grimmcowz
1.2k views13 days ago
Commander
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{"ops":[{"insert":"Primer Primer Primer\n\n\tThis deck is a combo list focused around "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":", a cool MH3 enchantment that I really like. The main goal with the list is to mill your library, and tutor for the pieces that make up the combo , eventually finishing out the game with a wide board of tokens to be sacrificed. \n\n\tThe main three pieces of the combo include: "},{"insert":{"card-link":"Hidden Herbalists"}},{"insert":" (HH), "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":" (CN), and "},{"insert":{"card-link":"Priest of Gix"}},{"insert":" (PoG). The combo works as such:\n\nPlay "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":", gain 3 energy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play "},{"insert":{"card-link":"Priest of Gix"}},{"insert":" , gain 3B"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Having "},{"insert":{"card-link":"Hidden Herbalists"}},{"insert":" in your Graveyard, sac the "},{"insert":{"card-link":"Priest of Gix"}},{"insert":" and recur "},{"insert":{"card-link":"Hidden Herbalists"}},{"insert":", gaining 2G."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Replay "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":" from your hand going to 1B2G."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sac "},{"insert":{"card-link":"Hidden Herbalists"}},{"insert":" to "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":", grabbing "},{"insert":{"card-link":"Priest of Gix"}},{"insert":", going to 4B2G."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat for infinite mana, death triggers, ETBs, and LTBs."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\tFrom this point, you'll want to mill your entire deck using the infinite mana by recurring mill dorks from the yard (maybe leave a little extra incase someone has answers?) From there, you can win a couple different ways. But going from an empty board, If you have any mill dorks in the yard, recur them using your infinite mana to mill the whole deck. From there, recur"},{"insert":{"card-link":"Blood Artist"}},{"insert":" to the battlefield with CN and from this point, continue whatever loop that you can with CN, draining each opponent. (This can also be done with "},{"insert":{"card-link":"Undead Hand Ninja"}},{"insert":".)\n\n\tThe decks weakness mostly revolve around getting its pieces exiled through graveyard removal or exile spells. While it feels pretty resilient against standard removal due to the high amount of recursion the deck possesses, any exile based removal can nearly kneecap the deck. A side plan of winning involves "},{"insert":{"card-link":"Tortured Existence"}},{"insert":" + "},{"insert":{"card-link":"Insidious Roots"}},{"insert":" to make a lot of tokens to "},{"attributes":{"italic":true},"insert":"MAYBE"},{"insert":" win through combat damage. \n\nOpening Hands: \n\tThe deck works incredibly well without needing a commander as long as you understand what hands are fairly keepable and what aren't (which is why I haven't changed it yet). Due to the main goal of getting CN into hand/play, any type of tutor or recursion effect play really well in opening hands along with ample ways to mill your deck. The best replacement for the commander IMO is actually the other Lluwen, giving both a mill and a wincon in the commander zone while playing very on curve. 2-3 Lands are paramount and anything with less is generally unkeepable unless the hand is heavy on ramp. Any tutor is good and can be chained into eventually obtaining CN even if the tutor doesn't explicitly grab it. If you're worried about the deck not playing a lot of draw, I haven't really found it to be an issue, as the deck gets enough value through graveyard plays to be perfectly okay on land drops and things to do each turn. Though this does come with the effect of requiring you to actively choose an opening hand with enough action to sustain a gameplan. Cards that give mill or recursion over-time or are mana sinks (like "},{"insert":{"card-link":"Six"}},{"insert":", "},{"insert":{"card-link":"Mole Man, Moloid Master"}},{"insert":", "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":", "},{"insert":{"card-link":"Grave Researcher // Reanimate"}},{"insert":", etc.) often work incredibly well for gaining value overtime, so are always usually good cards to keep in an opening hand since they come online fairly early and provide good value for some time.\n\nCard Picks:\n"},{"attributes":{"bold":true},"insert":"Removal: "},{"insert":"I crafted the removal suite to make any specific spell very playable for almost any situation. Everything is efficient and can hit varied types of targets, anything that you'd need to destroy or remove. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mill:"},{"insert":" Most of the mill dorks are 2 mana or less, as it sets up for a wonderful early game. "},{"insert":{"card-link":"Festerleech"}},{"insert":" is a wonderful 1 drop that can get a ton of cards into the yard, and can even force people to lose creatures if they decide to block it and you keep up the mana to pump it. "},{"insert":{"card-link":"Lluwen, Imperfect Naturalist"}},{"insert":" can be a win-con in a can, making a lot of tokens really fast. I don't play nearly any mill enchantments as they can't be used through CN. Mill engines like "},{"insert":{"card-link":"Crawling Sensation"}},{"insert":", while they do make tokens, are slow, and also can't be recurred through CN. Most mill dorks have been picked as they accrue value/card advantage through returning lands to hand or allowing me to make my land drops every turn, which overall is important."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp: "},{"insert":"These pieces were picked for versatility along with making valuable mana for looping creatures through CN. They're all pretty standard, besides "},{"insert":{"card-link":"Dark Ritual"}},{"insert":" and "},{"insert":{"card-link":"Songs of the Damned"}},{"insert":" being used as combo fodder and not just rituals."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Recursion:"},{"insert":" I truly think the best piece besides "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" is "},{"insert":{"card-link":"Noxious Revival"}},{"insert":" for being so versatile and single-handedly getting me further toward wins by allowing me to replay tutors. "},{"insert":{"card-link":"Six"}},{"insert":" is absolutely wonderful for both filling the yard, and for progressing the main gameplan. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Pillage the Bog"}},{"insert":": Digs for whatever piece you're looking for whether it's removal, CN, recursion, lands, etc. The ability to plot it can be nice but often just sucks. Because the deck wants to win around turn 6-7, (haha funny) it usually never lets you see more than 14-ish cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tutors - Ext:\n"},{"insert":{"card-link":"Grim Servant"}},{"insert":": Works roughly like a "},{"insert":{"card-link":"Grim Tutor"}},{"insert":" on a body (duh). This allows it to be pseudo-flickered through CN. Since it's fairly unconditional, grab whatever you need, from CN, to a recursion piece, to a combo piece."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Dina's Guidance"}},{"insert":": While it can't grab CN, it can grab Grim Servant or Varragoth. Combo pieces like PoG, HH, "},{"insert":{"card-link":"Greedy Freebooter"}},{"insert":" also are good targets if you don't have them. The fact it tutors right into the yard is very helpful. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Traverse the Ulvenwald"}},{"insert":": Likely just another tutor tutor. Grabbing a mill dork if you don't have any also works wonders in a pinch lemme tell ya."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Buried Alive"}},{"insert":": If you're completely dead on board, don't have any combo pieces, and are overall just kind of fucked, your three creatures would be (IMO): Timeless Witness, Eternal Witness, Grim Servant. While very mana intensive (you're dead on board what else are you doing) It allows you to grab CN and attempt to stabilize. Can also swap E Wit for Insidious Roots if CN is exiled."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Demonic Counsel"}},{"insert":": There are 3 targets for this tutor disregarding delirium. Chomping Changeling (removal), Varragoth (Further tutor), and Abyssal Harvester (costly recursion). So choose what you need (although Varragoth is the intended target.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Varragoth, Bloodsky Sire"}},{"insert":": Unconditional tutor, grab whatever you need. Doesn't matter that he needs to attack tbh. Deathtouch and a turn 4 swing will absolutely not be blocked unless you're being bad at choosing targets. NOTE: The tutor is a \"target\" so it CAN be changed via those kind of spells. (Deflecting Swat, Return the Favor, Untimely Malfunction"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lively Dirge"}},{"insert":": Can grab CN and an E wit effect if one is in your grave, or can grab "},{"insert":{"card-link":"Grim Servant"}},{"insert":" to get CN directly into hand if you have at least 1 black pip among permanents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Fiend Artisan"}},{"insert":": Used mostly to grab more mill dorks? Not a super interesting one (but can grab Varragoth and Grim Servant for unconditional tutors.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Entomb"}},{"insert":": Kind of an odd one. Timeless Witness is kinder the obvious answer since it can be recurred later. But if you have any unconditional recursion in hand, it grabs whatever you need. For a one mana card it really isn't that good on turn one for this deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Vampiric Tutor"}},{"insert":": It's unconditional. I only play it to show off that I have a real one. I cut demonic tutor due to power issues, as it just works really well (no shit sherlock.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Oriq Loremage"}},{"insert":": Repeatable Entomb, whatever goes for that goes for this."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n\n"}]}
Commander
Lluwen, Imperfect Naturalist
When Lluwen enters, mill four cards, then you may put a creature or land card from among the milled cards on top of your library.
, , Discard a land card: Create a 1/1 black and green Worm creature token for each land card in your graveyard.
, , Discard a land card: Create a 1/1 black and green Worm creature token for each land card in your graveyard.
Legendary Creature - Elf Druid

Commander
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Draw
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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Finisher
Finisher
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Land
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

Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
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Mill
Barrowgoyf
Deathtouch, lifelink
Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.
Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.
Creature - Lhurgoyf

Blanchwood Prowler
When this creature enters, mill three cards. You may put a land card from among the cards milled this way into your hand. If you don't, put a +1/+1 counter on this creature. (To mill a card, put the top card of your library into your graveyard.)
Creature - Elemental

Liliana the Repentant
Whenever another creature or planeswalker you control enters, mill two cards.
Exhaust — : Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter on Liliana. Activate only as a sorcery. (Activate each exhaust ability only once.)
Exhaust — : Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter on Liliana. Activate only as a sorcery. (Activate each exhaust ability only once.)
Legendary Creature - Human Warlock

Town Greeter
When this creature enters, mill four cards. You may put a land card from among them into your hand. If you put a Town card into your hand this way, you gain 2 life. (To mill four cards, a player puts the top four cards of their library into their graveyard.)
Creature - Human Citizen

Mill
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Ramp
Primal Witchstalker
Menace (This creature can't be blocked except by two or more creatures.)
When this creature enters, mill four cards. When you do, return target land card from your graveyard to the battlefield tapped. (To mill four cards, put the top four cards of your library into your graveyard.)
When this creature enters, mill four cards. When you do, return target land card from your graveyard to the battlefield tapped. (To mill four cards, put the top four cards of your library into your graveyard.)
Creature - Wolf

Ramp
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Recursion
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

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Recursion
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Removal
Removal
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Tutor
Grim Servant
Menace
When this creature enters, search your library for a card with mana value less than or equal to your devotion to black, reveal it, put it into your hand, then shuffle. You lose 3 life. (Each in the mana costs of permanents you control counts toward your devotion to black.)
When this creature enters, search your library for a card with mana value less than or equal to your devotion to black, reveal it, put it into your hand, then shuffle. You lose 3 life. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Creature - Zombie Warlock

Traverse the Ulvenwald
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Sorcery

Tutor
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Maybeboard
Doombot Harbinger
Flying
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
When this creature dies, you may exile this card. When you do, return target creature card from your graveyard to your hand.
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
When this creature dies, you may exile this card. When you do, return target creature card from your graveyard to your hand.
Creature Artifact - Villain Robot

Kagha, Shadow Archdruid
Whenever Kagha attacks, it gains deathtouch until end of turn. Mill two cards. (Put the top two cards of your library into your graveyard.)
Once during each of your turns, you may play a land or cast a permanent spell from among cards in your graveyard that were put there from your library this turn.
Once during each of your turns, you may play a land or cast a permanent spell from among cards in your graveyard that were put there from your library this turn.
Legendary Creature - Elf Druid

Overlord of the Balemurk
Impending 5— (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Creature Enchantment - Avatar Horror

Throne of the Grim Captain
: Mill two cards.
Craft with a Dinosaur, a Merfolk, a Pirate, and a Vampire (, Exile this artifact, Exile the four from among permanents you control and/or cards in your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Craft with a Dinosaur, a Merfolk, a Pirate, and a Vampire (, Exile this artifact, Exile the four from among permanents you control and/or cards in your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Legendary Artifact


Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Primer Primer Primer\n\n\tThis deck is a combo list focused around "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":", a cool MH3 enchantment that I really like. The main goal with the list is to mill your library, and tutor for the pieces that make up the combo , eventually finishing out the game with a wide board of tokens to be sacrificed. \n\n\tThe main three pieces of the combo include: "},{"insert":{"card-link":"Hidden Herbalists"}},{"insert":" (HH), "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":" (CN), and "},{"insert":{"card-link":"Priest of Gix"}},{"insert":" (PoG). The combo works as such:\n\nPlay "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":", gain 3 energy."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play "},{"insert":{"card-link":"Priest of Gix"}},{"insert":" , gain 3B"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Having "},{"insert":{"card-link":"Hidden Herbalists"}},{"insert":" in your Graveyard, sac the "},{"insert":{"card-link":"Priest of Gix"}},{"insert":" and recur "},{"insert":{"card-link":"Hidden Herbalists"}},{"insert":", gaining 2G."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Replay "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":" from your hand going to 1B2G."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sac "},{"insert":{"card-link":"Hidden Herbalists"}},{"insert":" to "},{"insert":{"card-link":"Chthonian Nightmare"}},{"insert":", grabbing "},{"insert":{"card-link":"Priest of Gix"}},{"insert":", going to 4B2G."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat for infinite mana, death triggers, ETBs, and LTBs."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\tFrom this point, you'll want to mill your entire deck using the infinite mana by recurring mill dorks from the yard (maybe leave a little extra incase someone has answers?) From there, you can win a couple different ways. But going from an empty board, If you have any mill dorks in the yard, recur them using your infinite mana to mill the whole deck. From there, recur"},{"insert":{"card-link":"Blood Artist"}},{"insert":" to the battlefield with CN and from this point, continue whatever loop that you can with CN, draining each opponent. (This can also be done with "},{"insert":{"card-link":"Undead Hand Ninja"}},{"insert":".)\n\n\tThe decks weakness mostly revolve around getting its pieces exiled through graveyard removal or exile spells. While it feels pretty resilient against standard removal due to the high amount of recursion the deck possesses, any exile based removal can nearly kneecap the deck. A side plan of winning involves "},{"insert":{"card-link":"Tortured Existence"}},{"insert":" + "},{"insert":{"card-link":"Insidious Roots"}},{"insert":" to make a lot of tokens to "},{"attributes":{"italic":true},"insert":"MAYBE"},{"insert":" win through combat damage. \n\nOpening Hands: \n\tThe deck works incredibly well without needing a commander as long as you understand what hands are fairly keepable and what aren't (which is why I haven't changed it yet). Due to the main goal of getting CN into hand/play, any type of tutor or recursion effect play really well in opening hands along with ample ways to mill your deck. The best replacement for the commander IMO is actually the other Lluwen, giving both a mill and a wincon in the commander zone while playing very on curve. 2-3 Lands are paramount and anything with less is generally unkeepable unless the hand is heavy on ramp. Any tutor is good and can be chained into eventually obtaining CN even if the tutor doesn't explicitly grab it. If you're worried about the deck not playing a lot of draw, I haven't really found it to be an issue, as the deck gets enough value through graveyard plays to be perfectly okay on land drops and things to do each turn. Though this does come with the effect of requiring you to actively choose an opening hand with enough action to sustain a gameplan. Cards that give mill or recursion over-time or are mana sinks (like "},{"insert":{"card-link":"Six"}},{"insert":", "},{"insert":{"card-link":"Mole Man, Moloid Master"}},{"insert":", "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":", "},{"insert":{"card-link":"Grave Researcher // Reanimate"}},{"insert":", etc.) often work incredibly well for gaining value overtime, so are always usually good cards to keep in an opening hand since they come online fairly early and provide good value for some time.\n\nCard Picks:\n"},{"attributes":{"bold":true},"insert":"Removal: "},{"insert":"I crafted the removal suite to make any specific spell very playable for almost any situation. Everything is efficient and can hit varied types of targets, anything that you'd need to destroy or remove. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mill:"},{"insert":" Most of the mill dorks are 2 mana or less, as it sets up for a wonderful early game. "},{"insert":{"card-link":"Festerleech"}},{"insert":" is a wonderful 1 drop that can get a ton of cards into the yard, and can even force people to lose creatures if they decide to block it and you keep up the mana to pump it. "},{"insert":{"card-link":"Lluwen, Imperfect Naturalist"}},{"insert":" can be a win-con in a can, making a lot of tokens really fast. I don't play nearly any mill enchantments as they can't be used through CN. Mill engines like "},{"insert":{"card-link":"Crawling Sensation"}},{"insert":", while they do make tokens, are slow, and also can't be recurred through CN. Most mill dorks have been picked as they accrue value/card advantage through returning lands to hand or allowing me to make my land drops every turn, which overall is important."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp: "},{"insert":"These pieces were picked for versatility along with making valuable mana for looping creatures through CN. They're all pretty standard, besides "},{"insert":{"card-link":"Dark Ritual"}},{"insert":" and "},{"insert":{"card-link":"Songs of the Damned"}},{"insert":" being used as combo fodder and not just rituals."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Recursion:"},{"insert":" I truly think the best piece besides "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" is "},{"insert":{"card-link":"Noxious Revival"}},{"insert":" for being so versatile and single-handedly getting me further toward wins by allowing me to replay tutors. "},{"insert":{"card-link":"Six"}},{"insert":" is absolutely wonderful for both filling the yard, and for progressing the main gameplan. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Pillage the Bog"}},{"insert":": Digs for whatever piece you're looking for whether it's removal, CN, recursion, lands, etc. The ability to plot it can be nice but often just sucks. Because the deck wants to win around turn 6-7, (haha funny) it usually never lets you see more than 14-ish cards."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tutors - Ext:\n"},{"insert":{"card-link":"Grim Servant"}},{"insert":": Works roughly like a "},{"insert":{"card-link":"Grim Tutor"}},{"insert":" on a body (duh). This allows it to be pseudo-flickered through CN. Since it's fairly unconditional, grab whatever you need, from CN, to a recursion piece, to a combo piece."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Dina's Guidance"}},{"insert":": While it can't grab CN, it can grab Grim Servant or Varragoth. Combo pieces like PoG, HH, "},{"insert":{"card-link":"Greedy Freebooter"}},{"insert":" also are good targets if you don't have them. The fact it tutors right into the yard is very helpful. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Traverse the Ulvenwald"}},{"insert":": Likely just another tutor tutor. Grabbing a mill dork if you don't have any also works wonders in a pinch lemme tell ya."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Buried Alive"}},{"insert":": If you're completely dead on board, don't have any combo pieces, and are overall just kind of fucked, your three creatures would be (IMO): Timeless Witness, Eternal Witness, Grim Servant. While very mana intensive (you're dead on board what else are you doing) It allows you to grab CN and attempt to stabilize. Can also swap E Wit for Insidious Roots if CN is exiled."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Demonic Counsel"}},{"insert":": There are 3 targets for this tutor disregarding delirium. Chomping Changeling (removal), Varragoth (Further tutor), and Abyssal Harvester (costly recursion). So choose what you need (although Varragoth is the intended target.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Varragoth, Bloodsky Sire"}},{"insert":": Unconditional tutor, grab whatever you need. Doesn't matter that he needs to attack tbh. Deathtouch and a turn 4 swing will absolutely not be blocked unless you're being bad at choosing targets. NOTE: The tutor is a \"target\" so it CAN be changed via those kind of spells. (Deflecting Swat, Return the Favor, Untimely Malfunction"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Lively Dirge"}},{"insert":": Can grab CN and an E wit effect if one is in your grave, or can grab "},{"insert":{"card-link":"Grim Servant"}},{"insert":" to get CN directly into hand if you have at least 1 black pip among permanents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Fiend Artisan"}},{"insert":": Used mostly to grab more mill dorks? Not a super interesting one (but can grab Varragoth and Grim Servant for unconditional tutors.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Entomb"}},{"insert":": Kind of an odd one. Timeless Witness is kinder the obvious answer since it can be recurred later. But if you have any unconditional recursion in hand, it grabs whatever you need. For a one mana card it really isn't that good on turn one for this deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" "},{"insert":{"card-link":"Vampiric Tutor"}},{"insert":": It's unconditional. I only play it to show off that I have a real one. I cut demonic tutor due to power issues, as it just works really well (no shit sherlock.)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Oriq Loremage"}},{"insert":": Repeatable Entomb, whatever goes for that goes for this."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n\n\n"}]}































































































