RRoxket
1.2k views6 days ago
Commander
Size: 100Salt sum: 36.03
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Commander
Codie, Vociferous Codex
You can't cast permanent spells.
, : Add . When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
, : Add . When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
Legendary Creature Artifact - Construct Book

Commander
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Cheat
Creative Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Shuffle your library, then reveal cards from the top of it until you reveal a nonland card. Exile that card and put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost.
Sorcery

Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Inevitable Betrayal
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.)
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
Sorcery

Cheat
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Copy
Echocasting Symposium
Target player creates a token that's a copy of target creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Increasing Vengeance
Copy target instant or sorcery spell you control. If this spell was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.
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.)
Instant

See Double
This spell can't be copied.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Choose one. If an opponent has eight or more cards in their graveyard, you may choose both instead.
• Copy target spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
• Create a token that's a copy of target creature.
Instant

Copy
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Draw
Ancestral Vision
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four 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.)
Target player draws three cards.
Target player draws three cards.
Sorcery

Flow State
Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. If there is an instant card and a sorcery card in your graveyard, instead put two of them into your hand and the rest on the bottom of your library in any order.
Sorcery

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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Interaction
Interaction
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Land
Great Hall of the Biblioplex
: Add .
, Pay 1 life: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
: If this land isn't a creature, it becomes a 2/4 Wizard creature with "Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn." It's still a land.
, Pay 1 life: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
: If this land isn't a creature, it becomes a 2/4 Wizard creature with "Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn." It's still a land.
Land

Land
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Ramp
Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Ramp
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Recursion
Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Recursion
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Tutor
Profane Tutor
Suspend 2— (Rather than cast this card from your hand, 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.)
Search your library for a card, put that card into your hand, then shuffle.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery

Tutor
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Win Condition
Win Condition
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Deck Description"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck is led by "},{"insert":{"card-link":"Codie, Vociferous Codex"}},{"insert":". It's a weird hybrid deck that's part spellslinger, part lands matter, part value pile, but it really works. It has a strong Gates package that you should be trying to take advantage of every game (in ways specified below).\n\nThe deck's mana curve is curated such that casting Codie on turn 3 and activating him for 5 mana on turn 4 is reliable and optimal almost every game. Casting a strong 5mv spell ("},{"insert":{"card-link":"Escape to the Wilds"}},{"insert":", "},{"insert":{"card-link":"Bring to Light"}},{"insert":") is good at this time, but the deck also has plenty of 1mv spells to cast at this stage so you always hit one of three strong 0mv spells ("},{"insert":{"card-link":"Ancestral Vision"}},{"insert":", "},{"insert":{"card-link":"Inevitable Betrayal"}},{"insert":", "},{"insert":{"card-link":"Profane Tutor"}},{"insert":") with Codie's cascade-like ability. After that, you can spend the remaining 4 mana on anything you like. Codie will go under the radar most of the time and avoid spot removal but is capable of netting a truly disgusting amount of value over the course of a game.\n\nThe deck runs a lot of land tutors, but the most important lands in the deck by far are "},{"insert":{"card-link":"Gond Gate"}},{"insert":", "},{"insert":{"card-link":"Baldur's Gate"}},{"insert":", and "},{"insert":{"card-link":"Field of the Dead"}},{"insert":". Gond Gate lets you avoid being punished for playing your Gates and having good fixing; Baldur's Gate can give you heaps of mana in the late game; and Field of the Dead makes up for Codie's drawback by giving you a steady stream of bodies. Field of the Dead in particular is strong with "},{"insert":{"card-link":"Rebuild the City"}},{"insert":" (with the original and the copies immediately making 12 Zombie tokens altogether upon entering and/or seeing each other enter). But Gond Gate is by far the most important land to find in the early game (not accounting for the specifics of the game itself). When casting "},{"insert":{"card-link":"Circuitous Route"}},{"insert":" or "},{"insert":{"card-link":"Hour of Promise"}},{"insert":", Gond Gate and Baldur's Gate are the best two lands to find if you have neither in hand or on the board. Field of the Dead is stigmatized in ways that those two lands are not, so it will eat land removal and is better played when you're closer to hitting 7 differently named lands.\n\nThis deck wins with a snowball of value. In the very late game, cards like "},{"insert":{"card-link":"Time Stretch"}},{"insert":", "},{"insert":{"card-link":"Expropriate"}},{"insert":", and "},{"insert":{"card-link":"Mizzix's Mastery"}},{"insert":" (preferably with 20+ instants and/or sorceries in your graveyard) can evoke groans and concessions, while "},{"insert":{"card-link":"Insurrection"}},{"insert":" or a well-thought-out Inevitable Betrayal can provide a more conclusive victory. Slower and meaner is "},{"insert":{"card-link":"Echocasting Symposium"}},{"insert":", which can give opponents a copy of Codie, effectively locking them out of the game until they can find a way to deal with him that doesn't involve casting permanent spells. "},{"insert":{"card-link":"Maze's End"}},{"insert":" is a backup win condition that I don't like to use unless all other options are exhausted or I'm just spinning wheels during an extra turn with nothing to do. It's like an \"escape valve\" win con. I've never won with "},{"insert":{"card-link":"Basilisk Gate"}},{"insert":" before, but I will try it someday.\n\nBracket Explanation"},{"attributes":{"header":3},"insert":"\n"},{"insert":"I consider this deck to be a high-powered Bracket 3. It is not heavy on interaction or combos (and is predictably weak against aggressive decks considering the lack of creatures in the 99 and and the habitually tapped commander), but it does have a lot of tutors and so is really consistent.\n"}]}





















































































