158 views4 months ago
Commander
Size: 100Salt sum: 21.32
 avatar

WeirdMagic

158 views4 months ago
Commander
Size: 100Salt sum: 21.32

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"ops":[{"insert":"The Goal: Cast a bunch of free spells off the top of the deck with "},{"attributes":{"italic":true},"insert":"Jadzi, Oracle of Arcavios"},{"insert":", causing chaos and accruing value.\n\nThe Combo: Use Codie's ability to cascade into "},{"attributes":{"italic":true},"insert":"Reality Scramble"},{"insert":", then use Reality Scramble to find the only creature in the library, Jadzi.\n\nWhy This Works: \nSplit cards are really weird in that while not on the stack, they're considered to have the characteristics of BOTH halves of the card. This means a card like "},{"attributes":{"italic":true},"insert":"Turn // Burn"},{"insert":" is considered to be a red and blue 5 MV spell. When casting the spell however, the spell on the stack is considered to only have the characteristics of the side you chose to cast (unless you chose to \"fuse\" the spell, then it's both.) Because of this, our deck only has one spell in it with mana value 4 or lower, Reality Scramble. By using Codie's ability to add 5 mana and search for a lower mana value spell after our first cast, we can cast a 5-mana spell and guarantee a hit on our Reality Scramble. Then we cast the Reality Scramble, targeting our Codie or some other token creature, to reveal cards until we hit our Jadzi and put it onto the battlefield for free.\nOnce we untap with Jadzi, all we need to do is cast a cheap half of one of our split cards, and we can start the chain off. If we have a land on top, we ramp into it for free. If we have a split spell, we can pay 1 generic mana to cast either side we want (NOTE the Fuse ability only works when casting the spell from hand, meaning you have to choose one or the other.) Jadzi gets out of hand very quickly by ramping us and building up our board. If our opponents try to remove Jadzi, we can just bounce her with her own ability and try again later. If our opponents counter the Reality Scramble, we can just cast it again with retrace next turn by discarding a land.\n\nThis combo line is very consistent thanks to Codie mana fixing and tutoring our combo pieces. We can fit a companion in the deck thanks to all of our permanents having an activated ability. If you don't want to do the Jadzi combo, you could easily replace Jadzi with a "},{"attributes":{"italic":true},"insert":"Progenitus"},{"insert":" or an "},{"attributes":{"italic":true},"insert":"Ulamog, The Infinite Gyre"},{"insert":" for a consistent turn 5 beater secret commander.\n\nThe Official Rules:\n"},{"attributes":{"italic":true,"background":"#fdfff5","color":"#3a3a3a","bold":true},"insert":"709.3b"},{"attributes":{"background":"#fdfff5","color":"#3a3a3a","italic":true},"insert":" While on the stack, only the characteristics of the half being cast exist. The other half’s characteristics are treated as though they didn’t exist."},{"insert":"\n"},{"attributes":{"italic":true,"background":"#fdfff5","color":"#3a3a3a","bold":true},"insert":"709.4b"},{"attributes":{"background":"#fdfff5","color":"#3a3a3a","italic":true},"insert":" The mana cost of a split card is the combined mana costs of its two halves. A split card’s colors and mana value are determined from its combined mana cost. An effect that refers specifically to the symbols in a split card’s mana cost sees the separate symbols rather than the whole mana cost."},{"insert":"\n"},{"attributes":{"italic":true,"background":"#fdfff5","color":"#3a3a3a","bold":true},"insert":"709.4d"},{"attributes":{"background":"#fdfff5","color":"#3a3a3a","italic":true},"insert":" The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fuse”)."},{"insert":"\n"},{"attributes":{"italic":true,"background":"#fdfff5","color":"#3a3a3a","bold":true},"insert":"702.127a"},{"attributes":{"background":"#fdfff5","color":"#3a3a3a","italic":true},"insert":" Aftermath is an ability found on some split cards (see rule 709, “Split Cards”). It represents three static abilities. “Aftermath” means “You may cast this half of this split card from your graveyard,” “This half of this split card can’t be cast from any zone other than a graveyard,” and “If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.”"},{"insert":"\n\n\n"},{"attributes":{"link":"https://youtu.be/heXRZFvB52A?si=mVMtiVF2jNCUZpdo"},"insert":"Here's a link to my YouTube video where I explain how the deck works"},{"insert":"\n\nThanks for reading!\n\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 (stx) 253

Commander

(Ctrl to add secondary)
Assault
Assault deals 2 damage to any target.
Sorcery
Assault // Battery (dmr) 210
Carnival
Carnival deals 1 damage to target creature or planeswalker and 1 damage to that permanent's controller.
Instant
Carnival // Carnage (rna) 222
Flower
Search your library for a basic Forest or Plains card, reveal it, put it into your hand, then shuffle.
Sorcery
Flower // Flourish (grn) 226
Hustle
Target creature attacks or blocks this turn if able.
Instant
Hustle // Bustle (mkm) 249
Integrity
Target creature gets +2/+2 until end of turn.
Instant
Integrity // Intervention (clu) 198
Pain
Target player discards a card.
Sorcery
Pain // Suffering (dmr) 209
Reason
Scry 3.
Sorcery
Reason // Believe (hou) 154
Status
Target creature gets +1/+1 and gains deathtouch until end of turn.
Instant
Status // Statue (clu) 210

1 Mana Jadzi Enabler Spells

(Ctrl to add secondary)
Alive
Create a 3/3 green Centaur creature token.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Alive // Well (dgm) 121
Bound
Sacrifice a creature. Return up to X cards from your graveyard to your hand, where X is the number of colors that creature was. Exile this card.
Instant
Bound // Determined (dis) 149
Connive
Gain control of target creature with power 2 or less.
Sorcery
Connive // Concoct (mkc) 203
Discovery
Surveil 2, then draw a card. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Sorcery
Discovery // Dispersal (clu) 187
Expansion
Copy target instant or sorcery spell with mana value 4 or less. You may choose new targets for the copy.
Instant
Expansion // Explosion (rvr) 243
Fast
Discard a card, then draw two cards.
Instant
Fast // Furious (mh2) 123
Hit
Target player sacrifices an artifact or creature of their choice. Hit deals damage to that player equal to that permanent's mana value.
Instant
Hit // Run (dis) 152
Odds
Flip a coin. If it comes up heads, counter target instant or sorcery spell. If it comes up tails, copy that spell and you may choose new targets for the copy.
Instant
Odds // Ends (plst) DIS-153
Profit
Creatures you control get +1/+1 until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Profit // Loss (dgm) 130
Protect
Target creature gets +2/+4 until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Protect // Serve (dgm) 131
Research
Shuffle up to four cards you own from outside the game into your library.
Instant
Research // Development (dis) 155
Response
Response deals 5 damage to target attacking or blocking creature.
Instant
Response // Resurgence (rvr) 247
Turn
Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Turn // Burn (dgm) 134
Warrant
Put target attacking or blocking creature on top of its owner's library.
Instant
Warrant // Warden (rvr) 240

Combo Enabler (5 cost spell)

(Ctrl to add secondary)
Jadzi, Oracle of Arcavios
Discard a card: Return Jadzi to its owner's hand.
Magecraft — Whenever you cast or copy an instant or sorcery spell, reveal the top card of your library. If it's a nonland card, you may cast it by paying
rather than paying its mana cost. If it's a land card, put it onto the battlefield.
Legendary Creature - Human Wizard
Jadzi, Oracle of Arcavios // Journey to the Oracle (stx) 151Jadzi, Oracle of Arcavios // Journey to the Oracle (stx) 151
Reality Scramble
Put target permanent you own on the bottom of your library. Reveal cards from the top of your library until you reveal a card that shares a card type with that permanent. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery
Reality Scramble (plst) C18-25

Combo Piece

(Ctrl to add secondary)
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (otc) 280
Deathcap Glade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deathcap Glade (sos) 253
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (inr) 276
Dreamroot Cascade
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Dreamroot Cascade (sos) 254
Forest
(
: Add
.)
Basic Land - Forest
Forest (otj) 286
Haunted Ridge
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Haunted Ridge (inr) 280
Island
(
: Add
.)
Basic Land - Island
Island (otj) 279
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (otj) 284
Overgrown Farmland
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Overgrown Farmland (tdc) 381
Plains
(
: Add
.)
Basic Land - Plains
Plains (otj) 277
Rockfall Vale
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Rockfall Vale (tdc) 387
Shattered Sanctum
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shattered Sanctum (sos) 260
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (inr) 284
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (sos) 263
Sundown Pass
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Sundown Pass (sos) 264
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (otj) 281
Turbulent Fen
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Swamp Forest
Turbulent Fen (soc) 55
Turbulent Moor
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Swamp
Turbulent Moor (soc) 56
Turbulent Springs
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Mountain
Turbulent Springs (soc) 57
Turbulent Steppe
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Mountain
Turbulent Steppe (soc) 58
Turbulent Wilderness
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Forest
Turbulent Wilderness (soc) 59

Land

(Ctrl to add secondary)
Armed
Target creature gets +1/+1 and gains double strike until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Armed // Dangerous (dgm) 122
Beck
Whenever a creature enters this turn, you may draw a card.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Beck // Call (plst) DGM-123
Breaking
Target player mills eight cards.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Breaking // Entering (dgm) 124
Catch
Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Catch // Release (dgm) 125
Cease
Exile up to two target cards from a single graveyard. Target player gains 2 life and draws a card.
Instant
Cease // Desist (mkm) 246
Depose
Tap target creature.
Draw a card.
Instant
Depose // Deploy (clu) 185
Find
Return up to two target creature cards from your graveyard to your hand.
Sorcery
Find // Finality (m3c) 261
Flotsam
Mill three cards. Investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Flotsam // Jetsam (mkm) 247
Fuss
Put a +1/+1 counter on each attacking creature you control.
Instant
Fuss // Bother (mkm) 248
Gallifrey Falls
Gallifrey Falls deals 4 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Gallifrey Falls // No More (who) 131
Give
Put three +1/+1 counters on target creature.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Give // Take (dgm) 129
Insult
Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.
Sorcery
Insult // Injury (akh) 213
Mouth
Create a 3/3 green Hippo creature token.
Sorcery
Mouth // Feed (akh) 214
Prepare
Untap target creature. It gets +2/+2 and gains lifelink until end of turn.
Instant
Prepare // Fight (akh) 220
Pure
Destroy target multicolored permanent.
Sorcery
Pure // Simple (dis) 154
Rough
Rough deals 2 damage to each creature without flying.
Sorcery
Rough // Tumble (tsr) 186
Said
Return target instant or sorcery card from your graveyard to your hand.
Sorcery
Said // Done (mh2) 60
Start
Create two 1/1 white Warrior creature tokens with vigilance.
Instant
Start // Finish (akh) 215
Toil
Target player draws two cards and loses 2 life.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Toil // Trouble (dgm) 133

Nonsense Off the Top

(Ctrl to add secondary)
Assure
Put a +1/+1 counter on target creature. That creature gains indestructible until end of turn.
Instant
Assure // Assemble (rvr) 248
Destined
Target creature gets +1/+0 and gains indestructible until end of turn.
Instant
Destined // Lead (akh) 217
Ready
Creatures you control gain indestructible until end of turn. Untap each creature you control.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Ready // Willing (dgm) 132
Spite
Counter target noncreature spell.
Instant
Spite // Malice (dmr) 208

Protection

(Ctrl to add secondary)
Road
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Instant
Road // Ruin (mh2) 212
Spring
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Sorcery
Spring // Mind (akh) 219

Ramp

(Ctrl to add secondary)
Down
Target player discards two cards.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Down // Dirty (dgm) 126
Revival
Return target creature card with mana value 3 or less from your graveyard to the battlefield.
Sorcery
Revival // Revenge (rvr) 241

Recursion

(Ctrl to add secondary)
Commit
Put target spell or nonland permanent into its owner's library second from the top.
Instant
Commit // Memory (lcc) 147
Consecrate
Exile target card from a graveyard.
Draw a card.
Instant
Consecrate // Consume (rna) 224
Consign
Return target nonland permanent to its owner's hand.
Instant
Consign // Oblivion (plst) HOU-149
Crime
Put target creature or enchantment card from an opponent's graveyard onto the battlefield under your control.
Sorcery
Crime // Punishment (dis) 150
Far
Return target creature to its owner's hand.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Far // Away (dgm) 127
Flesh
Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled.
Fuse (You may cast one or both halves of this card from your hand.)
Sorcery
Flesh // Blood (plst) DGM-128
Never
Destroy target creature or planeswalker.
Sorcery
Never // Return (akh) 212
Push
Destroy target tapped creature.
Sorcery
Push // Pull (mkm) 250
Struggle
Struggle deals damage to target creature equal to the number of lands you control.
Instant
Struggle // Survive (moc) 339
Thrash
Target creature you control deals damage equal to its power to target creature or planeswalker you don't control.
Instant
Thrash // Threat (rvr) 246

Removal

(Ctrl to add secondary)
Invert
Switch the power and toughness of each of up to two target creatures until end of turn.
Instant
Invert // Invent (grn) 228
Supply
Create X 1/1 green Saproling creature tokens.
Sorcery
Supply // Demand (dis) 157

Tutor

(Ctrl to add secondary)
Zirda, the Dawnwaker
Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for
as a sorcery.)
Abilities you activate that aren't mana abilities cost
less to activate. This effect can't reduce the mana in that cost to less than one mana.
,
: Target creature can't block this turn.
Legendary Creature - Elemental Fox
Zirda, the Dawnwaker (iko) 233

Sideboard

(Ctrl to add secondary)
Arcane Sanctum
This land enters tapped.
: Add
,
, or
.
Land
Arcane Sanctum (moc) 390
Boom
Destroy target land you control and target land you don't control.
Sorcery
Boom // Bust (tsr) 156
Bountiful Promenade
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Bountiful Promenade (msc) 226
Canopy Vista
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Forest
Canopy Vista (mkc) 252
Cinder Glade
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Mountain Forest
Cinder Glade (mkc) 255
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (msc) 231
Crumbling Necropolis
This land enters tapped.
: Add
,
, or
.
Land
Crumbling Necropolis (lcc) 326
Dragonskull Summit
This land enters tapped unless you control a Swamp or a Mountain.
: Add
or
.
Land
Dragonskull Summit (msc) 238
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (msc) 239
Eclipsed Steppe
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Swamp
Eclipsed Steppe (soc) 53
Farm
Destroy target attacking or blocking creature.
Instant
Farm // Market (c19) 192
Frontier Bivouac
This land enters tapped.
: Add
,
, or
.
Land
Frontier Bivouac (cmm) 997
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (msc) 248
Grind
Put a -1/-1 counter on each of up to two target creatures.
Sorcery
Grind // Dust (plst) HOU-155
Hinterland Harbor
This land enters tapped unless you control a Forest or an Island.
: Add
or
.
Land
Hinterland Harbor (msc) 250
Indulge
Whenever a creature you control attacks this turn, create a 1/1 green and white Citizen creature token that's tapped and attacking.
Sorcery
Indulge // Excess (ncc) 46
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (soc) 382
Jungle Shrine
This land enters tapped.
: Add
,
, or
.
Land
Jungle Shrine (otc) 303
Luxury Suite
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Luxury Suite (msc) 252
Morphic Pool
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Morphic Pool (clb) 357
Mystic Monastery
This land enters tapped.
: Add
,
, or
.
Land
Mystic Monastery (cmm) 1014
Nomad Outpost
This land enters tapped.
: Add
,
, or
.
Land
Nomad Outpost (otc) 306
Opulent Palace
This land enters tapped.
: Add
,
, or
.
Land
Opulent Palace (otc) 307
Order
Exile target attacking creature.
Instant
Order // Chaos (dmr) 212
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (msc) 257
Radiant Summit
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Mountain
Radiant Summit (msc) 258
Reduce
Counter target spell unless its controller pays
.
Instant
Reduce // Rubble (plst) AKH-216
Refuse
Refuse deals damage to target spell's controller equal to that spell's mana value.
Instant
Refuse // Cooperate (c19) 199
Rejuvenating Springs
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Rejuvenating Springs (msc) 260
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (msc) 261
Sandsteppe Citadel
This land enters tapped.
: Add
,
, or
.
Land
Sandsteppe Citadel (cmm) 1024
Savage Lands
This land enters tapped.
: Add
,
, or
.
Land
Savage Lands (cmm) 1025
Scorched Geyser
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Mountain
Scorched Geyser (msc) 264
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 360
Seaside Citadel
This land enters tapped.
: Add
,
, or
.
Land
Seaside Citadel (mkc) 288
Smoldering Marsh
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Swamp Mountain
Smoldering Marsh (msc) 266
Sodden Verdure
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Forest
Sodden Verdure (msc) 267
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (msc) 268
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (tmc) 75
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (msc) 269
Sunken Hollow
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Swamp
Sunken Hollow (msc) 271
Training Center
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Training Center (cmm) 434
Undergrowth Stadium
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Undergrowth Stadium (tmc) 80
Vault of Champions
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Vault of Champions (cmm) 436
Vernal Fen
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Swamp Forest
Vernal Fen (soc) 419
Woodland Cemetery
This land enters tapped unless you control a Swamp or a Forest.
: Add
or
.
Land
Woodland Cemetery (soc) 424

Maybeboard

(Ctrl to add secondary)

Deck Info

Deck stats

41 pips - 24 cards
12 mana - 12 cards
47 pips - 27 cards
13 mana - 13 cards
43 pips - 26 cards
10 mana - 10 cards
51 pips - 28 cards
13 mana - 13 cards
46 pips - 30 cards
12 mana - 12 cards
0 pips - 0 cards
0 mana - 0 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"The Goal: Cast a bunch of free spells off the top of the deck with "},{"attributes":{"italic":true},"insert":"Jadzi, Oracle of Arcavios"},{"insert":", causing chaos and accruing value.\n\nThe Combo: Use Codie's ability to cascade into "},{"attributes":{"italic":true},"insert":"Reality Scramble"},{"insert":", then use Reality Scramble to find the only creature in the library, Jadzi.\n\nWhy This Works: \nSplit cards are really weird in that while not on the stack, they're considered to have the characteristics of BOTH halves of the card. This means a card like "},{"attributes":{"italic":true},"insert":"Turn // Burn"},{"insert":" is considered to be a red and blue 5 MV spell. When casting the spell however, the spell on the stack is considered to only have the characteristics of the side you chose to cast (unless you chose to \"fuse\" the spell, then it's both.) Because of this, our deck only has one spell in it with mana value 4 or lower, Reality Scramble. By using Codie's ability to add 5 mana and search for a lower mana value spell after our first cast, we can cast a 5-mana spell and guarantee a hit on our Reality Scramble. Then we cast the Reality Scramble, targeting our Codie or some other token creature, to reveal cards until we hit our Jadzi and put it onto the battlefield for free.\nOnce we untap with Jadzi, all we need to do is cast a cheap half of one of our split cards, and we can start the chain off. If we have a land on top, we ramp into it for free. If we have a split spell, we can pay 1 generic mana to cast either side we want (NOTE the Fuse ability only works when casting the spell from hand, meaning you have to choose one or the other.) Jadzi gets out of hand very quickly by ramping us and building up our board. If our opponents try to remove Jadzi, we can just bounce her with her own ability and try again later. If our opponents counter the Reality Scramble, we can just cast it again with retrace next turn by discarding a land.\n\nThis combo line is very consistent thanks to Codie mana fixing and tutoring our combo pieces. We can fit a companion in the deck thanks to all of our permanents having an activated ability. If you don't want to do the Jadzi combo, you could easily replace Jadzi with a "},{"attributes":{"italic":true},"insert":"Progenitus"},{"insert":" or an "},{"attributes":{"italic":true},"insert":"Ulamog, The Infinite Gyre"},{"insert":" for a consistent turn 5 beater secret commander.\n\nThe Official Rules:\n"},{"attributes":{"italic":true,"background":"#fdfff5","color":"#3a3a3a","bold":true},"insert":"709.3b"},{"attributes":{"background":"#fdfff5","color":"#3a3a3a","italic":true},"insert":" While on the stack, only the characteristics of the half being cast exist. The other half’s characteristics are treated as though they didn’t exist."},{"insert":"\n"},{"attributes":{"italic":true,"background":"#fdfff5","color":"#3a3a3a","bold":true},"insert":"709.4b"},{"attributes":{"background":"#fdfff5","color":"#3a3a3a","italic":true},"insert":" The mana cost of a split card is the combined mana costs of its two halves. A split card’s colors and mana value are determined from its combined mana cost. An effect that refers specifically to the symbols in a split card’s mana cost sees the separate symbols rather than the whole mana cost."},{"insert":"\n"},{"attributes":{"italic":true,"background":"#fdfff5","color":"#3a3a3a","bold":true},"insert":"709.4d"},{"attributes":{"background":"#fdfff5","color":"#3a3a3a","italic":true},"insert":" The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fuse”)."},{"insert":"\n"},{"attributes":{"italic":true,"background":"#fdfff5","color":"#3a3a3a","bold":true},"insert":"702.127a"},{"attributes":{"background":"#fdfff5","color":"#3a3a3a","italic":true},"insert":" Aftermath is an ability found on some split cards (see rule 709, “Split Cards”). It represents three static abilities. “Aftermath” means “You may cast this half of this split card from your graveyard,” “This half of this split card can’t be cast from any zone other than a graveyard,” and “If this spell was cast from a graveyard, exile it instead of putting it anywhere else any time it would leave the stack.”"},{"insert":"\n\n\n"},{"attributes":{"link":"https://youtu.be/heXRZFvB52A?si=mVMtiVF2jNCUZpdo"},"insert":"Here's a link to my YouTube video where I explain how the deck works"},{"insert":"\n\nThanks for reading!\n\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards