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Commander
Size: 100Salt sum: 26.71
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graviturge

714 views8 days ago
Commander
Size: 100Salt sum: 26.71

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Codie, Vociferous Codex
You can't cast permanent spells.
,
: Add
. When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
Legendary Creature Artifact - Construct Book
Codie, Vociferous Codex (stx) 253

Commander

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Dream Harvest
Each opponent exiles cards from the top of their library until they have exiled cards with total mana value 5 or greater this way. Until end of turn, you may cast cards exiled this way without paying their mana costs.
Sorcery
Dream Harvest (ecl) 216
Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Mizzix's Mastery (c15) 29
Mnemonic Deluge
Exile target instant or sorcery card from a graveyard. Copy that card three times. You may cast the copies without paying their mana costs. Exile Mnemonic Deluge.
Sorcery
Mnemonic Deluge (cmr) 82
Spelltwine
Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine.
Sorcery
Spelltwine (c17) 94

Bandit's Secret (Theft/GY)

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Increasing Vengeance
Copy target instant or sorcery spell you control. If this spell was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Increasing Vengeance (c19) 147
Insidious Will
Choose one —
• Counter target spell.
• You may choose new targets for target spell.
• Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Insidious Will (kld) 52
See Double
This spell can't be copied.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Instant
See Double (mom) 77
Wild Ricochet
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
Instant
Wild Ricochet (scd) 169

Copy

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Artistic Refusal
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Choose one or both —
• Counter target spell.
• Draw two cards, then discard a card.
Instant
Artistic Refusal (mom) 46
Crime
Put target creature or enchantment card from an opponent's graveyard onto the battlefield under your control.
Sorcery
Crime // Punishment (dis) 150
Curse of the Cabal
Target player sacrifices half the permanents they control of their choice, rounded down.
Suspend 2—
(Rather than cast this card from your hand, you may pay
and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
At the beginning of each player's upkeep, if this card is suspended, that player may sacrifice a permanent of their choice. If the player does, put two time counters on this card.
Sorcery
Curse of the Cabal (tsp) 99
Curtains' Call
Undaunted (This spell costs
less to cast for each opponent.)
Destroy two target creatures.
Instant
Curtains' Call (otc) 130
Endless Detour
The owner of target spell, nonland permanent, or card in a graveyard puts it on their choice of the top or bottom of their library.
Instant
Endless Detour (psnc) 183p
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (cmm) 624
Mutinous Massacre
Choose odd or even. Destroy each creature with mana value of the chosen quality. Then gain control of all creatures until end of turn. Untap them. They gain haste until end of turn. (Zero is even.)
Sorcery
Mutinous Massacre (peoe) 222p
Necromantic Selection
Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.
Sorcery
Necromantic Selection (tdc) 189
Slave of Bolas
Gain control of target creature. Untap that creature. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Sorcery
Slave of Bolas (plst) E01-86
Sylvan Reclamation
Exile up to two target artifacts and/or enchantments.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Instant
Sylvan Reclamation (scd) 248
Void Rend
This spell can't be countered.
Destroy target nonland permanent.
Instant
Void Rend (fic) 331
Volcanic Vision
Return target instant or sorcery card from your graveyard to your hand. Volcanic Vision deals damage equal to that card's mana value to each creature your opponents control. Exile Volcanic Vision.
Sorcery
Volcanic Vision (c21) 182

Counter/Removal

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Conflux
Search your library for a white card, a blue card, a black card, a red card, and a green card. Reveal those cards, put them into your hand, then shuffle.
Sorcery
Conflux (a25) 202
Dig Through Time
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Instant
Dig Through Time (dsc) 115
Invert
Switch the power and toughness of each of up to two target creatures until end of turn.
Instant
Invert // Invent (grn) 228
Practical Research
Draw four cards. Then discard two cards unless you discard an instant or sorcery card.
Instant
Practical Research (stx) 212
Praetor's Counsel
Return all cards from your graveyard to your hand. Exile Praetor's Counsel. You have no maximum hand size for the rest of the game.
Sorcery
Praetor's Counsel (cma) 134
Scheming Symmetry
Choose two target players. Each of them searches their library for a card, then shuffles and puts that card on top.
Sorcery
Scheming Symmetry (m20) 113
Silundi Vision
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Silundi Vision // Silundi Isle (znr) 80Silundi Vision // Silundi Isle (znr) 80
Treasure Cruise
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Draw three cards.
Sorcery
Treasure Cruise (tdc) 169

Draw/Tutor/Regrowth

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Circuitous Route
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Circuitous Route (fdn) 635
Disorienting Choice
For each opponent, choose up to one target artifact or enchantment that player controls. For each permanent chosen this way, its controller may exile it. Then if one or more of the chosen permanents are still on the battlefield, you search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Disorienting Choice (dsc) 32
Embrace the Paradox
Draw three cards. You may put a land card from your hand onto the battlefield tapped.
Instant
Embrace the Paradox (sos) 186
Explore the Underdark
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
You take the initiative.
Sorcery
Explore the Underdark (clb) 232
Growth Spiral
Draw a card. You may put a land card from your hand onto the battlefield.
Instant
Growth Spiral (cmr) 446
Hour of Promise
Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens.
Sorcery
Hour of Promise (m3c) 232
Open the Gates
Search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
Sorcery
Open the Gates (rvr) 151
Planar Genesis
Look at the top four cards of your library. You may put a land card from among them onto the battlefield tapped. If you don't, put a card from among them into your hand. Put the rest on the bottom of your library in a random order.
Instant
Planar Genesis (mh3) 198
Sol Ring
: Add
.
Artifact
Sol Ring (blc) 129
Titania's Command
Choose two —
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
Sorcery
Titania's Command (bro) 194
Urban Evolution
Draw three cards. You may play an additional land this turn.
Sorcery
Urban Evolution (m3c) 276

Gardenscaping (Ramp)

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Debt to the Deathless
Each opponent loses two times X life. You gain life equal to the life lost this way.
Sorcery
Debt to the Deathless (rvr) 176
Explosive Singularity
As an additional cost to cast this spell, you may tap any number of untapped creatures you control. This spell costs
less to cast for each creature tapped this way.
Explosive Singularity deals 10 damage to any target.
Sorcery
Explosive Singularity (neo) 383
Gandalf's Sanction
Gandalf's Sanction deals X damage to target creature, where X is the number of instant and sorcery cards in your graveyard. Excess damage is dealt to that creature's controller instead.
Sorcery
Gandalf's Sanction (ltr) 208
Treacherous Terrain
Treacherous Terrain deals damage to each opponent equal to the number of lands that player controls.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Sorcery
Treacherous Terrain (plst) C16-47

Granite Blast (Burn)

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Abstract Performance
Exile the top four cards of your library in a face-down pile, then exile the top four cards of your library in a face-up pile. An opponent chooses one of those piles. Put that pile into your graveyard. Look at the cards in the other pile. You may cast a spell from among them without paying its mana cost. Put the rest into your hand.
Sorcery
Abstract Performance (soc) 17
Creative Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Sorcery
Creative Technique (soc) 241
Emergent Ultimatum
Search your library for up to three monocolored cards with different names and exile them. An opponent chooses one of those cards. Shuffle that card into your library. You may cast the other cards without paying their mana costs. Exile Emergent Ultimatum.
Sorcery
Emergent Ultimatum (iko) 185
Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery
Hit the Mother Lode (lci) 153
Make Your Own Luck
Look at the top three cards of your library. You may exile a nonland card from among them. If you do, it becomes plotted. Put the rest into your hand. (You may cast it as a sorcery on a later turn without paying its mana cost.)
Sorcery
Make Your Own Luck (otj) 218
Unexpected Results
Shuffle your library, then reveal the top card. If it's a nonland card, you may cast it without paying its mana cost. If it's a land card, you may put it onto the battlefield and return Unexpected Results to its owner's hand.
Sorcery
Unexpected Results (plst) GTC-203

Idle Death Gamble

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Azorius Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Azorius Guildgate (rna) 243
Baldur's Gate
: Add
.
,
: Add X mana of any one color, where X is the number of other Gates you control.
Legendary Land - Gate
Baldur's Gate (clb) 345
Basilisk Gate
: Add
.
,
: Target creature gets +X/+X until end of turn, where X is the number of Gates you control. Activate only as a sorcery.
Land - Gate
Basilisk Gate (m3c) 320
Black Dragon Gate
This land enters tapped.
As this land enters, choose a color other than black.
: Add
or one mana of the chosen color.
Land - Gate
Black Dragon Gate (clb) 347
Boros Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Boros Guildgate (mm3) 231
Citadel Gate
This land enters tapped.
As this land enters, choose a color other than white.
: Add
or one mana of the chosen color.
Land - Gate
Citadel Gate (plst) CLB-349
Cliffgate
This land enters tapped.
As this land enters, choose a color other than red.
: Add
or one mana of the chosen color.
Land - Gate
Cliffgate (clb) 350
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Dimir Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Dimir Guildgate (grn) 246
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (soc) 369
Forest
(
: Add
.)
Basic Land - Forest
Forest (sos) 280
Golgari Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Golgari Guildgate (khc) 111
Gond Gate
Gates you control enter untapped.
: Add
.
: Add one mana of any color that a Gate you control could produce.
Land - Gate
Gond Gate (clb) 353
Great Hall of the Biblioplex
: Add
.
, Pay 1 life: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
: If this land isn't a creature, it becomes a 2/4 Wizard creature with "Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn." It's still a land.
Land
Great Hall of the Biblioplex (sos) 257
Gruul Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Gruul Guildgate (rna) 250
Heap Gate
: Add
.
,
: Add one mana of any color.
,
, Tap an untapped Gate you control: Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Land - Gate
Heap Gate (clb) 354
Island
(
: Add
.)
Basic Land - Island
Island (tla) 283
Izzet Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Izzet Guildgate (c18) 257
Manor Gate
This land enters tapped.
As this land enters, choose a color other than green.
: Add
or one mana of the chosen color.
Land - Gate
Manor Gate (clb) 356
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (sos) 279
Orzhov Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Orzhov Guildgate (c18) 272
Plains
(
: Add
.)
Basic Land - Plains
Plains (eoe) 267
Rakdos Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Rakdos Guildgate (c19) 267
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (soc) 398
Sea Gate
This land enters tapped.
As this land enters, choose a color other than blue.
: Add
or one mana of the chosen color.
Land - Gate
Sea Gate (plst) CLB-359
Selesnya Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Selesnya Guildgate (grn) 256
Simic Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Simic Guildgate (fdn) 695
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (dft) 284
The Biblioplex
: Add
.
,
: Look at the top card of your library. If it's an instant or sorcery card, you may reveal it and put it into your hand. If you don't put the card into your hand, you may put it into your graveyard. Activate only if you have exactly zero or seven cards in hand.
Land
The Biblioplex (stx) 264
Tower of the Magistrate
: Add
.
,
: Target creature gains protection from artifacts until end of turn.
Land
Tower of the Magistrate (mb2) 242
Volatile Fault
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. That player may search their library for a basic land card, put it onto the battlefield, then shuffle. You create a Treasure token.
Land - Cave
Volatile Fault (m3c) 407

Land

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Allure of the Unknown
Reveal the top six cards of your library. An opponent exiles a nonland card from among them, then you put the rest into your hand. That opponent may cast the exiled card without paying its mana cost.
Sorcery
Allure of the Unknown (thb) 207
Blessed Respite
Target player shuffles their graveyard into their library. Prevent all combat damage that would be dealt this turn.
Instant
Blessed Respite (mh2) 150
Deflecting Palm
The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
Instant
Deflecting Palm (ktk) 173
Leitmotif Composer
Whenever this creature deals combat damage to a player, draw a card.
Whenever you cast an instant or sorcery spell with mana value 5 or greater, create a token that's a copy of this creature.
: Creatures named Leitmotif Composer can't be blocked this turn.
Creature - Human Bard
Leitmotif Composer (soc) 20

Pet Cards

(Ctrl to add secondary)
Army of the Damned
Create thirteen tapped 2/2 black Zombie creature tokens.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Army of the Damned (j25) 399
Breach the Multiverse
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery
Breach the Multiverse (mom) 94
Evangelize
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Gain control of target creature of an opponent's choice they control.
Sorcery
Evangelize (tsp) 16
Furygale Flocking
This spell costs
less to cast for each instant and sorcery card in your graveyard.
For each opponent, create two 3/3 blue and red Elemental creature tokens with flying that attack that opponent this turn if able. They gain haste until end of turn.
Sorcery
Furygale Flocking (soc) 32
Rise from the Tides
Create a tapped 2/2 black Zombie creature token for each instant and sorcery card in your graveyard.
Sorcery
Rise from the Tides (inr) 82
Storm Herd
Create X 1/1 white Pegasus creature tokens with flying, where X is your life total.
Sorcery
Storm Herd (scd) 36
Supplant Form
Return target creature to its owner's hand. You create a token that's a copy of that creature.
Instant
Supplant Form (frf) 54
Syphon Flesh
Each other player sacrifices a creature of their choice. You create a 2/2 black Zombie creature token for each creature sacrificed this way.
Sorcery
Syphon Flesh (scd) 110
Treacherous Urge
Target opponent reveals their hand. You may put a creature card from it onto the battlefield under your control. That creature gains haste. Sacrifice it at the beginning of the next end step.
Instant
Treacherous Urge (plc) 82

Shikigami Swarms (Tokens/Creatures)

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Approach of the Second Sun
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Sorcery
Approach of the Second Sun (plst) AKH-4
Biorhythm
Each player's life total becomes the number of creatures they control.
Sorcery
Biorhythm (ons) 247
Blood for the Blood God!
This spell costs
less to cast for each creature that died this turn.
Discard your hand, then draw eight cards. Blood for the Blood God! deals 8 damage to each opponent. Exile Blood for the Blood God!
Instant
Blood for the Blood God! (40k) 108
Brass's Bounty
For each land you control, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Brass's Bounty (fdn) 190
Commit
Put target spell or nonland permanent into its owner's library second from the top.
Instant
Commit // Memory (lcc) 147
Eureka Moment
Draw two cards. You may put a land card from your hand onto the battlefield.
Instant
Eureka Moment (stx) 184
Field of the Dead
This land enters tapped.
: Add
.
Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
Land
Field of the Dead (m20) 247
Finale of Promise
You may cast up to one target instant card and/or up to one target sorcery card from your graveyard each with mana value X or less without paying their mana costs. If a spell cast this way would be put into your graveyard, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
Sorcery
Finale of Promise (otc) 166
Fractured Identity
Exile target nonland permanent. Each player other than its controller creates a token that's a copy of it.
Sorcery
Fractured Identity (otp) 45
Gifts Ungiven
Search your library for up to four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
Instant
Gifts Ungiven (mma) 46
Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
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
Improvisation Capstone (sos) 120
Inkshield
Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying.
Instant
Inkshield (dsc) 221
Knowledge Exploitation
Prowl
(You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Search target opponent's library for an instant or sorcery card. You may cast that card without paying its mana cost. Then that player shuffles.
Sorcery Kindred - Rogue
Knowledge Exploitation (mor) 38
Maze's End
This land enters tapped.
: Add
.
,
, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
Land
Maze's End (fdn) 727
Reshape the Earth
Search your library for up to ten land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Reshape the Earth (cmr) 249
Rise of the Dark Realms
Put all creature cards from all graveyards onto the battlefield under your control.
Sorcery
Rise of the Dark Realms (fic) 283
Sorcerous Squall
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Target opponent mills nine cards, then you may cast an instant or sorcery spell from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Sorcery
Sorcerous Squall (ltc) 504
Talon Gates of Madara
When this land enters, up to one target creature phases out.
: Add
.
,
: Add one mana of any color.
: Put this card from your hand onto the battlefield.
Land - Gate
Talon Gates of Madara (m3c) 134
The Emperor of Palamecia
: Add
or
. Spend this mana only to cast a noncreature spell.
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, put a +1/+1 counter on The Emperor of Palamecia. Then if it has three or more +1/+1 counters on it, transform it.
Legendary Creature - Human Wizard Noble
The Emperor of Palamecia // The Lord Master of Hell (fin) 219The Emperor of Palamecia // The Lord Master of Hell (fin) 219
Vampire Charmseeker
Assist (Another player can pay up to
of this spell's cost.)
Flying
When this creature enters, return target instant, sorcery, or creature card from a graveyard to its owner's hand.
Creature - Wizard Vampire
Vampire Charmseeker (bbd) 78

Sideboard

(Ctrl to add secondary)
Abstruse Appropriation
Devoid (This card has no color.)
Exile target nonland permanent. You may cast that card for as long as it remains exiled, and you may spend colorless mana as though it were mana of any color to cast that spell.
Instant
Abstruse Appropriation (mh3) 177
Ancient Excavation
Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Instant
Ancient Excavation (plst) PZ2-38
Beacon of Tomorrows
Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library.
Sorcery
Beacon of Tomorrows (dds) 2
Breaking
Target player mills eight cards.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Breaking // Entering (dgm) 124
Choice of Damnations
Target opponent chooses a number. You may have that player lose that much life. If you don't, that player sacrifices all but that many permanents of their choice.
Sorcery - Arcane
Choice of Damnations (sok) 62
Clone Legion
For each creature target player controls, create a token that's a copy of that creature.
Sorcery
Clone Legion (c17) 84
Covenant of Minds
Reveal the top three cards of your library. Target opponent may choose to put those cards into your hand. If they don't, put those cards into your graveyard and draw five cards.
Sorcery
Covenant of Minds (cn2) 105
Creative Outburst
Creative Outburst deals 5 damage to any target. Look at the top five cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.
, Discard this card: Create a Treasure token.
Instant
Creative Outburst (stx) 171
Death by Dragons
Each player other than target player creates a 5/5 red Dragon creature token with flying.
Sorcery
Death by Dragons (plst) CMA-80
Duneblast
Choose up to one creature. Destroy the rest.
Sorcery
Duneblast (dmc) 148
Elminster's Simulacrum
For each opponent, you create a token that's a copy of up to one target creature that player controls.
Instant
Elminster's Simulacrum (clb) 68
Fact or Fiction
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Instant
Fact or Fiction (cmm) 631
Fated Retribution
Destroy all creatures and planeswalkers. If it's your turn, scry 2.
Instant
Fated Retribution (bng) 11
Flotsam
Mill three cards. Investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Flotsam // Jetsam (mkm) 247
Grave Upheaval
Put target creature card from a graveyard onto the battlefield under your control. It gains haste.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Sorcery
Grave Upheaval (c16) 31
Hurkyl's Final Meditation
During turns other than yours, this spell costs
more to cast.
Return all nonland permanents to their owners' hands. End the turn. (Exile all spells and abilities from the stack, including this card. The player whose turn it is discards down to their maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Instant
Hurkyl's Final Meditation (bro) 52
Jeskai Revelation
Return target spell or permanent to its owner's hand. Jeskai Revelation deals 4 damage to any target. Create two 1/1 white Monk creature tokens with prowess. Draw two cards. You gain 4 life.
Instant
Jeskai Revelation (tdm) 196
Karn's Temporal Sundering
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Target player takes an extra turn after this one. Return up to one target nonland permanent to its owner's hand. Exile Karn's Temporal Sundering.
Legendary Sorcery
Karn's Temporal Sundering (dom) 55
Khorvath's Fury
For each player, choose friend or foe. Each friend discards all cards from their hand, then draws that many cards plus one. Khorvath's Fury deals damage to each foe equal to the number of cards in their hand.
Sorcery
Khorvath's Fury (bbd) 59
Kiss of the Amesha
Target player gains 7 life and draws two cards.
Sorcery
Kiss of the Amesha (bbd) 225
Life's Finale
Destroy all creatures, then search target opponent's library for up to three creature cards and put them into their graveyard. Then that player shuffles.
Sorcery
Life's Finale (nph) 65
Merciless Eviction
Choose one —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all planeswalkers.
Sorcery
Merciless Eviction (onc) 120
Mercy Killing
Target creature's controller sacrifices it, then creates X 1/1 green and white Elf Warrior creature tokens, where X is that creature's power.
Instant
Mercy Killing (plst) SHM-231
Migratory Route
Create four 1/1 white Bird creature tokens with flying.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Sorcery
Migratory Route (moc) 336
Necrotic Hex
Each player sacrifices six creatures of their choice. You create six tapped 2/2 black Zombie creature tokens.
Sorcery
Necrotic Hex (scd) 95
Phyrexian Rebirth
Destroy all creatures, then create an X/X colorless Phyrexian Horror artifact creature token, where X is the number of creatures destroyed this way.
Sorcery
Phyrexian Rebirth (moc) 199
Pillage the Bog
Look at the top X cards of your library, where X is twice the number of lands you control. Put one of them into your hand and the rest on the bottom of your library in a random order.
Plot
(You may pay
and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Sorcery
Pillage the Bog (otj) 224
Profane Transfusion
Two target players exchange life totals. You create an X/X colorless Horror artifact creature token, where X is the difference between those players' life totals.
Sorcery
Profane Transfusion (cmr) 145
Promise of Loyalty
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
Sorcery
Promise of Loyalty (soc) 161
Pull from Eternity
Put target face-up exiled card into its owner's graveyard.
Instant
Pull from Eternity (tsp) 35
Rags
All creatures get -2/-2 until end of turn.
Sorcery
Rags // Riches (akh) 222
Return the Favor
Spree (Choose one or more additional costs.)
+
— Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy.
+
— Change the target of target spell or ability with a single target.
Instant
Return the Favor (otj) 142
Reversal of Fortune
Target opponent reveals their hand. You may copy an instant or sorcery card in it. If you do, you may cast the copy without paying its mana cost.
Sorcery
Reversal of Fortune (5dn) 77
Reverse the Sands
Redistribute any number of players' life totals. (Each of those players gets one life total back.)
Sorcery
Reverse the Sands (c16) 75
Revival
Return target creature card with mana value 3 or less from your graveyard to the battlefield.
Sorcery
Revival // Revenge (rvr) 241
Seize the Storm
Create a red Elemental creature token with trample and "This token's power and toughness are each equal to the number of instant and sorcery cards in your graveyard plus the number of cards with flashback you own in exile."
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Seize the Storm (inr) 170
Soulfire Eruption
Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card's mana value to that permanent or player. You may play the exiled cards until the end of your next turn.
Sorcery
Soulfire Eruption (cmr) 201
Stitch in Time
Flip a coin. If you win the flip, take an extra turn after this one.
Sorcery
Stitch in Time (rvr) 229
Stolen Identity
Create a token that's a copy of target artifact or creature.
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
Stolen Identity (ncc) 233
Subjugate the Hobbits
Gain control of each noncommander creature with mana value 3 or less.
Sorcery
Subjugate the Hobbits (ltc) 24
Supply
Create X 1/1 green Saproling creature tokens.
Sorcery
Supply // Demand (dis) 157
Tempt with Mayhem
Tempting offer — Choose target instant or sorcery spell. Each opponent may copy that spell and may choose new targets for the copy they control. You copy that spell once plus an additional time for each opponent who copied the spell this way. You may choose new targets for the copies you control.
Instant
Tempt with Mayhem (m3c) 114
Terminus
Put all creatures on the bottom of their owners' libraries.
Miracle
(You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Terminus (dsc) 70
Traumatic Critique
Traumatic Critique deals X damage to any target. Draw two cards, then discard a card.
Instant
Traumatic Critique (sos) 239
Tunnel Vision
Choose a card name. Target player reveals cards from the top of their library until a card with that name is revealed. If it is, that player puts the rest of the revealed cards into their graveyard and puts the card with the chosen name on top of their library. Otherwise, the player shuffles.
Sorcery
Tunnel Vision (rav) 72
Undying Flames
Exile cards from the top of your library until you exile a nonland card. Undying Flames deals damage to any target equal to that card's mana value.
Epic (For the rest of the game, you can't cast spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)
Sorcery
Undying Flames (sok) 119
Urza's Ruinous Blast
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Exile all nonland permanents that aren't legendary.
Legendary Sorcery
Urza's Ruinous Blast (brc) 79
Vengeful Rebirth
Return target card from your graveyard to your hand. If you return a nonland card to your hand this way, Vengeful Rebirth deals damage equal to that card's mana value to any target.
Exile Vengeful Rebirth.
Sorcery
Vengeful Rebirth (plst) MM2-188
Wake the Dragon
Create a 6/6 black and red Dragon creature token with flying, menace, and "Whenever this token deals combat damage to a player, gain control of target artifact that player controls."
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Wake the Dragon (ltc) 74

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Deck Info

Deck stats

12 pips - 10 cards
14 mana - 13 cards
37 pips - 27 cards
17 mana - 16 cards
27 pips - 17 cards
15 mana - 14 cards
26 pips - 17 cards
15 mana - 14 cards
25 pips - 20 cards
16 mana - 15 cards
0 pips - 0 cards
11 mana - 10 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"Speak softly and cast big spells.\nI freaking love codie. Got sick of the mill/reanimator loop build relying so hard on my opponents playing big timmy bomb creatures and the milling made too many people unreasonably salty so i took a big hiatus with the deck. this time around i wanted to focus even more on big mana spells to sling, splashing in a handful of instant/sorcery theft effects because i can't help myself. a lot of the draw/ramp/tutor/removal is the same, just replaced the mill and reanimator cards with more \"fun\" options.\n\nSoS adds some fun new toys for the deck, chiefly Improvisation Captstone and Abstract Performance. They both fit into the curve incredibly nicely and also add more fun topdeck cheating options so you can extend chains of free casts or just generate a bunch of value. Furygale Flocking provides a bunch of nicely statted flying bodies for as low as 2 mana (that still cascades into a 9 mana spell!) and Embrace the Paradox is just urban evolution at instant speed, which is a nice excuse to hold mana up for once. I wish I could run all of the paradigms but the only other one worth consideration is Echocasting Symposium, and that's really just either a way to copy a non-legend you steal from someone else OR, more likely, to give someone else a Codie so they're locked out of permanents, but I'm not sure that does it better than Fractured Identity, and it also doesn't let you make a copy of an opponent's creature like FI so it loses out a little there, too. You almost never have targets for the white one, and the black/green one have terrible pips to cast on-curve so there's not a point to running them without killing consistency.\n\nThe deck is a typical A + B + C combo, where A is every instant and sorcery in the deck, B is every land, and C stands for Codie.\n\nSideboard is just cards i might consider slotting in if i want more consistent wincons again but who needs consistency?\n\nThis time around I'm trying to lean into the cards that care about # of instants/sorceries in your own GY (mostly Gandalf's Sanction for that sexy burn AND removal) but outside of just natty casting, discarding to hand size, or (more relevantly) looping Breach the Multiverse, I'm not sure how many are gonna be in the 'yard in practice. I feel like I usually end up with at least half of my library in the GY by the end of most games but that's been in the more mill-heavy versions of the deck.\n\nHow does this deck even win? Historically, I would run Maze's End as an eventual payoff for all of the gates, but it lead to some seriously boring games and anticlimactic, hollow wins; so I just straight up cut it. Baldur's and Gond Gate are good enough mana payoffs for the gates that also throwing a free win button on top felt overkill for my pod. I also used to run Crackle with Power as a payoff for all of the gate mana, but X spells in general are risky as they do nothing when hit off of codie, which is likely to happen if you are activating him on curve, and it ended up getting put in my GY uselessly more than I ever won with it, so it's also gone. Now I just cast Treacherous Terrain 1-5 times and that usually kills the table in one big beautiful explosion or puts them low enough that the random piles of zombies or pegasi you assemble can clean up fairly easily. Sometimes you can also just put enough tokens or opponent's monsters from the GY on the board you can just beat out and win, barring a board wipe. In my play experience they feel powerful, inconsistent (compliment), and never really unfair, so when people "},{"attributes":{"italic":true},"insert":"complain"},{"insert":" about not getting to do the thing i can point and laugh that they died to 40 flying horses that I spent 10 mana on. In the burn vein I have recently added in Explosive Singularity as a sort of single-target backup to TT, so I'm not sure how it plays out in practice yet. (I recently won a game by resolving a Mnemonic Deluge exiling Explosive Singularity to dome a fool for 30)\n\nSOME MAJOR WEAKNESSES THE DECK HAS: things like Gaddock or Lavinia Azorius Renegade that straight up stop you from casting your big spells or from meaningfully cascading off of codie can be real wrenches in the works. However, in my experience, these kinds of decks usually turn their attention to other threats at the table before I drop a void rend on the problem card and continue playing like nothing happened. Have I also had games where I basically lost on the spot? Maybe. Who can say.\n\nSECTION BY SECTION BREAKDOWN (WIP), ordered from least to most changeable:\n-Pet Cards\ngetting this out of the way first. Blessed Respite and Deflecting Palm, while probably the two worst spells to cascade into, have won me an insane number of games over the years and I can't imagine playing without them. BR in specific is surprisingly versatile, and deflecting palm can fend off against a voltron'd commander or a burn spell, though recently it has been underperforming.\n\n-The Ramp\nThis has been virtually unchanged for multiple years, all of the decent 2-5 mana generic land or gate tutors, plus the bevvy of simic draw/sneak spells, embrace the paradox being a notable new inclusion. Other new inclusions are sol ring and brass's bounty. Sol ring is one of the best generic options to get codie out on turn 2 and live on turn 3; it goes without saying that this kind of acceleration is insane and i've hesitated to run it just because i'm not sure sacrificing my dignity is worth the 1/15 games i open it, but hey. Another newer and personal inclusion is disorienting choice, or a balanced tempt with discovery. it's live more often than not thanks to the frequency of cheap rocks or value enchantments in my pod, and people are surprisingly willing to let you grab baldur's gate in order to keep their arcane signet. Brass's bounty is a card i go either way on just because of how explosive turns can become if you flip into it or manage to copy it, and i don't want to get TOO solitaire.\n\n-draw/tutor/regrowth\nAnother slew of cards that I've hardly tweaked for years. Scheming symmetry was initially around when i cared about having 1-mana spells, but now it's just a really good political/targeted hug tool and a way to search up anything i might need or want to cascade into. conflux tutor 5 is funny as fuck, especially if you can copy it.\n\n-removal\nthe vegetables. and brother? i love me a salad. there's a lot of expensive cards you can run here so I've tried to keep it to stuff that's on curve, usable, and fun. Endless detour in particular is a favorite of mine, it's so versatile as a pseudo-counterspell in hand or as something you can cascade into. Curtains call deserves a shoutout too, as a 6 mana double murder you can cast for 3 mana and cascade into something juicy. I have not yet managed to resolve Curse of the cabal but that's probably for the best, it's such an intimidating spell, and I actually have suspended it and had it resolve that way (before getting countered, and justly). It becomes a ticking time bomb the entire table can see, and there's almost no aristocrats in my pod so i'm not too worried about someone abusing the free sac.\n\n-burn\nah, burn. my beloved. there's nothing quite like doming someone for 10 multiple times at once. For a while the only burn card i ran was treacherous terrain, but it was such a standout all-star i recently expanded the suite to include Gandalf's sanction and explosive singularity. as-is there's not as much mill as i'd like to make Sanction a REAL powerhouse but it can still reliably hit someone for at least 8 mid to late game, it really depends.\n\n-gamble\nthe core of the deck, with some new inclusions! unexpected results acting as occasional ramp aside, it along with creative technique and hit the mother lode can allow you to chain together some truly heinous turns depending on what you flip into. make your luck, which i love, does take a turn to be able to cast the thing you hit off it, but with much more flexibility and control. abstract performance and improvisation capstone slot perfectly here and i could probably talk about them for paragraphs but i won't. emergent ultimatum can construct some truly heinous doomsday-esque piles from what's left in your deck, often times being a lose-lose-lose for whoever you force the choice on.\n\n-copy\nnot much to say. either spells that act as pseudo-counters or copying my or the tables best stuff. insidious will is good. see double is new, but it can copy ANY kind of spell and sometimes making a token is nice.\n\n-tokens/bodies\nlot of options here, i change these around a lot. storm herd and furygale flocking are new in the list and juicy 10 mana bombs. i once lost a game by casting allure of the unknown and my opponent cast my storm herd off of it and proceeded to beat me to death instantly. and frankly? i deserved it. for a time breach the multiverse was glued to my hand, and i once had a game where i resolved it 5 times.\n"}]}
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