Cinnaman
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Commander
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{"ops":[{"attributes":{"italic":true,"bold":true},"insert":"\"The Rat King Karumonix lurks in the sewers... and he brought his friends!"},{"attributes":{"bold":true},"insert":"\""},{"insert":"\n\nThis is a deck that wants to win via poison counter! The strategy is quite simple, get your Rats on the board as fast as possible and attack everybody! \n\nBut be smart about it! We want to avoid encounters with other creatures and instead go underground threw the sewers and tunnel our way directly to the enemy! \nRats are deadly but small creatures therefore we don't want to fight with others if we don't have to. If somebody has creatures on the board, then we attack 'em with your evasives. If somebody is wide open, then we attack 'em with our non-evasives. Everybody should be hit somewhat equally, because later on we will boost the poison with our proliferate abilities and tick them down to death! (Figure out beforehand, who will build up walls and who won't depending on their deck/commander)\n\n"},{"attributes":{"bold":true},"insert":"Opening hand:"},{"insert":"\nAs I said, we want to get Rats out as fast as possible and also as many as possible. Having a play on turn 1 is essential! You must have something to do on every turn right from the beginning or rather from turn 1. So make sure to have a 1-Drop, a 2-Drop and at least!!! 3 Mana. (There are exceptions to this rule of thumb if you have Ramp Spells like Dark Ritual, Jet Medallion etc. of course. ) \nLands and Land drops are also very important. At first sight you might think that you need a lot of rats (apart from the first two) in your opening hand because we are a rats aggro deck. That is not the case. To have and to draw lands is more important because our commander has an ability that provides us with more rats anyway, but what he does not do is provide us with lands! Therefore we prefer to have more than less lands in our opening hand!\n\n"},{"attributes":{"bold":true},"insert":"Go to strategy: "},{"insert":"\nAs mentioned our go to play is to play a 1-Drop on turn 1, a 2-Drop on turn 2 and Karumonix on turn 3. There are of course other occasions where we would do something else like either fast ramp or play even more rats before we play our Commander. \nOn further turns summon more and more rats...\n\nMake sure to hit everybody at least once so that we can use proliferate on everyone. Then, also prioritize the player who is the most dangerous for us of course. \n\n"},{"attributes":{"bold":true},"insert":"Downside: "},{"insert":"\nI do have to mention an issue that the deck has though. Heavy removal and control tools can be problematic. Our commander is vital for the toxic keyword. If our commander gets removed back to back then we don't have the toxic buff on the rats. Also board wipes can be a set back. \nThat's why I want to highlight again, that we have to hit every opponent and hit them as early as possible. So if there is a control player in our pod, i guess we focus them first ;)\n\n"},{"attributes":{"bold":true},"insert":"Strength: "},{"insert":"\nThe big strength of the Karumonix poison deck is that we are a menace to the pods that will slowly build up all their stuff. While the other players might play ramp spells on turn 3, we will already apply pressure with multiple creatures as early as turn 3. With more and more rats we threaten our opponents and their lives. We are able to close out the game quite fast. \n\n"},{"attributes":{"bold":true},"insert":"Final words: "},{"insert":"\nIf you need an Aggro Deck in your Commander Deck Pool then this is a surely a Deck that you don't want to miss out on. I really like the flavor and the idea of Rats and what they do and represent! We might not have anything flying, heck we might not even have anything on the ground, but we do have the sewers. That's where you find us. We attack fast and our attacks are lethal. \n\nI wish you a lot of fun with it and a big thank you for checking out the deck!\n"}]}
Commander
Karumonix, the Rat King
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Other Rats you control have toxic 1.
When Karumonix enters, look at the top five cards of your library. You may reveal any number of Rat cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
Other Rats you control have toxic 1.
When Karumonix enters, look at the top five cards of your library. You may reveal any number of Rat cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in a random order.
Legendary Creature - Rat Phyrexian

Commander
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1-Drop
1-Drop
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2-Drop
Persistent Marshstalker
This creature gets +1/+0 for each other Rat you control.
Threshold — Whenever you attack with one or more Rats, if there are seven or more cards in your graveyard, you may pay . If you do, return this card from your graveyard to the battlefield tapped and attacking.
Threshold — Whenever you attack with one or more Rats, if there are seven or more cards in your graveyard, you may pay . If you do, return this card from your graveyard to the battlefield tapped and attacking.
Creature - Rat Berserker

Rat King, Verminister
Disappear — At the beginning of your end step, if a permanent left the battlefield under your control this turn, create a 1/1 black Rat creature token and put a +1/+1 counter on Rat King.
, Sacrifice three Rats: Return target creature card and all other cards with the same name as that card from your graveyard to the battlefield tapped.
, Sacrifice three Rats: Return target creature card and all other cards with the same name as that card from your graveyard to the battlefield tapped.
Legendary Creature - Avatar Rat

Rotting Rats
When this creature enters, each player discards a card.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature - Rat Zombie

2-Drop
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3+-Drops
Lord Skitter's Butcher
When this creature enters, choose one —
• Create a 1/1 black Rat creature token with "This token can't block."
• You may sacrifice another creature. If you do, scry 2, then draw a card.
• Creatures you control gain menace until end of turn.
• Create a 1/1 black Rat creature token with "This token can't block."
• You may sacrifice another creature. If you do, scry 2, then draw a card.
• Creatures you control gain menace until end of turn.
Creature - Rat Peasant

Wave of Rats
Trample
When this creature dies, if it dealt combat damage to a player this turn, return it to the battlefield under its owner's control.
Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
When this creature dies, if it dealt combat damage to a player this turn, return it to the battlefield under its owner's control.
Blitz (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
Creature - Rat

3+-Drops
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Draw
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Vraska, Betrayal's Sting
Compleated ( can be paid with or 2 life. If life was paid, this planeswalker enters with two fewer loyalty counters.)
0: You draw a card and lose 1 life. Proliferate.
−2: Target creature becomes a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color" and loses all other card types and abilities.
−9: If target player has fewer than nine poison counters, they get a number of poison counters equal to the difference.
0: You draw a card and lose 1 life. Proliferate.
−2: Target creature becomes a Treasure artifact with ", Sacrifice this artifact: Add one mana of any color" and loses all other card types and abilities.
−9: If target player has fewer than nine poison counters, they get a number of poison counters equal to the difference.
Legendary Planeswalker - Vraska

Draw
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Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Protection
Protection
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Ramp
Ramp
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Recursion
Recursion
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Removal
Removal
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Maybeboard
Gathering Stone
As this artifact enters, choose a creature type.
Spells you cast of the chosen type cost less to cast.
When this artifact enters and at the beginning of your upkeep, look at the top card of your library. If it's a card of the chosen type, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Spells you cast of the chosen type cost less to cast.
When this artifact enters and at the beginning of your upkeep, look at the top card of your library. If it's a card of the chosen type, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard.
Artifact

Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

Ink-Eyes, Servant of Oni
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Ink-Eyes deals combat damage to a player, you may put target creature card from that player's graveyard onto the battlefield under your control.
: Regenerate Ink-Eyes.
Whenever Ink-Eyes deals combat damage to a player, you may put target creature card from that player's graveyard onto the battlefield under your control.
: Regenerate Ink-Eyes.
Legendary Creature - Rat Ninja

Nashi, Moon Sage's Scion
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever Nashi deals combat damage to a player, exile the top card of each player's library. Until end of turn, you may play one of those cards. If you cast a spell this way, pay life equal to its mana value rather than paying its mana cost.
Whenever Nashi deals combat damage to a player, exile the top card of each player's library. Until end of turn, you may play one of those cards. If you cast a spell this way, pay life equal to its mana value rather than paying its mana cost.
Legendary Creature - Rat Ninja

Pyre of Heroes
, , Sacrifice a creature: Search your library for a creature card that shares a creature type with the sacrificed creature and has mana value equal to 1 plus that creature's mana value. Put that card onto the battlefield, then shuffle. Activate only as a sorcery.
Artifact

Skullsnatcher
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever this creature deals combat damage to a player, exile up to two target cards from that player's graveyard.
Whenever this creature deals combat damage to a player, exile up to two target cards from that player's graveyard.
Creature - Rat Ninja

Splinter, Hamato Yoshi
Sneak (You may cast this spell for if you also return an unblocked attacker you control to hand during the declare blockers step. He enters tapped and attacking.)
Menace (This creature can't be blocked except by two or more creatures.)
Other Ninjas you control get +1/+1.
Menace (This creature can't be blocked except by two or more creatures.)
Other Ninjas you control get +1/+1.
Legendary Creature - Rat Mutant Ninja

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"italic":true,"bold":true},"insert":"\"The Rat King Karumonix lurks in the sewers... and he brought his friends!"},{"attributes":{"bold":true},"insert":"\""},{"insert":"\n\nThis is a deck that wants to win via poison counter! The strategy is quite simple, get your Rats on the board as fast as possible and attack everybody! \n\nBut be smart about it! We want to avoid encounters with other creatures and instead go underground threw the sewers and tunnel our way directly to the enemy! \nRats are deadly but small creatures therefore we don't want to fight with others if we don't have to. If somebody has creatures on the board, then we attack 'em with your evasives. If somebody is wide open, then we attack 'em with our non-evasives. Everybody should be hit somewhat equally, because later on we will boost the poison with our proliferate abilities and tick them down to death! (Figure out beforehand, who will build up walls and who won't depending on their deck/commander)\n\n"},{"attributes":{"bold":true},"insert":"Opening hand:"},{"insert":"\nAs I said, we want to get Rats out as fast as possible and also as many as possible. Having a play on turn 1 is essential! You must have something to do on every turn right from the beginning or rather from turn 1. So make sure to have a 1-Drop, a 2-Drop and at least!!! 3 Mana. (There are exceptions to this rule of thumb if you have Ramp Spells like Dark Ritual, Jet Medallion etc. of course. ) \nLands and Land drops are also very important. At first sight you might think that you need a lot of rats (apart from the first two) in your opening hand because we are a rats aggro deck. That is not the case. To have and to draw lands is more important because our commander has an ability that provides us with more rats anyway, but what he does not do is provide us with lands! Therefore we prefer to have more than less lands in our opening hand!\n\n"},{"attributes":{"bold":true},"insert":"Go to strategy: "},{"insert":"\nAs mentioned our go to play is to play a 1-Drop on turn 1, a 2-Drop on turn 2 and Karumonix on turn 3. There are of course other occasions where we would do something else like either fast ramp or play even more rats before we play our Commander. \nOn further turns summon more and more rats...\n\nMake sure to hit everybody at least once so that we can use proliferate on everyone. Then, also prioritize the player who is the most dangerous for us of course. \n\n"},{"attributes":{"bold":true},"insert":"Downside: "},{"insert":"\nI do have to mention an issue that the deck has though. Heavy removal and control tools can be problematic. Our commander is vital for the toxic keyword. If our commander gets removed back to back then we don't have the toxic buff on the rats. Also board wipes can be a set back. \nThat's why I want to highlight again, that we have to hit every opponent and hit them as early as possible. So if there is a control player in our pod, i guess we focus them first ;)\n\n"},{"attributes":{"bold":true},"insert":"Strength: "},{"insert":"\nThe big strength of the Karumonix poison deck is that we are a menace to the pods that will slowly build up all their stuff. While the other players might play ramp spells on turn 3, we will already apply pressure with multiple creatures as early as turn 3. With more and more rats we threaten our opponents and their lives. We are able to close out the game quite fast. \n\n"},{"attributes":{"bold":true},"insert":"Final words: "},{"insert":"\nIf you need an Aggro Deck in your Commander Deck Pool then this is a surely a Deck that you don't want to miss out on. I really like the flavor and the idea of Rats and what they do and represent! We might not have anything flying, heck we might not even have anything on the ground, but we do have the sewers. That's where you find us. We attack fast and our attacks are lethal. \n\nI wish you a lot of fun with it and a big thank you for checking out the deck!\n"}]}


























































































