I_am_tired
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Commander
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{"ops":[{"insert":"Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is a "},{"attributes":{"bold":true},"insert":"budget high power Golgari combo deck"},{"insert":". The deck uses an extremely low creature count to reliably put specific combo pieces into the graveyard, reanimate them, and win with a "},{"attributes":{"bold":true},"insert":"Necrotic Ooze"},{"insert":" combo.\nThe deck is proactive, valuing speed and consistency over long‑term gains or grindy backup plans.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The Commander"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Old Stickfingers"},{"insert":" serves a single purpose in this deck. When cast, Old Stickfingers allows you to pay X, revealing cards from the top of your library until X creature cards are revealed and placing those creatures directly into the graveyard.\nBy running only "},{"attributes":{"bold":true},"insert":"three creatures,"},{"insert":" Stickfingers functions as a graveyard tutor whenever you are ready to go for a win. Casting Old Stickfingers for "},{"attributes":{"bold":true},"insert":"X = 3"},{"insert":" puts every combo card we need into the graveyard in one go.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Main Strategy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The early turns are spent "},{"attributes":{"bold":true},"insert":"ramping and interacting"},{"insert":" with the table as needed. The main goal here is to reach "},{"attributes":{"bold":true},"insert":"7–8 mana"},{"insert":" as quickly as possible. At that point, the deck can cast Old Stickfingers for X = 3 and follow up with a reanimation spell in the same turn, minimizing exposure to interaction.\nIt is generally bad to cast Old Stickfingers as soon as you are able. Instead, you should wait until you can "},{"attributes":{"bold":true},"insert":"reliably convert the cast into a win"},{"insert":". Exposing the graveyard too early gives opponents unnecessary time to interact.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The Combo"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The combo consists of the deck’s three creatures:\n\n"},{"attributes":{"bold":true},"insert":"Necrotic Ooze"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Asmodeus the Archfiend"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Skirge Familiar"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nOnce Old Stickfingers has put all three creatures into the graveyard, you only need to reanimate "},{"attributes":{"bold":true},"insert":"Necrotic Ooze"},{"insert":". Once on the battlefield, Necrotic Ooze gains the activated abilities of Asmodeus the Archfiend and Skirge Familiar, allowing you to convert cards into mana and mana into cards to quickly end the game through a large "},{"attributes":{"bold":true},"insert":"Exsanguinate"},{"insert":".\n\nHow to perform the combo:\nWith Necrotic Ooze on the field and Asmodeus the Archfiend + Skirge Familiar in the graveyard, you can activate the ability of Asmodeus to draw 7 cards for 3 mana without the normal downside of the card. Once you redraw a hand of 7 cards you can discard 3 of them to add 3 black mana which lets you draw 7 cards again. Once you draw your entire deck with this, simply discard enough cards to kill the table with Exsanguinate.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Specific Card Choices"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One challenge when piloting this deck is "},{"attributes":{"bold":true},"insert":"drawing a combo piece"},{"insert":". Doing so prevents it from being milled by Old Stickfingers and disrupts the primary reanimation plan forcing you to cast the creature normally.\nTo stop this, the deck includes several cards across different categories that allow you to "},{"attributes":{"bold":true},"insert":"discard cards at will"},{"insert":", including "},{"attributes":{"bold":true},"insert":"Geier Reach Sanitarium"},{"insert":", "},{"attributes":{"bold":true},"insert":"Bone Shards"},{"insert":", "},{"attributes":{"bold":true},"insert":"Collective Brutality"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Bitter Triumph"},{"insert":".\nThe deck’s removal is also tailored to one of its largest weaknesses: "},{"attributes":{"bold":true},"insert":"graveyard hate"},{"insert":". As a result, much of the targeted removal is capable of destroying "},{"attributes":{"bold":true},"insert":"artifacts or enchantments"},{"insert":", the permanent types where most graveyard hate pieces reside.\nAfter resolving Old Stickfingers’ cast trigger, the commander is no longer required and often remains idle on the battlefield, making it an ideal sacrifice target for value. This is why we have decent amount of cards that can sacrifice creatures to draw cards.\n\nMulligans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In your opener you ideally want: \n2-3 lands\nA reanimate spell or a tutor\n2 or more ramp cards\n\nTips:\nIf you have already mulled to 5 or less, a sacrifice draw spell can semi replace a non-land card. Just know its not a guarantee.\nBe very wary of hands that contain your combo cards. If you do keep them make sure you have a way to discard the combo cards otherwise you wont be able to combo off.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Gameplay Tip"},{"attributes":{"header":3},"insert":"\n"},{"insert":"When drawing through your deck with the combo, avoid casting Exsanguinate unless you have Autumn’s Veil or Imp’s Mischief available. Both cards can protect the spell from counter magic.\nIf any combo cards are ever exiled, do yourself a favor and scoop it up. The deck is designed to prevent this, but it happens.\n"}]}
Commander
Old Stickfingers
When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order.
Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.
Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.
Legendary Creature - Horror

Commander
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Anti-counterspell
Anti-counterspell
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Draw
Pillage the Bog
Look at the top X cards of your library, where X is twice the number of lands you control. Put one of them into your hand and the rest on the bottom of your library in a random order.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Sorcery

Draw
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Land
Land
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Ramp
Lotus Bloom
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
, Sacrifice this artifact: Add three mana of any one color.
, Sacrifice this artifact: Add three mana of any one color.
Artifact

Search for Tomorrow
Search your library for a basic land card, put it onto the battlefield, then shuffle.
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Ramp
(CTRL to add secondary)
Reanimate
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Back for Seconds
Bargain (You may sacrifice an artifact, enchantment, or token as you cast this spell.)
Return up to two target creature cards from your graveyard to your hand. If this spell was bargained, you may put one of those cards with mana value 4 or less onto the battlefield instead of putting it into your hand.
Return up to two target creature cards from your graveyard to your hand. If this spell was bargained, you may put one of those cards with mana value 4 or less onto the battlefield instead of putting it into your hand.
Sorcery

Foggy Swamp Visions
As an additional cost to cast this spell, waterbend . (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Exile X target creature cards from graveyards. For each creature card exiled this way, create a token that's a copy of it. At the beginning of your next end step, sacrifice those tokens.
Exile X target creature cards from graveyards. For each creature card exiled this way, create a token that's a copy of it. At the beginning of your next end step, sacrifice those tokens.
Sorcery

Scrounge for Eternity
As an additional cost to cast this spell, sacrifice an artifact or creature.
Return target creature or Spacecraft card with mana value 5 or less from your graveyard to the battlefield. Then create a Lander token. (It's an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Return target creature or Spacecraft card with mana value 5 or less from your graveyard to the battlefield. Then create a Lander token. (It's an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Sorcery

The Falcon, Airship Restored
Flying
Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield.
: Return this card from your graveyard to the battlefield tapped.
Crew 2
Whenever The Falcon deals combat damage to a player, you may sacrifice it. When you do, return target creature card from your graveyard to the battlefield.
: Return this card from your graveyard to the battlefield tapped.
Crew 2
Legendary Artifact - Vehicle

Too Evil to Stay Dead
Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose target creature card in your graveyard with mana value 4 or less. If this spell was cast using teamwork, instead choose target creature card in your graveyard. Return the chosen card to the battlefield.
Choose target creature card in your graveyard with mana value 4 or less. If this spell was cast using teamwork, instead choose target creature card in your graveyard. Return the chosen card to the battlefield.
Sorcery

Reanimate
(CTRL to add secondary)
Removal
Collective Brutality
Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card.
• Target creature gets -2/-2 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
Choose one or more —
• Target opponent reveals their hand. You choose an instant or sorcery card from it. That player discards that card.
• Target creature gets -2/-2 until end of turn.
• Target opponent loses 2 life and you gain 2 life.
Sorcery

Removal
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Tutor
Tutor
(CTRL to add secondary)
Win
Win
(CTRL to add secondary)
Maybeboard
Corpse Dance
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Return the top creature card of your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
Return the top creature card of your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
Instant

Dance of the Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
Enchantment - Aura

Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Introduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is a "},{"attributes":{"bold":true},"insert":"budget high power Golgari combo deck"},{"insert":". The deck uses an extremely low creature count to reliably put specific combo pieces into the graveyard, reanimate them, and win with a "},{"attributes":{"bold":true},"insert":"Necrotic Ooze"},{"insert":" combo.\nThe deck is proactive, valuing speed and consistency over long‑term gains or grindy backup plans.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The Commander"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Old Stickfingers"},{"insert":" serves a single purpose in this deck. When cast, Old Stickfingers allows you to pay X, revealing cards from the top of your library until X creature cards are revealed and placing those creatures directly into the graveyard.\nBy running only "},{"attributes":{"bold":true},"insert":"three creatures,"},{"insert":" Stickfingers functions as a graveyard tutor whenever you are ready to go for a win. Casting Old Stickfingers for "},{"attributes":{"bold":true},"insert":"X = 3"},{"insert":" puts every combo card we need into the graveyard in one go.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Main Strategy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The early turns are spent "},{"attributes":{"bold":true},"insert":"ramping and interacting"},{"insert":" with the table as needed. The main goal here is to reach "},{"attributes":{"bold":true},"insert":"7–8 mana"},{"insert":" as quickly as possible. At that point, the deck can cast Old Stickfingers for X = 3 and follow up with a reanimation spell in the same turn, minimizing exposure to interaction.\nIt is generally bad to cast Old Stickfingers as soon as you are able. Instead, you should wait until you can "},{"attributes":{"bold":true},"insert":"reliably convert the cast into a win"},{"insert":". Exposing the graveyard too early gives opponents unnecessary time to interact.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The Combo"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The combo consists of the deck’s three creatures:\n\n"},{"attributes":{"bold":true},"insert":"Necrotic Ooze"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Asmodeus the Archfiend"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Skirge Familiar"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nOnce Old Stickfingers has put all three creatures into the graveyard, you only need to reanimate "},{"attributes":{"bold":true},"insert":"Necrotic Ooze"},{"insert":". Once on the battlefield, Necrotic Ooze gains the activated abilities of Asmodeus the Archfiend and Skirge Familiar, allowing you to convert cards into mana and mana into cards to quickly end the game through a large "},{"attributes":{"bold":true},"insert":"Exsanguinate"},{"insert":".\n\nHow to perform the combo:\nWith Necrotic Ooze on the field and Asmodeus the Archfiend + Skirge Familiar in the graveyard, you can activate the ability of Asmodeus to draw 7 cards for 3 mana without the normal downside of the card. Once you redraw a hand of 7 cards you can discard 3 of them to add 3 black mana which lets you draw 7 cards again. Once you draw your entire deck with this, simply discard enough cards to kill the table with Exsanguinate.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Specific Card Choices"},{"attributes":{"header":3},"insert":"\n"},{"insert":"One challenge when piloting this deck is "},{"attributes":{"bold":true},"insert":"drawing a combo piece"},{"insert":". Doing so prevents it from being milled by Old Stickfingers and disrupts the primary reanimation plan forcing you to cast the creature normally.\nTo stop this, the deck includes several cards across different categories that allow you to "},{"attributes":{"bold":true},"insert":"discard cards at will"},{"insert":", including "},{"attributes":{"bold":true},"insert":"Geier Reach Sanitarium"},{"insert":", "},{"attributes":{"bold":true},"insert":"Bone Shards"},{"insert":", "},{"attributes":{"bold":true},"insert":"Collective Brutality"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Bitter Triumph"},{"insert":".\nThe deck’s removal is also tailored to one of its largest weaknesses: "},{"attributes":{"bold":true},"insert":"graveyard hate"},{"insert":". As a result, much of the targeted removal is capable of destroying "},{"attributes":{"bold":true},"insert":"artifacts or enchantments"},{"insert":", the permanent types where most graveyard hate pieces reside.\nAfter resolving Old Stickfingers’ cast trigger, the commander is no longer required and often remains idle on the battlefield, making it an ideal sacrifice target for value. This is why we have decent amount of cards that can sacrifice creatures to draw cards.\n\nMulligans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In your opener you ideally want: \n2-3 lands\nA reanimate spell or a tutor\n2 or more ramp cards\n\nTips:\nIf you have already mulled to 5 or less, a sacrifice draw spell can semi replace a non-land card. Just know its not a guarantee.\nBe very wary of hands that contain your combo cards. If you do keep them make sure you have a way to discard the combo cards otherwise you wont be able to combo off.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Gameplay Tip"},{"attributes":{"header":3},"insert":"\n"},{"insert":"When drawing through your deck with the combo, avoid casting Exsanguinate unless you have Autumn’s Veil or Imp’s Mischief available. Both cards can protect the spell from counter magic.\nIf any combo cards are ever exiled, do yourself a favor and scoop it up. The deck is designed to prevent this, but it happens.\n"}]}










































































































