aalongi
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Commander
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{"ops":[{"insert":{"card-link":"Slogurk, the Overslime"}},{"insert":" and despite the deck’s silly-high salt rating, your opponents will not find it oppressive at all. (Feel free to move "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" and "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" elsewhere if they’re causing problems; they are not essential to this deck.) Bottom line, you’re not using the salt cards to do much of anything oppressive; you’re using them to throw spaghetti on the wall and see what sticks to Slogurk.\n\nThe deck’s Plan A is to put enough lands in your graveyard (most likely, but not exclusively, through mill) while Slogurk is out that the ooze can hit players for commander damage. But so much fun stuff can happen on the way!\n\n"},{"insert":{"card-link":"Aluren"}},{"insert":" silliness. This deck is not focused on Aluren, but there are some nice synergies. Of course Slogurk is eligible (you still have to pay any commander tax). So is "},{"insert":{"card-link":"Titania, Voice of Gaea"}},{"insert":" , which makes it easier to stick the meld landing with "},{"insert":{"card-link":"Argoth, Sanctum of Nature"}},{"insert":" . There are several other 3cc or cheaper creatures in the deck that you can use for sudden utility, particularly to disrupt graveyard combos other decks may have. And naturally, if you’re going to have Aluren…you should try to have "},{"insert":{"card-link":"Equilibrium"}},{"insert":" too. This was an old-school combo in tournament sliver decks. Here, it’s nowhere near as oppressive, but it will make a few opponents think twice before bothering you."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Traumatize"}},{"insert":" . This isn’t for your opponents; this is for you. A game on turn 5-6 generally leaves about 87 cards in your library. If half go into your graveyard and Slogurk is out, you’re looking at an average transfer of 15-16 lands into the graveyard, pumping your commander for a hefty slam. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sunder"}},{"insert":" . Don’t do this unless you’re close to victory and want to test for countermagic at the end of your last opponent’s turn. This is particularly powerful with "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" , since you can use the cards to tap potential blockers and end the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Bonny Pall, Clearcutter"}},{"insert":" is available as another large beater, and "},{"insert":{"card-link":"Walk the Aeons"}},{"insert":" fulfills my tendency to have one (and only one) extra turn spell in blue and blue-X decks I’m rather fond of. I haven’t had the chance to see if "},{"insert":{"card-link":"Abhorrent Oculus"}},{"insert":" works well in the deck; my theory is that the graveyard size should be sufficient to cast it quickly, and that face-down lands going to your graveyard should be good for Slogurk.\n\nLandfall synergy is minimal in this deck but it’s there, since there are cards that put lands into play quickly. I might scale all of this back at some point since I care more about lands going to graveyard than into play; but right now it’s working well enough.\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"}]}
Slogurk, the Overslime
Trample
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on Slogurk.
Remove three +1/+1 counters from Slogurk: Return it to its owner's hand.
When Slogurk leaves the battlefield, return up to three target land cards from your graveyard to your hand.
Legendary Creature - Ooze

Commander
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Titania, Voice of Gaea
Reach
Whenever one or more land cards are put into your graveyard from anywhere, you gain 2 life.
At the beginning of your upkeep, if there are four or more land cards in your graveyard and you both own and control Titania, Voice of Gaea and a land named Argoth, Sanctum of Nature, exile them, then meld them into Titania, Gaea Incarnate.
Whenever one or more land cards are put into your graveyard from anywhere, you gain 2 life.
At the beginning of your upkeep, if there are four or more land cards in your graveyard and you both own and control Titania, Voice of Gaea and a land named Argoth, Sanctum of Nature, exile them, then meld them into Titania, Gaea Incarnate.
Legendary Creature - Elemental

Aluren Silliness
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Abstract Performance
Exile the top four cards of your library in a face-down pile, then exile the top four cards of your library in a face-up pile. An opponent chooses one of those piles. Put that pile into your graveyard. Look at the cards in the other pile. You may cast a spell from among them without paying its mana cost. Put the rest into your hand.
Sorcery

Cosima, God of the Voyage
At the beginning of your upkeep, you may exile Cosima. If you do, it gains "Whenever a land you control enters, if Cosima is exiled, you may put a voyage counter on it. If you don't, return Cosima to the battlefield with X +1/+1 counters on it and draw X cards, where X is the number of voyage counters on it."
Legendary Creature - God


Jolrael, Voice of Zhalfir
At the beginning of combat on your turn, up to one target land you control becomes an X/X green and blue Bird creature with flying and haste until end of turn, where X is the number of cards in your hand. It's still a land.
Whenever a land creature you control deals combat damage to a player, draw a card.
Whenever a land creature you control deals combat damage to a player, draw a card.
Legendary Creature - Human Druid

Draw
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Abhorrent Oculus
As an additional cost to cast this spell, exile six cards from your graveyard.
Flying
At the beginning of each opponent's upkeep, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Flying
At the beginning of each opponent's upkeep, manifest dread. (Look at the top two cards of your library. Put one onto the battlefield face down as a 2/2 creature and the other into your graveyard. Turn it face up any time for its mana cost if it's a creature card.)
Creature - Eye

Bonny Pall, Clearcutter
Reach
When Bonny Pall enters, create Beau, a legendary blue Ox creature token with "Beau's power and toughness are each equal to the number of lands you control."
Whenever you attack, draw a card, then you may put a land card from your hand or graveyard onto the battlefield.
When Bonny Pall enters, create Beau, a legendary blue Ox creature token with "Beau's power and toughness are each equal to the number of lands you control."
Whenever you attack, draw a card, then you may put a land card from your hand or graveyard onto the battlefield.
Legendary Creature - Scout Giant

Finishers
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Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Glacial Chasm
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

Land
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Zimone, All-Questioning
At the beginning of your end step, if a land entered the battlefield under your control this turn and you control a prime number of lands, create Primo, the Indivisible, a legendary 0/0 green and blue Fractal creature token, then put that many +1/+1 counters on it. (2, 3, 5, 7, 11, 13, 17, 19, 23, 29, and 31 are prime numbers.)
Legendary Creature - Human Wizard

Land-Counting Creatures
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Landfall
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Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Smuggler's Surprise
Spree (Choose one or more additional costs.)
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
Instant

The Binding of the Titans
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player mills three cards.
II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life.
III — Return target creature or land card from your graveyard to your hand.
I — Each player mills three cards.
II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life.
III — Return target creature or land card from your graveyard to your hand.
Enchantment - Saga

Wrenn and Realmbreaker
Lands you control have ": Add one mana of any color."
+1: Up to one target land you control becomes a 3/3 Elemental creature with vigilance, hexproof, and haste until your next turn. It's still a land.
−2: Mill three cards. You may put a permanent card from among the milled cards into your hand.
−7: You get an emblem with "You may play lands and cast permanent spells from your graveyard."
+1: Up to one target land you control becomes a 3/3 Elemental creature with vigilance, hexproof, and haste until your next turn. It's still a land.
−2: Mill three cards. You may put a permanent card from among the milled cards into your hand.
−7: You get an emblem with "You may play lands and cast permanent spells from your graveyard."
Legendary Planeswalker - Wrenn

Wrenn and Seven
+1: Reveal the top four cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
0: Put any number of land cards from your hand onto the battlefield tapped.
−3: Create a green Treefolk creature token with reach and "This token's power and toughness are each equal to the number of lands you control."
−8: Return all permanent cards from your graveyard to your hand. You get an emblem with "You have no maximum hand size."
Legendary Planeswalker - Wrenn

Mill and Recursion
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Ramp
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Fraying Line
When this artifact enters, put a rope counter on target creature you control.
At the beginning of each player's upkeep, that player may pay . If they do, they put a rope counter on a creature they control. Otherwise, exile this artifact and each creature without a rope counter on it, then remove all rope counters from all creatures.
At the beginning of each player's upkeep, that player may pay . If they do, they put a rope counter on a creature they control. Otherwise, exile this artifact and each creature without a rope counter on it, then remove all rope counters from all creatures.
Artifact

Removal
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":{"card-link":"Slogurk, the Overslime"}},{"insert":" and despite the deck’s silly-high salt rating, your opponents will not find it oppressive at all. (Feel free to move "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" and "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" elsewhere if they’re causing problems; they are not essential to this deck.) Bottom line, you’re not using the salt cards to do much of anything oppressive; you’re using them to throw spaghetti on the wall and see what sticks to Slogurk.\n\nThe deck’s Plan A is to put enough lands in your graveyard (most likely, but not exclusively, through mill) while Slogurk is out that the ooze can hit players for commander damage. But so much fun stuff can happen on the way!\n\n"},{"insert":{"card-link":"Aluren"}},{"insert":" silliness. This deck is not focused on Aluren, but there are some nice synergies. Of course Slogurk is eligible (you still have to pay any commander tax). So is "},{"insert":{"card-link":"Titania, Voice of Gaea"}},{"insert":" , which makes it easier to stick the meld landing with "},{"insert":{"card-link":"Argoth, Sanctum of Nature"}},{"insert":" . There are several other 3cc or cheaper creatures in the deck that you can use for sudden utility, particularly to disrupt graveyard combos other decks may have. And naturally, if you’re going to have Aluren…you should try to have "},{"insert":{"card-link":"Equilibrium"}},{"insert":" too. This was an old-school combo in tournament sliver decks. Here, it’s nowhere near as oppressive, but it will make a few opponents think twice before bothering you."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Traumatize"}},{"insert":" . This isn’t for your opponents; this is for you. A game on turn 5-6 generally leaves about 87 cards in your library. If half go into your graveyard and Slogurk is out, you’re looking at an average transfer of 15-16 lands into the graveyard, pumping your commander for a hefty slam. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sunder"}},{"insert":" . Don’t do this unless you’re close to victory and want to test for countermagic at the end of your last opponent’s turn. This is particularly powerful with "},{"insert":{"card-link":"Mind Over Matter"}},{"insert":" , since you can use the cards to tap potential blockers and end the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Bonny Pall, Clearcutter"}},{"insert":" is available as another large beater, and "},{"insert":{"card-link":"Walk the Aeons"}},{"insert":" fulfills my tendency to have one (and only one) extra turn spell in blue and blue-X decks I’m rather fond of. I haven’t had the chance to see if "},{"insert":{"card-link":"Abhorrent Oculus"}},{"insert":" works well in the deck; my theory is that the graveyard size should be sufficient to cast it quickly, and that face-down lands going to your graveyard should be good for Slogurk.\n\nLandfall synergy is minimal in this deck but it’s there, since there are cards that put lands into play quickly. I might scale all of this back at some point since I care more about lands going to graveyard than into play; but right now it’s working well enough.\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"}]}



































































