8 views5 days ago
Commander
Size: 100Est cost: $49.41Salt sum: 23.04
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8 views5 days ago
Commander
Size: 100Est cost: $49.41Salt sum: 23.04
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{"ops":[{"insert":"July Deckbuilding Contest Entry - Requirement: Weird Mana Curve which is relevant to game plan\n"},{"insert":{"card-link":"Magar of the Magic Strings"}},{"insert":"+ "},{"insert":{"card-link":"Obosh, the Preypiercer"}},{"insert":"(companion)\n\nI decided that Obosh, by itself, wasn't an interesting enough deckbuilding restriction, so I also decided that every nonland card in the deck would include the number 3. Thus, every card is either mana value 3, has power and/or toughness 3, or the word or number 3 appears in its rules text somewhere. Then I also made it under $50 (including basic land) just because.\n\nSo, to the deck itself: The basic plan is to burn out opposing creatures with instants and sorceries and then animate those spells as creatures using Magar to continue controlling the board and finish our opponents off, with help from Obosh in the late game.\n\nThe deck is light on creatures because of the commander ability to make instants and sorceries into creatures. We have a fair bit of ramp, though unfortunately almost all of it is 3 cost as a consequence of Obosh. This is still important because we really want to be hitting 6 mana to be able to play and activate Magar on the same turn.\n\nWe have a sprinkling of mill and discard (and surveil, and rummaging...) to help with getting cards into your graveyard, and a bit of draw as well to avoid running out of gas late game (particularly potent if you can animate it with Magar). \n\nWe're running A LOT of removal, mostly in the form of a frankly irresponsible amount of burn. With three opponents, you can send your animated burn spells at whoever is most open (or whoever you can MAKE the most open) and then use the triggered spells to crack the defenses of opponents whose board is too intimidating to attack into, or just remove the player to remove their board.\n\nThe deck is relatively light on lands, because our \"curve\" is more like a pillar at mana value 3 - we have only 8 cards that are higher.\n\nGame plan:\n\nWith the deckbuilding restrictions that I chose, the options for the first couple of turns were pretty limited. There are a few one drops which mostly aim to buy time and we also run quite a few tap lands because we're almost always going to have a dead turn on either 1 or 2 anyway.\n\nTurn 3-5 is where the game starts for this deck, most likely with removal for whatever is looking most threatening after the first few turns, and a creature or mana rock or two to set up for later. The commander should generally be held back at least until you have something in the graveyard to animate with him, and preferably until you can put him down and activate him on the same turn .\n\nTurn 6-8 is when you are thinking about getting your commander out, animating a couple of spells with him and finally getting out Obosh to double the damage of every card in your deck, which should give you the mileage to finish out the game. This is where the mana curve as game plan comes in, if you can untap after putting down Obosh you can probably cast 3-4 burn spells at double damage including copies off spells animated with Magar, which should finish off most players who are still alive this late in the game.\n\nObvious weaknesses are removal on your commander and limited options for dealing with multiple large creatures, or enchantments. A well timed board wipe could be catastrophic. \n\nYou could certainly turn this into a much more competitive deck if you removed my '$50 maximum' or 'every card has a 3 on it' restrictions, it's probably around a bracket 1 or 2 as is, fun and silly but not a powerhouse by any means. Hope you like it!\n"}]}
Commander
Magar of the Magic Strings
: Note the name of target instant or sorcery card in your graveyard and put it onto the battlefield face down. It's a 3/3 creature with "Whenever this creature deals combat damage to a player, you may create a copy of the card with the noted name. You may cast the copy without paying its mana cost" and "If this creature would leave the battlefield, exile it instead of putting it anywhere else."
Legendary Creature - Minotaur Performer

Commander
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Burn
Bullseye, Death Dealer
When Bullseye enters, you may sacrifice an artifact or discard a nonland card. When you do, Bullseye deals 2 damage to any target.
, , Sacrifice an artifact or discard a nonland card: Bullseye deals 2 damage to any target.
, , Sacrifice an artifact or discard a nonland card: Bullseye deals 2 damage to any target.
Legendary Creature - Human Assassin Villain

Tor Wauki the Younger
Reach, lifelink
If another source you control would deal noncombat damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
Whenever you cast an instant or sorcery spell, Tor Wauki deals 2 damage to any target.
If another source you control would deal noncombat damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.
Whenever you cast an instant or sorcery spell, Tor Wauki deals 2 damage to any target.
Legendary Creature - Human Archer

Burn
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Creature
Typhoid Mary, Fractured
Whenever Typhoid Mary attacks, choose one at random. If you discarded a card this turn, you choose one instead.
• Mary — Create a Treasure token.
• Typhoid Mary — Draw a card.
• Bloody Mary — Each opponent loses 2 life and you gain 2 life.
• Mary — Create a Treasure token.
• Typhoid Mary — Draw a card.
• Bloody Mary — Each opponent loses 2 life and you gain 2 life.
Legendary Creature - Mutant Villain

Creature
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Discard
Discard
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Draw
Bloodsoaked Insight
This spell costs less to cast for each 1 life your opponents have lost this turn.
Target opponent exiles the top three cards of their library. Until the end of your next turn, you may play those cards. If you cast a spell this way, mana of any type can be spent to cast it.
Target opponent exiles the top three cards of their library. Until the end of your next turn, you may play those cards. If you cast a spell this way, mana of any type can be spent to cast it.
Sorcery


Collective Defiance
Escalate (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Target player discards all the cards in their hand, then draws that many cards.
• Collective Defiance deals 4 damage to target creature.
• Collective Defiance deals 3 damage to target opponent or planeswalker.
Choose one or more —
• Target player discards all the cards in their hand, then draws that many cards.
• Collective Defiance deals 4 damage to target creature.
• Collective Defiance deals 3 damage to target opponent or planeswalker.
Sorcery

Evolved Sleeper
: This creature becomes a Human Cleric with base power and toughness 2/2.
: If this creature is a Cleric, put a deathtouch counter on it and it becomes a Phyrexian Human Cleric with base power and toughness 3/3.
: If this creature is a Phyrexian, put a +1/+1 counter on it, then you draw a card and you lose 1 life.
: If this creature is a Cleric, put a deathtouch counter on it and it becomes a Phyrexian Human Cleric with base power and toughness 3/3.
: If this creature is a Phyrexian, put a +1/+1 counter on it, then you draw a card and you lose 1 life.
Creature - Human

Glimpse the Impossible
Exile the top three cards of your library. You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them into your graveyard, then create a 0/1 colorless Eldrazi Spawn creature token for each card put into your graveyard this way. Those tokens have "Sacrifice this token: Add ."
Sorcery

Draw
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Instant
Instant
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Land
Land
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Mill
Mill
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Pingers
Pingers
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Pump
Pump
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Ramp
Locke, Treasure Hunter
Locke can't be blocked by creatures with greater power.
Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards.
Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards.
Legendary Creature - Human Rogue

Ramp
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Removal
Impending Flux
Paradox — Impending Flux deals X damage to each opponent and each creature they control, where X is 1 plus the number of spells you've cast from anywhere other than your hand this turn.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

Invasion of Regatha
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, it deals 4 damage to another target battle or opponent and 1 damage to up to one target creature.
When this Siege enters, it deals 4 damage to another target battle or opponent and 1 damage to up to one target creature.
Battle - Siege


Rankle and Torbran
Flying, first strike, haste
Whenever Rankle and Torbran deals combat damage to a player or battle, choose any number —
• Each player creates a Treasure token.
• Each player sacrifices a creature of their choice.
• If a source would deal damage to a player or battle this turn, it deals that much damage plus 2 instead.
Whenever Rankle and Torbran deals combat damage to a player or battle, choose any number —
• Each player creates a Treasure token.
• Each player sacrifices a creature of their choice.
• If a source would deal damage to a player or battle this turn, it deals that much damage plus 2 instead.
Legendary Creature - Faerie Dwarf

Sandman's Quicksand
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
All creatures get -2/-2 until end of turn. If this spell's mayhem cost was paid, creatures your opponents control get -2/-2 until end of turn instead.
All creatures get -2/-2 until end of turn. If this spell's mayhem cost was paid, creatures your opponents control get -2/-2 until end of turn instead.
Sorcery

Removal
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Sorcery
Fateful Tempest
Council's dilemma — Starting with you, each player votes for past or present. You mill a card for each past vote, then Fateful Tempest deals damage to each opponent equal to the total mana value of cards milled this way. Exile the top card of your library for each present vote. Until the end of your next turn, you may play the exiled cards.
Sorcery

Sorcery
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Tokens
Tokens
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Sideboard
Obosh, the Preypiercer
Companion — Your starting deck contains only cards with odd mana values and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
If a source you control with an odd mana value would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
If a source you control with an odd mana value would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Legendary Creature - Horror Hellion

Sideboard
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Maybeboard
Ayara, Widow of the Realm
, Sacrifice another creature or artifact: Ayara deals X damage to target opponent or battle and you gain X life, where X is the sacrificed permanent's mana value.
: Transform Ayara. Activate only as a sorcery. ( can be paid with either or 2 life.)
: Transform Ayara. Activate only as a sorcery. ( can be paid with either or 2 life.)
Legendary Creature - Elf Noble


Balduvian Atrocity
Kicker (You may pay an additional as you cast this spell.)
Menace
When this creature enters, if it was kicked, return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains haste. Sacrifice it at the beginning of the next end step.
Menace
When this creature enters, if it was kicked, return target creature card with mana value 3 or less from your graveyard to the battlefield. It gains haste. Sacrifice it at the beginning of the next end step.
Creature - Berserker Phyrexian

Black Cat, Cunning Thief
When Black Cat enters, look at the top nine cards of target opponent's library, exile two of them face down, then put the rest on the bottom of their library in a random order. You may play the exiled cards for as long as they remain exiled. Mana of any type can be spent to cast spells this way.
Legendary Creature - Human Rogue Villain

Daretti, Ingenious Iconoclast
+1: Create a 1/1 colorless Construct artifact creature token with defender.
−1: You may sacrifice an artifact. If you do, destroy target artifact or creature.
−6: Choose target artifact card in a graveyard or artifact on the battlefield. Create three tokens that are copies of it.
−1: You may sacrifice an artifact. If you do, destroy target artifact or creature.
−6: Choose target artifact card in a graveyard or artifact on the battlefield. Create three tokens that are copies of it.
Legendary Planeswalker - Daretti

Florian, Voldaren Scion
First strike
At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
At the beginning of each of your postcombat main phases, look at the top X cards of your library, where X is the total amount of life your opponents lost this turn. Exile one of those cards and put the rest on the bottom of your library in a random order. You may play the exiled card this turn.
Legendary Creature - Vampire Noble

Lagomos, Hand of Hatred
At the beginning of combat on your turn, create a 2/1 red Elemental creature token with trample and haste. Sacrifice it at the beginning of the next end step.
: Search your library for a card, put it into your hand, then shuffle. Activate only if five or more creatures died this turn.
: Search your library for a card, put it into your hand, then shuffle. Activate only if five or more creatures died this turn.
Legendary Creature - Human Shaman

Laughing Jasper Flint
Creatures you control but don't own are Mercenaries in addition to their other types.
At the beginning of your upkeep, exile the top X cards of target opponent's library, where X is the number of outlaws you control. Until end of turn, you may cast spells from among those cards, and mana of any type can be spent to cast those spells.
At the beginning of your upkeep, exile the top X cards of target opponent's library, where X is the number of outlaws you control. Until end of turn, you may cast spells from among those cards, and mana of any type can be spent to cast those spells.
Legendary Creature - Rogue Lizard

Lucius the Eternal
Haste
Armour of Shrieking Souls — When Lucius the Eternal dies, exile it and choose target creature an opponent controls. When that creature leaves the battlefield, return this card from exile to the battlefield under its owner's control.
Armour of Shrieking Souls — When Lucius the Eternal dies, exile it and choose target creature an opponent controls. When that creature leaves the battlefield, return this card from exile to the battlefield under its owner's control.
Legendary Creature - Warrior Astartes

Ob Nixilis, the Adversary
Casualty X. The copy isn't legendary and has starting loyalty X. (As you cast this spell, you may sacrifice a creature with power X. When you do, copy this spell. The copy becomes a token.)
+1: Each opponent loses 2 life unless they discard a card. If you control a Demon or Devil, you gain 2 life.
−2: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
−7: Target player draws seven cards and loses 7 life.
+1: Each opponent loses 2 life unless they discard a card. If you control a Demon or Devil, you gain 2 life.
−2: Create a 1/1 red Devil creature token with "When this token dies, it deals 1 damage to any target."
−7: Target player draws seven cards and loses 7 life.
Legendary Planeswalker - Nixilis

Ral Zarek, Guest Lecturer
+1: Surveil 2.
−1: Any number of target players each discard a card.
−2: Return target creature card with mana value 3 or less from your graveyard to the battlefield.
−7: Flip five coins. Target opponent skips their next X turns, where X is the number of coins that came up heads.
−1: Any number of target players each discard a card.
−2: Return target creature card with mana value 3 or less from your graveyard to the battlefield.
−7: Flip five coins. Target opponent skips their next X turns, where X is the number of coins that came up heads.
Legendary Planeswalker - Ral

Rift Bolt
Rift Bolt deals 3 damage to any target.
Suspend 1— (Rather than cast this card from your hand, you may pay and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 1— (Rather than cast this card from your hand, you may pay and exile it with a time counter on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Scavenger's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more creatures you control die, create a Food token. This ability triggers only once each turn.
: Level 2
Whenever you sacrifice a permanent, target player mills two cards.
: Level 3
At the beginning of your end step, you may sacrifice three other nonland permanents. If you do, return a creature card from your graveyard to the battlefield with a finality counter on it.
Whenever one or more creatures you control die, create a Food token. This ability triggers only once each turn.
: Level 2
Whenever you sacrifice a permanent, target player mills two cards.
: Level 3
At the beginning of your end step, you may sacrifice three other nonland permanents. If you do, return a creature card from your graveyard to the battlefield with a finality counter on it.
Enchantment - Class

Setzer, Wandering Gambler
When Setzer enters, create The Blackjack, a legendary 3/3 colorless Vehicle artifact token with flying and crew 2.
Whenever a Vehicle you control deals combat damage to a player, flip a coin.
Whenever you win a coin flip, create two tapped Treasure tokens.
Whenever a Vehicle you control deals combat damage to a player, flip a coin.
Whenever you win a coin flip, create two tapped Treasure tokens.
Legendary Creature - Human Rogue Pilot

Zuko, Seeking Honor
Firebending 1 (Whenever this creature attacks, add . This mana lasts until end of combat.)
Whenever you cast a noncreature spell, Zuko gains first strike until end of turn.
Whenever Zuko deals combat damage to a player, put a +1/+1 counter on him.
Whenever you cast a noncreature spell, Zuko gains first strike until end of turn.
Whenever Zuko deals combat damage to a player, put a +1/+1 counter on him.
Legendary Creature - Human Noble

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"July Deckbuilding Contest Entry - Requirement: Weird Mana Curve which is relevant to game plan\n"},{"insert":{"card-link":"Magar of the Magic Strings"}},{"insert":"+ "},{"insert":{"card-link":"Obosh, the Preypiercer"}},{"insert":"(companion)\n\nI decided that Obosh, by itself, wasn't an interesting enough deckbuilding restriction, so I also decided that every nonland card in the deck would include the number 3. Thus, every card is either mana value 3, has power and/or toughness 3, or the word or number 3 appears in its rules text somewhere. Then I also made it under $50 (including basic land) just because.\n\nSo, to the deck itself: The basic plan is to burn out opposing creatures with instants and sorceries and then animate those spells as creatures using Magar to continue controlling the board and finish our opponents off, with help from Obosh in the late game.\n\nThe deck is light on creatures because of the commander ability to make instants and sorceries into creatures. We have a fair bit of ramp, though unfortunately almost all of it is 3 cost as a consequence of Obosh. This is still important because we really want to be hitting 6 mana to be able to play and activate Magar on the same turn.\n\nWe have a sprinkling of mill and discard (and surveil, and rummaging...) to help with getting cards into your graveyard, and a bit of draw as well to avoid running out of gas late game (particularly potent if you can animate it with Magar). \n\nWe're running A LOT of removal, mostly in the form of a frankly irresponsible amount of burn. With three opponents, you can send your animated burn spells at whoever is most open (or whoever you can MAKE the most open) and then use the triggered spells to crack the defenses of opponents whose board is too intimidating to attack into, or just remove the player to remove their board.\n\nThe deck is relatively light on lands, because our \"curve\" is more like a pillar at mana value 3 - we have only 8 cards that are higher.\n\nGame plan:\n\nWith the deckbuilding restrictions that I chose, the options for the first couple of turns were pretty limited. There are a few one drops which mostly aim to buy time and we also run quite a few tap lands because we're almost always going to have a dead turn on either 1 or 2 anyway.\n\nTurn 3-5 is where the game starts for this deck, most likely with removal for whatever is looking most threatening after the first few turns, and a creature or mana rock or two to set up for later. The commander should generally be held back at least until you have something in the graveyard to animate with him, and preferably until you can put him down and activate him on the same turn .\n\nTurn 6-8 is when you are thinking about getting your commander out, animating a couple of spells with him and finally getting out Obosh to double the damage of every card in your deck, which should give you the mileage to finish out the game. This is where the mana curve as game plan comes in, if you can untap after putting down Obosh you can probably cast 3-4 burn spells at double damage including copies off spells animated with Magar, which should finish off most players who are still alive this late in the game.\n\nObvious weaknesses are removal on your commander and limited options for dealing with multiple large creatures, or enchantments. A well timed board wipe could be catastrophic. \n\nYou could certainly turn this into a much more competitive deck if you removed my '$50 maximum' or 'every card has a 3 on it' restrictions, it's probably around a bracket 1 or 2 as is, fun and silly but not a powerhouse by any means. Hope you like it!\n"}]}


























































































































































