thisismyarchidektacc
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Commander
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{"ops":[{"attributes":{"color":"#66a3e0","bold":true},"insert":"Raff-FIEND - (Currently WIP)"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"**Easier to read at the bottom of page**"},{"attributes":{"header":2},"insert":"\n\n"},{"attributes":{"color":"#888888"},"insert":"A tuned "},{"attributes":{"color":"#888888","underline":true},"insert":"Bracket 3"},{"attributes":{"color":"#888888"},"insert":" deck for "},{"insert":{"card-link":"Raffine, Scheming Seer"}},{"insert":" "},{"attributes":{"color":"#888888"},"insert":"by P. Oca."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Fair on the table. Criminal under it."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nPreface"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is my interpretation of my favourite commander - Raffine."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"The attached list is my own personal take of the commander, with all of its successes and mistakes acknowledged. Do not treat this list as the only way to build this commander."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"If you have other deckbrewing requirements or wish to pursue other building directions, feel free to do so. "},{"attributes":{"bold":true},"insert":"Commander is the fun, Mario-Party format"},{"insert":" where creativity and expression are balanced in pursuit of multiplayer enjoyment."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"You are more than welcome to take my design choices, swap them and/or ignore them. Aim to have fun while being mindful of your own financial contexts, intentions and the maturity of the pods you choose to play with."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nTo-do list"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Why section update"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Include Weaknesses (decks that this deck will struggle against)"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Graveyard-hate decks"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" "},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rest in Peace"}},{"insert":" "},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":"Draw-hate decks"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Nekusar, the Mindrazer"}},{"insert":" "},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sheoldred, the Apocalypse"}},{"insert":" "},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":"Discard decks"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Tinybones, the Pickpocket"}},{"insert":" "},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":"Other Reanimator decks"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Refine Early Game section"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mulligans"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"More keepables"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Show bad hands/bait hands"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Low hand-size mulligans"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Discuss Ramp"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Refine Midgame Section"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Discuss land count"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Refine Connive priorities"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Discuss interaction"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"4 CMC/5 CMC section"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Late Game section"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Win-conditions"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Combo section"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Stochastic Combos"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Value Combos"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Burst-burn Combos"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Strategies"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tips"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Interaction"},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":"Timing"},{"attributes":{"indent":4,"list":"ordered"},"insert":"\n"},{"insert":"Social Leverage"},{"attributes":{"indent":4,"list":"ordered"},"insert":"\n"},{"insert":"Politics"},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":"Social Engineering"},{"attributes":{"indent":4,"list":"ordered"},"insert":"\n"},{"insert":"False Tempo"},{"attributes":{"indent":4,"list":"ordered"},"insert":"\n"},{"insert":"Posturing"},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"attributes":{"strike":true},"insert":"Maybe move tips in Blackmail?"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Who? (Lore dump)"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Raffine "},{"insert":"is the sphinx-demon head of the "},{"attributes":{"bold":true},"insert":"Obscura"},{"insert":", one of New Capenna’s five ruling crime families. In Old Capenna, the Obscura were wizards; in New Capenna, they have become brokers of prophecy, secrets, dreams, blackmail, reputation, and controlled futures. They do not rule by brute force. They rule by knowing what will happen before everyone else does - or by making sure the version of events they prefer is the one that survives.\n\nRaffine herself comes from Old Capenna and is described as a sphinx-demon with powerful, ominous visions of the future. Before New Capenna became the city of five criminal families, she was already a controversial fortune-telling sphinx who believed herself to be an instrument of prophecy. In the present day, that prophetic identity has calcified into something far more dangerous: she is not merely someone who sees the future, but someone who edits the path toward it. \n\nIn short: "},{"attributes":{"bold":true},"insert":"Raffine is New Capenna’s information tyrant."},{"insert":" She is a seer, fixer, blackmailer, archivist, and crime boss wrapped in the elegance of a sphinx. Where other families dominate through wealth, violence, contracts, celebrity, or labor, Raffine dominates through knowledge. She wins by seeing more than everyone else, choosing what matters, burying what does not, and turning uncertainty into inevitability.\n\n"},{"attributes":{"underline":true},"insert":"What? (Deck archetype)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Raffine is an "},{"attributes":{"bold":true},"insert":"Esper Tempo-Midrange/Reanimator deck, built around card selection, pressure, and selective inevitability"},{"insert":".\n\nTempo decks tend to be weaker in EDH"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Tempo is a strategy built around staying ahead in the flow of the game. Rather than trying to simply have the most mana, the biggest board, or the most cards, a tempo deck tries to make its own turns matter more than the opponent’s. In 1v1 formats, this often means deploying an early threat, protecting it, disrupting the opponent just enough to keep them behind, and winning before they can fully stabilise.\n\nIn Commander, tempo becomes much harder. You are not trying to stay ahead of one opponent - "},{"attributes":{"bold":true},"insert":"you are trying to stay relevant against three"},{"insert":". "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nLife totals are higher, removal is more plentiful, and trading one-for-one can quickly become inefficient when multiple players are developing at the same time. Disruptive plays and aggressive board developments by a Tempo-focused pilot don't simply pressure a single opponent, but rather draws attention of 3 opponents.\n\nTraditional applications of Tempo thus suffer in EDH.\n\nTypically one would deploy early aggressive threats while using efficient interaction to manage the resources and the life total of a single 20 life opponent. However, in EDH, one must compete against the resources and life totals represented across 3 other boards that begin the game with 40 life. \n\nIf a classical Tempo approach were stubbornly forced in EDH at Bracket 3, attempts to then trade interaction against all 3 may eventually handicap oneself, with time and resources being exhausted in order to manage opposing boards while preserving one's own.\n\nTempo vs. Aggro. vs. Control in EDH"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Attempts to solve multiplayer Tempo's weaknesses by ending games significantly faster or interacting more broadly naturally pull the strategy toward "},{"attributes":{"italic":true},"insert":"Aggro"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Control"},{"insert":" respectively. This list does borrow tools from both archetypes, but chooses not to overcommit to either, instead focusing on Raffine's own ability and supporting the selected payoffs.\n\n"},{"attributes":{"bold":true},"insert":"Aggro Decks"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Aggro"},{"insert":" decks focus on high damage output within a shorter amount of time in order to achieve victory. The emphasis on speed and damage-dealing results in a consistent gameplan that narrows on its main strategic priority: ending games and ending them quickly. With Aggro strategies, games are condensed into a function of damage output over time, with the intent of outpacing their opponents before they can establish critical value.\n\nThis leads to Aggro decks showcasing a focused and effective playstyle in both EDH and 1v1 formats, where opposing threats may be ignored to focus on bursts of damage to close out games. This makes Aggro decks one of the more exciting playstyles as the high-velocity strategy can end effective and durable opponents well before their decks can hit critical mass.\n\nThe Aggro pilot can easily pivot between assassinating key players and killing multiple opponents (lookup "},{"attributes":{"italic":true},"insert":"Group Slug"},{"insert":" if interested) if built correctly. Coupled with intelligent sequencing, pursuing either of the two benefits the Aggro pilot, as enemy decision-making quickly warps. Opponents are left deciding between further strategic development, or addressing the Aggro pilot's imposed lethal clock.\n\nHowever, observed play-patterns for Bracket 3 have shown a tendency towards Midrange deckbuilding, with players drawn to value-oriented engines. As such, Aggro decks may struggle if their early mulligan does not connect to their gameplan fast enough to outpace the value generated across 3 boards. Options run dry, vulnerability to sweepers and difficulties in addressing Midrange value engines then become symptomatic of an Aggro deck that has run out of gas or did not accelerate quick enough.\n\nThis focused approach of an Aggro deck may also suffer from fragility, as builds may purposefully narrow their card selection in favour of damage-dealing, foregoing more versatile deckbuilding concepts. This manifests in difficulty to recover when hit with interaction, a lack of effective interaction or insufficient card advantage. This can leave Aggro-players in games where they may find themselves in precarious situations, starved for cards, meagre board presences and struggling to re-engage with a game that has outlasted their plans. The effectiveness of such strategies communicate notions of a truly high-risk, high reward endeavour.\n\nAlthough this may be managed well in other decklists that seek to ways to optimise an aggressive style of play against the lengthy nature of EDH games - the nature of Raffine's colours and best synergies would be ignored when centered wholly on an Aggro-style build.\n\n"},{"attributes":{"bold":true},"insert":"Control Decks"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Control"},{"insert":" decks prioritise an effective strategy that revolves around forming a game of permission. This is done through the active or reactive choice of interaction pieces to hinder opposing board development, utilising counter magic, spot-removal, sweepers and even notoriously, "},{"attributes":{"italic":true},"insert":"Stax-"},{"insert":"pieces to deny resources, withholding opponents from victory as they steadily work towards their own.\n\nFor best effect, Control pilots leverage their extensive card knowledge and understanding of opposing strategies to disrupt opponents to deny key pieces and "},{"attributes":{"italic":true},"insert":"control"},{"insert":" the flow of the game. This is done to intentionally prolong the game until the Control pilot's wincons are available. \n\nKnowledge of commanders and key engines can result in Control decks cleverly navigating stacks and holding priority in forgotten spaces to force mistakes and mute enemy game actions. In some cases, entire turns are rendered useless - essentially "},{"attributes":{"italic":true},"insert":"timewalking"},{"insert":" their opponents. \n\nAs opponents mentally construct sequences for their own success, a well-timed piece of interaction can disrupt an entire player's next few turns and delay the threats that one or multiple opponents can present - buying Control pilots precious time.\n\nExpected play-patterns of Bracket 3 strongly reward resource development and value-based engines, thus Control's interactive and oppressive nature excels in disrupting these core pillars of the bracket. However, Control decks are not without shortcomings in EDH.\n\nThe prolonging of a match against a single opponent is reasonable to thwart movements in a 1v1. The Control player has an easier time to react to the resources and strategy applied by a single opponent. In the EDH format however, subverting the resources and actions of 3 opponents is typically a costly affair, one which may buy time for a single opponent to materialise their own answers. This is further exacerbated if the Control player struggles to draw or tutor into their wincon, or maintain resources needed to cement their control (Mana, Card Draw, etc.).\n\nThere is an increased risk towards the failing of one of the Control pilot's greatest assets when applied in this multiplayer format - a lack of understanding towards opponent strategies. With the EDH format's wide, legal card availability, Control pilots may miss key opportunities if they misjudge what and when certain permanents or spells should be targeted if presented with commanders, decklists and contexts they are unfamiliar with.\n\nThe Control playstyle occasionally can suffer from agnosticism for development. With some builds needing to hold-up mana for interaction, one may catastrophically fail if strong card draw and ramp has not been established or protected, with both being necessary to impede opposing development, while chasing one's own wincon. The result then leads to unnecessary prolonging of the game, social friction from others and occasionally meaningless games for the Control player as they may pointlessly exhaust resources without a wincon available.\n\nGiven this selected bracket and the nature of Raffine and her synergies, a Control-focused version of Raffine may unnecessarily complicate strategies and sour one's enjoyment as the priority becomes the hindrance of others over the pursuit of one's own gameplan.\n\nRaff-FIEND's Tempo into Midrange"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In an attempt to apply elements of the Tempo-archetype for this "},{"attributes":{"italic":true},"insert":"Mario Party-esque"},{"insert":" format, the selected build for Raffine takes the early-game strategy of efficient interaction and early-game pressure and "},{"attributes":{"italic":true},"insert":"retextures it for an EDH-suited strategy "},{"insert":"to work towards its Midrange objectives.\n\nRather than relying purely on early damage and cheap disruption to secure wins, Raffine applies these aspects of the Tempo-playstyle to develop "},{"attributes":{"bold":true},"insert":"better opportunities"},{"insert":" "},{"attributes":{"bold":true},"insert":"via card selection and board presence. "},{"insert":"In doing so, these opportunities work to establish consistent multiplayer relevancy, with a variety of interaction pieces to disrupt gameplans and convert relevancy into dominance.\n\nRaffine does so by accelerating card access - helping pilots see answers and setup zones faster than most at the table. The quality of resources in hand, graveyard and the pilot's battlefield then improve with each combat step, offering frequent opportunities for establishing visible and invisible advantages.\n\nEarly bodies establishes Raffine's card selection engine through "},{"attributes":{"italic":true},"insert":"Connive"},{"insert":", providing the pilot freedom to curate both "},{"attributes":{"italic":true},"insert":"hand"},{"insert":" and "},{"attributes":{"italic":true},"insert":"graveyard"},{"insert":" while assigning scaling chip damage"},{"attributes":{"italic":true},"insert":". "},{"insert":"Each attack step then represents more than just combat-based pressure. It is "},{"attributes":{"italic":true},"insert":"setup"},{"insert":" and "},{"attributes":{"italic":true},"insert":"execution "},{"insert":"compressed within each attack.\n\nHowever, each "},{"attributes":{"italic":true},"insert":"Connive "},{"insert":"potentially adds +1/+1 counters to selected participating bodies, growing cheap value pieces into serious late-game threats while allowing one to plan and set pieces for late-game finishes. Featuring reanimation spells and a strong interaction suite, the deck can then maintain this pressure throughout all stages of the game as it works towards an outcome decided by its pilot.\n\nThe combination of scaling combat pressure, strong card selection engines, graveyard access and interactive tools can then be used in support of two directions of the deck:\n\nA reanimation, inevitability approach"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A draw-burn style finish"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nRaffine is then positioned as strong enabler for the deck's outcomes, yet the deck can operate without her if enough infrastructure in both hand and graveyard has been established in "},{"attributes":{"italic":true},"insert":"Conniving"},{"insert":" turns. Ultimately, Raffine serves to speed up the key themes of the deck without having the pilot feel like their own personal playstyle is anchored to her success on the field.\n\nIn turn, this ability to both pressure and interact at all stages of the game classifies the deck towards the Tempo-Midrange. One may picture it as an application of Tempo methodologies to serve as a vehicle towards a robust Midrange destination. \n\nSo while the deck begins like a Tempo deck, it does not end as a fragile one.\n\nWhat is Connive?"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Connive "},{"insert":"is a mechanic introduced in New Capenna that combines looting and board presence in the form of +1/+1 counters, almost similar to "},{"attributes":{"italic":true},"insert":"Explore"},{"insert":". \n\nRaffine has a unique approach to "},{"attributes":{"italic":true},"insert":"Connive"},{"insert":" as she is one of few cards that can "},{"attributes":{"italic":true},"insert":"Connive X"},{"insert":", where X is based on the number of attacking creatures on her board.\n\nTo "},{"attributes":{"italic":true},"insert":"Connive X"},{"insert":", you:\n\nPick a creature to be the recipient of the "},{"attributes":{"italic":true},"insert":"Connive X"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You draw X cards based on the amount of attacking creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Discard X cards based on the amount of attacking creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you discard "},{"attributes":{"underline":true},"insert":"land"},{"insert":" cards - nothing is given to the creature"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"If you discard "},{"attributes":{"underline":true},"insert":"non-land"},{"insert":" cards -"},{"attributes":{"bold":true},"insert":" +1/+1 counters are assigned to the creature"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\nThematically, this emulates Raffine's information-focused approach, with her informants and lackeys behaving as information gatherers. Her aim isn't just to make smarter decisions, it's to be able to see them quicker and execute more frequently than the rest of the table.\n\nThe draws represent Raffine's way of \"seeing into the future\" of your next few turns and bringing opportunities forward.\nA good way of appreciating this is asking yourself - "},{"attributes":{"italic":true},"insert":"what would my next few turns of fair card draw have looked like"},{"insert":"?\n\nThe discards behave like Raffine's "},{"attributes":{"italic":true},"insert":"scheming"},{"insert":" based on what she sees. \nDo these cards belong in our hand? Are we hiding bodies? The table typically sees what's on the board. Not many consider how we're curating two zones at once - "},{"attributes":{"italic":true},"insert":"both hand and graveyard"},{"insert":".\n\nThe counters that accumulate on a creature are an elegant distraction.\nThat 1/1 creature suddenly turned into a 4/4, then into a 10/10 in the air. \nThe table will begin to worry that the clock is on the creature we've Connived onto, but is the "},{"attributes":{"italic":true},"insert":"threat even on the board?"},{"insert":"\n\nTo the untrained eye, the concern may be for the buffed informant swinging their way.\nTo an observant eye, the real concern is what you binned, or questions what you kept.\n\nFrom a gameplay perspective, the effect is quite strong as you:\n\nDevelop creatures, establishing a stronger board presence"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Force unfavourable combat math"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"See more options through the act of drawing cards to help solve or plan for the current board state"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Can strategically place key cards in different zones through looting"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Why? (Pros and Cons)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Why should I pick your list?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You should consider trying out this build for Raffine if you enjoy the following:\n\n"},{"attributes":{"bold":true},"insert":"You enjoy a "},{"attributes":{"italic":true,"bold":true},"insert":"Technical "},{"attributes":{"bold":true},"insert":"playstyle "},{"insert":"\nThis is not your kickback, ramp and drop big beater type of deck, nor is this your tutor combo-pieces and assemble "},{"attributes":{"italic":true},"insert":"Exodia"},{"insert":", style of gameplan. This deck will ask you various questions as you play it, where the feedback is immediate.\n\nShould I mulligan this hand?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Do I play Raffine now? "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Is this card the right card to keep? "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Should I bin this card? "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Do I first main phase this? Or second main phase this card?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"When should I "},{"attributes":{"italic":true},"insert":"time"},{"insert":" my interaction? "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Is this creature worth my spell?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Who should I attack with and who should I leave up as a blocker?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Who do I prioritise sending my attacks to?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nThis deck as a whole will test various aspects of table posturing, threat assessment, politicking, card-selection and timing."},{"attributes":{"italic":true},"insert":" If you like a challenge, you'll like this deck!"},{"insert":"\n\nWins will feel earned through the right sequencing as the deck's performance is based primarily on your own executive decision-making and planning.\n\n"},{"attributes":{"bold":true},"insert":"You want an "},{"attributes":{"italic":true,"bold":true},"insert":"Esper deck with personality"},{"insert":"\nThis deck takes some of the best elements of the archetypes in the Esper colours to support a synergistic build of Raffine and her information-focused gameplan "},{"attributes":{"italic":true},"insert":"without being a staple jam"},{"insert":". \n\nAt first glance it may seem like some choices are just an "},{"attributes":{"italic":true},"insert":"Esper goodstuff pile"},{"insert":" given that the deck utilises notable cards like "},{"attributes":{"italic":true},"insert":{"card-link":"Mana Drain"}},{"attributes":{"italic":true},"insert":", "},{"insert":{"card-link":"Voice of Victory"}},{"insert":" and "},{"attributes":{"italic":true},"insert":{"card-link":"Deadly Rollick"}},{"attributes":{"italic":true},"insert":". B"},{"insert":"ut the deck also includes some unique cards like "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":", "},{"attributes":{"italic":true},"insert":{"card-link":"Mausoleum Wanderer"}},{"attributes":{"italic":true},"insert":" "},{"insert":"and "},{"attributes":{"italic":true},"insert":{"card-link":"Whispering Madness"}},{"attributes":{"italic":true},"insert":", "},{"insert":"this list aims to put Raffine and her operatives in prime position to pull off some intelligent wins.\n\n"},{"attributes":{"bold":true},"insert":"You just like drawing cards!"},{"insert":"\nThis list moves through the library quite fast and showcases what makes blue and black the best colour combination around - drawing cards! \n\nWhether you like seeing all of your really cool prints for cards (in bin or in hand), having a ton of options or even utilising draw as a win condition, this list is great for the person that enjoys seeing multiple cards in a turn, while the mono-white player is stuck with seeing one card per turn.\n\nYour friends will feel as though you always have the answer, when in reality, you've appreciated conniving as an efficient way to draw into your options and stay relevant on board!\n\nWhy "},{"attributes":{"italic":true},"insert":"shouldn't"},{"insert":" I pick your list?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The reasons to not play this Raffine list are simple:\n\nOne would prefer an easier deck"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The deck is going to sit against some "},{"attributes":{"italic":true},"insert":"unfavourable matchups"},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nGiven the decision-making requirements, the high-agency also means a lot of load on the pilot's decision-making. Something that many may not enjoy (and that is totally fine). As well, while I do have faith that this deck can put up a decent fight against even its worst matchups, I must still highlight archetypes that it is notably weak to. \n\nWhy did you build this list?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I had built this deck for 3 reasons:\n\nI wanted a list that tested my own-decision making in the game - this list does that really well."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"To better understand the "},{"attributes":{"italic":true},"insert":"Tempo"},{"insert":" archetype and to try and make it work in EDH (whether this was successful or not)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"To better appreciate a key part of Blue's identity - "},{"attributes":{"italic":true},"insert":"card filtering"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI really enjoy building decks, and I doing so helps me understand various aspects of the game and cement my knowledge through practice!\n\n"},{"attributes":{"underline":true},"insert":"How? (Gameplan and Strategy)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck’s core plan is to establish cheap evasive creatures early, resolve Raffine, and turn combat into card selection. Every attack becomes a small act of surveillance: draw into better options, discard what is unnecessary, stock the graveyard, and grow the creature best positioned to pressure the table.\n\nThis is not a deck that simply attacks because it wants damage. It attacks because attacking gives Raffine access to the future.\nThe early game is about putting “fixers” onto the board: evasive bodies, value creatures, and cheap threats that can safely declare attacks. \n\nOnce Raffine is online, those bodies become the deck’s engine. Connive smooths land drops, finds interaction, loads reanimation targets, grows attackers, and filters away dead cards. The deck wins by making better decisions more often than the table can keep up with.\n\nStrategically, the deck has three overlapping plans.\n\nThis deck can play a "},{"attributes":{"bold":true},"insert":"tempo-pressure game"},{"insert":". Small evasive creatures become real threats once Raffine starts placing counters on them. The deck can chip in early, then suddenly turn one harmless body into a lethal clock."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" The deck plays into a "},{"attributes":{"bold":true},"insert":"graveyard value game"},{"insert":". Connive naturally places powerful creatures and spells into the graveyard, letting the deck convert discarded cards into future resources through reanimation, recursion, or mass graveyard swings. The graveyard is not a discard pile; it is a second hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The deck utilises a "},{"attributes":{"bold":true},"insert":"draw-burn / draw-punish finish"},{"insert":". Cards like Psychosis Crawler, Queza, Monument to Endurance, Windfall-style effects, and major draw engines allow the deck to convert card flow into life loss. At that point, the deck does not need to win purely through combat. It can turn the same information engine that sculpted the game,"},{"attributes":{"italic":true},"insert":" into a win condition"},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe deck is also built to posture like a control deck without becoming a pure control deck. It runs efficient interaction, protection, and disruptive pieces, but it does not want to sit back forever. Raffine wants to be on the board. \n\nShe wants creatures moving sideways. She wants the game to pass through combat, because combat is where the deck gains information and leverage.\n\nDeck Composition"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is split up into the following categories. These have been named to fit Raffine's "},{"attributes":{"italic":true},"insert":"crime-boss"},{"insert":" theme:\n\n"},{"attributes":{"bold":true},"insert":"Wincons"},{"insert":"\nThese are the cards serve as the primary way we look to close out games. In the event that these wincons aren't available or present, the rest of the deck can be developed into a traditional combat win pieces.\n\n"},{"attributes":{"underline":true},"insert":"Information is Key"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Draw-to-Burn Finish"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Thought you were dead?"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Living Death to Inevitability"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Plan"},{"insert":"\nThese cards help develop Raffine's gameplan and either improve your capacity to connive, enable you to cheat in high-value creatures or are the high-value creatures themselves.\n"},{"attributes":{"underline":true},"insert":"Fixers"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Early Game Bodies"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Lieutenants"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Secret Commanders, High-Value Creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Lockpickers"},{"insert":" -"},{"attributes":{"bold":true},"insert":" Recursion Package"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Structural"},{"insert":"\nThe cards that form the structure of the deck, which do not fit under plan or wincon cards.\n"},{"attributes":{"underline":true},"insert":"Armoured Vests"},{"attributes":{"bold":true},"insert":" "},{"insert":"-"},{"attributes":{"bold":true},"insert":" Protection Spells"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Blackmail"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Spot Removal"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Bribes"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Ramp"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Information Brokering"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Card Advantage Engines and Cantrips"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Signal Jammers"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Mass Disruption, Sweepers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lands"},{"insert":"\nThe primary and most important manabase of the deck. With a total of 33 standing lands, access to premium Esper lands like the Esper triome, relevant shocks, surveils, both on and off-colour fetches and currently 2 reserved list dual lands - we are capable of fixing for the Esper colours where necessary. \n\nThis deck emphasises colour access at all times to ensure that the deck's gameplan is on board from the start of the game with little friction. The access is further supported by 4 MDFC lands featuring 3 bolt-lands.\n\nKey Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In order of the above categories:\n\n"},{"attributes":{"underline":true},"insert":"-- Wincons --"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Information is Key"},{"insert":"\nA draw-burn package wincon. Weaponising draw to make use of Raffine's information-focused triggered ability and to provide payoffs for our strong draw engines. A bit of a flashy wincon admittedly, but in New Capenna and in our pods, we're trying to showcase that "},{"attributes":{"italic":true},"insert":"we saw the future, and our opponents aren't in it"},{"insert":".\n\nWe split this category into "},{"attributes":{"italic":true},"insert":"Payoffs "},{"insert":"and "},{"attributes":{"italic":true},"insert":"Wheels"},{"insert":":\n\n"},{"attributes":{"underline":true},"insert":"Payoffs "},{"insert":"\nGiven our card draw engines and Raffine's Connive, these cards enable draw-to-burn style payoffs\n\n"},{"insert":{"card-link":"Queza, Augur of Agonies"}},{"insert":" is a single target opponent, draw to drain. Great for \"assassinating\" a direct threat player and/or creating a life swing window."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" works best at weakening or taking the entire table down at once."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sheoldred, the Apocalypse"}},{"insert":" is a very effective card for capitalising on our cantrips and engines to pad our life totals, or punishing others during a wheel. This card will raise your threat perception in all zones, so be mindful of timing when you bin or play her."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" is not only an amazing early game drop as a fixer and board development, but when used in a wheel, puts a large Amass Orcs and 1 DMG triggers on the stack that can be pointed at both creatures and faces"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Wheels"},{"insert":"\nDisrupt hands and creates a mass draw event. Can also get us out of sticky situations if we find our hands could use more options.\n\n"},{"insert":{"card-link":"Windfall"}},{"insert":" when used with a payoff and an accelerant can be used to set the table on fire in a single turn."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Echo of Eons"}},{"insert":" operates best when cast from the bin due to a reduction in its cost. Echo also serves as a release valve if needed, either we've run dry of cards or when library size is getting low to prevent oneself from decking out."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Whispering Madness"}},{"insert":" in our deck works well with our evasive fixers. A pseudo-Windfall, that we can use and abuse to trigger draw/discards or even \"fairly\" help us find cards to get us out of a jam. Can be cast twice a turn when the cipher triggers on the same turn it touches."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Thought you were dead?"},{"insert":"\nA graveyard value punish with an in-built board-wipe. Raffine is naturally hiding some pretty nasty bodies, what if all of her criminal connections were to escape jail "},{"attributes":{"italic":true},"insert":"all at once"},{"insert":"?\n\nCentering around "},{"insert":{"card-link":"Living Death"}},{"insert":" itself, the following cards help us warp the board-state in our favour:\n\n"},{"insert":{"card-link":"Living Death"}},{"insert":" is a board-wipe and reanimation spell baked into a single 5 mana sorcery. It's important to be mindful of how other deck archetypes are using their bins. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Entomb"}},{"insert":" is used as a surgical tool to throw in nasty reanimation targets, or to even set up Living Death to progress to our "},{"attributes":{"italic":true},"insert":"Information is Key"},{"insert":" wincon."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Gifts Ungiven"}},{"insert":" is a cantrip and a graveyard tutor combined with a forced dilemma. Because this deck treats the graveyard as a second hand, Gifts can be used as a double-Entomb, a Sun Titan setup piece, or a political tool to find interaction when a player needs a spell stopped. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A variety of unfair piles can be created, but control and planning should be prioritised prior to cast."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"A little Modern trick says that we can find 2 cards and our opponent is forced to bin both of them."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Soul-Guide Lantern"}},{"insert":" turns our Living Death drop into a one-sided affair. Although not necessary, can create an incredibly unfair board state for everyone except for us. Can be used for a cheap draw if needed."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"-- Plan --"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Fixers"},{"insert":"\nEvery good criminal empire needs grunts to do some grunt work. For Raffine, these are thematically referred to as her "},{"attributes":{"italic":true},"insert":"Operatives"},{"insert":", "},{"attributes":{"italic":true},"insert":"Grifters"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Enforcers"},{"insert":", who run cons, disrupt information channels, conduct surveilance and gather intelligence for her syndicate. \n\nOur premier fixers that we enjoy seeing early are:\n\n"},{"insert":{"card-link":"Azure Beastbinder"}},{"insert":" is a hard to block, vigilant body with pseudo-removal stapled onto its attack declaration. As each attack turns off someone's value pieces, the longer that this creature stays around, the longer that we disrupt gameplans and generate advantages on specific players."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mausoleum Wanderer"}},{"insert":" is an excellent connive target for {U}. Flying and a stapled tax-tempo counterspell, this guy can defend our boards and stop instant and sorcery based advancements. As this guy scales, an unsuspecting board will be surprised to see how they got beat by a 1 mana counterspell on a stick."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" is a naturally growing threat in the air with additional card filtering via its connive trigger. For immediate value, Ledger Shredder is best played first, followed by an additional spell to self-trigger the connive."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":" and "},{"insert":{"card-link":"Ainok Strike Leader"}},{"insert":" are similar in nature, with Adeline being the stronger of the two. Both enable creature-based board development and serve as premier connive targets. The differences between them are important to note:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Adeline having vigilance and a power that grows with our board state forces unfavourable combats on opposing boards and dissuades incoming attackers."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Ainok's ability to preserve tokens through sacrifice becomes incredibly useful when a bodies matter more than himself."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Psychic Frog"}},{"insert":" serves as a strong discard outlet and a great connive target. With good early stats as a 1/2, the trigger to draw on touch, utilisation of graveyard-waste for evasion and the potential to combat trick this frog can comfortably pressure opponent boards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Can be used as a combo piece for a "},{"attributes":{"italic":true},"insert":"Stochastic Combo"},{"insert":" with "},{"insert":{"card-link":"Vilis, Broker of Blood"}},{"insert":" and "},{"insert":{"card-link":"Queza, Augur of Agonies"}},{"insert":". Explained later. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":" is an amazing card to have early with the correct access for pips. The {X} cost for this creature is rarely paid as we find ourselves flashing Wan Shi Tong in on early ramp spells or fetches. A vigilant, evasive body with a scaling draw engine stapled on it? Sick."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" a blue staple in a lot of decks for good reason. As decks nowadays orient towards card-draw, Mastermind's ability to parasite draw off of others is excellent. When paired with a wheel, net 3 additional cards. In a pinch, for {3}{U} we can cantrip draw 2 cards if we activate on other people's turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lieutenants "},{"insert":"\nThese serve as our secondary commanders or strong on-board creature options that we either look to cheat in, or cast before a major turn. These are Raffine's High Officers, Network Directors and Diviners, managing our field operatives and interpreting visions to provide deeper textures to our game actions. \n\nAll of these lieutenants are great for different reasons:\n\n"},{"insert":{"card-link":"Bone Miser"}},{"insert":" is an amazing creature at all phases of the game when Conniving or another discard outlet is online. Creation of tokens, ritual-style ramp and additional draw make Bone Miser include."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Pairs really well with "},{"insert":{"card-link":"Psychic Frog"}},{"insert":"!"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Elenda and Azor"}},{"insert":" is an amazing 2nd main phase target for reanimation after a large connive, preparation for a wheel or a series of chained cantrips. With a large, evasive and ward-protected body this vampire-sphinx duo will begin churning out life-linking vampire tokens based on how much we've drawn "},{"attributes":{"italic":true},"insert":"each"},{"insert":" turn for a simple, optional cost of 4 life."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sun Titan"}},{"insert":", a reanimation deck mainstay goes without saying. Coupled with binned lands or cracked fetches, low CMC fixers and reanimation enchantments like "},{"insert":{"card-link":"Animate Dead"}},{"insert":" and "},{"insert":{"card-link":"Necromancy"}},{"insert":", Sun Titan as a big vigilant body can present opportunities to soft ramp, establish a strong board and reanimate necessary permanents on both entering and attacking."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":" is our biggest protection Lieutenant. Ideally cheated in with a well-developed board, she makes our stuff untouchable short of bounces and exiles."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Starwinder"}},{"insert":" is a recent addition that I quite enjoy, a draw-engine based on damage. With the ability to be warped in, the draw as being optional and great synergy with evasive bodies, a single turn is enough to profit greatly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Vilis, Broker of Blood"}},{"insert":", a personal favourite. This flying 8/8 demon can provide removal but also converts our life loss into draw, synergising with the deck's most inconspicuous choices. Also, small thematic win as a demon that performs some pretty dark deals."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Converts fetchlands, shocklands and bolt lands into cantrips"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Can be used for a "},{"attributes":{"italic":true},"insert":"Stochastic Combo"},{"insert":" with "},{"insert":{"card-link":"Queza, Augur of Agonies"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Turns life loss spells like "},{"insert":{"card-link":"Reanimate"}},{"insert":" and "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" into a cantrip (crazy!)"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lockpickers"},{"insert":"\nSometimes the Obscura need to hide people. A few faked deaths, or suspiciously-happy Lieutenants decide to go to jail?\nEither instance would put them behind a few locked doors, which we're more than happy to pick!\n\nWhile all cards in this category are important for our reanimator subtheme, the cards below have important implications worth noting:\n\n"},{"insert":{"card-link":"Reanimate"}},{"insert":" goes without saying as being a premier choice. At the cost of some life, we have the capability to bring back anything we want - "},{"attributes":{"italic":true},"insert":"even things in other graveyards"},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The reanimation enchantments, are strong and are happy to be both in hand or bin when paired with "},{"insert":{"card-link":"Sun Titan"}},{"insert":" and "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" as they are 3 CMC or less permanents:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Animate Dead"}},{"insert":" will return any creature from any graveyard to play, with only a hit to their power. Given that our deck features a lot of high-value permanents, this tends to not be an issue."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Necromancy"}},{"insert":" is a stronger option than its partner above. With the ability to also be played instant speed at the cost of sacrificing itself at the end of turn, creatures with impactful ETB's like "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" and "},{"insert":{"card-link":"Sun Titan"}},{"insert":" or cards that will watch our combat touches, draw and discard events like "},{"insert":{"card-link":"Bone Miser"}},{"insert":", "},{"insert":{"card-link":"Grim Hireling"}},{"insert":" or "},{"insert":{"card-link":"Enduring Curiosity"}},{"insert":" will see profit during the times they are needed."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" provides both ramp and recursion opportunities when considered in line with an abundance of fetches and discarded lands, as well as being capable of returning our favourite fixers, reanimation enchantments and Raffine herself."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Unburial Rites"}},{"insert":" is a card that we're happier to see in the bin than in hand due to its reduced cost when cast via flashback. This allows it to be connive fodder, whilst still being useful in the bin."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Superior Spider-Man"}},{"insert":" inspired by the Standard meta (please look up "},{"attributes":{"italic":true},"insert":"Dimir Excruciator"},{"insert":"), this creature allows us to exile something from ANYONE'S graveyard and thematically have Otto Octavius (in Peter Parker's body) come in as a copy of that with a base 4/4. Excellent for \"reanimating\" our lieutenants, or great value-fixer or someone else's big guy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Double Raffine is a thing as this creature is named \"Superior Spider-Man\""},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Guardian Scalelord"}},{"insert":" is an evasive body with a repeatable reanimation engine that synergises well with Raffine's combat scaling engine. The ETB Backup allows us to immediately convert a connived fixer into a copy of this dragon for a turn, and then becomes a premier connive target itself later on."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Important to note - Target needs to be valid prior to combat, conniving onto this creature or the Backup'd creature does not broaden the target selection"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"-- Structural --"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Armoured Vests"},{"insert":"\nEvery so often, the guys that we have on board are going to need a little help to conjure up our on-board noise. Not all of them wear a Ward vest like Raffine. \n\nThe following 3 cards allow us to preserve board state where needed:\n\n"},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" allows us to survive destruction-based board-wipes, protect targeted permanents or survive a lethal swing at instant speed, optionally for free. In the event that we are holding a reanimation spell, we should feel quite comfortable to sacrifice even Raffine herself to protect a major piece on our boards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Malakir Rebirth // Malakir Mire"}},{"insert":" serving as both a slow MDFC and an instant speed save for Raffine or other permanents, this card can be used intelligently with either a sacrifice opportunity or a seemingly unfavourable combat with any of our ETB creatures too."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Reconnaissance"}},{"insert":" is an amazing enchantment for this deck for the sole reason of enabling safe combats and allows us to connive recklessly with Raffine and her fixers. The ability to untap and prevent all damage at all phases of combat, "},{"attributes":{"italic":true},"insert":"including after damage has been dealt,"},{"insert":" means that we can run the ball into unfavourable courts and get back on defense safely."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Blackmail"},{"insert":"\nRaffine's information gathering network can help find things that would unsettle the fragile and insecure. Evidence that could be used to nudge people, spells, permanents and board-states in our favour, especially when the timing of some \"dirty laundry\" being aired can be quite embarrassing to someone's mentally constructed sequence. \n\nPaired with some light politics, this removal package can create the moments of hesitation and warp people's threat assessment, giving us the tempo windows that we need to capitalise on. Typical pilots would use this to destabilise threatening cards. Maybe we use these to disrupt value pieces? Maybe we incentivise someone else to be on the receiving end of attack triggers or touch triggers?\n\nA stack-heavy removal package with some flexible capability for resolved permanents. While we have a number of tools for dealing with resolved permanents, the demands for this tempo-oriented build will prefer timing-based interaction versus the density of permanent-based removal seen in Control builds. \n\nThe aim is not always to remove something forever, it's to buy us time for our schemes to be actualised:\n\n"},{"attributes":{"underline":true},"insert":"Graveyard Hate"},{"insert":"\n"},{"insert":{"card-link":"Boggart Trawler // Boggart Bog"}},{"insert":" is our grave-hate piece on a stick. {2}{B} guy with a bolt land flip, he's happy to be anywhere. Both in bin and in hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Permanent Removal"},{"insert":"\n"},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" is great as an option to bin and even to just drop from hand. Being a bolt land on its backside, this guy is great when we need him and is happy when he's binned too."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Into the Flood Maw"}},{"insert":" is a gem! Useful for bouncing troublesome creatures or nonland permanents "},{"attributes":{"italic":true},"insert":"when "},{"insert":"it matters most. Costing only {U}, the easy access of this instant can dismantle any gameplan gloriously when timed correctly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Beware the fish? lol."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sheltered by Ghosts"}},{"insert":" is an interesting add but the card offers a lot of flexibility in this deck. Being only {1}{W}, this aura serves as additional protection, life padding and creature stat padding with a detention-style effect for nonland permanents on opposing boards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Be mindful of targeting for the removal. Should this enchantment or our enchanted creature be removed, the exiled permanent will hit the field once again and could trigger various ETB effects."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"This card has amazing synergy with Sun Titan and Sevinne's Reclamation. Thus being an aura, is quite difficult to remove on the stack."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Creature Removal"},{"insert":"\n"},{"insert":{"card-link":"Deadly Rollick"}},{"insert":" is our free interaction piece in this field. Given that Raffine has ward, this should be online and basically free for a large portion of the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" is cheap and I like much better than its opponent ramping brother - "},{"insert":{"card-link":"Path to Exile"}},{"insert":". Can be used as well in the awkward event when we are in need of life on a connived Fixer."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Counterspell package"},{"insert":"\n"},{"insert":{"card-link":"Swan Song"}},{"insert":" can cheaply deal with enchantments, sorceries or instants that impact our play. A 2/2 in the air is nothing a lot of the time, given that we have a lot of fliers."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"An Offer You Can't Refuse"}},{"insert":" is "},{"attributes":{"italic":true},"insert":"Swanny's"},{"insert":" slightly uglier sister. The donation of treasures shouldn't be ignored as we do go tempo-negative if the value isn't there, but the cheap cost and wider targeting can mean that we disrupt some larger, game altering non-creature spells. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" can be useful for both bouncing things and protecting ourselves on the stack. The {1}{U}{U} cost is pretty painful, but is worth it when it's worth it. Just know that whatever you send back, will likely come out later. A bolt land backside, flexibility and great connive material."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Force of Negation"}},{"insert":" is great when needing to protect our board off-turn and when we have material to pitch. Otherwise, it is as awkwardly costed as Sink is."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mana Drain"}},{"insert":" is a power-crept "},{"insert":{"card-link":"Counterspell"}},{"insert":" . Doubling both as a ramp piece, this card can enable major tempo swings where we can skip game actions to cheat certain Lieutenants in and just simply play them. A premium stack interaction piece, only held back by a {U}{U} cost."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Bribes"},{"insert":"\nThings tend to be quite expensive in New Capenna. But maybe Raffine's network slides some dollars or "},{"attributes":{"italic":true},"insert":"Halo"},{"insert":" to some officials under the table and we can afford things we shouldn't?\n\nBuilt with Tempo in mind, we run a ramp-lite ship on purpose. Our low-cost curve requires our mana expenditure needs to be immediately meaningful and not a turn-cycle worth of waiting.\n\nWhile other decks will ramp for security or curve advancement, our strong draw engines and desire to play a little faster than everyone else means that we focus primarily on ensuring our land drops, so the following cards should represent repeatable actions that scale and snowball.\n\nOur ramp package."},{"insert":{"card-link":"Sol Ring"}},{"insert":" wont be discussed, because. Well y'know. "},{"attributes":{"italic":true},"insert":"It's Sol Ring"},{"insert":".\n\n"},{"insert":{"card-link":"Currency Converter"}},{"insert":" is a cheap {1} mana artifact that is tutorable via "},{"insert":{"card-link":"Urza's Saga"}},{"insert":" and is a delight in any opening hand for this deck. This cash register optionally catches whatever cards we send to the bin and we then cash in the selected cards at instant speed to either provide treasures, or an additional 2/2 body to utilise for attacks or blocks. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A hidden benefit is the ability to protect key cards caught in a discard event from graveyard hate as they will sit in exile "},{"attributes":{"italic":true},"insert":"under the cash register"},{"insert":" until we decide to reintroduce them at instant speed."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Tip for remembering?"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Lands are mana -> Cash in for treasures"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Nonlands are not mana -> Cash in for bodies"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Arcane Signet"}},{"insert":" can smooth our early turns and is a useable mana source immediately."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lotho, Corrupt Shirriff"}},{"insert":" has been an addition to this deck that I hadn't appreciated until recently. EDH players love tapping out for mana and ramping is difficult in our colours. This does enable some catch up for us and is best cast first, followed by an additional spell for full value. Makes for an acceptable fixer, given the piker stats at 2/1, but try to keep it alive."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Grim Hireling"}},{"insert":" is a well loved addition when combined with our evasive fixers. With the ability to generate 6 treasures on contact with all opposing players and the occasional sorcery-speed removal baked into using those treasures, one combat can be enough to simply cast a lieutenant rather than cheat one in."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Information Brokering"},{"insert":"\nEven though Raffine's information gathering operation is incredibly strong, a few paid contractors can help us get a little more insight into the future and present us with some newer options and opportunities.\n\nA small set of card-advantage focused cards, we can utilise these cards in particular to improve card quality in both hand and bin:\n\n"},{"insert":{"card-link":"Shadow of the Grave"}},{"insert":" can be an incredibly powerful instant for its cheap {1}{B}. When paired with a large connive, some mass-discard and even when picked up after a "},{"insert":{"card-link":"Windfall"}},{"insert":" this card allows us to refill our hands happily."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Winternight Stories"}},{"insert":" is a sorcery speed cantrip that costs {2}{U} when cast from hand, or as little as {U} when cast for its Harmonize cost from the bin. In its ideal setting, it is best cast when we have a creature that we actively want to dump in the yard, or, one we are happy to do away with."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Enduring Curiosity"}},{"insert":" is a {2}{U}{U} Enchantment Creature that can be flashed in prior to damage to enable us to profit off of our creatures that touch. Resilient against destruction-based removal, decent stats as a blocker and excellent fodder for our "},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":", this is a card I always enjoy seeing in hand with mana available."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Signal Jammers"},{"insert":"\nThe Obscura are also masters of disruption. The spreading of rumours and mass-leaking of blackmail can destabilise even the most established networks. We then move to take control as the rival gangs (our opponents) scurry to recover and wonder how we were able to dismantle whole operations at once. \n\nWe use these cards to actively disrupt multiple boards or permanents at a given time, as such, timing and board posturing must be taken when looking to resolve these cards:\n\n"},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" is the premier board wipe in Blue for good reason. Its flexibility as a {1}{U} bounce and a one-sided clear at instant speed when cast for its {6}{U} overload, makes this card a valuable keep when enough mana has been established or someone taps out."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Voice of Victory"}},{"insert":" enables us to preserve our winning turns or allow us to conduct our typical shenanigans, while also being an interesting option as one of Raffine's early board fixers. Best saved for later turns, although I don't dislike it too much given the additional connive output from the Mobilize 2."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" can create a major life swing when reanimated and can deal with larger creatures on opposing boards at instant speed when using the Madness cost during a discard action."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Archfiend of Ifnir"}},{"insert":" is our additional one-sided board wipe against creatures on a stick. With a {2} cycle, this creature can easily be set up for reanimation and replace itself in hand for a later turn where we wish to mass-shrink our opponents boards off of a large conniving turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" is incredibly broken for what it does. For {2}{B}, we can get by all indestructibles and clear the board of troublesome creature-heavy boards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lands"},{"insert":"\nThis one is a long one, so I'll shortcut it by batching them based on type:\n\n"},{"attributes":{"underline":true},"insert":"Rainbow Lands "},{"insert":"\nWith access to "},{"insert":{"card-link":"City of Brass"}},{"insert":" and "},{"insert":{"card-link":"Command Tower"}},{"insert":", these are the lands we look forward to using, but also the lands we would aim to tap last for the flexibility. "},{"insert":{"card-link":"Reflecting Pool"}},{"insert":" also behaves in this way, but will ask that we can already have our colours on board.\n\n"},{"attributes":{"underline":true},"insert":"Fetches "},{"insert":"\nGreat for fixing our mana at all points in the game, filling our bins to meet Threshold mechanics and even with "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" and "},{"insert":{"card-link":"Sun Titan"}},{"insert":", serve as soft ramp targets:\n\nEsper Fetches or On-Colour Fetches - "},{"insert":{"card-link":"Flooded Strand"}},{"insert":", "},{"insert":{"card-link":"Polluted Delta"}},{"insert":" and "},{"insert":{"card-link":"Marsh Flats"}},{"insert":" will allow us to find and fix our mana well."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Off-Colour Fetches - "},{"insert":{"card-link":"Scalding Tarn"}},{"insert":", "},{"insert":{"card-link":"Verdant Catacombs"}},{"insert":" and "},{"insert":{"card-link":"Misty Rainforest"}},{"insert":" have been included to further improve our access, with a bias towards finding Island land types given our deck's cost requirements. "},{"insert":{"card-link":"Windswept Heath"}},{"insert":" had been in this list a few times and may see reintroduction in future iterations."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Fetchables"},{"insert":"\nLands with a fetchable land type:\n\nBasic Lands - We currently run 2x "},{"insert":{"card-link":"Island"}},{"insert":" as our fetches will cater to our most frequent, "},{"attributes":{"italic":true},"insert":"accessible"},{"insert":" cost requirements in Blue."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"OG Dual Lands - The list currently has 2 of the 3 Esper Dual Lands with "},{"insert":{"card-link":"Scrubland"}},{"insert":" and "},{"insert":{"card-link":"Tundra"}},{"insert":". Fetchable fixing with no downsides. Future editions of this list will look to include the Dimir land."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Note - Totally not necessary, you do not need these lands. They were a personal birthday gift."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Shock Lands - "},{"insert":{"card-link":"Hallowed Fountain"}},{"insert":", "},{"insert":{"card-link":"Watery Grave"}},{"insert":" and "},{"insert":{"card-link":"Godless Shrine"}},{"insert":" play well with our fetches and give us flexible access at the cost of life. Great at all parts of the game. "},{"attributes":{"italic":true},"insert":"Most of the time"},{"insert":". "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" Surveil Lands - "},{"insert":{"card-link":"Meticulous Archive"}},{"insert":", "},{"insert":{"card-link":"Undercity Sewers"}},{"insert":" and "},{"insert":{"card-link":"Shadowy Backstreet"}},{"insert":" can be found off of our fetches are amazing when played or found early. The additional information to smooth our draws and to freely bin something is amazing. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Raffine's Tower"}},{"insert":" is our fetchable triome in Esper. A good early game drop and the rare cycle material."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Verge Lands "},{"insert":"\n"},{"insert":{"card-link":"Floodfarm Verge"}},{"insert":" and "},{"insert":{"card-link":"Gloomlake Verge"}},{"insert":" have been used in place of Pain Lands as we have an already painful manabase. With an abundance of access to the Island land-type, it is uncommon for these lands to not be online. "},{"insert":{"card-link":"Bleachbone Verge"}},{"insert":" had been considered and may see introduction into this list, however, the existing cost requirements demand the two Blue-fixed lands remain.\n\n"},{"attributes":{"underline":true},"insert":"Battlebond Lands "},{"insert":"\n"},{"insert":{"card-link":"Sea of Clouds"}},{"insert":", "},{"insert":{"card-link":"Morphic Pool"}},{"insert":" and "},{"insert":{"card-link":"Vault of Champions"}},{"insert":" provide quick access, with the only requirement being that you haven't been stuck into a 1v1.\n\n"},{"attributes":{"underline":true},"insert":"Utility Lands"},{"insert":"\nLands which provide additional effects rather than just tapping for mana:\n\nKamigawa Lands - Difficult to interact with, triggers discard and can be flexibly used to guarantee our land drops"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Eiganjo, Seat of the Empire"}},{"insert":" is an excellent combat trick land that can disrupt blockers and disable attacks coming towards us."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" assists us in dealing with resolved problems on opposing boards but can also be used to save our important permanents."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" can be quite useful in scenarios where we're okay with mindlessly filling our bin or we look to return cards like "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" or "},{"insert":{"card-link":"Snapcaster Mage"}},{"insert":" back to our hand."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":" is our fair but unfair "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":", that works well to do multiple things. Note that without a creature or an "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":", will tap for colourless."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\"Saves\" a creature that may have exile interaction pointed at it."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Gives us a burst of {B}{B} when needed."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Can be used flexibly with "},{"insert":{"card-link":"Sun Titan"}},{"insert":" and "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" on a creature with a Reanimation enchantment stuck onto it."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Multiversal Passage"}},{"insert":" provides great flexibility in getting our verges online and playing at speed for when we need to cast/keep mana open."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Crystal Vein"}},{"insert":" is our second "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":"-style land. Although it sacrifices itself, the card has some really cool sequences with "},{"insert":{"card-link":"Sun Titan"}},{"insert":" and "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Reflecting Pool"}},{"insert":" is great when we have full access to our colours, either through other lands, our Triome or our Rainbow Lands on board. If not, this land can suck to keep in a starting hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" helps us fix for black mana well, turning even fetches to usable lands. But note, this does also assist fixing for our opponents too."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Land Omissions"},{"insert":"\nWhen selecting this manabase, I've had to consider different lands based on the value they provide and I've landed on the list attached. In doing so, certain lands have been cut.\n\n"},{"attributes":{"italic":true},"insert":"Why no Pain Lands or Horizon Lands?"},{"insert":"\nI like Pain Lands and Horizon Lands a lot and they offer great untapped fixing. However, I've personally chosen not to use them due to the current list featuring a lot of self-life draining effects. You are more than welcome to use them in your lists and I will mention that they work very well with "},{"insert":{"card-link":"Vilis, Broker of Blood"}},{"insert":" out.\n\n"},{"attributes":{"italic":true},"insert":"Why no "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":"?\nI've tried throwing this guy in here but:\n\nThis land REALLY hurts starting hands"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"In a 3-colour deck, I'd need at least 3x Swamp-types out to just use it neutrally"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"To guarantee the "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" combo I would actively need to run tutors"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n250,000% not worth it.\n\n"},{"attributes":{"italic":true},"insert":"Why no "},{"insert":{"card-link":"Reliquary Tower"}},{"attributes":{"italic":true},"insert":"?"},{"insert":"\nInfinite hand-size is really cool! "},{"attributes":{"italic":true},"insert":"For other lists"},{"insert":". This deck wants stuff in the bin.\n\nThe colourless mana hurts this list in early game mulligans"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The ability to rezone cards on end-steps is huge if we ever breach hand-size"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bone Miser"}},{"insert":" will be sad if we have a big hand and he doesn't get to see the cards we bin"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"We like ol' mate Boney"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Why no "},{"insert":{"card-link":"Hall of Heliod's Generosity"}},{"insert":"?\nOf the colourless utility lands, this one I understand the most and it was featured in previous versions. Who knows. \n\nIf I convert this list to swap out of the "},{"insert":{"card-link":"Living Death"}},{"insert":" wincon, and just double-down on drawing, I'd reinclude it alongside cards like "},{"insert":{"card-link":"Knowledge Is Power"}},{"insert":" and "},{"insert":{"card-link":"Wizard Class"}},{"insert":" (although the above is counter-intuitive I know lol) to give it more targets than just my reanimation enchantments.\n\n"},{"attributes":{"strike":true},"insert":" May also happen if "},{"attributes":{"strike":true},"insert":{"card-link":"Urza's Saga"}},{"attributes":{"strike":true},"insert":" begins to piss me off, then I'll make that swap."},{"insert":" \n\n"},{"attributes":{"italic":true},"insert":"It pissed me off, but it's okay I found "},{"insert":{"card-link":"Crystal Vein"}},{"insert":".\n\n"},{"attributes":{"italic":true},"insert":"Why no [[Insert Tapped Land Here]] "},{"insert":"or "},{"attributes":{"italic":true},"insert":"[[Slow/Conditional Land]]?"},{"insert":"\nTapped lands hurt the speed that this deck aims for. I do indeed make use of Surveil lands, but their typed nature and ETB effect works well for draw smoothing and rezoning cards to the graveyard.\n\nBounce lands do work with the MDFC nature of this list, but it felt as though I couldn't incur the losses to early game development and would hate using a mulligan just to unfavourably drop this.\n\n"},{"attributes":{"italic":true},"insert":"Why no "},{"insert":{"card-link":"Underground Sea"}},{"insert":"?\nOH IT'S COMING.\n\nEarly Game (Turns 1-4)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The early game sequencing may be the most crucial to this deck and its success. Raffine relies on building an aggressive board-state early, capable of conniving as early as one can, or for conniving deeper. A lot of boards will be focused on their own individual development and this looks like a lot of ramp spells and mana dorks. Knowing this, our aim then is to get our card selection engine online and start pressuring value-based boards.\n\n"},{"attributes":{"bold":true},"insert":"Objective"},{"insert":"\nIt is important to resolve "},{"attributes":{"bold":true},"insert":"1-2 fixers "},{"insert":"before establishing Raffine herself. The core purpose behind this is to ensure that we can begin improving our card quality in both hand and graveyard as soon as possible. The priority behind this will change based on the cards we see "},{"attributes":{"italic":true},"insert":"or don't see"},{"insert":" along the way and will be discussed in the "},{"attributes":{"italic":true},"insert":"midgame section"},{"insert":".\n\n"},{"attributes":{"bold":true},"insert":"Land Selection"},{"insert":"\nOur land-selection and sequencing is very important in this stage of the game with the inclusion of Fetchlands in this build and their ability to grab our typed lands. As such, here are a few notes on the impact of some of these unique lands early:\n\nDropping a Surveil land early is great. Early game Surveils gives us an opportunity to:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Get a head start on binning necessary pieces"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Help us filter out unwanted draws if we run the risk of mana screw, especially if we keep a 2 land mulligan."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"It is important that we try and hit that 3rd land on time as missing it can lead to severely delayed development."},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Revised Dual Lands are premium."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Shocks are great options, drop them untapped if you can use the mana on the turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Our Verge Lands are all Island-centric, so playing Island-typed lands early are good for ensuring these are online at all times."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Playing our Triome can be good if there is no other option, especially if Reflecting Pool in hand. Play these Turn 1 to reduce development stalling."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Lands to avoid in starting hand"},{"insert":"\nThat said, there indeed lands to "},{"attributes":{"italic":true},"insert":"avoid"},{"insert":" keeping in starting hands. These are the lands that tap for colourless at the start, so avoid where possible:\n\n"},{"insert":{"card-link":"Crystal Vein"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nHitting all of our colours is crucial in the early game, so these lands will do nothing for us. It is also worth mentioning that given our current spread of "},{"attributes":{"italic":true},"insert":"intended "},{"insert":"castable spells, the colour "},{"attributes":{"bold":true},"insert":"Blue"},{"insert":" is the most important to establish, so I would avoid any "},{"attributes":{"italic":true},"insert":"Orzhov"},{"insert":" typed hands if we are stuck on a 2-lander.\n\n"},{"attributes":{"bold":true},"insert":"Fixer Configurations and Raffine deployment"},{"insert":"\nWe've got 3-4 turns, to develop a board for Raffine, but given the mana costs of our fixers hovering between 1, 2 and even 3, the choice between 1 or 2 fixers actually has a bigger impact than one may think. \n\nUltimately, we're looking to disguise our card selection engine by either evasively getting through to higher value boards, or, by forcing opponents to trade value with uncomfortable combat math. \n\nWe can't let value sit on other boards for too long as the longer that others get to build their sand castles, the harder it becomes for us to tip them over.\n\n"},{"attributes":{"underline":true},"insert":"2 Fixers"},{"insert":"\nRunning 2 Fixers on board is the ideal setup for Raffine. If our threats and capability to block or pressure can be spread across 2 bodies + Raffine, we establish a strong enough board presence and can dig well. This may look like:\n\n"},{"attributes":{"bold":true},"insert":"Turn 3 "},{"insert":"- Ideal, Raffine deployment "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"1 CMC + 2 CMC"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"1 CMC + 1 CMC"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 4 "},{"insert":"- Acceptable, later Raffine but more value on board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"2 CMC + 2 CMC"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"1 CMC + "},{"attributes":{"italic":true},"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"attributes":{"italic":true},"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\nTurn 3 deployment for Raffine allows us to begin conniving early and starting to fix our hand and graveyard. However, Turn 4 development can be still promising if the value pinned on both creatures is strong, with a particular favour for Adeline.\n\n"},{"attributes":{"bold":true},"insert":"Mulligans"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Keepable Hands"},{"insert":"\n"},{"insert":{"image":"https://i.imgur.com/l7dbH7l.png"}},{"insert":"\n\nThe above represents a pretty okay mulligan! Our sequencing would guide ourselves towards something like:\n\n"},{"attributes":{"bold":true},"insert":"T1"},{"insert":": Draw -> "},{"attributes":{"bold":true},"insert":"Morphic Pool"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Marsh Flats to fetch Hallowed Fountain"},{"insert":" -> "},{"attributes":{"bold":true},"insert":"Siren Stormtamer"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"T2:"},{"insert":" Draw -> Land -> "},{"attributes":{"bold":true},"insert":"Selfless Spirit"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"T3:"},{"insert":" Draw -> Land -> "},{"attributes":{"bold":true},"insert":"Raffine, Scheming Seer"},{"insert":" -> Combat -> Connive 2 onto either Siren or Selfless.\n\nAdmittedly, if the 3 draws saw another 2 CMC creature that didn't have its ability stapled onto a sacrifice trigger, I would probably drop that creature instead of the Selfless Spirit, but this works as we can immediately start digging for ways to improve our board. \n\nCoupled with the fact that we're seeing a Winternight Stories for some midrange draw/connive fodder, this is a good hand to get us going. I would hold off on conniving away the Whispering Madness as the wheel and ability to cipher on it can get us out of a tough spot, but also enable some later mass-draw/discard shenanigans.\n\n"},{"attributes":{"underline":true},"insert":"1 Fixer"},{"insert":"\nSometimes our mulligans means we have to accept a single fixer for Raffine to work with and that's okay. A single Fixer can be just as impactful and works best if:\n\nWe can resolve an early "},{"insert":{"card-link":"Reconnaissance"}},{"insert":" - safer attacks and more reckless connives? That's a win."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The fixers generate additional bodies - the growing board state will feed into our connives."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bitterbloom Bearer"}},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"The fixer has Vigilance - we don't have to worry so much about the crack back and we have less to worry about for posturing."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Azure Beastbinder"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"The fixer has a higher Connive output - if our fixer allows us to dig deeper, that is completely worth it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ainok Strike Leader"}},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Voice of Victory"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"The fixer is "},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":". Tremendous synergy as she can basically enable all of the above."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThere will be times where our mulligan doesn't enable the above and that's okay as well. We'll simply have to adjust our posturing accordingly and minimise our threat profile where possible until we can enable a major tempo swing somehow. \n\nIt is important however that we aim for a "},{"attributes":{"bold":true},"insert":"Turn 3"},{"insert":" deployment for Raffine, with the exception of: \n\nHaving an "},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":", whose scaling power, vigilant body and passive token generation provides an immense amount of value for us."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"We have a "},{"insert":{"card-link":"Reconnaissance"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMidgame (Turns 4-6)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Depending on when Raffine gets deployed, our midgame strategy can deploy as early as "},{"attributes":{"bold":true},"insert":"Turn 4"},{"insert":", but the ethos typically remains the same - Connive and start strengthening our hand and graveyard.\n\n"},{"attributes":{"bold":true},"insert":"Approach to Conniving"},{"insert":"\nThis is where the technical nature of the deck begins.\n\nTypically, when we Connive for 1 with other cards in MTG we have an easier time assessing whether a card has a place in our hand. However, Raffine has Connive X. As such, seeing a bunch of cards can lead to \"analysis paralysis\" where we not only take up tons of our opponents time (impolitely), but we could make wrong decisions in what we should keep and what will hit the bin.\n\nGiven the sporadic nature of EDH and the interesting things that our opponents will bring to our table, it would be difficult to say concretely what should and shouldn't be kept. Maybe we're chasing a Windfall line and we need to bin that Swan Song we kept? Or Living Death is available, so should we really keep this land over a reanimation spell for Raffine?\n\nThe pursuit of said lines can yield great reward, but also great risk if done without enough contingencies developed. With EDH at Bracket 3 being "},{"attributes":{"bold":true},"insert":"midrange favoured"},{"insert":", the need to re-texture tempo will still demand a balance between clock-setting (threatening lethal and chasing our wincons) and our own mana security. As such, the following considerations within this phase will help one make better decisions.\n\nDoes this lead to a possible wincon?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Can I guarantee mana access into the next turn?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"My creature is swinging into a tall, value-heavy board, will binning this guarantee their survival?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Do I have reanimation options?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Can I bin this creature?"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Can I reanimate him?"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Can I cast this spell from the bin?"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Do I have sufficient interaction to protect my gameplan?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Does this solve a problematic piece on someone else's board?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"How will binning this change the table's threat assessment?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Do I need to develop or hold onto another fixer?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe above does not serve as a concrete philosophy for strategy, but Raffine does demand that pilots feel comfortable with seeing \"multiple futures\" since we're constantly forced to make micro-decisions that the rest of the table doesn't see. With no explicit right or wrong, an experience will tell you the times you're happier to bin a Cyclonic Rift to guarantee a land drop. \n\n\nLate Game (Turns 6+)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nStrategies"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Interaction"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Let no stack go unaddressed and no opponent board unpunished."},{"insert":"\n \nOur aim isn't to control. Control for this Raffine build becomes largely inefficient as we're not a Draw-Go style of deck. Our aim is to force our opponents to hesitate, then to navigate through those gaps between plan and action.\n\nRemoval in EDH operates differently from a 1v1. While our combat play-patterns emulate an Aggro-Tempo deck, we can't afford to continually keep trading cards back and forth like a true Tempo or Control deck. As such, our aims are to act on:\n\nPreventing game-ending sequences"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Board threatening pieces that impact our gameplan"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Grave-hate pieces"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Draw-punish pieces"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Discard-punish pieces"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Interaction that collects our board"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Stopping high-value pieces or enablers on other peoples' boards"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIn doing so, the interaction featured works best if we can actively mute cards that cost people, more than what it would cost us or our opponents in terms of "},{"attributes":{"bold":true},"insert":"card advantage"},{"insert":", "},{"attributes":{"bold":true},"insert":"timing "},{"insert":"and "},{"attributes":{"bold":true},"insert":"social leverage"},{"insert":". \n\n"},{"attributes":{"italic":true},"insert":"Card Advantage"},{"insert":"\nFocusing on the card advantage side, someone I'd seen online had explained the concept of card advantage as being more than cards in hand - "},{"attributes":{"italic":true},"insert":"it's the access of available resources"},{"insert":".\n\nGiving a very simplified example, using the colour pie:\n\n"},{"attributes":{"bold":true},"insert":"White"},{"insert":" decks may represent card advantage as having a lot of token-creatures."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Blue"},{"insert":" decks may represent card advantage as having a lot of cards in hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Black"},{"insert":" decks may represent card advantage as having a lot of cards in the bin."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Red"},{"insert":" decks represent card advantage as having a lot of cards impulse drawn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Green"},{"insert":" decks may represent card advantage as having a lot of lands on the field."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nSome decks establish their card-advantages as being on board. Some decks prefer having options, accessible in different zones and even at different velocities. Some decks may even present these within their own mana-infrastructure.\n\nAs such, should we be presented with opportunities to answer plays, we must consider who we trade with and what we trade our answers against. What do our opponents lose and what do we lose in return? \n\n"},{"attributes":{"italic":true},"insert":"Timing"},{"insert":"\nAs well, there is a "},{"attributes":{"italic":true},"insert":"timing"},{"insert":" aspect we must consider.\n\nWe have to time our interaction accordingly, with the most effective interaction happening "},{"attributes":{"italic":true},"insert":"just before"},{"insert":" someone's mentally-constructed sequence comes to fruition. The choice of removal needs to disable or nullify the effects of multiple cards in order for a Tempo deck in EDH to reap the benefits of cheaper interaction and this is best done with appropriate timing. \n\nOne then combines the two to ask themselves:\n\nIf I were to disrupt this sequence now, how would this affect how the player plays out the rest of their turn?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"How much mana did they have to spend to do that?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"How does this further change their expenditure of mana?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Does this impact their next turn as well?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"What happens to that card once it hits the bin or returns to hand? Does it become fuel?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nTry to hold priority on the stack of a cast where possible, targeting permanents when mana has been spent, maybe even just save mana to catch people off guard in End Steps and Upkeeps. For tempo-focused plays, we would then question stuff like:\n\nDo we nail the Voltron player in the End Step of the previous turn? Or do we force a mana/tempo-loss if they put the equip on the stack?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Storm player is tapped out, should I bomb their pinger or Storm-Kiln Artist in the End Step of the previous turn?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"This player has sequenced accordingly. What happens if I counter this spell now? How does that change the rest of the turn?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Okay so this player's commander triggers on attack. If I hold them during their First Main Phase and drop their commander, does this change things?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nIf \"Fair\" Magic in EDH would dictate that we only play the game "},{"attributes":{"bold":true},"insert":"25%"},{"insert":" of the time (assuming a 4 player pod), then we must extend our play patterns to occupy space and enable our own agency in other peoples' turns.\n\nIn doing so, we train other players on the table to our intended effect - "},{"attributes":{"italic":true},"insert":"hesitation"},{"insert":". People will watch our open mana. Their big bombs are questioned, their removal is either negotiable, ill-targeted or ill-timed and people's ability to move through priority windows are based on whether we sign off on it - whether we have answers for what they do or not.\n\n"},{"attributes":{"underline":true},"insert":"Social Leverage"},{"insert":"\n\nPrevious additions/Swappable cards/Considered cards/Removed from Primer (That I've remembered to put in)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Wincons - Information is Key"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Draw Accelerants - Cards that amplify our draw or wheel"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Teferi's Ageless Insight"}},{"insert":" greatly accelerates your draw both when conniving, cantrip-ing and wheeling. This enchantment can reload our hand to enable the game ending turn."},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Fixers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Moonshadow"}},{"insert":" is not only a beast in current Standard formats, but an absolute Menace (pun intended) in this list. For {B}, fetches, surveils and even connives turn this one drop into a clock for underdeveloped opponents."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"For best value, avoid conniving onto Moonshadow until the -1/-1 counters have been shaved off."},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" is a graveyard stax piece and evasive fixer that can dominate a variety of strategies. Catching cards that have resolved, this guy passively scares tables when he's untapped."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Lockpickers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Fix What's Broken"}},{"insert":" is a new {2}{W}{B} sorcery from Secrets of Strixhaven that allows us to bring out our best and baddest with similar CMC with life as an additional cost. Can be used to mass-deploy our formerly forgotten fixers, as well as reanimate our Lieutenants."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Victimize"}},{"insert":" trades one of our creatures for ANY 2 creatures in our bin tapped. We often use this to bring back value pieces, but make note that it will leave us open for combat."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Snapcaster Mage"}},{"insert":" although outclassed in recent years, is a strong include. With flash and a flashback as an ETB on Snappy, this creature provides a buffer in feeling more open to casting or discarding our removal and reanimation spells while also creating interesting opportunities on the stack when paired with counterspells."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Lieutenants"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":" is a board-wipe and a lord on a stick. She features strong defensive stats and immediately clears the board of smaller threats, collecting dorks, tokens and nullifying weaker attackers, all whilst strengthening our combats and enabling stompy wins. It is important to acknowledge that she creates a large threat profile when on board, so be mindful of timing."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" although typically used for a single turn cycle of value or removal bait, when paired with a wheel and protection can be used to amplify the damage of payoffs and generate an enormous amount of card advantage."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Blackmail"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Requisition Raid"}},{"insert":" is a great flexible removal spell for artifacts, enchantments and with a wide-enough board, even players when cast prior to combat."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Bribes"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ornithopter of Paradise"}},{"insert":" is a card that I'm both hot-and-cold about in the current list. The ability to create mana for further resilience/access and being a body in the air is great for early conniving and necessary blocks, but I constantly find myself toying between swapping this card out for other value pieces. Good in early hands, but would not rely on it solely as Raffine's only fixer."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Information Brokering"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Faithful Mending"}},{"insert":" is a cheap looting cantrip at {W}{U} that can save us occasionally from mana screw, help us find an answer, or enable further draw/discard payoffs. Happiest in hand, but also happy to be binned with its flashback cost at {1}{W}{U} "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Frantic Search"}},{"insert":" is another looting cantrip that often results in neutral available mana for turn, but asks for a {2}{U} investment. Used for improving hand quality or actively binning key cards, this card when paired with "},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":", "},{"insert":{"card-link":"Bone Miser"}},{"insert":" or "},{"insert":{"card-link":"Currency Converter"}},{"insert":" can result in a net-positive in accessible mana depending on one's choice of untapped lands and discarded cards."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"strike":true},"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":" is a great, albeit slow card in this deck with enabling a deeper connive with Raffine and the ability to take advantage of opponents boards and hands to ramp us with a treasure, steal some life and draw on touch. {2}{W}{W} is an awkward cost in this deck, however, this card can also be cheated in to overcome this obstacle."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Signal Jammers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Drana and Linvala"}},{"insert":" is a {1}{W}{W}{B} flying, vigilant duo that turns off activated abilities and can steal them for themselves. Serving as a good connive target, the ability to turn off mana dorks on enemy boards and to be able to swing and defend in the same breath - the only thing holding this card back is the less than favourable pip requirements."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Damning Verdict"}},{"insert":" creates a one-sided boardwipe as we can deploy this on our 2nd main and preserve our best pieces with counters on it."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"}]}
Commander
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

Commander
(CTRL to add secondary)
- Plan: Fixers
Adeline, Resplendent Cathar
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Legendary Creature - Human Knight

Ainok Strike Leader
Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Creature - Warrior Dog

Azure Beastbinder
Vigilance
This creature can't be blocked by creatures with power 2 or greater.
Whenever this creature attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
This creature can't be blocked by creatures with power 2 or greater.
Whenever this creature attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
Creature - Rat Rogue

- Plan: Fixers
(CTRL to add secondary)
- Plan: Lieutenants
Elenda and Azor
Flying, ward
Whenever Elenda and Azor attacks, you may pay . If you do, draw X cards.
At the beginning of each end step, you may pay 4 life. If you do, create a number of 1/1 black Vampire Knight creature tokens with lifelink equal to the number of cards you've drawn this turn.
Whenever Elenda and Azor attacks, you may pay . If you do, draw X cards.
At the beginning of each end step, you may pay 4 life. If you do, create a number of 1/1 black Vampire Knight creature tokens with lifelink equal to the number of cards you've drawn this turn.
Legendary Creature - Knight Vampire Sphinx

Starwinder
Whenever a creature you control deals combat damage to a player, you may draw that many cards.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Leviathan

- Plan: Lieutenants
(CTRL to add secondary)
- Plan: Lockpickers
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Guardian Scalelord
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.)
Flying
Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Flying
Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Creature - Dragon

Necromancy
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
Enchantment

Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Snapcaster Mage
Flash
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Human Wizard

Superior Spider-Man
Mind Swap — You may have Superior Spider-Man enter as a copy of any creature card in a graveyard, except his name is Superior Spider-Man and he's a 4/4 Spider Human Hero in addition to his other types. When you do, exile that card.
Legendary Creature - Human Spider Hero

- Plan: Lockpickers
(CTRL to add secondary)
- Structural: Armoured Vests
- Structural: Armoured Vests
(CTRL to add secondary)
- Structural: Blackmail
Into the Flood Maw
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.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

- Structural: Blackmail
(CTRL to add secondary)
- Structural: Bribes
Currency Converter
Whenever you discard a card, you may exile that card from your graveyard.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
Artifact

- Structural: Bribes
(CTRL to add secondary)
- Structural: Information Brokering
Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Winternight Stories
Draw three cards. Then discard two cards unless you discard a creature card.
Harmonize (You may cast this 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 this spell.)
Harmonize (You may cast this 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 this spell.)
Sorcery

- Structural: Information Brokering
(CTRL to add secondary)
- Structural: Signal Jammers
Shadowgrange Archfiend
When this creature enters, each opponent sacrifices a creature with the greatest power among creatures they control. You gain life equal to the greatest power among creatures sacrificed this way.
Madness—, Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Madness—, Pay 8 life. (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Demon

- Structural: Signal Jammers
(CTRL to add secondary)
- Wincon: Information is key
Whispering Madness
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery

- Wincon: Information is key
(CTRL to add secondary)
- Wincon: Thought you were dead?
- Wincon: Thought you were dead?
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
- - Temp - -
Archpriest of Shadows
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.)
Deathtouch
Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
Deathtouch
Whenever this creature deals combat damage to a player or battle, return target creature card from your graveyard to the battlefield.
Creature - Human Warlock

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

- - Temp - -
(CTRL to add secondary)
Maybeboard
Battle Angels of Tyr
Flying, myriad
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Whenever this creature deals combat damage to a player, draw a card if that player has more cards in hand than each other player. Then you create a Treasure token if that player controls more lands than each other player. Then you gain 3 life if that player has more life than each other player.
Creature - Knight Angel

Dauthi Voidwalker
Shadow (This creature can block or be blocked by only creatures with shadow.)
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
Creature - Rogue Dauthi

Drana and Linvala
Flying, vigilance
Activated abilities of creatures your opponents control can't be activated.
Drana and Linvala has all activated abilities of all creatures your opponents control. You may spend mana as though it were mana of any color to activate those abilities.
Activated abilities of creatures your opponents control can't be activated.
Drana and Linvala has all activated abilities of all creatures your opponents control. You may spend mana as though it were mana of any color to activate those abilities.
Legendary Creature - Vampire Angel

Kitsa, Otterball Elite
Vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
: Draw a card, then discard a card.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy. Activate only if Kitsa's power is 3 or greater.
Legendary Creature - Wizard Otter

Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren

Pollywog Prodigy
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
Whenever an opponent casts a noncreature spell with mana value less than this creature's power, draw a card.
Creature - Wizard Frog

Sheoldred, Whispering One
Swampwalk (This creature can't be blocked as long as defending player controls a Swamp.)
At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice.
At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
At the beginning of each opponent's upkeep, that player sacrifices a creature of their choice.
Legendary Creature - Praetor Phyrexian

Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

Syr Konrad, the Grim
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Legendary Creature - Human Knight

Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

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

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

Toxrill, the Corrosive
At the beginning of each end step, put a slime counter on each creature you don't control.
Creatures you don't control get -1/-1 for each slime counter on them.
Whenever a creature you don't control with a slime counter on it dies, create a 1/1 black Slug creature token.
, Sacrifice a Slug: Draw a card.
Creatures you don't control get -1/-1 for each slime counter on them.
Whenever a creature you don't control with a slime counter on it dies, create a 1/1 black Slug creature token.
, Sacrifice a Slug: Draw a card.
Legendary Creature - Horror Slug

Welcome the Dead
Draw two cards, then discard a card and you lose 2 life. Create X tapped 2/2 black Zombie Druid creature tokens, where X is the number of cards that were put into your graveyard from your hand or library this turn.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

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Description
{"ops":[{"attributes":{"color":"#66a3e0","bold":true},"insert":"Raff-FIEND - (Currently WIP)"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"color":"#66a3e0","bold":true},"insert":"**Easier to read at the bottom of page**"},{"attributes":{"header":2},"insert":"\n\n"},{"attributes":{"color":"#888888"},"insert":"A tuned "},{"attributes":{"color":"#888888","underline":true},"insert":"Bracket 3"},{"attributes":{"color":"#888888"},"insert":" deck for "},{"insert":{"card-link":"Raffine, Scheming Seer"}},{"insert":" "},{"attributes":{"color":"#888888"},"insert":"by P. Oca."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Fair on the table. Criminal under it."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nPreface"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is my interpretation of my favourite commander - Raffine."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"The attached list is my own personal take of the commander, with all of its successes and mistakes acknowledged. Do not treat this list as the only way to build this commander."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"If you have other deckbrewing requirements or wish to pursue other building directions, feel free to do so. "},{"attributes":{"bold":true},"insert":"Commander is the fun, Mario-Party format"},{"insert":" where creativity and expression are balanced in pursuit of multiplayer enjoyment."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"You are more than welcome to take my design choices, swap them and/or ignore them. Aim to have fun while being mindful of your own financial contexts, intentions and the maturity of the pods you choose to play with."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nTo-do list"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Why section update"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Include Weaknesses (decks that this deck will struggle against)"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Graveyard-hate decks"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" "},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Rest in Peace"}},{"insert":" "},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":"Draw-hate decks"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Nekusar, the Mindrazer"}},{"insert":" "},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sheoldred, the Apocalypse"}},{"insert":" "},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":"Discard decks"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Tinybones, the Pickpocket"}},{"insert":" "},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":"Other Reanimator decks"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Refine Early Game section"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mulligans"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"More keepables"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Show bad hands/bait hands"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Low hand-size mulligans"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Discuss Ramp"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Refine Midgame Section"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Discuss land count"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Refine Connive priorities"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Discuss interaction"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"4 CMC/5 CMC section"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Late Game section"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Win-conditions"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Combo section"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Stochastic Combos"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Value Combos"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Burst-burn Combos"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Strategies"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tips"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Interaction"},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":"Timing"},{"attributes":{"indent":4,"list":"ordered"},"insert":"\n"},{"insert":"Social Leverage"},{"attributes":{"indent":4,"list":"ordered"},"insert":"\n"},{"insert":"Politics"},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"insert":"Social Engineering"},{"attributes":{"indent":4,"list":"ordered"},"insert":"\n"},{"insert":"False Tempo"},{"attributes":{"indent":4,"list":"ordered"},"insert":"\n"},{"insert":"Posturing"},{"attributes":{"indent":3,"list":"ordered"},"insert":"\n"},{"attributes":{"strike":true},"insert":"Maybe move tips in Blackmail?"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Who? (Lore dump)"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Raffine "},{"insert":"is the sphinx-demon head of the "},{"attributes":{"bold":true},"insert":"Obscura"},{"insert":", one of New Capenna’s five ruling crime families. In Old Capenna, the Obscura were wizards; in New Capenna, they have become brokers of prophecy, secrets, dreams, blackmail, reputation, and controlled futures. They do not rule by brute force. They rule by knowing what will happen before everyone else does - or by making sure the version of events they prefer is the one that survives.\n\nRaffine herself comes from Old Capenna and is described as a sphinx-demon with powerful, ominous visions of the future. Before New Capenna became the city of five criminal families, she was already a controversial fortune-telling sphinx who believed herself to be an instrument of prophecy. In the present day, that prophetic identity has calcified into something far more dangerous: she is not merely someone who sees the future, but someone who edits the path toward it. \n\nIn short: "},{"attributes":{"bold":true},"insert":"Raffine is New Capenna’s information tyrant."},{"insert":" She is a seer, fixer, blackmailer, archivist, and crime boss wrapped in the elegance of a sphinx. Where other families dominate through wealth, violence, contracts, celebrity, or labor, Raffine dominates through knowledge. She wins by seeing more than everyone else, choosing what matters, burying what does not, and turning uncertainty into inevitability.\n\n"},{"attributes":{"underline":true},"insert":"What? (Deck archetype)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Raffine is an "},{"attributes":{"bold":true},"insert":"Esper Tempo-Midrange/Reanimator deck, built around card selection, pressure, and selective inevitability"},{"insert":".\n\nTempo decks tend to be weaker in EDH"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Tempo is a strategy built around staying ahead in the flow of the game. Rather than trying to simply have the most mana, the biggest board, or the most cards, a tempo deck tries to make its own turns matter more than the opponent’s. In 1v1 formats, this often means deploying an early threat, protecting it, disrupting the opponent just enough to keep them behind, and winning before they can fully stabilise.\n\nIn Commander, tempo becomes much harder. You are not trying to stay ahead of one opponent - "},{"attributes":{"bold":true},"insert":"you are trying to stay relevant against three"},{"insert":". "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nLife totals are higher, removal is more plentiful, and trading one-for-one can quickly become inefficient when multiple players are developing at the same time. Disruptive plays and aggressive board developments by a Tempo-focused pilot don't simply pressure a single opponent, but rather draws attention of 3 opponents.\n\nTraditional applications of Tempo thus suffer in EDH.\n\nTypically one would deploy early aggressive threats while using efficient interaction to manage the resources and the life total of a single 20 life opponent. However, in EDH, one must compete against the resources and life totals represented across 3 other boards that begin the game with 40 life. \n\nIf a classical Tempo approach were stubbornly forced in EDH at Bracket 3, attempts to then trade interaction against all 3 may eventually handicap oneself, with time and resources being exhausted in order to manage opposing boards while preserving one's own.\n\nTempo vs. Aggro. vs. Control in EDH"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Attempts to solve multiplayer Tempo's weaknesses by ending games significantly faster or interacting more broadly naturally pull the strategy toward "},{"attributes":{"italic":true},"insert":"Aggro"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Control"},{"insert":" respectively. This list does borrow tools from both archetypes, but chooses not to overcommit to either, instead focusing on Raffine's own ability and supporting the selected payoffs.\n\n"},{"attributes":{"bold":true},"insert":"Aggro Decks"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Aggro"},{"insert":" decks focus on high damage output within a shorter amount of time in order to achieve victory. The emphasis on speed and damage-dealing results in a consistent gameplan that narrows on its main strategic priority: ending games and ending them quickly. With Aggro strategies, games are condensed into a function of damage output over time, with the intent of outpacing their opponents before they can establish critical value.\n\nThis leads to Aggro decks showcasing a focused and effective playstyle in both EDH and 1v1 formats, where opposing threats may be ignored to focus on bursts of damage to close out games. This makes Aggro decks one of the more exciting playstyles as the high-velocity strategy can end effective and durable opponents well before their decks can hit critical mass.\n\nThe Aggro pilot can easily pivot between assassinating key players and killing multiple opponents (lookup "},{"attributes":{"italic":true},"insert":"Group Slug"},{"insert":" if interested) if built correctly. Coupled with intelligent sequencing, pursuing either of the two benefits the Aggro pilot, as enemy decision-making quickly warps. Opponents are left deciding between further strategic development, or addressing the Aggro pilot's imposed lethal clock.\n\nHowever, observed play-patterns for Bracket 3 have shown a tendency towards Midrange deckbuilding, with players drawn to value-oriented engines. As such, Aggro decks may struggle if their early mulligan does not connect to their gameplan fast enough to outpace the value generated across 3 boards. Options run dry, vulnerability to sweepers and difficulties in addressing Midrange value engines then become symptomatic of an Aggro deck that has run out of gas or did not accelerate quick enough.\n\nThis focused approach of an Aggro deck may also suffer from fragility, as builds may purposefully narrow their card selection in favour of damage-dealing, foregoing more versatile deckbuilding concepts. This manifests in difficulty to recover when hit with interaction, a lack of effective interaction or insufficient card advantage. This can leave Aggro-players in games where they may find themselves in precarious situations, starved for cards, meagre board presences and struggling to re-engage with a game that has outlasted their plans. The effectiveness of such strategies communicate notions of a truly high-risk, high reward endeavour.\n\nAlthough this may be managed well in other decklists that seek to ways to optimise an aggressive style of play against the lengthy nature of EDH games - the nature of Raffine's colours and best synergies would be ignored when centered wholly on an Aggro-style build.\n\n"},{"attributes":{"bold":true},"insert":"Control Decks"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Control"},{"insert":" decks prioritise an effective strategy that revolves around forming a game of permission. This is done through the active or reactive choice of interaction pieces to hinder opposing board development, utilising counter magic, spot-removal, sweepers and even notoriously, "},{"attributes":{"italic":true},"insert":"Stax-"},{"insert":"pieces to deny resources, withholding opponents from victory as they steadily work towards their own.\n\nFor best effect, Control pilots leverage their extensive card knowledge and understanding of opposing strategies to disrupt opponents to deny key pieces and "},{"attributes":{"italic":true},"insert":"control"},{"insert":" the flow of the game. This is done to intentionally prolong the game until the Control pilot's wincons are available. \n\nKnowledge of commanders and key engines can result in Control decks cleverly navigating stacks and holding priority in forgotten spaces to force mistakes and mute enemy game actions. In some cases, entire turns are rendered useless - essentially "},{"attributes":{"italic":true},"insert":"timewalking"},{"insert":" their opponents. \n\nAs opponents mentally construct sequences for their own success, a well-timed piece of interaction can disrupt an entire player's next few turns and delay the threats that one or multiple opponents can present - buying Control pilots precious time.\n\nExpected play-patterns of Bracket 3 strongly reward resource development and value-based engines, thus Control's interactive and oppressive nature excels in disrupting these core pillars of the bracket. However, Control decks are not without shortcomings in EDH.\n\nThe prolonging of a match against a single opponent is reasonable to thwart movements in a 1v1. The Control player has an easier time to react to the resources and strategy applied by a single opponent. In the EDH format however, subverting the resources and actions of 3 opponents is typically a costly affair, one which may buy time for a single opponent to materialise their own answers. This is further exacerbated if the Control player struggles to draw or tutor into their wincon, or maintain resources needed to cement their control (Mana, Card Draw, etc.).\n\nThere is an increased risk towards the failing of one of the Control pilot's greatest assets when applied in this multiplayer format - a lack of understanding towards opponent strategies. With the EDH format's wide, legal card availability, Control pilots may miss key opportunities if they misjudge what and when certain permanents or spells should be targeted if presented with commanders, decklists and contexts they are unfamiliar with.\n\nThe Control playstyle occasionally can suffer from agnosticism for development. With some builds needing to hold-up mana for interaction, one may catastrophically fail if strong card draw and ramp has not been established or protected, with both being necessary to impede opposing development, while chasing one's own wincon. The result then leads to unnecessary prolonging of the game, social friction from others and occasionally meaningless games for the Control player as they may pointlessly exhaust resources without a wincon available.\n\nGiven this selected bracket and the nature of Raffine and her synergies, a Control-focused version of Raffine may unnecessarily complicate strategies and sour one's enjoyment as the priority becomes the hindrance of others over the pursuit of one's own gameplan.\n\nRaff-FIEND's Tempo into Midrange"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In an attempt to apply elements of the Tempo-archetype for this "},{"attributes":{"italic":true},"insert":"Mario Party-esque"},{"insert":" format, the selected build for Raffine takes the early-game strategy of efficient interaction and early-game pressure and "},{"attributes":{"italic":true},"insert":"retextures it for an EDH-suited strategy "},{"insert":"to work towards its Midrange objectives.\n\nRather than relying purely on early damage and cheap disruption to secure wins, Raffine applies these aspects of the Tempo-playstyle to develop "},{"attributes":{"bold":true},"insert":"better opportunities"},{"insert":" "},{"attributes":{"bold":true},"insert":"via card selection and board presence. "},{"insert":"In doing so, these opportunities work to establish consistent multiplayer relevancy, with a variety of interaction pieces to disrupt gameplans and convert relevancy into dominance.\n\nRaffine does so by accelerating card access - helping pilots see answers and setup zones faster than most at the table. The quality of resources in hand, graveyard and the pilot's battlefield then improve with each combat step, offering frequent opportunities for establishing visible and invisible advantages.\n\nEarly bodies establishes Raffine's card selection engine through "},{"attributes":{"italic":true},"insert":"Connive"},{"insert":", providing the pilot freedom to curate both "},{"attributes":{"italic":true},"insert":"hand"},{"insert":" and "},{"attributes":{"italic":true},"insert":"graveyard"},{"insert":" while assigning scaling chip damage"},{"attributes":{"italic":true},"insert":". "},{"insert":"Each attack step then represents more than just combat-based pressure. It is "},{"attributes":{"italic":true},"insert":"setup"},{"insert":" and "},{"attributes":{"italic":true},"insert":"execution "},{"insert":"compressed within each attack.\n\nHowever, each "},{"attributes":{"italic":true},"insert":"Connive "},{"insert":"potentially adds +1/+1 counters to selected participating bodies, growing cheap value pieces into serious late-game threats while allowing one to plan and set pieces for late-game finishes. Featuring reanimation spells and a strong interaction suite, the deck can then maintain this pressure throughout all stages of the game as it works towards an outcome decided by its pilot.\n\nThe combination of scaling combat pressure, strong card selection engines, graveyard access and interactive tools can then be used in support of two directions of the deck:\n\nA reanimation, inevitability approach"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A draw-burn style finish"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nRaffine is then positioned as strong enabler for the deck's outcomes, yet the deck can operate without her if enough infrastructure in both hand and graveyard has been established in "},{"attributes":{"italic":true},"insert":"Conniving"},{"insert":" turns. Ultimately, Raffine serves to speed up the key themes of the deck without having the pilot feel like their own personal playstyle is anchored to her success on the field.\n\nIn turn, this ability to both pressure and interact at all stages of the game classifies the deck towards the Tempo-Midrange. One may picture it as an application of Tempo methodologies to serve as a vehicle towards a robust Midrange destination. \n\nSo while the deck begins like a Tempo deck, it does not end as a fragile one.\n\nWhat is Connive?"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Connive "},{"insert":"is a mechanic introduced in New Capenna that combines looting and board presence in the form of +1/+1 counters, almost similar to "},{"attributes":{"italic":true},"insert":"Explore"},{"insert":". \n\nRaffine has a unique approach to "},{"attributes":{"italic":true},"insert":"Connive"},{"insert":" as she is one of few cards that can "},{"attributes":{"italic":true},"insert":"Connive X"},{"insert":", where X is based on the number of attacking creatures on her board.\n\nTo "},{"attributes":{"italic":true},"insert":"Connive X"},{"insert":", you:\n\nPick a creature to be the recipient of the "},{"attributes":{"italic":true},"insert":"Connive X"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"You draw X cards based on the amount of attacking creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Discard X cards based on the amount of attacking creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"If you discard "},{"attributes":{"underline":true},"insert":"land"},{"insert":" cards - nothing is given to the creature"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"If you discard "},{"attributes":{"underline":true},"insert":"non-land"},{"insert":" cards -"},{"attributes":{"bold":true},"insert":" +1/+1 counters are assigned to the creature"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\nThematically, this emulates Raffine's information-focused approach, with her informants and lackeys behaving as information gatherers. Her aim isn't just to make smarter decisions, it's to be able to see them quicker and execute more frequently than the rest of the table.\n\nThe draws represent Raffine's way of \"seeing into the future\" of your next few turns and bringing opportunities forward.\nA good way of appreciating this is asking yourself - "},{"attributes":{"italic":true},"insert":"what would my next few turns of fair card draw have looked like"},{"insert":"?\n\nThe discards behave like Raffine's "},{"attributes":{"italic":true},"insert":"scheming"},{"insert":" based on what she sees. \nDo these cards belong in our hand? Are we hiding bodies? The table typically sees what's on the board. Not many consider how we're curating two zones at once - "},{"attributes":{"italic":true},"insert":"both hand and graveyard"},{"insert":".\n\nThe counters that accumulate on a creature are an elegant distraction.\nThat 1/1 creature suddenly turned into a 4/4, then into a 10/10 in the air. \nThe table will begin to worry that the clock is on the creature we've Connived onto, but is the "},{"attributes":{"italic":true},"insert":"threat even on the board?"},{"insert":"\n\nTo the untrained eye, the concern may be for the buffed informant swinging their way.\nTo an observant eye, the real concern is what you binned, or questions what you kept.\n\nFrom a gameplay perspective, the effect is quite strong as you:\n\nDevelop creatures, establishing a stronger board presence"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Force unfavourable combat math"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"See more options through the act of drawing cards to help solve or plan for the current board state"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Can strategically place key cards in different zones through looting"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Why? (Pros and Cons)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Why should I pick your list?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You should consider trying out this build for Raffine if you enjoy the following:\n\n"},{"attributes":{"bold":true},"insert":"You enjoy a "},{"attributes":{"italic":true,"bold":true},"insert":"Technical "},{"attributes":{"bold":true},"insert":"playstyle "},{"insert":"\nThis is not your kickback, ramp and drop big beater type of deck, nor is this your tutor combo-pieces and assemble "},{"attributes":{"italic":true},"insert":"Exodia"},{"insert":", style of gameplan. This deck will ask you various questions as you play it, where the feedback is immediate.\n\nShould I mulligan this hand?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Do I play Raffine now? "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Is this card the right card to keep? "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Should I bin this card? "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Do I first main phase this? Or second main phase this card?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"When should I "},{"attributes":{"italic":true},"insert":"time"},{"insert":" my interaction? "},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Is this creature worth my spell?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Who should I attack with and who should I leave up as a blocker?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Who do I prioritise sending my attacks to?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nThis deck as a whole will test various aspects of table posturing, threat assessment, politicking, card-selection and timing."},{"attributes":{"italic":true},"insert":" If you like a challenge, you'll like this deck!"},{"insert":"\n\nWins will feel earned through the right sequencing as the deck's performance is based primarily on your own executive decision-making and planning.\n\n"},{"attributes":{"bold":true},"insert":"You want an "},{"attributes":{"italic":true,"bold":true},"insert":"Esper deck with personality"},{"insert":"\nThis deck takes some of the best elements of the archetypes in the Esper colours to support a synergistic build of Raffine and her information-focused gameplan "},{"attributes":{"italic":true},"insert":"without being a staple jam"},{"insert":". \n\nAt first glance it may seem like some choices are just an "},{"attributes":{"italic":true},"insert":"Esper goodstuff pile"},{"insert":" given that the deck utilises notable cards like "},{"attributes":{"italic":true},"insert":{"card-link":"Mana Drain"}},{"attributes":{"italic":true},"insert":", "},{"insert":{"card-link":"Voice of Victory"}},{"insert":" and "},{"attributes":{"italic":true},"insert":{"card-link":"Deadly Rollick"}},{"attributes":{"italic":true},"insert":". B"},{"insert":"ut the deck also includes some unique cards like "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":", "},{"attributes":{"italic":true},"insert":{"card-link":"Mausoleum Wanderer"}},{"attributes":{"italic":true},"insert":" "},{"insert":"and "},{"attributes":{"italic":true},"insert":{"card-link":"Whispering Madness"}},{"attributes":{"italic":true},"insert":", "},{"insert":"this list aims to put Raffine and her operatives in prime position to pull off some intelligent wins.\n\n"},{"attributes":{"bold":true},"insert":"You just like drawing cards!"},{"insert":"\nThis list moves through the library quite fast and showcases what makes blue and black the best colour combination around - drawing cards! \n\nWhether you like seeing all of your really cool prints for cards (in bin or in hand), having a ton of options or even utilising draw as a win condition, this list is great for the person that enjoys seeing multiple cards in a turn, while the mono-white player is stuck with seeing one card per turn.\n\nYour friends will feel as though you always have the answer, when in reality, you've appreciated conniving as an efficient way to draw into your options and stay relevant on board!\n\nWhy "},{"attributes":{"italic":true},"insert":"shouldn't"},{"insert":" I pick your list?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The reasons to not play this Raffine list are simple:\n\nOne would prefer an easier deck"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The deck is going to sit against some "},{"attributes":{"italic":true},"insert":"unfavourable matchups"},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nGiven the decision-making requirements, the high-agency also means a lot of load on the pilot's decision-making. Something that many may not enjoy (and that is totally fine). As well, while I do have faith that this deck can put up a decent fight against even its worst matchups, I must still highlight archetypes that it is notably weak to. \n\nWhy did you build this list?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I had built this deck for 3 reasons:\n\nI wanted a list that tested my own-decision making in the game - this list does that really well."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"To better understand the "},{"attributes":{"italic":true},"insert":"Tempo"},{"insert":" archetype and to try and make it work in EDH (whether this was successful or not)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"To better appreciate a key part of Blue's identity - "},{"attributes":{"italic":true},"insert":"card filtering"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nI really enjoy building decks, and I doing so helps me understand various aspects of the game and cement my knowledge through practice!\n\n"},{"attributes":{"underline":true},"insert":"How? (Gameplan and Strategy)"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck’s core plan is to establish cheap evasive creatures early, resolve Raffine, and turn combat into card selection. Every attack becomes a small act of surveillance: draw into better options, discard what is unnecessary, stock the graveyard, and grow the creature best positioned to pressure the table.\n\nThis is not a deck that simply attacks because it wants damage. It attacks because attacking gives Raffine access to the future.\nThe early game is about putting “fixers” onto the board: evasive bodies, value creatures, and cheap threats that can safely declare attacks. \n\nOnce Raffine is online, those bodies become the deck’s engine. Connive smooths land drops, finds interaction, loads reanimation targets, grows attackers, and filters away dead cards. The deck wins by making better decisions more often than the table can keep up with.\n\nStrategically, the deck has three overlapping plans.\n\nThis deck can play a "},{"attributes":{"bold":true},"insert":"tempo-pressure game"},{"insert":". Small evasive creatures become real threats once Raffine starts placing counters on them. The deck can chip in early, then suddenly turn one harmless body into a lethal clock."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" The deck plays into a "},{"attributes":{"bold":true},"insert":"graveyard value game"},{"insert":". Connive naturally places powerful creatures and spells into the graveyard, letting the deck convert discarded cards into future resources through reanimation, recursion, or mass graveyard swings. The graveyard is not a discard pile; it is a second hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The deck utilises a "},{"attributes":{"bold":true},"insert":"draw-burn / draw-punish finish"},{"insert":". Cards like Psychosis Crawler, Queza, Monument to Endurance, Windfall-style effects, and major draw engines allow the deck to convert card flow into life loss. At that point, the deck does not need to win purely through combat. It can turn the same information engine that sculpted the game,"},{"attributes":{"italic":true},"insert":" into a win condition"},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe deck is also built to posture like a control deck without becoming a pure control deck. It runs efficient interaction, protection, and disruptive pieces, but it does not want to sit back forever. Raffine wants to be on the board. \n\nShe wants creatures moving sideways. She wants the game to pass through combat, because combat is where the deck gains information and leverage.\n\nDeck Composition"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck is split up into the following categories. These have been named to fit Raffine's "},{"attributes":{"italic":true},"insert":"crime-boss"},{"insert":" theme:\n\n"},{"attributes":{"bold":true},"insert":"Wincons"},{"insert":"\nThese are the cards serve as the primary way we look to close out games. In the event that these wincons aren't available or present, the rest of the deck can be developed into a traditional combat win pieces.\n\n"},{"attributes":{"underline":true},"insert":"Information is Key"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Draw-to-Burn Finish"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Thought you were dead?"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Living Death to Inevitability"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Plan"},{"insert":"\nThese cards help develop Raffine's gameplan and either improve your capacity to connive, enable you to cheat in high-value creatures or are the high-value creatures themselves.\n"},{"attributes":{"underline":true},"insert":"Fixers"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Early Game Bodies"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Lieutenants"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Secret Commanders, High-Value Creatures"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Lockpickers"},{"insert":" -"},{"attributes":{"bold":true},"insert":" Recursion Package"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Structural"},{"insert":"\nThe cards that form the structure of the deck, which do not fit under plan or wincon cards.\n"},{"attributes":{"underline":true},"insert":"Armoured Vests"},{"attributes":{"bold":true},"insert":" "},{"insert":"-"},{"attributes":{"bold":true},"insert":" Protection Spells"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Blackmail"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Spot Removal"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Bribes"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Ramp"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Information Brokering"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Card Advantage Engines and Cantrips"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Signal Jammers"},{"insert":" - "},{"attributes":{"bold":true},"insert":"Mass Disruption, Sweepers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lands"},{"insert":"\nThe primary and most important manabase of the deck. With a total of 33 standing lands, access to premium Esper lands like the Esper triome, relevant shocks, surveils, both on and off-colour fetches and currently 2 reserved list dual lands - we are capable of fixing for the Esper colours where necessary. \n\nThis deck emphasises colour access at all times to ensure that the deck's gameplan is on board from the start of the game with little friction. The access is further supported by 4 MDFC lands featuring 3 bolt-lands.\n\nKey Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In order of the above categories:\n\n"},{"attributes":{"underline":true},"insert":"-- Wincons --"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Information is Key"},{"insert":"\nA draw-burn package wincon. Weaponising draw to make use of Raffine's information-focused triggered ability and to provide payoffs for our strong draw engines. A bit of a flashy wincon admittedly, but in New Capenna and in our pods, we're trying to showcase that "},{"attributes":{"italic":true},"insert":"we saw the future, and our opponents aren't in it"},{"insert":".\n\nWe split this category into "},{"attributes":{"italic":true},"insert":"Payoffs "},{"insert":"and "},{"attributes":{"italic":true},"insert":"Wheels"},{"insert":":\n\n"},{"attributes":{"underline":true},"insert":"Payoffs "},{"insert":"\nGiven our card draw engines and Raffine's Connive, these cards enable draw-to-burn style payoffs\n\n"},{"insert":{"card-link":"Queza, Augur of Agonies"}},{"insert":" is a single target opponent, draw to drain. Great for \"assassinating\" a direct threat player and/or creating a life swing window."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" works best at weakening or taking the entire table down at once."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sheoldred, the Apocalypse"}},{"insert":" is a very effective card for capitalising on our cantrips and engines to pad our life totals, or punishing others during a wheel. This card will raise your threat perception in all zones, so be mindful of timing when you bin or play her."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" is not only an amazing early game drop as a fixer and board development, but when used in a wheel, puts a large Amass Orcs and 1 DMG triggers on the stack that can be pointed at both creatures and faces"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"underline":true},"insert":"Wheels"},{"insert":"\nDisrupt hands and creates a mass draw event. Can also get us out of sticky situations if we find our hands could use more options.\n\n"},{"insert":{"card-link":"Windfall"}},{"insert":" when used with a payoff and an accelerant can be used to set the table on fire in a single turn."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Echo of Eons"}},{"insert":" operates best when cast from the bin due to a reduction in its cost. Echo also serves as a release valve if needed, either we've run dry of cards or when library size is getting low to prevent oneself from decking out."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Whispering Madness"}},{"insert":" in our deck works well with our evasive fixers. A pseudo-Windfall, that we can use and abuse to trigger draw/discards or even \"fairly\" help us find cards to get us out of a jam. Can be cast twice a turn when the cipher triggers on the same turn it touches."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Thought you were dead?"},{"insert":"\nA graveyard value punish with an in-built board-wipe. Raffine is naturally hiding some pretty nasty bodies, what if all of her criminal connections were to escape jail "},{"attributes":{"italic":true},"insert":"all at once"},{"insert":"?\n\nCentering around "},{"insert":{"card-link":"Living Death"}},{"insert":" itself, the following cards help us warp the board-state in our favour:\n\n"},{"insert":{"card-link":"Living Death"}},{"insert":" is a board-wipe and reanimation spell baked into a single 5 mana sorcery. It's important to be mindful of how other deck archetypes are using their bins. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Entomb"}},{"insert":" is used as a surgical tool to throw in nasty reanimation targets, or to even set up Living Death to progress to our "},{"attributes":{"italic":true},"insert":"Information is Key"},{"insert":" wincon."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Gifts Ungiven"}},{"insert":" is a cantrip and a graveyard tutor combined with a forced dilemma. Because this deck treats the graveyard as a second hand, Gifts can be used as a double-Entomb, a Sun Titan setup piece, or a political tool to find interaction when a player needs a spell stopped. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A variety of unfair piles can be created, but control and planning should be prioritised prior to cast."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"A little Modern trick says that we can find 2 cards and our opponent is forced to bin both of them."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Soul-Guide Lantern"}},{"insert":" turns our Living Death drop into a one-sided affair. Although not necessary, can create an incredibly unfair board state for everyone except for us. Can be used for a cheap draw if needed."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"-- Plan --"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Fixers"},{"insert":"\nEvery good criminal empire needs grunts to do some grunt work. For Raffine, these are thematically referred to as her "},{"attributes":{"italic":true},"insert":"Operatives"},{"insert":", "},{"attributes":{"italic":true},"insert":"Grifters"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Enforcers"},{"insert":", who run cons, disrupt information channels, conduct surveilance and gather intelligence for her syndicate. \n\nOur premier fixers that we enjoy seeing early are:\n\n"},{"insert":{"card-link":"Azure Beastbinder"}},{"insert":" is a hard to block, vigilant body with pseudo-removal stapled onto its attack declaration. As each attack turns off someone's value pieces, the longer that this creature stays around, the longer that we disrupt gameplans and generate advantages on specific players."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mausoleum Wanderer"}},{"insert":" is an excellent connive target for {U}. Flying and a stapled tax-tempo counterspell, this guy can defend our boards and stop instant and sorcery based advancements. As this guy scales, an unsuspecting board will be surprised to see how they got beat by a 1 mana counterspell on a stick."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ledger Shredder"}},{"insert":" is a naturally growing threat in the air with additional card filtering via its connive trigger. For immediate value, Ledger Shredder is best played first, followed by an additional spell to self-trigger the connive."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":" and "},{"insert":{"card-link":"Ainok Strike Leader"}},{"insert":" are similar in nature, with Adeline being the stronger of the two. Both enable creature-based board development and serve as premier connive targets. The differences between them are important to note:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Adeline having vigilance and a power that grows with our board state forces unfavourable combats on opposing boards and dissuades incoming attackers."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Ainok's ability to preserve tokens through sacrifice becomes incredibly useful when a bodies matter more than himself."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Psychic Frog"}},{"insert":" serves as a strong discard outlet and a great connive target. With good early stats as a 1/2, the trigger to draw on touch, utilisation of graveyard-waste for evasion and the potential to combat trick this frog can comfortably pressure opponent boards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Can be used as a combo piece for a "},{"attributes":{"italic":true},"insert":"Stochastic Combo"},{"insert":" with "},{"insert":{"card-link":"Vilis, Broker of Blood"}},{"insert":" and "},{"insert":{"card-link":"Queza, Augur of Agonies"}},{"insert":". Explained later. "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":" is an amazing card to have early with the correct access for pips. The {X} cost for this creature is rarely paid as we find ourselves flashing Wan Shi Tong in on early ramp spells or fetches. A vigilant, evasive body with a scaling draw engine stapled on it? Sick."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" a blue staple in a lot of decks for good reason. As decks nowadays orient towards card-draw, Mastermind's ability to parasite draw off of others is excellent. When paired with a wheel, net 3 additional cards. In a pinch, for {3}{U} we can cantrip draw 2 cards if we activate on other people's turns."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lieutenants "},{"insert":"\nThese serve as our secondary commanders or strong on-board creature options that we either look to cheat in, or cast before a major turn. These are Raffine's High Officers, Network Directors and Diviners, managing our field operatives and interpreting visions to provide deeper textures to our game actions. \n\nAll of these lieutenants are great for different reasons:\n\n"},{"insert":{"card-link":"Bone Miser"}},{"insert":" is an amazing creature at all phases of the game when Conniving or another discard outlet is online. Creation of tokens, ritual-style ramp and additional draw make Bone Miser include."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Pairs really well with "},{"insert":{"card-link":"Psychic Frog"}},{"insert":"!"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Elenda and Azor"}},{"insert":" is an amazing 2nd main phase target for reanimation after a large connive, preparation for a wheel or a series of chained cantrips. With a large, evasive and ward-protected body this vampire-sphinx duo will begin churning out life-linking vampire tokens based on how much we've drawn "},{"attributes":{"italic":true},"insert":"each"},{"insert":" turn for a simple, optional cost of 4 life."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sun Titan"}},{"insert":", a reanimation deck mainstay goes without saying. Coupled with binned lands or cracked fetches, low CMC fixers and reanimation enchantments like "},{"insert":{"card-link":"Animate Dead"}},{"insert":" and "},{"insert":{"card-link":"Necromancy"}},{"insert":", Sun Titan as a big vigilant body can present opportunities to soft ramp, establish a strong board and reanimate necessary permanents on both entering and attacking."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Avacyn, Angel of Hope"}},{"insert":" is our biggest protection Lieutenant. Ideally cheated in with a well-developed board, she makes our stuff untouchable short of bounces and exiles."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Starwinder"}},{"insert":" is a recent addition that I quite enjoy, a draw-engine based on damage. With the ability to be warped in, the draw as being optional and great synergy with evasive bodies, a single turn is enough to profit greatly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Vilis, Broker of Blood"}},{"insert":", a personal favourite. This flying 8/8 demon can provide removal but also converts our life loss into draw, synergising with the deck's most inconspicuous choices. Also, small thematic win as a demon that performs some pretty dark deals."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Converts fetchlands, shocklands and bolt lands into cantrips"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Can be used for a "},{"attributes":{"italic":true},"insert":"Stochastic Combo"},{"insert":" with "},{"insert":{"card-link":"Queza, Augur of Agonies"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Turns life loss spells like "},{"insert":{"card-link":"Reanimate"}},{"insert":" and "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" into a cantrip (crazy!)"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lockpickers"},{"insert":"\nSometimes the Obscura need to hide people. A few faked deaths, or suspiciously-happy Lieutenants decide to go to jail?\nEither instance would put them behind a few locked doors, which we're more than happy to pick!\n\nWhile all cards in this category are important for our reanimator subtheme, the cards below have important implications worth noting:\n\n"},{"insert":{"card-link":"Reanimate"}},{"insert":" goes without saying as being a premier choice. At the cost of some life, we have the capability to bring back anything we want - "},{"attributes":{"italic":true},"insert":"even things in other graveyards"},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The reanimation enchantments, are strong and are happy to be both in hand or bin when paired with "},{"insert":{"card-link":"Sun Titan"}},{"insert":" and "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" as they are 3 CMC or less permanents:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Animate Dead"}},{"insert":" will return any creature from any graveyard to play, with only a hit to their power. Given that our deck features a lot of high-value permanents, this tends to not be an issue."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Necromancy"}},{"insert":" is a stronger option than its partner above. With the ability to also be played instant speed at the cost of sacrificing itself at the end of turn, creatures with impactful ETB's like "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" and "},{"insert":{"card-link":"Sun Titan"}},{"insert":" or cards that will watch our combat touches, draw and discard events like "},{"insert":{"card-link":"Bone Miser"}},{"insert":", "},{"insert":{"card-link":"Grim Hireling"}},{"insert":" or "},{"insert":{"card-link":"Enduring Curiosity"}},{"insert":" will see profit during the times they are needed."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" provides both ramp and recursion opportunities when considered in line with an abundance of fetches and discarded lands, as well as being capable of returning our favourite fixers, reanimation enchantments and Raffine herself."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Unburial Rites"}},{"insert":" is a card that we're happier to see in the bin than in hand due to its reduced cost when cast via flashback. This allows it to be connive fodder, whilst still being useful in the bin."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Superior Spider-Man"}},{"insert":" inspired by the Standard meta (please look up "},{"attributes":{"italic":true},"insert":"Dimir Excruciator"},{"insert":"), this creature allows us to exile something from ANYONE'S graveyard and thematically have Otto Octavius (in Peter Parker's body) come in as a copy of that with a base 4/4. Excellent for \"reanimating\" our lieutenants, or great value-fixer or someone else's big guy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Double Raffine is a thing as this creature is named \"Superior Spider-Man\""},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Guardian Scalelord"}},{"insert":" is an evasive body with a repeatable reanimation engine that synergises well with Raffine's combat scaling engine. The ETB Backup allows us to immediately convert a connived fixer into a copy of this dragon for a turn, and then becomes a premier connive target itself later on."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Important to note - Target needs to be valid prior to combat, conniving onto this creature or the Backup'd creature does not broaden the target selection"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"-- Structural --"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Armoured Vests"},{"insert":"\nEvery so often, the guys that we have on board are going to need a little help to conjure up our on-board noise. Not all of them wear a Ward vest like Raffine. \n\nThe following 3 cards allow us to preserve board state where needed:\n\n"},{"insert":{"card-link":"Flare of Fortitude"}},{"insert":" allows us to survive destruction-based board-wipes, protect targeted permanents or survive a lethal swing at instant speed, optionally for free. In the event that we are holding a reanimation spell, we should feel quite comfortable to sacrifice even Raffine herself to protect a major piece on our boards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Malakir Rebirth // Malakir Mire"}},{"insert":" serving as both a slow MDFC and an instant speed save for Raffine or other permanents, this card can be used intelligently with either a sacrifice opportunity or a seemingly unfavourable combat with any of our ETB creatures too."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Reconnaissance"}},{"insert":" is an amazing enchantment for this deck for the sole reason of enabling safe combats and allows us to connive recklessly with Raffine and her fixers. The ability to untap and prevent all damage at all phases of combat, "},{"attributes":{"italic":true},"insert":"including after damage has been dealt,"},{"insert":" means that we can run the ball into unfavourable courts and get back on defense safely."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Blackmail"},{"insert":"\nRaffine's information gathering network can help find things that would unsettle the fragile and insecure. Evidence that could be used to nudge people, spells, permanents and board-states in our favour, especially when the timing of some \"dirty laundry\" being aired can be quite embarrassing to someone's mentally constructed sequence. \n\nPaired with some light politics, this removal package can create the moments of hesitation and warp people's threat assessment, giving us the tempo windows that we need to capitalise on. Typical pilots would use this to destabilise threatening cards. Maybe we use these to disrupt value pieces? Maybe we incentivise someone else to be on the receiving end of attack triggers or touch triggers?\n\nA stack-heavy removal package with some flexible capability for resolved permanents. While we have a number of tools for dealing with resolved permanents, the demands for this tempo-oriented build will prefer timing-based interaction versus the density of permanent-based removal seen in Control builds. \n\nThe aim is not always to remove something forever, it's to buy us time for our schemes to be actualised:\n\n"},{"attributes":{"underline":true},"insert":"Graveyard Hate"},{"insert":"\n"},{"insert":{"card-link":"Boggart Trawler // Boggart Bog"}},{"insert":" is our grave-hate piece on a stick. {2}{B} guy with a bolt land flip, he's happy to be anywhere. Both in bin and in hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Permanent Removal"},{"insert":"\n"},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" is great as an option to bin and even to just drop from hand. Being a bolt land on its backside, this guy is great when we need him and is happy when he's binned too."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Into the Flood Maw"}},{"insert":" is a gem! Useful for bouncing troublesome creatures or nonland permanents "},{"attributes":{"italic":true},"insert":"when "},{"insert":"it matters most. Costing only {U}, the easy access of this instant can dismantle any gameplan gloriously when timed correctly."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Beware the fish? lol."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sheltered by Ghosts"}},{"insert":" is an interesting add but the card offers a lot of flexibility in this deck. Being only {1}{W}, this aura serves as additional protection, life padding and creature stat padding with a detention-style effect for nonland permanents on opposing boards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Be mindful of targeting for the removal. Should this enchantment or our enchanted creature be removed, the exiled permanent will hit the field once again and could trigger various ETB effects."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"This card has amazing synergy with Sun Titan and Sevinne's Reclamation. Thus being an aura, is quite difficult to remove on the stack."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Creature Removal"},{"insert":"\n"},{"insert":{"card-link":"Deadly Rollick"}},{"insert":" is our free interaction piece in this field. Given that Raffine has ward, this should be online and basically free for a large portion of the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" is cheap and I like much better than its opponent ramping brother - "},{"insert":{"card-link":"Path to Exile"}},{"insert":". Can be used as well in the awkward event when we are in need of life on a connived Fixer."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Counterspell package"},{"insert":"\n"},{"insert":{"card-link":"Swan Song"}},{"insert":" can cheaply deal with enchantments, sorceries or instants that impact our play. A 2/2 in the air is nothing a lot of the time, given that we have a lot of fliers."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"An Offer You Can't Refuse"}},{"insert":" is "},{"attributes":{"italic":true},"insert":"Swanny's"},{"insert":" slightly uglier sister. The donation of treasures shouldn't be ignored as we do go tempo-negative if the value isn't there, but the cheap cost and wider targeting can mean that we disrupt some larger, game altering non-creature spells. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" can be useful for both bouncing things and protecting ourselves on the stack. The {1}{U}{U} cost is pretty painful, but is worth it when it's worth it. Just know that whatever you send back, will likely come out later. A bolt land backside, flexibility and great connive material."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Force of Negation"}},{"insert":" is great when needing to protect our board off-turn and when we have material to pitch. Otherwise, it is as awkwardly costed as Sink is."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Mana Drain"}},{"insert":" is a power-crept "},{"insert":{"card-link":"Counterspell"}},{"insert":" . Doubling both as a ramp piece, this card can enable major tempo swings where we can skip game actions to cheat certain Lieutenants in and just simply play them. A premium stack interaction piece, only held back by a {U}{U} cost."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Bribes"},{"insert":"\nThings tend to be quite expensive in New Capenna. But maybe Raffine's network slides some dollars or "},{"attributes":{"italic":true},"insert":"Halo"},{"insert":" to some officials under the table and we can afford things we shouldn't?\n\nBuilt with Tempo in mind, we run a ramp-lite ship on purpose. Our low-cost curve requires our mana expenditure needs to be immediately meaningful and not a turn-cycle worth of waiting.\n\nWhile other decks will ramp for security or curve advancement, our strong draw engines and desire to play a little faster than everyone else means that we focus primarily on ensuring our land drops, so the following cards should represent repeatable actions that scale and snowball.\n\nOur ramp package."},{"insert":{"card-link":"Sol Ring"}},{"insert":" wont be discussed, because. Well y'know. "},{"attributes":{"italic":true},"insert":"It's Sol Ring"},{"insert":".\n\n"},{"insert":{"card-link":"Currency Converter"}},{"insert":" is a cheap {1} mana artifact that is tutorable via "},{"insert":{"card-link":"Urza's Saga"}},{"insert":" and is a delight in any opening hand for this deck. This cash register optionally catches whatever cards we send to the bin and we then cash in the selected cards at instant speed to either provide treasures, or an additional 2/2 body to utilise for attacks or blocks. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A hidden benefit is the ability to protect key cards caught in a discard event from graveyard hate as they will sit in exile "},{"attributes":{"italic":true},"insert":"under the cash register"},{"insert":" until we decide to reintroduce them at instant speed."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Tip for remembering?"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Lands are mana -> Cash in for treasures"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Nonlands are not mana -> Cash in for bodies"},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Arcane Signet"}},{"insert":" can smooth our early turns and is a useable mana source immediately."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lotho, Corrupt Shirriff"}},{"insert":" has been an addition to this deck that I hadn't appreciated until recently. EDH players love tapping out for mana and ramping is difficult in our colours. This does enable some catch up for us and is best cast first, followed by an additional spell for full value. Makes for an acceptable fixer, given the piker stats at 2/1, but try to keep it alive."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Grim Hireling"}},{"insert":" is a well loved addition when combined with our evasive fixers. With the ability to generate 6 treasures on contact with all opposing players and the occasional sorcery-speed removal baked into using those treasures, one combat can be enough to simply cast a lieutenant rather than cheat one in."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Information Brokering"},{"insert":"\nEven though Raffine's information gathering operation is incredibly strong, a few paid contractors can help us get a little more insight into the future and present us with some newer options and opportunities.\n\nA small set of card-advantage focused cards, we can utilise these cards in particular to improve card quality in both hand and bin:\n\n"},{"insert":{"card-link":"Shadow of the Grave"}},{"insert":" can be an incredibly powerful instant for its cheap {1}{B}. When paired with a large connive, some mass-discard and even when picked up after a "},{"insert":{"card-link":"Windfall"}},{"insert":" this card allows us to refill our hands happily."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Winternight Stories"}},{"insert":" is a sorcery speed cantrip that costs {2}{U} when cast from hand, or as little as {U} when cast for its Harmonize cost from the bin. In its ideal setting, it is best cast when we have a creature that we actively want to dump in the yard, or, one we are happy to do away with."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Enduring Curiosity"}},{"insert":" is a {2}{U}{U} Enchantment Creature that can be flashed in prior to damage to enable us to profit off of our creatures that touch. Resilient against destruction-based removal, decent stats as a blocker and excellent fodder for our "},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":", this is a card I always enjoy seeing in hand with mana available."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Signal Jammers"},{"insert":"\nThe Obscura are also masters of disruption. The spreading of rumours and mass-leaking of blackmail can destabilise even the most established networks. We then move to take control as the rival gangs (our opponents) scurry to recover and wonder how we were able to dismantle whole operations at once. \n\nWe use these cards to actively disrupt multiple boards or permanents at a given time, as such, timing and board posturing must be taken when looking to resolve these cards:\n\n"},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" is the premier board wipe in Blue for good reason. Its flexibility as a {1}{U} bounce and a one-sided clear at instant speed when cast for its {6}{U} overload, makes this card a valuable keep when enough mana has been established or someone taps out."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Voice of Victory"}},{"insert":" enables us to preserve our winning turns or allow us to conduct our typical shenanigans, while also being an interesting option as one of Raffine's early board fixers. Best saved for later turns, although I don't dislike it too much given the additional connive output from the Mobilize 2."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" can create a major life swing when reanimated and can deal with larger creatures on opposing boards at instant speed when using the Madness cost during a discard action."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Archfiend of Ifnir"}},{"insert":" is our additional one-sided board wipe against creatures on a stick. With a {2} cycle, this creature can easily be set up for reanimation and replace itself in hand for a later turn where we wish to mass-shrink our opponents boards off of a large conniving turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" is incredibly broken for what it does. For {2}{B}, we can get by all indestructibles and clear the board of troublesome creature-heavy boards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Lands"},{"insert":"\nThis one is a long one, so I'll shortcut it by batching them based on type:\n\n"},{"attributes":{"underline":true},"insert":"Rainbow Lands "},{"insert":"\nWith access to "},{"insert":{"card-link":"City of Brass"}},{"insert":" and "},{"insert":{"card-link":"Command Tower"}},{"insert":", these are the lands we look forward to using, but also the lands we would aim to tap last for the flexibility. "},{"insert":{"card-link":"Reflecting Pool"}},{"insert":" also behaves in this way, but will ask that we can already have our colours on board.\n\n"},{"attributes":{"underline":true},"insert":"Fetches "},{"insert":"\nGreat for fixing our mana at all points in the game, filling our bins to meet Threshold mechanics and even with "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" and "},{"insert":{"card-link":"Sun Titan"}},{"insert":", serve as soft ramp targets:\n\nEsper Fetches or On-Colour Fetches - "},{"insert":{"card-link":"Flooded Strand"}},{"insert":", "},{"insert":{"card-link":"Polluted Delta"}},{"insert":" and "},{"insert":{"card-link":"Marsh Flats"}},{"insert":" will allow us to find and fix our mana well."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Off-Colour Fetches - "},{"insert":{"card-link":"Scalding Tarn"}},{"insert":", "},{"insert":{"card-link":"Verdant Catacombs"}},{"insert":" and "},{"insert":{"card-link":"Misty Rainforest"}},{"insert":" have been included to further improve our access, with a bias towards finding Island land types given our deck's cost requirements. "},{"insert":{"card-link":"Windswept Heath"}},{"insert":" had been in this list a few times and may see reintroduction in future iterations."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Fetchables"},{"insert":"\nLands with a fetchable land type:\n\nBasic Lands - We currently run 2x "},{"insert":{"card-link":"Island"}},{"insert":" as our fetches will cater to our most frequent, "},{"attributes":{"italic":true},"insert":"accessible"},{"insert":" cost requirements in Blue."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"OG Dual Lands - The list currently has 2 of the 3 Esper Dual Lands with "},{"insert":{"card-link":"Scrubland"}},{"insert":" and "},{"insert":{"card-link":"Tundra"}},{"insert":". Fetchable fixing with no downsides. Future editions of this list will look to include the Dimir land."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Note - Totally not necessary, you do not need these lands. They were a personal birthday gift."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Shock Lands - "},{"insert":{"card-link":"Hallowed Fountain"}},{"insert":", "},{"insert":{"card-link":"Watery Grave"}},{"insert":" and "},{"insert":{"card-link":"Godless Shrine"}},{"insert":" play well with our fetches and give us flexible access at the cost of life. Great at all parts of the game. "},{"attributes":{"italic":true},"insert":"Most of the time"},{"insert":". "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" Surveil Lands - "},{"insert":{"card-link":"Meticulous Archive"}},{"insert":", "},{"insert":{"card-link":"Undercity Sewers"}},{"insert":" and "},{"insert":{"card-link":"Shadowy Backstreet"}},{"insert":" can be found off of our fetches are amazing when played or found early. The additional information to smooth our draws and to freely bin something is amazing. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Raffine's Tower"}},{"insert":" is our fetchable triome in Esper. A good early game drop and the rare cycle material."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Verge Lands "},{"insert":"\n"},{"insert":{"card-link":"Floodfarm Verge"}},{"insert":" and "},{"insert":{"card-link":"Gloomlake Verge"}},{"insert":" have been used in place of Pain Lands as we have an already painful manabase. With an abundance of access to the Island land-type, it is uncommon for these lands to not be online. "},{"insert":{"card-link":"Bleachbone Verge"}},{"insert":" had been considered and may see introduction into this list, however, the existing cost requirements demand the two Blue-fixed lands remain.\n\n"},{"attributes":{"underline":true},"insert":"Battlebond Lands "},{"insert":"\n"},{"insert":{"card-link":"Sea of Clouds"}},{"insert":", "},{"insert":{"card-link":"Morphic Pool"}},{"insert":" and "},{"insert":{"card-link":"Vault of Champions"}},{"insert":" provide quick access, with the only requirement being that you haven't been stuck into a 1v1.\n\n"},{"attributes":{"underline":true},"insert":"Utility Lands"},{"insert":"\nLands which provide additional effects rather than just tapping for mana:\n\nKamigawa Lands - Difficult to interact with, triggers discard and can be flexibly used to guarantee our land drops"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Eiganjo, Seat of the Empire"}},{"insert":" is an excellent combat trick land that can disrupt blockers and disable attacks coming towards us."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Otawara, Soaring City"}},{"insert":" assists us in dealing with resolved problems on opposing boards but can also be used to save our important permanents."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Takenuma, Abandoned Mire"}},{"insert":" can be quite useful in scenarios where we're okay with mindlessly filling our bin or we look to return cards like "},{"insert":{"card-link":"Shadowgrange Archfiend"}},{"insert":" or "},{"insert":{"card-link":"Snapcaster Mage"}},{"insert":" back to our hand."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":" is our fair but unfair "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":", that works well to do multiple things. Note that without a creature or an "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":", will tap for colourless."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\"Saves\" a creature that may have exile interaction pointed at it."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Gives us a burst of {B}{B} when needed."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Can be used flexibly with "},{"insert":{"card-link":"Sun Titan"}},{"insert":" and "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" on a creature with a Reanimation enchantment stuck onto it."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Multiversal Passage"}},{"insert":" provides great flexibility in getting our verges online and playing at speed for when we need to cast/keep mana open."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Crystal Vein"}},{"insert":" is our second "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":"-style land. Although it sacrifices itself, the card has some really cool sequences with "},{"insert":{"card-link":"Sun Titan"}},{"insert":" and "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Reflecting Pool"}},{"insert":" is great when we have full access to our colours, either through other lands, our Triome or our Rainbow Lands on board. If not, this land can suck to keep in a starting hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" helps us fix for black mana well, turning even fetches to usable lands. But note, this does also assist fixing for our opponents too."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Land Omissions"},{"insert":"\nWhen selecting this manabase, I've had to consider different lands based on the value they provide and I've landed on the list attached. In doing so, certain lands have been cut.\n\n"},{"attributes":{"italic":true},"insert":"Why no Pain Lands or Horizon Lands?"},{"insert":"\nI like Pain Lands and Horizon Lands a lot and they offer great untapped fixing. However, I've personally chosen not to use them due to the current list featuring a lot of self-life draining effects. You are more than welcome to use them in your lists and I will mention that they work very well with "},{"insert":{"card-link":"Vilis, Broker of Blood"}},{"insert":" out.\n\n"},{"attributes":{"italic":true},"insert":"Why no "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":"?\nI've tried throwing this guy in here but:\n\nThis land REALLY hurts starting hands"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"In a 3-colour deck, I'd need at least 3x Swamp-types out to just use it neutrally"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"To guarantee the "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" combo I would actively need to run tutors"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n250,000% not worth it.\n\n"},{"attributes":{"italic":true},"insert":"Why no "},{"insert":{"card-link":"Reliquary Tower"}},{"attributes":{"italic":true},"insert":"?"},{"insert":"\nInfinite hand-size is really cool! "},{"attributes":{"italic":true},"insert":"For other lists"},{"insert":". This deck wants stuff in the bin.\n\nThe colourless mana hurts this list in early game mulligans"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The ability to rezone cards on end-steps is huge if we ever breach hand-size"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bone Miser"}},{"insert":" will be sad if we have a big hand and he doesn't get to see the cards we bin"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"We like ol' mate Boney"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Why no "},{"insert":{"card-link":"Hall of Heliod's Generosity"}},{"insert":"?\nOf the colourless utility lands, this one I understand the most and it was featured in previous versions. Who knows. \n\nIf I convert this list to swap out of the "},{"insert":{"card-link":"Living Death"}},{"insert":" wincon, and just double-down on drawing, I'd reinclude it alongside cards like "},{"insert":{"card-link":"Knowledge Is Power"}},{"insert":" and "},{"insert":{"card-link":"Wizard Class"}},{"insert":" (although the above is counter-intuitive I know lol) to give it more targets than just my reanimation enchantments.\n\n"},{"attributes":{"strike":true},"insert":" May also happen if "},{"attributes":{"strike":true},"insert":{"card-link":"Urza's Saga"}},{"attributes":{"strike":true},"insert":" begins to piss me off, then I'll make that swap."},{"insert":" \n\n"},{"attributes":{"italic":true},"insert":"It pissed me off, but it's okay I found "},{"insert":{"card-link":"Crystal Vein"}},{"insert":".\n\n"},{"attributes":{"italic":true},"insert":"Why no [[Insert Tapped Land Here]] "},{"insert":"or "},{"attributes":{"italic":true},"insert":"[[Slow/Conditional Land]]?"},{"insert":"\nTapped lands hurt the speed that this deck aims for. I do indeed make use of Surveil lands, but their typed nature and ETB effect works well for draw smoothing and rezoning cards to the graveyard.\n\nBounce lands do work with the MDFC nature of this list, but it felt as though I couldn't incur the losses to early game development and would hate using a mulligan just to unfavourably drop this.\n\n"},{"attributes":{"italic":true},"insert":"Why no "},{"insert":{"card-link":"Underground Sea"}},{"insert":"?\nOH IT'S COMING.\n\nEarly Game (Turns 1-4)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The early game sequencing may be the most crucial to this deck and its success. Raffine relies on building an aggressive board-state early, capable of conniving as early as one can, or for conniving deeper. A lot of boards will be focused on their own individual development and this looks like a lot of ramp spells and mana dorks. Knowing this, our aim then is to get our card selection engine online and start pressuring value-based boards.\n\n"},{"attributes":{"bold":true},"insert":"Objective"},{"insert":"\nIt is important to resolve "},{"attributes":{"bold":true},"insert":"1-2 fixers "},{"insert":"before establishing Raffine herself. The core purpose behind this is to ensure that we can begin improving our card quality in both hand and graveyard as soon as possible. The priority behind this will change based on the cards we see "},{"attributes":{"italic":true},"insert":"or don't see"},{"insert":" along the way and will be discussed in the "},{"attributes":{"italic":true},"insert":"midgame section"},{"insert":".\n\n"},{"attributes":{"bold":true},"insert":"Land Selection"},{"insert":"\nOur land-selection and sequencing is very important in this stage of the game with the inclusion of Fetchlands in this build and their ability to grab our typed lands. As such, here are a few notes on the impact of some of these unique lands early:\n\nDropping a Surveil land early is great. Early game Surveils gives us an opportunity to:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Get a head start on binning necessary pieces"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Help us filter out unwanted draws if we run the risk of mana screw, especially if we keep a 2 land mulligan."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"It is important that we try and hit that 3rd land on time as missing it can lead to severely delayed development."},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Revised Dual Lands are premium."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Shocks are great options, drop them untapped if you can use the mana on the turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Our Verge Lands are all Island-centric, so playing Island-typed lands early are good for ensuring these are online at all times."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Playing our Triome can be good if there is no other option, especially if Reflecting Pool in hand. Play these Turn 1 to reduce development stalling."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Lands to avoid in starting hand"},{"insert":"\nThat said, there indeed lands to "},{"attributes":{"italic":true},"insert":"avoid"},{"insert":" keeping in starting hands. These are the lands that tap for colourless at the start, so avoid where possible:\n\n"},{"insert":{"card-link":"Crystal Vein"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nHitting all of our colours is crucial in the early game, so these lands will do nothing for us. It is also worth mentioning that given our current spread of "},{"attributes":{"italic":true},"insert":"intended "},{"insert":"castable spells, the colour "},{"attributes":{"bold":true},"insert":"Blue"},{"insert":" is the most important to establish, so I would avoid any "},{"attributes":{"italic":true},"insert":"Orzhov"},{"insert":" typed hands if we are stuck on a 2-lander.\n\n"},{"attributes":{"bold":true},"insert":"Fixer Configurations and Raffine deployment"},{"insert":"\nWe've got 3-4 turns, to develop a board for Raffine, but given the mana costs of our fixers hovering between 1, 2 and even 3, the choice between 1 or 2 fixers actually has a bigger impact than one may think. \n\nUltimately, we're looking to disguise our card selection engine by either evasively getting through to higher value boards, or, by forcing opponents to trade value with uncomfortable combat math. \n\nWe can't let value sit on other boards for too long as the longer that others get to build their sand castles, the harder it becomes for us to tip them over.\n\n"},{"attributes":{"underline":true},"insert":"2 Fixers"},{"insert":"\nRunning 2 Fixers on board is the ideal setup for Raffine. If our threats and capability to block or pressure can be spread across 2 bodies + Raffine, we establish a strong enough board presence and can dig well. This may look like:\n\n"},{"attributes":{"bold":true},"insert":"Turn 3 "},{"insert":"- Ideal, Raffine deployment "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"1 CMC + 2 CMC"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"1 CMC + 1 CMC"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 4 "},{"insert":"- Acceptable, later Raffine but more value on board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"2 CMC + 2 CMC"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"1 CMC + "},{"attributes":{"italic":true},"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"attributes":{"italic":true},"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"\nTurn 3 deployment for Raffine allows us to begin conniving early and starting to fix our hand and graveyard. However, Turn 4 development can be still promising if the value pinned on both creatures is strong, with a particular favour for Adeline.\n\n"},{"attributes":{"bold":true},"insert":"Mulligans"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Keepable Hands"},{"insert":"\n"},{"insert":{"image":"https://i.imgur.com/l7dbH7l.png"}},{"insert":"\n\nThe above represents a pretty okay mulligan! Our sequencing would guide ourselves towards something like:\n\n"},{"attributes":{"bold":true},"insert":"T1"},{"insert":": Draw -> "},{"attributes":{"bold":true},"insert":"Morphic Pool"},{"insert":" or "},{"attributes":{"bold":true},"insert":"Marsh Flats to fetch Hallowed Fountain"},{"insert":" -> "},{"attributes":{"bold":true},"insert":"Siren Stormtamer"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"T2:"},{"insert":" Draw -> Land -> "},{"attributes":{"bold":true},"insert":"Selfless Spirit"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"T3:"},{"insert":" Draw -> Land -> "},{"attributes":{"bold":true},"insert":"Raffine, Scheming Seer"},{"insert":" -> Combat -> Connive 2 onto either Siren or Selfless.\n\nAdmittedly, if the 3 draws saw another 2 CMC creature that didn't have its ability stapled onto a sacrifice trigger, I would probably drop that creature instead of the Selfless Spirit, but this works as we can immediately start digging for ways to improve our board. \n\nCoupled with the fact that we're seeing a Winternight Stories for some midrange draw/connive fodder, this is a good hand to get us going. I would hold off on conniving away the Whispering Madness as the wheel and ability to cipher on it can get us out of a tough spot, but also enable some later mass-draw/discard shenanigans.\n\n"},{"attributes":{"underline":true},"insert":"1 Fixer"},{"insert":"\nSometimes our mulligans means we have to accept a single fixer for Raffine to work with and that's okay. A single Fixer can be just as impactful and works best if:\n\nWe can resolve an early "},{"insert":{"card-link":"Reconnaissance"}},{"insert":" - safer attacks and more reckless connives? That's a win."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The fixers generate additional bodies - the growing board state will feed into our connives."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bitterbloom Bearer"}},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"The fixer has Vigilance - we don't have to worry so much about the crack back and we have less to worry about for posturing."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Wan Shi Tong, Librarian"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Azure Beastbinder"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"The fixer has a higher Connive output - if our fixer allows us to dig deeper, that is completely worth it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ainok Strike Leader"}},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Voice of Victory"}},{"insert":" "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"The fixer is "},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":". Tremendous synergy as she can basically enable all of the above."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThere will be times where our mulligan doesn't enable the above and that's okay as well. We'll simply have to adjust our posturing accordingly and minimise our threat profile where possible until we can enable a major tempo swing somehow. \n\nIt is important however that we aim for a "},{"attributes":{"bold":true},"insert":"Turn 3"},{"insert":" deployment for Raffine, with the exception of: \n\nHaving an "},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":", whose scaling power, vigilant body and passive token generation provides an immense amount of value for us."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"We have a "},{"insert":{"card-link":"Reconnaissance"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nMidgame (Turns 4-6)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Depending on when Raffine gets deployed, our midgame strategy can deploy as early as "},{"attributes":{"bold":true},"insert":"Turn 4"},{"insert":", but the ethos typically remains the same - Connive and start strengthening our hand and graveyard.\n\n"},{"attributes":{"bold":true},"insert":"Approach to Conniving"},{"insert":"\nThis is where the technical nature of the deck begins.\n\nTypically, when we Connive for 1 with other cards in MTG we have an easier time assessing whether a card has a place in our hand. However, Raffine has Connive X. As such, seeing a bunch of cards can lead to \"analysis paralysis\" where we not only take up tons of our opponents time (impolitely), but we could make wrong decisions in what we should keep and what will hit the bin.\n\nGiven the sporadic nature of EDH and the interesting things that our opponents will bring to our table, it would be difficult to say concretely what should and shouldn't be kept. Maybe we're chasing a Windfall line and we need to bin that Swan Song we kept? Or Living Death is available, so should we really keep this land over a reanimation spell for Raffine?\n\nThe pursuit of said lines can yield great reward, but also great risk if done without enough contingencies developed. With EDH at Bracket 3 being "},{"attributes":{"bold":true},"insert":"midrange favoured"},{"insert":", the need to re-texture tempo will still demand a balance between clock-setting (threatening lethal and chasing our wincons) and our own mana security. As such, the following considerations within this phase will help one make better decisions.\n\nDoes this lead to a possible wincon?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Can I guarantee mana access into the next turn?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"My creature is swinging into a tall, value-heavy board, will binning this guarantee their survival?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Do I have reanimation options?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Can I bin this creature?"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Can I reanimate him?"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Can I cast this spell from the bin?"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Do I have sufficient interaction to protect my gameplan?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Does this solve a problematic piece on someone else's board?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"How will binning this change the table's threat assessment?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Do I need to develop or hold onto another fixer?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe above does not serve as a concrete philosophy for strategy, but Raffine does demand that pilots feel comfortable with seeing \"multiple futures\" since we're constantly forced to make micro-decisions that the rest of the table doesn't see. With no explicit right or wrong, an experience will tell you the times you're happier to bin a Cyclonic Rift to guarantee a land drop. \n\n\nLate Game (Turns 6+)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nStrategies"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Interaction"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Let no stack go unaddressed and no opponent board unpunished."},{"insert":"\n \nOur aim isn't to control. Control for this Raffine build becomes largely inefficient as we're not a Draw-Go style of deck. Our aim is to force our opponents to hesitate, then to navigate through those gaps between plan and action.\n\nRemoval in EDH operates differently from a 1v1. While our combat play-patterns emulate an Aggro-Tempo deck, we can't afford to continually keep trading cards back and forth like a true Tempo or Control deck. As such, our aims are to act on:\n\nPreventing game-ending sequences"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Board threatening pieces that impact our gameplan"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Grave-hate pieces"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Draw-punish pieces"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Discard-punish pieces"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Interaction that collects our board"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Stopping high-value pieces or enablers on other peoples' boards"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nIn doing so, the interaction featured works best if we can actively mute cards that cost people, more than what it would cost us or our opponents in terms of "},{"attributes":{"bold":true},"insert":"card advantage"},{"insert":", "},{"attributes":{"bold":true},"insert":"timing "},{"insert":"and "},{"attributes":{"bold":true},"insert":"social leverage"},{"insert":". \n\n"},{"attributes":{"italic":true},"insert":"Card Advantage"},{"insert":"\nFocusing on the card advantage side, someone I'd seen online had explained the concept of card advantage as being more than cards in hand - "},{"attributes":{"italic":true},"insert":"it's the access of available resources"},{"insert":".\n\nGiving a very simplified example, using the colour pie:\n\n"},{"attributes":{"bold":true},"insert":"White"},{"insert":" decks may represent card advantage as having a lot of token-creatures."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Blue"},{"insert":" decks may represent card advantage as having a lot of cards in hand."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Black"},{"insert":" decks may represent card advantage as having a lot of cards in the bin."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Red"},{"insert":" decks represent card advantage as having a lot of cards impulse drawn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Green"},{"insert":" decks may represent card advantage as having a lot of lands on the field."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nSome decks establish their card-advantages as being on board. Some decks prefer having options, accessible in different zones and even at different velocities. Some decks may even present these within their own mana-infrastructure.\n\nAs such, should we be presented with opportunities to answer plays, we must consider who we trade with and what we trade our answers against. What do our opponents lose and what do we lose in return? \n\n"},{"attributes":{"italic":true},"insert":"Timing"},{"insert":"\nAs well, there is a "},{"attributes":{"italic":true},"insert":"timing"},{"insert":" aspect we must consider.\n\nWe have to time our interaction accordingly, with the most effective interaction happening "},{"attributes":{"italic":true},"insert":"just before"},{"insert":" someone's mentally-constructed sequence comes to fruition. The choice of removal needs to disable or nullify the effects of multiple cards in order for a Tempo deck in EDH to reap the benefits of cheaper interaction and this is best done with appropriate timing. \n\nOne then combines the two to ask themselves:\n\nIf I were to disrupt this sequence now, how would this affect how the player plays out the rest of their turn?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"How much mana did they have to spend to do that?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"How does this further change their expenditure of mana?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Does this impact their next turn as well?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"What happens to that card once it hits the bin or returns to hand? Does it become fuel?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nTry to hold priority on the stack of a cast where possible, targeting permanents when mana has been spent, maybe even just save mana to catch people off guard in End Steps and Upkeeps. For tempo-focused plays, we would then question stuff like:\n\nDo we nail the Voltron player in the End Step of the previous turn? Or do we force a mana/tempo-loss if they put the equip on the stack?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Storm player is tapped out, should I bomb their pinger or Storm-Kiln Artist in the End Step of the previous turn?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"This player has sequenced accordingly. What happens if I counter this spell now? How does that change the rest of the turn?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Okay so this player's commander triggers on attack. If I hold them during their First Main Phase and drop their commander, does this change things?"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\nIf \"Fair\" Magic in EDH would dictate that we only play the game "},{"attributes":{"bold":true},"insert":"25%"},{"insert":" of the time (assuming a 4 player pod), then we must extend our play patterns to occupy space and enable our own agency in other peoples' turns.\n\nIn doing so, we train other players on the table to our intended effect - "},{"attributes":{"italic":true},"insert":"hesitation"},{"insert":". People will watch our open mana. Their big bombs are questioned, their removal is either negotiable, ill-targeted or ill-timed and people's ability to move through priority windows are based on whether we sign off on it - whether we have answers for what they do or not.\n\n"},{"attributes":{"underline":true},"insert":"Social Leverage"},{"insert":"\n\nPrevious additions/Swappable cards/Considered cards/Removed from Primer (That I've remembered to put in)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Wincons - Information is Key"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Draw Accelerants - Cards that amplify our draw or wheel"},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Teferi's Ageless Insight"}},{"insert":" greatly accelerates your draw both when conniving, cantrip-ing and wheeling. This enchantment can reload our hand to enable the game ending turn."},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":"Fixers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Moonshadow"}},{"insert":" is not only a beast in current Standard formats, but an absolute Menace (pun intended) in this list. For {B}, fetches, surveils and even connives turn this one drop into a clock for underdeveloped opponents."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"For best value, avoid conniving onto Moonshadow until the -1/-1 counters have been shaved off."},{"attributes":{"indent":2,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" is a graveyard stax piece and evasive fixer that can dominate a variety of strategies. Catching cards that have resolved, this guy passively scares tables when he's untapped."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Lockpickers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Fix What's Broken"}},{"insert":" is a new {2}{W}{B} sorcery from Secrets of Strixhaven that allows us to bring out our best and baddest with similar CMC with life as an additional cost. Can be used to mass-deploy our formerly forgotten fixers, as well as reanimate our Lieutenants."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Victimize"}},{"insert":" trades one of our creatures for ANY 2 creatures in our bin tapped. We often use this to bring back value pieces, but make note that it will leave us open for combat."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Snapcaster Mage"}},{"insert":" although outclassed in recent years, is a strong include. With flash and a flashback as an ETB on Snappy, this creature provides a buffer in feeling more open to casting or discarding our removal and reanimation spells while also creating interesting opportunities on the stack when paired with counterspells."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Lieutenants"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":" is a board-wipe and a lord on a stick. She features strong defensive stats and immediately clears the board of smaller threats, collecting dorks, tokens and nullifying weaker attackers, all whilst strengthening our combats and enabling stompy wins. It is important to acknowledge that she creates a large threat profile when on board, so be mindful of timing."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Consecrated Sphinx"}},{"insert":" although typically used for a single turn cycle of value or removal bait, when paired with a wheel and protection can be used to amplify the damage of payoffs and generate an enormous amount of card advantage."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Blackmail"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Requisition Raid"}},{"insert":" is a great flexible removal spell for artifacts, enchantments and with a wide-enough board, even players when cast prior to combat."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Bribes"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ornithopter of Paradise"}},{"insert":" is a card that I'm both hot-and-cold about in the current list. The ability to create mana for further resilience/access and being a body in the air is great for early conniving and necessary blocks, but I constantly find myself toying between swapping this card out for other value pieces. Good in early hands, but would not rely on it solely as Raffine's only fixer."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Information Brokering"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Faithful Mending"}},{"insert":" is a cheap looting cantrip at {W}{U} that can save us occasionally from mana screw, help us find an answer, or enable further draw/discard payoffs. Happiest in hand, but also happy to be binned with its flashback cost at {1}{W}{U} "},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Frantic Search"}},{"insert":" is another looting cantrip that often results in neutral available mana for turn, but asks for a {2}{U} investment. Used for improving hand quality or actively binning key cards, this card when paired with "},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":", "},{"insert":{"card-link":"Bone Miser"}},{"insert":" or "},{"insert":{"card-link":"Currency Converter"}},{"insert":" can result in a net-positive in accessible mana depending on one's choice of untapped lands and discarded cards."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"attributes":{"strike":true},"insert":{"card-link":"Battle Angels of Tyr"}},{"insert":" is a great, albeit slow card in this deck with enabling a deeper connive with Raffine and the ability to take advantage of opponents boards and hands to ramp us with a treasure, steal some life and draw on touch. {2}{W}{W} is an awkward cost in this deck, however, this card can also be cheated in to overcome this obstacle."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":"Signal Jammers"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Drana and Linvala"}},{"insert":" is a {1}{W}{W}{B} flying, vigilant duo that turns off activated abilities and can steal them for themselves. Serving as a good connive target, the ability to turn off mana dorks on enemy boards and to be able to swing and defend in the same breath - the only thing holding this card back is the less than favourable pip requirements."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Damning Verdict"}},{"insert":" creates a one-sided boardwipe as we can deploy this on our 2nd main and preserve our best pieces with counters on it."},{"attributes":{"indent":1,"list":"ordered"},"insert":"\n"}]}













































































































































































