternative ways to leverage a given board, including non combat damage and melded big beaters. "},{"insert":"\n-\n"},{"attributes":{"bold":true},"insert":"Commander Dependence: "},{"insert":"Med-High as most of the decks power comes from the buffs provided by "},{"insert":{"card-link":"Gev, Scaled Scorch"}},{"insert":" . Yet, since Gev is the payoff, not the engine itself, if he is removed the deck is still able to make plays, and his cheap cost (BR) and graveyard recursion allows him to be replayed easily.\n-\n"},{"attributes":{"bold":true},"insert":"Subthemes "},{"insert":"(Descending Prominence)"},{"attributes":{"bold":true},"insert":":"},{"insert":"Tokens, Burn, Group Slug, Graveyard Recursion, Artifact Synergy, Meld\n-\n"},{"attributes":{"bold":true},"insert":"Win Conditions: "},{"insert":"This deck has 3 general win conditions in descending priority, though they are often intertwined in practice:\nGo-wide combat damage, achieved by token generation from a few key cards such as "},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":" paired with a finisher like "},{"insert":{"card-link":"Legion Loyalist"}},{"insert":" . Kills a single opponent at a time."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mass burn, achieved through having at least a medium board and using cards like "},{"insert":{"card-link":"Thundering Raiju"}},{"insert":" to finish off opponents weakened by cards like "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" . Can kill multiple opponents at once, and can penetrate defensive boards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Evasive flyer beatdown, often a backup win condition using creatures such as "},{"insert":{"card-link":"Spawn of Mayhem"}},{"insert":" to get over scary boards. This typically finishes off a single opponent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"bold":true},"insert":"Disclaimer:"},{"insert":" I personally don't include any persist combos here despite their efficacy as I find them uninteresting, interactive, and lead to negative play experiences. I have only included The Lord of The Rings and Final Fantasy Universes Beyond cards due to personal preference. \n"},{"attributes":{"underline":true,"background":"transparent","bold":true},"insert":"The Commander"},{"attributes":{"background":"transparent","bold":true},"insert":" "},{"insert":{"card-link":"Gev, Scaled Scorch"}},{"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"We focus on Gev's first ability to pump creatures by +1/1 for each opponent that's taken damage this turn by running lots of impact tremors abilities on creatures."},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":" Lizards (and Viashinos, which have been errata'ed to be lizards) in general are not very good and I don't find typal decks to be very interesting. So we only run 1 that fits in with our game plan. Gev is cheap and comes down early and requiring BR encourages keeping balanced hands. "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Additionally, the ward 2 is a nice incentive that more or less protects them from spot removal, saving protection for other pieces."},{"insert":"\nGev is a legendary creature that costs BR. The low mana cost necessitates keeping hands with balanced lands.\nHe is a Lizard Mercenary. As a Lizard he receives some synergy with cards from Bloomburrow (like "},{"insert":{"card-link":"Mudflat Village"}},{"insert":" ) and as a Mercenary he is an outlaw and benefits from some synergies from Thunder Junction (like "},{"insert":{"card-link":"Hellspur Posse Boss"}},{"insert":" ). However, as explained later, these types are incidental in this deck and not a cornerstone of synergy.\nHe has 3 abilities: \n"},{"attributes":{"underline":true},"insert":"Ward - Pay 2 life "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is better than no protection, but early game, 2 life is an afterthought although in the late game it can make opponents think twice about using spot removal. Gev's actual protection comes from having a small body and being an enabler more than a payoff, generally allowing him to fly under the record compared to other threats. \n-\n"},{"attributes":{"underline":true},"insert":"Other creatures you control enter with an additional +1/+1 counter on them for each opponent who lost life this turn. "},{"attributes":{"header":3},"insert":"\n"},{"insert":" This encourages you to be pushing damage to each opponent every turn, which keeps the game moving. This allows creatures that are balanced by having a weak stat line to become formidable (such as "},{"insert":{"card-link":"Scheming Silvertongue // Sign in Blood"}},{"insert":" ). This also enables us to skip straight to the payoff for cards like "},{"insert":{"card-link":"Ayara's Oathsworn"}},{"insert":" ,"},{"insert":{"card-link":"Runaway Steam-Kin"}},{"insert":" , and "},{"insert":{"card-link":"Crystalline Crawler"}},{"insert":" .\n"},{"attributes":{"bold":true},"insert":"IMPORTANT:"},{"insert":" this ability is a replacement effect, not a triggered effect. This means it does not go on the stack and that if you play a creature with an "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effect on board, it will not enter with any +1/+1 counters.\nThis is because the creature will enter, and will check to see if opponents have lost life, and if they haven't will enter with no additional counters. Then the creature entering will trigger "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" and deal 1 damage.\n-\n"},{"attributes":{"underline":true},"insert":"Whenever you cast a Lizard spell, "},{"attributes":{"underline":true},"insert":{"card-link":"Gev, Scaled Scorch"}},{"attributes":{"underline":true},"insert":" deals 1 damage to target opponent. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is mostly a trap, the vast majority of decks focus on Lizard typal synergy, but outside of bracket 2, the single target 1 damage ping is not nearly meaningful enough for the opportunity cost incurred by playing Lizards and "},{"attributes":{"background":"transparent"},"insert":"Viashinos "},{"insert":"which are broadly weak. If this type of playstyle appeals to you, I'd suggest instead building ("},{"insert":{"card-link":"Judith, the Scourge Diva"}},{"insert":" ) and leaning into an aristocrat playstyle. However, as this is a cast trigger, it will ping an opponent and then the creature will enter, thus with as least one +1/+1 counter.\n-\n"},{"attributes":{"underline":true,"bold":true},"insert":"Getting the Most out of Gev"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Gev, Scaled Scorch"}},{"insert":" gives a maximum power/ toughness boost of +3/3. As this is a static boost, it is most impactful early in the game, and as it is given to each creature, it encourages playing multiple smaller creatures as opposed to a single large creature. \nThis means that an effective Gev deck will have a low curve and use cards that creature multiple creature tokens. However it is important to remember that this commander is in Rakdos. Although playing as many token creators as possible will get the most numbers on the board, full commitment to going wide will just be more inefficient than a white deck with a commander like "},{"insert":{"card-link":"Myrel, Shield of Argive"}},{"insert":" , so this a temptation that has to actively resisted in deckbuilding. Likewise, black token decks often lean towards an aristocrat playstyle but outside of persist combos, Gev's counters disincentivise sacrificing your small creatures because you've indirectly spent resources (and deck slots) to buff them up, but most common payoffs like "},{"insert":{"card-link":"Zulaport Cutthroat"}},{"insert":" and "},{"insert":{"card-link":"Blood Artist"}},{"insert":" don't care if you're sacrificing a 1/1 or 4/4. Therefore this deck avoids leaning too heavily towards aristocrat and go wide play styles, we want a good number of creatures to reliably go around narrow boards and we want them to stick around for combat. Additionally since Gev gives the counters regardless of where the creature entered from, graveyard synergies are very much on the table, leaning into a strength of Rakdos (BR).\n-\nIn order to enable the full +3/+3 boost for our creatures, we need cards that can repeatedly damage all opponents on our turn (and potentially other players turns) "},{"attributes":{"underline":true,"bold":true},"insert":"before"},{"insert":" we cast our creatures on a given turn. The properties of good cards that do this, \"activators\" are described here in descending order of power:\n"},{"attributes":{"underline":true},"insert":"Tap abilities"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cards like "},{"insert":{"card-link":"Spear Spewer"}},{"insert":" and "},{"insert":{"card-link":"Thermo-Alchemist"}},{"insert":" are the most straightforward to utilise, they can tapped at the start of your Upkeep Phase to activate Gev's full buff, allowing you to sequence it before triggers like "},{"insert":{"card-link":"Bitterbloom Bearer"}},{"insert":" or held for later, giving them a unique flexibility, reliability, and safety. \nIf you have an extra activator that triggers on upkeep, you can keep the creature untapped to either act as a blocker, or to tap in response to an effect that would give you creature tokens, or to deal damage on the preceding players end step.\nThe main downside of such creatures is that they have the Defender keyword, preventing them from attacking when their ping ability isn't needed: subpar in an aggro deck. However, their high toughness makes them good blockers and in difficult situations, you'll be thankful to have a blocker after a full swing.\n-\n"},{"attributes":{"underline":true},"insert":"Beginning of upkeep triggers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cards like "},{"insert":{"card-link":"Creeping Bloodsucker"}},{"insert":" and "},{"insert":{"card-link":"Spawn of Mayhem"}},{"insert":" have similar to the benefits of instant speed tap activators, in terms of safety and reliability but lack flexibility as they always trigger.\nIf you have multiple you cannot save some of the damage to buff tokens spawned on an opponents turn (and similar situations). \nHowever, they still allow a creature to enter and get counters prior to combat, which is very strong compared to having to wait until main phase two.\n-\n"},{"attributes":{"underline":true},"insert":"On attack triggers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cards like "},{"insert":{"card-link":"Mardu Shadowspear"}},{"insert":" and "},{"insert":{"card-link":"Thundering Raiju"}},{"insert":" are the other side of the trade-off to beginning of upkeep triggers. They have reliability and flexibility, as you control which attackers are declared and they do not have to attack unless needed but they have the downside of safety, as attacking with them exposes them to being blocked and destroyed or disrupted by cards like "},{"insert":{"card-link":"Aetherize"}},{"insert":" .\nHowever, they also have the downside that creatures played from the hand can only receive Gev's buff in main phase 2.\nAs a silver lining, these activator are often cheap (typically 1-2 mana) or have strong effects for their cost in exchange for their vulnerability.\n_\n"},{"attributes":{"underline":true},"insert":"When another creature enters triggers"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effects such as "},{"insert":{"card-link":"General Kreat, the Boltbringer"}},{"insert":" are not ideal activators as mentioned in the previous section, as the first creature that enters in a turn will not get Gev's buff, as opponents will only lose life after that first creature has entered. \nDespite this, they are safe and consistent as the ability is ambivalent of the activator being tapped, or having attacked.\nThese activators are generally only included if they have another powerful affect such as General Kreat's swarming.\n-\n"},{"attributes":{"underline":true},"insert":"On death triggers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is the final type of activator ability, and the card's role as an activator is often incidental to another function (such as "},{"insert":{"card-link":"Garna, Bloodfist of Keld"}},{"insert":" ).\nThese activators are lacklustre as the pilot has limited control of them in most situations (though exceptions exist with sacrifice effects like "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":" ) making them inconsistent and due to being a death trigger, the opposite of safe. Instead these cards are to disincentivise opponents blocking.\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"How The Deck Wins"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck primarily wins through combat damage, a mixture of rushing down assisted with burn elements throughout the game.\n"},{"attributes":{"background":"transparent"},"insert":"Up top, it is important for the deck to hit it's stride early as an aggro deck, as if it is slow to start from early removal or a poor mulligan, other decks scale faster and there are no hard win conditions (infinite combos) due to being combat focused. Where greedier decks scale exponentially, this deck scales linearly. However, the top end of the curve carries cards that consistently deal double digit damage to opponents and are just unattractive enough targets for removal that they get left just a turn too long and meaningfully progress the game state. Despite lacking explosive power, the deck consistently performs well due to its resilience through redundancy. "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"This carries multiple benefits."},{"insert":"\nGenerally as you have to spread out your damage, it can deflect accusations of targeting until you're able to take other players out, as you are and to claim you're close to running out of gas compared to the other mid range decks.\nMy thought process is that we cannot just spawn a great quantity of tokens, that's a Boros (WR) trait and we would get a worse rate of return on those deck slots than a Boros deck. Instead we need to lean more heavily into death and graveyard effects. Therefore cards like"},{"insert":{"card-link":"Timeline Culler"}},{"insert":" and "},{"insert":{"card-link":"Detective's Phoenix"}},{"insert":" leverage the graveyard to give longevity to our resources and are great targets for discard effects like "},{"insert":{"card-link":"Brass's Tunnel-Grinder // Tecutlan, the Searing Rift"}},{"insert":" .\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Single Card Highlights"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Spear Spewer"}},{"insert":" is possibly the best card to have in the opening hand after "},{"insert":{"card-link":"Sol Ring"}},{"insert":" . Having a turn 1 activator speeds up the game plan by a crucial turn, dramatically increasing the chance of victory. Whilst other turn one activators are basically only guaranteed to allow a single turn of Gev buffs due to being easily killed in combat, spear spewer is a safe and reliable activator.\n-\n"},{"insert":{"card-link":"Uncivil Unrest"}},{"insert":" . Haste enablers and damage doublers are both cards that often fall into the \"nice to have\" pile and you are rarely able to include that amount you want of each while preserving your gameplan. Uncivil Unrest provides both (though does not apply to life loss effects like"},{"insert":{"card-link":"Creeping Bloodsucker"}},{"insert":" ) and being an enchantment it often survives board wipes and helps the deck build back very quickly. Damage doublers in general give an extra turn or two or relevance as other decks scale into the late game.\n-\n"},{"insert":{"card-link":"Mishra, Claimed by Gix"}},{"insert":" & "},{"insert":{"card-link":"Phyrexian Dragon Engine"}},{"insert":" Meld, this deck is partially shaped around them and melding them. Mishra is an auto-include in Gev decks, activating him as well as providing life gain in a deck that struggles to get it. The Dragon Engine is not necessarily an auto-include, but a 6/6 with double-strike for 3 is a high tempo play, and melding them into "},{"insert":{"card-link":"Mishra, Lost to Phyrexia"}},{"insert":" and a 12/12 which gives tokens menace and trample as well as removal each turn is a game-ending threat. Artifact synergies were added to the deck to support the Dragon Engine, and extra tutors added to hit Mishra, and graveyard effects to fetch both. It is still not consistent, but the tools are there, and it is always a thrilling moment to meld them. To me, this sort of combo is the exact thing commander is about. The stars need to align, but it can be done.\n-\n"},{"insert":{"card-link":"Animation Module"}},{"insert":" is another explosive card, when Gev is in play, it triggers off itself, allowing you to create as many tokens as you have free mana. It is a great target for artifact synergies.\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Piloting Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck is not the most complex to pilot, lines of play are mostly straightforward. Although keep in mind that playing an aggro deck in commander means that misplays are heavily punished - once opponents start having 6 or 7 mana, the deck falls off of proactive plays and has to be reactive and evasive as it reads as an easy target at that stage.\n-\n"},{"attributes":{"underline":true},"insert":"Early Game (Turns 1-3)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The highest priority play on turn 1 if possible is to play an activator and the requisite land. The difference between getting the first payoff from Gev on T3 Vs T4 is huge, especially if you are later in the turn order. The window to start applying pressure before slower decks get online is very narrow. \nThe only time you should not play a T1 activator is when you must play a tapland T1 in order to play Gev T2. In this case you will play your activator T3 and if it is specifically "},{"insert":{"card-link":"Mardu Shadowspear"}},{"insert":" then you can play another CMC <= 2 creature on your second main phase.\n-\nTurn 2 should always be dedicated to playing Gev, there are vanishingly few scenarios where an opponents T1 or T2 plays would would warrant not playing Gev. In fact, I can't think of any.\n-\nTurn 3 is your final set up turn in the majority of games where you do not get a T1 activator.\n You should generally move straight to combat and swing Gev at an opponent, there will often be someone with a small board or only their commander which they are unwilling to trade for yours so this damage often gets through .\n(to sandbag a little, it can sometimes be helpful to not do a land drop in main phase 1 to lower your threat profile).\nThis puts a small amount of commander damage on that player but more importantly an opponent has lost life. So in the second main phase, play the land for turn and play an activator and if possible another card, each would gain +1/+1.\nHere it is okay to play a 2-cost and 1-cost activator together as the tempo gain from having 3 bodies on board, is greater than holding the 1-cost card until the following turn. \n-\n"},{"attributes":{"underline":true},"insert":"Mid Game (Turns 4-6)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Depending on how the game is going, these turns are either about pressing your advantage to wipe out slower scaling decks while they are still ramping up, or by sandbagging and try to snipe off a lower health opponent unexpectedly. If in a position of strength an early "},{"insert":{"card-link":"Dragonhawk, Fate's Tempest"}},{"insert":" can secure a victory easily, but instead often you should presume that removal or a boardwipe is coming and consolidate resources through card draw and hand setup.\n-\nThis deck is very good at recovering from a board wipe, especially if a card like "},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" or "},{"insert":{"card-link":"Gurgling Anointer"}},{"insert":" can recover your commander from the graveyard to avoid commander tax. From this point, it is best to build a board proactively and swing when opponents have few blockers on board.\n-\n"},{"attributes":{"underline":true},"insert":"Late Game (Turns 7+)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"At this point in the game, if you are able to, you should focus on eliminating the opponent that scales hardest, often a green or control player of some flavour. If you are behind, you will have to lean on explosive cards like "},{"insert":{"card-link":"Riders of the Mark"}},{"insert":" to generate the power to kill a single vulnerable opponent and move forwards from there.\n-\n"},{"attributes":{"underline":true},"insert":"Mulligan Guide"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We have explored different common play patterns, now we will discuss how we get there.\n-\nAs mentioned repeatedly, you want to mulligan aggressively for activators, especially 1-cost activators. \nAs well, you need at minimum the lands to cast Gev turn 2, no matter what. Ideally 3 lands.\nFrom there priority is: \nCard Draw"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Extra Activators"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Removal"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Recursion"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Win Condition"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"-\nDo not fall for the trap of shorting yourself on lands because you have "},{"insert":{"card-link":"Sol Ring"}},{"insert":" in the opening hand, the deck is coloured pip heavy, and our commander has no generic mana requirment.\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Budget Substitutions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Below are suggested Substitutions for all cards over £5. All together these reduce the cost to less than £150. \nWhilst the deck is notably weaker for it, especially in terms of consistency and flexibility, these are handy swaps for budget players.\n"},{"attributes":{"underline":true},"insert":"Activators"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Agate Instigator"}},{"insert":" -> "},{"insert":{"card-link":"Thermo-Alchemist"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"General Kreat, the Boltbringer"}},{"insert":" ->"},{"insert":{"card-link":"Witty Roastmaster"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Giggling Skitterspike"}},{"insert":" -> "},{"insert":{"card-link":"Vincent, Vengeful Atoner"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mishra, Claimed by Gix"}},{"insert":" -> "},{"insert":{"card-link":"Tenured Inkcaster"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" -> "},{"insert":{"card-link":"Stormfist Crusader"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Board advantage"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Bloodletter of Aclazotz"}},{"insert":" ->"},{"insert":{"card-link":"Zagras, Thief of Heartbeats"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Uncivil Unrest"}},{"insert":" -> "},{"insert":{"card-link":"Fervor"}},{"insert":" (If you were to splash out on one card, it should be this)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Card Draw"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" -> "},{"insert":{"card-link":"Night's Whisper"}},{"insert":" or "},{"insert":{"card-link":"Diresight"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" -> "},{"insert":{"card-link":"Reckless Handling"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Land"},{"attributes":{"header":3},"insert":"\n"},{"insert":"*These should be the last cuts you make, as a manabase is key to a decks tempo and consistency, in general avoid tapland substitutions*\n"},{"insert":{"card-link":"Arena of Glory"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Blazemire Verge"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Blightstep Pathway // Searstep Pathway"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Blood Crypt"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Bloodstained Mire"}},{"insert":" -> "},{"insert":{"card-link":"Riveteers Overlook"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Graven Cairns"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Haunted Ridge"}},{"insert":" -> "},{"insert":{"card-link":"Dragonskull Summit"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Luxury Suite"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Mount Doom"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Starting Town"}},{"insert":" -> "},{"insert":{"card-link":"Path of Ancestry"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Shizo, Death's Storehouse"}},{"insert":" -> "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Raucous Theater"}},{"insert":" -> "},{"insert":{"card-link":"Temple of Malice"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" -> "},{"insert":{"card-link":"Mortuary Mire"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"The Black Gate"}},{"insert":" ->"},{"insert":{"card-link":"Swamp"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Protection"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":" -> "},{"insert":{"card-link":"Imp's Mischief"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Malakir Rebirth // Malakir Mire"}},{"insert":" -> "},{"insert":{"card-link":"Swamp"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Ramp"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Dark Ritual"}},{"insert":" -> "},{"insert":{"card-link":"Desperate Ritual"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" -> "},{"insert":{"card-link":"Grim Haruspex"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Recursion"},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Fell the Profane // Fell Mire"}},{"insert":" -> "},{"insert":{"card-link":"Swamp"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Shatterskull Smashing // Shatterskull, the Hammer Pass"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Win Condition"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"City on Fire"}},{"insert":" -> "},{"insert":{"card-link":"Angrath's Marauders"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Dragonhawk, Fate's Tempest"}},{"insert":" -> "},{"insert":{"card-link":"Kefka, Dancing Mad"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Riders of the Mark"}},{"insert":" -> "},{"insert":{"card-link":"Thopter Assembly"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Changelog in Current Snapshot:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"-\nNone\nSong of Totenaz -> Demand Answers.\nMore unconditional card draw, can fill graveyard. Totenaz was rarely used to make a large board instead rather gain more resources.\n"}]}

Commander

Qty: 1 Price: $1.49
Gev, Scaled Scorch
Ward—Pay 2 life.
Other creatures you control enter with an additional +1/+1 counter on them for each opponent who lost life this turn.
Whenever you cast a Lizard spell, Gev deals 1 damage to target opponent.
Legendary Creature - Lizard Mercenary
Gev, Scaled Scorch (blb) 214

Commander

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Activator

Qty: 16 Price: $77.68
Agate Instigator
Offspring
(You may pay an additional
as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Whenever another creature you control enters, this creature deals 1 damage to each opponent.
Creature - Rogue Lizard
Agate Instigator (blc) 21
Bontu's Monument
Black creature spells you cast cost
less to cast.
Whenever you cast a creature spell, each opponent loses 1 life and you gain 1 life.
Legendary Artifact
Bontu's Monument (drc) 124
Caustic Bronco
Whenever this creature attacks, reveal the top card of your library and put it into your hand. You lose life equal to that card's mana value if this creature isn't saddled. Otherwise, each opponent loses that much life.
Saddle 3 (Tap any number of other creatures you control with total power 3 or more: This Mount becomes saddled until end of turn. Saddle only as a sorcery.)
Creature - Snake Horse Mount
Caustic Bronco (otj) 82
Creeping Bloodsucker
At the beginning of your upkeep, this creature deals 1 damage to each opponent. You gain life equal to the damage dealt this way.
Creature - Vampire
Creeping Bloodsucker (j25) 415
Delta Bloodflies
Flying
Whenever this creature attacks, if you control a creature with a counter on it, each opponent loses 1 life.
Creature - Insect
Delta Bloodflies (tdm) 77
Garna, Bloodfist of Keld
Whenever another creature you control dies, draw a card if it was attacking. Otherwise, Garna deals 1 damage to each opponent.
Legendary Creature - Human Berserker
Garna, Bloodfist of Keld (fdn) 658
Giggling Skitterspike
Indestructible
Whenever this creature attacks, blocks, or becomes the target of a spell, it deals damage equal to its power to each opponent.
: Monstrosity 5. (If this creature isn't monstrous, put five +1/+1 counters on it and it becomes monstrous.)
Creature Artifact - Toy
Giggling Skitterspike (dsc) 39
Ingris Stingerquill
Flying
Whenever a creature you control attacks, that creature deals 1 damage to each opponent.
: Create a 2/2 colorless Wizard Soldier creature token named Cadet. Then creatures you control gain haste until end of turn.
Legendary Creature - Elder Sphinx
Ingris Stingerquill (fra) 137
Mardu Shadowspear
Whenever this creature attacks, each opponent loses 1 life.
Dash
(You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Creature - Human Warrior
Mardu Shadowspear (frf) 74
Mishra, Claimed by Gix
Whenever you attack, each opponent loses X life and you gain X life, where X is the number of attacking creatures. If Mishra, Claimed by Gix and a creature named Phyrexian Dragon Engine are attacking, and you both own and control them, exile them, then meld them into Mishra, Lost to Phyrexia. It enters tapped and attacking.
Legendary Creature - Human Artificer Phyrexian
Mishra, Claimed by Gix (bro) 216
Pulse Tracker
Whenever this creature attacks, each opponent loses 1 life.
Creature - Vampire Rogue
Pulse Tracker (fdn) 612
Scrawling Crawler
At the beginning of your upkeep, each player draws a card.
Whenever an opponent draws a card, that player loses 1 life.
Creature Artifact - Construct Phyrexian
Scrawling Crawler (fdn) 132
Spawn of Mayhem
Spectacle
(You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.)
Flying, trample
At the beginning of your upkeep, this creature deals 1 damage to each player. Then if you have 10 or less life, put a +1/+1 counter on this creature.
Creature - Demon
Spawn of Mayhem (rna) 85
Spear Spewer
Defender
: This creature deals 1 damage to each player.
Creature - Goblin Warrior
Spear Spewer (rna) 117
Thundering Raiju
Haste
Whenever this creature attacks, put a +1/+1 counter on target creature you control. Then this creature deals X damage to each opponent, where X is the number of modified creatures you control other than this creature. (Equipment, Auras you control, and counters are modifications.)
Creature - Spirit
Thundering Raiju (neo) 166
Vicious Conquistador
Whenever this creature attacks, each opponent loses 1 life.
Creature - Vampire Soldier
Vicious Conquistador (j25) 507

Activator

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Board Advantage

Qty: 11 Price: $85.81
Anax, Hardened in the Forge
Anax's power is equal to your devotion to red. (Each
in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
Legendary Creature Enchantment - Demigod
Anax, Hardened in the Forge (cmm) 204
Animation Module
Whenever one or more +1/+1 counters are put on a permanent you control, you may pay
. If you do, create a 1/1 colorless Servo artifact creature token.
,
: Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
Artifact
Animation Module (kld) 194
Blackbloom Rogue
Menace (This creature can't be blocked except by two or more creatures.)
This creature gets +3/+0 as long as an opponent has eight or more cards in their graveyard.
Creature - Human Rogue
Blackbloom Rogue // Blackbloom Bog (znr) 91Blackbloom Rogue // Blackbloom Bog (znr) 91
Bloodletter of Aclazotz
Flying
If an opponent would lose life during your turn, they lose twice that much life instead. (Damage causes loss of life.)
Creature - Vampire Demon
Bloodletter of Aclazotz (lci) 92
Detective's Phoenix
Bestow—
, Collect evidence 6. (To pay this bestow cost, pay
and exile cards with total mana value 6 or greater from your graveyard.)
Flying, haste
Enchanted creature gets +2/+2 and has flying and haste.
You may cast this card from your graveyard using its bestow ability.
Creature Enchantment - Phoenix
Detective's Phoenix (mh3) 116
Genesis Chamber
Whenever a nontoken creature enters, if this artifact is untapped, that creature's controller creates a 1/1 colorless Myr artifact creature token.
Artifact
Genesis Chamber (bbd) 235
Hanweir Garrison
Whenever this creature attacks, create two 1/1 red Human creature tokens that are tapped and attacking.
(Melds with Hanweir Battlements.)
Creature - Human Soldier
Hanweir Garrison (emn) 130
Krenko, Tin Street Kingpin
Whenever Krenko attacks, put a +1/+1 counter on it, then create a number of 1/1 red Goblin creature tokens equal to Krenko's power.
Legendary Creature - Goblin
Krenko, Tin Street Kingpin (war) 137
Loyal Apprentice
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
Creature - Human Artificer
Loyal Apprentice (tdc) 222
Oliphaunt
Trample
Whenever this creature attacks, another target creature you control gets +2/+0 and gains trample until end of turn.
Mountaincycling
(
, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
Creature - Elephant
Oliphaunt (hoc) 199
Uncivil Unrest
Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)
If a creature you control with a +1/+1 counter on it would deal damage to a permanent or player, it deals double that damage instead.
Enchantment
Uncivil Unrest (moc) 35

Board Advantage

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Card Advantage

Qty: 11 Price: $39.31
Ayara's Oathsworn
Menace
Whenever this creature deals combat damage to a player, if it has fewer than four +1/+1 counters on it, put a +1/+1 counter on it. Then if it has exactly four +1/+1 counters on it, search your library for a card, put it into your hand, then shuffle.
Creature - Human Knight
Ayara's Oathsworn (mat) 11
Brass's Tunnel-Grinder
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one.
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
Legendary Artifact
Brass's Tunnel-Grinder // Tecutlan, the Searing Rift (lci) 135Brass's Tunnel-Grinder // Tecutlan, the Searing Rift (lci) 135
Darkstar Augur
Offspring
(You may pay an additional
as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Flying
At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.
Creature - Bat Warlock
Darkstar Augur (blb) 90
Demand Answers
As an additional cost to cast this spell, sacrifice an artifact or discard a card.
Draw two cards.
Instant
Demand Answers (mkm) 122
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (tdc) 213
Glimpse the Impossible
Exile the top three cards of your library. You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them into your graveyard, then create a 0/1 colorless Eldrazi Spawn creature token for each card put into your graveyard this way. Those tokens have "Sacrifice this token: Add
."
Sorcery
Glimpse the Impossible (mh3) 124
Goblin Engineer
When this creature enters, you may search your library for an artifact card, put it into your graveyard, then shuffle.
,
, Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
Creature - Goblin Artificer
Goblin Engineer (plst) MH1-128
Imperial Recruiter
When this creature enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.
Creature - Human Advisor
Imperial Recruiter (mh2) 281
Morbid Opportunist
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
Creature - Human Rogue
Morbid Opportunist (mid) 113
Nikara, Lair Scavenger
Partner with Yannik, Scavenging Sentinel (When this creature enters, target player may put Yannik into their hand from their library, then shuffle.)
Menace
Whenever another creature you control leaves the battlefield, if it had one or more counters on it, you draw a card and you lose 1 life.
Legendary Creature - Human Cleric
Nikara, Lair Scavenger (c20) 3
Yathan Tombguard
Menace (This creature can't be blocked except by two or more creatures.)
Whenever a creature you control with a counter on it deals combat damage to a player, you draw a card and you lose 1 life.
Creature - Human Warrior
Yathan Tombguard (tdm) 100

Card Advantage

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Land

Qty: 31 (38 w/ MDFC)Price: $273.89
Arena of Glory
This land enters tapped unless you control a Mountain.
: Add
.
,
, Exert this land: Add
. If any of that mana is spent on a creature spell, it gains haste until end of turn. (An exerted permanent won't untap during your next untap step.)
Land
Arena of Glory (mh3) 215
Barad-dûr
Barad-dûr enters tapped unless you control a legendary creature.
: Add
.
,
: Amass Orcs X. Activate only if a creature died this turn.
Legendary Land
Barad-dûr (ltr) 253
Blazemire Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Mountain.
Land
Blazemire Verge (dsk) 256
Blightstep Pathway
: Add
.
Land
Blightstep Pathway // Searstep Pathway (khm) 252Blightstep Pathway // Searstep Pathway (khm) 252
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (ecl) 262
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
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (ecc) 59
Graven Cairns
: Add
.
,
: Add
,
, or
.
Land
Graven Cairns (2xm) 320
Great Furnace
: Add
.
Artifact Land
Great Furnace (eoc) 161
Hall of Echoes
: Add
.
: This land becomes a copy of target creature you control until end of turn. The "legend rule" doesn't apply to permanents you control this turn.
Land
Hall of Echoes (fra) 179
Hanweir Battlements
: Add
.
,
: Target creature gains haste until end of turn.
,
: If you both own and control this land and a creature named Hanweir Garrison, exile them, then meld them into Hanweir, the Writhing Township.
Land
Hanweir Battlements (emn) 204
Haunted Ridge
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Haunted Ridge (inr) 280
Luxury Suite
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Luxury Suite (clb) 355
Mount Doom
, Pay 1 life: Add
or
.
,
: Mount Doom deals 1 damage to each opponent.
,
, Sacrifice Mount Doom and a legendary artifact: Choose up to two creatures, then destroy the rest. Activate only as a sorcery.
Legendary Land
Mount Doom (ltr) 258
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (ecl) 272
Raucous Theater
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Mountain
Raucous Theater (mkm) 266
Shadowblood Ridge
,
: Add
.
Land
Shadowblood Ridge (afc) 259
Shizo, Death's Storehouse
: Add
.
,
: Target legendary creature gains fear until end of turn. (It can't be blocked except by artifact creatures and/or black creatures.)
Legendary Land
Shizo, Death's Storehouse (dmc) 233
Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add
.
,
: Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land
Spymaster's Vault (mh3) 230
Starting Town
This land enters tapped unless it's your first, second, or third turn of the game.
: Add
.
, Pay 1 life: Add one mana of any color.
Land - Town
Starting Town (fin) 289
Sulfurous Springs
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Sulfurous Springs (ltc) 334
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (scd) 344
Takenuma, Abandoned Mire
: Add
.
Channel —
, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Takenuma, Abandoned Mire (neo) 278
The Black Gate
As The Black Gate enters, you may pay 3 life. If you don't, it enters tapped.
: Add
.
,
: Choose a player with the most life or tied for most life. Target creature can't be blocked by creatures that player controls this turn.
Legendary Land - Gate
The Black Gate (ltc) 80
Vault of Whispers
: Add
.
Artifact Land
Vault of Whispers (j25) 780
Westvale Abbey
: Add
.
,
, Pay 1 life: Create a 1/1 white and black Human Cleric creature token.
,
, Sacrifice five creatures: Transform this land, then untap it.
Land
Westvale Abbey // Ormendahl, Profane Prince (inr) 287Westvale Abbey // Ormendahl, Profane Prince (inr) 287

Land

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Protection

Qty: 3 Price: $40.97
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (tdc) 102
Malakir Rebirth
Choose target creature. You lose 2 life. Until end of turn, that creature gains "When this creature dies, return it to the battlefield tapped under its owner's control."
Instant
Malakir Rebirth // Malakir Mire (znr) 111Malakir Rebirth // Malakir Mire (znr) 111
Untimely Malfunction
Choose one —
• Destroy target artifact.
• Change the target of target spell or ability with a single target.
• One or two target creatures can't block this turn.
Instant
Untimely Malfunction (dsk) 161

Protection

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Ramp

Qty: 4 Price: $18.96
Dark Ritual
Add
.
Instant
Dark Ritual (plst) A25-82
Pawn of Ulamog
Whenever this creature or another nontoken creature you control dies, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add
."
Creature - Vampire Shaman
Pawn of Ulamog (soc) 223
Professional Face-Breaker
Menace
Whenever one or more creatures you control deal combat damage to a player, create a Treasure token.
Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.
Creature - Human Warrior
Professional Face-Breaker (m3c) 216
Sol Ring
: Add
.
Artifact
Sol Ring (blc) 129

Ramp

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Recursion

Qty: 9 Price: $13.17
Alesha, Who Laughs at Fate
First strike
Whenever Alesha attacks, put a +1/+1 counter on it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Legendary Creature - Human Warrior
Alesha, Who Laughs at Fate (fdn) 115
Chthonian Nightmare
When this enchantment enters, you get
(three energy counters).
Pay X
, Sacrifice a creature, Return this enchantment to its owner's hand: Return target creature card with mana value X from your graveyard to the battlefield. Activate only as a sorcery.
Enchantment
Chthonian Nightmare (mh3) 83
Dogged Detective
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever an opponent draws their second card each turn, you may return this card from your graveyard to your hand.
Creature - Human Rogue
Dogged Detective (mkc) 127
Flamewake Phoenix
Flying, haste
This creature attacks each combat if able.
Ferocious — At the beginning of combat on your turn, if you control a creature with power 4 or greater, you may pay
. If you do, return this card from your graveyard to the battlefield.
Creature - Phoenix
Flamewake Phoenix (fdn) 198
Gurgling Anointer
Flying
Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
When this creature dies, return another target creature card with mana value less than or equal to this creature's power from your graveyard to the battlefield.
Creature - Horror Phyrexian
Gurgling Anointer (bro) 104
Phyrexian Dragon Engine
Double strike
When this creature enters from your graveyard, you may discard your hand. If you do, draw three cards.
Unearth

(Melds with Mishra, Claimed by Gix.)
Creature Artifact - Dragon Phyrexian
Phyrexian Dragon Engine (bro) 163
Pinnacle Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, return target instant or sorcery card from your graveyard to your hand.
Creature - Djinn Monk
Pinnacle Monk // Mystic Peak (mh3) 246Pinnacle Monk // Mystic Peak (mh3) 246
Timeline Culler
Haste
You may cast this card from your graveyard using its warp ability.
Warp—
, Pay 2 life. (You may cast this card from your hand or graveyard for its warp cost. If you do, exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Warlock Drix
Timeline Culler (eoe) 121
Vat of Rebirth
Whenever another artifact or creature you control is put into a graveyard from the battlefield, put an oil counter on this artifact.
,
, Remove four oil counters from this artifact: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Artifact
Vat of Rebirth (one) 113

Recursion

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Removal

Qty: 10 Price: $37.06
Boggart Trawler
When this creature enters, exile target player's graveyard.
Creature - Goblin
Boggart Trawler // Boggart Bog (mh3) 243Boggart Trawler // Boggart Bog (mh3) 243
Calamity of Cinders
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Calamity of Cinders deals 6 damage to each untapped creature.
Sorcery
Calamity of Cinders (blc) 23
Fell the Profane
Destroy target creature or planeswalker.
Instant
Fell the Profane // Fell Mire (mh3) 244Fell the Profane // Fell Mire (mh3) 244
Mizzium Mortars
Mizzium Mortars deals 4 damage to target creature you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Mizzium Mortars (clb) 803
Rakdos Charm
Choose one —
• Exile target player's graveyard.
• Destroy target artifact.
• Each creature deals 1 damage to its controller.
Instant
Rakdos Charm (eoc) 125
Shatterskull Smashing
Shatterskull Smashing deals X damage divided as you choose among up to two target creatures and/or planeswalkers. If X is 6 or more, Shatterskull Smashing deals twice X damage divided as you choose among them instead.
Sorcery
Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161
Shriekmaw
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Shriekmaw (ecc) 85
Sundering Eruption
Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Creatures without flying can't block this turn.
Sorcery
Sundering Eruption // Volcanic Fissure (mh3) 248Sundering Eruption // Volcanic Fissure (mh3) 248
Szat's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each opponent sacrifices a creature they control with the greatest power.
• Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.
Instant
Szat's Will (cmr) 152
Vandalblast
Destroy target artifact you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Vandalblast (voc) 152

Removal

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Win Condition

Qty: 4 Price: $47.46
Avacyn, Angel of Horror
Flying, deathtouch
Whenever Avacyn or another nontoken creature you control dies, return that card to the battlefield under your control at the beginning of the next end step.
Legendary Creature - Angel
Avacyn, Angel of Horror (frc) 7
City on Fire
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
If a source you control would deal damage to a permanent or player, it deals triple that damage instead.
Enchantment
City on Fire (mom) 135
Dragonhawk, Fate's Tempest
Flying
Whenever Dragonhawk enters or attacks, exile the top X cards of your library, where X is the number of creatures you control with power 4 or greater. You may play those cards until your next end step. At the beginning of your next end step, Dragonhawk deals 2 damage to each opponent for each of those cards that are still exiled.
Legendary Creature - Dragon Bird
Dragonhawk, Fate's Tempest (blb) 132
Riders of the Mark
Affinity for Humans (This spell costs
less to cast for each Human you control.)
Trample, haste
At the beginning of your end step, if this creature attacked this turn, return it to its owner's hand. If you do, create a number of 1/1 white Human Soldier creature tokens equal to its toughness.
Creature - Human Knight
Riders of the Mark (ltr) 827

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Hanweir, the Writhing Township
Trample, haste
Whenever Hanweir attacks, create two 3/2 colorless Eldrazi Horror creature tokens that are tapped and attacking.
Legendary Creature - Ooze Eldrazi
Hanweir, the Writhing Township (inr) 157b
Mishra, Lost to Phyrexia
Whenever Mishra enters or attacks, choose three —
• Target opponent discards two cards.
• Mishra deals 3 damage to any target.
• Destroy target artifact or planeswalker.
• Creatures you control gain menace and trample until end of turn.
• Creatures you don't control get -1/-1 until end of turn.
• Create two tapped Powerstone tokens.
Legendary Creature Artifact - Artificer Phyrexian
Mishra, Lost to Phyrexia (bro) 163b

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Agadeem's Awakening
Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.
Sorcery
Agadeem's Awakening // Agadeem, the Undercrypt (znr) 90Agadeem's Awakening // Agadeem, the Undercrypt (znr) 90
Phyrexian Tower
: Add
.
, Sacrifice a creature: Add
.
Legendary Land
Phyrexian Tower (mh3) 303

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Ajani's Anguish
When this enchantment enters, it deals X damage to any target.
Creatures you control have trample.
Enchantment
Ajani's Anguish (fra) 72
Azra Oddsmaker
At the beginning of combat on your turn, you may discard a card. If you do, choose a creature. Whenever that creature deals combat damage to a player this turn, you draw two cards.
Creature - Warrior Azra
Azra Oddsmaker (plst) BBD-75
Blightbeetle
Protection from green (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything green.)
Creatures your opponents control can't have +1/+1 counters put on them.
Creature - Insect
Blightbeetle (plst) M20-87
Dauthi Voidwalker
Shadow (This creature can block or be blocked by only creatures with shadow.)
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
Creature - Rogue Dauthi
Dauthi Voidwalker (tdc) 176
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
Gallia, the Merrymaker
Haste
Each other creature you control with a +1/+1 counter on it has haste.
,
: Put a +1/+1 counter on target creature that entered this turn.
Legendary Creature - Satyr
Gallia, the Merrymaker (fra) 245
Hall of the Bandit Lord
Hall of the Bandit Lord enters tapped.
, Pay 3 life: Add
. If that mana is spent on a creature spell, it gains haste.
Legendary Land
Hall of the Bandit Lord (plst) CHK-277
Infantry Shield
Equipped creature has menace and mobilize X, where X is its power. (Whenever it attacks, create X tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Equip
Artifact - Equipment
Infantry Shield (tdc) 35
Mahadi, Emporium Master
At the beginning of your end step, create a Treasure token for each creature that died this turn. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Legendary Creature - Devil
Mahadi, Emporium Master (clb) 282
Oubliette
When this enchantment enters, target creature phases out until this enchantment leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
Enchantment
Oubliette (plst) 2XM-100
Stronghold Assassin
, Sacrifice a creature: Destroy target nonblack creature.
Creature - Zombie Assassin Phyrexian
Stronghold Assassin (c13) 93
Tempt with Vengeance
Tempting offer — Create X 1/1 red Elemental creature tokens with haste. Each opponent may create X 1/1 red Elemental creature tokens with haste. For each opponent who does, create X 1/1 red Elemental creature tokens with haste.
Sorcery
Tempt with Vengeance (tdc) 239
Unearth
Return target creature card with mana value 3 or less from your graveyard to the battlefield.
Cycling
(
, Discard this card: Draw a card.)
Sorcery
Unearth (2x2) 96
Valakut Awakening
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Valakut Awakening // Valakut Stoneforge (plst) ZNR-174Valakut Awakening // Valakut Stoneforge (plst) ZNR-174
Vincent, Vengeful Atoner
Menace
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
Legendary Creature - Assassin
Vincent, Vengeful Atoner (fic) 64

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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
Barrowgoyf
Deathtouch, lifelink
Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.
Creature - Lhurgoyf
Barrowgoyf (m3c) 102
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Basilisk Collar (fdn) 669
Big Game Hunter
When this creature enters, destroy target creature with power 4 or greater. It can't be regenerated.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Human Assassin Rebel
Big Game Hunter (tsr) 102
Bitterbloom Bearer
Flash
Flying
At the beginning of your upkeep, you lose 1 life and create a 1/1 blue and black Faerie creature token with flying.
Creature - Rogue Faerie
Bitterbloom Bearer (ecl) 88
Bloodthirsty Blade
Equipped creature gets +2/+0 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
: Attach this Equipment to target creature an opponent controls. Activate only as a sorcery.
Artifact - Equipment
Bloodthirsty Blade (mkc) 225
Carrion
As an additional cost to cast this spell, sacrifice a creature.
Create X 0/1 black Insect creature tokens, where X is the sacrificed creature's power.
Instant
Carrion (mir) 111
Chainer, Nightmare Adept
Discard a card: You may cast a creature spell from your graveyard this turn. Activate only once each turn.
Whenever a nontoken creature you control enters, if you didn't cast it from your hand, it gains haste until your next turn.
Legendary Creature - Human Minion
Chainer, Nightmare Adept (mh2) 289
Combat Celebrant
If this creature hasn't been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase. (An exerted creature won't untap during your next untap step.)
Creature - Human Warrior
Combat Celebrant (j25) 531
Darklight Phoenix
Flying, haste
At the beginning of combat on your turn, if two or more creatures died this turn, return this card from your graveyard to the battlefield.
Creature - Phoenix
Darklight Phoenix (fra) 53
Dolmen Gate
Prevent all combat damage that would be dealt to attacking creatures you control.
Artifact
Dolmen Gate (plst) LRW-256
Elegy Acolyte
Lifelink
Whenever one or more creatures you control deal combat damage to a player, you draw a card and lose 1 life.
Void — At the beginning of your end step, if a nonland permanent left the battlefield this turn or a spell was warped this turn, create a 2/2 colorless Robot artifact creature token.
Creature - Human Cleric
Elegy Acolyte (eoe) 97
Elturel Survivors
Trample, myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
As long as this creature is attacking, it gets +X/+0, where X is the number of lands defending player controls.
Creature - Peasant Tiefling
Elturel Survivors (clb) 172
Erebos, Bleak-Hearted
Indestructible
As long as your devotion to black is less than five, Erebos isn't a creature.
Whenever another creature you control dies, you may pay 2 life. If you do, draw a card.
, Sacrifice another creature: Target creature gets -2/-1 until end of turn.
Legendary Creature Enchantment - God
Erebos, Bleak-Hearted (cmm) 868
Feed the Swarm
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Sorcery
Feed the Swarm (tdc) 180
Flametongue Yearling
Multikicker
(You may pay an additional
any number of times as you cast this spell.)
This creature enters with a +1/+1 counter on it for each time it was kicked.
When this creature enters, it deals damage equal to its power to target creature.
Creature - Kavu
Flametongue Yearling (mh2) 125
Frenzied Gorespawn
When this creature enters, for each opponent, goad target creature that player controls. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Whenever one or more creatures attack one of your opponents, those creatures gain menace until end of turn.
Creature - Horror
Frenzied Gorespawn (clu) 32
Generous Plunderer
Menace
At the beginning of your upkeep, you may create a Treasure token. When you do, target opponent creates a tapped Treasure token.
Whenever this creature attacks, it deals damage to defending player equal to the number of artifacts they control.
Creature - Human Rogue
Generous Plunderer (big) 11
Goblin Welder
: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.
Creature - Goblin Artificer
Goblin Welder (cm2) 101
Goldhound
First strike
Menace (This creature can't be blocked except by two or more creatures.)
, Sacrifice this creature: Add one mana of any color.
Creature Artifact - Treasure Dog
Goldhound (j22) 549
Goldlust Triad
Flying
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
Creature - Dragon
Goldlust Triad (tdc) 34
Grave Researcher
At the beginning of your upkeep, surveil 1. Then if there are three or more creature cards in your graveyard, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Troll Warlock
Grave Researcher // Reanimate (sos) 85
Grim Haruspex
Morph
(You may cast this card face down as a 2/2 creature for
. Turn it face up any time for its morph cost.)
Whenever another nontoken creature you control dies, draw a card.
Creature - Human Wizard
Grim Haruspex (ktk) 73
Gut, True Soul Zealot
Whenever you attack, you may sacrifice another creature or an artifact. If you do, create a 4/1 black Skeleton creature token with menace that's tapped and attacking. (It can't be blocked except by two or more creatures.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Goblin Shaman
Gut, True Soul Zealot (clb) 180
Henrika Domnathi
Flying
At the beginning of combat on your turn, choose one that hasn't been chosen —
• Each player sacrifices a creature of their choice.
• You draw a card and you lose 1 life.
• Transform Henrika.
Legendary Creature - Vampire
Henrika Domnathi // Henrika, Infernal Seer (vow) 119Henrika Domnathi // Henrika, Infernal Seer (vow) 119
Horn of the Mark
Whenever two or more creatures you control attack a player, look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Legendary Artifact
Horn of the Mark (ltr) 241
Hunted Horror
Trample
When this creature enters, target opponent creates two 3/3 green Centaur creature tokens with protection from black.
Creature - Horror
Hunted Horror (clb) 758
Illicit Masquerade
Flash
When this enchantment enters, put an impostor counter on each creature you control.
Whenever a creature you control with an impostor counter on it dies, exile it. Return up to one other target creature card from your graveyard to the battlefield.
Enchantment
Illicit Masquerade (mkm) 88
Insatiable Avarice
Spree (Choose one or more additional costs.)
+
— Search your library for a card, then shuffle and put that card on top.
+
— Target player draws three cards and loses 3 life.
Sorcery
Insatiable Avarice (otj) 91
Jerren, Corrupted Bishop
Whenever Jerren enters or another nontoken Human you control dies, you lose 1 life and create a 1/1 white Human creature token.
: Target Human you control gains lifelink until end of turn.
At the beginning of your end step, if you have exactly 13 life, you may pay
. If you do, transform Jerren.
Legendary Creature - Human Cleric
Jerren, Corrupted Bishop // Ormendahl, the Corrupter (mid) 109Jerren, Corrupted Bishop // Ormendahl, the Corrupter (mid) 109
K'rrik, Son of Yawgmoth
(
can be paid with either
or 2 life.)
Lifelink
For each
in a cost, you may pay 2 life rather than pay that mana.
Whenever you cast a black spell, put a +1/+1 counter on K'rrik.
Legendary Creature - Horror Minion Phyrexian
K'rrik, Son of Yawgmoth (mh3) 274
Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling
Karlach, Fury of Avernus (clb) 186
Kaya's Ghostform
Enchant creature or planeswalker you control
When enchanted permanent dies or is put into exile, return that card to the battlefield under your control.
Enchantment - Aura
Kaya's Ghostform (plst) WAR-94
Kozilek's Command
Choose two —
• Target player creates X 0/1 colorless Eldrazi Spawn creature tokens with "Sacrifice this token: Add
."
• Target player scries X, then draws a card.
• Exile target creature with mana value X or less.
• Exile up to X target cards from graveyards.
Instant Kindred - Eldrazi
Kozilek's Command (mh3) 11
Lethal Scheme
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Instant
Lethal Scheme (lcc) 201
Nested Shambler
When this creature dies, create X tapped 1/1 green Squirrel creature tokens, where X is this creature's power.
Creature - Zombie
Nested Shambler (blc) 185
Nether Traitor
Haste
Shadow (This creature can block or be blocked by only creatures with shadow.)
Whenever another creature is put into your graveyard from the battlefield, you may pay
. If you do, return this card from your graveyard to the battlefield.
Creature - Spirit
Nether Traitor (soc) 220
Phyrexian Reclamation
, Pay 2 life: Return target creature card from your graveyard to your hand.
Enchantment
Phyrexian Reclamation (tdc) 194
Pyrohemia
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment.
: This enchantment deals 1 damage to each creature and each player.
Enchantment
Pyrohemia (cmd) 132
Rabid Attack
Until end of turn, any number of target creatures you control each get +1/+0 and gain "When this creature dies, draw a card."
Instant
Rabid Attack (sos) 96
Saw in Half
Destroy target creature. If that creature dies this way, its controller creates two tokens that are copies of that creature, except their power is half that creature's power and their toughness is half that creature's toughness. Round up each time.
Instant
Saw in Half (blc) 113
Scheming Silvertongue
Flying, lifelink
At the beginning of your second main phase, if you gained 2 or more life this turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Vampire Warlock
Scheming Silvertongue // Sign in Blood (sos) 99
Seasoned Pyromancer
When this creature enters, discard two cards, then draw two cards. For each nonland card discarded this way, create a 1/1 red Elemental creature token.
, Exile this card from your graveyard: Create two 1/1 red Elemental creature tokens.
Creature - Human Shaman
Seasoned Pyromancer (2x2) 123
Sokenzan, Crucible of Defiance
: Add
.
Channel —
, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Sokenzan, Crucible of Defiance (neo) 276
Song of Totentanz
Create X 1/1 black Rat creature tokens with "This token can't block." Creatures you control gain haste until end of turn.
Sorcery
Song of Totentanz (woe) 150
Soul Shatter
Each opponent sacrifices a creature or planeswalker with the greatest mana value among creatures and planeswalkers they control.
Instant
Soul Shatter (scd) 108
Springleaf Drum
, Tap an untapped creature you control: Add one mana of any color.
Artifact
Springleaf Drum (ecl) 260
Stargaze
Look at twice X cards from the top of your library. Put X cards from among them into your hand and the rest into your graveyard. You lose X life.
Sorcery
Stargaze (blb) 114
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.
Land - Planet
Susur Secundi, Void Altar (eoe) 259
Territorial Hellkite
Flying, haste
At the beginning of combat on your turn, choose an opponent at random that this creature didn't attack during your last combat. This creature attacks that player this combat if able. If you can't choose an opponent this way, tap this creature.
Creature - Dragon
Territorial Hellkite (tdc) 240
Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant
Tibalt's Trickery (khm) 153
Urborg Scavengers
Whenever this creature enters or attacks, exile target card from a graveyard. Put a +1/+1 counter on this creature.
This creature has flying as long as a card exiled with it has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, reach, trample, and vigilance.
Creature - Spirit
Urborg Scavengers (mat) 15
Varragoth, Bloodsky Sire
Deathtouch
Boast —
: Target player searches their library for a card, then shuffles and puts that card on top. (Activate only if this creature attacked this turn and only once each turn.)
Legendary Creature - Demon Rogue
Varragoth, Bloodsky Sire (khm) 115
Vendetta
Destroy target nonblack creature. It can't be regenerated. You lose life equal to that creature's toughness.
Instant
Vendetta (roe) 130
Weathered Sentinels
Defender, reach, vigilance, trample
This creature can attack players who attacked you during their last turn as though it didn't have defender.
Whenever this creature attacks, it gets +3/+3 and gains indestructible until end of turn.
Creature Artifact - Wall
Weathered Sentinels (tdc) 336

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Archetype of Aggression
Creatures you control have trample.
Creatures your opponents control lose trample and can't have or gain trample.
Creature Enchantment - Human Warrior
Archetype of Aggression (plst) BNG-88
Cavalier of Night
Lifelink
When this creature enters, you may sacrifice another creature. When you do, destroy target creature an opponent controls.
When this creature dies, return target creature card with mana value 3 or less from your graveyard to the battlefield.
Creature - Knight Elemental
Cavalier of Night (plst) M20-94
Cryptborn Horror
Trample
This creature enters with X +1/+1 counters on it, where X is the total life lost by your opponents this turn.
Creature - Horror
Cryptborn Horror (rtr) 212
Darkness
Prevent all combat damage that would be dealt this turn.
Instant
Darkness (40k) 197
Death Pit Offering
When this enchantment enters, sacrifice all creatures you control.
Creatures you control get +2/+2.
Enchantment
Death Pit Offering (8ed) 124
Gnoll War Band
This spell costs
less to cast for each opponent who was dealt damage this turn.
Menace
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature - Gnoll
Gnoll War Band (clb) 178
Goro-Goro, Disciple of Ryusei
: Creatures you control gain haste until end of turn.
: Create a 5/5 red Dragon Spirit creature token with flying. Activate only if you control an attacking modified creature. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Goblin Samurai
Goro-Goro, Disciple of Ryusei (neo) 145
Indulge
Whenever a creature you control attacks this turn, create a 1/1 green and white Citizen creature token that's tapped and attacking.
Sorcery
Indulge // Excess (ncc) 46
Minas Morgul, Dark Fortress
Minas Morgul enters tapped.
: Add
.
,
: Put a shadow counter on target creature. For as long as that creature has a shadow counter on it, it's a Wraith in addition to its other types. (A creature with shadow can block or be blocked by only creatures with shadow.)
Legendary Land
Minas Morgul, Dark Fortress (ltc) 514
Retribution of the Ancients
, Remove X +1/+1 counters from among creatures you control: Target creature gets -X/-X until end of turn.
Enchantment
Retribution of the Ancients (ktk) 85
Shepherd of Rot
: Each player loses 1 life for each Zombie on the battlefield.
Creature - Cleric Zombie
Shepherd of Rot (hop) 40
Stigma Lasher
Wither (This deals damage to creatures in the form of -1/-1 counters.)
Whenever this creature deals damage to a player, that player can't gain life for the rest of the game.
Creature - Elemental Shaman
Stigma Lasher (plst) EVE-62
Tilonalli's Summoner
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Whenever this creature attacks, you may pay
. If you do, create X 1/1 red Elemental creature tokens that are tapped and attacking. At the beginning of the next end step, exile those tokens unless you have the city's blessing.
Creature - Human Shaman
Tilonalli's Summoner (rix) 121
Unruly Catapult
Defender
: This creature deals 1 damage to each opponent.
Whenever you cast an instant or sorcery spell, untap this creature.
Creature Artifact - Construct
Unruly Catapult (woe) 156
Zagras, Thief of Heartbeats
This spell costs
less to cast for each creature in your party.
Flying, deathtouch, haste
Other creatures you control have deathtouch.
Whenever a creature you control deals combat damage to a planeswalker, destroy that planeswalker.
Legendary Creature - Vampire Rogue
Zagras, Thief of Heartbeats (znr) 241

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Fire Covenant
As an additional cost to cast this spell, pay X life.
Fire Covenant deals X damage divided as you choose among any number of target creatures.
Instant
Fire Covenant (ecc) 54
Gix's Command
Choose two —
• Put two +1/+1 counters on up to one creature. It gains lifelink until end of turn.
• Destroy each creature with power 2 or less.
• Return up to two creature cards from your graveyard to your hand.
• Each opponent sacrifices a creature with the greatest power among creatures they control.
Sorcery
Gix's Command (bro) 97
Priest of Forgotten Gods
, Sacrifice two other creatures: Any number of target players each lose 2 life and sacrifice a creature of their choice. You add
and draw a card. (Activate only as an instant.)
Creature - Human Cleric
Priest of Forgotten Gods (soc) 225
Rumbling Ruin
When this creature enters, count the number of +1/+1 counters on creatures you control. Creatures your opponents control with power less than or equal to that number can't block this turn.
Creature - Elemental
Rumbling Ruin (rna) 112
The Peregrine Dynamo
Haste
,
: Copy target activated or triggered ability you control from another legendary source that's not a commander. You may choose new targets for the copy. (Mana abilities can't be targeted.)
Legendary Creature Artifact - Construct
The Peregrine Dynamo (dmc) 19

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Bitter Reunion
When this enchantment enters, you may discard a card. If you do, draw two cards.
, Sacrifice this enchantment: Creatures you control gain haste until end of turn.
Enchantment
Bitter Reunion (otc) 156
General Kreat, the Boltbringer
Whenever one or more Goblins you control attack, create a 1/1 red Goblin creature token that's tapped and attacking.
Whenever another creature you control enters, General Kreat deals 1 damage to each opponent.
Legendary Creature - Goblin Soldier
General Kreat, the Boltbringer (j25) 48
Horn of Gondor
When Horn of Gondor enters, create a 1/1 white Human Soldier creature token.
,
: Create X 1/1 white Human Soldier creature tokens, where X is the number of Humans you control.
Legendary Artifact
Horn of Gondor (ltr) 240
Leechridden Swamp
(
: Add
.)
This land enters tapped.
,
: Each opponent loses 1 life. Activate only if you control two or more black permanents.
Land - Swamp
Leechridden Swamp (dsc) 286
Rain of Gore
If a spell or ability would cause its controller to gain life, that player loses that much life instead.
Enchantment
Rain of Gore (dis) 126

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
41 pips - 33 cards
28 mana - 24 cards
45 pips - 34 cards
28 mana - 24 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
10 mana - 9 cards
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Description

{"ops":[{"attributes":{"color":"#a10000","bold":true},"insert":"Gev, Scaled Scorch"},{"attributes":{"align":"center","header":1},"insert":"\n"},{"attributes":{"color":"#444444","italic":true},"insert":"Big Little Guys"},{"attributes":{"align":"center","header":2},"insert":"\n"},{"attributes":{"color":"#888888"},"insert":"Commander EDH | Rakdos (B/R) | Bracket 3"},{"attributes":{"align":"center","header":2},"insert":"\n"},{"attributes":{"color":"#888888"},"insert":"No Persist and No Infinite Combos"},{"attributes":{"align":"center","header":3},"insert":"\n"},{"attributes":{"color":"#888888"},"insert":"Limited Universes Beyond "},{"attributes":{"align":"center","header":3},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Contents:"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"background":"transparent","bold":true},"insert":"Why Play This Deck"},{"insert":"\n"},{"attributes":{"underline":true,"background":"transparent","bold":true},"insert":"The Commander"},{"attributes":{"background":"transparent","bold":true},"insert":" "},{"insert":{"card-link":"Gev, Scaled Scorch"}},{"insert":" \n"},{"attributes":{"underline":true,"bold":true},"insert":"How The Deck Wins"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Single Card Highlights"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Piloting Guide & Mulligan Strategy"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Budget Substitutions"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Changelog in Current Snapshot"},{"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why Play This Deck"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Elevator Pitch:"},{"insert":" "},{"attributes":{"background":"transparent"},"insert":"This deck is all about going medium, and the glory of the Goldilocks principle. "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Going tall with a couple of 10 power beaters leaves you vulnerable to spot removal and weak blockers. "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Going wide with horses of 1/1s leaves your army vulnerable to being cleared by every 1 damage sweeper around. "},{"insert":"\nGoing medium, with a considerable number of 4/4s is "},{"attributes":{"italic":true},"insert":"just "},{"insert":"right.\n-\n"},{"attributes":{"bold":true},"insert":"Gameplan:"},{"insert":" "},{"attributes":{"background":"transparent"},"insert":"This deck pressures opponents life totals whilst forcing them to dedicate resources to the board and away from the solitaire midrange value piles that are prevalent at bracket 3 decks tables. When even your tokens enter with as 4/4s at minimum, that applies pressure very quickly, necessitating answers. Sometimes boards are just too big even with an army of 4/4s, so additional choices were made to provide alternative ways to leverage a given board, including non combat damage and melded big beaters. "},{"insert":"\n-\n"},{"attributes":{"bold":true},"insert":"Commander Dependence: "},{"insert":"Med-High as most of the decks power comes from the buffs provided by "},{"insert":{"card-link":"Gev, Scaled Scorch"}},{"insert":" . Yet, since Gev is the payoff, not the engine itself, if he is removed the deck is still able to make plays, and his cheap cost (BR) and graveyard recursion allows him to be replayed easily.\n-\n"},{"attributes":{"bold":true},"insert":"Subthemes "},{"insert":"(Descending Prominence)"},{"attributes":{"bold":true},"insert":":"},{"insert":"Tokens, Burn, Group Slug, Graveyard Recursion, Artifact Synergy, Meld\n-\n"},{"attributes":{"bold":true},"insert":"Win Conditions: "},{"insert":"This deck has 3 general win conditions in descending priority, though they are often intertwined in practice:\nGo-wide combat damage, achieved by token generation from a few key cards such as "},{"insert":{"card-link":"Krenko, Tin Street Kingpin"}},{"insert":" paired with a finisher like "},{"insert":{"card-link":"Legion Loyalist"}},{"insert":" . Kills a single opponent at a time."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mass burn, achieved through having at least a medium board and using cards like "},{"insert":{"card-link":"Thundering Raiju"}},{"insert":" to finish off opponents weakened by cards like "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" . Can kill multiple opponents at once, and can penetrate defensive boards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Evasive flyer beatdown, often a backup win condition using creatures such as "},{"insert":{"card-link":"Spawn of Mayhem"}},{"insert":" to get over scary boards. This typically finishes off a single opponent."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"bold":true},"insert":"Disclaimer:"},{"insert":" I personally don't include any persist combos here despite their efficacy as I find them uninteresting, interactive, and lead to negative play experiences. I have only included The Lord of The Rings and Final Fantasy Universes Beyond cards due to personal preference. \n"},{"attributes":{"underline":true,"background":"transparent","bold":true},"insert":"The Commander"},{"attributes":{"background":"transparent","bold":true},"insert":" "},{"insert":{"card-link":"Gev, Scaled Scorch"}},{"insert":" "},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"We focus on Gev's first ability to pump creatures by +1/1 for each opponent that's taken damage this turn by running lots of impact tremors abilities on creatures."},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":" Lizards (and Viashinos, which have been errata'ed to be lizards) in general are not very good and I don't find typal decks to be very interesting. So we only run 1 that fits in with our game plan. Gev is cheap and comes down early and requiring BR encourages keeping balanced hands. "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"Additionally, the ward 2 is a nice incentive that more or less protects them from spot removal, saving protection for other pieces."},{"insert":"\nGev is a legendary creature that costs BR. The low mana cost necessitates keeping hands with balanced lands.\nHe is a Lizard Mercenary. As a Lizard he receives some synergy with cards from Bloomburrow (like "},{"insert":{"card-link":"Mudflat Village"}},{"insert":" ) and as a Mercenary he is an outlaw and benefits from some synergies from Thunder Junction (like "},{"insert":{"card-link":"Hellspur Posse Boss"}},{"insert":" ). However, as explained later, these types are incidental in this deck and not a cornerstone of synergy.\nHe has 3 abilities: \n"},{"attributes":{"underline":true},"insert":"Ward - Pay 2 life "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is better than no protection, but early game, 2 life is an afterthought although in the late game it can make opponents think twice about using spot removal. Gev's actual protection comes from having a small body and being an enabler more than a payoff, generally allowing him to fly under the record compared to other threats. \n-\n"},{"attributes":{"underline":true},"insert":"Other creatures you control enter with an additional +1/+1 counter on them for each opponent who lost life this turn. "},{"attributes":{"header":3},"insert":"\n"},{"insert":" This encourages you to be pushing damage to each opponent every turn, which keeps the game moving. This allows creatures that are balanced by having a weak stat line to become formidable (such as "},{"insert":{"card-link":"Scheming Silvertongue // Sign in Blood"}},{"insert":" ). This also enables us to skip straight to the payoff for cards like "},{"insert":{"card-link":"Ayara's Oathsworn"}},{"insert":" ,"},{"insert":{"card-link":"Runaway Steam-Kin"}},{"insert":" , and "},{"insert":{"card-link":"Crystalline Crawler"}},{"insert":" .\n"},{"attributes":{"bold":true},"insert":"IMPORTANT:"},{"insert":" this ability is a replacement effect, not a triggered effect. This means it does not go on the stack and that if you play a creature with an "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effect on board, it will not enter with any +1/+1 counters.\nThis is because the creature will enter, and will check to see if opponents have lost life, and if they haven't will enter with no additional counters. Then the creature entering will trigger "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" and deal 1 damage.\n-\n"},{"attributes":{"underline":true},"insert":"Whenever you cast a Lizard spell, "},{"attributes":{"underline":true},"insert":{"card-link":"Gev, Scaled Scorch"}},{"attributes":{"underline":true},"insert":" deals 1 damage to target opponent. "},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is mostly a trap, the vast majority of decks focus on Lizard typal synergy, but outside of bracket 2, the single target 1 damage ping is not nearly meaningful enough for the opportunity cost incurred by playing Lizards and "},{"attributes":{"background":"transparent"},"insert":"Viashinos "},{"insert":"which are broadly weak. If this type of playstyle appeals to you, I'd suggest instead building ("},{"insert":{"card-link":"Judith, the Scourge Diva"}},{"insert":" ) and leaning into an aristocrat playstyle. However, as this is a cast trigger, it will ping an opponent and then the creature will enter, thus with as least one +1/+1 counter.\n-\n"},{"attributes":{"underline":true,"bold":true},"insert":"Getting the Most out of Gev"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Gev, Scaled Scorch"}},{"insert":" gives a maximum power/ toughness boost of +3/3. As this is a static boost, it is most impactful early in the game, and as it is given to each creature, it encourages playing multiple smaller creatures as opposed to a single large creature. \nThis means that an effective Gev deck will have a low curve and use cards that creature multiple creature tokens. However it is important to remember that this commander is in Rakdos. Although playing as many token creators as possible will get the most numbers on the board, full commitment to going wide will just be more inefficient than a white deck with a commander like "},{"insert":{"card-link":"Myrel, Shield of Argive"}},{"insert":" , so this a temptation that has to actively resisted in deckbuilding. Likewise, black token decks often lean towards an aristocrat playstyle but outside of persist combos, Gev's counters disincentivise sacrificing your small creatures because you've indirectly spent resources (and deck slots) to buff them up, but most common payoffs like "},{"insert":{"card-link":"Zulaport Cutthroat"}},{"insert":" and "},{"insert":{"card-link":"Blood Artist"}},{"insert":" don't care if you're sacrificing a 1/1 or 4/4. Therefore this deck avoids leaning too heavily towards aristocrat and go wide play styles, we want a good number of creatures to reliably go around narrow boards and we want them to stick around for combat. Additionally since Gev gives the counters regardless of where the creature entered from, graveyard synergies are very much on the table, leaning into a strength of Rakdos (BR).\n-\nIn order to enable the full +3/+3 boost for our creatures, we need cards that can repeatedly damage all opponents on our turn (and potentially other players turns) "},{"attributes":{"underline":true,"bold":true},"insert":"before"},{"insert":" we cast our creatures on a given turn. The properties of good cards that do this, \"activators\" are described here in descending order of power:\n"},{"attributes":{"underline":true},"insert":"Tap abilities"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cards like "},{"insert":{"card-link":"Spear Spewer"}},{"insert":" and "},{"insert":{"card-link":"Thermo-Alchemist"}},{"insert":" are the most straightforward to utilise, they can tapped at the start of your Upkeep Phase to activate Gev's full buff, allowing you to sequence it before triggers like "},{"insert":{"card-link":"Bitterbloom Bearer"}},{"insert":" or held for later, giving them a unique flexibility, reliability, and safety. \nIf you have an extra activator that triggers on upkeep, you can keep the creature untapped to either act as a blocker, or to tap in response to an effect that would give you creature tokens, or to deal damage on the preceding players end step.\nThe main downside of such creatures is that they have the Defender keyword, preventing them from attacking when their ping ability isn't needed: subpar in an aggro deck. However, their high toughness makes them good blockers and in difficult situations, you'll be thankful to have a blocker after a full swing.\n-\n"},{"attributes":{"underline":true},"insert":"Beginning of upkeep triggers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cards like "},{"insert":{"card-link":"Creeping Bloodsucker"}},{"insert":" and "},{"insert":{"card-link":"Spawn of Mayhem"}},{"insert":" have similar to the benefits of instant speed tap activators, in terms of safety and reliability but lack flexibility as they always trigger.\nIf you have multiple you cannot save some of the damage to buff tokens spawned on an opponents turn (and similar situations). \nHowever, they still allow a creature to enter and get counters prior to combat, which is very strong compared to having to wait until main phase two.\n-\n"},{"attributes":{"underline":true},"insert":"On attack triggers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Cards like "},{"insert":{"card-link":"Mardu Shadowspear"}},{"insert":" and "},{"insert":{"card-link":"Thundering Raiju"}},{"insert":" are the other side of the trade-off to beginning of upkeep triggers. They have reliability and flexibility, as you control which attackers are declared and they do not have to attack unless needed but they have the downside of safety, as attacking with them exposes them to being blocked and destroyed or disrupted by cards like "},{"insert":{"card-link":"Aetherize"}},{"insert":" .\nHowever, they also have the downside that creatures played from the hand can only receive Gev's buff in main phase 2.\nAs a silver lining, these activator are often cheap (typically 1-2 mana) or have strong effects for their cost in exchange for their vulnerability.\n_\n"},{"attributes":{"underline":true},"insert":"When another creature enters triggers"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effects such as "},{"insert":{"card-link":"General Kreat, the Boltbringer"}},{"insert":" are not ideal activators as mentioned in the previous section, as the first creature that enters in a turn will not get Gev's buff, as opponents will only lose life after that first creature has entered. \nDespite this, they are safe and consistent as the ability is ambivalent of the activator being tapped, or having attacked.\nThese activators are generally only included if they have another powerful affect such as General Kreat's swarming.\n-\n"},{"attributes":{"underline":true},"insert":"On death triggers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is the final type of activator ability, and the card's role as an activator is often incidental to another function (such as "},{"insert":{"card-link":"Garna, Bloodfist of Keld"}},{"insert":" ).\nThese activators are lacklustre as the pilot has limited control of them in most situations (though exceptions exist with sacrifice effects like "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":" ) making them inconsistent and due to being a death trigger, the opposite of safe. Instead these cards are to disincentivise opponents blocking.\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"How The Deck Wins"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck primarily wins through combat damage, a mixture of rushing down assisted with burn elements throughout the game.\n"},{"attributes":{"background":"transparent"},"insert":"Up top, it is important for the deck to hit it's stride early as an aggro deck, as if it is slow to start from early removal or a poor mulligan, other decks scale faster and there are no hard win conditions (infinite combos) due to being combat focused. Where greedier decks scale exponentially, this deck scales linearly. However, the top end of the curve carries cards that consistently deal double digit damage to opponents and are just unattractive enough targets for removal that they get left just a turn too long and meaningfully progress the game state. Despite lacking explosive power, the deck consistently performs well due to its resilience through redundancy. "},{"insert":"\n"},{"attributes":{"background":"transparent"},"insert":"This carries multiple benefits."},{"insert":"\nGenerally as you have to spread out your damage, it can deflect accusations of targeting until you're able to take other players out, as you are and to claim you're close to running out of gas compared to the other mid range decks.\nMy thought process is that we cannot just spawn a great quantity of tokens, that's a Boros (WR) trait and we would get a worse rate of return on those deck slots than a Boros deck. Instead we need to lean more heavily into death and graveyard effects. Therefore cards like"},{"insert":{"card-link":"Timeline Culler"}},{"insert":" and "},{"insert":{"card-link":"Detective's Phoenix"}},{"insert":" leverage the graveyard to give longevity to our resources and are great targets for discard effects like "},{"insert":{"card-link":"Brass's Tunnel-Grinder // Tecutlan, the Searing Rift"}},{"insert":" .\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Single Card Highlights"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Spear Spewer"}},{"insert":" is possibly the best card to have in the opening hand after "},{"insert":{"card-link":"Sol Ring"}},{"insert":" . Having a turn 1 activator speeds up the game plan by a crucial turn, dramatically increasing the chance of victory. Whilst other turn one activators are basically only guaranteed to allow a single turn of Gev buffs due to being easily killed in combat, spear spewer is a safe and reliable activator.\n-\n"},{"insert":{"card-link":"Uncivil Unrest"}},{"insert":" . Haste enablers and damage doublers are both cards that often fall into the \"nice to have\" pile and you are rarely able to include that amount you want of each while preserving your gameplan. Uncivil Unrest provides both (though does not apply to life loss effects like"},{"insert":{"card-link":"Creeping Bloodsucker"}},{"insert":" ) and being an enchantment it often survives board wipes and helps the deck build back very quickly. Damage doublers in general give an extra turn or two or relevance as other decks scale into the late game.\n-\n"},{"insert":{"card-link":"Mishra, Claimed by Gix"}},{"insert":" & "},{"insert":{"card-link":"Phyrexian Dragon Engine"}},{"insert":" Meld, this deck is partially shaped around them and melding them. Mishra is an auto-include in Gev decks, activating him as well as providing life gain in a deck that struggles to get it. The Dragon Engine is not necessarily an auto-include, but a 6/6 with double-strike for 3 is a high tempo play, and melding them into "},{"insert":{"card-link":"Mishra, Lost to Phyrexia"}},{"insert":" and a 12/12 which gives tokens menace and trample as well as removal each turn is a game-ending threat. Artifact synergies were added to the deck to support the Dragon Engine, and extra tutors added to hit Mishra, and graveyard effects to fetch both. It is still not consistent, but the tools are there, and it is always a thrilling moment to meld them. To me, this sort of combo is the exact thing commander is about. The stars need to align, but it can be done.\n-\n"},{"insert":{"card-link":"Animation Module"}},{"insert":" is another explosive card, when Gev is in play, it triggers off itself, allowing you to create as many tokens as you have free mana. It is a great target for artifact synergies.\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Piloting Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck is not the most complex to pilot, lines of play are mostly straightforward. Although keep in mind that playing an aggro deck in commander means that misplays are heavily punished - once opponents start having 6 or 7 mana, the deck falls off of proactive plays and has to be reactive and evasive as it reads as an easy target at that stage.\n-\n"},{"attributes":{"underline":true},"insert":"Early Game (Turns 1-3)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The highest priority play on turn 1 if possible is to play an activator and the requisite land. The difference between getting the first payoff from Gev on T3 Vs T4 is huge, especially if you are later in the turn order. The window to start applying pressure before slower decks get online is very narrow. \nThe only time you should not play a T1 activator is when you must play a tapland T1 in order to play Gev T2. In this case you will play your activator T3 and if it is specifically "},{"insert":{"card-link":"Mardu Shadowspear"}},{"insert":" then you can play another CMC <= 2 creature on your second main phase.\n-\nTurn 2 should always be dedicated to playing Gev, there are vanishingly few scenarios where an opponents T1 or T2 plays would would warrant not playing Gev. In fact, I can't think of any.\n-\nTurn 3 is your final set up turn in the majority of games where you do not get a T1 activator.\n You should generally move straight to combat and swing Gev at an opponent, there will often be someone with a small board or only their commander which they are unwilling to trade for yours so this damage often gets through .\n(to sandbag a little, it can sometimes be helpful to not do a land drop in main phase 1 to lower your threat profile).\nThis puts a small amount of commander damage on that player but more importantly an opponent has lost life. So in the second main phase, play the land for turn and play an activator and if possible another card, each would gain +1/+1.\nHere it is okay to play a 2-cost and 1-cost activator together as the tempo gain from having 3 bodies on board, is greater than holding the 1-cost card until the following turn. \n-\n"},{"attributes":{"underline":true},"insert":"Mid Game (Turns 4-6)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Depending on how the game is going, these turns are either about pressing your advantage to wipe out slower scaling decks while they are still ramping up, or by sandbagging and try to snipe off a lower health opponent unexpectedly. If in a position of strength an early "},{"insert":{"card-link":"Dragonhawk, Fate's Tempest"}},{"insert":" can secure a victory easily, but instead often you should presume that removal or a boardwipe is coming and consolidate resources through card draw and hand setup.\n-\nThis deck is very good at recovering from a board wipe, especially if a card like "},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" or "},{"insert":{"card-link":"Gurgling Anointer"}},{"insert":" can recover your commander from the graveyard to avoid commander tax. From this point, it is best to build a board proactively and swing when opponents have few blockers on board.\n-\n"},{"attributes":{"underline":true},"insert":"Late Game (Turns 7+)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"At this point in the game, if you are able to, you should focus on eliminating the opponent that scales hardest, often a green or control player of some flavour. If you are behind, you will have to lean on explosive cards like "},{"insert":{"card-link":"Riders of the Mark"}},{"insert":" to generate the power to kill a single vulnerable opponent and move forwards from there.\n-\n"},{"attributes":{"underline":true},"insert":"Mulligan Guide"},{"attributes":{"header":3},"insert":"\n"},{"insert":"We have explored different common play patterns, now we will discuss how we get there.\n-\nAs mentioned repeatedly, you want to mulligan aggressively for activators, especially 1-cost activators. \nAs well, you need at minimum the lands to cast Gev turn 2, no matter what. Ideally 3 lands.\nFrom there priority is: \nCard Draw"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Extra Activators"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Removal"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Recursion"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Win Condition"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"-\nDo not fall for the trap of shorting yourself on lands because you have "},{"insert":{"card-link":"Sol Ring"}},{"insert":" in the opening hand, the deck is coloured pip heavy, and our commander has no generic mana requirment.\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Budget Substitutions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Below are suggested Substitutions for all cards over £5. All together these reduce the cost to less than £150. \nWhilst the deck is notably weaker for it, especially in terms of consistency and flexibility, these are handy swaps for budget players.\n"},{"attributes":{"underline":true},"insert":"Activators"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Agate Instigator"}},{"insert":" -> "},{"insert":{"card-link":"Thermo-Alchemist"}},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"General Kreat, the Boltbringer"}},{"insert":" ->"},{"insert":{"card-link":"Witty Roastmaster"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Giggling Skitterspike"}},{"insert":" -> "},{"insert":{"card-link":"Vincent, Vengeful Atoner"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mishra, Claimed by Gix"}},{"insert":" -> "},{"insert":{"card-link":"Tenured Inkcaster"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" -> "},{"insert":{"card-link":"Stormfist Crusader"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Board advantage"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Bloodletter of Aclazotz"}},{"insert":" ->"},{"insert":{"card-link":"Zagras, Thief of Heartbeats"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Uncivil Unrest"}},{"insert":" -> "},{"insert":{"card-link":"Fervor"}},{"insert":" (If you were to splash out on one card, it should be this)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Card Draw"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" -> "},{"insert":{"card-link":"Night's Whisper"}},{"insert":" or "},{"insert":{"card-link":"Diresight"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" -> "},{"insert":{"card-link":"Reckless Handling"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Land"},{"attributes":{"header":3},"insert":"\n"},{"insert":"*These should be the last cuts you make, as a manabase is key to a decks tempo and consistency, in general avoid tapland substitutions*\n"},{"insert":{"card-link":"Arena of Glory"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Blazemire Verge"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Blightstep Pathway // Searstep Pathway"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Blood Crypt"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Bloodstained Mire"}},{"insert":" -> "},{"insert":{"card-link":"Riveteers Overlook"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Graven Cairns"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Haunted Ridge"}},{"insert":" -> "},{"insert":{"card-link":"Dragonskull Summit"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Luxury Suite"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Mount Doom"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" or "},{"insert":{"card-link":"Swamp"}},{"insert":" as needed"},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Starting Town"}},{"insert":" -> "},{"insert":{"card-link":"Path of Ancestry"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Shizo, Death's Storehouse"}},{"insert":" -> "},{"insert":{"card-link":"Rogue's Passage"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Raucous Theater"}},{"insert":" -> "},{"insert":{"card-link":"Temple of Malice"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" -> "},{"insert":{"card-link":"Mortuary Mire"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"The Black Gate"}},{"insert":" ->"},{"insert":{"card-link":"Swamp"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Protection"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":" -> "},{"insert":{"card-link":"Imp's Mischief"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Malakir Rebirth // Malakir Mire"}},{"insert":" -> "},{"insert":{"card-link":"Swamp"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Ramp"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Dark Ritual"}},{"insert":" -> "},{"insert":{"card-link":"Desperate Ritual"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" -> "},{"insert":{"card-link":"Grim Haruspex"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Recursion"},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Fell the Profane // Fell Mire"}},{"insert":" -> "},{"insert":{"card-link":"Swamp"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Shatterskull Smashing // Shatterskull, the Hammer Pass"}},{"insert":" -> "},{"insert":{"card-link":"Mountain"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"-\n"},{"attributes":{"underline":true},"insert":"Win Condition"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"City on Fire"}},{"insert":" -> "},{"insert":{"card-link":"Angrath's Marauders"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Dragonhawk, Fate's Tempest"}},{"insert":" -> "},{"insert":{"card-link":"Kefka, Dancing Mad"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Riders of the Mark"}},{"insert":" -> "},{"insert":{"card-link":"Thopter Assembly"}},{"insert":" "},{"attributes":{"list":"true"},"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Changelog in Current Snapshot:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"-\nNone\nSong of Totenaz -> Demand Answers.\nMore unconditional card draw, can fill graveyard. Totenaz was rarely used to make a large board instead rather gain more resources.\n"}]}
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