TimelessLove
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Commander
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{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"How does the deck win?"},{"insert":"\nWheels and Non-Combat Damage. This deck is a combo deck built upon assembling "},{"insert":{"card-link":"Xyris, the Writhing Storm"}},{"insert":", with an "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effect like "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":", and then playing a Wheel spell like "},{"insert":{"card-link":"Wheel of Fortune"}},{"insert":" to burn the table to death through the assembled snake army. With the above combo: 3 opponents each draw 7 cards, you make a total of 21 snakes, which deals 42 damage to all opponents. It's important to note your opponents will see their new hand of cards with the 21 Token Snake Triggers on the stack. The primary combo is not infinite, and is thwarted by effects that prevent damage. "},{"insert":{"card-link":"Triumph of the Hordes"}},{"insert":" is the decks primary Overrun and counter against opponents with too much life to burn. Doing the combo again, or "},{"insert":{"card-link":"Counterspell"}},{"insert":", is the decks best way to deal with "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":". I have been in situations with "},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":" where you can kill the opponent in response to their TPro, and always remember "},{"insert":{"card-link":"Wheel and Deal"}},{"insert":" is an Instant.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Need to go Infinite?"},{"insert":"\n"},{"insert":{"card-link":"The Locust God"}},{"insert":" is a backup commander in this deck, and paired with "},{"insert":{"card-link":"Skullclamp"}},{"insert":" and "},{"insert":{"card-link":"Cryptolith Rite"}},{"insert":"/"},{"insert":{"card-link":"Enduring Vitality"}},{"insert":" /"},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":" is able to draw through the entire deck, you can use this in conjunction with "},{"insert":{"card-link":"Timetwister"}},{"insert":" and "},{"insert":{"card-link":"Echo of Eons"}},{"insert":" to infinitely draw and shuffle your library. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"When should I Mulligan?"},{"insert":"\nI encourage you to mulligan, down to 5 if you must. 3 Land/Ramp, 2 Interaction, 1 Impact Tremors, 1 Wheel is the ideal Hand. What you need most in this deck is a Wheel and Mana to get your commander out. There are multiple copies of every essential piece within this deck, so leaning on Card Draw almost always gets you what you need if you're missing it.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Early Game"},{"insert":"\nTurns 1-3 you'd love to get a Ramp Piece out. Jumping to 4 or 5 Mana is the best, either that gets you your best burn option in "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" or "},{"insert":{"card-link":"Agate Instigator"}},{"insert":" with Offspring or "},{"insert":{"card-link":"Xyris, the Writhing Storm"}},{"insert":" so you can start swinging. Make sure you're protected to bring out your commander because once your opponents know your gameplan he's going to get targeted. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DESTROY THESE PERMANENTS!"},{"insert":"\n"},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":", You'll be feeding your own death if you let it stand.\n"},{"insert":{"card-link":"Underrealm Lich"}},{"insert":", Turns off our combo for that player and supercharges them. Save your Exile Removal for this.\n"},{"insert":{"card-link":"Sheoldred, the Apocalypse"}},{"insert":" , Half Ally/Half Orcish Bowmasters, profit off their help until it starts to hurt you too much.\nGraveyard Hate, it's your friend until you need to go infinite.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Sideboard and Modifications"},{"insert":"\nI've removed most of the graveyard hate except "},{"insert":{"card-link":"Scavenger Grounds"}},{"insert":", which you could swap for "},{"insert":{"card-link":"Abstergo Entertainment"}},{"insert":" , remember you are feeding your opponents graveyard with most Wheels but you can also set them back when you shuffle it back into their library. "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" is another backup commander within this deck, and definitely has a home likely over "},{"insert":{"card-link":"Curse of Opulence"}},{"insert":" but the deck has done well without it. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Brackets and Power Level"},{"insert":"\nWhile I am of the belief that this deck adheres to the Bracket 3 expectations based on No Early 2-Card Combos, 3 Gamechangers, and Turn Expectations it is a combo deck that many players might be unprepared for and can win 'out of nowhere'. (A Win has 3 points of interaction over typically 2 turns, removing the commander, removing the Impact Tremors, or Countering the Wheel) Some opponents might also scoff and comment about the 6 cards on the Reserved List. None of these things should make it a power outlier in Bracket 3, but it won't always play well against every 'Bracket 3' deck. This deck will stomp any table bigger than 4 (Unless they know to target you hard).\n\nNot everyone will like playing against this deck, so have others. \n"}]}
Commander
Xyris, the Writhing Storm
Flying
Whenever an opponent draws a card except the first one they draw in each of their draw steps, create a 1/1 green Snake creature token.
Whenever Xyris deals combat damage to a player, you and that player each draw that many cards.
Whenever an opponent draws a card except the first one they draw in each of their draw steps, create a 1/1 green Snake creature token.
Whenever Xyris deals combat damage to a player, you and that player each draw that many cards.
Legendary Creature - Snake Leviathan

Commander
(CTRL to add secondary)
Burn
Molten Gatekeeper
Whenever another creature you control enters, this creature deals 1 damage to each opponent.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature Artifact - Golem

Purphoros, God of the Forge
Indestructible
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
As long as your devotion to red is less than five, Purphoros isn't a creature.
Whenever another creature you control enters, Purphoros deals 2 damage to each opponent.
: Creatures you control get +1/+0 until end of turn.
Legendary Creature Enchantment - God

Weftstalker Ardent
Whenever another creature or artifact you control enters, this creature deals 1 damage to each opponent.
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 - Artificer Drix

Burn
(CTRL to add secondary)
Counterspell
Counterspell
(CTRL to add secondary)
Draw
Draw
(CTRL to add secondary)
Finisher
Finisher
(CTRL to add secondary)
Forced Draw
Forced Draw
(CTRL to add secondary)
Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Ritual
Ritual
(CTRL to add secondary)
Tokens
Adrix and Nev, Twincasters
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Legendary Creature - Wizard Merfolk

Chasm Skulker
Whenever you draw a card, put a +1/+1 counter on this creature.
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
When this creature dies, create X 1/1 blue Squid creature tokens with islandwalk, where X is the number of +1/+1 counters on this creature. (They can't be blocked as long as defending player controls an Island.)
Creature - Horror Squid

Tokens
(CTRL to add secondary)
Wheel
Wheel
(CTRL to add secondary)
Maybeboard
Ghost Vacuum
: Exile target card from a graveyard.
, , Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
, , Sacrifice this artifact: Put each creature card exiled with this artifact onto the battlefield under your control with a flying counter on it. Each of them is a 1/1 Spirit in addition to its other types. Activate only as a sorcery.
Artifact

Maybeboard
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"underline":true,"bold":true},"insert":"How does the deck win?"},{"insert":"\nWheels and Non-Combat Damage. This deck is a combo deck built upon assembling "},{"insert":{"card-link":"Xyris, the Writhing Storm"}},{"insert":", with an "},{"insert":{"card-link":"Impact Tremors"}},{"insert":" effect like "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":", and then playing a Wheel spell like "},{"insert":{"card-link":"Wheel of Fortune"}},{"insert":" to burn the table to death through the assembled snake army. With the above combo: 3 opponents each draw 7 cards, you make a total of 21 snakes, which deals 42 damage to all opponents. It's important to note your opponents will see their new hand of cards with the 21 Token Snake Triggers on the stack. The primary combo is not infinite, and is thwarted by effects that prevent damage. "},{"insert":{"card-link":"Triumph of the Hordes"}},{"insert":" is the decks primary Overrun and counter against opponents with too much life to burn. Doing the combo again, or "},{"insert":{"card-link":"Counterspell"}},{"insert":", is the decks best way to deal with "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":". I have been in situations with "},{"insert":{"card-link":"Goblin Bombardment"}},{"insert":" where you can kill the opponent in response to their TPro, and always remember "},{"insert":{"card-link":"Wheel and Deal"}},{"insert":" is an Instant.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Need to go Infinite?"},{"insert":"\n"},{"insert":{"card-link":"The Locust God"}},{"insert":" is a backup commander in this deck, and paired with "},{"insert":{"card-link":"Skullclamp"}},{"insert":" and "},{"insert":{"card-link":"Cryptolith Rite"}},{"insert":"/"},{"insert":{"card-link":"Enduring Vitality"}},{"insert":" /"},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":" is able to draw through the entire deck, you can use this in conjunction with "},{"insert":{"card-link":"Timetwister"}},{"insert":" and "},{"insert":{"card-link":"Echo of Eons"}},{"insert":" to infinitely draw and shuffle your library. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"When should I Mulligan?"},{"insert":"\nI encourage you to mulligan, down to 5 if you must. 3 Land/Ramp, 2 Interaction, 1 Impact Tremors, 1 Wheel is the ideal Hand. What you need most in this deck is a Wheel and Mana to get your commander out. There are multiple copies of every essential piece within this deck, so leaning on Card Draw almost always gets you what you need if you're missing it.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Early Game"},{"insert":"\nTurns 1-3 you'd love to get a Ramp Piece out. Jumping to 4 or 5 Mana is the best, either that gets you your best burn option in "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" or "},{"insert":{"card-link":"Agate Instigator"}},{"insert":" with Offspring or "},{"insert":{"card-link":"Xyris, the Writhing Storm"}},{"insert":" so you can start swinging. Make sure you're protected to bring out your commander because once your opponents know your gameplan he's going to get targeted. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"DESTROY THESE PERMANENTS!"},{"insert":"\n"},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":", You'll be feeding your own death if you let it stand.\n"},{"insert":{"card-link":"Underrealm Lich"}},{"insert":", Turns off our combo for that player and supercharges them. Save your Exile Removal for this.\n"},{"insert":{"card-link":"Sheoldred, the Apocalypse"}},{"insert":" , Half Ally/Half Orcish Bowmasters, profit off their help until it starts to hurt you too much.\nGraveyard Hate, it's your friend until you need to go infinite.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Sideboard and Modifications"},{"insert":"\nI've removed most of the graveyard hate except "},{"insert":{"card-link":"Scavenger Grounds"}},{"insert":", which you could swap for "},{"insert":{"card-link":"Abstergo Entertainment"}},{"insert":" , remember you are feeding your opponents graveyard with most Wheels but you can also set them back when you shuffle it back into their library. "},{"insert":{"card-link":"Psychosis Crawler"}},{"insert":" is another backup commander within this deck, and definitely has a home likely over "},{"insert":{"card-link":"Curse of Opulence"}},{"insert":" but the deck has done well without it. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Brackets and Power Level"},{"insert":"\nWhile I am of the belief that this deck adheres to the Bracket 3 expectations based on No Early 2-Card Combos, 3 Gamechangers, and Turn Expectations it is a combo deck that many players might be unprepared for and can win 'out of nowhere'. (A Win has 3 points of interaction over typically 2 turns, removing the commander, removing the Impact Tremors, or Countering the Wheel) Some opponents might also scoff and comment about the 6 cards on the Reserved List. None of these things should make it a power outlier in Bracket 3, but it won't always play well against every 'Bracket 3' deck. This deck will stomp any table bigger than 4 (Unless they know to target you hard).\n\nNot everyone will like playing against this deck, so have others. \n"}]}










































































































