foxlight
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Commander
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{"ops":[{"insert":"TL;DR: Play a spacecraft or vehicle, then play Kilo. Station/crew with Kilo to proliferate once per turn with whatever utility artifacts you have, using counter movers as necessary. Win off Darksteel Reactor, Magistrate's Scepter, Lux Artillery, or big spaceship.\n\n8/30/2026: This is a non-deterministic \"dice factory\" deck, focused on combos and charge counters synergies and maybe sometimes victory via combat. Likely my most complex deck at the moment; so it's worth playtesting to understand.\n\nCharge counter mana rocks can potentially create a massive amount of mana with enough proliferation and time. "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" , "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":" (kicked at least once) and "},{"insert":{"card-link":"Empowered Autogenerator"}},{"insert":" create one-use charges - they can be tapped for their mana only once per turn, so should only be tapped when you're done proliferating. "},{"insert":{"card-link":"Pentad Prism"}},{"insert":" and "},{"insert":{"card-link":"Crystalline Crawler"}},{"insert":" don't need to tap and can have each mana taken off separately, and can be made non-deterministically self sustaining with "},{"insert":{"card-link":"Surge Conductor"}},{"insert":" and "},{"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"insert":" . With Pentad Prism you'll need to leave at least one charge counter on it to have something to proliferate, but the crawler can restart itself as necessary. "},{"insert":{"card-link":"Solar Array"}},{"insert":" grants charge counters to artifacts based on colors spent to cast it; which is most useful for artifacts that don't enter with their own charge counters but require them for use such as "},{"insert":{"card-link":"Titan Forge"}},{"insert":" .\n\nThe deck's draw options similarly include once-per-turn \"card rocks\" - the self-empowering "},{"insert":{"card-link":"Insight Engine"}},{"insert":" and proliferate-dependent "},{"insert":{"card-link":"Reckoner Bankbuster"}},{"insert":" and "},{"insert":{"card-link":"Ingenious Prodigy"}},{"insert":" - and some non-tapped options with "},{"insert":{"card-link":"Etched Oracle"}},{"insert":" and "},{"insert":{"card-link":"Mindless Automaton"}},{"insert":" . "},{"insert":{"card-link":"Uthros Research Craft"}},{"insert":" is conditional on having 3 or more charge counters, ideally should not be proliferated beyond that to keep it as a safer noncreature draw engine unless needed as a finisher.\n\n"},{"insert":{"card-link":"Kilo, Apogee Mind"}},{"insert":" is the deck's primary source of proliferation, and while he can go aggressive with "},{"insert":{"card-link":"Gavel of the Righteous"}},{"insert":" , the primary strategy is to tap him either by stationing spacecraft, crewing vehicles, or tapped from improvise triggers. "},{"insert":{"card-link":"Cayth, Famed Mechanist"}},{"insert":" is similar but requires mana to proliferate rather than tapping. While many of these spacecraft are self explanatory, special note should be given to two. "},{"insert":{"card-link":"The Seriema"}},{"insert":" has only three legal targets - the aforementioned Cayth, "},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" as a source of scrying, or "},{"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"insert":" as a defender and value engine that can make itself indestructible fairly easily. Usually, if you don't have card advantage grab Alibou; if you do grab Tekuthal. "},{"insert":{"card-link":"Inspirit, Flagship Vessel"}},{"insert":" provides an additional source of charge counters and a single instance of protection with himself as the weak point. However, if you have both The Seriema and Inspirit, they can easily make each other indestructible, or replacing one with Tekuthal + Resourceful Defense or Nesting Grounds (see below.)\n\nOnce you have a well stationed spacecraft or other artifact with more charge counters than you need, you can move them wholesale onto the deck's haymakers with "},{"insert":{"card-link":"Dismantle"}},{"insert":" (one-time use), "},{"insert":{"card-link":"Moxite Refinery"}},{"insert":" (four mana to cast/activate, can convert +1/+1 counters or other counters into charge counters), or "},{"insert":{"card-link":"Resourceful Defense"}},{"insert":" (eight mana to cast/activate, has additional utility mid game and moves counters off other permanents, so it can redistribute Tekuthal's indestructible counter that it's doubled the proliferation of.) If that's not an option, you can move one counter off one artifact to another with "},{"insert":{"card-link":"Surge Node"}},{"insert":" , or off any permanent (including five or so lands that use charge counters) with "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":" . The potential targets include "},{"insert":{"card-link":"Darksteel Reactor"}},{"insert":" , a wide board artifact or creature distribution with "},{"insert":{"card-link":"Lux Artillery"}},{"insert":" , or attempting an infinite turn combo with "},{"insert":{"card-link":"Magistrate's Scepter"}},{"insert":" .\n\nI've labeled this as a bracket 3 deck because you can create a deterministic three-card-combo or lategame two-card-combo using "},{"insert":{"card-link":"Magistrate's Scepter"}},{"insert":" . This is something I bring up in rule zero conversations and don't attempt to chain unless I can deterministically pull it off, either by adding counters+proliferating with Kilo+Inspirit or having nine appropriate counters that I can move around with Moxite Refinery/Resourceful Defense (and the required mana), or "},{"insert":{"card-link":"Freed from the Real"}},{"insert":" on Kilo and six blue mana to rotate him three times (or three blue and six nonblue mana for Cayth.) Once you do pull off the lock, as long as you are able to assemble 20 charge counters to put on Darksteel Reactor or can freely damage opponents with flying spacecraft or Lux Artillery, you should be set; and the only point that would be unclear is if those cards are inaccessible and/or you're at risk of decking out first.\n"}]}
Counters
Arcbound Shikari
First strike
When this creature enters, put a +1/+1 counter on each other artifact creature you control.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
When this creature enters, put a +1/+1 counter on each other artifact creature you control.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Soldier Cat

Counters
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Draw
Ingenious Prodigy
Skulk (This creature can't be blocked by creatures with greater power.)
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
This creature enters with X +1/+1 counters on it.
At the beginning of your upkeep, if this creature has one or more +1/+1 counters on it, you may remove a +1/+1 counter from it. If you do, draw a card.
Creature - Human Wizard

Long-Range Sensor
Whenever you attack a player, put a charge counter on this artifact.
, Remove two charge counters from this artifact: 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.)
, Remove two charge counters from this artifact: 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.)
Artifact

Reckoner Bankbuster
This Vehicle enters with three charge counters on it.
, , Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
, , Remove a charge counter from this Vehicle: Draw a card. Then if there are no charge counters on this Vehicle, create a Treasure token and a 1/1 colorless Pilot creature token with "This token crews Vehicles as though its power were 2 greater."
Crew 3
Artifact - Vehicle

Uthros Research Craft
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 12+.)
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
3+ | Whenever you cast an artifact spell, draw a card. Put a charge counter on this Spacecraft.
12+ | Flying
This Spacecraft gets +1/+0 for each artifact you control.
Artifact - Spacecraft

Draw
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Finisher
Lux Artillery
Whenever you cast an artifact creature spell, it gains sunburst. (It enters with a +1/+1 counter on it for each color of mana spent to cast it.)
At the beginning of your end step, if there are thirty or more counters among artifacts and creatures you control, this artifact deals 10 damage to each opponent.
At the beginning of your end step, if there are thirty or more counters among artifacts and creatures you control, this artifact deals 10 damage to each opponent.
Artifact

Finisher
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Land
Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Land
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Proliferate
Tekuthal, Inquiry Dominus
Flying
If you would proliferate, proliferate twice instead.
, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. ( can be paid with either or 2 life.)
If you would proliferate, proliferate twice instead.
, Remove three counters from among other artifacts, creatures, and planeswalkers you control: Put an indestructible counter on Tekuthal. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Proliferate
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Protection
Inspirit, Flagship Vessel
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
1+ | At the beginning of combat on your turn, put your choice of a +1/+1 counter or two charge counters on up to one other target artifact.
8+ | Flying
Other artifacts you control have hexproof and indestructible.
1+ | At the beginning of combat on your turn, put your choice of a +1/+1 counter or two charge counters on up to one other target artifact.
8+ | Flying
Other artifacts you control have hexproof and indestructible.
Legendary Artifact - Spacecraft

Ripples of Potential
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Protection
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Pump
Gavel of the Righteous
At the beginning of combat on your turn, put a charge counter on this Equipment.
Equipped creature gets +1/+1 for each counter on this Equipment.
As long as this Equipment has four or more counters on it, equipped creature has double strike.
Equip—Pay or remove a counter from this Equipment.
Equipped creature gets +1/+1 for each counter on this Equipment.
As long as this Equipment has four or more counters on it, equipped creature has double strike.
Equip—Pay or remove a counter from this Equipment.
Artifact - Equipment

Pump
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Ramp
Solar Array
: Add one mana of any color. When you next cast an artifact spell this turn, that spell gains sunburst. (If it's a creature, it enters with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters with that many charge counters on it.)
Artifact

The Eternity Elevator
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery.)
20+ | : Add X mana of any one color, where X is the number of charge counters on The Eternity Elevator.
Legendary Artifact - Spacecraft

Ramp
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Removal
Dawnsire, Sunstar Dreadnought
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 20+.)
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
Legendary Artifact - Spacecraft

Pinnacle Kill-Ship
When this Spacecraft enters, it deals 10 damage to up to one target creature.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Artifact - Spacecraft

Warmaker Gunship
When this Spacecraft enters, it deals damage equal to the number of artifacts you control to target creature an opponent controls.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 6+.)
6+ | Flying
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 6+.)
6+ | Flying
Artifact - Spacecraft

Removal
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Spacecraft
Synthesizer Labship
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.)
2+ | At the beginning of combat on your turn, up to one other target artifact you control becomes an artifact creature with base power and toughness 2/2 and gains flying until end of turn.
9+ | Flying, vigilance
2+ | At the beginning of combat on your turn, up to one other target artifact you control becomes an artifact creature with base power and toughness 2/2 and gains flying until end of turn.
9+ | Flying, vigilance
Artifact - Spacecraft

Spacecraft
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Tokens
Threefold Thunderhulk
This creature enters with three +1/+1 counters on it.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Creature Artifact - Gnome

Wedgelight Rammer
When this Spacecraft enters, create a 2/2 colorless Robot artifact creature token.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.)
9+ | Flying, first strike
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 9+.)
9+ | Flying, first strike
Artifact - Spacecraft

Tokens
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Tutor
The Seriema
When The Seriema enters, search your library for a legendary creature card, reveal it, put it into your hand, then shuffle.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Other tapped legendary creatures you control have indestructible.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 7+.)
7+ | Flying
Other tapped legendary creatures you control have indestructible.
Legendary Artifact - Spacecraft

Tutor
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Wrath
Extinguisher Battleship
When this Spacecraft enters, destroy target noncreature permanent. Then this Spacecraft deals 4 damage to each creature.
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 5+.)
5+ | Flying, trample
Artifact - Spacecraft

Wrath
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Sideboard
Mesmerizing Dose
Enchant creature
When this Aura enters, tap enchanted creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchanted creature doesn't untap during its controller's untap step.
When this Aura enters, tap enchanted creature, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchanted creature doesn't untap during its controller's untap step.
Enchantment - Aura

Patrolling Peacemaker
This creature enters with two +1/+1 counters on it.
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever an opponent commits a crime, proliferate. (They commit a crime if they target an opponent, anything an opponent controls, and/or cards in an opponent's graveyard. To proliferate, you choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature Artifact - Soldier Robot

Sideboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"TL;DR: Play a spacecraft or vehicle, then play Kilo. Station/crew with Kilo to proliferate once per turn with whatever utility artifacts you have, using counter movers as necessary. Win off Darksteel Reactor, Magistrate's Scepter, Lux Artillery, or big spaceship.\n\n8/30/2026: This is a non-deterministic \"dice factory\" deck, focused on combos and charge counters synergies and maybe sometimes victory via combat. Likely my most complex deck at the moment; so it's worth playtesting to understand.\n\nCharge counter mana rocks can potentially create a massive amount of mana with enough proliferation and time. "},{"insert":{"card-link":"Astral Cornucopia"}},{"insert":" , "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":" (kicked at least once) and "},{"insert":{"card-link":"Empowered Autogenerator"}},{"insert":" create one-use charges - they can be tapped for their mana only once per turn, so should only be tapped when you're done proliferating. "},{"insert":{"card-link":"Pentad Prism"}},{"insert":" and "},{"insert":{"card-link":"Crystalline Crawler"}},{"insert":" don't need to tap and can have each mana taken off separately, and can be made non-deterministically self sustaining with "},{"insert":{"card-link":"Surge Conductor"}},{"insert":" and "},{"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"insert":" . With Pentad Prism you'll need to leave at least one charge counter on it to have something to proliferate, but the crawler can restart itself as necessary. "},{"insert":{"card-link":"Solar Array"}},{"insert":" grants charge counters to artifacts based on colors spent to cast it; which is most useful for artifacts that don't enter with their own charge counters but require them for use such as "},{"insert":{"card-link":"Titan Forge"}},{"insert":" .\n\nThe deck's draw options similarly include once-per-turn \"card rocks\" - the self-empowering "},{"insert":{"card-link":"Insight Engine"}},{"insert":" and proliferate-dependent "},{"insert":{"card-link":"Reckoner Bankbuster"}},{"insert":" and "},{"insert":{"card-link":"Ingenious Prodigy"}},{"insert":" - and some non-tapped options with "},{"insert":{"card-link":"Etched Oracle"}},{"insert":" and "},{"insert":{"card-link":"Mindless Automaton"}},{"insert":" . "},{"insert":{"card-link":"Uthros Research Craft"}},{"insert":" is conditional on having 3 or more charge counters, ideally should not be proliferated beyond that to keep it as a safer noncreature draw engine unless needed as a finisher.\n\n"},{"insert":{"card-link":"Kilo, Apogee Mind"}},{"insert":" is the deck's primary source of proliferation, and while he can go aggressive with "},{"insert":{"card-link":"Gavel of the Righteous"}},{"insert":" , the primary strategy is to tap him either by stationing spacecraft, crewing vehicles, or tapped from improvise triggers. "},{"insert":{"card-link":"Cayth, Famed Mechanist"}},{"insert":" is similar but requires mana to proliferate rather than tapping. While many of these spacecraft are self explanatory, special note should be given to two. "},{"insert":{"card-link":"The Seriema"}},{"insert":" has only three legal targets - the aforementioned Cayth, "},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" as a source of scrying, or "},{"insert":{"card-link":"Tekuthal, Inquiry Dominus"}},{"insert":" as a defender and value engine that can make itself indestructible fairly easily. Usually, if you don't have card advantage grab Alibou; if you do grab Tekuthal. "},{"insert":{"card-link":"Inspirit, Flagship Vessel"}},{"insert":" provides an additional source of charge counters and a single instance of protection with himself as the weak point. However, if you have both The Seriema and Inspirit, they can easily make each other indestructible, or replacing one with Tekuthal + Resourceful Defense or Nesting Grounds (see below.)\n\nOnce you have a well stationed spacecraft or other artifact with more charge counters than you need, you can move them wholesale onto the deck's haymakers with "},{"insert":{"card-link":"Dismantle"}},{"insert":" (one-time use), "},{"insert":{"card-link":"Moxite Refinery"}},{"insert":" (four mana to cast/activate, can convert +1/+1 counters or other counters into charge counters), or "},{"insert":{"card-link":"Resourceful Defense"}},{"insert":" (eight mana to cast/activate, has additional utility mid game and moves counters off other permanents, so it can redistribute Tekuthal's indestructible counter that it's doubled the proliferation of.) If that's not an option, you can move one counter off one artifact to another with "},{"insert":{"card-link":"Surge Node"}},{"insert":" , or off any permanent (including five or so lands that use charge counters) with "},{"insert":{"card-link":"Nesting Grounds"}},{"insert":" . The potential targets include "},{"insert":{"card-link":"Darksteel Reactor"}},{"insert":" , a wide board artifact or creature distribution with "},{"insert":{"card-link":"Lux Artillery"}},{"insert":" , or attempting an infinite turn combo with "},{"insert":{"card-link":"Magistrate's Scepter"}},{"insert":" .\n\nI've labeled this as a bracket 3 deck because you can create a deterministic three-card-combo or lategame two-card-combo using "},{"insert":{"card-link":"Magistrate's Scepter"}},{"insert":" . This is something I bring up in rule zero conversations and don't attempt to chain unless I can deterministically pull it off, either by adding counters+proliferating with Kilo+Inspirit or having nine appropriate counters that I can move around with Moxite Refinery/Resourceful Defense (and the required mana), or "},{"insert":{"card-link":"Freed from the Real"}},{"insert":" on Kilo and six blue mana to rotate him three times (or three blue and six nonblue mana for Cayth.) Once you do pull off the lock, as long as you are able to assemble 20 charge counters to put on Darksteel Reactor or can freely damage opponents with flying spacecraft or Lux Artillery, you should be set; and the only point that would be unclear is if those cards are inaccessible and/or you're at risk of decking out first.\n"}]}








































































