drcroissant
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Commander
Size: 100Salt sum: 42.61
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Commander
Commander
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Burn
Burn
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Card Advantage
Card Advantage
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Clones
Visage Bandit
You may have this creature enter as a copy of a creature you control, except it's a Shapeshifter Rogue in addition to its other types.
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Plot (You may pay and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Creature - Rogue Shapeshifter

Clones
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Interaction
Shriekmaw
Fear (This creature can't be blocked except by artifact creatures and/or black creatures.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
When this creature enters, destroy target nonartifact, nonblack creature.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental

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

Visions of Ruin
Each opponent sacrifices an artifact. For each artifact sacrificed this way, you create a Treasure token.
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback . This spell costs less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Interaction
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Land
Land
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Normal Drain
Angrath, the Flame-Chained
+1: Each opponent discards a card and loses 2 life.
−3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less.
−8: Each opponent loses life equal to the number of cards in their graveyard.
−3: Gain control of target creature until end of turn. Untap it. It gains haste until end of turn. Sacrifice it at the beginning of the next end step if it has mana value 3 or less.
−8: Each opponent loses life equal to the number of cards in their graveyard.
Legendary Planeswalker - Angrath

Chainer's Torment
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — This Saga deals 2 damage to each opponent and you gain 2 life.
III — Create an X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.
I, II — This Saga deals 2 damage to each opponent and you gain 2 life.
III — Create an X/X black Nightmare Horror creature token, where X is half your life total, rounded up. It deals X damage to you.
Enchantment - Saga

Normal Drain
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Ramp
Alchemist's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create two tapped Treasure tokens.
: Level 2
Treasures you control have ", Sacrifice this artifact: Add two mana of any one color."
: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
When this Class enters, create two tapped Treasure tokens.
: Level 2
Treasures you control have ", Sacrifice this artifact: Add two mana of any one color."
: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
Enchantment - Class

Goldlust Triad
Flying
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
Creature - Dragon

Path of the Pyromancer
Discard all the cards in your hand. Add for each card discarded this way, then draw that many cards plus one.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.
Sorcery

Rain of Riches
When this enchantment enters, create two Treasure tokens.
The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the 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 in a random order.)
The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the 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 in a random order.)
Enchantment

Rousing Refrain
Add for each card in target opponent's hand. Until end of turn, you don't lose this mana as steps and phases end. Exile Rousing Refrain 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

Season of the Bold
Choose up to five worth of modes. You may choose the same mode more than once.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
— Create a tapped Treasure token.
— Exile the top two cards of your library. Until the end of your next turn, you may play them.
— Until the end of your next turn, whenever you cast a spell, Season of the Bold deals 2 damage to up to one target creature.
Sorcery

Ramp
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Tutor
Lim-Dûl's Vault
Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library in any order, then look at the top five cards of your library. Then shuffle and put the last cards you looked at this way on top in any order.
Instant

Tutor
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Wheel
Whispering Madness
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)
Sorcery

Wheel
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Wheel Advantages
Surly Badgersaur
Whenever you discard a creature card, put a +1/+1 counter on this creature.
Whenever you discard a land card, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever you discard a noncreature, nonland card, this creature fights up to one target creature you don't control.
Whenever you discard a land card, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever you discard a noncreature, nonland card, this creature fights up to one target creature you don't control.
Creature - Dinosaur Badger

Wheel Advantages
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Wheel Drain
Wheel Drain
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"July 2026 Archidekt Challange\n\nThis deck utilizes an increasing mana curve for lots of specific card selection when cascading with Abaddon. This can then be used to deal massive damage every time we wheel the table.\n\n"},{"attributes":{"underline":true,"italic":true},"insert":"The Gameplan:"},{"insert":"\n\nThe decks singular one mana card is "},{"insert":{"card-link":"Kederekt Parasite"}},{"insert":" , which can be fished reliably with each of the 4 two mana cards in the deck, and can be found at a diminishing rate using the higher CMC spells.\n\nTo make the 3 CMC spells find a key piece, we include 4 two mana cards in the deck that are particularly strong in this deck for their mana value, "},{"insert":{"card-link":"Razorkin Needlehead"}},{"insert":" and "},{"insert":{"card-link":"Liliana's Caress"}},{"insert":" drain the table when we wheel, "},{"insert":{"card-link":"Waste Not"}},{"insert":" lets us play our new hand when we do wheel, and "},{"insert":{"card-link":"Lim-Dûl's Vault"}},{"insert":" lets us find any card we want, which we can then cascade into with our next spell. While not central to the strategy, it fills another 2 CMC spot to help dig for our one mana pinger.\n\nThe 3 CMC cards were also chosen for their importance in the game plan, all of which either wheel the table, or help to deal damage when we do. Hence when we cast a 4 CMC spell with cascade, we are guaranteed to find a card that impacts our gameplan massively. We continue to include wheels in the 4 and 5 CMC slots, but these are mixed in with cards that function in other ways. \n\n"},{"attributes":{"underline":true,"italic":true},"insert":"Considerations:"},{"insert":"\n\nSince we have filled the lower CMC slots with cards crucial to the gameplan, it means we apply some alternative and novel solutions to parts of the game.\n\nInteraction: We use typical Abbadon interaction including spells that cast for less than their mana cost ("},{"insert":{"card-link":"Deadly Rollick"}},{"insert":"), additionally cards like "},{"insert":{"card-link":"Yahenni's Expertise"}},{"insert":" let us get two cascades and a free cast"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ramp: Avoiding low mana ramp raises the issue of a slow start. We try to supplement this by introducing a treasure sub-theme that lets us have a single explosive turn of wheels rather than a slow build to it. Cards like "},{"insert":{"card-link":"Big Score"}},{"insert":" give us some card advantage pre commander, as well as some extra mana when we need. A handful of rituals also help to this end. A couple of land ramp cards like "},{"insert":{"card-link":"Myriad Landscape"}},{"insert":" help soften the lack of ramp as well."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Damage Dealers: Typically we would like a handful of low CMC damage dealers like "},{"insert":{"card-link":"Creeping Bloodsucker"}},{"insert":" that allow us to cascade higher CMC spells when Abaddon hits the table. Here we rely on some suboptimal but interesting choices like lands ("},{"insert":{"card-link":"Mount Doom"}},{"insert":"), alternate cast cards ("},{"insert":{"card-link":"Lindblum, Industrial Regency // Mage Siege"}},{"insert":") and ones that deal more than one damage to each player ("},{"insert":{"card-link":"Angrath, the Flame-Chained"}},{"insert":")"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Early game plays: Since the deck does not possess lots of low mana cards, we can potentially struggle to gain any tempo early game. To avoid this we have a couple of higher mana cards like "},{"insert":{"card-link":"Visage Bandit"}},{"insert":" and "},{"insert":{"card-link":"Rousing Refrain"}},{"insert":" that we can spend mana on early game and reap the rewards later on, but are unlikely to be cascaded into."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nOther than this, cards were considered based on what they provide for their mana value, how they help pre and post casting our commander, and how they are considered when cascading. For example "},{"insert":{"card-link":"Insult // Injury"}},{"insert":" is unlikely to be cascaded into, but when cast, its mana value will become lower and allow us to dig for a key piece. If we manage to cast "},{"insert":{"card-link":"Omniscience"}},{"insert":", because of all the wheels we can just keep castings spells during our turn and wheel enough to drain the whole table.\n\nInfect cards were considered in a deck that would look to cascade into them as well as into a pinger, and the complications that arise with this. When considering how this would play however, I think it better to have it at a slightly lower level without this threat. This way it is in a more stable position where the gameplan continues without the commander, and isn't so swingy in one turn. For a potentially more explosive deck however, I hope those that would potentially play a deck like this consider it!\n\nI hope you enjoy, and "},{"insert":{"card-link":"Let the Galaxy Burn"}},{"insert":".\n\n"}]}












































































