Tcken
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Commander
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{"ops":[{"insert":"⚔️ Undercity Speedrun"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Undercity Speedrun"},{"insert":" is a Grixis Initiative/Dungeon deck led by "},{"attributes":{"bold":true},"insert":"Obeka, Splitter of Seconds"},{"insert":". The goal is to take the initiative, force Obeka through combat, and use her extra upkeep steps to tear through "},{"attributes":{"bold":true},"insert":"Undercity"},{"insert":" at ridiculous speed.\n\nThis is not a generic upkeep deck and not a random D&D pile. The core identity is "},{"attributes":{"bold":true},"insert":"Dungeon first"},{"insert":": take the initiative, advance Undercity, double dungeon room value, copy initiative creatures, and turn one clean Obeka hit into a full dungeon avalanche.\n\n\nGame Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck wants to establish three things:\n"},{"attributes":{"bold":true},"insert":"Take the initiative"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Make Obeka hard to block"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Hit with Obeka and generate extra upkeeps"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nOnce we have initiative, each upkeep lets us advance through "},{"attributes":{"bold":true},"insert":"Undercity"},{"insert":". Obeka creates additional upkeep steps when she deals combat damage to a player, so even one successful attack can move us through several rooms in a single turn.\n\nThe deck wins by combining repeated Undercity value with Obeka combat damage, initiative pressure, copy effects, and upkeep-based finishers like "},{"attributes":{"bold":true},"insert":"Descent into Avernus"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Twilight Prophet"},{"insert":".\n\n\nWhy Obeka?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Obeka, Splitter of Seconds"},{"insert":" creates extra upkeep steps equal to the combat damage she deals to a player. That makes her uniquely powerful with the initiative, because initiative triggers at the beginning of upkeep.\n\nA normal initiative deck advances Undercity once per turn.\n\nThis deck can advance Undercity multiple times in the same turn.\n\nThat is the entire point of the deck: Obeka does not just explore the dungeon — she speedruns it.\n\n\nCore Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe most important cards are the ones that take the initiative or reward dungeon progress:\n"},{"attributes":{"bold":true},"insert":"Aarakocra Sneak"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Caves of Chaos Adventurer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ravenloft Adventurer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Rilsa Rael, Kingpin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Tomb of Horrors Adventurer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Trailblazer’s Torch"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sarevok’s Tome"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Loot Dispute"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"From the Catacombs"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Underdark Explorer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Dungeon Delver"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Dungeon Delver"},{"insert":" is one of the most important pieces in the deck. It does not make us move through extra rooms, but it makes dungeon room abilities trigger an additional time. When Obeka is already giving us multiple upkeep-triggered dungeon advances, doubling the room effects becomes extremely powerful.\n\n\nVenture and Undercity Rules Note"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nNormal “venture into the dungeon” cards do work with this deck, but sequencing matters.\n\nCards like "},{"attributes":{"bold":true},"insert":"Yuan-Ti Malison"},{"insert":", "},{"attributes":{"bold":true},"insert":"Fly"},{"insert":", "},{"attributes":{"bold":true},"insert":"Displacer Beast"},{"insert":", "},{"attributes":{"bold":true},"insert":"Precipitous Drop"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Acererak the Archlich"},{"insert":" cannot start Undercity by themselves. To enter Undercity, we need to take the initiative first.\n\nOnce we are already in Undercity, normal venture effects can advance us through it.\n\nSo the ideal sequence is:\nTake the initiative"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Enter Undercity"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use Obeka’s extra upkeeps and venture cards to move deeper"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Complete Undercity repeatedly"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nHelping Obeka Connect"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nObeka has menace, but the deck is built to make sure she actually gets through.\n\nKey evasion and combat support:\n"},{"attributes":{"bold":true},"insert":"Aqueous Form"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Brotherhood Regalia"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Trailblazer’s Boots"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Thassa, God of the Sea"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sword Coast Sailor"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Black Gate"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Shizo, Death’s Storehouse"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Rilsa Rael, Kingpin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lizard Blades"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe best games usually involve landing Obeka, giving her evasion or haste, then connecting while we already have initiative.\n"},{"attributes":{"bold":true},"insert":"Lizard Blades"},{"insert":" is especially scary because double strike can make Obeka deal damage twice, creating two separate damage triggers and a huge number of extra upkeep steps.\n\n\nProtection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nBecause Obeka is the engine, protecting her matters a lot.\n\nProtection package:\n"},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Swiftfoot Boots"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lavaspur Boots"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Agent of the Shadow Thieves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Slip Out the Back"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Deflecting Swat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Fierce Guardianship"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Swan Song"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"An Offer You Can’t Refuse"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Arcane Denial"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Counterspell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe deck does not need to protect everything. It mainly needs to protect Obeka, the initiative engine, and the key payoff turns.\n\n\nCopy Effects"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck has a small but powerful copy package:\n"},{"attributes":{"bold":true},"insert":"Blade of Selves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Spark Double"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Irenicus’s Vile Duplication"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Strionic Resonator"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Strionic Resonator"},{"insert":" can copy Obeka’s combat damage trigger, which can double the number of extra upkeeps created.\n\n"},{"attributes":{"bold":true},"insert":"Spark Double"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Irenicus’s Vile Duplication"},{"insert":" can create nonlegendary copies of Obeka or copy important initiative creatures.\n\n"},{"attributes":{"bold":true},"insert":"Blade of Selves"},{"insert":" is usually best on initiative or venture creatures, not Obeka. Putting it on creatures like "},{"attributes":{"bold":true},"insert":"Caves of Chaos Adventurer"},{"insert":", "},{"attributes":{"bold":true},"insert":"Ravenloft Adventurer"},{"insert":", "},{"attributes":{"bold":true},"insert":"Tomb of Horrors Adventurer"},{"insert":", "},{"attributes":{"bold":true},"insert":"Aarakocra Sneak"},{"insert":", or "},{"attributes":{"bold":true},"insert":"Displacer Beast"},{"insert":" can create multiple enter-the-battlefield dungeon triggers in one attack.\n\n\nWin Conditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck can win several ways:\n1. Obeka Commander Damage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Obeka naturally scales with evasion, pump, double strike, and Undercity buffs. A big Obeka hit creates more upkeeps, which creates more dungeon value, which makes future hits even more dangerous.\n2. Undercity Value Overload"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Repeated Undercity rooms generate cards, counters, Treasures, drain, and eventually large board swings. With "},{"attributes":{"bold":true},"insert":"Dungeon Delver"},{"insert":", those rooms become even more punishing.\n3. Descent into Avernus"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Obeka can multiply upkeep triggers, making "},{"attributes":{"bold":true},"insert":"Descent into Avernus"},{"insert":" a terrifying finisher. It is risky because it gives the table Treasures, but the damage adds up quickly and we often get the first chance to use the mana.\n4. Twilight Prophet"},{"attributes":{"header":3},"insert":"\n"},{"insert":"With extra upkeeps, "},{"attributes":{"bold":true},"insert":"Twilight Prophet"},{"insert":" can drain the table and draw multiple cards in a single turn cycle.\n5. Loot Dispute"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Completing dungeons while "},{"attributes":{"bold":true},"insert":"Loot Dispute"},{"insert":" is out can create a steady stream of Dragon tokens and Treasures, helping us close the game through board pressure.\n6. Karlach, Fury of Avernus"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Karlach gives an additional combat phase, which can let Obeka connect more than once in a turn. More combat damage means more extra upkeeps, more initiative triggers, and more Undercity progress.\n\n\nMulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nGood opening hands usually have:\n3 lands or 2 lands plus ramp"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A way to accelerate or fix mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A way to make Obeka connect"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An initiative card or a path toward one"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIdeal early cards include:\n"},{"attributes":{"bold":true},"insert":"Sol Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Wayfarer’s Bauble"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Talisman of Dominance"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Talisman of Creativity"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Talisman of Indulgence"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aqueous Form"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Swiftfoot Boots"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lavaspur Boots"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aarakocra Sneak"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Trailblazer’s Torch"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAvoid hands that have expensive payoffs but no ramp, no initiative, or no way to make Obeka connect.\n\n\nTypical Play Pattern"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nEarly game:\nRamp, set up evasion, and prepare to cast Obeka.\n\nMid game:\nTake the initiative, protect Obeka, and force her through combat.\n\nExplosive turn:\nHit with Obeka while holding initiative. Create multiple extra upkeeps, advance through Undercity several times, and stack value from dungeon rooms, Descent, Twilight Prophet, or other upkeep payoffs.\n\nLate game:\nFinish with commander damage, dungeon completion loops, Dragon tokens, Descent into Avernus damage, or repeated drain/value triggers.\n\n\nPower Level / Bracket"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is intended as a strong "},{"attributes":{"bold":true},"insert":"Bracket 3"},{"insert":" deck.\nIt has powerful interaction and strong synergy, but it is not trying to win through fast combo. The deck wants interactive, memorable games where the table can see the dungeon engine coming — but if Obeka connects at the wrong time, the deck can absolutely explode.\n\nFinal Notes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck is about momentum. We do not need to control the whole table forever. We just need to take the initiative, keep Obeka alive, and land one or two meaningful combat hits.\nOnce that happens, the deck starts doing what it was built to do:\n"},{"attributes":{"bold":true},"insert":"speedrun the Undercity."},{"insert":"\n"}]}
Blink
Blink
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Copy
Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Tomb of Horrors Adventurer
When this creature enters, you take the initiative.
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Creature - Elf Monk

Copy
(CTRL to add secondary)
Counters
Ring of Valkas
Equipped creature has haste. (It can attack and no matter when it came under your control.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's red.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's red.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Counters
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Discard
Discard
(CTRL to add secondary)
Drain
Ravenloft Adventurer
When this creature enters, you take the initiative.
If a creature an opponent controls would die, instead exile it and put a hit counter on it.
Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
If a creature an opponent controls would die, instead exile it and put a hit counter on it.
Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
Creature - Human Rogue Assassin

Drain
(CTRL to add secondary)
Draw
Bonehoard Dracosaur
Flying, first strike
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
At the beginning of your upkeep, exile the top two cards of your library. You may play them this turn. If you exiled a land card this way, create a 3/1 red Dinosaur creature token. If you exiled a nonland card this way, create a Treasure token.
Creature - Dragon Dinosaur

Caves of Chaos Adventurer
Trample
When this creature enters, you take the initiative.
Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
When this creature enters, you take the initiative.
Whenever this creature attacks, exile the top card of your library. If you've completed a dungeon, you may play that card this turn without paying its mana cost. Otherwise, you may play that card this turn.
Creature - Human Barbarian

Imoen, Mystic Trickster
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon.
Choose a Background (You can have a Background as a second commander.)
At the beginning of your end step, if you have the initiative, draw a card. Draw another card if you've completed a dungeon.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Wizard Rogue

Plargg and Nassari
At the beginning of your upkeep, each player exiles cards from the top of their library until they exile a nonland card. An opponent chooses a nonland card exiled this way. You may cast up to two spells from among the other cards exiled this way without paying their mana costs.
Legendary Creature - Orc Efreet

Twilight Prophet
Flying
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.
Creature - Vampire Cleric

Draw
(CTRL to add secondary)
Evasion
Rilsa Rael, Kingpin
Deathtouch
When Rilsa Rael enters, you take the initiative.
Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.
When Rilsa Rael enters, you take the initiative.
Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.
Legendary Creature - Human Rogue

Thassa, God of the Sea
Indestructible
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.)
At the beginning of your upkeep, scry 1.
: Target creature you control can't be blocked this turn.
Legendary Creature Enchantment - God

Evasion
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Finisher
Karlach, Fury of Avernus
Whenever you attack, if it's the first combat phase of the turn, untap all attacking creatures. They gain first strike until end of turn. After this phase, there is an additional combat phase.
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 - Barbarian Tiefling

Finisher
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Land
Land
(CTRL to add secondary)
Protection
Ring of Evos Isle
: Equipped creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's blue.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
At the beginning of your upkeep, put a +1/+1 counter on equipped creature if it's blue.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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
(CTRL to add secondary)
Ramp
Loot Dispute
When this enchantment enters, you take the initiative and create a Treasure token.
Whenever you attack the player who has the initiative, create a Treasure token.
Loud Ruckus — Whenever you complete a dungeon, create a 5/5 red Dragon creature token with flying.
Whenever you attack the player who has the initiative, create a Treasure token.
Loud Ruckus — Whenever you complete a dungeon, create a 5/5 red Dragon creature token with flying.
Enchantment

Ramp
(CTRL to add secondary)
Removal
Eccentric Apprentice
Flying
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
When this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)
At the beginning of combat on your turn, if you've completed a dungeon, up to one target creature becomes a Bird with base power and toughness 1/1 and flying until end of turn.
Creature - Wizard Tiefling

Removal
(CTRL to add secondary)
Sac Outlet
Bloodboil Sorcerer
When this creature enters, you take the initiative.
Crown of Madness — , Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Crown of Madness — , Sacrifice an artifact or creature: Goad target creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Creature - Human Shaman Sorcerer

Sac Outlet
(CTRL to add secondary)
Tokens
Acererak the Archlich
When Acererak enters, if you haven't completed Tomb of Annihilation, return Acererak to its owner's hand and venture into the dungeon.
Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
Legendary Creature - Wizard Zombie

Tokens
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Maybeboard
Barbarian Class
(Gain the next level as a sorcery to add its ability.)
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll.
: Level 2
Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn.
: Level 3
Creatures you control have haste.
Enchantment - Class

Court of Locthwain
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, exile the top card of target opponent's library. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. If you're the monarch, until end of turn, you may cast a spell from among cards exiled with this enchantment without paying its mana cost.
At the beginning of your upkeep, exile the top card of target opponent's library. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it. If you're the monarch, until end of turn, you may cast a spell from among cards exiled with this enchantment without paying its mana cost.
Enchantment

Court of Vantress
When this enchantment enters, you become the monarch.
At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have this enchantment become a copy of it, except it has this ability.
At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have this enchantment become a copy of it, except it has this ability.
Enchantment

Delina, Wild Mage
Whenever Delina attacks, choose target creature you control, then roll a d20.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
1—14 | Create a tapped and attacking token that's a copy of that creature, except it's not legendary and it has "At end of combat, exile this token."
15—20 | Create one of those tokens. You may roll again.
Legendary Creature - Elf Shaman

Doom's Time Platform
Whenever you attack, exile target nonland card from your graveyard with two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.)
Artifact

Dungeoneer's Pack
This artifact enters tapped.
, , Sacrifice this artifact: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
, , Sacrifice this artifact: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with ", Sacrifice this token: Add one mana of any color.")
Artifact

From the Catacombs
Put target creature card from a graveyard onto the battlefield under your control with a corpse counter on it. You take the initiative. If that creature would leave the battlefield, exile it instead of putting it anywhere else.
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Escape—, Exile five other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Sorcery

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

Profane Tutor
Suspend 2— (Rather than cast this card from your hand, pay and exile it with two 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.)
Search your library for a card, put that card into your hand, then shuffle.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery

Rogue Class
(Gain the next level as a sorcery to add its ability.)
Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled.
: Level 2
Creatures you control have menace.
: Level 3
You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.
Whenever a creature you control deals combat damage to a player, exile the top card of that player's library face down. You may look at it for as long as it remains exiled.
: Level 2
Creatures you control have menace.
: Level 3
You may play cards exiled with this Class, and you may spend mana as though it were mana of any color to cast those spells.
Enchantment - Class

Safana, Calimport Cutthroat
Menace
At the beginning of your end step, if you have the initiative, create a Treasure token. Create three of those tokens instead if you've completed a dungeon.
Choose a Background (You can have a Background as a second commander.)
At the beginning of your end step, if you have the initiative, create a Treasure token. Create three of those tokens instead if you've completed a dungeon.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Rogue

Sarevok's Tome
When this artifact enters, you take the initiative.
: Add . If you have the initiative, add instead.
, : Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
: Add . If you have the initiative, add instead.
, : Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Activate only if you've completed a dungeon.
Artifact - Book

Vexing Puzzlebox
Whenever you roll one or more dice, put a number of charge counters on this artifact equal to the result.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
Artifact

Maybeboard
(CTRL to add secondary)
Tokens & Extras
Undercity
You can't enter this dungeon unless you "venture into Undercity."
Secret Entrance — Search your library for a basic land card, reveal it, put it into your hand, then shuffle. (Leads to: Forge, Lost Well)
Forge — Put two +1/+1 counters on target creature. (Leads to: Trap!, Arena)
Lost Well — Scry 2. (Leads to: Arena, Stash)
Trap! — Target player loses 5 life. (Leads to: Archives)
Arena — Goad target creature. (Leads to: Archives, Catacombs)
Stash — Create a Treasure token. (Leads to: Catacombs)
Archives — Draw a card. (Leads to: Throne of the Dead Three)
Catacombs — Create a 4/1 black Skeleton creature token with menace. (Leads to: Throne of the Dead Three)
Throne of the Dead Three — Reveal the top ten cards of your library. Put a creature card from among them onto the battlefield with three +1/+1 counters on it. It gains hexproof until your next turn. Then shuffle.
Secret Entrance — Search your library for a basic land card, reveal it, put it into your hand, then shuffle. (Leads to: Forge, Lost Well)
Forge — Put two +1/+1 counters on target creature. (Leads to: Trap!, Arena)
Lost Well — Scry 2. (Leads to: Arena, Stash)
Trap! — Target player loses 5 life. (Leads to: Archives)
Arena — Goad target creature. (Leads to: Archives, Catacombs)
Stash — Create a Treasure token. (Leads to: Catacombs)
Archives — Draw a card. (Leads to: Throne of the Dead Three)
Catacombs — Create a 4/1 black Skeleton creature token with menace. (Leads to: Throne of the Dead Three)
Throne of the Dead Three — Reveal the top ten cards of your library. Put a creature card from among them onto the battlefield with three +1/+1 counters on it. It gains hexproof until your next turn. Then shuffle.
Dungeon - Undercity


Tokens & Extras
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"⚔️ Undercity Speedrun"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Undercity Speedrun"},{"insert":" is a Grixis Initiative/Dungeon deck led by "},{"attributes":{"bold":true},"insert":"Obeka, Splitter of Seconds"},{"insert":". The goal is to take the initiative, force Obeka through combat, and use her extra upkeep steps to tear through "},{"attributes":{"bold":true},"insert":"Undercity"},{"insert":" at ridiculous speed.\n\nThis is not a generic upkeep deck and not a random D&D pile. The core identity is "},{"attributes":{"bold":true},"insert":"Dungeon first"},{"insert":": take the initiative, advance Undercity, double dungeon room value, copy initiative creatures, and turn one clean Obeka hit into a full dungeon avalanche.\n\n\nGame Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck wants to establish three things:\n"},{"attributes":{"bold":true},"insert":"Take the initiative"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Make Obeka hard to block"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Hit with Obeka and generate extra upkeeps"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nOnce we have initiative, each upkeep lets us advance through "},{"attributes":{"bold":true},"insert":"Undercity"},{"insert":". Obeka creates additional upkeep steps when she deals combat damage to a player, so even one successful attack can move us through several rooms in a single turn.\n\nThe deck wins by combining repeated Undercity value with Obeka combat damage, initiative pressure, copy effects, and upkeep-based finishers like "},{"attributes":{"bold":true},"insert":"Descent into Avernus"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Twilight Prophet"},{"insert":".\n\n\nWhy Obeka?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Obeka, Splitter of Seconds"},{"insert":" creates extra upkeep steps equal to the combat damage she deals to a player. That makes her uniquely powerful with the initiative, because initiative triggers at the beginning of upkeep.\n\nA normal initiative deck advances Undercity once per turn.\n\nThis deck can advance Undercity multiple times in the same turn.\n\nThat is the entire point of the deck: Obeka does not just explore the dungeon — she speedruns it.\n\n\nCore Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe most important cards are the ones that take the initiative or reward dungeon progress:\n"},{"attributes":{"bold":true},"insert":"Aarakocra Sneak"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Caves of Chaos Adventurer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ravenloft Adventurer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Rilsa Rael, Kingpin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Tomb of Horrors Adventurer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Trailblazer’s Torch"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sarevok’s Tome"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Loot Dispute"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"From the Catacombs"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Underdark Explorer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Dungeon Delver"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Dungeon Delver"},{"insert":" is one of the most important pieces in the deck. It does not make us move through extra rooms, but it makes dungeon room abilities trigger an additional time. When Obeka is already giving us multiple upkeep-triggered dungeon advances, doubling the room effects becomes extremely powerful.\n\n\nVenture and Undercity Rules Note"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nNormal “venture into the dungeon” cards do work with this deck, but sequencing matters.\n\nCards like "},{"attributes":{"bold":true},"insert":"Yuan-Ti Malison"},{"insert":", "},{"attributes":{"bold":true},"insert":"Fly"},{"insert":", "},{"attributes":{"bold":true},"insert":"Displacer Beast"},{"insert":", "},{"attributes":{"bold":true},"insert":"Precipitous Drop"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Acererak the Archlich"},{"insert":" cannot start Undercity by themselves. To enter Undercity, we need to take the initiative first.\n\nOnce we are already in Undercity, normal venture effects can advance us through it.\n\nSo the ideal sequence is:\nTake the initiative"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Enter Undercity"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use Obeka’s extra upkeeps and venture cards to move deeper"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Complete Undercity repeatedly"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nHelping Obeka Connect"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nObeka has menace, but the deck is built to make sure she actually gets through.\n\nKey evasion and combat support:\n"},{"attributes":{"bold":true},"insert":"Aqueous Form"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Brotherhood Regalia"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Trailblazer’s Boots"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Thassa, God of the Sea"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Sword Coast Sailor"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Black Gate"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Shizo, Death’s Storehouse"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Rilsa Rael, Kingpin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lizard Blades"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe best games usually involve landing Obeka, giving her evasion or haste, then connecting while we already have initiative.\n"},{"attributes":{"bold":true},"insert":"Lizard Blades"},{"insert":" is especially scary because double strike can make Obeka deal damage twice, creating two separate damage triggers and a huge number of extra upkeep steps.\n\n\nProtection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nBecause Obeka is the engine, protecting her matters a lot.\n\nProtection package:\n"},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Swiftfoot Boots"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lavaspur Boots"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Agent of the Shadow Thieves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Slip Out the Back"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Deflecting Swat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Fierce Guardianship"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Swan Song"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"An Offer You Can’t Refuse"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Arcane Denial"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Counterspell"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe deck does not need to protect everything. It mainly needs to protect Obeka, the initiative engine, and the key payoff turns.\n\n\nCopy Effects"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck has a small but powerful copy package:\n"},{"attributes":{"bold":true},"insert":"Blade of Selves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Spark Double"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Irenicus’s Vile Duplication"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Strionic Resonator"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Strionic Resonator"},{"insert":" can copy Obeka’s combat damage trigger, which can double the number of extra upkeeps created.\n\n"},{"attributes":{"bold":true},"insert":"Spark Double"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Irenicus’s Vile Duplication"},{"insert":" can create nonlegendary copies of Obeka or copy important initiative creatures.\n\n"},{"attributes":{"bold":true},"insert":"Blade of Selves"},{"insert":" is usually best on initiative or venture creatures, not Obeka. Putting it on creatures like "},{"attributes":{"bold":true},"insert":"Caves of Chaos Adventurer"},{"insert":", "},{"attributes":{"bold":true},"insert":"Ravenloft Adventurer"},{"insert":", "},{"attributes":{"bold":true},"insert":"Tomb of Horrors Adventurer"},{"insert":", "},{"attributes":{"bold":true},"insert":"Aarakocra Sneak"},{"insert":", or "},{"attributes":{"bold":true},"insert":"Displacer Beast"},{"insert":" can create multiple enter-the-battlefield dungeon triggers in one attack.\n\n\nWin Conditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe deck can win several ways:\n1. Obeka Commander Damage"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Obeka naturally scales with evasion, pump, double strike, and Undercity buffs. A big Obeka hit creates more upkeeps, which creates more dungeon value, which makes future hits even more dangerous.\n2. Undercity Value Overload"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Repeated Undercity rooms generate cards, counters, Treasures, drain, and eventually large board swings. With "},{"attributes":{"bold":true},"insert":"Dungeon Delver"},{"insert":", those rooms become even more punishing.\n3. Descent into Avernus"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Obeka can multiply upkeep triggers, making "},{"attributes":{"bold":true},"insert":"Descent into Avernus"},{"insert":" a terrifying finisher. It is risky because it gives the table Treasures, but the damage adds up quickly and we often get the first chance to use the mana.\n4. Twilight Prophet"},{"attributes":{"header":3},"insert":"\n"},{"insert":"With extra upkeeps, "},{"attributes":{"bold":true},"insert":"Twilight Prophet"},{"insert":" can drain the table and draw multiple cards in a single turn cycle.\n5. Loot Dispute"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Completing dungeons while "},{"attributes":{"bold":true},"insert":"Loot Dispute"},{"insert":" is out can create a steady stream of Dragon tokens and Treasures, helping us close the game through board pressure.\n6. Karlach, Fury of Avernus"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Karlach gives an additional combat phase, which can let Obeka connect more than once in a turn. More combat damage means more extra upkeeps, more initiative triggers, and more Undercity progress.\n\n\nMulligan Guide"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nGood opening hands usually have:\n3 lands or 2 lands plus ramp"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A way to accelerate or fix mana"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A way to make Obeka connect"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"An initiative card or a path toward one"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIdeal early cards include:\n"},{"attributes":{"bold":true},"insert":"Sol Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Arcane Signet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Wayfarer’s Bauble"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Talisman of Dominance"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Talisman of Creativity"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Talisman of Indulgence"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aqueous Form"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lightning Greaves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Swiftfoot Boots"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lavaspur Boots"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Aarakocra Sneak"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Trailblazer’s Torch"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nAvoid hands that have expensive payoffs but no ramp, no initiative, or no way to make Obeka connect.\n\n\nTypical Play Pattern"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nEarly game:\nRamp, set up evasion, and prepare to cast Obeka.\n\nMid game:\nTake the initiative, protect Obeka, and force her through combat.\n\nExplosive turn:\nHit with Obeka while holding initiative. Create multiple extra upkeeps, advance through Undercity several times, and stack value from dungeon rooms, Descent, Twilight Prophet, or other upkeep payoffs.\n\nLate game:\nFinish with commander damage, dungeon completion loops, Dragon tokens, Descent into Avernus damage, or repeated drain/value triggers.\n\n\nPower Level / Bracket"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is intended as a strong "},{"attributes":{"bold":true},"insert":"Bracket 3"},{"insert":" deck.\nIt has powerful interaction and strong synergy, but it is not trying to win through fast combo. The deck wants interactive, memorable games where the table can see the dungeon engine coming — but if Obeka connects at the wrong time, the deck can absolutely explode.\n\nFinal Notes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This deck is about momentum. We do not need to control the whole table forever. We just need to take the initiative, keep Obeka alive, and land one or two meaningful combat hits.\nOnce that happens, the deck starts doing what it was built to do:\n"},{"attributes":{"bold":true},"insert":"speedrun the Undercity."},{"insert":"\n"}]}








































































































