aalongi
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Commander
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{"ops":[{"insert":"This is one of the first “split-off” decks I created, moving "},{"insert":{"card-link":"Kess, Dissident Mage"}},{"insert":" out from under "},{"insert":{"card-link":"Inalla, Archmage Ritualist"}},{"insert":"'s thumb and giving her the lion’s share of Good Instants and Sorceries. Only a few other wizards defected with her; the removal spells alone in this deck outnumber creatures by 2:1. \n\nThe deck eschews ramp because it is largely unimportant and in the way for this strategy. Cheap draw is ideal for the early turns, but go ahead and play small removal on small creatures if that’s the hand you have, letting 1-for-1 take an early toll on your resources. Play Kess later than turn four if you can afford to, so that you can also revive something from your graveyard in the first turn. Lay one - at most two - other creatures next to Kess so that you take minimal early damage. What you do from there depends on what creatures you have...\n\nSWARM approach. "},{"insert":{"card-link":"Talrand, Sky Summoner"}},{"insert":" and "},{"insert":{"card-link":"Kuja, Genome Sorcerer // Trance Kuja, Fate Defied"}},{"insert":" suggest you will want to hold back mass removal and put spot removal forward. "},{"insert":{"card-link":"Pile On"}},{"insert":" and "},{"insert":{"card-link":"Impact Resonance"}},{"insert":" play well on opponents’ turns (especially after you block something large with something small). You might even be able to land a "},{"insert":{"card-link":"Judith, Carnage Connoisseur"}},{"insert":" and start throwing imps out there. Then you wait for others to board wipe because YOUR board state is getting silly. This is plan A because it’s bonus turns for a deck that only carries about a dozen serious creatures; your back is never against the wall, and you should get to the end game with plenty of cards in hand.\n\nWIPE approach. If you don’t get one of those swarm options, you wipe when you must, following up the play with one or two creatures (not Kess) who can help you avoid big damage. Maybe "},{"insert":{"card-link":"Archmage of Runes"}},{"insert":" is enough on their own for a few turns. Maybe "},{"insert":{"card-link":"Hidetsugu and Kairi"}},{"insert":" can set you up for longer term success. Even a "},{"insert":{"card-link":"Wizards of Thay"}},{"insert":" can threaten your more powerful spells at instant speed. Build as many cards and mana as you can.\n\nWhichever way you go, you will hopefully survive to LATE GAME, which is when "},{"insert":{"card-link":"Professor Onyx"}},{"insert":" , "},{"insert":{"card-link":"Murktide Regent"}},{"insert":" , "},{"insert":{"card-link":"Ral, Storm Conduit"}},{"insert":" , and other threats should be capable of backing up a re-emergent Kess. Kess should be spitting out a spell every turn, taking out the most legitimate threats. "},{"insert":{"card-link":"Spelltwine"}},{"insert":" and "},{"insert":{"card-link":"Primal Amulet // Primal Wellspring"}},{"insert":" should get you additional value. You will finish either with the conventional "},{"insert":{"card-link":"Torment of Hailfire"}},{"insert":" or a "},{"insert":{"card-link":"Rise from the Tides"}},{"insert":" and "},{"insert":{"card-link":"Time Warp"}},{"insert":" so you can get a large attack in (before casting Rise again).\n\nIt can hiccup and sputter because it’s not a cEDH deck built for tutoring and consistency. It’s still fairly rigorous and will remind players of the value of a well-timed "},{"insert":{"card-link":"Arcbond"}},{"insert":" .\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"}]}
Band of Wizards
Arcane Proxy
Prototype — 2/1 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.)
When this creature enters, if you cast it, exile target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard. Copy that card. You may cast the copy without paying its mana cost.
When this creature enters, if you cast it, exile target instant or sorcery card with mana value less than or equal to this creature's power from your graveyard. Copy that card. You may cast the copy without paying its mana cost.
Creature Artifact - Wizard

Gale, Waterdeep Prodigy
Whenever you cast an instant or sorcery spell from your hand, you may cast up to one target card of the other type from your graveyard. If a spell cast from your graveyard this way would be put into your graveyard, exile it instead.
Choose a Background (You can have a Background as a second commander.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Wizard

Kuja, Genome Sorcerer
At the beginning of your end step, create a tapped 0/1 black Wizard creature token with "Whenever you cast a noncreature spell, this token deals 1 damage to each opponent." Then if you control four or more Wizards, transform Kuja.
Legendary Creature - Human Wizard Mutant


Snapcaster Mage
Flash
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Human Wizard

Taigam, Sidisi's Hand
Skip your draw step.
At the beginning of your upkeep, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
, , Exile X cards from your graveyard: Target creature gets -X/-X until end of turn.
At the beginning of your upkeep, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
, , Exile X cards from your graveyard: Target creature gets -X/-X until end of turn.
Legendary Creature - Human Wizard

Wizards of Thay
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Instant and sorcery spells you cast cost less to cast.
You may cast sorcery spells as though they had flash.
Instant and sorcery spells you cast cost less to cast.
You may cast sorcery spells as though they had flash.
Creature - Human Wizard

Band of Wizards
(CTRL to add secondary)
Co-Conspirators (Non-Wizard)
Enter the God-Eternals
Enter the God-Eternals deals 4 damage to target creature and you gain life equal to the damage dealt this way. Target player mills four cards. Amass Zombies 4. (Put four +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Sorcery

Hidetsugu and Kairi
Flying
When Hidetsugu and Kairi enters, draw three cards, then put two cards from your hand on top of your library in any order.
When Hidetsugu and Kairi dies, exile the top card of your library. Target opponent loses life equal to its mana value. If it's an instant or sorcery card, you may cast it without paying its mana cost.
When Hidetsugu and Kairi enters, draw three cards, then put two cards from your hand on top of your library in any order.
When Hidetsugu and Kairi dies, exile the top card of your library. Target opponent loses life equal to its mana value. If it's an instant or sorcery card, you may cast it without paying its mana cost.
Legendary Creature - Demon Dragon Ogre

Murktide Regent
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Flying
This creature enters with a +1/+1 counter on it for each instant and sorcery card exiled with it.
Whenever an instant or sorcery card leaves your graveyard, put a +1/+1 counter on this creature.
Flying
This creature enters with a +1/+1 counter on it for each instant and sorcery card exiled with it.
Whenever an instant or sorcery card leaves your graveyard, put a +1/+1 counter on this creature.
Creature - Dragon

Co-Conspirators (Non-Wizard)
(CTRL to add secondary)
Draw and Tutor
Intrude on the Mind
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. Create a 0/0 colorless Thopter artifact creature token with flying, then put a +1/+1 counter on it for each card put into your graveyard this way.
Instant

Professor Onyx
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 2 life and you gain 2 life.
+1: You lose 1 life. Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
−3: Each opponent sacrifices a creature with the greatest power among creatures that player controls.
−8: Each opponent may discard a card. If they don't, they lose 3 life. Repeat this process six more times.
+1: You lose 1 life. Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
−3: Each opponent sacrifices a creature with the greatest power among creatures that player controls.
−8: Each opponent may discard a card. If they don't, they lose 3 life. Repeat this process six more times.
Legendary Planeswalker - Liliana

Seize the Spotlight
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
Sorcery

Draw and Tutor
(CTRL to add secondary)
Finishers
Ral, Storm Conduit
Whenever you cast or copy an instant or sorcery spell, Ral deals 1 damage to target opponent or planeswalker.
+2: Scry 1.
−2: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
+2: Scry 1.
−2: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Legendary Planeswalker - Ral

Finishers
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Removal
Divergent Transformations
Undaunted (This spell costs less to cast for each opponent.)
Exile two target creatures. For each of those creatures, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then shuffles the rest into their library.
Exile two target creatures. For each of those creatures, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then shuffles the rest into their library.
Instant

Molten Collapse
Choose one. If you descended this turn, you may choose both instead. (You descended if a permanent card was put into your graveyard from anywhere.)
• Destroy target creature or planeswalker.
• Destroy target noncreature, nonland permanent with mana value 1 or less.
• Destroy target creature or planeswalker.
• Destroy target noncreature, nonland permanent with mana value 1 or less.
Sorcery

Pile On
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy target creature or planeswalker. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Destroy target creature or planeswalker. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant

Removal
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This is one of the first “split-off” decks I created, moving "},{"insert":{"card-link":"Kess, Dissident Mage"}},{"insert":" out from under "},{"insert":{"card-link":"Inalla, Archmage Ritualist"}},{"insert":"'s thumb and giving her the lion’s share of Good Instants and Sorceries. Only a few other wizards defected with her; the removal spells alone in this deck outnumber creatures by 2:1. \n\nThe deck eschews ramp because it is largely unimportant and in the way for this strategy. Cheap draw is ideal for the early turns, but go ahead and play small removal on small creatures if that’s the hand you have, letting 1-for-1 take an early toll on your resources. Play Kess later than turn four if you can afford to, so that you can also revive something from your graveyard in the first turn. Lay one - at most two - other creatures next to Kess so that you take minimal early damage. What you do from there depends on what creatures you have...\n\nSWARM approach. "},{"insert":{"card-link":"Talrand, Sky Summoner"}},{"insert":" and "},{"insert":{"card-link":"Kuja, Genome Sorcerer // Trance Kuja, Fate Defied"}},{"insert":" suggest you will want to hold back mass removal and put spot removal forward. "},{"insert":{"card-link":"Pile On"}},{"insert":" and "},{"insert":{"card-link":"Impact Resonance"}},{"insert":" play well on opponents’ turns (especially after you block something large with something small). You might even be able to land a "},{"insert":{"card-link":"Judith, Carnage Connoisseur"}},{"insert":" and start throwing imps out there. Then you wait for others to board wipe because YOUR board state is getting silly. This is plan A because it’s bonus turns for a deck that only carries about a dozen serious creatures; your back is never against the wall, and you should get to the end game with plenty of cards in hand.\n\nWIPE approach. If you don’t get one of those swarm options, you wipe when you must, following up the play with one or two creatures (not Kess) who can help you avoid big damage. Maybe "},{"insert":{"card-link":"Archmage of Runes"}},{"insert":" is enough on their own for a few turns. Maybe "},{"insert":{"card-link":"Hidetsugu and Kairi"}},{"insert":" can set you up for longer term success. Even a "},{"insert":{"card-link":"Wizards of Thay"}},{"insert":" can threaten your more powerful spells at instant speed. Build as many cards and mana as you can.\n\nWhichever way you go, you will hopefully survive to LATE GAME, which is when "},{"insert":{"card-link":"Professor Onyx"}},{"insert":" , "},{"insert":{"card-link":"Murktide Regent"}},{"insert":" , "},{"insert":{"card-link":"Ral, Storm Conduit"}},{"insert":" , and other threats should be capable of backing up a re-emergent Kess. Kess should be spitting out a spell every turn, taking out the most legitimate threats. "},{"insert":{"card-link":"Spelltwine"}},{"insert":" and "},{"insert":{"card-link":"Primal Amulet // Primal Wellspring"}},{"insert":" should get you additional value. You will finish either with the conventional "},{"insert":{"card-link":"Torment of Hailfire"}},{"insert":" or a "},{"insert":{"card-link":"Rise from the Tides"}},{"insert":" and "},{"insert":{"card-link":"Time Warp"}},{"insert":" so you can get a large attack in (before casting Rise again).\n\nIt can hiccup and sputter because it’s not a cEDH deck built for tutoring and consistency. It’s still fairly rigorous and will remind players of the value of a well-timed "},{"insert":{"card-link":"Arcbond"}},{"insert":" .\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"}]}





































































