DirtyThumb
5 views19 hrs ago
Commander
Size: 100Est cost: $576.04Salt sum: 30.51
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{"ops":[{"insert":"This deck is for the July Archidekt Deckbuilding competition around unique mana curves. \n\nThis deck aims to abuse Eirdus front side to push the mana curve to its limits. The goal is to cantrip and draw into turn 3 ramp. Skipping the 4 cmc dead zone and dropping Eirdu with a few creatures in play. This allows us to immediately start casting our biggest threats the turn after Eirdu enters, which is, ideally, turn 5, while still holding up mana for interaction. \n\nThe following is a breakdown of the ideal turns:\nTurn 1: Tapped land, 1cmc creature, or nothing. \nTurn 2: Cantrip or draw creature. \nTurn 3: Ramp\nTurn 4: Eirdu, immediately convoke another 1 or 2 cmc creature if available. \nTurn 5: You should have 5 mana from Lands, 1 mana from ramp, and at least 2 creatures in play (counting Eirdu). This allows us to play our biggest creatures in the deck and hold up mana for interaction, or use it for more draw. \nTurn 6: At this point you must choose between flipping Eirdu or convoking a few more big creatures. A boardwipe is likely here so depending on board state it can be a good idea to flip Eirdu. If you played any token makers by this point you should be able to drop multiple 6 and 7 cmc threats per turn if you don't flip Eirdu. \n\nThat is the ideal play pattern on each turn. Lets review the mana curve to see how we plan to achieve it.\n\n1 CMC: This is made up mostly of cheap interaction and protection. The blink and +1/+1 counter spells synergize very well with our Commander. You can blink to get rid of -1/-1 counters or to untap a creature that was convoked. \n2 CMC: This is made up of creatures that draw us cards. We need to draw into our ramp, threats, and interaction, but we also need bodies to convoke for our commander. There are some token makers at 1 and 2 cmc slots as well, but the main focus is cheap draw and bodies all in one package. \n3 CMC: this is where most of the ramp sits, we want to skip the 4 cmc dead zone and go straight into our commander. The 3 cmc rocks also provide additional utility which helps make up for the fact a lot of our lower mana deck space is dedicated to the game plan.\n4 CMC: There are only two spells here. Faceless Butcher and Big Mother Mouser. Not only are these best in class for their purpose they also synergize extremely well with our commander, both in flavor and utility. Big Mother Mouser is not only nearly unkillable with Isilu, it also scales exponentially, AND provides a vast sea of bodies for Eirdu to convoke. Faceless butcher has the ability to remove an opponents biggest threat, protect any of our creatures including our commander from ANY threat including board wipes and permanent exile effects, AND can blink our convoked or persisted creatures. \n5 CMC: This spot is occupied by the Commander so we keep it light, only a few other cards here that really push the tokens to the next level.\n6 & 7 CMC: These are the big mana haymakers. A couple of these will scale the deck into more haymakers and get out of control very quickly. There is also a lot of grave recursion here to help quickly recover from removal. \n\nAdditional Notes:\nWith no mulligans there is a 50% chance to hit an early cantrip or draw spell. That gives us around a 75% chance without mulligans to have a ramp spell for turn 3.\nUnlike most other Eirdu decks, this deck aims have Eirdu out most of the time and only flip to Isilu when necessary for protection. \n"}]}
Commander
Eirdu, Carrier of Dawn
Flying, lifelink
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may pay . If you do, transform Eirdu.
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may pay . If you do, transform Eirdu.
Legendary Creature - Elemental God


Commander
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Blink
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Blink
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Cantrips
Anticausal Vestige
When this creature leaves the battlefield, draw a card, then you may put a permanent card with mana value less than or equal to the number of lands you control from your hand onto the battlefield tapped.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Eldrazi

Cantrips
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Counters
Counters
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Draw
Draw
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Land
Adagia, Windswept Bastion
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet

Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land

Susur Secundi, Void Altar
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land - Planet

Land
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Protection
Zack Fair
Zack Fair enters with a +1/+1 counter on it.
, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.
, Sacrifice Zack Fair: Target creature you control gains indestructible until end of turn. Put Zack Fair's counters on that creature and attach an Equipment that was attached to Zack Fair to that creature.
Legendary Creature - Human Soldier

Protection
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Ramp
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact

Claim Jumper
Vigilance
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
When this creature enters, if an opponent controls more lands than you, you may search your library for a Plains card and put it onto the battlefield tapped. Then if an opponent controls more lands than you, repeat this process once. If you search your library this way, shuffle.
Creature - Mercenary Rabbit

Crowded Crypt
: Add .
Whenever a creature you control dies, put a corpse counter on this artifact.
, , Sacrifice this artifact: Create a 2/2 black Zombie creature token with decayed for each corpse counter on this artifact. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Whenever a creature you control dies, put a corpse counter on this artifact.
, , Sacrifice this artifact: Create a 2/2 black Zombie creature token with decayed for each corpse counter on this artifact. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Artifact

Laser Screwdriver
: Add one mana of any color.
, : Tap target artifact.
, : Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
, : Goad target creature. (Until your next turn, it attacks each combat if able and attacks a player other than you if able.)
, : Tap target artifact.
, : Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
, : Goad target creature. (Until your next turn, it attacks each combat if able and attacks a player other than you if able.)
Artifact

Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Legendary Creature - Advisor Dwarf

Ramp
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Recursion
Ancient Brass Dragon
Flying
Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Whenever this creature deals combat damage to a player, roll a d20. When you do, put any number of target creature cards with total mana value X or less from graveyards onto the battlefield under your control, where X is the result.
Creature - Elder Dragon

Angel of Indemnity
Flying, lifelink
When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
When this creature enters, return target permanent card with mana value 4 or less from your graveyard to the battlefield.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Warrior Angel

Athreos, Shroud-Veiled
Indestructible
As long as your devotion to white and black is less than seven, Athreos isn't a creature.
At the beginning of your end step, put a coin counter on another target creature.
Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control.
As long as your devotion to white and black is less than seven, Athreos isn't a creature.
At the beginning of your end step, put a coin counter on another target creature.
Whenever a creature with a coin counter on it dies or is put into exile, return that card to the battlefield under your control.
Legendary Creature Enchantment - God

Mikaeus, the Unhallowed
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever a Human deals damage to you, destroy it.
Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Whenever a Human deals damage to you, destroy it.
Other non-Human creatures you control get +1/+1 and have undying. (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Legendary Creature - Cleric Zombie

Recursion
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Removal
Removal
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Tokens
Aclazotz, Deepest Betrayal
Flying, lifelink
Whenever Aclazotz attacks, each opponent discards a card. For each opponent who can't, you draw a card.
Whenever an opponent discards a land card, create a 1/1 black Bat creature token with flying.
When Aclazotz dies, return it to the battlefield tapped and transformed under its owner's control.
Whenever Aclazotz attacks, each opponent discards a card. For each opponent who can't, you draw a card.
Whenever an opponent discards a land card, create a 1/1 black Bat creature token with flying.
When Aclazotz dies, return it to the battlefield tapped and transformed under its owner's control.
Legendary Creature - Bat God


Big Mother Mouser
This creature enters with two +1/+1 counters on it.
Whenever this creature attacks, double the number of +1/+1 counters on it.
When this creature dies, create a number of 1/1 colorless Robot artifact creature tokens equal to the number of +1/+1 counters on this creature.
Whenever this creature attacks, double the number of +1/+1 counters on it.
When this creature dies, create a number of 1/1 colorless Robot artifact creature tokens equal to the number of +1/+1 counters on this creature.
Creature Artifact - Robot

Champions from Beyond
When this enchantment enters, create X 1/1 colorless Hero creature tokens.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Enchantment

God-Eternal Oketra
Double strike
Whenever you cast a creature spell, create a 4/4 black Zombie Warrior creature token with vigilance.
When God-Eternal Oketra dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Whenever you cast a creature spell, create a 4/4 black Zombie Warrior creature token with vigilance.
When God-Eternal Oketra dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.
Legendary Creature - Zombie God

Overlord of the Mistmoors
Impending 4— (If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Creature Enchantment - Avatar Horror

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

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This deck is for the July Archidekt Deckbuilding competition around unique mana curves. \n\nThis deck aims to abuse Eirdus front side to push the mana curve to its limits. The goal is to cantrip and draw into turn 3 ramp. Skipping the 4 cmc dead zone and dropping Eirdu with a few creatures in play. This allows us to immediately start casting our biggest threats the turn after Eirdu enters, which is, ideally, turn 5, while still holding up mana for interaction. \n\nThe following is a breakdown of the ideal turns:\nTurn 1: Tapped land, 1cmc creature, or nothing. \nTurn 2: Cantrip or draw creature. \nTurn 3: Ramp\nTurn 4: Eirdu, immediately convoke another 1 or 2 cmc creature if available. \nTurn 5: You should have 5 mana from Lands, 1 mana from ramp, and at least 2 creatures in play (counting Eirdu). This allows us to play our biggest creatures in the deck and hold up mana for interaction, or use it for more draw. \nTurn 6: At this point you must choose between flipping Eirdu or convoking a few more big creatures. A boardwipe is likely here so depending on board state it can be a good idea to flip Eirdu. If you played any token makers by this point you should be able to drop multiple 6 and 7 cmc threats per turn if you don't flip Eirdu. \n\nThat is the ideal play pattern on each turn. Lets review the mana curve to see how we plan to achieve it.\n\n1 CMC: This is made up mostly of cheap interaction and protection. The blink and +1/+1 counter spells synergize very well with our Commander. You can blink to get rid of -1/-1 counters or to untap a creature that was convoked. \n2 CMC: This is made up of creatures that draw us cards. We need to draw into our ramp, threats, and interaction, but we also need bodies to convoke for our commander. There are some token makers at 1 and 2 cmc slots as well, but the main focus is cheap draw and bodies all in one package. \n3 CMC: this is where most of the ramp sits, we want to skip the 4 cmc dead zone and go straight into our commander. The 3 cmc rocks also provide additional utility which helps make up for the fact a lot of our lower mana deck space is dedicated to the game plan.\n4 CMC: There are only two spells here. Faceless Butcher and Big Mother Mouser. Not only are these best in class for their purpose they also synergize extremely well with our commander, both in flavor and utility. Big Mother Mouser is not only nearly unkillable with Isilu, it also scales exponentially, AND provides a vast sea of bodies for Eirdu to convoke. Faceless butcher has the ability to remove an opponents biggest threat, protect any of our creatures including our commander from ANY threat including board wipes and permanent exile effects, AND can blink our convoked or persisted creatures. \n5 CMC: This spot is occupied by the Commander so we keep it light, only a few other cards here that really push the tokens to the next level.\n6 & 7 CMC: These are the big mana haymakers. A couple of these will scale the deck into more haymakers and get out of control very quickly. There is also a lot of grave recursion here to help quickly recover from removal. \n\nAdditional Notes:\nWith no mulligans there is a 50% chance to hit an early cantrip or draw spell. That gives us around a 75% chance without mulligans to have a ramp spell for turn 3.\nUnlike most other Eirdu decks, this deck aims have Eirdu out most of the time and only flip to Isilu when necessary for protection. \n"}]}







































































