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Commander
Size: 100Salt sum: 32.34
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Court_of_the_owls

221 views3 months ago
Commander
Size: 100Salt sum: 32.34

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{"ops":[{"insert":"This is a budget "},{"attributes":{"bold":true},"insert":"Codie, Vociferous Codex"},{"insert":" Commander deck built around casting almost only instants and sorceries. Codie stops me from casting permanent spells while he is out, so instead of fighting that, the deck leans fully into spells, land ramp, removal, board wipes, and big finishers.\nThe main plan is to spend the early game fixing my mana with cards like "},{"attributes":{"bold":true},"insert":"Rampant Growth"},{"insert":", "},{"attributes":{"bold":true},"insert":"Farseek"},{"insert":", "},{"attributes":{"bold":true},"insert":"Cultivate"},{"insert":", "},{"attributes":{"bold":true},"insert":"Kodama’s Reach"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Circuitous Route"},{"insert":". Once I have enough mana, I can play Codie, activate him, and start turning one spell into two spells. The deck is not trying to win through early combat. It wants to survive, build mana, and eventually cast something huge.\nThe main ways this deck wins are "},{"attributes":{"bold":true},"insert":"Approach of the Second Sun"},{"insert":", "},{"attributes":{"bold":true},"insert":"Maze’s End"},{"insert":", "},{"attributes":{"bold":true},"insert":"Exsanguinate"},{"insert":", "},{"attributes":{"bold":true},"insert":"Debt to the Deathless"},{"insert":", "},{"attributes":{"bold":true},"insert":"Crackle with Power"},{"insert":", or a big spell like "},{"attributes":{"bold":true},"insert":"Villainous Wealth"},{"insert":", "},{"attributes":{"bold":true},"insert":"Army of the Damned"},{"insert":", or "},{"attributes":{"bold":true},"insert":"Mizzix’s Mastery"},{"insert":". Most games, I am either trying to win by casting Approach twice, draining the table with a big X spell, or slowly setting up the Gates for Maze’s End.\nA good opening hand usually has three lands, at least one ramp spell, and either card draw or removal. I should avoid hands with no green mana, no ramp, or too many expensive spells. This deck can be slow at the start, so bad hands can fall behind fast.\nThe deck is probably around "},{"attributes":{"bold":true},"insert":"Bracket 3"},{"insert":". It has real win conditions and can be a threat, but it is still budget and not built like cEDH. The vibe is simple: I am not attacking early, I am reading the forbidden book, and eventually the whole table has to deal with whatever spell I cast next.\n"}]}
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.
Legendary Creature Artifact - Construct Book
Codie, Vociferous Codex (spg) 157

Commander

(Ctrl to add secondary)
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (all) 22a
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (c20) 168
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (ema) 40
Chaos Warp
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Instant
Chaos Warp (eoc) 49
Consider
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
Instant
Consider (pw22) 1
Dig Through Time
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Instant
Dig Through Time (ktk) 36
Expansion
Copy target instant or sorcery spell with mana value 4 or less. You may choose new targets for the copy.
Instant
Expansion // Explosion (tdc) 287
Fact or Fiction
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Instant
Fact or Fiction (cmm) 631
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (cmm) 632
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (cmm) 624
Growth Spiral
Draw a card. You may put a land card from your hand onto the battlefield.
Instant
Growth Spiral (sta) 61
Harrow
As an additional cost to cast this spell, sacrifice a land.
Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.
Instant
Harrow (j25) 668
Increasing Vengeance
Copy target instant or sorcery spell you control. If this spell was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Increasing Vengeance (sta) 40
Inkshield
Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying.
Instant
Inkshield (soc) 316
Negate
Counter target noncreature spell.
Instant
Negate (sta) 18
Opt
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
Instant
Opt (sta) 19
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (mar) 4
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Reality Shift (cmm) 634
Roiling Regrowth
Sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Instant
Roiling Regrowth (eoc) 105
Shore Up
Target creature you control gets +1/+1 and gains hexproof until end of turn. Untap it. (It can't be the target of spells or abilities your opponents control.)
Instant
Shore Up (dmu) 64
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (fic) 256

Instant

(Ctrl to add secondary)
Ash Barrens
: Add
.
Basic landcycling
(
, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)
Land
Ash Barrens (c19) 227
Azorius Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Azorius Guildgate (rna) 244
Baldur's Gate
: Add
.
,
: Add X mana of any one color, where X is the number of other Gates you control.
Legendary Land - Gate
Baldur's Gate (clb) 345
Boros Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Boros Guildgate (ddl) 33
Cascading Cataracts
Indestructible
: Add
.
,
: Add five mana in any combination of colors.
Land
Cascading Cataracts (akh) 240
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (pip) 259
Dimir Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Dimir Guildgate (c13) 284
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (tmc) 65
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (fic) 390
Forest
(
: Add
.)
Basic Land - Forest
Forest (msh) 296
Gateway Plaza
This land enters tapped.
When this land enters, sacrifice it unless you pay
.
: Add one mana of any color.
Land - Gate
Gateway Plaza (war) 246
Golgari Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Golgari Guildgate (fdn) 689
Gond Gate
Gates you control enter untapped.
: Add
.
: Add one mana of any color that a Gate you control could produce.
Land - Gate
Gond Gate (clb) 353
Gruul Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Gruul Guildgate (rna) 249
Heap Gate
: Add
.
,
: Add one mana of any color.
,
, Tap an untapped Gate you control: Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Land - Gate
Heap Gate (clb) 354
Island
(
: Add
.)
Basic Land - Island
Island (msh) 290
Izzet Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Izzet Guildgate (plst) GRN-251
Maze's End
This land enters tapped.
: Add
.
,
, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
Land
Maze's End (fdn) 727
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (msh) 293
Orzhov Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Orzhov Guildgate (rna) 253
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (plg21) C3
Plains
(
: Add
.)
Basic Land - Plains
Plains (dft) 278
Plaza of Harmony
When this land enters, if you control two or more Gates, you gain 3 life.
: Add
.
: Add one mana of any type that a Gate you control could produce.
Land
Plaza of Harmony (plst) RNA-254
Rakdos Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Rakdos Guildgate (c13) 314
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Selesnya Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Selesnya Guildgate (grn) 256
Simic Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Simic Guildgate (dgm) 156
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (c14) 326
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (j25) 156
The World Tree
This land enters tapped.
: Add
.
As long as you control six or more lands, lands you control have "
: Add one mana of any color."
,
, Sacrifice this land: Search your library for any number of God cards, put them onto the battlefield, then shuffle.
Land
The World Tree (khm) 275

Land

(Ctrl to add secondary)
Approach of the Second Sun
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Sorcery
Approach of the Second Sun (sta) 1
Army of the Damned
Create thirteen tapped 2/2 black Zombie creature tokens.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Army of the Damned (j25) 399
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Austere Command (pip) 447
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (40k) 204
Brass's Bounty
For each land you control, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Sorcery
Brass's Bounty (prix) 94
Breach the Multiverse
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery
Breach the Multiverse (mom) 94
Bring to Light
Converge — Search your library for a creature, instant, or sorcery card with mana value less than or equal to the number of colors of mana spent to cast this spell, exile that card, then shuffle. You may cast that card without paying its mana cost.
Sorcery
Bring to Light (soa) 61
Circuitous Route
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Circuitous Route (fdn) 635
Clone Legion
For each creature target player controls, create a token that's a copy of that creature.
Sorcery
Clone Legion (tle) 12
Crackle with Power
Crackle with Power deals five times X damage to each of up to X targets.
Sorcery
Crackle with Power (soa) 42
Cultivate
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery
Cultivate (dsc) 174
Explore
You may play an additional land this turn.
Draw a card.
Sorcery
Explore (slp) 12
Exsanguinate
Each opponent loses X life. You gain life equal to the life lost this way.
Sorcery
Exsanguinate (cmm) 638
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (cmm) 642
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (40k) 214
Gates Ablaze
Gates Ablaze deals X damage to each creature, where X is the number of Gates you control.
Sorcery
Gates Ablaze (rna) 102
Hour of Promise
Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. Then if you control three or more Deserts, create two 2/2 black Zombie creature tokens.
Sorcery
Hour of Promise (m3c) 232
Insurrection
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
Sorcery
Insurrection (cmm) 236
Jaya's Immolating Inferno
(You may cast a legendary sorcery only if you control a legendary creature or planeswalker.)
Jaya's Immolating Inferno deals X damage to each of up to three targets.
Legendary Sorcery
Jaya's Immolating Inferno (cmr) 415
Kodama's Reach
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Sorcery - Arcane
Kodama's Reach (cmm) 649
Mana Geyser
Add
for each tapped land your opponents control.
Sorcery
Mana Geyser (sld) 1821
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.")
Sorcery
Mizzix's Mastery (otc) 175
Mnemonic Deluge
Exile target instant or sorcery card from a graveyard. Copy that card three times. You may cast the copies without paying their mana costs. Exile Mnemonic Deluge.
Sorcery
Mnemonic Deluge (cmr) 82
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (cmm) 904
Night's Whisper
You draw two cards and lose 2 life.
Sorcery
Night's Whisper (dsc) 79
Open the Gates
Search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
Sorcery
Open the Gates (rvr) 151
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (tdc) 159
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (tdc) 161
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.
Sorcery
Profane Tutor (mh2) 401
Rampant Growth
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Sorcery
Rampant Growth (fic) 313
Reshape the Earth
Search your library for up to ten land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Reshape the Earth (cmr) 249
Rite of Replication
Kicker
(You may pay an additional
as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
Sorcery
Rite of Replication (soc) 202
Search for Tomorrow
Search your library for a basic land card, put it onto the battlefield, then shuffle.
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.)
Sorcery
Search for Tomorrow (who) 234
Sleight of Hand
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Sorcery
Sleight of Hand (woe) 67
Solve the Equation
Search your library for an instant or sorcery card, reveal it, put it into your hand, then shuffle.
Sorcery
Solve the Equation (stx) 54
Storm Herd
Create X 1/1 white Pegasus creature tokens with flying, where X is your life total.
Sorcery
Storm Herd (scd) 36
Treasure Cruise
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Draw three cards.
Sorcery
Treasure Cruise (soc) 205
Vanquish the Horde
This spell costs
less to cast for each creature on the battlefield.
Destroy all creatures.
Sorcery
Vanquish the Horde (msc) 146
Villainous Wealth
Target opponent exiles the top X cards of their library. You may cast any number of spells with mana value X or less from among them without paying their mana costs.
Sorcery
Villainous Wealth (otc) 249

Sorcery

(Ctrl to add secondary)

Deck Info

Deck stats

11 pips - 8 cards
24 mana - 19 cards
30 pips - 22 cards
25 mana - 20 cards
10 pips - 6 cards
25 mana - 20 cards
21 pips - 12 cards
25 mana - 20 cards
19 pips - 17 cards
27 mana - 21 cards
0 pips - 0 cards
7 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"This is a budget "},{"attributes":{"bold":true},"insert":"Codie, Vociferous Codex"},{"insert":" Commander deck built around casting almost only instants and sorceries. Codie stops me from casting permanent spells while he is out, so instead of fighting that, the deck leans fully into spells, land ramp, removal, board wipes, and big finishers.\nThe main plan is to spend the early game fixing my mana with cards like "},{"attributes":{"bold":true},"insert":"Rampant Growth"},{"insert":", "},{"attributes":{"bold":true},"insert":"Farseek"},{"insert":", "},{"attributes":{"bold":true},"insert":"Cultivate"},{"insert":", "},{"attributes":{"bold":true},"insert":"Kodama’s Reach"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Circuitous Route"},{"insert":". Once I have enough mana, I can play Codie, activate him, and start turning one spell into two spells. The deck is not trying to win through early combat. It wants to survive, build mana, and eventually cast something huge.\nThe main ways this deck wins are "},{"attributes":{"bold":true},"insert":"Approach of the Second Sun"},{"insert":", "},{"attributes":{"bold":true},"insert":"Maze’s End"},{"insert":", "},{"attributes":{"bold":true},"insert":"Exsanguinate"},{"insert":", "},{"attributes":{"bold":true},"insert":"Debt to the Deathless"},{"insert":", "},{"attributes":{"bold":true},"insert":"Crackle with Power"},{"insert":", or a big spell like "},{"attributes":{"bold":true},"insert":"Villainous Wealth"},{"insert":", "},{"attributes":{"bold":true},"insert":"Army of the Damned"},{"insert":", or "},{"attributes":{"bold":true},"insert":"Mizzix’s Mastery"},{"insert":". Most games, I am either trying to win by casting Approach twice, draining the table with a big X spell, or slowly setting up the Gates for Maze’s End.\nA good opening hand usually has three lands, at least one ramp spell, and either card draw or removal. I should avoid hands with no green mana, no ramp, or too many expensive spells. This deck can be slow at the start, so bad hands can fall behind fast.\nThe deck is probably around "},{"attributes":{"bold":true},"insert":"Bracket 3"},{"insert":". It has real win conditions and can be a threat, but it is still budget and not built like cEDH. The vibe is simple: I am not attacking early, I am reading the forbidden book, and eventually the whole table has to deal with whatever spell I cast next.\n"}]}
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