Aplysian
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"🍬 Trick or Treat: The Ultimate Kingmaker Traitor 🗡️"},{"insert":"\n\nMost Zur decks seek to lock out the table, tutor a fast combo finish, or build Zur into a \"voltron\" style creature. This deck plays a much more sinister game: "},{"attributes":{"bold":true},"insert":"We take the role of helpful advisor, build a king, protect them, and then betray them to steal all they have built."},{"insert":"\n\nThe plan isn't to beat three players—it's to pick "},{"attributes":{"bold":true},"insert":"one player"},{"insert":", turn their favorite creature into an unkillable \"Raid Boss,\" and let them sweep the rest of the table while we sit comfortably behind a massive pillowfort. Once it's down to a 1v1, "},{"attributes":{"bold":true},"insert":"we spring the trap"},{"insert":" and pull the rug out from under them for the win (the trick).\n\n"},{"attributes":{"bold":true},"insert":"🍭 Phase 1: The Treats (Building the Monster)"},{"insert":"\nWe find the player with the most threatening or interesting creature and load it up with \"gifts\":\n"},{"attributes":{"bold":true},"insert":"Forced Aggro & Evasion: "},{"insert":{"card-link":"Vow of Flight"}},{"insert":", "},{"insert":{"card-link":"Vow of Torment"}},{"insert":", "},{"insert":{"card-link":"Parasitic Impetus"}},{"insert":", "},{"insert":{"card-link":"Coercive Impetus"}},{"insert":" and "},{"insert":{"card-link":"Ghoulish Impetus"}},{"insert":" pump their power and grant evasion, but legally prohibit them from swinging in our direction.\n"},{"attributes":{"bold":true},"insert":"Diplomatic Buffs:"},{"insert":" Cards like "},{"insert":{"card-link":"Orzhov Advokist"}},{"insert":", "},{"insert":{"card-link":"Nils, Discipline Enforcer"}},{"insert":", and "},{"insert":{"card-link":"Love Song of Night and Day"}},{"insert":", and "},{"insert":{"card-link":"Scriv, the Obligator"}},{"insert":" provide incentive and deterrent to attacking us\n"},{"attributes":{"bold":true},"insert":"Guaranteed Survival:"},{"insert":"*We protect *their* creature from the rest of the table using "},{"insert":{"card-link":"Curator's Ward"}},{"insert":" , "},{"insert":{"card-link":"Shielded by Faith"}},{"insert":", "},{"insert":{"card-link":"Benevolent Blessing"}},{"insert":", "},{"insert":{"card-link":"Vanishing"}},{"insert":" , and more. They get to keep their dream threat alive while taking out our shared enemies.\n\n"},{"attributes":{"bold":true},"insert":"🏰 Phase 2: The Security Guard (Pillowforting)"},{"insert":"\nWhile our custom-built monster is tearing through the table, we ensure the other two opponents can't retaliate against us:\n"},{"attributes":{"bold":true},"insert":"Taxing the Field"},{"insert":": As we dump Auras onto the Raid Boss, "},{"insert":{"card-link":"Sphere of Safety"}},{"insert":" turns our field into an impenetrable tax wall.\n"},{"attributes":{"bold":true},"insert":"Tenuous Alliances"},{"insert":":"},{"insert":{"card-link":"Tenuous Truce"}},{"insert":", "},{"insert":{"card-link":"Love Song of Night and Day"}},{"insert":", and other treats keeps our \"partner\" happy and drawing cards while ensuring they remain incentivized to leave us for last.\n\n 🎃 "},{"attributes":{"bold":true},"insert":"Phase 3: The Ultimate Trick (The Regicide)"},{"insert":"\nOnce the rest of the pods are eliminated and it's time for the final showdown, we trigger the sting:\n"},{"attributes":{"bold":true},"insert":"The Payload:"},{"insert":" Before or during the endgame, we slip "},{"insert":{"card-link":"Banewasp Affliction"}},{"insert":", "},{"insert":{"card-link":"Dying Wish"}},{"insert":"(using "},{"insert":{"card-link":"Ardenn, Intrepid Archaeologist"}},{"insert":") , or "},{"insert":{"card-link":"Death Watch"}},{"insert":" onto their massive, 20+ power monster.\n"},{"attributes":{"bold":true},"insert":"The Detonators:"},{"insert":" We execute our own creation with spot removal ("},{"insert":{"card-link":"Go for the Throat"}},{"insert":", "},{"insert":{"card-link":"Seal of Doom"}},{"insert":", or "},{"insert":{"card-link":"Parallax Dementia"}},{"insert":"). The moment their giant monster dies, the death triggers deal lethal damage directly to their face, instantly winning us the game (or drastically swinging it in our favor). We can then instantly put all of those auras back on the battlefield with "},{"insert":{"card-link":"Eiganjo Dynastorian // Replenish"}},{"insert":", "},{"insert":{"card-link":"Mantle of the Ancients"}},{"insert":", or"},{"insert":{"card-link":"Hourglass of the Lost"}},{"insert":". These are also useful if our king gets taken down before our plan comes to fruition (got to have contingencies).\n Alternatively, cards like "},{"insert":{"card-link":"Eyes Everywhere"}},{"insert":" or "},{"insert":{"card-link":"Eriette of the Charmed Apple"}},{"insert":" drain them out or take control of their fully-loaded creature right when they think they've won.\n\n"},{"attributes":{"bold":true},"insert":"Cool Tech: "},{"insert":"\nAura spells only target when they are on the stack (such as when you cast one from hand) , but Zur puts them directly on the battlefield to be attatched as you like. This bypasses shroud and hexproof! We still have "},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":" and "},{"insert":{"card-link":"Shay Cormac"}},{"insert":" if we need to strip protection for something in our hand though. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It always sucks when your commander is removed. Nothing would endear us more to our \"partner\" than giving back their commander for two mana. What a treat! "},{"insert":{"card-link":"Immortal Obligation"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sigarda's Aid"}},{"insert":" and "},{"insert":{"card-link":"Heliod, the Radiant Dawn // Heliod, the Warped Eclipse"}},{"insert":" allow us to hold mana up to flash in auras"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"}]}
Restoration Magic
Tiered (Choose one additional cost.)
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant

"Problem" Support
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Aura Moving
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Scriv, the Obligator
Flying, deathtouch
Whenever Scriv enters or attacks, create a white Aura enchantment token named Contract attached to target creature an opponent controls. The token has enchant creature and "Whenever enchanted creature attacks, it gets +2/+0 until end of turn if it's attacking one of your opponents. Otherwise, its controller loses 2 life."
Whenever Scriv enters or attacks, create a white Aura enchantment token named Contract attached to target creature an opponent controls. The token has enchant creature and "Whenever enchanted creature attacks, it gets +2/+0 until end of turn if it's attacking one of your opponents. Otherwise, its controller loses 2 life."
Legendary Creature - Bird Inkling

Buff Stack
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Enduring Innocence
Lifelink
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
When Enduring Innocence dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Sheep Glimmer

Love Song of Night and Day
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — You and target opponent each draw two cards.
II — Create a 1/1 white Bird creature token with flying.
III — Put a +1/+1 counter on each of up to two target creatures.
I — You and target opponent each draw two cards.
II — Create a 1/1 white Bird creature token with flying.
III — Put a +1/+1 counter on each of up to two target creatures.
Enchantment - Saga

Waterbender Ascension
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card.
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment

Draw
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Finisher
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Eriette of the Charmed Apple
Each creature that's enchanted by an Aura you control can't attack you or planeswalkers you control.
At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
Legendary Creature - Human Warlock

Ghoulish Impetus
Enchant creature
Enchanted creature gets +1/+1, has deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
When enchanted creature dies, return this card to the battlefield at the beginning of the next end step.
Enchanted creature gets +1/+1, has deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
When enchanted creature dies, return this card to the battlefield at the beginning of the next end step.
Enchantment - Aura

Killian, Decisive Mentor
Whenever an enchantment you control enters, tap up to one target creature and goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever one or more creatures that are enchanted by an Aura you control attack, draw a card.
Whenever one or more creatures that are enchanted by an Aura you control attack, draw a card.
Legendary Creature - Human Warlock

Nils, Discipline Enforcer
At the beginning of your end step, for each player, put a +1/+1 counter on up to one target creature that player controls.
Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.
Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays , where X is the number of counters on that creature.
Legendary Creature - Human Cleric

Fog
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Land
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Callaphe, Beloved of the Sea
Callaphe's power is equal to your devotion to blue. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
Creatures and enchantments you control have "Spells your opponents cast that target this permanent cost more to cast."
Legendary Creature Enchantment - Demigod

Protection
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Michiko's Reign of Truth
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I, II — Target creature gets +1/+1 until end of turn for each artifact and/or enchantment you control.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Pump
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The Restoration of Eiganjo
(As this Saga enters and after your draw step, add a lore counter.)
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
II — You may discard a card. When you do, return target permanent card with mana value 2 or less from your graveyard to the battlefield tapped.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Ramp
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Bruna, Light of Alabaster
Flying, vigilance
Whenever Bruna attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.
Whenever Bruna attacks or blocks, you may attach to it any number of Auras on the battlefield and you may put onto the battlefield attached to it any number of Aura cards that could enchant it from your graveyard and/or hand.
Legendary Creature - Angel

Immortal Obligation
Return target creature card from an opponent's graveyard to the battlefield under their control with a duty counter on it. For as long as that creature has a duty counter on it, it is goaded, can't attack you or a permanent you control, and can't block creatures you control.
Instant

Mantle of the Ancients
Enchant creature you control
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature.
Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Enchantment - Aura

Recursion
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Parallax Dementia
Enchant creature
Fading 1 (This enchantment enters with one fade counter on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Enchanted creature gets +3/+2.
When this Aura leaves the battlefield, destroy enchanted creature. That creature can't be regenerated.
Fading 1 (This enchantment enters with one fade counter on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
Enchanted creature gets +3/+2.
When this Aura leaves the battlefield, destroy enchanted creature. That creature can't be regenerated.
Enchantment - Aura

Seal from Existence
Ward (Whenever this enchantment becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Enchantment

Shay Cormac
: Permanents your opponents control lose hexproof, indestructible, protection, shroud, and ward until end of turn.
Whenever a creature an opponent controls becomes the target of a spell or ability you control, put a bounty counter on that creature.
Whenever a creature with a bounty counter on it dies, put two +1/+1 counters on Shay Cormac.
Whenever a creature an opponent controls becomes the target of a spell or ability you control, put a bounty counter on that creature.
Whenever a creature with a bounty counter on it dies, put two +1/+1 counters on Shay Cormac.
Legendary Creature - Human Knight Rogue

Removal
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Case of the Stashed Skeleton
When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.)
To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)
Solved — , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)
Solved — , Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
Enchantment - Case

Invasion of Theros
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library for an Aura, God, or Demigod card, reveal it, put it into your hand, then shuffle.
When this Siege enters, search your library for an Aura, God, or Demigod card, reveal it, put it into your hand, then shuffle.
Battle - Siege


Tutor
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Security Bypass
Enchant creature
As long as enchanted creature is attacking alone, it can't be blocked.
Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
As long as enchanted creature is attacking alone, it can't be blocked.
Enchanted creature has "Whenever this creature deals combat damage to a player, it connives." (Its controller draws a card, then discards a card. If they discarded a nonland card, they put a +1/+1 counter on this creature.)
Enchantment - Aura

Yume, Chronicler of Valor
The first spell you cast during each of your turns has assist. When you cast that spell, if another player spent mana to cast it, you and that player each draw a card. (As you cast a spell with assist, you may choose another player. They may pay some or all of the generic mana in the spell's cost.)
Legendary Creature - Human Druid

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"bold":true},"insert":"🍬 Trick or Treat: The Ultimate Kingmaker Traitor 🗡️"},{"insert":"\n\nMost Zur decks seek to lock out the table, tutor a fast combo finish, or build Zur into a \"voltron\" style creature. This deck plays a much more sinister game: "},{"attributes":{"bold":true},"insert":"We take the role of helpful advisor, build a king, protect them, and then betray them to steal all they have built."},{"insert":"\n\nThe plan isn't to beat three players—it's to pick "},{"attributes":{"bold":true},"insert":"one player"},{"insert":", turn their favorite creature into an unkillable \"Raid Boss,\" and let them sweep the rest of the table while we sit comfortably behind a massive pillowfort. Once it's down to a 1v1, "},{"attributes":{"bold":true},"insert":"we spring the trap"},{"insert":" and pull the rug out from under them for the win (the trick).\n\n"},{"attributes":{"bold":true},"insert":"🍭 Phase 1: The Treats (Building the Monster)"},{"insert":"\nWe find the player with the most threatening or interesting creature and load it up with \"gifts\":\n"},{"attributes":{"bold":true},"insert":"Forced Aggro & Evasion: "},{"insert":{"card-link":"Vow of Flight"}},{"insert":", "},{"insert":{"card-link":"Vow of Torment"}},{"insert":", "},{"insert":{"card-link":"Parasitic Impetus"}},{"insert":", "},{"insert":{"card-link":"Coercive Impetus"}},{"insert":" and "},{"insert":{"card-link":"Ghoulish Impetus"}},{"insert":" pump their power and grant evasion, but legally prohibit them from swinging in our direction.\n"},{"attributes":{"bold":true},"insert":"Diplomatic Buffs:"},{"insert":" Cards like "},{"insert":{"card-link":"Orzhov Advokist"}},{"insert":", "},{"insert":{"card-link":"Nils, Discipline Enforcer"}},{"insert":", and "},{"insert":{"card-link":"Love Song of Night and Day"}},{"insert":", and "},{"insert":{"card-link":"Scriv, the Obligator"}},{"insert":" provide incentive and deterrent to attacking us\n"},{"attributes":{"bold":true},"insert":"Guaranteed Survival:"},{"insert":"*We protect *their* creature from the rest of the table using "},{"insert":{"card-link":"Curator's Ward"}},{"insert":" , "},{"insert":{"card-link":"Shielded by Faith"}},{"insert":", "},{"insert":{"card-link":"Benevolent Blessing"}},{"insert":", "},{"insert":{"card-link":"Vanishing"}},{"insert":" , and more. They get to keep their dream threat alive while taking out our shared enemies.\n\n"},{"attributes":{"bold":true},"insert":"🏰 Phase 2: The Security Guard (Pillowforting)"},{"insert":"\nWhile our custom-built monster is tearing through the table, we ensure the other two opponents can't retaliate against us:\n"},{"attributes":{"bold":true},"insert":"Taxing the Field"},{"insert":": As we dump Auras onto the Raid Boss, "},{"insert":{"card-link":"Sphere of Safety"}},{"insert":" turns our field into an impenetrable tax wall.\n"},{"attributes":{"bold":true},"insert":"Tenuous Alliances"},{"insert":":"},{"insert":{"card-link":"Tenuous Truce"}},{"insert":", "},{"insert":{"card-link":"Love Song of Night and Day"}},{"insert":", and other treats keeps our \"partner\" happy and drawing cards while ensuring they remain incentivized to leave us for last.\n\n 🎃 "},{"attributes":{"bold":true},"insert":"Phase 3: The Ultimate Trick (The Regicide)"},{"insert":"\nOnce the rest of the pods are eliminated and it's time for the final showdown, we trigger the sting:\n"},{"attributes":{"bold":true},"insert":"The Payload:"},{"insert":" Before or during the endgame, we slip "},{"insert":{"card-link":"Banewasp Affliction"}},{"insert":", "},{"insert":{"card-link":"Dying Wish"}},{"insert":"(using "},{"insert":{"card-link":"Ardenn, Intrepid Archaeologist"}},{"insert":") , or "},{"insert":{"card-link":"Death Watch"}},{"insert":" onto their massive, 20+ power monster.\n"},{"attributes":{"bold":true},"insert":"The Detonators:"},{"insert":" We execute our own creation with spot removal ("},{"insert":{"card-link":"Go for the Throat"}},{"insert":", "},{"insert":{"card-link":"Seal of Doom"}},{"insert":", or "},{"insert":{"card-link":"Parallax Dementia"}},{"insert":"). The moment their giant monster dies, the death triggers deal lethal damage directly to their face, instantly winning us the game (or drastically swinging it in our favor). We can then instantly put all of those auras back on the battlefield with "},{"insert":{"card-link":"Eiganjo Dynastorian // Replenish"}},{"insert":", "},{"insert":{"card-link":"Mantle of the Ancients"}},{"insert":", or"},{"insert":{"card-link":"Hourglass of the Lost"}},{"insert":". These are also useful if our king gets taken down before our plan comes to fruition (got to have contingencies).\n Alternatively, cards like "},{"insert":{"card-link":"Eyes Everywhere"}},{"insert":" or "},{"insert":{"card-link":"Eriette of the Charmed Apple"}},{"insert":" drain them out or take control of their fully-loaded creature right when they think they've won.\n\n"},{"attributes":{"bold":true},"insert":"Cool Tech: "},{"insert":"\nAura spells only target when they are on the stack (such as when you cast one from hand) , but Zur puts them directly on the battlefield to be attatched as you like. This bypasses shroud and hexproof! We still have "},{"insert":{"card-link":"Arcane Lighthouse"}},{"insert":" and "},{"insert":{"card-link":"Shay Cormac"}},{"insert":" if we need to strip protection for something in our hand though. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It always sucks when your commander is removed. Nothing would endear us more to our \"partner\" than giving back their commander for two mana. What a treat! "},{"insert":{"card-link":"Immortal Obligation"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sigarda's Aid"}},{"insert":" and "},{"insert":{"card-link":"Heliod, the Radiant Dawn // Heliod, the Warped Eclipse"}},{"insert":" allow us to hold mana up to flash in auras"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n"}]}












































































