1.1k views7 days ago
Commander
Size: 100Salt sum: 36.03
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Foreverduelist92

1.1k views7 days ago
Commander
Size: 100Salt sum: 36.03

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{"ops":[{"attributes":{"bold":true},"insert":"Precon League and Rules"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is my \"Precon League\" deck that was randomly selected for me among my 4 man pod for Strixhaven. We did all of this digitally through Cockatrice, so getting the cards were quick/easy. Everything was tracked in a shared Google spreadsheet. Prices of cards added/taken out were pulled from TCGplayer and players could \"spot check\" the spreadsheet to ensure cards everyone picked were fairly priced. Everyone voluntarily agreed to the following restrictions to force players to think more carefully about what to add and/or remove from their decks and make a more conscious effort about deck building around synergy instead of just using general, expensive \"strong\" cards like Esper Sentinel, Mana Drain, Cavern of Souls, Delighted Halfing, Badgermole Cub, and etc.\n\nWe played for 8 weeks with the following restrictions: \n1. Only a max of 5 card swaps allowed each week (excluding lands). Cards swapped out are available in your \"card pool\" to be added back in at a later time, but count towards the 5 card swap limit.\n2. Only $15 worth in additions allowed per week (totaling $120 in upgrades). Unspent funds rollover to the next week. NO REFUNDS. Non-basic lands use these funds too, but aren't restricted to the 5 swap per week limit. Basic lands are free.\n3. No Game Changers\n4. Playing Bracket 3\n\nThis current deck list is the week 8 \"final\" version of my deck for the league, and I can say that as of 6/20/26, I am declared the victor! \n\nThe score totals out of 23 games played over 8 weeks are as follows:\n1st place - Lorehold Spirits - 9 wins\n2nd place - TIED - Prismari Artistry & Quandrix Unlimited - 5 wins each\n4th place - Witherbloom Pestilence - 4 wins\n(We did not have a 5th player to pilot the Silverquill Influence deck)\n\nHope y'all enjoy!\n\n"},{"attributes":{"bold":true},"insert":"About the Deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Over the course of those 8 weeks, I had a lot of different card options to pick from while staying within budget. Some of the fun ones I ran into, used for a few weeks, but ultimately didn't make the cut in the final version were things like "},{"insert":{"card-link":"Luxior, Giada's Gift"}},{"insert":" , "},{"insert":{"card-link":"Ascend from Avernus"}},{"insert":" , "},{"insert":{"card-link":"Anim Pakal, Thousandth Moon"}},{"insert":" , "},{"insert":{"card-link":"Quintorius Kand"}},{"insert":" , and "},{"insert":{"card-link":"Yidaro, Wandering Monster"}},{"insert":" . Luxior seemed to put Quintorius in more harms way (creature removal) than it benefited the deck, Ascend was too expensive, Anim was just a \"good card\" that didn't really synergize, Quintorius Kand was too expensive to justify keeping just to make 1 single spirit each turn and discovering 4 is such a gamble for a possible flop and I never did Ult it in the games I had it in the deck, and Yidaro didn't ever quite pop off with the \"cycle 4 times, get the big turtle\" and would only ever draw 1 card and make 1 spirit for two mana, which was okay but felt like the slot could be better utilized. \n\nAdmittedly, it took me like 2-3 weeks to fully understand what the real gameplan of this deck would be, as I didn't \"pick\" this deck for our precon league. We used a randomizer and everyone got \"assigned\" their decks, and I honestly wasn't very hyped about this deck. But boy was I wrong, because this has become one of my most dynamic and fun decks to play and is really high on my list of favorite decks. It's really closer to week 3 and forward that the deck really started to pop off and do it's thing and that I really started building towards its synergy. If I could go back and re-do this, I would've added a lot of the cards back in the tail end of weeks 7-8 within the first 2 weeks. \n\n"},{"attributes":{"bold":true},"insert":"So what is the gameplan, exactly? "},{"attributes":{"header":2},"insert":"\n"},{"insert":"The point is to get Quintorius out asap, and just start making spirit tokens and overwhelm the opponents with your dozens of tokens and potentially go for double strike from Quintorius. Yeah, I know, yet another creature based strategy where the wincon is to swing for damage, how original. But it's more about the journey of how we get to that threatening board state! \n\nKey Drivers of the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The primary cards that kick off the strat are as follows: "},{"insert":{"card-link":"Currency Converter"}},{"insert":" , "},{"insert":{"card-link":"Ghost Vacuum"}},{"insert":" , "},{"insert":{"card-link":"Relic of Progenitus"}},{"insert":" , "},{"insert":{"card-link":"Scrabbling Claws"}},{"insert":" , "},{"insert":{"card-link":"Containment Construct"}},{"insert":" , and "},{"insert":{"card-link":"Conspiracy Theorist"}},{"insert":" .\nThese are the main cards where you want at least one in your opening hand to get the engine going. The mana rocks are to help ensure you can get Quintorius out by turn 3-4, as the \"drivers\" obviously don't work without Quintorius on board. Currency Converter does A LOT of heavy lifting in this deck. It creates a 3/2 every time you discard, and then you also get to make that extra \"sneaky\" 2/2 rogue when the situation calls for it or give yourself a little ramp with the treasure. Quintorius often times keeps your hand filled, so you'll have the flexibility/options on what to discard to suit your needs.\n\nExample 1: turn 1 play land and cast Currency Converter -> turn 2 play land and cast mana rock -> turn 3 play land and cast Quintorius, tick up Quintorius to discard 1, draw 2, mill 1, and because of currency converter your discarded card goes into exile, and now you already have one 3/2 spirit on board. Then, depending on what you discarded, you can then tap Currency to either make another body (2/2 rogue) or a treasure. And that's all by turn 3. From there, you continue to tick up each turn while advancing your board state.\n\nExample 2: turn 1 play land, cast scrabbling claws -> turn 2 play land and pass (maybe no rock in hand) -> turn 3, drew a rock, play land, cast mana rock, maybe cast something else idk, pass -> turn 4, cast Quintorius, tick up loyalty, discard 1, draw 2, mill 1. And then before your next turn, tap the scrabbling to either exile one of those the cards in your grave to make a 3/2 spirit, or exile 1 card from an opponent's grave, whatever is more appropriate for the scenario. The main thing is you wait last minute to tap the scrabbling/ghost vacuum/relic of progenitus/currency and be reactionary so that you have options on your opponents' turn. \n\nThere are additional cards that feed into the mid-late game of this strategy and a lot of them are very good at recursion. Those cards are: "},{"insert":{"card-link":"Angel of Indemnity"}},{"insert":" , "},{"insert":{"card-link":"Augusta, Order Returned"}},{"insert":" , "},{"insert":{"card-link":"Emeria Shepherd"}},{"insert":" , "},{"insert":{"card-link":"Excava, the Risen Past"}},{"insert":" , "},{"insert":{"card-link":"Guardian Scalelord"}},{"insert":" , "},{"insert":{"card-link":"Karmic Guide"}},{"insert":" , "},{"insert":{"card-link":"Serra Paragon"}},{"insert":" , "},{"insert":{"card-link":"Squee, Goblin Nabob"}},{"insert":" , "},{"insert":{"card-link":"Sun Titan"}},{"insert":" , "},{"insert":{"card-link":"Restoration Seminar"}},{"insert":" , "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" , "},{"insert":{"card-link":"Emeria, the Sky Ruin"}},{"insert":" \n\nEither way, you keep ticking up Quintorius, draw a bunch of cards, make tokens, recur things, and then when you're at critical mass, -4 Quintorius for that wide double strike vigilance swing.\n\n"},{"attributes":{"bold":true},"insert":"Swaps"},{"attributes":{"header":2},"insert":"\n"},{"insert":" I'll now list what I took out and put in, in the order they were taken out, meaning top 5 were taken out week 1, then next 5 week two, etc, and vice versa for the additions. But sometimes you'll see a land or two, but as stated above, lands didn't count towards the 5 swaps in/out. I'm going to leave out the additions that I put in that I eventually took out since that would be confusing and I just want to present what cards from the original precon eventually got cut and what stayed in the final version. In total, about 40 cards got taken out.\n\n"},{"attributes":{"bold":true},"insert":"Taken out:"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Perpetual Timepiece"}},{"insert":" - without the engine pieces that were added into the deck later, milling myself wasn't that impactful so this did nothing.\n"},{"insert":{"card-link":"Fateful Tempest"}},{"insert":" - not a fan of impulse draw and \"maybe deal damage\" to opponents based on chance.\n"},{"insert":{"card-link":"Seize the Spoils"}},{"insert":" - probably could be a usable card in the deck, I just needed to make some sort of cut early on and this card didn't seem that good at the time.\n"},{"insert":{"card-link":"Kirol, History Buff // Pack a Punch"}},{"insert":" - Does nothing particularly impactful, mana better spent on other things\n"},{"insert":{"card-link":"Lorehold Archivist // Restore Relic"}},{"insert":" - Does nothing, mana better spent on other things, plus the quality of artifacts in grave for the recursion aren't THAT broken. Not like we're playing Akroma's Memorial or anything OP.\n"},{"insert":{"card-link":"Atsushi, the Blazing Sky"}},{"insert":" - conditional \"when this creature dies\" not helpful since no sac outlets, and the impulse draw/make 3 treasure wasn't game breaking. \n"},{"insert":{"card-link":"Kami of Ancient Law"}},{"insert":" - Too niche a removal. Better, more broad removal available.\n"},{"insert":{"card-link":"Spirit of Resilience"}},{"insert":" - Just overall a TERRIBLE card. First of all, it has to be on your board, so you pay 3 for a vanilla 2/2. But then the hoops and hurdles you have to go through to use its ability sucks. This deck is partially recursion, so to EXILE one of your good pieces in grave (which you first have to have a good target in grave) just for this to temporarily become a copy of it until end of turn is NOT worth it. \n"},{"insert":{"card-link":"Lorehold Charm"}},{"insert":" - options weren't too impactful/meaningful\n"},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":" - too expensive and Quintorius already has a built in win-con ability\n"},{"insert":{"card-link":"Lotus Field"}},{"insert":" - deck lacks land recursion, so why use this?\n"},{"insert":{"card-link":"Sacred Peaks"}},{"insert":" - garbage tapped land\n"},{"insert":{"card-link":"Study Hall"}},{"insert":" - no colors, ability mostly irrelevant\n"},{"insert":{"card-link":"Fields of Strife"}},{"insert":" - whoopee, another tapped land\n"},{"insert":{"card-link":"Glittering Massif"}},{"insert":" - we don't like tapped lands\n"},{"insert":{"card-link":"Lorehold Campus"}},{"insert":" - poo tapped land\n"},{"insert":{"card-link":"Terramorphic Expanse"}},{"insert":" - stinky tapped land\n"},{"insert":{"card-link":"Naktamun Lorespinner // Wheel of Fortune"}},{"insert":" - A card that does nothing. You pay 3 mana for a vanilla 3/3, wait through 3 opponents' turns hoping it doesn't die, just to pay another 3 mana to wheel? This is not a card I want to top deck into, nor is it a card I want in my opening hand. So really, what's the point of this card? \n"},{"insert":{"card-link":"Bitterthorn, Nissa's Animus"}},{"insert":" - slow ramp, equip cost isn't quite reasonable\n"},{"insert":{"card-link":"Secret Rendezvous"}},{"insert":" - we'd rather avoid feeding our opponents cards\n"},{"insert":{"card-link":"Wave of Reckoning"}},{"insert":" - better board wipes to pick from\n"},{"insert":{"card-link":"Advanced Reconstruction"}},{"insert":" - another card where you wait a whole turn cycle after putting it down hoping something happens. Curve is bad cuz you usually want the commander out for turn 3-4, so you'd pick casting the commander over this. The second ability is cool, but with the amount of cards you're drawing from Quintorius and better cards you'll have access to, feeding mana into this doesn't advance the gameplan fast enough, third ability is a nice discount, but we're not regularly \"casting\" from exile or grave. \n"},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" - Not that many historic spells to fully utilize the ability. Too conditional to be fully useful.\n"},{"insert":{"card-link":"Monologue Tax"}},{"insert":" - conditional \"Opponent cast's a second spell\" to potentially make a treasure is iffy. \n"},{"insert":{"card-link":"Guardian of Faith"}},{"insert":" - seems good on paper since it's basically "},{"insert":{"card-link":"Clever Concealment"}},{"insert":"/"},{"insert":{"card-link":"Galadriel's Dismissal"}},{"insert":" , but I never found myself using this. It was almost easier to rebuild after getting board wiped rather than keeping mana open to use this.\n"},{"insert":{"card-link":"Ao, the Dawn Sky"}},{"insert":" - conditional \"when this dies\" effect. 5 mana for a flying 5/4 doesn't do much to synergize with this deck when there's no sac outlets. \n"},{"insert":{"card-link":"Staff of the Storyteller"}},{"insert":" - not a bad card, just opted for something else in place of this.\n"},{"insert":{"card-link":"Remorseful Cleric"}},{"insert":" - could be a decent bojuka bog, but that's why I have all the 1 mana artifacts that exile target card in a grave. \n"},{"insert":{"card-link":"Relic Retriever"}},{"insert":" - this card was okay, but just felt like there were better options to slot in for this.\n"},{"insert":{"card-link":"Quintorius, Field Historian"}},{"insert":" - this card was cool for awhile. It was like having a second Quintorius History Chaser. But for 5 mana and being easily removable, I opted for lower costed cards that could trigger the commander more frequently. \n"},{"insert":{"card-link":"Quintorius, Loremaster"}},{"insert":" - similar as above, 5 mana was a lot and could be easily removed, and never found myself using the activated ability. \n"},{"insert":{"card-link":"Venerable Warsinger"}},{"insert":" - Reads as a really great card. But 3 mana 3/3 with no haste, and at the time, no real +1/+1 counter synergy. However, with the deck as it is for Week 8, I might reconsider this card.\n"},{"insert":{"card-link":"Hofri Ghostforge"}},{"insert":" - this was actually a very good card. It gives an anthem effect with haste, and kinda/sorta insurance to save my non-spirit creatures. It's just I needed to make a cut for newer additions and this was on the chopping block, due to cost.\n"},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" - I'm generally not a fan of impulse draw. She did stay in the deck for several weeks, but just got cut for better synergistic cards.\n"},{"insert":{"card-link":"Ceaseless Conflict"}},{"insert":" \n"},{"insert":{"card-link":"Rip Apart"}},{"insert":" - slow sorcery speed removal but also not recurrable. \n"},{"insert":{"card-link":"Primary Research"}},{"insert":" - swapped in stuff that could recur more frequently\n"},{"insert":{"card-link":"Drumbellower"}},{"insert":" - Reconnaissance was a cheaper alternative for pseudo vigilance\n"},{"insert":{"card-link":"Claim Jumper"}},{"insert":" - One of the much later cards taken out of the deck. I don't know why I didn't cut this out much sooner, as the \"double catch up ramp\" was just never that relevant and it never really happened. \n"},{"insert":{"card-link":"White Orchid Phantom"}},{"insert":" - in hindsight, probably should've considered keeping this for proper land hate since I don't run any strip mines/etc. \n"},{"insert":{"card-link":"Balefire Liege"}},{"insert":" - a very strong anthem effect, but the usual argument of 5 mana is too expensive, cheaper/stronger alternatives \n\n"},{"attributes":{"bold":true},"insert":"Additions:"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Ghostly Prison"}},{"insert":" - a must have to pillow fort the commander\n"},{"insert":{"card-link":"Solitary Confinement"}},{"insert":" - saved my ass many games when I clearly get out of hand, easy to recur\n"},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" - easy to recur and hits all of opponents' best pieces\n"},{"insert":{"card-link":"Dawn Charm"}},{"insert":" - mostly a fog effect to save my ass and possible counter spell. \n"},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" - targeted removal + back up land.\n"},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":" - targeted removal\n"},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":" - useful interaction\n"},{"insert":{"card-link":"Sundown Pass"}},{"insert":" - better untapped land\n"},{"insert":{"card-link":"Scrabbling Claws"}},{"insert":" - key driver behind creating tokens for Quintorius\n"},{"insert":{"card-link":"Ghost Vacuum"}},{"insert":" - key driver behind creating tokens for Quintorius\n"},{"insert":{"card-link":"Deification"}},{"insert":" - keeps Quintorius ALIVE\n"},{"insert":{"card-link":"Caretaker's Talent"}},{"insert":" - incredible value - consistent card draw, populate, strong anthem effect\n"},{"insert":{"card-link":"Reprieve"}},{"insert":" - sometimes, you just have to counter spell the scary thing to protect the board state/win con\n"},{"insert":{"card-link":"Lapse of Certainty"}},{"insert":" - same as reprieve\n"},{"insert":{"card-link":"Blind Obedience"}},{"insert":" - stax to help reduce aggro. Also a direct counter against Rootha, one of the more dangerous/explosive commanders in the precon league. \n"},{"insert":{"card-link":"On Wings of Gold"}},{"insert":" - insane value that is an anthem, gives flying, and makes MORE tokens\n"},{"insert":{"card-link":"Deafening Silence"}},{"insert":" - Generally a good card to stop combo decks, also hard blocks Rootha \n"},{"insert":{"card-link":"Serra's Emissary"}},{"insert":" - Pillow fort + game ending card (choose protection from creatures!)\n"},{"insert":{"card-link":"Relic of Progenitus"}},{"insert":" - key driver behind creating tokens for Quintorius\n"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" - one of the most expensive adds to the deck. Synergizes well with Quintorius since it offers card draw, treasures, and indirect damage. \n"},{"insert":{"card-link":"Talisman of Conviction"}},{"insert":" - general mana ramp\n"},{"insert":{"card-link":"Boros Signet"}},{"insert":" - general mana ramp\n"},{"insert":{"card-link":"Emeria Shepherd"}},{"insert":" - offers repeatable recursion/value\n"},{"insert":{"card-link":"Hardened Academic"}},{"insert":" - a useful discard outlet that synergizes well with monument to endurance, containment construct, and provides +1/+1 counters for some \"go tall\" strats, cuz sometimes go wide just isn't good enough. Plus he has lifelink, which can save you in a pinch.\n"},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":" - stax to help reduce aggro. Also a direct counter against Rootha, one of the more dangerous/explosive commanders in the precon league. \n"},{"insert":{"card-link":"Vanquish the Horde"}},{"insert":" - cheap board wipe\n"},{"insert":{"card-link":"Lorehold, the Historian"}},{"insert":" - This is a weird one and I'm on the fence about keeping it. The main idea is that drawing/seeing more cards creates more options, plus the \"discard\" part can synergize well with containment construct, currency converter, monument to endurance, and feeds the grave.\n"},{"insert":{"card-link":"Boromir, Warden of the Tower"}},{"insert":" - general creature protection but also hard counters Rootha. \n"},{"insert":{"card-link":"Exalted Sunborn"}},{"insert":" - the cheapest token doubler on the market that I could afford to add into the deck. \n"},{"insert":{"card-link":"Restoration Seminar"}},{"insert":" - expensive, but if ramped into early, provides value for the remainder of the game.\n"},{"insert":{"card-link":"Conqueror's Flail"}},{"insert":" - stop opponents from interacting with game winning swings\n"},{"insert":{"card-link":"Angel's Grace"}},{"insert":" - insurance in the case that fog doesn't save my ass\n"},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":" - general good/strong value card\n"},{"insert":{"card-link":"Cathars' Crusade"}},{"insert":" - make creatures big\n"},{"insert":{"card-link":"Reconnaissance"}},{"insert":" - cheap pseudo vigilance\n"},{"insert":{"card-link":"Warleader's Call"}},{"insert":" - great anthem with \"impact tremors\" type effect.\n"}]}

Commander

Qty: 1 Price: $2.49
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.
Legendary Planeswalker - Quintorius
Quintorius, History Chaser (soc) 7

Commander

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Anthem

Qty: 5 Price: $21.95
Anger
Haste
As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Creature - Incarnation
Anger (soc) 235
Cathars' Crusade
Whenever a creature you control enters, put a +1/+1 counter on each creature you control.
Enchantment
Cathars' Crusade (inr) 17
On Wings of Gold
Creatures you control that are Zombies and/or tokens get +1/+1 and have flying.
Whenever one or more cards leave your graveyard, create a 1/1 white Zombie creature token.
Enchantment
On Wings of Gold (drc) 5
Vanguard of the Restless
Flying
Spirits you control get +1/+1 for each time you've cast your commander from the command zone this game.
Whenever a Spirit you control enters, you may pay
. If you do, return this card from your graveyard to the battlefield.
Creature - Knight Spirit
Vanguard of the Restless (soc) 16
Warleader's Call
Creatures you control get +1/+1.
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Warleader's Call (mkm) 242

Anthem

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Draw

Qty: 5 Price: $27.96
Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class
Caretaker's Talent (pblb) 6s
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (soc) 244
Lorehold, the Historian
Flying, haste
Each instant and sorcery card in your hand has miracle
. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.)
At the beginning of each opponent's upkeep, you may discard a card. If you do, draw a card.
Legendary Creature - Elder Dragon
Lorehold, the Historian (sos) 201
Monument to Endurance
Whenever you discard a card, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Each opponent loses 3 life.
Artifact
Monument to Endurance (dft) 237
Tocasia's Welcome
Whenever one or more creatures you control with mana value 3 or less enter, draw a card. This ability triggers only once each turn.
Enchantment
Tocasia's Welcome (soc) 181

Draw

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Land

Qty: 36 (37 w/ MDFC)Price: $45.00
Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (soc) 362
Boros Garrison
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Boros Garrison (dmc) 200
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (soc) 366
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Emeria, the Sky Ruin
This land enters tapped.
At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield.
: Add
.
Land
Emeria, the Sky Ruin (soc) 368
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (soc) 369
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (soc) 130
Furycalm Snarl
As this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Furycalm Snarl (soc) 375
Mistveil Plains
(
: Add
.)
This land enters tapped.
,
: Put target card from your graveyard on the bottom of your library. Activate only if you control two or more white permanents.
Land - Plains
Mistveil Plains (soc) 386
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (hob) 197
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 314
Radiant Summit
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Mountain
Radiant Summit (soc) 396
Rugged Prairie
: Add
.
,
: Add
,
, or
.
Land
Rugged Prairie (soc) 401
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (psos) 264p
Sunscorched Divide
,
: Add
.
Land
Sunscorched Divide (soc) 410
Temple of Triumph
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Triumph (soc) 417
Turbulent Steppe
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Mountain
Turbulent Steppe (soc) 58

Land

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Protection

Qty: 10 Price: $40.00
Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Instant
Angel's Grace (tsr) 4
Boromir, Warden of the Tower
Vigilance
Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.
Sacrifice Boromir: Creatures you control gain indestructible until end of turn. The Ring tempts you.
Legendary Creature - Human Soldier
Boromir, Warden of the Tower (ltr) 4
Conqueror's Flail
Equipped creature gets +1/+1 for each color among permanents you control.
As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn.
Equip
Artifact - Equipment
Conqueror's Flail (fic) 340
Dawn Charm
Choose one —
• Prevent all combat damage that would be dealt this turn.
• Regenerate target creature.
• Counter target spell that targets you.
Instant
Dawn Charm (cmr) 371
Deification
As this enchantment enters, choose a planeswalker type.
Planeswalkers you control of the chosen type have hexproof.
As long as you control a creature, if damage dealt to a planeswalker you control of the chosen type would result in all loyalty counters on it being removed, instead all but one of those counters are removed.
Enchantment
Deification (mat) 2
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (soc) 146
Reconnaissance
: Remove target attacking creature you control from combat and untap it. (If you activate during end of combat, the creature will untap after it deals combat damage.)
Enchantment
Reconnaissance (acr) 82
Selfless Spirit
Flying
Sacrifice this creature: Creatures you control gain indestructible until end of turn.
Creature - Cleric Spirit
Selfless Spirit (soc) 167
Serra's Emissary
Flying
As this creature enters, choose a card type.
You and creatures you control have protection from the chosen card type.
Creature - Angel
Serra's Emissary (mh2) 30
Solitary Confinement
At the beginning of your upkeep, sacrifice this enchantment unless you discard a card.
Skip your draw step.
You have shroud. (You can't be the target of spells or abilities.)
Prevent all damage that would be dealt to you.
Enchantment
Solitary Confinement (mh2) 265

Protection

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Ramp

Qty: 9 Price: $16.51
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (soc) 127
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.
Artifact
Archaeomancer's Map (soc) 136
Boros Signet
,
: Add
.
Artifact
Boros Signet (tdc) 314
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (soc) 347
Millikin
, Mill a card: Add
. (Activate only as an instant. To mill a card, put the top card of your library into your graveyard.)
Creature Artifact - Construct
Millikin (soc) 351
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (soc) 352
Patchwork Banner
As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
: Add one mana of any color.
Artifact
Patchwork Banner (soc) 353
Sol Ring
: Add
.
Artifact
Sol Ring (ecc) 57
Talisman of Conviction
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Conviction (fic) 363

Ramp

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Recursion

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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.)
Creature - Warrior Angel
Angel of Indemnity (soc) 133
Emeria Shepherd
Flying
Landfall — Whenever a land you control enters, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.
Creature - Angel
Emeria Shepherd (znc) 16
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.)
Legendary Creature - Spirit Horse
Excava, the Risen Past (soc) 2
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.
Creature - Dragon
Guardian Scalelord (soc) 149
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.
Creature - Angel Spirit
Karmic Guide (soc) 151
Restoration Seminar
Return target nonland permanent card from your graveyard to the battlefield.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson
Restoration Seminar (sos) 30
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."
Creature - Angel
Serra Paragon (soc) 169
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.)
Sorcery
Sevinne's Reclamation (soc) 170
Squee, Goblin Nabob
At the beginning of your upkeep, you may return this card from your graveyard to your hand.
Legendary Creature - Goblin
Squee, Goblin Nabob (soc) 254
Sun Titan
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature - Giant
Sun Titan (soc) 178

Recursion

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Removal

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Grasp of Fate
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment
Grasp of Fate (wot) 3
Lapse of Certainty
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Instant
Lapse of Certainty (plst) CON-9
Loran of the Third Path
Vigilance
When Loran enters, destroy up to one target artifact or enchantment.
: You and target opponent each draw a card.
Legendary Creature - Human Artificer
Loran of the Third Path (bro) 304
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (fic) 248
Reprieve
Return target spell to its owner's hand.
Draw a card.
Instant
Reprieve (ltr) 26
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.
Creature - Spirit Kor
Skyclave Apparition (soc) 173
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (sld) 1021
Tragic Arrogance
For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
Sorcery
Tragic Arrogance (soc) 182
Untimely Malfunction
Choose one —
• Destroy target artifact.
• Change the target of target spell or ability with a single target.
• One or two target creatures can't block this turn.
Instant
Untimely Malfunction (dsk) 161
Vanquish the Horde
This spell costs
less to cast for each creature on the battlefield.
Destroy all creatures.
Sorcery
Vanquish the Horde (inr) 49
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239

Removal

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Stax

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Authority of the Consuls
Creatures your opponents control enter tapped.
Whenever a creature an opponent controls enters, you gain 1 life.
Enchantment
Authority of the Consuls (fic) 232
Blind Obedience
Extort (Whenever you cast a spell, you may pay
. If you do, each opponent loses 1 life and you gain that much life.)
Artifacts and creatures your opponents control enter tapped.
Enchantment
Blind Obedience (gtc) 6
Deafening Silence
Each player can't cast more than one noncreature spell each turn.
Enchantment
Deafening Silence (eld) 10

Stax

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Tokens

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Adeline, Resplendent Cathar
Vigilance
Adeline's power is equal to the number of creatures you control.
Whenever you attack, for each opponent, create a 1/1 white Human creature token that's tapped and attacking that player or a planeswalker they control.
Legendary Creature - Human Knight
Adeline, Resplendent Cathar (tdc) 108
Augusta, Order Returned
Flying, vigilance
Whenever Augusta attacks, each player exiles a card from their graveyard. When one or more nonland cards are exiled this way, put that many +1/+1 counters on target attacking creature.
Legendary Creature - Spirit Advisor
Augusta, Order Returned (soc) 11
Conspiracy Theorist
Whenever this creature attacks, you may pay
and discard a card. If you do, draw a card.
Whenever you discard one or more nonland cards, you may exile one of them from your graveyard. If you do, you may cast it this turn.
Creature - Human Shaman
Conspiracy Theorist (soc) 240
Containment Construct
Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.
Creature Artifact - Construct
Containment Construct (soc) 344
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.
Artifact
Currency Converter (soc) 345
Exalted Sunborn
Flying, lifelink
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Warp
(You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Wizard Angel
Exalted Sunborn (eoe) 15
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.
Artifact
Ghost Vacuum (dsk) 248
Hardened Academic
Flying, haste
Discard a card: This creature gains lifelink until end of turn.
Whenever one or more cards leave your graveyard, put a +1/+1 counter on target creature you control.
Creature - Cleric Bird
Hardened Academic (sos) 194
Relic of Progenitus
: Target player exiles a card from their graveyard.
, Exile this artifact: Exile all graveyards. Draw a card.
Artifact
Relic of Progenitus (ema) 231
Scrabbling Claws
: Target player exiles a card from their graveyard.
, Sacrifice this artifact: Exile target card from a graveyard. Draw a card.
Artifact
Scrabbling Claws (rna) 238

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Maybeboard

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Elspeth's Talent
Enchant planeswalker
Enchanted planeswalker has "[+1]: Create three 1/1 white Soldier creature tokens."
Whenever you activate a loyalty ability of enchanted planeswalker, creatures you control get +2/+2 and gain vigilance until end of turn.
Enchantment - Aura
Elspeth's Talent (moc) 72
Rowan's Talent
Enchant planeswalker
Enchanted planeswalker has "[+1]: Up to one target creature gets +2/+0 and gains first strike and trample until end of turn."
Whenever you activate a loyalty ability of enchanted planeswalker, copy that ability. You may choose new targets for the copy.
Enchantment - Aura
Rowan's Talent (moc) 77

Maybeboard

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Deck Info

Deck stats

58 pips - 44 cards
36 mana - 34 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
10 pips - 10 cards
26 mana - 24 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Precon League and Rules"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is my \"Precon League\" deck that was randomly selected for me among my 4 man pod for Strixhaven. We did all of this digitally through Cockatrice, so getting the cards were quick/easy. Everything was tracked in a shared Google spreadsheet. Prices of cards added/taken out were pulled from TCGplayer and players could \"spot check\" the spreadsheet to ensure cards everyone picked were fairly priced. Everyone voluntarily agreed to the following restrictions to force players to think more carefully about what to add and/or remove from their decks and make a more conscious effort about deck building around synergy instead of just using general, expensive \"strong\" cards like Esper Sentinel, Mana Drain, Cavern of Souls, Delighted Halfing, Badgermole Cub, and etc.\n\nWe played for 8 weeks with the following restrictions: \n1. Only a max of 5 card swaps allowed each week (excluding lands). Cards swapped out are available in your \"card pool\" to be added back in at a later time, but count towards the 5 card swap limit.\n2. Only $15 worth in additions allowed per week (totaling $120 in upgrades). Unspent funds rollover to the next week. NO REFUNDS. Non-basic lands use these funds too, but aren't restricted to the 5 swap per week limit. Basic lands are free.\n3. No Game Changers\n4. Playing Bracket 3\n\nThis current deck list is the week 8 \"final\" version of my deck for the league, and I can say that as of 6/20/26, I am declared the victor! \n\nThe score totals out of 23 games played over 8 weeks are as follows:\n1st place - Lorehold Spirits - 9 wins\n2nd place - TIED - Prismari Artistry & Quandrix Unlimited - 5 wins each\n4th place - Witherbloom Pestilence - 4 wins\n(We did not have a 5th player to pilot the Silverquill Influence deck)\n\nHope y'all enjoy!\n\n"},{"attributes":{"bold":true},"insert":"About the Deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Over the course of those 8 weeks, I had a lot of different card options to pick from while staying within budget. Some of the fun ones I ran into, used for a few weeks, but ultimately didn't make the cut in the final version were things like "},{"insert":{"card-link":"Luxior, Giada's Gift"}},{"insert":" , "},{"insert":{"card-link":"Ascend from Avernus"}},{"insert":" , "},{"insert":{"card-link":"Anim Pakal, Thousandth Moon"}},{"insert":" , "},{"insert":{"card-link":"Quintorius Kand"}},{"insert":" , and "},{"insert":{"card-link":"Yidaro, Wandering Monster"}},{"insert":" . Luxior seemed to put Quintorius in more harms way (creature removal) than it benefited the deck, Ascend was too expensive, Anim was just a \"good card\" that didn't really synergize, Quintorius Kand was too expensive to justify keeping just to make 1 single spirit each turn and discovering 4 is such a gamble for a possible flop and I never did Ult it in the games I had it in the deck, and Yidaro didn't ever quite pop off with the \"cycle 4 times, get the big turtle\" and would only ever draw 1 card and make 1 spirit for two mana, which was okay but felt like the slot could be better utilized. \n\nAdmittedly, it took me like 2-3 weeks to fully understand what the real gameplan of this deck would be, as I didn't \"pick\" this deck for our precon league. We used a randomizer and everyone got \"assigned\" their decks, and I honestly wasn't very hyped about this deck. But boy was I wrong, because this has become one of my most dynamic and fun decks to play and is really high on my list of favorite decks. It's really closer to week 3 and forward that the deck really started to pop off and do it's thing and that I really started building towards its synergy. If I could go back and re-do this, I would've added a lot of the cards back in the tail end of weeks 7-8 within the first 2 weeks. \n\n"},{"attributes":{"bold":true},"insert":"So what is the gameplan, exactly? "},{"attributes":{"header":2},"insert":"\n"},{"insert":"The point is to get Quintorius out asap, and just start making spirit tokens and overwhelm the opponents with your dozens of tokens and potentially go for double strike from Quintorius. Yeah, I know, yet another creature based strategy where the wincon is to swing for damage, how original. But it's more about the journey of how we get to that threatening board state! \n\nKey Drivers of the Deck"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The primary cards that kick off the strat are as follows: "},{"insert":{"card-link":"Currency Converter"}},{"insert":" , "},{"insert":{"card-link":"Ghost Vacuum"}},{"insert":" , "},{"insert":{"card-link":"Relic of Progenitus"}},{"insert":" , "},{"insert":{"card-link":"Scrabbling Claws"}},{"insert":" , "},{"insert":{"card-link":"Containment Construct"}},{"insert":" , and "},{"insert":{"card-link":"Conspiracy Theorist"}},{"insert":" .\nThese are the main cards where you want at least one in your opening hand to get the engine going. The mana rocks are to help ensure you can get Quintorius out by turn 3-4, as the \"drivers\" obviously don't work without Quintorius on board. Currency Converter does A LOT of heavy lifting in this deck. It creates a 3/2 every time you discard, and then you also get to make that extra \"sneaky\" 2/2 rogue when the situation calls for it or give yourself a little ramp with the treasure. Quintorius often times keeps your hand filled, so you'll have the flexibility/options on what to discard to suit your needs.\n\nExample 1: turn 1 play land and cast Currency Converter -> turn 2 play land and cast mana rock -> turn 3 play land and cast Quintorius, tick up Quintorius to discard 1, draw 2, mill 1, and because of currency converter your discarded card goes into exile, and now you already have one 3/2 spirit on board. Then, depending on what you discarded, you can then tap Currency to either make another body (2/2 rogue) or a treasure. And that's all by turn 3. From there, you continue to tick up each turn while advancing your board state.\n\nExample 2: turn 1 play land, cast scrabbling claws -> turn 2 play land and pass (maybe no rock in hand) -> turn 3, drew a rock, play land, cast mana rock, maybe cast something else idk, pass -> turn 4, cast Quintorius, tick up loyalty, discard 1, draw 2, mill 1. And then before your next turn, tap the scrabbling to either exile one of those the cards in your grave to make a 3/2 spirit, or exile 1 card from an opponent's grave, whatever is more appropriate for the scenario. The main thing is you wait last minute to tap the scrabbling/ghost vacuum/relic of progenitus/currency and be reactionary so that you have options on your opponents' turn. \n\nThere are additional cards that feed into the mid-late game of this strategy and a lot of them are very good at recursion. Those cards are: "},{"insert":{"card-link":"Angel of Indemnity"}},{"insert":" , "},{"insert":{"card-link":"Augusta, Order Returned"}},{"insert":" , "},{"insert":{"card-link":"Emeria Shepherd"}},{"insert":" , "},{"insert":{"card-link":"Excava, the Risen Past"}},{"insert":" , "},{"insert":{"card-link":"Guardian Scalelord"}},{"insert":" , "},{"insert":{"card-link":"Karmic Guide"}},{"insert":" , "},{"insert":{"card-link":"Serra Paragon"}},{"insert":" , "},{"insert":{"card-link":"Squee, Goblin Nabob"}},{"insert":" , "},{"insert":{"card-link":"Sun Titan"}},{"insert":" , "},{"insert":{"card-link":"Restoration Seminar"}},{"insert":" , "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":" , "},{"insert":{"card-link":"Emeria, the Sky Ruin"}},{"insert":" \n\nEither way, you keep ticking up Quintorius, draw a bunch of cards, make tokens, recur things, and then when you're at critical mass, -4 Quintorius for that wide double strike vigilance swing.\n\n"},{"attributes":{"bold":true},"insert":"Swaps"},{"attributes":{"header":2},"insert":"\n"},{"insert":" I'll now list what I took out and put in, in the order they were taken out, meaning top 5 were taken out week 1, then next 5 week two, etc, and vice versa for the additions. But sometimes you'll see a land or two, but as stated above, lands didn't count towards the 5 swaps in/out. I'm going to leave out the additions that I put in that I eventually took out since that would be confusing and I just want to present what cards from the original precon eventually got cut and what stayed in the final version. In total, about 40 cards got taken out.\n\n"},{"attributes":{"bold":true},"insert":"Taken out:"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Perpetual Timepiece"}},{"insert":" - without the engine pieces that were added into the deck later, milling myself wasn't that impactful so this did nothing.\n"},{"insert":{"card-link":"Fateful Tempest"}},{"insert":" - not a fan of impulse draw and \"maybe deal damage\" to opponents based on chance.\n"},{"insert":{"card-link":"Seize the Spoils"}},{"insert":" - probably could be a usable card in the deck, I just needed to make some sort of cut early on and this card didn't seem that good at the time.\n"},{"insert":{"card-link":"Kirol, History Buff // Pack a Punch"}},{"insert":" - Does nothing particularly impactful, mana better spent on other things\n"},{"insert":{"card-link":"Lorehold Archivist // Restore Relic"}},{"insert":" - Does nothing, mana better spent on other things, plus the quality of artifacts in grave for the recursion aren't THAT broken. Not like we're playing Akroma's Memorial or anything OP.\n"},{"insert":{"card-link":"Atsushi, the Blazing Sky"}},{"insert":" - conditional \"when this creature dies\" not helpful since no sac outlets, and the impulse draw/make 3 treasure wasn't game breaking. \n"},{"insert":{"card-link":"Kami of Ancient Law"}},{"insert":" - Too niche a removal. Better, more broad removal available.\n"},{"insert":{"card-link":"Spirit of Resilience"}},{"insert":" - Just overall a TERRIBLE card. First of all, it has to be on your board, so you pay 3 for a vanilla 2/2. But then the hoops and hurdles you have to go through to use its ability sucks. This deck is partially recursion, so to EXILE one of your good pieces in grave (which you first have to have a good target in grave) just for this to temporarily become a copy of it until end of turn is NOT worth it. \n"},{"insert":{"card-link":"Lorehold Charm"}},{"insert":" - options weren't too impactful/meaningful\n"},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":" - too expensive and Quintorius already has a built in win-con ability\n"},{"insert":{"card-link":"Lotus Field"}},{"insert":" - deck lacks land recursion, so why use this?\n"},{"insert":{"card-link":"Sacred Peaks"}},{"insert":" - garbage tapped land\n"},{"insert":{"card-link":"Study Hall"}},{"insert":" - no colors, ability mostly irrelevant\n"},{"insert":{"card-link":"Fields of Strife"}},{"insert":" - whoopee, another tapped land\n"},{"insert":{"card-link":"Glittering Massif"}},{"insert":" - we don't like tapped lands\n"},{"insert":{"card-link":"Lorehold Campus"}},{"insert":" - poo tapped land\n"},{"insert":{"card-link":"Terramorphic Expanse"}},{"insert":" - stinky tapped land\n"},{"insert":{"card-link":"Naktamun Lorespinner // Wheel of Fortune"}},{"insert":" - A card that does nothing. You pay 3 mana for a vanilla 3/3, wait through 3 opponents' turns hoping it doesn't die, just to pay another 3 mana to wheel? This is not a card I want to top deck into, nor is it a card I want in my opening hand. So really, what's the point of this card? \n"},{"insert":{"card-link":"Bitterthorn, Nissa's Animus"}},{"insert":" - slow ramp, equip cost isn't quite reasonable\n"},{"insert":{"card-link":"Secret Rendezvous"}},{"insert":" - we'd rather avoid feeding our opponents cards\n"},{"insert":{"card-link":"Wave of Reckoning"}},{"insert":" - better board wipes to pick from\n"},{"insert":{"card-link":"Advanced Reconstruction"}},{"insert":" - another card where you wait a whole turn cycle after putting it down hoping something happens. Curve is bad cuz you usually want the commander out for turn 3-4, so you'd pick casting the commander over this. The second ability is cool, but with the amount of cards you're drawing from Quintorius and better cards you'll have access to, feeding mana into this doesn't advance the gameplan fast enough, third ability is a nice discount, but we're not regularly \"casting\" from exile or grave. \n"},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" - Not that many historic spells to fully utilize the ability. Too conditional to be fully useful.\n"},{"insert":{"card-link":"Monologue Tax"}},{"insert":" - conditional \"Opponent cast's a second spell\" to potentially make a treasure is iffy. \n"},{"insert":{"card-link":"Guardian of Faith"}},{"insert":" - seems good on paper since it's basically "},{"insert":{"card-link":"Clever Concealment"}},{"insert":"/"},{"insert":{"card-link":"Galadriel's Dismissal"}},{"insert":" , but I never found myself using this. It was almost easier to rebuild after getting board wiped rather than keeping mana open to use this.\n"},{"insert":{"card-link":"Ao, the Dawn Sky"}},{"insert":" - conditional \"when this dies\" effect. 5 mana for a flying 5/4 doesn't do much to synergize with this deck when there's no sac outlets. \n"},{"insert":{"card-link":"Staff of the Storyteller"}},{"insert":" - not a bad card, just opted for something else in place of this.\n"},{"insert":{"card-link":"Remorseful Cleric"}},{"insert":" - could be a decent bojuka bog, but that's why I have all the 1 mana artifacts that exile target card in a grave. \n"},{"insert":{"card-link":"Relic Retriever"}},{"insert":" - this card was okay, but just felt like there were better options to slot in for this.\n"},{"insert":{"card-link":"Quintorius, Field Historian"}},{"insert":" - this card was cool for awhile. It was like having a second Quintorius History Chaser. But for 5 mana and being easily removable, I opted for lower costed cards that could trigger the commander more frequently. \n"},{"insert":{"card-link":"Quintorius, Loremaster"}},{"insert":" - similar as above, 5 mana was a lot and could be easily removed, and never found myself using the activated ability. \n"},{"insert":{"card-link":"Venerable Warsinger"}},{"insert":" - Reads as a really great card. But 3 mana 3/3 with no haste, and at the time, no real +1/+1 counter synergy. However, with the deck as it is for Week 8, I might reconsider this card.\n"},{"insert":{"card-link":"Hofri Ghostforge"}},{"insert":" - this was actually a very good card. It gives an anthem effect with haste, and kinda/sorta insurance to save my non-spirit creatures. It's just I needed to make a cut for newer additions and this was on the chopping block, due to cost.\n"},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" - I'm generally not a fan of impulse draw. She did stay in the deck for several weeks, but just got cut for better synergistic cards.\n"},{"insert":{"card-link":"Ceaseless Conflict"}},{"insert":" \n"},{"insert":{"card-link":"Rip Apart"}},{"insert":" - slow sorcery speed removal but also not recurrable. \n"},{"insert":{"card-link":"Primary Research"}},{"insert":" - swapped in stuff that could recur more frequently\n"},{"insert":{"card-link":"Drumbellower"}},{"insert":" - Reconnaissance was a cheaper alternative for pseudo vigilance\n"},{"insert":{"card-link":"Claim Jumper"}},{"insert":" - One of the much later cards taken out of the deck. I don't know why I didn't cut this out much sooner, as the \"double catch up ramp\" was just never that relevant and it never really happened. \n"},{"insert":{"card-link":"White Orchid Phantom"}},{"insert":" - in hindsight, probably should've considered keeping this for proper land hate since I don't run any strip mines/etc. \n"},{"insert":{"card-link":"Balefire Liege"}},{"insert":" - a very strong anthem effect, but the usual argument of 5 mana is too expensive, cheaper/stronger alternatives \n\n"},{"attributes":{"bold":true},"insert":"Additions:"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Ghostly Prison"}},{"insert":" - a must have to pillow fort the commander\n"},{"insert":{"card-link":"Solitary Confinement"}},{"insert":" - saved my ass many games when I clearly get out of hand, easy to recur\n"},{"insert":{"card-link":"Grasp of Fate"}},{"insert":" - easy to recur and hits all of opponents' best pieces\n"},{"insert":{"card-link":"Dawn Charm"}},{"insert":" - mostly a fog effect to save my ass and possible counter spell. \n"},{"insert":{"card-link":"Witch Enchanter // Witch-Blessed Meadow"}},{"insert":" - targeted removal + back up land.\n"},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":" - targeted removal\n"},{"insert":{"card-link":"Untimely Malfunction"}},{"insert":" - useful interaction\n"},{"insert":{"card-link":"Sundown Pass"}},{"insert":" - better untapped land\n"},{"insert":{"card-link":"Scrabbling Claws"}},{"insert":" - key driver behind creating tokens for Quintorius\n"},{"insert":{"card-link":"Ghost Vacuum"}},{"insert":" - key driver behind creating tokens for Quintorius\n"},{"insert":{"card-link":"Deification"}},{"insert":" - keeps Quintorius ALIVE\n"},{"insert":{"card-link":"Caretaker's Talent"}},{"insert":" - incredible value - consistent card draw, populate, strong anthem effect\n"},{"insert":{"card-link":"Reprieve"}},{"insert":" - sometimes, you just have to counter spell the scary thing to protect the board state/win con\n"},{"insert":{"card-link":"Lapse of Certainty"}},{"insert":" - same as reprieve\n"},{"insert":{"card-link":"Blind Obedience"}},{"insert":" - stax to help reduce aggro. Also a direct counter against Rootha, one of the more dangerous/explosive commanders in the precon league. \n"},{"insert":{"card-link":"On Wings of Gold"}},{"insert":" - insane value that is an anthem, gives flying, and makes MORE tokens\n"},{"insert":{"card-link":"Deafening Silence"}},{"insert":" - Generally a good card to stop combo decks, also hard blocks Rootha \n"},{"insert":{"card-link":"Serra's Emissary"}},{"insert":" - Pillow fort + game ending card (choose protection from creatures!)\n"},{"insert":{"card-link":"Relic of Progenitus"}},{"insert":" - key driver behind creating tokens for Quintorius\n"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" - one of the most expensive adds to the deck. Synergizes well with Quintorius since it offers card draw, treasures, and indirect damage. \n"},{"insert":{"card-link":"Talisman of Conviction"}},{"insert":" - general mana ramp\n"},{"insert":{"card-link":"Boros Signet"}},{"insert":" - general mana ramp\n"},{"insert":{"card-link":"Emeria Shepherd"}},{"insert":" - offers repeatable recursion/value\n"},{"insert":{"card-link":"Hardened Academic"}},{"insert":" - a useful discard outlet that synergizes well with monument to endurance, containment construct, and provides +1/+1 counters for some \"go tall\" strats, cuz sometimes go wide just isn't good enough. Plus he has lifelink, which can save you in a pinch.\n"},{"insert":{"card-link":"Authority of the Consuls"}},{"insert":" - stax to help reduce aggro. Also a direct counter against Rootha, one of the more dangerous/explosive commanders in the precon league. \n"},{"insert":{"card-link":"Vanquish the Horde"}},{"insert":" - cheap board wipe\n"},{"insert":{"card-link":"Lorehold, the Historian"}},{"insert":" - This is a weird one and I'm on the fence about keeping it. The main idea is that drawing/seeing more cards creates more options, plus the \"discard\" part can synergize well with containment construct, currency converter, monument to endurance, and feeds the grave.\n"},{"insert":{"card-link":"Boromir, Warden of the Tower"}},{"insert":" - general creature protection but also hard counters Rootha. \n"},{"insert":{"card-link":"Exalted Sunborn"}},{"insert":" - the cheapest token doubler on the market that I could afford to add into the deck. \n"},{"insert":{"card-link":"Restoration Seminar"}},{"insert":" - expensive, but if ramped into early, provides value for the remainder of the game.\n"},{"insert":{"card-link":"Conqueror's Flail"}},{"insert":" - stop opponents from interacting with game winning swings\n"},{"insert":{"card-link":"Angel's Grace"}},{"insert":" - insurance in the case that fog doesn't save my ass\n"},{"insert":{"card-link":"Adeline, Resplendent Cathar"}},{"insert":" - general good/strong value card\n"},{"insert":{"card-link":"Cathars' Crusade"}},{"insert":" - make creatures big\n"},{"insert":{"card-link":"Reconnaissance"}},{"insert":" - cheap pseudo vigilance\n"},{"insert":{"card-link":"Warleader's Call"}},{"insert":" - great anthem with \"impact tremors\" type effect.\n"}]}
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