87 views20 days ago
Commander
Size: 100Est cost: $163.72Salt sum: 33.63
IsaBaguette
87 views20 days ago
Commander
Size: 100Est cost: $163.72Salt sum: 33.63
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{"ops":[{"insert":"This deck plays a lot of BAD CARDS!!!! (except for the ramp.) Playing a 6-mana commander with an etb ability isn't great, but we're ALSO playing 2+ mana blink spells (a.k.a. BAD CARDS!!) We can use some (BAD) lands to sneak more value out of our commanders etb, such as all 3 bridges and ANY other artifact lands (that are playable in conjunction with our commander) and eventually, play one of the few \"good\" cards in our deck, being a Cryptolith Rite effect, to help us ramp into some big expensive beaters! (They're good cards... right??) NOPE! We have MORE \"BAD CARDS\" in a TON of expensive artifact creatures, to hopefully start swinging big with 8-mana 4/5 fliers and such to eventually win the game!\n\nIn all seriousness, this deck does run a pretty cool gameplan. It takes a few steps to get there, but plays pretty smoothly. While there are a somewhat low number of lands within the deck, our absurd ramp package does somewhat make up for it, as it helps accelerate our gameplan IMMENSELY in just a few turns! Ideally, we're ramping and getting a ton of cheap artifacts/artifact creatures out early and use the mana from those creatures to then cast our commander, gaining around 3-5 little creature tokens. After this, we can simply blink our commander once or twice and gain a TON of little dudes. From there, with any sort of Cryptolith Rite effect, we suddenly turn our board state up to 1,000, and can ramp some decently hefty creatures out, all to eventually close out the game (hopefully!)\n\nNOTE: \nShardless Agent IS a ramp piece, but should NOT be played ANY time before Aang and Katara is played, as cascading into a blink spell doesn't do much until our commander is on board! Otherwise, you're just gambling that you find a mana rock before a blink spell, and there's really only one ideal outcome if there's no commander on board yet."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The \"Hidden Commander(s)\" of the deck are Inga and Esika, as well as any mana-dork enabler. This is what ACTUALLY lets the deck propel into a late-game/winning board state, and is somewhat important to mulligan for (but not entirely necessary.)"},{"attributes":{"list":"bullet"},"insert":"\n"}]}
Blink
Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

Blink
(CTRL to add secondary)
Creature
Arcane Proxy
Prototype — 2/1 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
When this creature enters, if you cast it, exile target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard. Copy that card. You may cast the copy without paying its mana cost.
When this creature enters, if you cast it, exile target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard. Copy that card. You may cast the copy without paying its mana cost.
Creature Artifact - Wizard

Hulking Metamorph
Prototype — 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
You may have this creature enter as a copy of an artifact or creature you control, except it's an artifact creature in addition to its other types, and its power and toughness are equal to this creature's power and toughness.
You may have this creature enter as a copy of an artifact or creature you control, except it's an artifact creature in addition to its other types, and its power and toughness are equal to this creature's power and toughness.
Creature Artifact - Shapeshifter

Meandering Towershell
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Whenever this creature attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
Whenever this creature attacks, exile it. Return it to the battlefield under your control tapped and attacking at the beginning of the declare attackers step on your next turn.
Creature - Turtle

Rootwire Amalgam
Prototype — 2/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
, Sacrifice this creature: Create an X/X colorless Golem artifact creature token, where X is three times this creature's power. It gains haste until end of turn. Activate only as a sorcery.
, Sacrifice this creature: Create an X/X colorless Golem artifact creature token, where X is three times this creature's power. It gains haste until end of turn. Activate only as a sorcery.
Creature Artifact - Golem

Tapestry Warden
Vigilance
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
Each creature you control with toughness greater than its power stations permanents using its toughness rather than its power.
Each creature you control with toughness greater than its power assigns combat damage equal to its toughness rather than its power.
Each creature you control with toughness greater than its power stations permanents using its toughness rather than its power.
Creature Artifact - Soldier Robot

Wickerfolk Thresher
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
Creature Artifact - Scarecrow

Woodcaller Automaton
Prototype — 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
When this creature enters, if you cast it, untap target land you control. It becomes a Treefolk creature with haste and base power and toughness equal to this creature's power and toughness. It's still a land.
When this creature enters, if you cast it, untap target land you control. It becomes a Treefolk creature with haste and base power and toughness equal to this creature's power and toughness. It's still a land.
Creature Artifact - Construct

Creature
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Ramp
Urza, Lord Protector
Artifact, instant, and sorcery spells you cast cost less to cast.
: If you both own and control Urza, Lord Protector and an artifact named The Mightstone and Weakstone, exile them, then meld them into Urza, Planeswalker. Activate only as a sorcery.
: If you both own and control Urza, Lord Protector and an artifact named The Mightstone and Weakstone, exile them, then meld them into Urza, Planeswalker. Activate only as a sorcery.
Legendary Creature - Human Artificer

Ramp
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This deck plays a lot of BAD CARDS!!!! (except for the ramp.) Playing a 6-mana commander with an etb ability isn't great, but we're ALSO playing 2+ mana blink spells (a.k.a. BAD CARDS!!) We can use some (BAD) lands to sneak more value out of our commanders etb, such as all 3 bridges and ANY other artifact lands (that are playable in conjunction with our commander) and eventually, play one of the few \"good\" cards in our deck, being a Cryptolith Rite effect, to help us ramp into some big expensive beaters! (They're good cards... right??) NOPE! We have MORE \"BAD CARDS\" in a TON of expensive artifact creatures, to hopefully start swinging big with 8-mana 4/5 fliers and such to eventually win the game!\n\nIn all seriousness, this deck does run a pretty cool gameplan. It takes a few steps to get there, but plays pretty smoothly. While there are a somewhat low number of lands within the deck, our absurd ramp package does somewhat make up for it, as it helps accelerate our gameplan IMMENSELY in just a few turns! Ideally, we're ramping and getting a ton of cheap artifacts/artifact creatures out early and use the mana from those creatures to then cast our commander, gaining around 3-5 little creature tokens. After this, we can simply blink our commander once or twice and gain a TON of little dudes. From there, with any sort of Cryptolith Rite effect, we suddenly turn our board state up to 1,000, and can ramp some decently hefty creatures out, all to eventually close out the game (hopefully!)\n\nNOTE: \nShardless Agent IS a ramp piece, but should NOT be played ANY time before Aang and Katara is played, as cascading into a blink spell doesn't do much until our commander is on board! Otherwise, you're just gambling that you find a mana rock before a blink spell, and there's really only one ideal outcome if there's no commander on board yet."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The \"Hidden Commander(s)\" of the deck are Inga and Esika, as well as any mana-dork enabler. This is what ACTUALLY lets the deck propel into a late-game/winning board state, and is somewhat important to mulligan for (but not entirely necessary.)"},{"attributes":{"list":"bullet"},"insert":"\n"}]}



































































