yoshencranz
389 views19 days ago
Commander
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{"ops":[{"insert":"When I first laid eyes on Anti-Venom, Horrifying Healer it was love at first sight. Only problem was, this apple of my eye was 5 white mana which severely restricted a lot of the usual deck building options. But you know what they say, limitations breed innovation, constraints are the ultimate catalyst for creativity"},{"attributes":{"color":"#000000"},"insert":". I could not deny this attraction and was willing to give it my full attention."},{"insert":"\n\nThe first limitation/challenge was Anti-Venom’s casting cost. Like I said above 5 white cc makes it clear that you cannot rely on colorless mana to ramp. So in came all the worthy White mana artifact ramp, which white has some decent options: Marble Diamond, Arcane Signet, Hourglass, and White Auracite (which also conveniently works as a removal spell too!)\n\nBut that wasn’t enough, the ‘Aha!’ moment came when I was looking over some bulk and came across Timeless Dragon and Eternal Dragon. While they may not ramp, they do get us the needed Plains and White mana necessary to cast Anti-Venom. Coincidentally, the plains cycling also made it so that you could gain some value from the mostly overlooked etb ability of Anti-Venom. So in went all the worthy basic land cyclers white had! Land Tax included (I’ve been looking for a good reason to play Land Tax again!)\n\nAnother limitation and challenge of the restrictions that AV’s 5cc creates is that the earliest you generally get him out is T4, most often a natural T5. This meant that you could not turbo him out early easily. But that restriction only reinforces a basic deck building/construction tenet which Commander players have long forgotten…that is, playing your deck on curve. We can take advantage of this restriction by playing good fundamental Magic! By doing that, it eases the tension of exploding out the gate and makes us take our time to set the trap nicely and set up our board accordingly. \n\nThis also conveniently scratches an itch of mine as well. I like each of my decks to have a different play pattern and go to each deck when I’m wanting a different experience. It’s often easy to fall into a rut in Magic (in life really) and it’s good practice for us to switch things up. These ruts often look like each deck having the same 5-10 Commander staples making each game look similar. If this repetitive pattern happens too often, Magic can get stale and your enjoyment or interest can wane. So this intentional playing my deck on curve allows me to relax a bit and not feel the need to speed up the game. Now, you do want to hit your curve but playing this way doesn’t auto-script your first 5 turns, it just gives you a general template and a few micro objectives to achieve before the pay-off turn. To me, I found that refreshing as I had fallen into the speed trap with a few of my recent EDH builds.\n\nA good curve looks like this in this deck:\nT1: Plains, Land cycle (Eagles) or 1cc Protection piece like Mother of Runes, Benevolent Bodyguard, etc.\nT2: Plains, Land cycle or 2cc mana rock\nT3: Pariah Combo piece or more ramp\nT4: Cast Anti-Venom or Phyrexian Vindicator, or address the board state, cast a damage redirect (en-Kor) creature, etc. Reanimating landcycler.\nT5: Attach combo.\n\nThe nature of this deck being forced to play on curve will likely mean this deck won’t ever fully get to Bracket 4 or cEDH levels, but that’s ok. This deck can certainly hold its own and Pariah effects make for fun and interesting social dynamics. \n\nBesides the long preamble about making Anti-Venom’s Reanimate ability useful, this deck fully employs the Pariah Voltron aspect of his ability to devastating effect. From Darksteel Plate, to Dawnsire, to Inquisitors Flail, your opponents will be between a rock and a hard place in figuring out how to kill this thing. This guy is a nightmare to block with all the damage prevention and redirecting. I even found that there is a damage loop you can take advantage of while gold fishing, Anti-Venom with Guilty Conscience and Inquisitor’s Flail (I had to double check this online) which makes for a damage loop on AV that makes him infinitely large! There are probably many more corner case situations for this deck which makes it a fun replayable deck.\n\nI’ve had a lot of fun brewing this deck and for anyone who enjoys making it hard on your opponents but not necessarily going down the STAX route, this deck is for you. \n\nEdit Update: \nAfter a few run through a I found that I was leaning too hard into the land cyclers. Though it was nice getting a creature back on the cast rigger, I found that it was a bit too cute and so pulled back on that in favor of more ramp in the form of Solemn simulacrum and Scampering Surveyor, which worked beautifully because instead of the land going to your hand, it went straight to play and ramping you a bit. The turn you cast AntiVenom is pretty tight on mana and so getting that land out a bit earlier is very helpful and much better than in your hand.\n\nThe other update is I have removed the Heliod Ballista combo in favor of Puresteel Paladin, Super Serum, and Grand Abolisher. The mana saved by the free equips boosts and solidifies the deck better than to have the combo in the deck. Also, it brings the deck down to a real Bracket 3 which is where my play group normally plays at.\n"}]}
Commander
Commander
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Blink
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Blink
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Cycling
Cycling
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Draw
Mazemind Tome
, Put a page counter on this artifact: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
, , Put a page counter on this artifact: Draw a card.
When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
, , Put a page counter on this artifact: Draw a card.
When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
Artifact - Book

Draw
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Enchantment
Enchantment
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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

Monumental Henge
This land enters tapped unless you control a Plains.
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
: Add .
, : Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land

Land
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Protection
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Pump
Pump
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Ramp
Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel

Timeless Dragon
Flying
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Dragon with no mana cost. Eternalize only as a sorcery.)
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Dragon with no mana cost. Eternalize only as a sorcery.)
Creature - Dragon

Ramp
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Recursion
Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Recursion
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Removal
Alabaster Host Intercessor
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Plainscycling (, Discard this card: Search your library for a Plains card, reveal it, put it into your hand, then shuffle.)
Creature - Samurai Phyrexian

Dawnsire, Sunstar Dreadnought
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 20+.)
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
10+ | Whenever you attack, Dawnsire deals 100 damage to up to one target creature or planeswalker.
20+ | Flying
Legendary Artifact - Spacecraft

Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor

The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker

Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Removal
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Tutor
Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger

Tutor
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Maybeboard
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Astral Drift
Whenever you cycle this card or cycle another card while this enchantment is on the battlefield, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step.
Cycling (, Discard this card: Draw a card.)
Cycling (, Discard this card: Draw a card.)
Enchantment

Discerning Financier
At the beginning of your upkeep, if an opponent controls more lands than you, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
: Choose another player. That player gains control of target Treasure you control. You draw a card.
: Choose another player. That player gains control of target Treasure you control. You draw a card.
Creature - Human Noble

Gideon of the Trials
+1: Until your next turn, prevent all damage target permanent would deal.
0: Until end of turn, Gideon becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: You get an emblem with "As long as you control a Gideon planeswalker, you can't lose the game and your opponents can't win the game."
0: Until end of turn, Gideon becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
0: You get an emblem with "As long as you control a Gideon planeswalker, you can't lose the game and your opponents can't win the game."
Legendary Planeswalker - Gideon

Heliod, Sun-Crowned
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
: Another target creature gains lifelink until end of turn.
Legendary Creature Enchantment - God

Lion Sash
: Exile target card from a graveyard. If it was a permanent card, put a +1/+1 counter on this permanent.
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Equipped creature gets +1/+1 for each +1/+1 counter on this Equipment.
Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)
Creature Artifact - Equipment Cat

Shardless Outlander
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Basic landcycling (, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Creature Artifact - Scout Construct

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"When I first laid eyes on Anti-Venom, Horrifying Healer it was love at first sight. Only problem was, this apple of my eye was 5 white mana which severely restricted a lot of the usual deck building options. But you know what they say, limitations breed innovation, constraints are the ultimate catalyst for creativity"},{"attributes":{"color":"#000000"},"insert":". I could not deny this attraction and was willing to give it my full attention."},{"insert":"\n\nThe first limitation/challenge was Anti-Venom’s casting cost. Like I said above 5 white cc makes it clear that you cannot rely on colorless mana to ramp. So in came all the worthy White mana artifact ramp, which white has some decent options: Marble Diamond, Arcane Signet, Hourglass, and White Auracite (which also conveniently works as a removal spell too!)\n\nBut that wasn’t enough, the ‘Aha!’ moment came when I was looking over some bulk and came across Timeless Dragon and Eternal Dragon. While they may not ramp, they do get us the needed Plains and White mana necessary to cast Anti-Venom. Coincidentally, the plains cycling also made it so that you could gain some value from the mostly overlooked etb ability of Anti-Venom. So in went all the worthy basic land cyclers white had! Land Tax included (I’ve been looking for a good reason to play Land Tax again!)\n\nAnother limitation and challenge of the restrictions that AV’s 5cc creates is that the earliest you generally get him out is T4, most often a natural T5. This meant that you could not turbo him out early easily. But that restriction only reinforces a basic deck building/construction tenet which Commander players have long forgotten…that is, playing your deck on curve. We can take advantage of this restriction by playing good fundamental Magic! By doing that, it eases the tension of exploding out the gate and makes us take our time to set the trap nicely and set up our board accordingly. \n\nThis also conveniently scratches an itch of mine as well. I like each of my decks to have a different play pattern and go to each deck when I’m wanting a different experience. It’s often easy to fall into a rut in Magic (in life really) and it’s good practice for us to switch things up. These ruts often look like each deck having the same 5-10 Commander staples making each game look similar. If this repetitive pattern happens too often, Magic can get stale and your enjoyment or interest can wane. So this intentional playing my deck on curve allows me to relax a bit and not feel the need to speed up the game. Now, you do want to hit your curve but playing this way doesn’t auto-script your first 5 turns, it just gives you a general template and a few micro objectives to achieve before the pay-off turn. To me, I found that refreshing as I had fallen into the speed trap with a few of my recent EDH builds.\n\nA good curve looks like this in this deck:\nT1: Plains, Land cycle (Eagles) or 1cc Protection piece like Mother of Runes, Benevolent Bodyguard, etc.\nT2: Plains, Land cycle or 2cc mana rock\nT3: Pariah Combo piece or more ramp\nT4: Cast Anti-Venom or Phyrexian Vindicator, or address the board state, cast a damage redirect (en-Kor) creature, etc. Reanimating landcycler.\nT5: Attach combo.\n\nThe nature of this deck being forced to play on curve will likely mean this deck won’t ever fully get to Bracket 4 or cEDH levels, but that’s ok. This deck can certainly hold its own and Pariah effects make for fun and interesting social dynamics. \n\nBesides the long preamble about making Anti-Venom’s Reanimate ability useful, this deck fully employs the Pariah Voltron aspect of his ability to devastating effect. From Darksteel Plate, to Dawnsire, to Inquisitors Flail, your opponents will be between a rock and a hard place in figuring out how to kill this thing. This guy is a nightmare to block with all the damage prevention and redirecting. I even found that there is a damage loop you can take advantage of while gold fishing, Anti-Venom with Guilty Conscience and Inquisitor’s Flail (I had to double check this online) which makes for a damage loop on AV that makes him infinitely large! There are probably many more corner case situations for this deck which makes it a fun replayable deck.\n\nI’ve had a lot of fun brewing this deck and for anyone who enjoys making it hard on your opponents but not necessarily going down the STAX route, this deck is for you. \n\nEdit Update: \nAfter a few run through a I found that I was leaning too hard into the land cyclers. Though it was nice getting a creature back on the cast rigger, I found that it was a bit too cute and so pulled back on that in favor of more ramp in the form of Solemn simulacrum and Scampering Surveyor, which worked beautifully because instead of the land going to your hand, it went straight to play and ramping you a bit. The turn you cast AntiVenom is pretty tight on mana and so getting that land out a bit earlier is very helpful and much better than in your hand.\n\nThe other update is I have removed the Heliod Ballista combo in favor of Puresteel Paladin, Super Serum, and Grand Abolisher. The mana saved by the free equips boosts and solidifies the deck better than to have the combo in the deck. Also, it brings the deck down to a real Bracket 3 which is where my play group normally plays at.\n"}]}






















































































