Verisarity
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Commander
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{"ops":[{"insert":"I'm not a big UB fan, but when I saw "},{"insert":{"card-link":"The Scarlet Witch"}},{"insert":" I had to have a go building around it. Original intention was to make a Bracket 2 for when my pod was sick of my"},{"insert":{"card-link":"Judith, Carnage Connoisseur"}},{"insert":" deck. That didn't work, this is way more powerful. \n\nThe general idea is to storm off for free and finish with a huge X spell for pennies on the dollar, to do that we want as many spells as possible that meet Wanda's condition and that also produce red mana. We have a number of \"flashback enablers\" which are likely to show up so looting/ rummaging/ wheels are no big deal.\n\nThe following cards are excellent draw effects once Wanda is on the board:\n"},{"insert":{"card-link":"Unexpected Windfall"}},{"insert":" - Costs {R}{R} and gives 2 treasures, that's mana neutral."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Big Score"}},{"insert":"/ "},{"insert":{"card-link":"Pirate's Pillage"}},{"insert":" - Costs {R} and gives 2 treasures, that's mana positive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Inspired Tinkering"}},{"insert":" - Usually costs {R} and gives 3 treasures, that's mana positive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Path of the Pyromancer"}},{"insert":" - Usually costs {R} and gives many red mana back, that's very mana positive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nNot all spells will generate red mana on their own. So, we have the following cards solely to add this effect to the rest of our instants & sorceries:\n"},{"insert":{"card-link":"Runaway Steam-Kin"}},{"insert":" - Most mana efficient option, needs 3x casts to return mana, but this is usually doable. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":" - Very mana efficient, and lets us hold up the mana. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Electro, Assaulting Battery"}},{"insert":" - Quite mana efficient, and lets us hold up all unspent mana. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Storm-Kiln Artist"}},{"insert":" - Less mana efficient, but gives treasures we can save for later. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Urabrask // The Great Work"}},{"insert":" - Effectively a Birgi and a "},{"insert":{"card-link":"Firebrand Archer"}},{"insert":" in one (limited ping payoff, but that's mostly what we're casting anyway)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ashling, Flame Dancer"}},{"insert":" - Not best in category, but the card does so much and will usually pay for itself the turn it comes out. Also, occasionally a viable asymmetrical board wipe. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nPump is important, but this isn't voltron - to get the huge X spell we need Wanda massive. The following cards provide a lot of value:\n"},{"insert":{"card-link":"Runechanter's Pike"}},{"insert":" / "},{"insert":{"card-link":"Glamdring"}},{"insert":" - Scales off instants and sorceries in graveyard. Very high synergy, especially when fed by Wheels. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Pyretic Charge"}},{"insert":" - Helps make the above equipments bigger, but especially good after a few instances of "},{"insert":{"card-link":"Reforge the Soul"}},{"insert":"(or equivalent) as we replace (most of) our hand and make the Witch huge. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Livaan, Cultist of Tiamat"}},{"insert":" - Makes Wanda bigger with each cast, noting they don't need to be successful to get the pump effect. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Reckless Ransacking"}},{"insert":" - Not the biggest effect, but can start the chain as it will give you a treasure token and turn Wanda into (at least) a 5/5. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Note: Following any of the above effects (with the exception of Ransacking) with "},{"insert":{"card-link":"Double Trouble"}},{"insert":" or "},{"insert":{"card-link":"Nova Flame"}},{"insert":" could easily get Wanda over the line for an X spell, and in the case of Nova flame, can also clear a board for Wanda to be commander damage viable. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\nFinally, the payoff for getting our pieces will be one of the following:\n"},{"insert":{"card-link":"Crackle with Power"}},{"insert":" - Probably my favourite, only needs Wanda to have 21-24 power and it can win the game for {R}{R}."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Jaya's Immolating Inferno"}},{"insert":" - If Wanda has 40 power this could win the game for {R}{R}."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Comet Storm"}},{"insert":" - Each target must be different, so if Wanda has 43 power this could win the game for {R} (X = 40, multikicker 3)."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Ignite Memories"}},{"insert":" - Less likely to actually win the game, but very funny. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\n\n\n\n"}]}
Cast Spell Add R
Urabrask
First strike
Whenever you cast an instant or sorcery spell, Urabrask deals 1 damage to target opponent. Add .
: Exile Urabrask, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you've cast three or more instant and/or sorcery spells this turn.
Whenever you cast an instant or sorcery spell, Urabrask deals 1 damage to target opponent. Add .
: Exile Urabrask, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you've cast three or more instant and/or sorcery spells this turn.
Legendary Creature - Praetor Phyrexian


Cast Spell Add R
(CTRL to add secondary)
Draw
Artist's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Enchantment - Class

Ashling, Flame Dancer
You don't lose unspent red mana as steps and phases end.
Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .
Magecraft — Whenever you cast or copy an instant or sorcery spell, discard a card, then draw a card. If this is the second time this ability has resolved this turn, Ashling deals 2 damage to each opponent and each creature they control. If it's the third time, add .
Legendary Creature - Elemental Shaman

Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery

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

March of Reckless Joy
As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs less to cast for each card exiled this way.
Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.
Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.
Instant

Path of the Pyromancer
Discard all the cards in your hand. Add for each card discarded this way, then draw that many cards plus one.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Sorcery

Pyretic Charge
Discard your hand, then draw four cards. For each card discarded this way, creatures you control get +1/+0 until end of turn.
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
(CTRL to add secondary)
Finisher
Finisher
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Pinger
Pinger
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Pumping the Witch
Glamdring
Equipped creature has first strike and gets +1/+0 for each instant and sorcery card in your graveyard.
Whenever equipped creature deals combat damage to a player, you may cast an instant or sorcery spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip
Whenever equipped creature deals combat damage to a player, you may cast an instant or sorcery spell from your hand with mana value less than or equal to that damage without paying its mana cost.
Equip
Legendary Artifact - Equipment

Pumping the Witch
(CTRL to add secondary)
Ramp
Rousing Refrain
Add for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Ramp
(CTRL to add secondary)
Recursion
Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery

Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Sideboard
Chandra, Torch of Defiance
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra deals 2 damage to each opponent.
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
+1: Add .
−3: Chandra deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
Legendary Planeswalker - Chandra

Illicit Auction
Each player may bid life for control of target creature. You start the bidding with a bid of 0. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect lasts indefinitely.)
Sorcery

Prisoner's Dilemma
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence.
Flashback
Flashback
Sorcery

Sideboard
(CTRL to add secondary)
z. Maybe Combo
z. Maybe Combo
(CTRL to add secondary)
z. Maybe Doubler
Solphim, Mayhem Dominus
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals double that damage to that player or permanent instead.
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
, Discard two cards: Put an indestructible counter on Solphim. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

z. Maybe Doubler
(CTRL to add secondary)
z. Maybe Draw
Season of the Bold
Choose up to five worth of modes. You may choose the same mode more than once.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
Sorcery

The Vision
Flying, vigilance
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card.
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card.
Legendary Creature Artifact - Hero Robot

z. Maybe Draw
(CTRL to add secondary)
z. Maybe Games to Play?
Game of Chaos
Flip a coin. If you win the flip, you gain 1 life and target opponent loses 1 life, and you decide whether to flip again. If you lose the flip, you lose 1 life and that opponent gains 1 life, and that player decides whether to flip again. Double the life stakes with each flip.
Sorcery

Goblin Game
Each player hides at least one item, then all players reveal them simultaneously. Each player loses life equal to the number of items they revealed. The player who revealed the fewest items then loses half their life, rounded up. If two or more players are tied for fewest, each loses half their life, rounded up.
Sorcery

Mages' Contest
You and target spell's controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell.
Instant

z. Maybe Games to Play?
(CTRL to add secondary)
z. Maybe Land
z. Maybe Land
(CTRL to add secondary)
z. Maybe Protection
z. Maybe Protection
(CTRL to add secondary)
z. Maybe Pump
z. Maybe Pump
(CTRL to add secondary)
z. Maybe Ramp or Mana burst
Chandra, Hope's Beacon
Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy. This ability triggers only once each turn.
+2: Add two mana in any combination of colors.
+1: Exile the top five cards of your library. Until the end of your next turn, you may cast an instant or sorcery spell from among those exiled cards.
−X: Chandra deals X damage to each of up to two targets.
+2: Add two mana in any combination of colors.
+1: Exile the top five cards of your library. Until the end of your next turn, you may cast an instant or sorcery spell from among those exiled cards.
−X: Chandra deals X damage to each of up to two targets.
Legendary Planeswalker - Chandra

z. Maybe Ramp or Mana burst
(CTRL to add secondary)
z. Maybe Removal
Bottle-Cap Blast
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Bottle-Cap Blast deals 5 damage to any target. If excess damage was dealt to a permanent this way, create that many tapped Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
Bottle-Cap Blast deals 5 damage to any target. If excess damage was dealt to a permanent this way, create that many tapped Treasure tokens. (They're artifacts with ", Sacrifice this token: Add one mana of any color.")
Instant

Visions of Ruin
Each opponent sacrifices an artifact. For each artifact sacrificed this way, you create a Treasure token.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

z. Maybe Removal
(CTRL to add secondary)
z. Maybe Wincon
z. Maybe Wincon
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"I'm not a big UB fan, but when I saw "},{"insert":{"card-link":"The Scarlet Witch"}},{"insert":" I had to have a go building around it. Original intention was to make a Bracket 2 for when my pod was sick of my"},{"insert":{"card-link":"Judith, Carnage Connoisseur"}},{"insert":" deck. That didn't work, this is way more powerful. \n\nThe general idea is to storm off for free and finish with a huge X spell for pennies on the dollar, to do that we want as many spells as possible that meet Wanda's condition and that also produce red mana. We have a number of \"flashback enablers\" which are likely to show up so looting/ rummaging/ wheels are no big deal.\n\nThe following cards are excellent draw effects once Wanda is on the board:\n"},{"insert":{"card-link":"Unexpected Windfall"}},{"insert":" - Costs {R}{R} and gives 2 treasures, that's mana neutral."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Big Score"}},{"insert":"/ "},{"insert":{"card-link":"Pirate's Pillage"}},{"insert":" - Costs {R} and gives 2 treasures, that's mana positive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Inspired Tinkering"}},{"insert":" - Usually costs {R} and gives 3 treasures, that's mana positive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Path of the Pyromancer"}},{"insert":" - Usually costs {R} and gives many red mana back, that's very mana positive."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nNot all spells will generate red mana on their own. So, we have the following cards solely to add this effect to the rest of our instants & sorceries:\n"},{"insert":{"card-link":"Runaway Steam-Kin"}},{"insert":" - Most mana efficient option, needs 3x casts to return mana, but this is usually doable. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":" - Very mana efficient, and lets us hold up the mana. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Electro, Assaulting Battery"}},{"insert":" - Quite mana efficient, and lets us hold up all unspent mana. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Storm-Kiln Artist"}},{"insert":" - Less mana efficient, but gives treasures we can save for later. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Urabrask // The Great Work"}},{"insert":" - Effectively a Birgi and a "},{"insert":{"card-link":"Firebrand Archer"}},{"insert":" in one (limited ping payoff, but that's mostly what we're casting anyway)."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ashling, Flame Dancer"}},{"insert":" - Not best in category, but the card does so much and will usually pay for itself the turn it comes out. Also, occasionally a viable asymmetrical board wipe. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\nPump is important, but this isn't voltron - to get the huge X spell we need Wanda massive. The following cards provide a lot of value:\n"},{"insert":{"card-link":"Runechanter's Pike"}},{"insert":" / "},{"insert":{"card-link":"Glamdring"}},{"insert":" - Scales off instants and sorceries in graveyard. Very high synergy, especially when fed by Wheels. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Pyretic Charge"}},{"insert":" - Helps make the above equipments bigger, but especially good after a few instances of "},{"insert":{"card-link":"Reforge the Soul"}},{"insert":"(or equivalent) as we replace (most of) our hand and make the Witch huge. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Livaan, Cultist of Tiamat"}},{"insert":" - Makes Wanda bigger with each cast, noting they don't need to be successful to get the pump effect. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Reckless Ransacking"}},{"insert":" - Not the biggest effect, but can start the chain as it will give you a treasure token and turn Wanda into (at least) a 5/5. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"Note: Following any of the above effects (with the exception of Ransacking) with "},{"insert":{"card-link":"Double Trouble"}},{"insert":" or "},{"insert":{"card-link":"Nova Flame"}},{"insert":" could easily get Wanda over the line for an X spell, and in the case of Nova flame, can also clear a board for Wanda to be commander damage viable. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\nFinally, the payoff for getting our pieces will be one of the following:\n"},{"insert":{"card-link":"Crackle with Power"}},{"insert":" - Probably my favourite, only needs Wanda to have 21-24 power and it can win the game for {R}{R}."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Jaya's Immolating Inferno"}},{"insert":" - If Wanda has 40 power this could win the game for {R}{R}."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Comet Storm"}},{"insert":" - Each target must be different, so if Wanda has 43 power this could win the game for {R} (X = 40, multikicker 3)."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Ignite Memories"}},{"insert":" - Less likely to actually win the game, but very funny. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\n\n\n\n"}]}






























































































































