1.2k views13 days ago
Commander
Size: 100Salt sum: 27.37
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grimmcowz

1.2k views13 days ago
Commander
Size: 100Salt sum: 27.37

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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

Qty: 1 Price: $0.49
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.
Legendary Creature - Elf Druid
Lluwen, Imperfect Naturalist (ecl) 232

Commander

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Draw

Qty: 1 Price: $0.49
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.)
Sorcery
Pillage the Bog (otj) 224

Draw

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Finisher

Qty: 2 Price: $6.68
Blood Artist
Whenever this creature or another creature dies, target player loses 1 life and you gain 1 life.
Creature - Vampire
Blood Artist (avr) 86
Undead Hand Ninja
Deathtouch
Whenever one or more creature cards leave your graveyard, each opponent loses 1 life and you gain 1 life.
Creature - Zombie Villain Ninja
Undead Hand Ninja (msc) 670

Finisher

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Land

Qty: 35 (37 w/ MDFC)Price: $198.38
Bayou
(
: Add
or
.)
Land - Swamp Forest
Bayou (vma) 293
Blooming Marsh
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Blooming Marsh (otj) 266
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (lcc) 320
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (tmc) 63
Dakmor Salvage
This land enters tapped.
: Add
.
Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
Land
Dakmor Salvage (eoc) 156
Darkbore Pathway
: Add
.
Land
Darkbore Pathway // Slitherbore Pathway (khm) 254Darkbore Pathway // Slitherbore Pathway (khm) 254
Deathcap Glade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deathcap Glade (sos) 253
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.
Land
Demolition Field (fdn) 687
Dryad Arbor
(This land isn't a spell, it's affected by summoning sickness, and it has "
: Add
.")
Creature Land - Dryad Forest
Dryad Arbor (tsr) 277
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (eoc) 159
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (soc) 130
Festering Thicket
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Swamp Forest
Festering Thicket (ecc) 61
Forest
(
: Add
.)
Basic Land - Forest
Forest (j25) 95
Golgari Rot Farm
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Golgari Rot Farm (ecc) 151
Llanowar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Llanowar Wastes (dsc) 287
Necroblossom Snarl
As this land enters, you may reveal a Swamp or Forest card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Necroblossom Snarl (soc) 389
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (pgrn) 253p
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.)
Land
Path of Ancestry (ecc) 158
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (j25) 87
Tainted Wood
: Add
.
: Add
or
. Activate only if you control a Swamp.
Land
Tainted Wood (m3c) 383
Takenuma, Abandoned Mire
: Add
.
Channel —
, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Takenuma, Abandoned Mire (neo) 278
Temple of Malady
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Malady (tdc) 403
Turbulent Fen
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Swamp Forest
Turbulent Fen (soc) 55
Twilight Mire
: Add
.
,
: Add
,
, or
.
Land
Twilight Mire (eoc) 189
Underground Mortuary
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Forest
Underground Mortuary (mkm) 271
Undergrowth Stadium
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Undergrowth Stadium (tmc) 80
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (tsr) 287
Vernal Fen
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Swamp Forest
Vernal Fen (soc) 419
Viridescent Bog
,
: Add
.
Land
Viridescent Bog (eoc) 190
Wastewood Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Forest.
Land
Wastewood Verge (dft) 268
Woodland Cemetery
This land enters tapped unless you control a Swamp or a Forest.
: Add
or
.
Land
Woodland Cemetery (ltc) 346

Land

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Mill

Qty: 15 Price: $41.69
Aftermath Analyst
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
, Sacrifice this creature: Return all land cards from your graveyard to the battlefield tapped.
Creature - Elf Detective
Aftermath Analyst (eoc) 91
Ainok Wayfarer
When this creature enters, mill three cards. You may put a land card from among them into your hand. If you don't, put a +1/+1 counter on this creature. (To mill three cards, put the top three cards of your library into your graveyard.)
Creature - Scout Dog
Ainok Wayfarer (tdm) 134
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.
Creature - Lhurgoyf
Barrowgoyf (m3c) 102
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
Blanchwood Prowler (bro) 172
Circle of the Land Druid
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
Natural Recovery — When this creature dies, return target land card from your graveyard to your hand.
Creature - Druid Gnome
Circle of the Land Druid (clb) 220
Dark Matter Manipulator
When this creature enters, mill three cards.
This creature gets +2/+0 for every seven cards in your graveyard.
Creature - Human Warlock
Dark Matter Manipulator (fra) 52
Festerleech
Whenever this creature deals combat damage to a player, you mill two cards.
: This creature gets +2/+2 until end of turn. Activate only once each turn.
Creature - Zombie Leech
Festerleech (mkm) 85
Glowspore Shaman
When this creature enters, mill three cards. You may put a land card from your graveyard on top of your library. (To mill a card, put the top card of your library into your graveyard.)
Creature - Elf Shaman
Glowspore Shaman (rvr) 184
Grisly Salvage
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
Instant
Grisly Salvage (tdc) 290
Hermit Druid
,
: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.
Creature - Human Druid
Hermit Druid (inr) 202
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.)
Legendary Creature - Human Warlock
Liliana the Repentant (fra) 231
Nyx Weaver
Reach
At the beginning of your upkeep, mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this creature: Return target card from your graveyard to your hand.
Creature Enchantment - Spider
Nyx Weaver (tdc) 298
Satyr Wayfinder
When this creature enters, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
Creature - Satyr
Satyr Wayfinder (eoc) 106
Stitcher's Supplier
When this creature enters or dies, mill three cards. (Put the top three cards of your library into your graveyard.)
Creature - Zombie
Stitcher's Supplier (fic) 287
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
Town Greeter (fin) 209

Mill

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Ramp

Qty: 12 Price: $63.46
Dark Ritual
Add
.
Instant
Dark Ritual (pmei) 2025-8
Elves of Deep Shadow
: Add
. This creature deals 1 damage to you.
Creature - Elf Druid
Elves of Deep Shadow (plst) GK1-56
Hidden Herbalists
Revolt — When this creature enters, if a permanent left the battlefield under your control this turn, add
.
Creature - Human Druid
Hidden Herbalists (aer) 110
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
Creature - Scout Insect
Icetill Explorer (eoe) 192
Insidious Roots
Creature tokens you control have "
: Add one mana of any color."
Whenever one or more creature cards leave your graveyard, create a 0/1 green Plant creature token, then put a +1/+1 counter on each Plant you control.
Enchantment
Insidious Roots (mkm) 208
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (dom) 168
Millikin
, Mill a card: Add
. (Activate only as an instant. To mill a card, put the top card of your library into your graveyard.)
Creature Artifact - Construct
Millikin (soc) 351
Molt Tender
: Mill a card. (Put the top card of your library into your graveyard.)
, Exile a card from your graveyard: Add one mana of any color.
Creature - Druid Insect
Molt Tender (dft) 171
Priest of Gix
When this creature enters, add
.
Creature - Human Cleric Minion Phyrexian
Priest of Gix (plst) DDE-7
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.)
Creature - Wolf
Primal Witchstalker (fra) 144
Songs of the Damned
Add
for each creature card in your graveyard.
Instant
Songs of the Damned (ice) 160
Studious First-Year
This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Bear
Studious First-Year // Rampant Growth (sos) 162

Ramp

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Recursion

Qty: 12 Price: $64.88
Abyssal Harvester
: Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.
Creature - Demon Warlock
Abyssal Harvester (fdn) 54
Bala Ged Recovery
Return target card from your graveyard to your hand.
Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (znr) 180Bala Ged Recovery // Bala Ged Sanctuary (znr) 180
Chthonian Nightmare
When this enchantment enters, you get
(three energy counters).
Pay X
, Sacrifice a creature, Return this enchantment to its owner's hand: Return target creature card with mana value X from your graveyard to the battlefield. Activate only as a sorcery.
Enchantment
Chthonian Nightmare (mh3) 330
Emeritus of Abundance
Vigilance
This creature enters prepared.
Whenever this creature attacks, if you control eight or more lands, this creature becomes prepared.
Creature - Elf Druid
Emeritus of Abundance // Regrowth (sos) 145
Eternal Witness
When this creature enters, you may return target card from your graveyard to your hand.
Creature - Human Shaman
Eternal Witness (scd) 181
Grave Researcher
At the beginning of your upkeep, surveil 1. Then if there are three or more creature cards in your graveyard, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Troll Warlock
Grave Researcher // Reanimate (sos) 85
Mole Man, Moloid Master
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card."
Legendary Creature - Human Villain
Mole Man, Moloid Master (msh) 177
Noxious Revival
(
can be paid with either
or 2 life.)
Put target card from a graveyard on top of its owner's library.
Instant
Noxious Revival (spg) 73
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.)
Legendary Creature - Treefolk
Six (mh3) 169
Skullwinder
Deathtouch
When this creature enters, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.
Creature - Snake
Skullwinder (c15) 39
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.)
Creature - Human Shaman
Timeless Witness (mh2) 358
Tortured Existence
, Discard a creature card: Return target creature card from your graveyard to your hand.
Enchantment
Tortured Existence (plst) STH-74

Recursion

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Removal

Qty: 10 Price: $26.60
Abrupt Decay
This spell can't be countered.
Destroy target nonland permanent with mana value 3 or less.
Instant
Abrupt Decay (plst) GK1-57
Accursed Marauder
When this creature enters, each player sacrifices a nontoken creature of their choice.
Creature - Warrior Zombie
Accursed Marauder (mh3) 405
Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (soc) 294
Boggart Trawler
When this creature enters, exile target player's graveyard.
Creature - Goblin
Boggart Trawler // Boggart Bog (mh3) 243Boggart Trawler // Boggart Bog (mh3) 243
Chomping Changeling
Changeling (This card is every creature type.)
When this creature enters, destroy up to one target artifact or enchantment.
Creature - Shapeshifter
Chomping Changeling (ecl) 172
Culling Ritual
Destroy each nonland permanent with mana value 2 or less. Add
or
for each permanent destroyed this way.
Sorcery
Culling Ritual (soc) 302
Haywire Mite
When this creature dies, you gain 2 life.
, Sacrifice this creature: Exile target noncreature artifact or noncreature enchantment.
Creature Artifact - Insect
Haywire Mite (dsc) 247
Immoral Bargain
As an additional cost to cast this spell, sacrifice X creatures.
Destroy X target nonland permanents.
Sorcery
Immoral Bargain (soc) 47
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (soc) 120
Vicious Rivalry
As an additional cost to cast this spell, pay X life.
Destroy all artifacts and creatures with mana value X or less.
Sorcery
Vicious Rivalry (sos) 241

Removal

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Tutor

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Buried Alive
Search your library for up to three creature cards, put them into your graveyard, then shuffle.
Sorcery
Buried Alive (mh3) 273
Demonic Counsel
Search your library for a Demon 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 any card, put it into your hand, then shuffle.
Sorcery
Demonic Counsel (dsk) 92
Dina's Guidance
Search your library for a creature card, reveal it, put it into your hand or graveyard, then shuffle.
Instant
Dina's Guidance (sos) 349
Entomb
Search your library for a card, put that card into your graveyard, then shuffle.
Instant
Entomb (ody) 132
Fiend Artisan
This creature gets +1/+1 for each creature card in your graveyard.
,
, Sacrifice another creature: Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle. Activate only as a sorcery.
Creature - Nightmare
Fiend Artisan (iko) 220
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.)
Creature - Zombie Warlock
Grim Servant (mh3) 97
Lively Dirge
Spree (Choose one or more additional costs.)
+
— Search your library for a card, put it into your graveyard, then shuffle.
+
— Return up to two creature cards with total mana value 4 or less from your graveyard to the battlefield.
Sorcery
Lively Dirge (otj) 93
Oriq Loremage
: Search your library for a card, put it into your graveyard, then shuffle. If it's an instant or sorcery card, put a +1/+1 counter on this creature.
Creature - Human Warlock
Oriq Loremage (stx) 80
Pia, Aether Ascetic
When Pia enters, you may discard a card. If you do, search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Legendary Creature - Human Druid
Pia, Aether Ascetic (fra) 264
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.
Sorcery
Traverse the Ulvenwald (inr) 422
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (dmr) 108
Varragoth, Bloodsky Sire
Deathtouch
Boast —
: Target player searches their library for a card, then shuffles and puts that card on top. (Activate only if this creature attacked this turn and only once each turn.)
Legendary Creature - Demon Rogue
Varragoth, Bloodsky Sire (khm) 115

Tutor

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Maybeboard

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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.
Creature Artifact - Villain Robot
Doombot Harbinger (msc) 655
Dryad's Revival
Return target card from your graveyard to your hand.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Dryad's Revival (mid) 183
Golgari Thug
When this creature dies, put target creature card from your graveyard on top of your library.
Dredge 4 (If you would draw a card, you may mill four cards instead. If you do, return this card from your graveyard to your hand.)
Creature - Human Warrior
Golgari Thug (rvr) 325
Greedy Freebooter
When this creature dies, scry 1 and create a Treasure token. (To scry 1, look at the top card of your library. You may put that card on the bottom. A Treasure token is an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Human Pirate
Greedy Freebooter (lci) 109
Jarad's Orders
Search your library for up to two creature cards and reveal them. Put one into your hand and the other into your graveyard. Then shuffle.
Sorcery
Jarad's Orders (rtr) 175
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.
Legendary Creature - Elf Druid
Kagha, Shadow Archdruid (clb) 279
Marwyn, the Preserver
Lands you control have hexproof. (They can't be the targets of spells or abilities your opponents control.)
: Return target land card from your graveyard to your hand.
Legendary Creature - Elf Druid
Marwyn, the Preserver (fra) 263
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.
Creature Enchantment - Avatar Horror
Overlord of the Balemurk (dsk) 113
Oversold Cemetery
At the beginning of your upkeep, if you have four or more creature cards in your graveyard, you may return target creature card from your graveyard to your hand.
Enchantment
Oversold Cemetery (dmr) 309
Perpetual Timepiece
: Mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this artifact: Shuffle any number of target cards from your graveyard into your library.
Artifact
Perpetual Timepiece (soc) 354
Spinner of Souls
Reach
Whenever another nontoken creature you control dies, you may reveal cards from the top of your library until you reveal a creature card. Put that card into your hand and the rest on the bottom of your library in a random order.
Creature - Spirit Spider
Spinner of Souls (fdn) 112
Stinkweed Imp
Flying
Whenever this creature deals combat damage to a creature, destroy that creature.
Dredge 5 (If you would draw a card, you may mill five cards instead. If you do, return this card from your graveyard to your hand.)
Creature - Imp
Stinkweed Imp (plst) GK1-53
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.)
Legendary Artifact
Throne of the Grim Captain // The Grim Captain (lci) 266Throne of the Grim Captain // The Grim Captain (lci) 266
Undead Butler
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
When this creature dies, you may exile it. When you do, return target creature card from your graveyard to your hand.
Creature - Zombie
Undead Butler (j25) 500

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
44 pips - 39 cards
41 mana - 35 cards
0 pips - 0 cards
0 mana - 5 cards
45 pips - 38 cards
36 mana - 33 cards
0 pips - 0 cards
5 mana - 5 cards
CategoriesQtyOdds
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Deck extras (0)

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"}]}
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