ZDamned
1172 views3 hrs ago
Commander
Size: 100Est cost: $1540.91Salt sum: 41.4
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{"ops":[{"insert":"-WIP PRIMER!-\nThis is my attempt to make a powerful but fair bracket 3 Celes, Rune Knight deck that is fun to play against and with.\n\nThe Maybe board is in progress, as this deck list is cards I personally own. The cards I am about to buy/testing are on the maybe list.\nThe Side board are cards that were fun, but I rotate them in and out to see how they work with different setups.\n\nI created this with 3 MAJOR limitations in mind.\n1) No Persist!*\n2) No Tutors!*\n3) No Infinite Combos!\n\nTo clarify my Asterisks:\n1) There is 1 single persist enabler in the deck, named Isilu. In order to get Isilu onto the battlefield, you need to untap with Eirdu in play. I think of this as fair since you give the other players an opportunity to answer this potential wincon once it's on the board. (There are a couple ways to get Eirdu on board at instant speed, so play accordingly, and responsibly. I tell my pod before the game starts about this.)\n2) The Tutors restriction. I hate hate hate hate hate shuffling my deck! The land base has me doing it up to 3 times already. I did however create this to be strong for it's bracket level, so the land base needed to be powerful and fast, plus deck thinning is important when you want to get to the point. Finally there is Buried Alive. This is the only card that will let you search the library. It is intended to get 4 specific cards; Anger, Sephiroth Fallen Hero, and Blood Ghast or Interceptor into the Graveyard. At 3 Mana and Sorcery speed, I find it to be about as fair as possible, considering you can't do much without other reanimation in hand or on board already. The power level of the deck is vastly lower without Haste on everything and this was the most reasonable way to set up for what the deck truly wants to do, which is to have a creature enter from the graveyard and attack at least once each turn.\n\nWhy Celes, Rune Knight?\nFF6 is one of my all time favorite games and Celes is my favorite character in the game. Having her World of Ruin journey retold in MTG has felt so flavorful and fun to play. I utilize both of her abilities to make a very difficult to deal with board state that's not afraid of swinging in every turn. My philosophy is that the game will end, each creature is a clock on the board.\n\nDiscard any number of cards, Draw that many + 1.\nCeles is in the command zone to help sculpt your cards into what you need both in hand and in the graveyard.\nThis effect is enhanced by ETB Doublers and a couple fun flicker effects: Elesh Norn, Panharmonicon, Teleportation Circle, and finally Mardu Siege Breaker.\n-Why not run more flicker effects? I want Celes to also level up as a threat on board herself. Removing her counters makes her an annoyance at best, I want her to be leading the charge, not just a card cycling engine in the back line.\n\nCreatures entering or cast from a grave yard under your control give ALL your creatures a +1/+1 counter.\nCeles on the Battlefield is a payoff for reanimating beyond just going wide. This deck goes tall very quickly, and leans in on this ability for combat instead of a combo. (Were in bracket 3, remember?)\nIt's also highly flavorful to bring in the Final Fantasy theme of leveling up my party, Celes has been thrust into the world of ruin with the thoughts that her friends are all dead, she must discover that they are out there, bring them back together and grow stronger to overcome the battles ahead.\nAlong with the +1/+1 counters, there are Keyword Anthems/Lords based mostly on having modified creatures. This ability enables those cards to give all creatures Double Strike, Life Link, and Flying.\nBuff the board up to be able to block anything safely, but don't have any fear of creatures getting killed. Each dead blocker is an opportunity to reanimate and buff the board again.\n\nThe Creatures.\nEach creature is in this list for a reason, I've been through a lot of testing and had to make a lot of painful cuts. I'm going to discuss them by category. (Turn the custom tags on)\n-Anthems\nWhat good is a wide board of non tokens? This deck is about powering up for combat damage.\nAnger is here to be killed or discarded asap! Haste is VERY potent in this deck.\nArchetype of Aggression is the perfect CMC and Base Power for targeting, while giving board wide Trample. Bonus effect removing it from opponents.\nEnvoy of Ancestors give everything Lifelink, perfect sustain for the life cost reanimation effects. Often this amounts to a +30 life gain swing the turn he comes out.\nChocobo Knights gives Double Strike, to everything. + Chocobos!\nAbzan Falconer is the answer to a major problem for most low power decks. Angels? Dragons? No problem. Flying to all is Freedom. Removing any idea that you can't swing in and hit for lethal.\nSephiroth, Fallen Hero is more Final Fantasy, but also a card that does a lot of heavy lifting. Making your entire board state base power 7/5 is already great, but it doesn't stop there. This card triggers Celes from the Graveyard effectively making it cost 3. When you do swing with him, the board is a bare minimum 8/6. Finally, it's ok to lose him, he's naturally reanimates without added assistance.\n\n-Recursion\nThis is the primary focus and strategy of the deck. Every creature is better when it enters from the grave yard. As such, the list of creatures that bring back others, or return themselves is the bulk of the deck. We want to trigger Celes as much as possible to swing in for lethal, or rebuild from a board wipe. Resilience is key to answering decks that cheat out high value spells for free over and over again.\nBloodghast is such a fantastic utility creature. He basically never goes away, is a perfect sacrifice target, often opponents are too scared to kill it, making it get WAY more value than his cost. Sac him for Mana multiple times a turn with Fetch Lands + Crucible of Worlds + Phyrexian Alter. Sacrifice him to either version of Sephiroth or Shadow for Draw, Counters or Buffs. Triggering Celes every turn when set up.\nPriest of Fell Rites is the best reanimation creature ever printed for this deck. Combos well with Luminous Broodmoth for twice the value, targeting other reanimation creatures with him sets up trigger chains. Finally Instant speed activation for no mana makes the entire grave yard a looming surprise threat for attackers even when tapped out.\nDoomed Necromancer has all the same benefits of Priest of Fell Rites, but costs more mana. The activation costing a pip also makes it just a slightly worse version of Priest in very way. But slightly worse is still a fantastic card.\nAlesha, Who laughs at Fate is an amazing value creature offering same turn repeatable reanimation which scales up quickly. Having first strike makes it easy to self power up, and the first reanimation makes the next one even higher mana value with Celes out. All around great card for the theme and goals of the deck.\nTerra, Herald of Hope is a pet card for massive FF6 flavor, fortunately it's a good one! While her recursion has limits and a 2 mana cost, she does fly on your turn to easily get the hit in and slightly fills the graveyard every combat on your turn. Any time a Power 3 creature is listed, it's amplified because of Terra's ability to reanimate. There is an added category of Creatures she can recur just to show how much weight Terra can pull.\nGrave Researcher is a newer card, I have not yet been able to have him hit the board in a game, but the card does speak for itself. Surveil is VERY strong for this deck, and he can re prepare when the grave is sufficiently filled. Having reanimate on a stick as both a Terra and Sun Titan target is peak territory for setting up reanimation chains.\nChainer, Nightmare Adept Speaking of Chains, I finally picked this card up! Every time he hits the battlefield, he's a problem for my opponents. He does it ALL! Fillls the grave, gives Haste, Triggers Celes. Ideal targets are cards like Priest of the Fell Rites and Doomed Necromancer, who can then pull in another more expensive creature. Bonus points for being able to Discard Sun Titan targets into the grave, or Anger. Also 3 Power!\nInterceptor, Shadow's Hound is mostly in the deck for Flavor. He is the best boy of the deck offering some nice utility flexibility, allowing for a mana dump every combat that triggers Celes and gets in an added 4 menace damage without fear of being killed off. Bonus synergy with any Sacrifice outlets as you can reliably use him as the target for cards like Sephiroth, Sephiroth and Shadow. Shadow especially gains menace as one of the 2 Assassins in the deck, while they're on board together, making it more likely for him to connect.\nLuminous Broodmoth is equal to casting Life 3 on all creatures you control. (Life 3 is an automatic revive spell in Final Fantasy) This triggers Celes and retriggers all ETB effects of those creatures, while giving them Flying! Fun synergy with this is to revive a Priest of the Fell Rites, then you get to sue his ability twice before he stays dead meaning you can perform some very elaborate Reanimation chains prior to combat leading to an alpha strike if all is set up.\nVincent Valentine was a pleasant surprise for me when I played against the new Ashling, he was able to build up 28 power in 1 turn cycle from all the sacrifices my opponent did. When he attacks he tramples with life link, then if he dies in his flipped side, he automatically reanimates powering up the whole board. He is the threat that never stops! Bonus was the fact that it was a Final Fantasy character. Natural Recursion is always convenient, so you can confidently turn him sideways every turn.\nCarmen, Cruel Skymarcher is quite a card. Carmen synergizes with everything you want to be doing each turn, killing creatures, getting bigger and reanimating bigger threats! She also has flying with a bonus little bit of life gain.\nKarmic Guide is here for chain recursion only. Meant to be dumped into the graveyard and reanimate targeted first, then hit the creature you truly want back on the field. Bonus points for hitting Other recursion creatures with Karmic guide.\n-WIP PRIMER!-\nLots of interaction is available to assist with trimming down threats, most of it is on creatures with ETB.\n-WIP PRIMER!-\n\n\n"}]}
Commander
Celes, Rune Knight
When Celes enters, discard any number of cards, then draw that many cards plus one.
Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control.
Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control.
Legendary Creature - Human Wizard Knight

Commander
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Anthem
Anthem
(CTRL to add secondary)
Copy
Gogo, Mysterious Mime
At the beginning of combat on your turn, you may have Gogo become a copy of another target creature you control until end of turn, except its name is Gogo, Mysterious Mime. If you do, Gogo and that creature each get +2/+0 and gain haste until end of turn and attack this turn if able.
Legendary Creature - Wizard

Twilight Diviner
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Creature - Cleric Elf

Copy
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Counters
Counters
(CTRL to add secondary)
Finisher
Eirdu, Carrier of Dawn
Flying, lifelink
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may pay . If you do, transform Eirdu.
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may pay . If you do, transform Eirdu.
Legendary Creature - Elemental God


Elite Scaleguard
When this creature enters, bolster 2. (Choose a creature with the least toughness among creatures you control and put two +1/+1 counters on it.)
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
Whenever a creature you control with a +1/+1 counter on it attacks, tap target creature defending player controls.
Creature - Human Soldier

Mardu Siegebreaker
Deathtouch, haste
When this creature enters, exile up to one other target creature you control until this creature leaves the battlefield.
Whenever this creature attacks, for each opponent, create a tapped token that's a copy of the exiled card attacking that opponent. At the beginning of your next end step, sacrifice those tokens.
When this creature enters, exile up to one other target creature you control until this creature leaves the battlefield.
Whenever this creature attacks, for each opponent, create a tapped token that's a copy of the exiled card attacking that opponent. At the beginning of your next end step, sacrifice those tokens.
Creature - Human Warrior

Finisher
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Land
Land
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Mill
Mill
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Protection
Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian

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

Protection
(CTRL to add secondary)
Ramp
Ramp
(CTRL to add secondary)
Recursion
Alesha, Who Laughs at Fate
First strike
Whenever Alesha attacks, put a +1/+1 counter on it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Whenever Alesha attacks, put a +1/+1 counter on it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Legendary Creature - Human Warrior

Carmen, Cruel Skymarcher
Flying
Whenever a player sacrifices a permanent, put a +1/+1 counter on Carmen and you gain 1 life.
Whenever Carmen attacks, return up to one target permanent card with mana value less than or equal to Carmen's power from your graveyard to the battlefield.
Whenever a player sacrifices a permanent, put a +1/+1 counter on Carmen and you gain 1 life.
Whenever Carmen attacks, return up to one target permanent card with mana value less than or equal to Carmen's power from your graveyard to the battlefield.
Legendary Creature - Vampire Soldier

Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Metamorphosis Fanatic
Lifelink
When this creature enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
When this creature enters, return up to one target creature card from your graveyard to the battlefield with a lifelink counter on it.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Creature - Human Cleric

Priest of Fell Rites
, Pay 3 life, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate 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.)
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 - Human Warlock

Sabin, Master Monk
Double strike
Blitz—, Discard a card. (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
You may cast this card from your graveyard using its blitz ability.
Blitz—, Discard a card. (If you cast this spell for its blitz cost, it gains haste and "When this creature dies, draw a card." Sacrifice it at the beginning of the next end step.)
You may cast this card from your graveyard using its blitz ability.
Legendary Creature - Human Monk Noble

Sephiroth, Fallen Hero
Jenova Cells — Whenever Sephiroth attacks, you may put a cell counter on target creature. Until end of turn, each modified creature you control has base power and toughness 7/5. (Equipment, Auras you control, and counters are modifications.)
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
The Reunion — , Sacrifice a modified creature: Return this card from your graveyard to the battlefield tapped.
Legendary Creature - Human Soldier Avatar

Terra, Herald of Hope
Trance — At the beginning of combat on your turn, mill two cards. Terra gains flying until end of turn.
Whenever Terra deals combat damage to a player, you may pay . When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped.
Whenever Terra deals combat damage to a player, you may pay . When you do, return target creature card with power 3 or less from your graveyard to the battlefield tapped.
Legendary Creature - Human Wizard Warrior

Recursion
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Removal
Removal
(CTRL to add secondary)
Sacrifice
Sephiroth, Fabled SOLDIER
Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Legendary Creature - Human Soldier Avatar


Sacrifice
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Maybeboard
Lightning, Army of One
First strike, trample, lifelink
Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Stagger — Whenever Lightning deals combat damage to a player, until your next turn, if a source would deal damage to that player or a permanent that player controls, it deals double that damage instead.
Legendary Creature - Human Soldier

Minthara, Merciless Soul
Minthara has ward , where X is the number of experience counters you have.
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, you get an experience counter.
Creatures you control get +1/+0 for each experience counter you have.
At the beginning of your end step, if a permanent you controlled left the battlefield this turn, you get an experience counter.
Creatures you control get +1/+0 for each experience counter you have.
Legendary Creature - Cleric Elf

Ninja Teen
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control leaves the battlefield, each opponent loses 1 life.
: Level 2
Creatures you control get +1/+0 and have menace.
: Level 3
Creature cards in your graveyard have sneak .
You may cast creature spells from your graveyard using their sneak abilities.
Whenever a creature you control leaves the battlefield, each opponent loses 1 life.
: Level 2
Creatures you control get +1/+0 and have menace.
: Level 3
Creature cards in your graveyard have sneak .
You may cast creature spells from your graveyard using their sneak abilities.
Enchantment - Class

Ragavan, Nimble Pilferer
Whenever Ragavan deals combat damage to a player, create a Treasure token and exile the top card of that player's library. Until end of turn, you may cast that card.
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Legendary Creature - Pirate Monkey

Ratadrabik of Urborg
Vigilance, ward
Other Zombies you control have vigilance.
Whenever another legendary creature you control dies, create a token that's a copy of that creature, except it's not legendary and it's a 2/2 black Zombie in addition to its other colors and types.
Other Zombies you control have vigilance.
Whenever another legendary creature you control dies, create a token that's a copy of that creature, except it's not legendary and it's a 2/2 black Zombie in addition to its other colors and types.
Legendary Creature - Wizard Zombie

Restoration Seminar
Return target nonland permanent card from your graveyard to the battlefield.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

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

Susur Secundi, Void Altar
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land - Planet

The Masamune
As long as equipped creature is attacking, it has first strike and must be blocked if able.
Equipped creature has "If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time."
Equip
Equipped creature has "If a creature dying causes a triggered ability of this creature or an emblem you own to trigger, that ability triggers an additional time."
Equip
Legendary Artifact - Equipment

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"-WIP PRIMER!-\nThis is my attempt to make a powerful but fair bracket 3 Celes, Rune Knight deck that is fun to play against and with.\n\nThe Maybe board is in progress, as this deck list is cards I personally own. The cards I am about to buy/testing are on the maybe list.\nThe Side board are cards that were fun, but I rotate them in and out to see how they work with different setups.\n\nI created this with 3 MAJOR limitations in mind.\n1) No Persist!*\n2) No Tutors!*\n3) No Infinite Combos!\n\nTo clarify my Asterisks:\n1) There is 1 single persist enabler in the deck, named Isilu. In order to get Isilu onto the battlefield, you need to untap with Eirdu in play. I think of this as fair since you give the other players an opportunity to answer this potential wincon once it's on the board. (There are a couple ways to get Eirdu on board at instant speed, so play accordingly, and responsibly. I tell my pod before the game starts about this.)\n2) The Tutors restriction. I hate hate hate hate hate shuffling my deck! The land base has me doing it up to 3 times already. I did however create this to be strong for it's bracket level, so the land base needed to be powerful and fast, plus deck thinning is important when you want to get to the point. Finally there is Buried Alive. This is the only card that will let you search the library. It is intended to get 4 specific cards; Anger, Sephiroth Fallen Hero, and Blood Ghast or Interceptor into the Graveyard. At 3 Mana and Sorcery speed, I find it to be about as fair as possible, considering you can't do much without other reanimation in hand or on board already. The power level of the deck is vastly lower without Haste on everything and this was the most reasonable way to set up for what the deck truly wants to do, which is to have a creature enter from the graveyard and attack at least once each turn.\n\nWhy Celes, Rune Knight?\nFF6 is one of my all time favorite games and Celes is my favorite character in the game. Having her World of Ruin journey retold in MTG has felt so flavorful and fun to play. I utilize both of her abilities to make a very difficult to deal with board state that's not afraid of swinging in every turn. My philosophy is that the game will end, each creature is a clock on the board.\n\nDiscard any number of cards, Draw that many + 1.\nCeles is in the command zone to help sculpt your cards into what you need both in hand and in the graveyard.\nThis effect is enhanced by ETB Doublers and a couple fun flicker effects: Elesh Norn, Panharmonicon, Teleportation Circle, and finally Mardu Siege Breaker.\n-Why not run more flicker effects? I want Celes to also level up as a threat on board herself. Removing her counters makes her an annoyance at best, I want her to be leading the charge, not just a card cycling engine in the back line.\n\nCreatures entering or cast from a grave yard under your control give ALL your creatures a +1/+1 counter.\nCeles on the Battlefield is a payoff for reanimating beyond just going wide. This deck goes tall very quickly, and leans in on this ability for combat instead of a combo. (Were in bracket 3, remember?)\nIt's also highly flavorful to bring in the Final Fantasy theme of leveling up my party, Celes has been thrust into the world of ruin with the thoughts that her friends are all dead, she must discover that they are out there, bring them back together and grow stronger to overcome the battles ahead.\nAlong with the +1/+1 counters, there are Keyword Anthems/Lords based mostly on having modified creatures. This ability enables those cards to give all creatures Double Strike, Life Link, and Flying.\nBuff the board up to be able to block anything safely, but don't have any fear of creatures getting killed. Each dead blocker is an opportunity to reanimate and buff the board again.\n\nThe Creatures.\nEach creature is in this list for a reason, I've been through a lot of testing and had to make a lot of painful cuts. I'm going to discuss them by category. (Turn the custom tags on)\n-Anthems\nWhat good is a wide board of non tokens? This deck is about powering up for combat damage.\nAnger is here to be killed or discarded asap! Haste is VERY potent in this deck.\nArchetype of Aggression is the perfect CMC and Base Power for targeting, while giving board wide Trample. Bonus effect removing it from opponents.\nEnvoy of Ancestors give everything Lifelink, perfect sustain for the life cost reanimation effects. Often this amounts to a +30 life gain swing the turn he comes out.\nChocobo Knights gives Double Strike, to everything. + Chocobos!\nAbzan Falconer is the answer to a major problem for most low power decks. Angels? Dragons? No problem. Flying to all is Freedom. Removing any idea that you can't swing in and hit for lethal.\nSephiroth, Fallen Hero is more Final Fantasy, but also a card that does a lot of heavy lifting. Making your entire board state base power 7/5 is already great, but it doesn't stop there. This card triggers Celes from the Graveyard effectively making it cost 3. When you do swing with him, the board is a bare minimum 8/6. Finally, it's ok to lose him, he's naturally reanimates without added assistance.\n\n-Recursion\nThis is the primary focus and strategy of the deck. Every creature is better when it enters from the grave yard. As such, the list of creatures that bring back others, or return themselves is the bulk of the deck. We want to trigger Celes as much as possible to swing in for lethal, or rebuild from a board wipe. Resilience is key to answering decks that cheat out high value spells for free over and over again.\nBloodghast is such a fantastic utility creature. He basically never goes away, is a perfect sacrifice target, often opponents are too scared to kill it, making it get WAY more value than his cost. Sac him for Mana multiple times a turn with Fetch Lands + Crucible of Worlds + Phyrexian Alter. Sacrifice him to either version of Sephiroth or Shadow for Draw, Counters or Buffs. Triggering Celes every turn when set up.\nPriest of Fell Rites is the best reanimation creature ever printed for this deck. Combos well with Luminous Broodmoth for twice the value, targeting other reanimation creatures with him sets up trigger chains. Finally Instant speed activation for no mana makes the entire grave yard a looming surprise threat for attackers even when tapped out.\nDoomed Necromancer has all the same benefits of Priest of Fell Rites, but costs more mana. The activation costing a pip also makes it just a slightly worse version of Priest in very way. But slightly worse is still a fantastic card.\nAlesha, Who laughs at Fate is an amazing value creature offering same turn repeatable reanimation which scales up quickly. Having first strike makes it easy to self power up, and the first reanimation makes the next one even higher mana value with Celes out. All around great card for the theme and goals of the deck.\nTerra, Herald of Hope is a pet card for massive FF6 flavor, fortunately it's a good one! While her recursion has limits and a 2 mana cost, she does fly on your turn to easily get the hit in and slightly fills the graveyard every combat on your turn. Any time a Power 3 creature is listed, it's amplified because of Terra's ability to reanimate. There is an added category of Creatures she can recur just to show how much weight Terra can pull.\nGrave Researcher is a newer card, I have not yet been able to have him hit the board in a game, but the card does speak for itself. Surveil is VERY strong for this deck, and he can re prepare when the grave is sufficiently filled. Having reanimate on a stick as both a Terra and Sun Titan target is peak territory for setting up reanimation chains.\nChainer, Nightmare Adept Speaking of Chains, I finally picked this card up! Every time he hits the battlefield, he's a problem for my opponents. He does it ALL! Fillls the grave, gives Haste, Triggers Celes. Ideal targets are cards like Priest of the Fell Rites and Doomed Necromancer, who can then pull in another more expensive creature. Bonus points for being able to Discard Sun Titan targets into the grave, or Anger. Also 3 Power!\nInterceptor, Shadow's Hound is mostly in the deck for Flavor. He is the best boy of the deck offering some nice utility flexibility, allowing for a mana dump every combat that triggers Celes and gets in an added 4 menace damage without fear of being killed off. Bonus synergy with any Sacrifice outlets as you can reliably use him as the target for cards like Sephiroth, Sephiroth and Shadow. Shadow especially gains menace as one of the 2 Assassins in the deck, while they're on board together, making it more likely for him to connect.\nLuminous Broodmoth is equal to casting Life 3 on all creatures you control. (Life 3 is an automatic revive spell in Final Fantasy) This triggers Celes and retriggers all ETB effects of those creatures, while giving them Flying! Fun synergy with this is to revive a Priest of the Fell Rites, then you get to sue his ability twice before he stays dead meaning you can perform some very elaborate Reanimation chains prior to combat leading to an alpha strike if all is set up.\nVincent Valentine was a pleasant surprise for me when I played against the new Ashling, he was able to build up 28 power in 1 turn cycle from all the sacrifices my opponent did. When he attacks he tramples with life link, then if he dies in his flipped side, he automatically reanimates powering up the whole board. He is the threat that never stops! Bonus was the fact that it was a Final Fantasy character. Natural Recursion is always convenient, so you can confidently turn him sideways every turn.\nCarmen, Cruel Skymarcher is quite a card. Carmen synergizes with everything you want to be doing each turn, killing creatures, getting bigger and reanimating bigger threats! She also has flying with a bonus little bit of life gain.\nKarmic Guide is here for chain recursion only. Meant to be dumped into the graveyard and reanimate targeted first, then hit the creature you truly want back on the field. Bonus points for hitting Other recursion creatures with Karmic guide.\n-WIP PRIMER!-\nLots of interaction is available to assist with trimming down threats, most of it is on creatures with ETB.\n-WIP PRIMER!-\n\n\n"}]}
















































































































































