Zarny
330 views6 days ago
Commander
Size: 100Salt sum: 28.81
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{"ops":[{"insert":"This deck was originally built when my pod decided to all buy 50 dollar budget decks to play against each other. It functioned as a solid bracket 2 deck mainly focused on adventures making it easy to trigger Eshki's ability. I've been slowly upgrading it to try and make it function better as a more competitive bracket 3 deck as most of my play group plays in a bracket 3 range and the deck felt lacking in that environment. The adventures are the most fun part of the deck, so I've generally been trying to keep that theme in the deck alive while making it more competitive and not ridiculously budget breaking, though I've added a few more expensive cards that I already had in my collection or pulled from packs. Eshki has some incredible 1 shot potential if you get the right cards out early. As a note, if anyone reading this wants to play an adventure deck, its important to know that adventures are only considered to be their primary card type, this is important to know mostly for when they are in the grave yard, cards that say something like \"Mill 5 Cards and then put an instant or sorcery card from among them into your hand\" or \"Target instant or sorcey gains flaskback until end of turn\" do not work with adventures, however an effect that does not target a specific card but is an overriding \"You may cast an instant or sorcery spell from your graveyard\", such as Bilbo, Thief in the Night, do allow you to cast an adventure spell from the graveyard\n\nFrom the games I've played some of the best/most fun cards are:\nChancellor of Tales/Lucky Clover, which allow copying of adventure spells for crazy value, and enabling things like copying the Adventure off Elusive Otter and dropping a ton of counters on Eshki to 1 shot someone.\n\nManamorphose, which is typically played on turn 3 or 4 before casting Eshki to instantly trigger her ability. \n\nDragonclaw Strike has performed incredibly, removing the biggest threat on the board and enabling Eshki for a potential commander damage kill.\n\nFae Offering, which ends up giving me incredible value anytime I get it out onto the field early in the game as it will trigger on nearly every one of your end steps.\n\nIn the late game, getting out cost reducers like Doc Aurlock, Grizzled Genius and Temur Battlecrier can allow you to play all of the generally over costed adventure creatures onto the battlefield from exile\n\n\n"}]}
Commander
Commander
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Copy
Copy
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Counters
Counters
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Creature
Bilbo, Thief in the Night
Spells you cast from anywhere other than your hand cost less to cast.
Whenever Bilbo attacks, you may cast an artifact, instant, or sorcery spell from your graveyard. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.
Whenever Bilbo attacks, you may cast an artifact, instant, or sorcery spell from your graveyard. If an instant or sorcery spell cast this way would be put into your graveyard, exile it instead.
Legendary Creature - Rogue Halfling

Creature
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Draw
Extraordinary Journey
When this enchantment enters, exile up to X target creatures. For each of those cards, its owner may play it for as long as it remains exiled.
Whenever one or more nontoken creatures enter, if one or more of them entered from exile or was cast from exile, you draw a card. This ability triggers only once each turn.
Whenever one or more nontoken creatures enter, if one or more of them entered from exile or was cast from exile, you draw a card. This ability triggers only once each turn.
Enchantment

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
Fanatic of Rhonas
: Add .
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Ferocious — : Add . Activate only if you control a creature with power 4 or greater.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)
Creature - Druid Snake

Ramp
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Recursion
Recursion
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Removal
Removal
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Tokens
Cori-Steel Cutter
Equipped creature gets +1/+1 and has trample and haste.
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip
Flurry — Whenever you cast your second spell each turn, create a 1/1 white Monk creature token with prowess. You may attach this Equipment to it. (Whenever you cast a noncreature spell, the token gets +1/+1 until end of turn.)
Equip
Artifact - Equipment

Tokens
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Maybeboard
Goliath Daydreamer
Whenever you cast an instant or sorcery spell from your hand, exile that card with a dream counter on it instead of putting it into your graveyard as it resolves.
Whenever this creature attacks, you may cast a spell from among cards you own in exile with dream counters on them without paying its mana cost.
Whenever this creature attacks, you may cast a spell from among cards you own in exile with dream counters on them without paying its mana cost.
Creature - Wizard Giant

Proft's Eidetic Memory
When Proft's Eidetic Memory enters, draw a card.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
You have no maximum hand size.
At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.
Legendary Enchantment

Raiding Schemes
Each noncreature spell you cast has conspire. (As you cast a noncreature spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy. A copy of a permanent spell becomes a token.)
Enchantment

Sentinel of Lost Lore
When this creature enters, choose one or more —
• Return target card you own in exile that has an Adventure to your hand.
• Put target card you don't own in exile that has an Adventure on the bottom of its owner's library.
• Exile target player's graveyard.
• Return target card you own in exile that has an Adventure to your hand.
• Put target card you don't own in exile that has an Adventure on the bottom of its owner's library.
• Exile target player's graveyard.
Creature - Knight Elf

Songcrafter Mage
Flash
When this creature enters, target instant or sorcery card in your graveyard gains harmonize until end of turn. Its harmonize cost is equal to its mana cost. (You may cast that card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by , where X is its power. Then exile the spell.)
When this creature enters, target instant or sorcery card in your graveyard gains harmonize until end of turn. Its harmonize cost is equal to its mana cost. (You may cast that card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by , where X is its power. Then exile the spell.)
Creature - Human Bard

Maybeboard
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"This deck was originally built when my pod decided to all buy 50 dollar budget decks to play against each other. It functioned as a solid bracket 2 deck mainly focused on adventures making it easy to trigger Eshki's ability. I've been slowly upgrading it to try and make it function better as a more competitive bracket 3 deck as most of my play group plays in a bracket 3 range and the deck felt lacking in that environment. The adventures are the most fun part of the deck, so I've generally been trying to keep that theme in the deck alive while making it more competitive and not ridiculously budget breaking, though I've added a few more expensive cards that I already had in my collection or pulled from packs. Eshki has some incredible 1 shot potential if you get the right cards out early. As a note, if anyone reading this wants to play an adventure deck, its important to know that adventures are only considered to be their primary card type, this is important to know mostly for when they are in the grave yard, cards that say something like \"Mill 5 Cards and then put an instant or sorcery card from among them into your hand\" or \"Target instant or sorcey gains flaskback until end of turn\" do not work with adventures, however an effect that does not target a specific card but is an overriding \"You may cast an instant or sorcery spell from your graveyard\", such as Bilbo, Thief in the Night, do allow you to cast an adventure spell from the graveyard\n\nFrom the games I've played some of the best/most fun cards are:\nChancellor of Tales/Lucky Clover, which allow copying of adventure spells for crazy value, and enabling things like copying the Adventure off Elusive Otter and dropping a ton of counters on Eshki to 1 shot someone.\n\nManamorphose, which is typically played on turn 3 or 4 before casting Eshki to instantly trigger her ability. \n\nDragonclaw Strike has performed incredibly, removing the biggest threat on the board and enabling Eshki for a potential commander damage kill.\n\nFae Offering, which ends up giving me incredible value anytime I get it out onto the field early in the game as it will trigger on nearly every one of your end steps.\n\nIn the late game, getting out cost reducers like Doc Aurlock, Grizzled Genius and Temur Battlecrier can allow you to play all of the generally over costed adventure creatures onto the battlefield from exile\n\n\n"}]}





















































































































