aalongi
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Commander
Size: 100Salt sum: 25.67
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{"ops":[{"insert":"Look at that pretty salt score! Everyone loves this deck. It’s closer to Bracket 1 than 2, starting as a “box sealed Commander” deck with limited updates: mice from Bloomburrow, an attentive vampire and angel detective here and there, etc.\n\n"},{"insert":{"card-link":"Caparocti Sunborn"}},{"insert":" can cast all but 15 of the non-land cards in the deck with his combat discover trigger (so about 75 percent of the spells). The deck is set up to take advantage of this, remaining light on its feet and throwing out as many small threats to go wide as it can. Discover is clearly a theme in the deck, appearing on ten other cards (topping out at"},{"insert":{"card-link":"Brass's Tunnel-Grinder // Tecutlan, the Searing Rift"}},{"insert":" , and "},{"insert":{"card-link":"Hit the Mother Lode"}},{"insert":" ), and the deck is very mouse-friendly since mice are inexpensive and love being equipped (targeted) with artifacts that can then also be tapped to power Caparocti.\n\nThis central package, combined with gnomes and some early light infantry, can use "},{"insert":{"card-link":"Reconnaissance"}},{"insert":" and "},{"insert":{"card-link":"Norin, Swift Survivalist"}},{"insert":" to attack risklessly, chipping away at opponents’ life totals without oppressing or startling anyone. Caparocti is a modestly powered Commander in his own right and can knock out an unwary opponent. If things die, "},{"insert":{"card-link":"Sun Titan"}},{"insert":" can bring a lot of it back (this is one of the 2 percent of decks I allow this over-played card in, since it works slowly and on silly things). If all this is not enough to achieve total victory - and it really shouldn’t be - consider the following options:\n\nA large, flying dinosaur. "},{"insert":{"card-link":"Zetalpa, Primal Dawn"}},{"insert":" , "},{"insert":{"card-link":"Bonehoard Dracosaur"}},{"insert":" , and even "},{"insert":{"card-link":"Trumpeting Carnosaur"}},{"insert":" riding a "},{"insert":{"card-link":"Phyrexian Splicer"}},{"insert":" can add some offensive punch to the deck. And don’t forget you can dig something up from an opponent’s graveyard with "},{"insert":{"card-link":"Dino DNA"}},{"insert":" . "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Direct damage from "},{"insert":{"card-link":"Makeshift Munitions"}},{"insert":" , "},{"insert":{"card-link":"Broadside Bombardiers"}},{"insert":" , "},{"insert":{"card-link":"Quintorius Kand"}},{"insert":" , and above all "},{"insert":{"card-link":"Descent into Avernus"}},{"insert":" should represent an eventual danger to anyone without significant life gain."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"The Millennium Calendar"}},{"insert":" isn't the worst idea to try on a board with 25+ tappable permanents, which this deck can do pretty well. (The math is done more convincingly elsewhere on the internet but getting to 1000 within five turns by tapping out 25 permanents including 2 lands and the Calendar each round without any other cards’ help requires 4-5 turns.) I’ve considered adding "},{"insert":{"card-link":"Voltaic Key"}},{"insert":" and other untapping help to the deck; but in all honesty the idea exhausts me."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe deck has minor solutions to several different problems (and a single-use"},{"insert":{"card-link":"Tragic Arrogance"}},{"insert":" if things spin wildly out of control), but you will find your answers to some opponents via…other opponents. Don’t irritate anyone too much, and be sure to point out how adorable those mice are.\n\nStandard strategic approach notes and disclaimer(s) for all my decks:\nI generally aim for high synergy, short of optimization. (Tier 3+, if you track that sort of thing.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I like games that last 8-12 turns and aim to demonstrate the deck’s synergy within that timeframe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I prefer to win but don’t relentlessly pursue that goal, because I am an adult who enjoys playing games with friends. So you’ll occasionally see silly cards. Enjoy them!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I do not want to bore my friends, so my goal is to have NO non-land card in more than 3-4 decks. If you’re wondering why a certain “obvious staple” isn’t in this deck list, that’s probably why."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I’m continuously updating (each deck gets a look at newer cards every six months) so of course there may be changes around the margins. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThanks for checking out my deck(s). Peace.\n\nAnthony Alongi\nProgenitor of Multiplayer Magic Content Creation\nFormer Columnist for Wizards of the Coast, StarCity Games, The Dojo\nFormer Podcaster (Elder Dragon Statesmen) with the Late, Great Sheldon Menery\n\n"}]}
Caparocti Sunborn
Whenever Caparocti Sunborn attacks, you may tap two untapped artifacts and/or creatures you control. If you do, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Creature - Human Soldier

Commander
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Brass's Tunnel-Grinder
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one.
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
Legendary Artifact


Buried Treasure
, Sacrifice this artifact: Add one mana of any color.
, Exile this card from your graveyard: Discover 5. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
, Exile this card from your graveyard: Discover 5. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Artifact - Treasure

Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

Daring Discovery
Up to three target creatures can't block this turn.
Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Discover 4. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery

Etali's Favor
Enchant creature you control
When this Aura enters, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Enchanted creature gets +1/+1 and has trample.
When this Aura enters, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Enchanted creature gets +1/+1 and has trample.
Enchantment - Aura

Geological Appraiser
When this creature enters, if you cast it, discover 3. (Exile cards from the top of your library until you exile a nonland card with mana value 3 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Creature - Human Artificer

Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery

Quintorius Kand
Whenever you cast a spell from exile, Quintorius Kand deals 2 damage to each opponent and you gain 2 life.
+1: Create a 3/2 red and white Spirit creature token.
−3: Discover 4.
−6: Exile any number of target cards from your graveyard. Add for each card exiled this way. You may play those cards this turn.
+1: Create a 3/2 red and white Spirit creature token.
−3: Discover 4.
−6: Exile any number of target cards from your graveyard. Add for each card exiled this way. You may play those cards this turn.
Legendary Planeswalker - Quintorius

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

Haliya, Guided by Light
Whenever Haliya or another creature or artifact you control enters, you gain 1 life.
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
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.)
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
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.)
Legendary Creature - Human Soldier

Draw
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Anim Pakal, Thousandth Moon
Whenever you attack with one or more non-Gnome creatures, put a +1/+1 counter on Anim Pakal, then create X 1/1 colorless Gnome artifact creature tokens that are tapped and attacking, where X is the number of +1/+1 counters on Anim Pakal.
Legendary Creature - Human Soldier

Bonehoard Dracosaur
Flying, first strike
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
Creature - Dragon Dinosaur

The Millennium Calendar
Whenever you untap one or more permanents during your untap step, put that many time counters on The Millennium Calendar.
, : Double the number of time counters on The Millennium Calendar.
When there are 1,000 or more time counters on The Millennium Calendar, sacrifice it and each opponent loses 1,000 life.
, : Double the number of time counters on The Millennium Calendar.
When there are 1,000 or more time counters on The Millennium Calendar, sacrifice it and each opponent loses 1,000 life.
Legendary Artifact

Thousand Moons Smithy
When Thousand Moons Smithy enters, create a white Gnome Soldier artifact creature token with "This token's power and toughness are each equal to the number of artifacts and/or creatures you control."
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
At the beginning of your first main phase, you may tap five untapped artifacts and/or creatures you control. If you do, transform Thousand Moons Smithy.
Legendary Artifact


Finishers
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Hidden Courtyard
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Hidden Volcano
This land enters tapped.
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
: Add .
, , Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave

Land
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Breeches, Eager Pillager
First strike
Whenever a Pirate you control attacks, choose one that hasn't been chosen this turn —
• Create a Treasure token.
• Target creature can't block this turn.
• Exile the top card of your library. You may play it this turn.
Whenever a Pirate you control attacks, choose one that hasn't been chosen this turn —
• Create a Treasure token.
• Target creature can't block this turn.
• Exile the top card of your library. You may play it this turn.
Legendary Creature - Goblin Pirate

Light Forces
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Flowerfoot Swordmaster
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, Mice you control get +1/+0 until end of turn.
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, Mice you control get +1/+0 until end of turn.
Creature - Soldier Mouse

Manifold Mouse
Offspring (You may pay an additional as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn.
At the beginning of combat on your turn, target Mouse you control gains your choice of double strike or trample until end of turn.
Creature - Soldier Mouse

Whiskervale Forerunner
Valiant — Whenever this creature becomes the target of a spell or ability you control for the first time each turn, look at the top five cards of your library. You may reveal a creature card with mana value 3 or less from among them. You may put it onto the battlefield if it's your turn. If you don't put it onto the battlefield, put it into your hand. Put the rest on the bottom of your library in a random order.
Creature - Mouse Bard

Mice and Equipment
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Gerrard's Hourglass Pendant
Flash
If a player would begin an extra turn, that player skips that turn instead.
, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
If a player would begin an extra turn, that player skips that turn instead.
, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
Legendary Artifact

Protection
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Terrapact Intimidator
When this creature enters, target opponent may have you create two Lander tokens. If they don't, put two +1/+1 counters on this creature. (A Lander token is an artifact with ", , Sacrifice this token: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.")
Creature - Scout Kavu

Treasure Map
, : Scry 1. Put a landmark counter on this artifact. Then if there are three or more landmark counters on it, remove those counters, transform this artifact, and create three Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
Artifact


Ramp
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Unstable Glyphbridge
When this artifact enters, if you cast it, for each player, choose a creature with power 2 or less that player controls. Then destroy all creatures except creatures chosen this way.
Craft with artifact (, Exile this artifact, Exile another artifact you control or an artifact card from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Craft with artifact (, Exile this artifact, Exile another artifact you control or an artifact card from your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Artifact


Zoyowa's Justice
The owner of target artifact or creature with mana value 1 or greater shuffles it into their library. Then that player discovers X, where X is its mana value. (They exile cards from the top of their library until they exile a nonland card with that mana value or less. They cast it without paying its mana cost or put it into their hand. They put the rest on the bottom in a random order.)
Instant

Removal
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Veteran Survivor
Survival — At the beginning of your second main phase, if this creature is tapped, exile up to one target card from a graveyard.
As long as there are three or more cards exiled with this creature, it gets +3/+3 and has hexproof. (It can't be the target of spells or abilities your opponents control.)
As long as there are three or more cards exiled with this creature, it gets +3/+3 and has hexproof. (It can't be the target of spells or abilities your opponents control.)
Creature - Human Survivor

Tap Synergy
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Look at that pretty salt score! Everyone loves this deck. It’s closer to Bracket 1 than 2, starting as a “box sealed Commander” deck with limited updates: mice from Bloomburrow, an attentive vampire and angel detective here and there, etc.\n\n"},{"insert":{"card-link":"Caparocti Sunborn"}},{"insert":" can cast all but 15 of the non-land cards in the deck with his combat discover trigger (so about 75 percent of the spells). The deck is set up to take advantage of this, remaining light on its feet and throwing out as many small threats to go wide as it can. Discover is clearly a theme in the deck, appearing on ten other cards (topping out at"},{"insert":{"card-link":"Brass's Tunnel-Grinder // Tecutlan, the Searing Rift"}},{"insert":" , and "},{"insert":{"card-link":"Hit the Mother Lode"}},{"insert":" ), and the deck is very mouse-friendly since mice are inexpensive and love being equipped (targeted) with artifacts that can then also be tapped to power Caparocti.\n\nThis central package, combined with gnomes and some early light infantry, can use "},{"insert":{"card-link":"Reconnaissance"}},{"insert":" and "},{"insert":{"card-link":"Norin, Swift Survivalist"}},{"insert":" to attack risklessly, chipping away at opponents’ life totals without oppressing or startling anyone. Caparocti is a modestly powered Commander in his own right and can knock out an unwary opponent. If things die, "},{"insert":{"card-link":"Sun Titan"}},{"insert":" can bring a lot of it back (this is one of the 2 percent of decks I allow this over-played card in, since it works slowly and on silly things). If all this is not enough to achieve total victory - and it really shouldn’t be - consider the following options:\n\nA large, flying dinosaur. "},{"insert":{"card-link":"Zetalpa, Primal Dawn"}},{"insert":" , "},{"insert":{"card-link":"Bonehoard Dracosaur"}},{"insert":" , and even "},{"insert":{"card-link":"Trumpeting Carnosaur"}},{"insert":" riding a "},{"insert":{"card-link":"Phyrexian Splicer"}},{"insert":" can add some offensive punch to the deck. And don’t forget you can dig something up from an opponent’s graveyard with "},{"insert":{"card-link":"Dino DNA"}},{"insert":" . "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Direct damage from "},{"insert":{"card-link":"Makeshift Munitions"}},{"insert":" , "},{"insert":{"card-link":"Broadside Bombardiers"}},{"insert":" , "},{"insert":{"card-link":"Quintorius Kand"}},{"insert":" , and above all "},{"insert":{"card-link":"Descent into Avernus"}},{"insert":" should represent an eventual danger to anyone without significant life gain."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"The Millennium Calendar"}},{"insert":" isn't the worst idea to try on a board with 25+ tappable permanents, which this deck can do pretty well. (The math is done more convincingly elsewhere on the internet but getting to 1000 within five turns by tapping out 25 permanents including 2 lands and the Calendar each round without any other cards’ help requires 4-5 turns.) I’ve considered adding "},{"insert":{"card-link":"Voltaic Key"}},{"insert":" and other untapping help to the deck; but in all honesty the idea exhausts me."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe deck has minor solutions to several different problems (and a single-use"},{"insert":{"card-link":"Tragic Arrogance"}},{"insert":" if things spin wildly out of control), but you will find your answers to some opponents via…other opponents. Don’t irritate anyone too much, and be sure to point out how adorable those mice are.\n\nStandard strategic approach notes and disclaimer(s) for all my decks:\nI generally aim for high synergy, short of optimization. (Tier 3+, if you track that sort of thing.)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I like games that last 8-12 turns and aim to demonstrate the deck’s synergy within that timeframe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I prefer to win but don’t relentlessly pursue that goal, because I am an adult who enjoys playing games with friends. So you’ll occasionally see silly cards. Enjoy them!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I do not want to bore my friends, so my goal is to have NO non-land card in more than 3-4 decks. If you’re wondering why a certain “obvious staple” isn’t in this deck list, that’s probably why."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I’m continuously updating (each deck gets a look at newer cards every six months) so of course there may be changes around the margins. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThanks for checking out my deck(s). Peace.\n\nAnthony Alongi\nProgenitor of Multiplayer Magic Content Creation\nFormer Columnist for Wizards of the Coast, StarCity Games, The Dojo\nFormer Podcaster (Elder Dragon Statesmen) with the Late, Great Sheldon Menery\n\n"}]}



















































