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Commander
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{"ops":[{"insert":"My deck of choice for my local playgroup's "},{"attributes":{"italic":true},"insert":"SOS"},{"insert":" precon battle. Every week, we took out up to "},{"attributes":{"italic":true},"insert":"5"},{"insert":" cards with a "},{"attributes":{"underline":true},"insert":"$10CAD budget"},{"insert":" for upgrades. Even though we finished our precon battle with this deck in the top spot, I have continued to upgrade the deck and list which cards I have taken out. All of which can be seen if you group by \""},{"attributes":{"italic":true},"insert":"Color Tag"},{"insert":"\". This deck has surprised the playgroup as a whole, not only being a strong one that goes wide fast, but also one that can recover from a wipe easily.\n\n"},{"attributes":{"italic":true},"insert":"Quintorius "},{"insert":"reads a lot better than he plays. He tends to go under the radar as a planeswalker commander already, and by the time your opponents notice, you usually have a graveyard full of things that can leave it or a board full of spirits and a commander ready to give them all double strike. \n\nFor your opening hand, try to have something that can block for "},{"attributes":{"italic":true},"insert":"Quintorius"},{"insert":" by the time he comes down. "},{"attributes":{"italic":true},"insert":"3-4 "},{"insert":"lands + ramp would be perfect to find at the start of the game, though having built-in card draw in your commander helps if you only have the minimum to cast him. You should also try to have something that can start leaving your graveyard immediately as well, my favourites being ["},{"attributes":{"italic":true},"insert":"Containment Construct"},{"insert":"] or ["},{"attributes":{"italic":true},"insert":"Shenanigans"},{"insert":"]. The latter of which combos pretty well with ["},{"attributes":{"italic":true},"insert":"Liquimetal Torque"},{"insert":"] to act as repeatable and rewarded removal pieces. \n\nThe sooner you start filling your board up with spirits, the better. Don't fret too much about losing your commander, as even though it will take more mana to summon him later, he will be able to give your spirits double strike as soon as he comes down.\n\n["},{"attributes":{"italic":true},"insert":"Ceaseless Conflict"},{"insert":"] is a great way to punish your opponents who have committed too much to the board, or if you're running behind. It also helps fill your board up with the exact creature type your commander cares about. \n\nNearing the end of the game, looking for ["},{"attributes":{"italic":true},"insert":"Moonshaker Cavalry"},{"insert":"] should be your main goal in drawing cards. Even if it ends up in your graveyard, with cards like ["},{"attributes":{"italic":true},"insert":"Underworld Breach"},{"insert":"] and ["},{"attributes":{"italic":true},"insert":"Karmic Guide"},{"insert":"], you can still make use of it there, and it'll give you an extra body for doing so. ["},{"attributes":{"italic":true},"insert":"Katilda, Dawnhart Martyr//Katilda's Rising Dawn"},{"insert":"] acts as a backup finisher should your main one be exiled already.\n\nI will continuously upgrade and update the deck as time goes on, as this has grown to be one of my favorites, whilst of course labelling every card added properly. It has been difficult to upgrade this deck to be past a bracket 3, as most gamechangers don't do much to improve what the deck is lacking in, and the cost of the cards also makes it hard to justify their addition.\n\nIt took me a while to fully understand and appreciate the deck, but hopefully, by looking at the list, which cards I have switched in/out, and reading this description, it will give you better insight and understanding of how I built my "},{"attributes":{"italic":true},"insert":"Quintorius"},{"insert":" deck the way it is.\n"}]}
Commander
Quintorius, History Chaser
Whenever one or more cards leave your graveyard, create a 3/2 red and white Spirit creature token.
+1: You may discard a card. If you do, draw two cards, then mill a card.
−4: Spirits you control gain double strike and vigilance until end of turn.
Quintorius, History Chaser can be your commander.
+1: You may discard a card. If you do, draw two cards, then mill a card.
−4: Spirits you control gain double strike and vigilance until end of turn.
Quintorius, History Chaser can be your commander.
Legendary Planeswalker - Quintorius

Commander
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Anthem
Anthem
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Board Wipe
Board Wipe
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Copy
Copy
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Draw
Brass's Tunnel-Grinder
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one.
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
Legendary Artifact


Mila, Crafty Companion
Whenever an opponent attacks one or more planeswalkers you control, put a loyalty counter on each planeswalker you control.
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Whenever a permanent you control becomes the target of a spell or ability an opponent controls, you may draw a card.
Legendary Creature - Fox


Draw
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Finisher
Katilda, Dawnhart Martyr
Flying, lifelink, protection from Vampires
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Legendary Creature - Spirit Warlock


Finisher
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Grave Exile
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

Grave Exile
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Protection
Onakke Oathkeeper
Creatures can't attack planeswalkers you control unless their controller pays for each creature they control that's attacking a planeswalker you control.
, Exile this card from your graveyard: Return target planeswalker card from your graveyard to the battlefield.
, Exile this card from your graveyard: Return target planeswalker card from your graveyard to the battlefield.
Creature - Spirit Ogre

Protection
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Ramp
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Ramp
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Recursion
Angel of Indemnity
Flying, lifelink
When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Warrior Angel

Banon, the Returners' Leader
Pray — Once during each of your turns, you may cast a creature spell from among cards in your graveyard that were put there from anywhere other than the battlefield this turn.
Whenever you attack, you may pay and discard a card. If you do, draw a card.
Whenever you attack, you may pay and discard a card. If you do, draw a card.
Legendary Creature - Human Cleric Rebel

Excava, the Risen Past
Flying, haste
Whenever Excava attacks, return up to one target artifact, creature, or non-Aura enchantment card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it. It's a 1/1 Spirit creature with flying in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.)
Whenever Excava attacks, return up to one target artifact, creature, or non-Aura enchantment card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it. It's a 1/1 Spirit creature with flying in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.)
Legendary Creature - Spirit Horse

Hofri Ghostforge
Spirits you control get +1/+1 and have trample and haste.
Whenever another nontoken creature you control dies, exile it. If you do, create a token that's a copy of that creature, except it's a Spirit in addition to its other types and it has "When this token leaves the battlefield, return the exiled card to its owner's graveyard."
Whenever another nontoken creature you control dies, exile it. If you do, create a token that's a copy of that creature, except it's a Spirit in addition to its other types and it has "When this token leaves the battlefield, return the exiled card to its owner's graveyard."
Legendary Creature - Cleric Dwarf

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

Serra Paragon
Flying
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Once during each of your turns, you may play a land from your graveyard or cast a permanent spell with mana value 3 or less from your graveyard. If you do, it gains "When this permanent is put into a graveyard from the battlefield, exile it and you gain 2 life."
Creature - Angel

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

Trove Warden
Vigilance
Landfall — Whenever a land you control enters, exile target permanent card with mana value 3 or less from your graveyard.
When this creature dies, put each permanent card exiled with it onto the battlefield under the control of that card's owner.
Landfall — Whenever a land you control enters, exile target permanent card with mana value 3 or less from your graveyard.
When this creature dies, put each permanent card exiled with it onto the battlefield under the control of that card's owner.
Creature - Beast Cat

Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Recursion
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Removal
Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor

Removal
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Tokens
Currency Converter
Whenever you discard a card, you may exile that card from your graveyard.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
, : Draw a card, then discard a card.
: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token.
Artifact

Tokens
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1st Removed
1st Removed
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2nd Removed
Bitterthorn, Nissa's Animus
Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.)
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip
Legendary Artifact - Equipment

Fateful Tempest
Council's dilemma — Starting with you, each player votes for past or present. You mill a card for each past vote, then Fateful Tempest deals damage to each opponent equal to the total mana value of cards milled this way. Exile the top card of your library for each present vote. Until the end of your next turn, you may play the exiled cards.
Sorcery

2nd Removed
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3rd Removed
Advanced Reconstruction
(Gain the next level as a sorcery to add its ability.)
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
At the beginning of your first main phase, mill a card, then exile a card from your graveyard at random. You may play the exiled card this turn.
: Level 2
Whenever one or more cards leave your graveyard, this Class deals 2 damage to each opponent.
: Level 3
Spells you cast from anywhere other than your hand cost less to cast.
Enchantment - Class

Ao, the Dawn Sky
Flying, vigilance
When Ao dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
When Ao dies, choose one —
• Look at the top seven cards of your library. Put any number of nonland permanent cards with total mana value 4 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
• Put two +1/+1 counters on each permanent you control that's a creature or Vehicle.
Legendary Creature - Dragon Spirit

Claim Jumper
Vigilance
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
Creature - Mercenary Rabbit

3rd Removed
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4th Removed
Guardian Scalelord
Backup 1 (When this creature enters, put a +1/+1 counter on target creature. If that's another creature, it gains the following abilities until end of turn.)
Flying
Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Flying
Whenever this creature attacks, return target nonland permanent card with mana value X or less from your graveyard to the battlefield, where X is this creature's power.
Creature - Dragon

Quintorius, Loremaster
Vigilance
At the beginning of your end step, exile target noncreature, nonland card from your graveyard. Create a 3/2 red and white Spirit creature token.
, , Sacrifice a Spirit: Choose target card exiled with Quintorius. You may cast that card this turn without paying its mana cost. If that spell would be put into a graveyard, put it on the bottom of its owner's library instead.
At the beginning of your end step, exile target noncreature, nonland card from your graveyard. Create a 3/2 red and white Spirit creature token.
, , Sacrifice a Spirit: Choose target card exiled with Quintorius. You may cast that card this turn without paying its mana cost. If that spell would be put into a graveyard, put it on the bottom of its owner's library instead.
Legendary Creature - Cleric Elephant

4th Removed
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5th Removed
5th Removed
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Extra Removed
Jaya's Phoenix
Flying, haste
Whenever this creature deals combat damage to a player or planeswalker, copy the next loyalty ability you activate this turn when you activate it. You may choose new targets for the copy.
Whenever you cast a planeswalker spell, you may return this card from your graveyard to the battlefield.
Whenever this creature deals combat damage to a player or planeswalker, copy the next loyalty ability you activate this turn when you activate it. You may choose new targets for the copy.
Whenever you cast a planeswalker spell, you may return this card from your graveyard to the battlefield.
Creature - Phoenix

Venerable Warsinger
Vigilance, trample
Whenever this creature deals combat damage to a player, you may return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of damage this creature dealt to that player.
Whenever this creature deals combat damage to a player, you may return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of damage this creature dealt to that player.
Creature - Cleric Spirit

Extra Removed
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"My deck of choice for my local playgroup's "},{"attributes":{"italic":true},"insert":"SOS"},{"insert":" precon battle. Every week, we took out up to "},{"attributes":{"italic":true},"insert":"5"},{"insert":" cards with a "},{"attributes":{"underline":true},"insert":"$10CAD budget"},{"insert":" for upgrades. Even though we finished our precon battle with this deck in the top spot, I have continued to upgrade the deck and list which cards I have taken out. All of which can be seen if you group by \""},{"attributes":{"italic":true},"insert":"Color Tag"},{"insert":"\". This deck has surprised the playgroup as a whole, not only being a strong one that goes wide fast, but also one that can recover from a wipe easily.\n\n"},{"attributes":{"italic":true},"insert":"Quintorius "},{"insert":"reads a lot better than he plays. He tends to go under the radar as a planeswalker commander already, and by the time your opponents notice, you usually have a graveyard full of things that can leave it or a board full of spirits and a commander ready to give them all double strike. \n\nFor your opening hand, try to have something that can block for "},{"attributes":{"italic":true},"insert":"Quintorius"},{"insert":" by the time he comes down. "},{"attributes":{"italic":true},"insert":"3-4 "},{"insert":"lands + ramp would be perfect to find at the start of the game, though having built-in card draw in your commander helps if you only have the minimum to cast him. You should also try to have something that can start leaving your graveyard immediately as well, my favourites being ["},{"attributes":{"italic":true},"insert":"Containment Construct"},{"insert":"] or ["},{"attributes":{"italic":true},"insert":"Shenanigans"},{"insert":"]. The latter of which combos pretty well with ["},{"attributes":{"italic":true},"insert":"Liquimetal Torque"},{"insert":"] to act as repeatable and rewarded removal pieces. \n\nThe sooner you start filling your board up with spirits, the better. Don't fret too much about losing your commander, as even though it will take more mana to summon him later, he will be able to give your spirits double strike as soon as he comes down.\n\n["},{"attributes":{"italic":true},"insert":"Ceaseless Conflict"},{"insert":"] is a great way to punish your opponents who have committed too much to the board, or if you're running behind. It also helps fill your board up with the exact creature type your commander cares about. \n\nNearing the end of the game, looking for ["},{"attributes":{"italic":true},"insert":"Moonshaker Cavalry"},{"insert":"] should be your main goal in drawing cards. Even if it ends up in your graveyard, with cards like ["},{"attributes":{"italic":true},"insert":"Underworld Breach"},{"insert":"] and ["},{"attributes":{"italic":true},"insert":"Karmic Guide"},{"insert":"], you can still make use of it there, and it'll give you an extra body for doing so. ["},{"attributes":{"italic":true},"insert":"Katilda, Dawnhart Martyr//Katilda's Rising Dawn"},{"insert":"] acts as a backup finisher should your main one be exiled already.\n\nI will continuously upgrade and update the deck as time goes on, as this has grown to be one of my favorites, whilst of course labelling every card added properly. It has been difficult to upgrade this deck to be past a bracket 3, as most gamechangers don't do much to improve what the deck is lacking in, and the cost of the cards also makes it hard to justify their addition.\n\nIt took me a while to fully understand and appreciate the deck, but hopefully, by looking at the list, which cards I have switched in/out, and reading this description, it will give you better insight and understanding of how I built my "},{"attributes":{"italic":true},"insert":"Quintorius"},{"insert":" deck the way it is.\n"}]}
































































































