Adenzog
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Commander
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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
Commander
(CTRL to add secondary)
Activator
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.)
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

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.)
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

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

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.
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

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.)
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

Activator
(CTRL to add secondary)
Board Advantage
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.
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

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.
, : Choose a counter on target permanent or player. Give that permanent or player another counter of that kind.
Artifact

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.
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

Board Advantage
(CTRL to add secondary)
Card Advantage
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.
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

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.)
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


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.
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

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

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.
, , Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
Creature - Goblin Artificer

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.
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

Card Advantage
(CTRL to add secondary)
Land
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.)
: 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

Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
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.
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

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.
Whenever an opponent draws their second card each turn, you may return this card from your graveyard to your hand.
Creature - Human Rogue

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.
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

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.)
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

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.
, , Remove four oil counters from this artifact: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Artifact

Recursion
(CTRL to add secondary)
Removal
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.)
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

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.
• 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

Removal
(CTRL to add secondary)
Win Condition
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.
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

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.
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

Win Condition
(CTRL to add secondary)
Sideboard
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.
• 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

Sideboard
(CTRL to add secondary)
0 - Future Upgrades
0 - Future Upgrades
(CTRL to add secondary)
1 - Strongly Considering
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.
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

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

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.
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

1 - Strongly Considering
(CTRL to add secondary)
2 - Considering
Baeloth Barrityl, Entertainer
Creatures your opponents control with power less than Baeloth Barrityl's power are goaded. (They attack each combat if able and attack a player other than you if able.)
Whenever a goaded attacking or blocking creature dies, you create a Treasure token.
Choose a Background (You can have a Background as a second commander.)
Whenever a goaded attacking or blocking creature dies, you create a Treasure token.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Elf Shaman

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.
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

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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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.
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

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

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.
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

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.
As long as this creature is attacking, it gets +X/+0, where X is the number of lands defending player controls.
Creature - Peasant Tiefling

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.
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

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.
Whenever one or more creatures attack one of your opponents, those creatures gain menace until end of turn.
Creature - Horror

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.
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

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

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.
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

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.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Goblin Shaman

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.
: 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


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.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Barbarian Tiefling

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.
• 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

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.)
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

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

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.
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

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

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.
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

2 - Considering
(CTRL to add secondary)
3 - Possibilities
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.
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

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.)
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

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.)
: 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

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.)
: 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

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.
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

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.
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

3 - Possibilities
(CTRL to add secondary)
4 - Unlikely
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.
• 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

4 - Unlikely
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
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"}]}





















































































































































