SavageWolves
1.1k views35 days ago
Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Introduction"},{"insert":"\nThis deck began with a simple idea: play cards on other player's turns. I wanted to end step drop down little fliers or other flash creatures, and use them to gradually win the game from the air. I started with Chromium, the Mutable as the commander simply to get the colors I wanted. Over the course of the original brew, I found a bunch of cards that rewarded cards played on opponent's turns. Many of them were enchantments. This started me down the road to where the deck is today: "},{"insert":{"card-link":"Zur the Enchanter"}},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"Commander and Secret Commander"},{"insert":"\nZur has flying and still works with the flying synergy cards in the deck, but importantly, he can tutor up our engine pieces. As I was playtesting the deck, I quickly discovered that establishing a draw engine was the most important thing for this deck's game plan and overall feel. I started with "},{"insert":{"card-link":"Wavebreak Hippocamp"}},{"insert":" , but arrived at what I think is the better and more interesting solution: "},{"insert":{"card-link":"Moderation"}},{"insert":" . This enchantment makes all of our spells replace themselves or better, but we can only cast one spell per turn. How do we break parity?\nZur. Playing cards from our deck with his trigger is not casting."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A large majority of the cards in the deck can be played at instant speed. So what if it's only 1 card on our turn? We have 3 other turns to use."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rule of Law"}},{"insert":" can be tutored to force the rest of the table to also play one spell per turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Activated and/or triggered abilities also bypass these limits. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Overall Playstyle and Recommended Bracket"},{"insert":"\nThis deck is able to run a wide variety of toolbox style enchantments thanks to Zur, and can play a variety of different lines depending on the table. To win, the deck typically wants to grind out and out value other decks, playing a largely control style. While this deck is not particularly fast to close out games by eliminating players, it’s very effective at disrupting and slowing down opponents with its suite of interaction. As such, after experience piloting the deck, it plays best at bracket 3 tables. Bracket 2 decks may find what this deck can do a bit oppressive. \n\n"},{"attributes":{"bold":true},"insert":"Play Lines and Pieces"},{"insert":"\nCore Draw Engine: "},{"insert":{"card-link":"Moderation"}},{"insert":" , backed up by "},{"insert":{"card-link":"Wavebreak Hippocamp"}},{"insert":" . Regardless of overall strategy, either one of these pieces should be in play. Both can be tutored by Zur. \nThe Lock (probably the strongest line in the deck, but also the most oppressive). Additional Pieces: "},{"insert":{"card-link":"Rule of Law"}},{"insert":" , "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" . Rule of Law forces the rest of the table to follow Moderation’s play limits. Hullbreaker Horror then allows all our instant speed cards to bounce spells from the stack. Moderation replenishes our resources. With your opponents unable to resolve spells, you can beat them down if they don’t concede. The lock can be broken if your opponents coordinate their removal, but this is often not the case. We can make the lock worse with "},{"insert":{"card-link":"Mind Slash"}},{"insert":" and a token generator like "},{"insert":{"card-link":"Fire Nation Occupation"}},{"insert":" to cull troublesome cards from opponents’ hands, or use "},{"insert":{"card-link":"Duelist's Heritage"}},{"insert":" to close faster. "},{"insert":{"card-link":"As Foretold"}},{"insert":" can be an amplifier here if played early. "},{"insert":{"card-link":"Mystical Teachings"}},{"insert":" and "},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" can be used to tutor Hullbreaker. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tokens and Flyers. A more broad package that’s more creature based. Potential cards: "},{"insert":{"card-link":"Feywild Visitor"}},{"insert":" , "},{"insert":{"card-link":"Fire Nation Occupation"}},{"insert":" , "},{"insert":{"card-link":"Mind Slash"}},{"insert":" , anthem enchantment such as "},{"insert":{"card-link":"Spear of Heliod"}},{"insert":" . With this plan, you’re looking to go wide and protect your board from threats. You might go for this strategy if you’re playing at a lower power table, don’t want to appear the threat, or naturally draw a lot of creatures. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Politics. Main cards: "},{"insert":{"card-link":"Duelist's Heritage"}},{"insert":" , "},{"insert":{"card-link":"Propaganda"}},{"insert":" . Because Duelist’s Heritage works for any attack, we can help our opponents kill each other while discouraging attacks against us."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I also included a lot of enchantment based removal options which Zur can tutor, which can be used to neutralize threats and elicit favor from other players. \n\n"},{"attributes":{"bold":true},"insert":"Category Explanations"},{"insert":"\nGenerally, the cards in this deck fall into a few broad categories: Payoff cards that reward us for doing the thing (playing cards on other turns), cards that fuel those engines (instants and permanents with flash), other creatures with flying, and cards that Zur can tutor that either support our strategy or act as removal. \n\n"},{"attributes":{"bold":true},"insert":"Note: Budget and Intent"},{"insert":"\nAs of the time I’m writing this primer, the total cost of this deck is right around $50. I have this deck in paper, and one of my goals was to create a fun, unique control-ish deck that didn’t break the bank. Although this deck is largely control focused, I tried to keep any enchantment combos fair. The goal is largely to police threats, not to\nbe the fun police. I designed this deck to be one that my friends or randoms at the LGS won’t despise playing against. Leaning into more ‘powerful’ combos with Zur would take the deck away from the original design (play cards on other turns), and generally points towards less fun games. \n"}]}
Anthem
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Flash
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Raffine, Scheming Seer
Flying, ward
Whenever you attack, target attacking creature connives X, where X is the number of attacking creatures. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Whenever you attack, target attacking creature connives X, where X is the number of attacking creatures. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Legendary Creature - Demon Sphinx

Flying
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Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Payoff
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Protection
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Ramp
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Eaten by Piranhas
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchantment - Aura

Vona's Hunger
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Each opponent sacrifices a creature of their choice. If you have the city's blessing, instead each opponent sacrifices half the creatures they control of their choice, rounded up.
Each opponent sacrifices a creature of their choice. If you have the city's blessing, instead each opponent sacrifices half the creatures they control of their choice, rounded up.
Instant

Removal
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Fire Nation Occupation
When this enchantment enters, create a 2/2 red Soldier creature token with firebending 1. (Whenever it attacks, add . This mana lasts until end of combat.)
Whenever you cast a spell during an opponent's turn, create a 2/2 red Soldier creature token with firebending 1.
Whenever you cast a spell during an opponent's turn, create a 2/2 red Soldier creature token with firebending 1.
Enchantment

Tokens
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Tutor
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Sideboard
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Parting Gust
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Exile target nontoken creature. If the gift wasn't promised, return that card to the battlefield under its owner's control with a +1/+1 counter on it at the beginning of the next end step.
Instant

The Eagles Are Coming!
Kicker (You may pay an additional as you cast this spell.)
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Choose target creature you own. If this spell was kicked, instead choose any number of target creatures you own. Return each chosen creature to your hand. At the beginning of the next upkeep, create a 4/4 white Bird Soldier creature token with flying for each creature returned to your hand this way.
Instant

Ty Lee, Chi Blocker
Flash
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Ty Lee enters, tap up to one target creature. It doesn't untap during its controller's untap step for as long as you control Ty Lee.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Ty Lee enters, tap up to one target creature. It doesn't untap during its controller's untap step for as long as you control Ty Lee.
Legendary Creature - Human Ally Performer

Weeping Angel
Flash
First strike, vigilance
Whenever an opponent casts a creature spell, this creature isn't a creature until end of turn.
If this creature would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library.
First strike, vigilance
Whenever an opponent casts a creature spell, this creature isn't a creature until end of turn.
If this creature would deal combat damage to a creature, prevent that damage and that creature's owner shuffles it into their library.
Creature Artifact - Angel Alien

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Introduction"},{"insert":"\nThis deck began with a simple idea: play cards on other player's turns. I wanted to end step drop down little fliers or other flash creatures, and use them to gradually win the game from the air. I started with Chromium, the Mutable as the commander simply to get the colors I wanted. Over the course of the original brew, I found a bunch of cards that rewarded cards played on opponent's turns. Many of them were enchantments. This started me down the road to where the deck is today: "},{"insert":{"card-link":"Zur the Enchanter"}},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"Commander and Secret Commander"},{"insert":"\nZur has flying and still works with the flying synergy cards in the deck, but importantly, he can tutor up our engine pieces. As I was playtesting the deck, I quickly discovered that establishing a draw engine was the most important thing for this deck's game plan and overall feel. I started with "},{"insert":{"card-link":"Wavebreak Hippocamp"}},{"insert":" , but arrived at what I think is the better and more interesting solution: "},{"insert":{"card-link":"Moderation"}},{"insert":" . This enchantment makes all of our spells replace themselves or better, but we can only cast one spell per turn. How do we break parity?\nZur. Playing cards from our deck with his trigger is not casting."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A large majority of the cards in the deck can be played at instant speed. So what if it's only 1 card on our turn? We have 3 other turns to use."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rule of Law"}},{"insert":" can be tutored to force the rest of the table to also play one spell per turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Activated and/or triggered abilities also bypass these limits. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Overall Playstyle and Recommended Bracket"},{"insert":"\nThis deck is able to run a wide variety of toolbox style enchantments thanks to Zur, and can play a variety of different lines depending on the table. To win, the deck typically wants to grind out and out value other decks, playing a largely control style. While this deck is not particularly fast to close out games by eliminating players, it’s very effective at disrupting and slowing down opponents with its suite of interaction. As such, after experience piloting the deck, it plays best at bracket 3 tables. Bracket 2 decks may find what this deck can do a bit oppressive. \n\n"},{"attributes":{"bold":true},"insert":"Play Lines and Pieces"},{"insert":"\nCore Draw Engine: "},{"insert":{"card-link":"Moderation"}},{"insert":" , backed up by "},{"insert":{"card-link":"Wavebreak Hippocamp"}},{"insert":" . Regardless of overall strategy, either one of these pieces should be in play. Both can be tutored by Zur. \nThe Lock (probably the strongest line in the deck, but also the most oppressive). Additional Pieces: "},{"insert":{"card-link":"Rule of Law"}},{"insert":" , "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":" . Rule of Law forces the rest of the table to follow Moderation’s play limits. Hullbreaker Horror then allows all our instant speed cards to bounce spells from the stack. Moderation replenishes our resources. With your opponents unable to resolve spells, you can beat them down if they don’t concede. The lock can be broken if your opponents coordinate their removal, but this is often not the case. We can make the lock worse with "},{"insert":{"card-link":"Mind Slash"}},{"insert":" and a token generator like "},{"insert":{"card-link":"Fire Nation Occupation"}},{"insert":" to cull troublesome cards from opponents’ hands, or use "},{"insert":{"card-link":"Duelist's Heritage"}},{"insert":" to close faster. "},{"insert":{"card-link":"As Foretold"}},{"insert":" can be an amplifier here if played early. "},{"insert":{"card-link":"Mystical Teachings"}},{"insert":" and "},{"insert":{"card-link":"Waterlogged Teachings // Inundated Archive"}},{"insert":" can be used to tutor Hullbreaker. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tokens and Flyers. A more broad package that’s more creature based. Potential cards: "},{"insert":{"card-link":"Feywild Visitor"}},{"insert":" , "},{"insert":{"card-link":"Fire Nation Occupation"}},{"insert":" , "},{"insert":{"card-link":"Mind Slash"}},{"insert":" , anthem enchantment such as "},{"insert":{"card-link":"Spear of Heliod"}},{"insert":" . With this plan, you’re looking to go wide and protect your board from threats. You might go for this strategy if you’re playing at a lower power table, don’t want to appear the threat, or naturally draw a lot of creatures. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Politics. Main cards: "},{"insert":{"card-link":"Duelist's Heritage"}},{"insert":" , "},{"insert":{"card-link":"Propaganda"}},{"insert":" . Because Duelist’s Heritage works for any attack, we can help our opponents kill each other while discouraging attacks against us."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"I also included a lot of enchantment based removal options which Zur can tutor, which can be used to neutralize threats and elicit favor from other players. \n\n"},{"attributes":{"bold":true},"insert":"Category Explanations"},{"insert":"\nGenerally, the cards in this deck fall into a few broad categories: Payoff cards that reward us for doing the thing (playing cards on other turns), cards that fuel those engines (instants and permanents with flash), other creatures with flying, and cards that Zur can tutor that either support our strategy or act as removal. \n\n"},{"attributes":{"bold":true},"insert":"Note: Budget and Intent"},{"insert":"\nAs of the time I’m writing this primer, the total cost of this deck is right around $50. I have this deck in paper, and one of my goals was to create a fun, unique control-ish deck that didn’t break the bank. Although this deck is largely control focused, I tried to keep any enchantment combos fair. The goal is largely to police threats, not to\nbe the fun police. I designed this deck to be one that my friends or randoms at the LGS won’t despise playing against. Leaning into more ‘powerful’ combos with Zur would take the deck away from the original design (play cards on other turns), and generally points towards less fun games. \n"}]}


















































































































