MoxTrash
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Commander
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Commander
Tolabow, Loch Rascal
Rulebreaker — If Tolabow, Loch Rascal is your commander, the color identity of instant and sorcery cards in your deck can include one color of your choice not in your commander's color identity, and your deck can have any basic land cards.
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)
Whenever you cast an instant or sorcery spell, create a 1/1 blue and red Otter creature token with prowess. (Whenever you cast a noncreature spell, it gets +1/+1 until end of turn.)
Legendary Creature - Otter

Commander
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Card Advantage
Card Advantage
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Goofiness
Ember Island Production
Choose one —
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.
Sorcery

Poppet Stitcher
Whenever you cast an instant or sorcery spell, create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
At the beginning of your upkeep, if you control three or more creature tokens, you may transform this creature.
At the beginning of your upkeep, if you control three or more creature tokens, you may transform this creature.
Creature - Human Wizard


Goofiness
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Interaction
Lazotep Plating
Amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
You and permanents you control gain hexproof until end of turn. (You and they can't be the targets of spells or abilities your opponents control.)
Instant

Niblis of Frost
Flying
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast an instant or sorcery spell, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever you cast an instant or sorcery spell, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.
Creature - Spirit

Sprout Swarm
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Create a 1/1 green Saproling creature token.
Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.)
Create a 1/1 green Saproling creature token.
Instant

Sprouting Renewal
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Choose one —
• Create a 2/2 green and white Elf Knight creature token with vigilance.
• Destroy target artifact or enchantment.
Choose one —
• Create a 2/2 green and white Elf Knight creature token with vigilance.
• Destroy target artifact or enchantment.
Sorcery

Interaction
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Land
Great Hall of the Biblioplex
: Add .
, Pay 1 life: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
: If this land isn't a creature, it becomes a 2/4 Wizard creature with "Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn." It's still a land.
, Pay 1 life: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell.
: If this land isn't a creature, it becomes a 2/4 Wizard creature with "Whenever you cast an instant or sorcery spell, this creature gets +1/+0 until end of turn." It's still a land.
Land

Land
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Ramp
Titania's Command
Choose two —
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
• Exile target player's graveyard. You gain 1 life for each card exiled this way.
• Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle.
• Create two 2/2 green Bear creature tokens.
• Put two +1/+1 counters on each creature you control.
Sorcery

Ramp
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Tutor
Invasion of Arcavios
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
When this Siege enters, search your library, graveyard, and/or outside the game for an instant or sorcery card you own, reveal it, and put it into your hand. If you search your library this way, shuffle.
Battle - Siege


Tutor
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Sideboard
Decorum Dissertation
Target player draws two cards and loses 2 life.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Echocasting Symposium
Target player creates a token that's a copy of target creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Germination Practicum
Put two +1/+1 counters on each creature you control.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Improvisation Capstone
Exile cards from the top of your library until you exile cards with total mana value 4 or greater. You may cast any number of spells from among them without paying their mana costs.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Sideboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"I'm a big rule 0 fan. Sometimes people wanna use a playtest card or run a "},{"insert":{"card-link":"Kitchen Finks"}},{"insert":" in a monogreen deck. Lately I've been experimenting with playing with cards outside the game. Sometimes I wanna play with the bulk I have running around or all the cards I wish I could include past the deck limit. Recently I've been playing around with the idea of the Learn mechanic with all of the new lessons from Avatar, Secrets of Strixhaven (the decorums are lessons, which is really cool) and even OG Strixhaven's little lessons. But there isn't really a home for them in commander... unless you ask for there to be a home and everyone in the pod is cool with it. \n\nWhen I saw Tolabow spoiled for Mystery Booster Commander Edition, I was a little hyperfixated on the idea of running any basic lands. Was there a ton of tech for this idea? No. BUT my brain for some reason connected this with "},{"insert":{"card-link":"Coalition Victory"}},{"insert":" . A card that I cannot play in the deck but, if everyone is chill, I can include in my sideboard. Normally, Coalition Victory is played in a 5 color commander deck with multi-typed lands like triomes and shocks, and in a 99 for a commander sporting WUBRG in the top right corner, and thus acts as a sudden end to the game whenever that player hits 8 mana and no one happened to be running blue in the pod. However, in my complicated fantasy, I wanted Coalition Victory to go from my sideboard (or outside the game) into my hand and then I would need to meet the conditions for the card. Tolabow happened to allow me to run any basic lands, so I could at least meet that condition. The rest of the deck is focused on either making tokens of the other colors, playing around with achieving Domain, or goofy Simic shenanigans I thought were appropriate for this otter equipped with a pumpkin to get into. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"RULE 0 - Deciding the game plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis is the point in the primer that is like a Choose Your Own Adventure. See, before you play this deck, you do have to ask the pod a quick question. \"Is it alright if I use a sideboard for this game? It's just 15 cards, one of them I won't even play if we say yes (Time Stretch). I just want a bunch of lessons, and, when the time comes, attempt to Coalition Victory\". Some people may find this absolutely funny and aspirational and want to see it happen, so you may get a yes. If so, see \""},{"attributes":{"underline":true,"color":"#0066cc","bold":true},"insert":"Game Plan - if They Said Yes"},{"insert":"\". I will put most of the deck's mechanics in that section since that is what makes this deck feel special. \n\nHowever, sometimes, people do just want a normal game. Absolutely fine. If you happen to know these people like really close friends and they can take a really funny joke, you can see \""},{"attributes":{"underline":true,"color":"#e60000","bold":true},"insert":"Game Plan - if they say no"},{"insert":"\". This is where Groundhog's Day comes in. If you want to know what I am secretly talking about, it's a good thing you are reading this primer because you eventually will! This deck totally works with no access to the sideboard . The mechanic Learn still thankfully allows us to loot instead of adding a lesson from our sideboard to our hand, and then this deck can kind of play in Bracket 2 where the goal is just to get a bunch of tokens and win the game from there. There is a switch I heavily recommend making in case you are not playing with a sideboard before the game, but it otherwise is built for both yes and no scenarios! \n\n"},{"attributes":{"underline":true,"color":"#0066cc","bold":true},"insert":"Game Plan - If They Said Yes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nOKAY, we have everyone's consent to mess around! This is where the magic happens. The goal of the deck is to \nAchieve Domain (one land of every type: Plains, Island, Mountain, Forest, and Swamp). "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Achieve 5 Color-Creature-Tron (Our creatures have all five colors among them)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Get Coalition Victory from our sideboard to our hand (we have two cards that do this so good luck)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast Coalition Victory and dream of winning (make sure no one has two islands up)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"In the meantime of this happening, we are playing Simic cards that feel good to play as well as using the Learn mechanic to add goofy lessons from our sideboard to our hand and play them. Sometimes they can assist in achieving domain and 5 Color-Creature-Tron, other times we just want to play "},{"insert":{"card-link":"Abandon Attachments"}},{"insert":" . \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Step 1 - Achieving Domain (and Domain Tech!)"},{"insert":"\n\nSince the deck is Simic, getting all 5 basic land types after selecting green as Tolabow's favorite color is easy. We could just run your typical ramp pieces like Cultivate or Rampant Growth, but we instead run some sillier pieces to either get colored creature tokens or take advantage of the colors and/or land types on our board. Also, it's important to note that Tolabow is still a monoblue commander, so typical Simic dual lands like Breeding Pool or Tropical Island are off the table. We do have some basic land searching with "},{"insert":{"card-link":"Shire Terrace"}},{"insert":" , "},{"insert":{"card-link":"Fabled Passage"}},{"insert":" , "},{"insert":{"card-link":"Prismatic Vista"}},{"insert":" and "},{"insert":{"card-link":"Ash Barrens"}},{"insert":" , as well as some janky basic land searching cards like "},{"insert":{"card-link":"Dance of the Tumbleweeds"}},{"insert":" (which can make a green token, necessary for Coalition Victory) and "},{"insert":{"card-link":"Return from the Wilds"}},{"insert":" (which makes a white creature token). We also can get kind of sneaky with making all colors of mana with cards like "},{"insert":{"card-link":"Exotic Orchard"}},{"insert":" and "},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" . All of our lands can help provide all the colors of mana while still being runnable in a monoblue deck. \n\nIn terms of Domain tech, we have a handful of cutesy stuff we can do. Sometimes it is being able to make maximum use of the Converge mechanic (which makes a spell better the more colors of mana you use to cast it) and sometimes stuff just cares about the number of basic land types we control. Let me highlight all of them for you - \n"},{"insert":{"card-link":"Prismatic Geoscope"}},{"insert":" can become a 5 mana artifact that taps for WUBRG. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Collective Restraint"}},{"insert":" becomes a "},{"insert":{"card-link":"Propaganda"}},{"insert":" effect that our opponents have to pay 5 mana for instead of 2. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Exert Influence"}},{"insert":" can be cast for 5 colors of mana and take control of a power 5 or less creature. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Bring to Light"}},{"insert":" can search for any creature, instant or sorcery up to 5 mana value and cast it for free. This can help us get Coalition Victory into our hand! "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Tromp the Domains"}},{"insert":" can give our board +5/+5 and trample, which can absolutely help us close out the game. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Together as One"}},{"insert":" can be cast for maximum value to draw 5 cards, gain 5 life, and deal 5 damage to any target. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Worldly Counsel"}},{"insert":" is an Anticipate style effect but can now look at the top 5 instead of the top 4 and put it into our hand. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Access to all 5 colors is necessary to play some of the Lessons we put in our hand and to be able to cast Coalition Victory. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Complete Domain is required for Coalition Victory! "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Step 2 - Achieving 5 Color-Creature-Tron"},{"insert":"\n\nGetting all 5 colors among our creatures is an interesting feat. Tolabow does make it a little easier in that we have easy access to one legendary blue Otter and little blue and red Otter tokens (with prowess)! This does mean that we focus most of our efforts on obtaining green, white, and black tokens. Thankfully a lot of modal cards exist that give an option to do something relevant or make a token, like "},{"insert":{"card-link":"Unforgiving Aim"}},{"insert":" or "},{"insert":{"card-link":"Sprouting Renewal"}},{"insert":" . Below is a little list of my favorite ways to make those tokens (there are lots in the deck, but these were my favorite to have included) \nWe run a little desert package with "},{"insert":{"card-link":"Cactus Preserve"}},{"insert":" (capable of being a green creature), "},{"insert":{"card-link":"Lazotep Quarry"}},{"insert":" (capable of making a black creature), and "},{"insert":{"card-link":"Survivors' Encampment"}},{"insert":" (capable of making more colors). Thus, if we wanted to, we could potentially make zombies with "},{"insert":{"card-link":"Hour of Promise"}},{"insert":" ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This deck runs a handful of cloning effects - "},{"insert":{"card-link":"Ember Island Production"}},{"insert":" , "},{"insert":{"card-link":"Croaking Counterpart"}},{"insert":" , and "},{"insert":{"card-link":"Doppelgang"}},{"insert":" can all copy ours or our opponent's creatures to achieve all 5 colors on our board. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Some counterspells are actually sneakily helpful. "},{"insert":{"card-link":"Glen Elendra's Answer"}},{"insert":" and "},{"insert":{"card-link":"Saruman's Trickery"}},{"insert":" both make black creature tokens. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"In our sideboard, we run "},{"insert":{"card-link":"Inkling Summoning"}},{"insert":" , "},{"insert":{"card-link":"Pest Summoning"}},{"insert":" ,and "},{"insert":{"card-link":"Spirit Summoning"}},{"insert":" to make Strixhaven multicolored mascots. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Pongify"}},{"insert":" and "},{"insert":{"card-link":"Beast Within"}},{"insert":" work double time to give us a green 3/3 in a pinch. I haven't gotten do it yet, but I want to do it really badly. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nNow, believe it or not, we also have a couple of pieces that care about the number of colors among permanents/creatures on our board besides Coalition Victory. "},{"insert":{"card-link":"Soul of Ravnica"}},{"insert":" , "},{"insert":{"card-link":"First Family"}},{"insert":" , and "},{"insert":{"card-link":"Shinestriker"}},{"insert":" all let us draw cards equal to the number of colors on our board, and"},{"insert":{"card-link":"Elemental Spectacle"}},{"insert":" has the potential to give us five 5/5 bodies and also gain a ton of life. Unfortunately, that is kind of it. There are a handful of green permanents like "},{"insert":{"card-link":"Bloom Tender"}},{"insert":" and "},{"insert":{"card-link":"Glister Bairn"}},{"insert":" that care about the number of colors on our board, but they can't be included in the deck since we only run green instants and sorceries. However, while we can't include more tech for this idea, we do get to do our Rule 0 tech. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Step 3 - Get Coalition Victory into our hand"},{"insert":"\n\nOkay, we have two pieces of tech to grab cards from outside the game: "},{"insert":{"card-link":"Invasion of Arcavios // Invocation of the Founders"}},{"insert":" is a battle that can tutor our deck, graveyard, or our sideboard for an instant or sorcery card and put into our hand. If we manage to flip it, it becomes a spell copier for all of our instants and sorceries, which is really cool, but I'm here for that front side to go get a card! The second piece of tech is "},{"insert":{"card-link":"Fae of Wishes // Granted"}},{"insert":" , which we can cast the adventure side off of "},{"insert":{"card-link":"Bring to Light"}},{"insert":" (to explain the rules very briefly, because Bring to Light says you may cast that card specifically, this gives you a choice of either casting Fae of Wishes or Granted when you exile it to Bring to Light. Someone cooler than me probably knows the specific ruling mentioned). Either of these cards can either grab Lessons to mess around OR we can go get our little gamechanger and attempt to... \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Step 4 - Cast Coalition Victory and Win the Game"},{"insert":"\n\nThis is it. The ring of fire that we held up the table and asked if we can jump through it. Hopefully at this point everyone applauds. Or they cry and then applaud. I don't know. \n\nThis is what I love most about this deck - resolving "},{"insert":{"card-link":"Coalition Victory"}},{"insert":" so often has this anticlimactic feeling to ending the game, while this iteration of using it makes it feel more rewarding to both the player and its opponents. The first time I pulled this off, my fellow players thought this was actually a cool way to use Coalition Victory. It took a lot more time and effort on my end because Tolabow is not a five color commander and instead has to run less optimal cards in the 99 to be able to cast this. I also wouldn't be able to pull it off if it weren't for everyone willing to break the rules a little more than Tolabow allows. It's also around turn 8 or longer by the time you get to resolving Coalition Victory, and everyone is usually wanting the game to end at that point anyway. I will admit that while it's not a typical Coalition Victory deck, it is still a Coalition Victory deck as you are still trying to press a win the game button (although it is not a simple pressing of the button given the preparation needed). We are just trying to pull off Coalition Victory with entertaining style and janky Simic cards, so it's cooler than the others. Hopefully decks like this and ones inspired by it from the future can help Coalition Victory be a more hype rule 0 inclusion in the future. \n\n"},{"attributes":{"underline":true,"color":"#e60000","bold":true},"insert":"Game Plan - If They Say No"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThere will come times where people do not want to deal with tomfoolery. Which is absolutely acceptable. If people are not vibing with this idea, you can totally just switch decks to something that fits the mood everyone is going for. I recommend that if you are playing with strangers or the vibes feel a bit more like a traditional game of Magic, just either play a different deck or play this deck the earnest way and win the game that way. But if you know everyone personally and know they will forgive you for pulling something atrocious but goofy, I did include a very funny prank to attempt to pull in case everyone says no to you. After all, Tolabow is a rascal, so why wouldn't I include a funny little joke to pull off? \n\nIf everyone says no and you are still tied to playing this deck, here's what you can do. \nMake the substitution"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Play earnestly (I recommend doing this if you are playing with strangers)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Groundhog's Day (I recommend this for really close friends you play with all the time)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Step 1 - Make the Substitution"},{"insert":"\n\nBefore the game begins but after you have talked to everyone, there is a quick little card switch you will want to make. "},{"insert":{"card-link":"Fae of Wishes // Granted"}},{"insert":" is now a functionally useless card and should come out of the deck. And while you can pick any blue or green card from the sideboard to swap for it, I did include a card as a specific substitution for this scenario - "},{"insert":{"card-link":"Time Stretch"}},{"insert":" . While extra turns can be tilting, I decided to include Time Stretch to be a really funny addition to the Groundhog's Day joke, and we will have to pay ten mana (maybe 9 mana with a discounter out) in order to cast it. If it doesn't seem like the vibe, you can go with "},{"insert":{"card-link":"Origin of Metalbending"}},{"insert":". \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Step 2 - Playing Earnestly"},{"insert":"\n\nI'm not gonna delve too much into this part of the primer. But you are capable the game like a normal person without pulling off weasel-like hijinks. Make tokens, eventually resolve "},{"insert":{"card-link":"Tromp the Domains"}},{"insert":" and swing for lethal. The deck plays a lot of one for one removal to take out anything that you can't keep up with, as well as a handful of clone effects to copy whatever you might want to help you eventually overtake everyone. That part of the deck is straightforward, and why I didn't want to spend too much time on that in this deck tech. This section is meant to serve as motivation that anything is possible and you should never give up! \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Step 3 - Groundhog's Day"},{"insert":"\n\nOkay, this is the funny part. I do caution that you should only do this if you know you will be forgiven. I would only do this in a pod where I know I will see my opponents again and they will be chill (in other words, don't do this to strangers unless you know they are cool). \n\nOkay, so... you may have noticed while looking through the deck a "},{"insert":{"card-link":"Karn Liberated"}},{"insert":" . This is a classic planeswalker not commonly played in commander because its abilities are in a optimally grey area (this pun is intended). Karn effectively exiles stuff and then can ultimate to restart the game, except you get everything exiled underneath Karn. While this might seem like something that can only happen in three turns if Karn is left completely unchecked, I will now point to that "},{"insert":{"card-link":"Time Stretch"}},{"insert":" I recommended you sideboard in and you now realize that if we are lucky or have a lot of mana, this is actually perhaps possible. And while you could exile permanents to Karn to give yourself an advantage heading into round 2, the joke is that we will exile instants and sorceries from our hand to restart the game with nothing. This will allow us to restart the game just as it began, no extra advantage to you. Just a complete refresh, except no one has won or lost. Yet you have played the game, you remember it like it just happened. It's as though you all just woke up and it's Groundhog's Day again. "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"Oh!"},{"attributes":{"underline":true},"insert":" "},{"attributes":{"underline":true,"italic":true,"bold":true},"insert":"It's important to note"},{"insert":" - when the game restarts, you should probably ask again if it's okay for you to use a sideboard! If people say no, there is a faint chance that the pod will relive the same game over and over and over again. \n\nThank you all so much for reading! \n"}]}

























































































