Reltsuhsemaj
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Commander
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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
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.)
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

Commander
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Creature
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.
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

Creature
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Draw
Draw
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Evasion
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.)
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

Evasion
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Finisher
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.)
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

Finisher
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

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.
: 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

Land
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Mill
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.)
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

Mill
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Protection
Protection
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Pump
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.
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

Pump
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Ramp
Ramp
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Recursion
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.
, , Sacrifice an artifact: Return target artifact you control to its owner's hand.
Artifact

Recursion
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Removal
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.
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

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
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

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.
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

Removal
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Tokens
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

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.
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

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.
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

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."
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

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
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"}]}






















































