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Commander
Size: 100Salt sum: 36.26
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Reltsuhsemaj

101 views2 months ago
Commander
Size: 100Salt sum: 36.26

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{"ops":[{"attributes":{"bold":true},"insert":"Lucky Number Seven: Above the Curve"},{"insert":"\n\nMost Commander decks are built around the same philosophy: play efficient ramp, cast inexpensive interaction, and follow a smooth bell-shaped mana curve that gradually leads into larger threats. "},{"attributes":{"bold":true},"insert":"Lucky Number Seven: Above the Curve"},{"insert":" does the exact opposite. From the very beginning, I wanted to answer one simple question: "},{"attributes":{"italic":true},"insert":"Could a Commander deck function if every nonland card had a mana value of seven?"},{"insert":"\n\nThat single restriction became the foundation for every decision in the deck. If a card doesn't have a mana value of at least seven, it simply isn't included. There are no Signets, no Sol Ring, no Arcane Signet, no cheap draw spells, and no efficient early-game interaction. Instead of trying to accelerate ahead of everyone else, this deck embraces a completely different philosophy: make every land drop, survive the opening turns, and trust that every spell cast from turn seven onward will have a meaningful impact on the game.\n\nThat philosophy also influenced the choice of commander. While there are stronger colorless commanders available, "},{"insert":{"card-link":"Tri-Sentinel, Act of Vengeance"}},{"insert":" perfectly represents the deck's identity by costing exactly seven mana itself. It isn't an exception to the rule—it is the rule. The commander immediately affects the battlefield when it enters, presents a large evasive threat, and later provides additional value with Unearth. More importantly, anyone who sees the commander immediately understands what the deck is trying to accomplish.\n\nBecause traditional ramp spells are off limits, the mana base becomes one of the most important parts of the deck. Rather than relying on artifacts or green spells to accelerate, the deck leans heavily on powerful utility lands. "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":" , "},{"insert":{"card-link":"City of Traitors"}},{"insert":" , "},{"insert":{"card-link":"Crystal Vein"}},{"insert":" , "},{"insert":{"card-link":"Shrine of the Forsaken Gods"}},{"insert":" , "},{"insert":{"card-link":"Urza's Workshop"}},{"insert":" , "},{"insert":{"card-link":"Temple of the False God"}},{"insert":" , "},{"insert":{"card-link":"Eldrazi Temple"}},{"insert":" , and the Urzatron lands all help generate large amounts of colorless mana while remaining completely within the deck's self-imposed restriction. Running forty-six lands might look excessive compared to a normal Commander list, but in a deck where seven mana is the starting point, consistently making land drops is far more valuable than squeezing in another expensive spell.\n\nOne of my favourite parts of the deck is that, despite the restriction, there are still clever ways to gain efficiency without breaking the theme. Cards like "},{"insert":{"card-link":"Myr Enforcer"}},{"insert":" , "},{"insert":{"card-link":"Sojourner's Companion"}},{"insert":" , "},{"insert":{"card-link":"Sea Gate Colossus"}},{"insert":" , and "},{"insert":{"card-link":"Tangle Golem"}},{"insert":" all have Affinity or cost reduction, allowing them to be cast for much less than their printed cost. The important detail, however, is that their mana value is still seven, meaning they fully satisfy the deck's building restriction while rewarding good sequencing and battlefield development. They perfectly demonstrate that the deck isn't simply trying to cast expensive cards—it is trying to explore every interesting interaction that exists around the number seven.\n\nOnce the deck reaches seven mana, the game changes dramatically. Every draw step becomes exciting because every card represents a genuine threat. There are no filler cards and very few low-impact plays. Every spell either answers a problem, creates a significant board presence, or pushes the game toward its conclusion."},{"insert":{"card-link":"All Is Dust"}},{"insert":" , "},{"insert":{"card-link":"Karn Liberated"}},{"insert":" , "},{"insert":{"card-link":"Ugin, Eye of the Storms"}},{"insert":" , "},{"insert":{"card-link":"Meteor Golem"}},{"insert":" , "},{"insert":{"card-link":"Spine of Ish Sah"}},{"insert":" , "},{"insert":{"card-link":"Pinnacle Kill-Ship"}},{"insert":" , and "},{"insert":{"card-link":"Ultima Weapon"}},{"insert":" provide answers to almost any permanent on the battlefield, while threats such as "},{"insert":{"card-link":"Sire of Seven Deaths"}},{"insert":" , "},{"insert":{"card-link":"Reaver Titan"}},{"insert":" , "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":" , "},{"insert":{"card-link":"Cybermen Squadron"}},{"insert":" , "},{"insert":{"card-link":"Threefold Thunderhulk"}},{"insert":" , and "},{"insert":{"card-link":"Phyrexian Colossus"}},{"insert":" quickly turn the corner and begin applying enormous pressure.\n\nThe protection package follows the same philosophy. "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" can transform an already intimidating board into an unstoppable army, "},{"insert":{"card-link":"Platinum Angel"}},{"insert":" can completely change the way opponents have to approach the game, "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":" provides long-term resilience, and "},{"insert":{"card-link":"Not of This World"}},{"insert":" often protects the deck's biggest threats without costing any mana at all. Every protective spell has to justify occupying one of the precious slots available above seven mana, and each one is capable of completely changing the course of a game.\n\nPiloting the deck requires a different mindset than most Commander decks. The opening turns often feel unusual because you're intentionally not trying to keep pace with the table's early development. Instead, success comes from patience. Every land played is progress. Every turn survived is another step closer to a point where almost every spell you cast will be more impactful than those of your opponents. Rather than trying to play multiple spells each turn, this deck asks a much simpler question: "},{"attributes":{"italic":true},"insert":"What is the biggest problem on the battlefield, and which seven-mana spell solves it?"},{"insert":"\n\nAlthough the restriction began as a response to a deck-building challenge, it quickly evolved into something far more interesting. This isn't simply a pile of expensive colorless cards or a gimmick built around an unusual mana curve. Every card has been chosen because it supports the central idea that seven is the smallest meaningful number in the deck. Even the lands have been carefully selected to reinforce that philosophy, replacing traditional ramp with explosive colorless mana sources that allow the deck to function naturally.\n\nIn the end, "},{"attributes":{"bold":true},"insert":"Lucky Number Seven: Above the Curve"},{"insert":" isn't trying to prove that expensive spells are stronger than cheap ones. It's proving that Commander rewards creativity just as much as efficiency. By committing completely to a single design rule and refusing to compromise, the deck creates a play experience unlike almost anything else in the format. Every spell feels like an event, every draw has the potential to change the game, and every victory feels earned because the deck chose to ignore conventional wisdom from the very first card.\nSometimes, the best way to stay above the curve is to ignore it completely.\n"}]}

Commander

Qty: 1 Price: $0.49
Tri-Sentinel, Act of Vengeance
Flying, menace, trample
When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls.
Unearth
(
: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Legendary Creature Artifact - Villain Robot
Tri-Sentinel, Act of Vengeance (msc) 115

Commander

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Creature

Qty: 4 Price: $1.54
Aether Searcher
Reveal this card as you draft it. Reveal the next card you draft and note its name.
When this creature enters, you may search your hand and/or library for a card with a name noted as you drafted cards named Aether Searcher. You may cast it without paying its mana cost. If you searched your library this way, shuffle.
Creature Artifact - Construct
Aether Searcher (cns) 53
Sea Gate Colossus
This spell costs
less to cast for each creature in your party. (Your party consists of up to one each of Cleric, Rogue, Warrior, and Wizard.)
Creature Artifact - Warrior Golem
Sea Gate Colossus (znr) 251
Tangle Golem
Affinity for Forests (This spell costs
less to cast for each Forest you control.)
Creature Artifact - Golem
Tangle Golem (dst) 151
Transcendent Archaic
Vigilance
Converge — When this creature enters, you may draw X cards, where X is the number of colors of mana spent to cast this spell. If you draw one or more cards this way, discard two cards.
Creature - Avatar
Transcendent Archaic (sos) 5

Creature

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Draw

Qty: 2 Price: $4.34
Sandstone Oracle
Flying
When this creature enters, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Creature Artifact - Sphinx
Sandstone Oracle (cmm) 406
The Endstone
Whenever you play a land or cast a spell, draw a card.
At the beginning of your end step, your life total becomes half your starting life total, rounded up.
Legendary Artifact
The Endstone (eoe) 240

Draw

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Evasion

Qty: 1 Price: $0.69
Twins of Discord
Whenever you attack, choose odd or even. Creatures with mana value of that quality can't block this turn. (Zero is even.)
Each other colorless creature you control has bloodthirst 2. (If an opponent was dealt damage this turn, that creature enters with two additional +1/+1 counters on it.)
Creature - Eldrazi
Twins of Discord (m3c) 37

Evasion

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Finisher

Qty: 5 Price: $69.17
Barricade Breaker
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for
.)
This creature attacks each combat if able.
Creature Artifact - Juggernaut
Barricade Breaker (aer) 144
Iron Giant
Reach, vigilance, trample
Creature Artifact - Demon
Iron Giant (fin) 260
Phyrexian Colossus
This creature doesn't untap during your untap step.
Pay 8 life: Untap this creature.
This creature can't be blocked except by three or more creatures.
Creature Artifact - Golem Phyrexian
Phyrexian Colossus (plst) USG-305
Reaver Titan
Void Shields — Protection from mana value 3 or less
Gatling Blaster — Whenever this Vehicle attacks, it deals 5 damage to each opponent.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Reaver Titan (40k) 163
Sire of Seven Deaths
Reach, first strike
Vigilance, menace
Trample, lifelink
Ward—Pay 7 life.
Creature - Eldrazi
Sire of Seven Deaths (fdn) 1

Finisher

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Land

Qty: 49 Price: $1078.81
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (plst) TMP-315
Blast Zone
This land enters with a charge counter on it.
: Add
.
,
: Put X charge counters on this land.
,
, Sacrifice this land: Destroy each nonland permanent with mana value equal to the number of charge counters on this land.
Land
Blast Zone (m3c) 322
Buried Ruin
: Add
.
,
, Sacrifice this land: Return target artifact card from your graveyard to your hand.
Land
Buried Ruin (eoc) 150
City of Traitors
When you play another land, sacrifice this land.
: Add
.
Land
City of Traitors (exo) 143
Crystal Vein
: Add
.
, Sacrifice this land: Add
.
Land
Crystal Vein (plst) MIR-325
Demolition Field
: Add
.
,
, Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Demolition Field (fic) 385
Eldrazi Temple
: Add
.
: Add
. Spend this mana only to cast colorless Eldrazi spells or activate abilities of colorless Eldrazi.
Land
Eldrazi Temple (m3c) 339
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add
.
,
, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land
Inventors' Fair (plst) KLD-247
Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Land
Maze of Ith (dmr) 398
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (soc) 400
Sanctum of Ugin
: Add
.
Whenever you cast a colorless spell with mana value 7 or greater, you may sacrifice this land. If you do, search your library for a colorless creature card, reveal it, put it into your hand, then shuffle.
Land
Sanctum of Ugin (bfz) 242
Scavenger Grounds
: Add
.
,
, Sacrifice a Desert: Exile all graveyards.
Land - Desert
Scavenger Grounds (msc) 263
Shrine of the Forsaken Gods
: Add
.
: Add
. Spend this mana only to cast colorless spells. Activate only if you control seven or more lands.
Land
Shrine of the Forsaken Gods (m3c) 376
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (soc) 416
Urza's Mine
: Add
. If you control an Urza's Power-Plant and an Urza's Tower, add
instead.
Land - Mine Urza's
Urza's Mine (m3c) 401
Urza's Power Plant
: Add
. If you control an Urza's Mine and an Urza's Tower, add
instead.
Land - Power-Plant Urza's
Urza's Power Plant (m3c) 402
Urza's Tower
: Add
. If you control an Urza's Mine and an Urza's Power-Plant, add
instead.
Land - Tower Urza's
Urza's Tower (m3c) 403
Urza's Workshop
: Add
.
Metalcraft —
: Add
for each Urza's land you control. Activate only if you control three or more artifacts.
Land - Urza's
Urza's Workshop (brc) 28
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (soc) 422
Wastes
: Add
.
Basic Land
Wastes (eoc) 191

Land

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Lifegain

Qty: 1 Price: $0.35
Ruin Processor
When you cast this spell, you may put a card an opponent owns from exile into that player's graveyard. If you do, you gain 5 life.
Creature - Eldrazi Processor
Ruin Processor (bfz) 12

Lifegain

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Mill

Qty: 1 Price: $1.29
Necron Monolith
Flying, indestructible
Eternity Gate — Whenever this Vehicle attacks, mill three cards. For each creature card milled this way, create a 2/2 black Necron Warrior artifact creature token.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Necron Monolith (40k) 161

Mill

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Protection

Qty: 6 Price: $73.30
Akroma's Memorial
Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.
Legendary Artifact
Akroma's Memorial (tsr) 262
Darksteel Gargoyle
Flying
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
Creature Artifact - Gargoyle
Darksteel Gargoyle (dst) 111
Kaldra Compleat
Living weapon
Indestructible
Equipped creature gets +5/+5 and has first strike, trample, indestructible, haste, and "Whenever this creature deals combat damage to a creature, exile that creature."
Equip
Legendary Artifact - Equipment
Kaldra Compleat (cmm) 958
Not of This World
Counter target spell or ability that targets a permanent you control.
This spell costs
less to cast if it targets a spell or ability that targets a creature you control with power 7 or greater.
Instant Kindred - Eldrazi
Not of This World (cmm) 807
Platinum Angel
Flying
You can't lose the game and your opponents can't win the game.
Creature Artifact - Angel
Platinum Angel (plst) CN2-214
Wondrous Crucible
Permanents you control have ward
.
At the beginning of your end step, mill two cards, then exile a nonland card at random from your graveyard. Copy it. You may cast the copy without paying its mana cost. (A copy of a permanent spell becomes a token.)
Artifact
Wondrous Crucible (brc) 20

Protection

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Pump

Qty: 1 Price: $24.99
Super State
Enchant creature you control
Enchanted creature has base power and toughness 9/9 and has flying, first strike, trample, and haste.
Whenever enchanted creature deals combat damage to an opponent, it deals that much damage to each other opponent.
Legendary Enchantment - Aura
Super State (sld) 2081

Pump

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Ramp

Qty: 4 Price: $47.92
Chromatic Orrery
You may spend mana as though it were mana of any color.
: Add
.
,
: Draw a card for each color among permanents you control.
Legendary Artifact
Chromatic Orrery (m21) 228
Myr Enforcer
Affinity for artifacts (This spell costs
less to cast for each artifact you control.)
Creature Artifact - Myr
Myr Enforcer (j25) 756
Skittering Invasion
Create five 0/1 colorless Eldrazi Spawn creature tokens. They have "Sacrifice this token: Add
."
Sorcery Kindred - Eldrazi
Skittering Invasion (m3c) 159
Sojourner's Companion
Affinity for artifacts
Artifact landcycling
(
, Discard this card: Search your library for an artifact land card, reveal it, put it into your hand, then shuffle.)
Creature Artifact - Salamander
Sojourner's Companion (mh2) 235

Ramp

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Recursion

Qty: 3 Price: $4.83
God-Pharaoh's Gift
At the beginning of combat on your turn, you may exile a creature card from your graveyard. If you do, create a token that's a copy of that card, except it's a 4/4 black Zombie. It gains haste until end of turn.
Artifact
God-Pharaoh's Gift (drc) 131
Ingenuity Engine
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
,
, Sacrifice an artifact: Return target artifact you control to its owner's hand.
Artifact
Ingenuity Engine (cmr) 317
Spawnbed Protector
At the beginning of your end step, return up to one target Eldrazi creature card from your graveyard to your hand. Create two 1/1 colorless Eldrazi Scion creature tokens with "Sacrifice this token: Add
."
Creature - Eldrazi
Spawnbed Protector (m3c) 36

Recursion

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Removal

Qty: 13 Price: $91.69
All Is Dust
Each player sacrifices all permanents they control that are one or more colors.
Sorcery Kindred - Eldrazi
All Is Dust (m3c) 152
Bane of Bala Ged
Whenever this creature attacks, defending player exiles two permanents they control.
Creature - Eldrazi
Bane of Bala Ged (cmm) 802
Desecrate Reality
For each opponent, exile up to one target permanent that player controls with an even mana value. (Zero is even.)
Adamant — If at least three colorless mana was spent to cast this spell, return a permanent card with an odd mana value from your graveyard to the battlefield.
Instant
Desecrate Reality (cmm) 714
Grim Poppet
This creature enters with three -1/-1 counters on it.
Remove a -1/-1 counter from this creature: Put a -1/-1 counter on another target creature.
Creature Artifact - Scarecrow
Grim Poppet (ecc) 142
Karn Liberated
+4: Target player exiles a card from their hand.
−3: Exile target permanent.
−14: Restart the game, leaving in exile all non-Aura permanent cards exiled with Karn. Then put those cards onto the battlefield under your control.
Legendary Planeswalker - Karn
Karn Liberated (j22) 97
Mage-Ring Responder
This creature doesn't untap during your untap step.
: Untap this creature.
Whenever this creature attacks, it deals 7 damage to target creature defending player controls.
Creature Artifact - Golem
Mage-Ring Responder (ori) 232
Meteor Golem
When this creature enters, destroy target nonland permanent an opponent controls.
Creature Artifact - Golem
Meteor Golem (msc) 205
Meteor Sword
When this Equipment enters, destroy target permanent.
Equipped creature gets +3/+3.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Meteor Sword (tla) 258
Pinnacle Kill-Ship
When this Spacecraft enters, it deals 10 damage to up to one target creature.
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 7+.)
7+ | Flying
Artifact - Spacecraft
Pinnacle Kill-Ship (eoe) 244
Scour from Existence
Exile target permanent.
Instant
Scour from Existence (bfz) 13
Spine of Ish Sah
When this artifact enters, destroy target permanent.
When this artifact is put into a graveyard from the battlefield, return it to its owner's hand.
Artifact
Spine of Ish Sah (blc) 285
Ugin, Eye of the Storms
When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add
.
−11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Legendary Planeswalker - Ugin
Ugin, Eye of the Storms (tdm) 1
Ultima Weapon
Whenever equipped creature attacks, destroy target creature an opponent controls.
Equipped creature gets +7/+7.
Equip
Legendary Artifact - Equipment
Ultima Weapon (fin) 563

Removal

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Tokens

Qty: 9 Price: $41.47
Accomplished Automaton
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Creature Artifact - Construct
Accomplished Automaton (2xm) 230
Cybermen Squadron
Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature Artifact - Cyberman
Cybermen Squadron (who) 176
Mascot Exhibition
Create a 2/1 white and black Inkling creature token with flying, a 3/2 red and white Spirit creature token, and a 4/4 blue and red Elemental creature token.
Sorcery - Lesson
Mascot Exhibition (stx) 5
Myr Battlesphere
When this creature enters, create four 1/1 colorless Myr artifact creature tokens.
Whenever this creature attacks, you may tap X untapped Myr you control. If you do, this creature gets +X/+0 until end of turn and deals X damage to the player or planeswalker it's attacking.
Creature Artifact - Construct Myr
Myr Battlesphere (tdc) 322
Pentavus
This creature enters with five +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Create a 1/1 colorless Pentavite artifact creature token with flying.
, Sacrifice a Pentavite: Put a +1/+1 counter on this creature.
Creature Artifact - Construct
Pentavus (plst) C14-261
Rolling Hamsphere
This Vehicle gets +1/+1 for each Hamster you control.
Whenever this Vehicle attacks, create three 1/1 red Hamster creature tokens, then it deals X damage to any target, where X is the number of Hamsters you control.
Crew 3
Artifact - Vehicle
Rolling Hamsphere (blc) 39
Summoning Station
: Create a 2/2 colorless Pincher creature token.
Whenever an artifact is put into a graveyard from the battlefield, you may untap this artifact.
Artifact
Summoning Station (5dn) 158
Threefold Thunderhulk
This creature enters with three +1/+1 counters on it.
Whenever this creature enters or attacks, create a number of 1/1 colorless Gnome artifact creature tokens equal to its power.
, Sacrifice another artifact: Put a +1/+1 counter on this creature.
Creature Artifact - Gnome
Threefold Thunderhulk (eoc) 145
Triskelavus
Flying
This creature enters with three +1/+1 counters on it.
, Remove a +1/+1 counter from this creature: Create a 1/1 colorless Triskelavite artifact creature token with flying. It has "Sacrifice this token: This token deals 1 damage to any target."
Creature Artifact - Construct
Triskelavus (cm2) 226

Tokens

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
75 mana - 52 cards
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Description

{"ops":[{"attributes":{"bold":true},"insert":"Lucky Number Seven: Above the Curve"},{"insert":"\n\nMost Commander decks are built around the same philosophy: play efficient ramp, cast inexpensive interaction, and follow a smooth bell-shaped mana curve that gradually leads into larger threats. "},{"attributes":{"bold":true},"insert":"Lucky Number Seven: Above the Curve"},{"insert":" does the exact opposite. From the very beginning, I wanted to answer one simple question: "},{"attributes":{"italic":true},"insert":"Could a Commander deck function if every nonland card had a mana value of seven?"},{"insert":"\n\nThat single restriction became the foundation for every decision in the deck. If a card doesn't have a mana value of at least seven, it simply isn't included. There are no Signets, no Sol Ring, no Arcane Signet, no cheap draw spells, and no efficient early-game interaction. Instead of trying to accelerate ahead of everyone else, this deck embraces a completely different philosophy: make every land drop, survive the opening turns, and trust that every spell cast from turn seven onward will have a meaningful impact on the game.\n\nThat philosophy also influenced the choice of commander. While there are stronger colorless commanders available, "},{"insert":{"card-link":"Tri-Sentinel, Act of Vengeance"}},{"insert":" perfectly represents the deck's identity by costing exactly seven mana itself. It isn't an exception to the rule—it is the rule. The commander immediately affects the battlefield when it enters, presents a large evasive threat, and later provides additional value with Unearth. More importantly, anyone who sees the commander immediately understands what the deck is trying to accomplish.\n\nBecause traditional ramp spells are off limits, the mana base becomes one of the most important parts of the deck. Rather than relying on artifacts or green spells to accelerate, the deck leans heavily on powerful utility lands. "},{"insert":{"card-link":"Ancient Tomb"}},{"insert":" , "},{"insert":{"card-link":"City of Traitors"}},{"insert":" , "},{"insert":{"card-link":"Crystal Vein"}},{"insert":" , "},{"insert":{"card-link":"Shrine of the Forsaken Gods"}},{"insert":" , "},{"insert":{"card-link":"Urza's Workshop"}},{"insert":" , "},{"insert":{"card-link":"Temple of the False God"}},{"insert":" , "},{"insert":{"card-link":"Eldrazi Temple"}},{"insert":" , and the Urzatron lands all help generate large amounts of colorless mana while remaining completely within the deck's self-imposed restriction. Running forty-six lands might look excessive compared to a normal Commander list, but in a deck where seven mana is the starting point, consistently making land drops is far more valuable than squeezing in another expensive spell.\n\nOne of my favourite parts of the deck is that, despite the restriction, there are still clever ways to gain efficiency without breaking the theme. Cards like "},{"insert":{"card-link":"Myr Enforcer"}},{"insert":" , "},{"insert":{"card-link":"Sojourner's Companion"}},{"insert":" , "},{"insert":{"card-link":"Sea Gate Colossus"}},{"insert":" , and "},{"insert":{"card-link":"Tangle Golem"}},{"insert":" all have Affinity or cost reduction, allowing them to be cast for much less than their printed cost. The important detail, however, is that their mana value is still seven, meaning they fully satisfy the deck's building restriction while rewarding good sequencing and battlefield development. They perfectly demonstrate that the deck isn't simply trying to cast expensive cards—it is trying to explore every interesting interaction that exists around the number seven.\n\nOnce the deck reaches seven mana, the game changes dramatically. Every draw step becomes exciting because every card represents a genuine threat. There are no filler cards and very few low-impact plays. Every spell either answers a problem, creates a significant board presence, or pushes the game toward its conclusion."},{"insert":{"card-link":"All Is Dust"}},{"insert":" , "},{"insert":{"card-link":"Karn Liberated"}},{"insert":" , "},{"insert":{"card-link":"Ugin, Eye of the Storms"}},{"insert":" , "},{"insert":{"card-link":"Meteor Golem"}},{"insert":" , "},{"insert":{"card-link":"Spine of Ish Sah"}},{"insert":" , "},{"insert":{"card-link":"Pinnacle Kill-Ship"}},{"insert":" , and "},{"insert":{"card-link":"Ultima Weapon"}},{"insert":" provide answers to almost any permanent on the battlefield, while threats such as "},{"insert":{"card-link":"Sire of Seven Deaths"}},{"insert":" , "},{"insert":{"card-link":"Reaver Titan"}},{"insert":" , "},{"insert":{"card-link":"Myr Battlesphere"}},{"insert":" , "},{"insert":{"card-link":"Cybermen Squadron"}},{"insert":" , "},{"insert":{"card-link":"Threefold Thunderhulk"}},{"insert":" , and "},{"insert":{"card-link":"Phyrexian Colossus"}},{"insert":" quickly turn the corner and begin applying enormous pressure.\n\nThe protection package follows the same philosophy. "},{"insert":{"card-link":"Akroma's Memorial"}},{"insert":" can transform an already intimidating board into an unstoppable army, "},{"insert":{"card-link":"Platinum Angel"}},{"insert":" can completely change the way opponents have to approach the game, "},{"insert":{"card-link":"Wondrous Crucible"}},{"insert":" provides long-term resilience, and "},{"insert":{"card-link":"Not of This World"}},{"insert":" often protects the deck's biggest threats without costing any mana at all. Every protective spell has to justify occupying one of the precious slots available above seven mana, and each one is capable of completely changing the course of a game.\n\nPiloting the deck requires a different mindset than most Commander decks. The opening turns often feel unusual because you're intentionally not trying to keep pace with the table's early development. Instead, success comes from patience. Every land played is progress. Every turn survived is another step closer to a point where almost every spell you cast will be more impactful than those of your opponents. Rather than trying to play multiple spells each turn, this deck asks a much simpler question: "},{"attributes":{"italic":true},"insert":"What is the biggest problem on the battlefield, and which seven-mana spell solves it?"},{"insert":"\n\nAlthough the restriction began as a response to a deck-building challenge, it quickly evolved into something far more interesting. This isn't simply a pile of expensive colorless cards or a gimmick built around an unusual mana curve. Every card has been chosen because it supports the central idea that seven is the smallest meaningful number in the deck. Even the lands have been carefully selected to reinforce that philosophy, replacing traditional ramp with explosive colorless mana sources that allow the deck to function naturally.\n\nIn the end, "},{"attributes":{"bold":true},"insert":"Lucky Number Seven: Above the Curve"},{"insert":" isn't trying to prove that expensive spells are stronger than cheap ones. It's proving that Commander rewards creativity just as much as efficiency. By committing completely to a single design rule and refusing to compromise, the deck creates a play experience unlike almost anything else in the format. Every spell feels like an event, every draw has the potential to change the game, and every victory feels earned because the deck chose to ignore conventional wisdom from the very first card.\nSometimes, the best way to stay above the curve is to ignore it completely.\n"}]}
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