Fiction_
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Commander
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{"ops":[{"insert":"The standard mana curve is overrated; the literal inverse is where it's at. "},{"insert":{"card-link":"Codie, Vociferous Codex"}},{"insert":" wants us to cast big spells, so we oblige, casting aside the weak and pathetic low-cost spells in the process.\n\nThe goal of the deck is to use Codie to cheat out big spells. Since most instants and sorceries in this deck are 5+ mana, that usually means we hit big. Unlike with a standard mana curve, the bigger the spell you play, the more likely you'll hit a bigger cascade. Play a 7+ drop with Codie, and you're almost guaranteed to get big value; do that enough times, and you win the game.\n\n"},{"attributes":{"bold":true},"insert":"The Lifelines:"},{"insert":"\nObviously, we can't just fill our deck with massive spells and hope we live, so there are a few cards that help make things more consistent without affecting the overall game plan.\n\nWe allow a few permanents, namely "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Mana Vault"}},{"insert":", "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":", "},{"insert":{"card-link":"Robe of Stars"}},{"insert":", and "},{"insert":{"card-link":"Darksteel Plate"}},{"insert":". The mana rocks are self-explanatory, but the equipment serves the sole purpose of keeping Codie alive, which is important. If we can't play any of these, then that means Codie is alive and well, and if we can, then they'll keep him alive or ramp hard; it's a win-win. We also can't cascade into them, so they don't hurt our main game plan.\n\nNext are the suspend cards. Suspend allows us to spend our early and extra mana on big spells. If we can cast them early, we're happy; if we cascade into them, we're also happy. The primary cards in this are "},{"insert":{"card-link":"Inevitable Betrayal"}},{"insert":", "},{"insert":{"card-link":"Profane Tutor"}},{"insert":", "},{"insert":{"card-link":"Ancestral Vision"}},{"insert":", and "},{"insert":{"card-link":"Wheel of Fate"}},{"insert":". All of which we can suspend for cheap or play after casting any spell with Codie to skip the suspend timer. There are also the recurrent suspend spells: "},{"insert":{"card-link":"Chronomantic Escape"}},{"insert":", "},{"insert":{"card-link":"Venture Forth"}},{"insert":", and "},{"insert":{"card-link":"Suspended Sentence"}},{"insert":". Unlike the previous suspend spells, these are easily the worst cards to cascade into, but their added value makes them better than most 2-3 cost spells that we could have put in, and they synergize well with our goal of staying alive long enough to play our heavy hitters.\n\n"},{"attributes":{"bold":true},"insert":"Game Plan:"},{"insert":"\n\tTurn 0 - Take a hand with 3+ lands\n\tTurn 1 - If you're lucky, play "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Mana Vault"}},{"insert":", or "},{"insert":{"card-link":"Ancestral Vision"}},{"insert":" \n\tTurn 2 - If you're lucky, play "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":", "},{"insert":{"card-link":"Robe of Stars"}},{"insert":", or suspend a card\n\tTurn 3 or 4 - Play "},{"insert":{"card-link":"Codie, Vociferous Codex"}},{"insert":" \n\tTurn 4 or 5 - Tap Codie, play a spell\n\tTurn 6+ - Keep playing bigger spells until you win\n\nPlaying your first spell if Codie is the real tipping point. The earliest you can play a spell with Codie is turn 4 with 5 mana. It's pretty easy to miss that, though, and it's much more likely to be playing a 6-drop on turn 5 or a 7-drop on turn 6. There are also outliers, of course, for when you draw cards like "},{"insert":{"card-link":"Sol Ring"}},{"insert":" or "},{"insert":{"card-link":"Crystal Vein"}},{"insert":", which speed things up dramatically.\n\nStarting with enough lands is the important part; you only need a single big spell to get the ball rolling, so taking a hand with 4 or even 5 lands isn't always a bad idea. Always muligan on 2 lands or fewer and only take 3-land hands if you have a decent spell to ramp into, which will probably be most 3-land hands. Afterwards, just keep playing big spells, with or without Codie (preferably with). The win condition is to play big spells until you win on attrition, or you find a finisher like "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":", "},{"insert":{"card-link":"Time Stretch"}},{"insert":", or "},{"insert":{"card-link":"Curse of the Cabal"}},{"insert":".\n\nBy the way, the best cards to search for with "},{"insert":{"card-link":"Bring to Light"}},{"insert":" is "},{"insert":{"card-link":"Decorum Dissertation"}},{"insert":", "},{"insert":{"card-link":"Urban Evolution"}},{"insert":", or "},{"insert":{"card-link":"Time Wipe"}},{"insert":" if you're in a pinch.\n\n"},{"attributes":{"bold":true},"insert":"Budget Version:"},{"insert":"\nThere are a lot of expensive big spells that you need to make this deck work, but there is a fair amount of excess here as well. Obviously, you can cut down a bunch on the expensive lands and take more decent dual-lands and tri-lands. While this does reduce the consistency of the deck, it won't be by a huge amount.\n\nFor other cards, there are a few you can easily remove. Namely, the cards that have the least impact for their cost are: "},{"insert":{"card-link":"Mana Vault"}},{"insert":", "},{"insert":{"card-link":"Jeska's Will"}},{"insert":", and "},{"insert":{"card-link":"Robe of Stars"}},{"insert":". Although if you're cutting "},{"insert":{"card-link":"Robe of Stars"}},{"insert":" adding a few more ways to protect Codie is probably a good idea.\n\nThen, for the big spells, it doesn't really matter what they are, as long as they do something big. "},{"insert":{"card-link":"Call Forth the Tempest"}},{"insert":" and "},{"insert":{"card-link":"Rise of the Eldrazi"}},{"insert":" in particular can be replaced to massively cut costs. Pick your favorites and replace others with cheaper options, such as: "},{"insert":{"card-link":"Storm Herd"}},{"insert":", "},{"insert":{"card-link":"Inspiring Refrain"}},{"insert":", "},{"insert":{"card-link":"Rousing Refrain"}},{"insert":", "},{"insert":{"card-link":"Profane Transfusion"}},{"insert":", or "},{"insert":{"card-link":"Great Intelligence's Plan"}},{"insert":". \n\n"}]}
Commander
Codie, Vociferous Codex
You can't cast permanent spells.
, : Add . When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
, : Add . When you next cast a spell this turn, exile cards from the top of your library until you exile an instant or sorcery card with lesser mana value. Until end of turn, you may cast that card without paying its mana cost. Put each other card exiled this way on the bottom of your library in a random order.
Legendary Creature Artifact - Construct Book

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

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

Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery

Sorcerous Squall
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Target opponent mills nine cards, then you may cast an instant or sorcery spell from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Target opponent mills nine cards, then you may cast an instant or sorcery spell from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Sorcery

Cheat More Spells
(CTRL to add secondary)
Draw
Ancestral Vision
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four 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.)
Target player draws three cards.
Target player draws three cards.
Sorcery

Decorum Dissertation
Target player draws two cards and loses 2 life.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Wheel of Fate
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four 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.)
Each player discards their hand, then draws seven cards.
Each player discards their hand, then draws seven cards.
Sorcery

Draw
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Chronomantic Escape
Until your next turn, creatures can't attack you. Exile Chronomantic Escape with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Perch Protection
Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.)
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything.
Exile Perch Protection.
Instant

Protection
(CTRL to add secondary)
Ramp
Titania's Command
Choose two —
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
Sorcery

Ramp
(CTRL to add secondary)
Removal
Suspended Sentence
Destroy target creature an opponent controls. That player loses 3 life. Exile Suspended Sentence with three time counters on it.
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 3— (Rather than cast this card from your hand, you may pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Instant

Removal
(CTRL to add secondary)
Suspend Cards
Inevitable Betrayal
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
Search target opponent's library for a creature card and put that card onto the battlefield under your control. Then that player shuffles.
Sorcery

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

Suspend Cards
(CTRL to add secondary)
The Big Spells
Call Forth the Tempest
Cascade, 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 of your library in a random order. Then do it again.)
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Call Forth the Tempest deals damage to each creature your opponents control equal to the total mana value of other spells you've cast this turn.
Sorcery

Curse of the Cabal
Target player sacrifices half the permanents they control of their choice, rounded down.
Suspend 2— (Rather than cast this card from your hand, you may 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.)
At the beginning of each player's upkeep, if this card is suspended, that player may sacrifice a permanent of their choice. If the player does, put two time counters on this card.
Suspend 2— (Rather than cast this card from your hand, you may 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.)
At the beginning of each player's upkeep, if this card is suspended, that player may sacrifice a permanent of their choice. If the player does, put two time counters on this card.
Sorcery

Wake the Dragon
Create a 6/6 black and red Dragon creature token with flying, menace, and "Whenever this token deals combat damage to a player, gain control of target artifact that player controls."
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

The Big Spells
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"The standard mana curve is overrated; the literal inverse is where it's at. "},{"insert":{"card-link":"Codie, Vociferous Codex"}},{"insert":" wants us to cast big spells, so we oblige, casting aside the weak and pathetic low-cost spells in the process.\n\nThe goal of the deck is to use Codie to cheat out big spells. Since most instants and sorceries in this deck are 5+ mana, that usually means we hit big. Unlike with a standard mana curve, the bigger the spell you play, the more likely you'll hit a bigger cascade. Play a 7+ drop with Codie, and you're almost guaranteed to get big value; do that enough times, and you win the game.\n\n"},{"attributes":{"bold":true},"insert":"The Lifelines:"},{"insert":"\nObviously, we can't just fill our deck with massive spells and hope we live, so there are a few cards that help make things more consistent without affecting the overall game plan.\n\nWe allow a few permanents, namely "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Mana Vault"}},{"insert":", "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":", "},{"insert":{"card-link":"Robe of Stars"}},{"insert":", and "},{"insert":{"card-link":"Darksteel Plate"}},{"insert":". The mana rocks are self-explanatory, but the equipment serves the sole purpose of keeping Codie alive, which is important. If we can't play any of these, then that means Codie is alive and well, and if we can, then they'll keep him alive or ramp hard; it's a win-win. We also can't cascade into them, so they don't hurt our main game plan.\n\nNext are the suspend cards. Suspend allows us to spend our early and extra mana on big spells. If we can cast them early, we're happy; if we cascade into them, we're also happy. The primary cards in this are "},{"insert":{"card-link":"Inevitable Betrayal"}},{"insert":", "},{"insert":{"card-link":"Profane Tutor"}},{"insert":", "},{"insert":{"card-link":"Ancestral Vision"}},{"insert":", and "},{"insert":{"card-link":"Wheel of Fate"}},{"insert":". All of which we can suspend for cheap or play after casting any spell with Codie to skip the suspend timer. There are also the recurrent suspend spells: "},{"insert":{"card-link":"Chronomantic Escape"}},{"insert":", "},{"insert":{"card-link":"Venture Forth"}},{"insert":", and "},{"insert":{"card-link":"Suspended Sentence"}},{"insert":". Unlike the previous suspend spells, these are easily the worst cards to cascade into, but their added value makes them better than most 2-3 cost spells that we could have put in, and they synergize well with our goal of staying alive long enough to play our heavy hitters.\n\n"},{"attributes":{"bold":true},"insert":"Game Plan:"},{"insert":"\n\tTurn 0 - Take a hand with 3+ lands\n\tTurn 1 - If you're lucky, play "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Mana Vault"}},{"insert":", or "},{"insert":{"card-link":"Ancestral Vision"}},{"insert":" \n\tTurn 2 - If you're lucky, play "},{"insert":{"card-link":"Lightning Greaves"}},{"insert":", "},{"insert":{"card-link":"Robe of Stars"}},{"insert":", or suspend a card\n\tTurn 3 or 4 - Play "},{"insert":{"card-link":"Codie, Vociferous Codex"}},{"insert":" \n\tTurn 4 or 5 - Tap Codie, play a spell\n\tTurn 6+ - Keep playing bigger spells until you win\n\nPlaying your first spell if Codie is the real tipping point. The earliest you can play a spell with Codie is turn 4 with 5 mana. It's pretty easy to miss that, though, and it's much more likely to be playing a 6-drop on turn 5 or a 7-drop on turn 6. There are also outliers, of course, for when you draw cards like "},{"insert":{"card-link":"Sol Ring"}},{"insert":" or "},{"insert":{"card-link":"Crystal Vein"}},{"insert":", which speed things up dramatically.\n\nStarting with enough lands is the important part; you only need a single big spell to get the ball rolling, so taking a hand with 4 or even 5 lands isn't always a bad idea. Always muligan on 2 lands or fewer and only take 3-land hands if you have a decent spell to ramp into, which will probably be most 3-land hands. Afterwards, just keep playing big spells, with or without Codie (preferably with). The win condition is to play big spells until you win on attrition, or you find a finisher like "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":", "},{"insert":{"card-link":"Time Stretch"}},{"insert":", or "},{"insert":{"card-link":"Curse of the Cabal"}},{"insert":".\n\nBy the way, the best cards to search for with "},{"insert":{"card-link":"Bring to Light"}},{"insert":" is "},{"insert":{"card-link":"Decorum Dissertation"}},{"insert":", "},{"insert":{"card-link":"Urban Evolution"}},{"insert":", or "},{"insert":{"card-link":"Time Wipe"}},{"insert":" if you're in a pinch.\n\n"},{"attributes":{"bold":true},"insert":"Budget Version:"},{"insert":"\nThere are a lot of expensive big spells that you need to make this deck work, but there is a fair amount of excess here as well. Obviously, you can cut down a bunch on the expensive lands and take more decent dual-lands and tri-lands. While this does reduce the consistency of the deck, it won't be by a huge amount.\n\nFor other cards, there are a few you can easily remove. Namely, the cards that have the least impact for their cost are: "},{"insert":{"card-link":"Mana Vault"}},{"insert":", "},{"insert":{"card-link":"Jeska's Will"}},{"insert":", and "},{"insert":{"card-link":"Robe of Stars"}},{"insert":". Although if you're cutting "},{"insert":{"card-link":"Robe of Stars"}},{"insert":" adding a few more ways to protect Codie is probably a good idea.\n\nThen, for the big spells, it doesn't really matter what they are, as long as they do something big. "},{"insert":{"card-link":"Call Forth the Tempest"}},{"insert":" and "},{"insert":{"card-link":"Rise of the Eldrazi"}},{"insert":" in particular can be replaced to massively cut costs. Pick your favorites and replace others with cheaper options, such as: "},{"insert":{"card-link":"Storm Herd"}},{"insert":", "},{"insert":{"card-link":"Inspiring Refrain"}},{"insert":", "},{"insert":{"card-link":"Rousing Refrain"}},{"insert":", "},{"insert":{"card-link":"Profane Transfusion"}},{"insert":", or "},{"insert":{"card-link":"Great Intelligence's Plan"}},{"insert":". \n\n"}]}














































































