Geirskogul
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Commander
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{"ops":[{"insert":"This deck is "},{"attributes":{"bold":true},"insert":"Orzhov dungeon-crawling bullshit"},{"insert":". The goal is to venture through dungeons, roll some dice, sacrifice disposable idiots, and repeatedly drag cheap creatures back out of the graveyard with Barrowin.\nGame Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Early game, develop mana and throw out cheap creatures that replace themselves, die profitably, or have useful ETBs. "},{"attributes":{"bold":true},"insert":"Priest of Ancient Lore, Spirited Companion, Dawnbringer Cleric, Carrier Thrall, Doomed Dissenter,"},{"insert":" etc. are all perfectly acceptable dungeon fodder.\nGet "},{"attributes":{"bold":true},"insert":"Barrowin"},{"insert":" down and start venturing. Once you've completed a dungeon, attacking with Barrowin reanimates a creature with mana value 3 or less tapped and attacking.\nThat's where the deck starts doing dumb little value loops.\nDungeon Stuff"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Most of the venture cards are here because there simply aren't that many legal ones in Orzhov Pauper Commander.\n"},{"attributes":{"bold":true},"insert":"Planar Ally, Veteran Dungeoneer, Yuan-Ti Fang-Blade, Clattering Skeletons, Ranger's Hawk, Delver's Torch, Precipitous Drop,"},{"insert":" and company keep the party moving.\nIf you can safely do it, finishing "},{"attributes":{"bold":true},"insert":"Lost Mine of Phandelver"},{"insert":" quickly is usually the easiest way to turn Barrowin on. The "},{"attributes":{"bold":true},"insert":"Undercity"},{"insert":" is slower but has considerably sillier rewards if you can keep the initiative.\nBlink spells like "},{"attributes":{"bold":true},"insert":"Acrobatic Maneuver, Scrollshift, Flicker of Fate, Justiciar's Portal,"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Slip On the Ring"},{"insert":" can reuse Barrowin's ETB venture trigger or recycle another useful creature.\nGraveyard Nonsense"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A large chunk of the deck is creatures you're perfectly happy seeing die.\nBarrowin can repeatedly recover things like:\n"},{"attributes":{"bold":true},"insert":"Accursed Marauder"},{"insert":" for sacrifice removal"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cathar Commando"},{"insert":" for artifact/enchantment removal"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Dawnbringer Cleric"},{"insert":" for utility"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Elderfang Disciple"},{"insert":" for discard"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Priest of Ancient Lore / Inspiring Overseer"},{"insert":" for cards"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Vampire Spawn"},{"insert":" for drain"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Carrier Thrall / Doomed Dissenter"},{"insert":" for more bodies"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The various "},{"attributes":{"bold":true},"insert":"Abnormal Endurance / Fake Your Own Death / Undying Malice / Supernatural Stamina"},{"insert":" effects make killing your creatures annoyingly inconvenient while retriggering their ETBs.\n"},{"attributes":{"bold":true},"insert":"Dread Return"},{"insert":" is the emergency button when something important actually manages to stay dead.\nDice Goblin Activities"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck also contains enough D&D nonsense to justify keeping a die nearby.\n"},{"attributes":{"bold":true},"insert":"Myrkul's Edict"},{"insert":" turns a d20 into sacrifice removal, while "},{"attributes":{"bold":true},"insert":"Herald of Hadar"},{"insert":" gives excess mana somewhere deeply irresponsible to go. "},{"attributes":{"bold":true},"insert":"Recruitment Drive"},{"insert":" rolls for bodies, and "},{"attributes":{"bold":true},"insert":"Six-Sided Die"},{"insert":" is exactly the sort of wildly inconsistent removal spell this deck deserves.\nAre these the most efficient cards ever printed?\nNo.\nDo they involve physically rolling dice in a dungeon deck?\n"},{"attributes":{"bold":true},"insert":"Yeah. That's the point dude."},{"insert":"\nSacrifice Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Disposable creatures can also be cashed in through "},{"attributes":{"bold":true},"insert":"Bloodflow Connoisseur, Gibbering Barricade, Lampad of Death's Vigil, Fanatical Offering,"},{"insert":" and similar effects.\nBetween death triggers, recursion, and Barrowin's attack trigger, creatures generally function less like permanent board presence and more like "},{"attributes":{"bold":true},"insert":"renewable dungeon employees"},{"insert":".\nHow It Wins"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There isn't some secret deterministic Pauper combo hiding in here.\nYou win by accumulating enough stupid little advantages that the table eventually realizes you've somehow got:\na full graveyard,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"five creatures,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"three cards in hand,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"a completed dungeon,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Barrowin attacking,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and the same "},{"attributes":{"bold":true},"insert":"Accursed Marauder"},{"insert":" coming back for the fourth goddamn time."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sometimes "},{"attributes":{"bold":true},"insert":"Breathless Knight"},{"insert":" becomes enormous.\nSometimes "},{"attributes":{"bold":true},"insert":"Herald of Hadar"},{"insert":" drains everyone to death.\nSometimes you grind everyone into paste with recursive creatures.\nAnd sometimes you roll badly six times in a row and die.\nThat's adventuring.\nMulligans"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\n"},{"attributes":{"bold":true},"insert":"3ish lands + ramp + an early creature/value piece + preferably venture."},{"insert":"\nHands containing five recursion tricks and absolutely nothing worth recurring should be returned to whatever dungeon room they crawled out of.\nAbove all else, get Barrowin online, "},{"attributes":{"bold":true},"insert":"finish a dungeon"},{"insert":", and start sending dead idiots back into combat.\n"}]}
Commander
Barrowin of Clan Undurr
When Barrowin enters, venture into the dungeon. (Enter the first room or advance to the next room.)
Whenever Barrowin attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
Whenever Barrowin attacks, return up to one creature card with mana value 3 or less from your graveyard to the battlefield if you've completed a dungeon.
Legendary Creature - Cleric Dwarf

Commander
(CTRL to add secondary)
Artifact
Artifact
(CTRL to add secondary)
Creature
Herald of Hadar
Circle of Death — : Roll a d20.
1—9 | Each opponent loses 2 life.
10—19 | Each opponent loses 2 life and you gain 2 life.
20 | Each opponent loses 2 life and you gain 2 life. Create two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
1—9 | Each opponent loses 2 life.
10—19 | Each opponent loses 2 life and you gain 2 life.
20 | Each opponent loses 2 life and you gain 2 life. Create two Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
Creature - Human Warlock

Creature
(CTRL to add secondary)
Enchantment
Enchantment
(CTRL to add secondary)
Instant
Instant
(CTRL to add secondary)
Land
Hidden Courtyard
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Necropolis
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Land
(CTRL to add secondary)
Sorcery
Return Triumphant
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Create a Young Hero Role token attached to it. (Enchanted creature has "Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it." If you put another Role on the creature later, put this one into the graveyard.)
Sorcery

Sorcery
(CTRL to add secondary)
Deck Info
Deck stats
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Description
{"ops":[{"insert":"This deck is "},{"attributes":{"bold":true},"insert":"Orzhov dungeon-crawling bullshit"},{"insert":". The goal is to venture through dungeons, roll some dice, sacrifice disposable idiots, and repeatedly drag cheap creatures back out of the graveyard with Barrowin.\nGame Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Early game, develop mana and throw out cheap creatures that replace themselves, die profitably, or have useful ETBs. "},{"attributes":{"bold":true},"insert":"Priest of Ancient Lore, Spirited Companion, Dawnbringer Cleric, Carrier Thrall, Doomed Dissenter,"},{"insert":" etc. are all perfectly acceptable dungeon fodder.\nGet "},{"attributes":{"bold":true},"insert":"Barrowin"},{"insert":" down and start venturing. Once you've completed a dungeon, attacking with Barrowin reanimates a creature with mana value 3 or less tapped and attacking.\nThat's where the deck starts doing dumb little value loops.\nDungeon Stuff"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Most of the venture cards are here because there simply aren't that many legal ones in Orzhov Pauper Commander.\n"},{"attributes":{"bold":true},"insert":"Planar Ally, Veteran Dungeoneer, Yuan-Ti Fang-Blade, Clattering Skeletons, Ranger's Hawk, Delver's Torch, Precipitous Drop,"},{"insert":" and company keep the party moving.\nIf you can safely do it, finishing "},{"attributes":{"bold":true},"insert":"Lost Mine of Phandelver"},{"insert":" quickly is usually the easiest way to turn Barrowin on. The "},{"attributes":{"bold":true},"insert":"Undercity"},{"insert":" is slower but has considerably sillier rewards if you can keep the initiative.\nBlink spells like "},{"attributes":{"bold":true},"insert":"Acrobatic Maneuver, Scrollshift, Flicker of Fate, Justiciar's Portal,"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Slip On the Ring"},{"insert":" can reuse Barrowin's ETB venture trigger or recycle another useful creature.\nGraveyard Nonsense"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A large chunk of the deck is creatures you're perfectly happy seeing die.\nBarrowin can repeatedly recover things like:\n"},{"attributes":{"bold":true},"insert":"Accursed Marauder"},{"insert":" for sacrifice removal"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Cathar Commando"},{"insert":" for artifact/enchantment removal"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Dawnbringer Cleric"},{"insert":" for utility"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Elderfang Disciple"},{"insert":" for discard"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Priest of Ancient Lore / Inspiring Overseer"},{"insert":" for cards"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Vampire Spawn"},{"insert":" for drain"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Carrier Thrall / Doomed Dissenter"},{"insert":" for more bodies"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The various "},{"attributes":{"bold":true},"insert":"Abnormal Endurance / Fake Your Own Death / Undying Malice / Supernatural Stamina"},{"insert":" effects make killing your creatures annoyingly inconvenient while retriggering their ETBs.\n"},{"attributes":{"bold":true},"insert":"Dread Return"},{"insert":" is the emergency button when something important actually manages to stay dead.\nDice Goblin Activities"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck also contains enough D&D nonsense to justify keeping a die nearby.\n"},{"attributes":{"bold":true},"insert":"Myrkul's Edict"},{"insert":" turns a d20 into sacrifice removal, while "},{"attributes":{"bold":true},"insert":"Herald of Hadar"},{"insert":" gives excess mana somewhere deeply irresponsible to go. "},{"attributes":{"bold":true},"insert":"Recruitment Drive"},{"insert":" rolls for bodies, and "},{"attributes":{"bold":true},"insert":"Six-Sided Die"},{"insert":" is exactly the sort of wildly inconsistent removal spell this deck deserves.\nAre these the most efficient cards ever printed?\nNo.\nDo they involve physically rolling dice in a dungeon deck?\n"},{"attributes":{"bold":true},"insert":"Yeah. That's the point dude."},{"insert":"\nSacrifice Package"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Disposable creatures can also be cashed in through "},{"attributes":{"bold":true},"insert":"Bloodflow Connoisseur, Gibbering Barricade, Lampad of Death's Vigil, Fanatical Offering,"},{"insert":" and similar effects.\nBetween death triggers, recursion, and Barrowin's attack trigger, creatures generally function less like permanent board presence and more like "},{"attributes":{"bold":true},"insert":"renewable dungeon employees"},{"insert":".\nHow It Wins"},{"attributes":{"header":2},"insert":"\n"},{"insert":"There isn't some secret deterministic Pauper combo hiding in here.\nYou win by accumulating enough stupid little advantages that the table eventually realizes you've somehow got:\na full graveyard,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"five creatures,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"three cards in hand,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"a completed dungeon,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Barrowin attacking,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and the same "},{"attributes":{"bold":true},"insert":"Accursed Marauder"},{"insert":" coming back for the fourth goddamn time."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sometimes "},{"attributes":{"bold":true},"insert":"Breathless Knight"},{"insert":" becomes enormous.\nSometimes "},{"attributes":{"bold":true},"insert":"Herald of Hadar"},{"insert":" drains everyone to death.\nSometimes you grind everyone into paste with recursive creatures.\nAnd sometimes you roll badly six times in a row and die.\nThat's adventuring.\nMulligans"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\n"},{"attributes":{"bold":true},"insert":"3ish lands + ramp + an early creature/value piece + preferably venture."},{"insert":"\nHands containing five recursion tricks and absolutely nothing worth recurring should be returned to whatever dungeon room they crawled out of.\nAbove all else, get Barrowin online, "},{"attributes":{"bold":true},"insert":"finish a dungeon"},{"insert":", and start sending dead idiots back into combat.\n"}]}








































































