r77jo
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Commander
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{"ops":[{"insert":"I want you to know.\n\nGet Slicer out on turn 2 with the rituals, then he transforms and does loads of commander damage to win. \n\nThe goal is to give him flying (and/or menace, trample) and protection via shroud and/or indestructible. He hits so hard by default it doesn't even need much stat boosting, just give him evasion and protect him with "},{"insert":{"card-link":"Redirect Lightning"}},{"insert":", "},{"insert":{"card-link":"Bolt Bend"}},{"insert":", "},{"insert":{"card-link":"Tibalt's Trickery"}},{"insert":" etc. \n\nWe can generate "},{"attributes":{"italic":true},"insert":"a lot"},{"insert":" of treasures when he's equipped evasion + any of "},{"insert":{"card-link":"Goldvein Pick"}},{"insert":", "},{"insert":{"card-link":"Beamtown Beatstick"}},{"insert":", "},{"insert":{"card-link":"Prying Blade"}},{"insert":", each gives maximum of 8 treasures per turn cycle. This allows you to pay the commander tax to keep him going after removal. It also lets you play X=16 "},{"insert":{"card-link":"Earthquake"}},{"insert":"s for board control and sometimes get an unexpected finish even if Slicer dies.\n\nYou can technically get turn 1 Slicer with any two of "},{"insert":{"card-link":"Simian Spirit Guide"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Rite of Flame"}},{"insert":" or "},{"insert":{"card-link":"Lotus Petal"}},{"insert":", or petal, spirit guide, or rite of flame plus a 2 mana ritual.\n\nOther stuff: "},{"insert":{"card-link":"Shiny Impetus"}},{"insert":", "},{"insert":{"card-link":"Pip-Boy 3000"}},{"insert":", "},{"insert":{"card-link":"Lost Jitte"}},{"insert":" (loot/untap lands/pump), "},{"insert":{"card-link":"Mask of Memory"}},{"insert":" (net draw 16, discard 8 per turn cycle!), "},{"insert":{"card-link":"Improvised Arsenal"}},{"insert":" (opponents die very fast if they don't have removal), the treasure giving equipment, "},{"insert":{"card-link":"Shadowspear"}},{"insert":", "},{"insert":{"card-link":"Basilisk Collar"}},{"insert":" (careful here, your opponents gain life when Slicer has lifelink and they control him, but you gaining life is valuable and we don't care since we win via Commander damage!), or hold up a redirect / counter spell. \n\nNote on "},{"insert":{"card-link":"Sticky Fingers"}},{"insert":", because it's worded differently to the others it actually gives opponents treasures when they control Slicer. It's still a 1 mana ramp for you and gives menace + a card when he dies. I removed it for now, but it's debatably good.\n\nHe goes crazy with "},{"insert":{"card-link":"Umezawa's Jitte"}},{"insert":" gaining 16 charge counters per turn cycle, allowing you to -1/-1 blockers away, gain life, and pump Slicer massively. In fact, 1 hit with the Jitte can +8/+8 Slicer every subsequent turn since it nets 4 charge counters per hit, enough to insta-kill players with 22 commander damage.\n\n"},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":" is ideal with him, granting protection via indestructibility and a decent +2/+0, while auto-equipping more equipment.\n\n"},{"insert":{"card-link":"Bedlam"}},{"insert":": I think it leads to a chaotic game of death. Slicer unblockable is just so powerful, he's usually knocking players out of the game here.\n\nYou basically win if you get "},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":" equipped, or "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" + any evasion.\n\nSince we're monocolour, it's little cost to have all the scry and surveil colorless lands, which adds benefit of casting "},{"insert":{"card-link":"Warping Wail"}},{"insert":" to block a sorcery board wipe / removal.\n\nSome blockers for playing defence: "},{"insert":{"card-link":"Brash Taunter"}},{"insert":", is it sufficient? I don't know. Hopefully you win fast enough to not care!\n\nGo go monored aggro!\n\n\nRandom janky addition: "},{"insert":{"card-link":"Brand of Ill Omen"}},{"insert":" up Slicer to stop everyone from casting creature spells. Admittedly, this makes people target Slicer with removal more... but I find it entertaining.\n"}]}
Commander
Slicer, Hired Muscle
More Than Meets the Eye (You may cast this card converted for .)
Double strike, haste
At the beginning of each opponent's upkeep, you may have that player gain control of Slicer until end of turn. If you do, untap Slicer, goad it, and it can't be sacrificed this turn. If you don't, convert it.
Double strike, haste
At the beginning of each opponent's upkeep, you may have that player gain control of Slicer until end of turn. If you do, untap Slicer, goad it, and it can't be sacrificed this turn. If you don't, convert it.
Legendary Creature Artifact - Robot


Commander
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Draw
Mishra's Research Desk
, , Sacrifice this artifact: Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
Unearth (: Return this card from your graveyard to the battlefield. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Unearth (: Return this card from your graveyard to the battlefield. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Artifact

Strength-Testing Hammer
Whenever equipped creature attacks, roll a six-sided die. That creature gets +X/+0 until end of turn, where X is the result. Then if it has the greatest power or is tied for greatest power among creatures on the battlefield, draw a card.
Equip
Equip
Artifact - Equipment

Draw
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Evasion
Evasion
(CTRL to add secondary)
Land
Gallifrey Council Chamber
When Gallifrey Council Chamber enters, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
: Add .
: Add one mana of any color. Spend this mana only to cast a Time Lord or Alien spell or activate an ability of a Time Lord or Alien.
: Add .
: Add one mana of any color. Spend this mana only to cast a Time Lord or Alien spell or activate an ability of a Time Lord or Alien.
Legendary Land

Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Land
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Protection
Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Protection
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Pump
Jeska, Thrice Reborn
Jeska enters with a loyalty counter on her for each time you've cast a commander from the command zone this game.
0: Choose target creature. Until your next turn, if that creature would deal combat damage to one of your opponents, it deals triple that damage to that player instead.
−X: Jeska deals X damage to each of up to three targets.
Jeska, Thrice Reborn can be your commander.
Partner
0: Choose target creature. Until your next turn, if that creature would deal combat damage to one of your opponents, it deals triple that damage to that player instead.
−X: Jeska deals X damage to each of up to three targets.
Jeska, Thrice Reborn can be your commander.
Partner
Legendary Planeswalker - Jeska

Sword of Light and Shadow
Equipped creature gets +2/+2 and has protection from white and from black.
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Whenever equipped creature deals combat damage to a player, you gain 3 life and you may return up to one target creature card from your graveyard to your hand.
Equip
Artifact - Equipment

Pump
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Ramp
Beamtown Beatstick
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
Whenever equipped creature deals combat damage to a player or battle, create a Treasure token.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player or battle, create a Treasure token.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Goldvein Pick
Equipped creature gets +1/+1.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment

Prying Blade
Equipped creature gets +1/+0.
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Whenever equipped creature deals combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Shiny Impetus
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Enchantment - Aura

Ramp
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Removal
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Nibelheim Aflame
Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment

Removal
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Stax
Stax
(CTRL to add secondary)
Maybeboard
Andúril, Flame of the West
Equipped creature gets +3/+1.
Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking.
Equip
Whenever equipped creature attacks, create two tapped 1/1 white Spirit creature tokens with flying. If that creature is legendary, instead create two of those tokens that are tapped and attacking.
Equip
Legendary Artifact - Equipment

Demonic Ruckus
Enchant creature
Enchanted creature gets +1/+1 and has menace and trample.
When this Aura is put into a graveyard from the battlefield, draw a card.
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.)
Enchanted creature gets +1/+1 and has menace and trample.
When this Aura is put into a graveyard from the battlefield, draw a card.
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.)
Enchantment - Aura

Mages' Contest
You and target spell's controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell.
Instant

Mudslide
Creatures without flying don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped creatures without flying they control and pay for each creature chosen this way. If the player does, untap those creatures.
At the beginning of each player's upkeep, that player may choose any number of tapped creatures without flying they control and pay for each creature chosen this way. If the player does, untap those creatures.
Enchantment

Sticky Fingers
Enchant creature
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with ", Sacrifice this token: Add one mana of any color.")
When enchanted creature dies, draw a card.
Enchantment - Aura

Super State
Enchant creature you control
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Legendary Enchantment - Aura

Sword of Truth and Justice
Equipped creature gets +2/+2 and has protection from white and from blue.
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
Artifact - Equipment

Trepanation Blade
Whenever equipped creature attacks, defending player reveals cards from the top of their library until they reveal a land card. The creature gets +1/+0 until end of turn for each card revealed this way. That player puts the revealed cards into their graveyard.
Equip
Equip
Artifact - Equipment

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"I want you to know.\n\nGet Slicer out on turn 2 with the rituals, then he transforms and does loads of commander damage to win. \n\nThe goal is to give him flying (and/or menace, trample) and protection via shroud and/or indestructible. He hits so hard by default it doesn't even need much stat boosting, just give him evasion and protect him with "},{"insert":{"card-link":"Redirect Lightning"}},{"insert":", "},{"insert":{"card-link":"Bolt Bend"}},{"insert":", "},{"insert":{"card-link":"Tibalt's Trickery"}},{"insert":" etc. \n\nWe can generate "},{"attributes":{"italic":true},"insert":"a lot"},{"insert":" of treasures when he's equipped evasion + any of "},{"insert":{"card-link":"Goldvein Pick"}},{"insert":", "},{"insert":{"card-link":"Beamtown Beatstick"}},{"insert":", "},{"insert":{"card-link":"Prying Blade"}},{"insert":", each gives maximum of 8 treasures per turn cycle. This allows you to pay the commander tax to keep him going after removal. It also lets you play X=16 "},{"insert":{"card-link":"Earthquake"}},{"insert":"s for board control and sometimes get an unexpected finish even if Slicer dies.\n\nYou can technically get turn 1 Slicer with any two of "},{"insert":{"card-link":"Simian Spirit Guide"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Rite of Flame"}},{"insert":" or "},{"insert":{"card-link":"Lotus Petal"}},{"insert":", or petal, spirit guide, or rite of flame plus a 2 mana ritual.\n\nOther stuff: "},{"insert":{"card-link":"Shiny Impetus"}},{"insert":", "},{"insert":{"card-link":"Pip-Boy 3000"}},{"insert":", "},{"insert":{"card-link":"Lost Jitte"}},{"insert":" (loot/untap lands/pump), "},{"insert":{"card-link":"Mask of Memory"}},{"insert":" (net draw 16, discard 8 per turn cycle!), "},{"insert":{"card-link":"Improvised Arsenal"}},{"insert":" (opponents die very fast if they don't have removal), the treasure giving equipment, "},{"insert":{"card-link":"Shadowspear"}},{"insert":", "},{"insert":{"card-link":"Basilisk Collar"}},{"insert":" (careful here, your opponents gain life when Slicer has lifelink and they control him, but you gaining life is valuable and we don't care since we win via Commander damage!), or hold up a redirect / counter spell. \n\nNote on "},{"insert":{"card-link":"Sticky Fingers"}},{"insert":", because it's worded differently to the others it actually gives opponents treasures when they control Slicer. It's still a 1 mana ramp for you and gives menace + a card when he dies. I removed it for now, but it's debatably good.\n\nHe goes crazy with "},{"insert":{"card-link":"Umezawa's Jitte"}},{"insert":" gaining 16 charge counters per turn cycle, allowing you to -1/-1 blockers away, gain life, and pump Slicer massively. In fact, 1 hit with the Jitte can +8/+8 Slicer every subsequent turn since it nets 4 charge counters per hit, enough to insta-kill players with 22 commander damage.\n\n"},{"insert":{"card-link":"Hammer of Nazahn"}},{"insert":" is ideal with him, granting protection via indestructibility and a decent +2/+0, while auto-equipping more equipment.\n\n"},{"insert":{"card-link":"Bedlam"}},{"insert":": I think it leads to a chaotic game of death. Slicer unblockable is just so powerful, he's usually knocking players out of the game here.\n\nYou basically win if you get "},{"insert":{"card-link":"Whispersilk Cloak"}},{"insert":" equipped, or "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":" + any evasion.\n\nSince we're monocolour, it's little cost to have all the scry and surveil colorless lands, which adds benefit of casting "},{"insert":{"card-link":"Warping Wail"}},{"insert":" to block a sorcery board wipe / removal.\n\nSome blockers for playing defence: "},{"insert":{"card-link":"Brash Taunter"}},{"insert":", is it sufficient? I don't know. Hopefully you win fast enough to not care!\n\nGo go monored aggro!\n\n\nRandom janky addition: "},{"insert":{"card-link":"Brand of Ill Omen"}},{"insert":" up Slicer to stop everyone from casting creature spells. Admittedly, this makes people target Slicer with removal more... but I find it entertaining.\n"}]}




























































































