GobrinSan
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Commander
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Commander
Sefris of the Hidden Ways
Whenever one or more creature cards are put into your graveyard from anywhere, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.)
Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.
Create Undead — Whenever you complete a dungeon, return target creature card from your graveyard to the battlefield.
Legendary Creature - Human Wizard

Commander
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Clones
Clones
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Copy
Tomb of Horrors Adventurer
When this creature enters, you take the initiative.
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)
Creature - Elf Monk

Copy
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Cycling
Cycling
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Drain
Ravenloft Adventurer
When this creature enters, you take the initiative.
If a creature an opponent controls would die, instead exile it and put a hit counter on it.
Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
If a creature an opponent controls would die, instead exile it and put a hit counter on it.
Whenever this creature attacks, if you've completed a dungeon, defending player loses 1 life for each card they own in exile with a hit counter on it.
Creature - Human Rogue Assassin

Syr Konrad, the Grim
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Legendary Creature - Human Knight

Drain
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Draw
Draw
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Evasion
Rilsa Rael, Kingpin
Deathtouch
When Rilsa Rael enters, you take the initiative.
Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.
When Rilsa Rael enters, you take the initiative.
Whenever you attack, target attacking creature gains deathtouch until end of turn. If you've completed a dungeon, that creature also gets +5/+0 and gains first strike and menace until end of turn.
Legendary Creature - Human Rogue

Evasion
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Land
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.)
: 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

Land
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Mill
Mill
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Ramp
Ramp
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Recursion
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Grimoire of the Dead
, , Discard a card: Put a study counter on Grimoire of the Dead.
, Remove three study counters from Grimoire of the Dead and sacrifice it: Put all creature cards from all graveyards onto the battlefield under your control. They're black Zombies in addition to their other colors and types.
, Remove three study counters from Grimoire of the Dead and sacrifice it: Put all creature cards from all graveyards onto the battlefield under your control. They're black Zombies in addition to their other colors and types.
Legendary Artifact - Book

Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Recursion
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Removal
Removal
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Tokens
Acererak the Archlich
When Acererak enters, if you haven't completed Tomb of Annihilation, return Acererak to its owner's hand and venture into the dungeon.
Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
Whenever Acererak attacks, for each opponent, you create a 2/2 black Zombie creature token unless that player sacrifices a creature of their choice.
Legendary Creature - Wizard Zombie

Tokens
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Tutor
Tutor
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Untap
Untap
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"\n==================================================\n TACTICS, STRATEGY, AND PILOTING GUIDE\n==================================================\n\n1. HOW TO PILOT THE DECK (GAMEPLAN BY STAGE)\n--------------------------------------------\n• EARLY GAME (Turns 1-3): Focus on setting up your mana rocks and getting a 'Looter' creature onto the battlefield (e.g., Merfolk Looter, Thought Courier). Your goal is to pass the turn with a way to discard a creature on an opponent's turn, securing your first Sefris dungeon venture immediately. Use bounce lands intentionally to bounce a basic land so you can discard a giant reanimation target to hand-size on Turn 2 if needed.\n• MID GAME (Turns 4-6): Cast Sefris. Begin aggressive looting and self-milling to venture through dungeons at least once per rotation. Use your board wipes (Fumigate, Martial Coup) to reset aggressive boards; Sefris will trigger off your own creatures dying, fueling a dungeon room while loading your yard. \n• LATE GAME (Turn 7+): Transition from value-engine to combo assembly. Use tutors (Fabricate, Demonic Tutor) to find missing links. Protect your graveyard; if an opponent tries to exile it, respond by activating your reanimators or shifting to an hand-assembled artifact combo.\n\n2. DETAILED COMBO BREAKDOWNS\n-----------------------------\nA. THE MACHINE GUN CRAB (Infinite Damage / Board Wipe)\n - Pieces: Horseshoe Crab + Paradise Mantle + Viridian Longbow\n - Execution: \n 1. Have Horseshoe Crab on the battlefield equipped with both Paradise Mantle and Viridian Longbow.\n 2. Tap the Crab using the Longbow to deal 1 damage to any target (opponent or creature).\n 3. Tap the Crab using Paradise Mantle to add {U}.\n 4. Spend that {U} to activate Horseshoe Crab's innate ability: \"Untap Horseshoe Crab\".\n 5. Repeat steps 2-4 infinitely.\n - Result: Infinite targeted ping damage. Clears all opposing creatures and kills the entire table.\n\nB. THE PAINT-AND-GRIND KILL (Instant Deck Mill)\n - Pieces: Painter's Servant + Grindstone\n - Execution:\n 1. Cast Painter's Servant. As it enters, choose any color (e.g., Blue). Every card in all zones is now that color.\n 2. Activate Grindstone's ability for 3 mana, targeting an opponent.\n 3. Grindstone mills 2 cards. It checks if they share a color. Because of Painter's Servant, they ALWAYS share a color (even lands).\n 4. Grindstone repeats this process indefinitely until that player's entire library is milled out.\n - Result: Instantly mills an opponent out. Repeat on your next turn or untap Grindstone to kill the remaining players.\n\nC. THE ARISTOCRATS LOOP (Infinite Mana, Tokens, & Dungeon Ventures)\n - Pieces: Sefris + Ashnod's Altar + Pitiless Plunderer + Phantasmal Image + Soul Warden (or Impassioned Orator)\n - Execution:\n 1. With all pieces out, cast Phantasmal Image copying an impactful creature or a reanimation loop piece like Karmic Guide.\n 2. Sacrifice Phantasmal Image to Ashnod's Altar to generate {2}.\n 3. Pitiless Plunderer triggers, creating a Treasure Token. Soul Warden triggers if things enter/leave.\n 4. Sefris triggers because a creature card hit your graveyard. Venture into a dungeon.\n 5. If looping with Reveillark + Karmic Guide, you bring the Image back infinitely, generating infinite mana, infinite life, and finishing dungeons instantly.\n\nD. THE DARK TOME MASS RAMPAGE\n - Pieces: Board Wipe (Fumigate / Martial Coup) + Grimoire of the Dead\n - Execution:\n 1. Spend early turns discarding cards to Grimoire of the Dead to build up its study counters.\n 2. Cast Fumigate or Martial Coup to wipe all creatures off the battlefield, maximizing all players' graveyards.\n 3. Remove the counters from Grimoire of the Dead and sacrifice it.\n 4. Put ALL creature cards from ALL graveyards onto the battlefield under your control.\n\n3. DUNGEON PRIORITIZATION GUIDE\n--------------------------------\nThe deck utilizes the mechanic dynamically depending on your current board state:\n\n• LOST MINE OF PHANDELVER (The Default Choice)\n - Why: It is short (4 rooms) and offers high-utility acceleration. \n - Room Paths: Go left for the Treasure token to ramp/fix mana, then take the Dark Pool to drain opponents, and finish with Temple of Dumathoin to draw a card.\n - When to use: In the early-to-mid game when you want to speed up your combo deployment.\n\n• DUNGEON OF THE MAD MAGE (The Value/Late-Game Engine)\n - Why: It is long (7 rooms) but yields massive card advantage.\n - Room Paths: Run through for repeated card drawing and scrying. The final room (Mad Wizard's Lair) lets you cast a spell from your hand completely for free.\n - When to use: When you have a solid defensive wall or a looter loop established, allowing you to breeze through multiple rooms per turn cycle.\n\n• TOMB OF ANNIHILATION (The Aggressive Burn)\n - Why: Forces opponents to sacrifice permanents or discard cards.\n - When to use: Only venture here if you have Acererak the Archlich in hand. Looping Acererak through a completed Tomb of Annihilation can kill the table rapidly via continuous life drain.\n\n4. KEY SYNERGIES & TRACKING\n----------------------------\n• Dungeon Delver & Hama Pashar: These cards double your room triggers. Getting two treasures or drawing two cards per room acceleration completely breaks open the efficiency of 'Lost Mine of Phandelver'.\n• Tortured Existence: For just {B}, you can swap a creature card from your hand with one in your graveyard. This counts as a creature entering your graveyard, letting you trigger Sefris at instant speed on any player's turn for a single mana.\n• Syr Konrad, the Grim: This deck continuously loops creatures out of the yard (via reanimation) and into the yard (via looting/sacrificing). Syr Konrad turns every single one of these zone changes into damage tracking against your opponents' life totals.\n• White Plume Adventurer: Taking 'The Initiative' opens up the Undercity dungeon, which gives you even stronger room effects. Crucially, White Plume untaps your looter creatures on EVERY opponent's upkeep, letting you activate them and trigger Sefris on their turns.gger Sefris on their turns.\n\n"}]}




































































