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Commander
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{"ops":[{"insert":"This is an Oops! All Modal Spells deck. Every nonland permanent in the deck has some sort of choice attached to it. When combined with "},{"insert":{"card-link":"Seven of Nine"}},{"insert":", that means that every card in the deck also functions as a cantrip. Since most modal spells tend to be overcosted by one mana for their effects (e.g. "},{"insert":{"card-link":"Archmage's Charm"}},{"insert":" costs 1 more than "},{"insert":{"card-link":"Counterspell"}},{"insert":"), this new addition means that the cards actually end up running at a premium rate for their effects, with some added flexibility in other situations. \n\nWhile I tend to go through and sort cards in a commander deck based on what they do, whether they draw cards or are useful removal, etc. That is a bit difficult to do with this deck. I have added those labels to cards, but the deck is still sorted by type because the cards won't always function that way. You might want to use "},{"insert":{"card-link":"Gorbag of Minas Morgul"}},{"insert":" on one turn as a draw effect, and another turn you may prefer to get a treasure token. \n\nMost of the choices attached to cards in this deck only let you choose a mode for them once, such as "},{"insert":{"card-link":"Shambling Ghast"}},{"insert":" or "},{"insert":{"card-link":"Mirrodin Besieged"}},{"insert":". However, there are a few cards that can trigger once each turn, making them powerful draw engines when combined with your commander. These include attack trigger cards like "},{"insert":{"card-link":"Pip-Boy 3000"}},{"insert":" or "},{"insert":{"card-link":"Lost Jitte"}},{"insert":", as well as cards that trigger on upkeep or endstep like "},{"insert":{"card-link":"Kimoyo Beads"}},{"insert":" and "},{"insert":{"card-link":"Energy Chamber"}},{"insert":". Special mention to the modal landfall cards: "},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":" and "},{"insert":{"card-link":"Retreat to Hagra"}},{"insert":", which become insanely powerful in this deck.\n\nSpecial mention to the one alternative win/lose condition in the deck, "},{"insert":{"card-link":"Triskaidekaphobia"}},{"insert":", which functions as a fun little minigame for most players to think about before combat each turn while also providing you with a free draw effect each turn. Hopefully, the deck contains enough lifegain/lifeloss effects like "},{"insert":{"card-link":"Wail of the Nim"}},{"insert":" and "},{"insert":{"card-link":"Life of Toshiro Umezawa // Memory of Toshiro"}},{"insert":" that can target you that you don't end up losing to your own card, although I can think of nothing funnier.\n\nBecause of the modal restriction on the deck, what counts for removal here has become a bit broad. Sure, there are destruction effects like "},{"insert":{"card-link":"Ertai Resurrected"}},{"insert":" and "},{"insert":{"card-link":"Heartless Act"}},{"insert":", but the deck also runs tap effects like "},{"insert":{"card-link":"Dreamshackle Geist"}},{"insert":" and "},{"insert":{"card-link":"Graviton, Fundamental Force"}},{"insert":".\n\nSince the commander is such a pivotal part of the deck, the deck runs quite a few sing;e-target protection effects like "},{"insert":{"card-link":"Vision Charm"}},{"insert":" and "},{"insert":{"card-link":"You See a Guard Approach"}},{"insert":". The deck also runs a few recursion effects like "},{"insert":{"card-link":"Oracle of Tragedy"}},{"insert":" and "},{"insert":{"card-link":"Ghoulcaller's Chant"}},{"insert":" so that you can hopefully keep Seven of Nine alive and avoid having to pay exorbitant amounts of commander tax.\n\nThere are a few unintentional counter synergies included in the deck. While "},{"insert":{"card-link":"Power Conduit"}},{"insert":" was originally added as a 2 mana artifact that simply drew a card each turn, it synergises quite well with cards that gain or lose counters like "},{"insert":{"card-link":"Umezawa's Jitte"}},{"insert":" or "},{"insert":{"card-link":"Vision, Synthezoid Avenger"}},{"insert":".\n"}]}
Artifact
Kimoyo Beads
At the beginning of your end step, choose one that hasn't been chosen —
• AV Bead — Draw a card.
• Communication Bead — Create two 1/1 white Soldier creature tokens.
• Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control.
• AV Bead — Draw a card.
• Communication Bead — Create two 1/1 white Soldier creature tokens.
• Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control.
Artifact

Lost Jitte
Whenever equipped creature deals combat damage, put a charge counter on Lost Jitte.
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Remove a charge counter from Lost Jitte: Choose one —
• Untap target land.
• Target creature can't block this turn.
• Put a +1/+1 counter on equipped creature.
Equip
Legendary Artifact - Equipment

Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment

Artifact
(CTRL to add secondary)
Creature
Bill Ferny, Bree Swindler
Whenever Bill Ferny becomes blocked, choose one —
• Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
• Target opponent gains control of target Horse you control. If they do, remove Bill Ferny from combat and create three Treasure tokens.
• Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
• Target opponent gains control of target Horse you control. If they do, remove Bill Ferny from combat and create three Treasure tokens.
Legendary Creature - Human Rogue

Ertai Resurrected
Flash
When Ertai Resurrected enters, choose up to one —
• Counter target spell, activated ability, or triggered ability. Its controller draws a card.
• Destroy another target creature or planeswalker. Its controller draws a card.
When Ertai Resurrected enters, choose up to one —
• Counter target spell, activated ability, or triggered ability. Its controller draws a card.
• Destroy another target creature or planeswalker. Its controller draws a card.
Legendary Creature - Human Wizard Phyrexian

Gorbag of Minas Morgul
Whenever a Goblin or Orc you control deals combat damage to a player, you may sacrifice it. When you do, choose one —
• Draw a card.
• Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
• Draw a card.
• Create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Legendary Creature - Soldier Orc

Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

The Vision
Flying, vigilance
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card.
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card.
Legendary Creature Artifact - Hero Robot

Vision, Synthezoid Avenger
Flying
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.)
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.)
Legendary Creature Artifact - Hero Robot

Creature
(CTRL to add secondary)
Enchantment
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Life of Toshiro Umezawa
(As this Saga enters and after your draw step, add a lore counter.)
I, II — Choose one —
• Target creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I, II — Choose one —
• Target creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Struggle for Project Purity
As this enchantment enters, choose Brotherhood or Enclave.
• Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
• Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
Enchantment

Enchantment
(CTRL to add secondary)
Instant
Sapphire Charm
Choose one —
• Target player draws a card at the beginning of the next turn's upkeep.
• Target creature gains flying until end of turn.
• Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
• Target player draws a card at the beginning of the next turn's upkeep.
• Target creature gains flying until end of turn.
• Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Instant

Secret Identity
Choose one —
• Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof.
• Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
• Conceal — Until end of turn, target creature you control becomes a Citizen with base power and toughness 1/1 and gains hexproof.
• Reveal — Until end of turn, target creature you control becomes a Hero with base power and toughness 3/4 and gains flying and vigilance.
Instant

Szat's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each opponent sacrifices a creature they control with the greatest power.
• Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.
• Each opponent sacrifices a creature they control with the greatest power.
• Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.
Instant

Vision Charm
Choose one —
• Target player mills four cards.
• Choose a land type and a basic land type. Each land of the first chosen type becomes the second chosen type until end of turn.
• Target artifact phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
• Target player mills four cards.
• Choose a land type and a basic land type. Each land of the first chosen type becomes the second chosen type until end of turn.
• Target artifact phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)
Instant

Instant
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Sorcery
Sakashima's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target opponent chooses a creature they control. You gain control of it.
• Choose a creature you control. Each other creature you control becomes a copy of that creature until end of turn.
• Target opponent chooses a creature they control. You gain control of it.
• Choose a creature you control. Each other creature you control becomes a copy of that creature until end of turn.
Sorcery

Will of the Abzan
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.
• Return target creature card from your graveyard to the battlefield.
• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.
• Return target creature card from your graveyard to the battlefield.
Sorcery

Will of the Temur
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.
• Target player draws cards equal to the greatest mana value among permanents you control.
• Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types.
• Target player draws cards equal to the greatest mana value among permanents you control.
Sorcery

Sorcery
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This is an Oops! All Modal Spells deck. Every nonland permanent in the deck has some sort of choice attached to it. When combined with "},{"insert":{"card-link":"Seven of Nine"}},{"insert":", that means that every card in the deck also functions as a cantrip. Since most modal spells tend to be overcosted by one mana for their effects (e.g. "},{"insert":{"card-link":"Archmage's Charm"}},{"insert":" costs 1 more than "},{"insert":{"card-link":"Counterspell"}},{"insert":"), this new addition means that the cards actually end up running at a premium rate for their effects, with some added flexibility in other situations. \n\nWhile I tend to go through and sort cards in a commander deck based on what they do, whether they draw cards or are useful removal, etc. That is a bit difficult to do with this deck. I have added those labels to cards, but the deck is still sorted by type because the cards won't always function that way. You might want to use "},{"insert":{"card-link":"Gorbag of Minas Morgul"}},{"insert":" on one turn as a draw effect, and another turn you may prefer to get a treasure token. \n\nMost of the choices attached to cards in this deck only let you choose a mode for them once, such as "},{"insert":{"card-link":"Shambling Ghast"}},{"insert":" or "},{"insert":{"card-link":"Mirrodin Besieged"}},{"insert":". However, there are a few cards that can trigger once each turn, making them powerful draw engines when combined with your commander. These include attack trigger cards like "},{"insert":{"card-link":"Pip-Boy 3000"}},{"insert":" or "},{"insert":{"card-link":"Lost Jitte"}},{"insert":", as well as cards that trigger on upkeep or endstep like "},{"insert":{"card-link":"Kimoyo Beads"}},{"insert":" and "},{"insert":{"card-link":"Energy Chamber"}},{"insert":". Special mention to the modal landfall cards: "},{"insert":{"card-link":"Retreat to Coralhelm"}},{"insert":" and "},{"insert":{"card-link":"Retreat to Hagra"}},{"insert":", which become insanely powerful in this deck.\n\nSpecial mention to the one alternative win/lose condition in the deck, "},{"insert":{"card-link":"Triskaidekaphobia"}},{"insert":", which functions as a fun little minigame for most players to think about before combat each turn while also providing you with a free draw effect each turn. Hopefully, the deck contains enough lifegain/lifeloss effects like "},{"insert":{"card-link":"Wail of the Nim"}},{"insert":" and "},{"insert":{"card-link":"Life of Toshiro Umezawa // Memory of Toshiro"}},{"insert":" that can target you that you don't end up losing to your own card, although I can think of nothing funnier.\n\nBecause of the modal restriction on the deck, what counts for removal here has become a bit broad. Sure, there are destruction effects like "},{"insert":{"card-link":"Ertai Resurrected"}},{"insert":" and "},{"insert":{"card-link":"Heartless Act"}},{"insert":", but the deck also runs tap effects like "},{"insert":{"card-link":"Dreamshackle Geist"}},{"insert":" and "},{"insert":{"card-link":"Graviton, Fundamental Force"}},{"insert":".\n\nSince the commander is such a pivotal part of the deck, the deck runs quite a few sing;e-target protection effects like "},{"insert":{"card-link":"Vision Charm"}},{"insert":" and "},{"insert":{"card-link":"You See a Guard Approach"}},{"insert":". The deck also runs a few recursion effects like "},{"insert":{"card-link":"Oracle of Tragedy"}},{"insert":" and "},{"insert":{"card-link":"Ghoulcaller's Chant"}},{"insert":" so that you can hopefully keep Seven of Nine alive and avoid having to pay exorbitant amounts of commander tax.\n\nThere are a few unintentional counter synergies included in the deck. While "},{"insert":{"card-link":"Power Conduit"}},{"insert":" was originally added as a 2 mana artifact that simply drew a card each turn, it synergises quite well with cards that gain or lose counters like "},{"insert":{"card-link":"Umezawa's Jitte"}},{"insert":" or "},{"insert":{"card-link":"Vision, Synthezoid Avenger"}},{"insert":".\n"}]}










































































