75 views15 hrs ago
Commander
Size: 100Salt sum: 64.35
 avatar

RemnantHuman

75 views15 hrs ago
Commander
Size: 100Salt sum: 64.35

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

{"ops":[{"insert":"This is my second ever constructed deck. I wanted to test how salty I could make a Bracket 2 deck, but in a way that is almost entirely defensive. This is that result. It's very likely unoptimized.\n\nFirst of all: a warning."},{"attributes":{"header":2},"insert":"\n"},{"insert":"Every player you use this deck against will target you. You will be the biggest threat on the field for over 90% of your games with this deck. Pull this out only every once in a while when you feel like being a goblin.\n\nAdditionally, all of what you see here very much hinges on Lands and Artifacts that boost your mana gain. If you can't draw lands within at least the first three turns, go ahead and scoop because you will be too far behind, unless you can find a way to make it all work in your favor.\n\nThe (Nonviolent) Win-Con"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the most direct win-cons in this deck is"},{"insert":{"card-link":"Azor's Elocutors"}},{"insert":" . At the beginning of your upkeep, drop a filibuster counter on Elocutors, then if you have five or more, you win the game. There are cards in this deck that proliferate, like "},{"insert":{"card-link":"Metastatic Evangel"}},{"insert":" and "},{"insert":{"card-link":"Unbounded Potential"}},{"insert":" , but the most effective proliferator in this deck is probably going to be "},{"insert":{"card-link":"Expansion Algorithm"}},{"insert":" , which makes Azor's Elocutors a late-play win-con if you want a sudden and unexpected win; however, you're going to need the lands. Alternatively, if you can get them on the field as early as turn 3, using "},{"insert":{"card-link":"Pearl Medallion"}},{"insert":" and "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":", you've got plenty of counterspells and creatures that heavily limit your opponents' interrupts. The Medallions will help for a late-play win, but again, you need those lands.\n\nFor a speed-up, get "},{"insert":{"card-link":"Urza Assembles the Titans"}},{"insert":" onto the field to play "},{"insert":{"card-link":"Teferi, Time Raveler"}},{"insert":" for free from hand or to potentially get him into your hand. Before the third Saga step, land "},{"insert":{"card-link":"Ichormoon Gauntlet"}},{"insert":" on the field to force your opponents' hands, then deny their interrupts with any of the counterspells. Get your two proliferation activations from Teferi, then defend until your next upkeep if you have enough counters on the Elocutors.\n\nThe Alternate (Nonviolent) Win-Con"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" is another way to win this game, and pairs well with "},{"insert":{"card-link":"Jin-Gitaxias // The Great Synthesis"}},{"insert":" , which is itself an excellent boardwipe and reintegration of your own cards onto the field. "},{"insert":{"card-link":"Windfall"}},{"insert":" also exists in this deck, but the only reason I'm listing it here is because, if you plan on playing Bracket 2, it is "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"not viable"},{"insert":" for this win-con—Windfall exists to push other cards into your hand for other win-cons. You can use it to potentially bring Approach into your hand for the first activation, "},{"attributes":{"underline":true,"color":"#ff9900","bold":true},"insert":"but that's it"},{"insert":". Focus on getting Jin-Gitaxias to the field "},{"attributes":{"underline":true},"insert":"before"},{"insert":" Approach's first activation, then guard him with your life until the last turn before he transforms, then play Approach for its first activation. On your next turn, draw, transform Jin into Great Synthesis, draw seven cards, then play Approach again to end the game.\n\nThe (Violent) Win-Con"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":" . If you don't have the mana to bring him to the field, that's why you've got "},{"insert":{"card-link":"Elspeth Conquers Death"}},{"insert":". There are cards in the deck that will force discards, which is where you want Emrakul to be in order for Elspeth to capitalize. Not only do you bring him to the field, he also gets a +1/+1 counter, boosting his damage potential. Put "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" on him for haste and swing away. If someone attempts to counter his arrival, again, you have plenty of counterspells to play on the stack, most notably "},{"insert":{"card-link":"Dovin's Veto"}},{"insert":" , This can all be said for all of the stronger creatures in the deck, as well. If you can keep "},{"insert":{"card-link":"Hushbringer"}},{"insert":" , "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":" , and/or other cards on the field that prevents spells from being played, that's added protection.\n\nMake everything your opponents do INCREDIBLY expensive."},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Propaganda"}},{"insert":" . "},{"insert":{"card-link":"Sphere of Safety"}},{"insert":" . "},{"insert":{"card-link":"Elspeth Conquers Death"}},{"insert":" . "},{"insert":{"card-link":"Aura of Silence"}},{"insert":" . "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":" ."},{"insert":{"card-link":"God-Pharaoh's Statue"}},{"insert":" . "},{"insert":{"card-link":"Norn's Annex"}},{"insert":" . And a lot more.\n\nYour health? Untouched."},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Absolute Virtue"}},{"insert":" is your Commander for a reason. Pair your board with "},{"insert":{"card-link":"Absolute Grace"}},{"insert":" and "},{"insert":{"card-link":"Absolute Law"}},{"insert":" for even more coverage against your opponents. It's not full protection from everything, but it doesn't need to be.\n\nUh-oh—your win-cons have been decimated and sent to the graveyard."},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"The Bath Song"}},{"insert":" will take all your cards and shuffle them from the graveyard back into your deck, and you get a little mana boost. Granted, it's not a perfect solution, as you'll have to get those cards again, but it's better than nothing. This Saga is also a good way to get Emrakul into your graveyard—you just have to get Elspeth's Saga to trigger fully before the end of Bath to make sure you capitalize properly.\n\nBoardwiped? No."},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Guardian of Faith"}},{"insert":" can be flashed onto the field in response to a boardwipe. Phase out all your creatures and let everyone else's fields get decimated, then bring your army back at the end step, counters and all. Alternatively, if you don't care about counters/don't have Azor's Elocutors on the field in the first place, you also have "},{"insert":{"card-link":"Eerie Interlude"}},{"insert":" and "},{"insert":{"card-link":"Faith's Reward"}},{"insert":" as backups.\n\n"},{"attributes":{"color":"#ff9900"},"insert":"Alright—now, let's have some fun."},{"attributes":{"header":2},"insert":"\n"},{"insert":"I've included some cards in here that I thought were really funny, but also seem to work well with this deck. First up, "},{"insert":{"card-link":"Space Beleren"}},{"insert":" can divide the battlefield into three sections and really shake up combat. Your opponents section off their permanents first, giving you a little strategy to section off your own permanents so that they all don't interact. Uptick Space Beleren to prevent certain creatures from messing with your plans, then completely annihilate an opponent's section for very little loyalty. Proliferate this planeswalker high enough, and you can really cause chaos. Use "},{"insert":{"card-link":"Urza Assembles the Titans"}},{"insert":" for quick activation and eventual double activation, and "},{"insert":{"card-link":"Ichormoon Gauntlet"}},{"insert":" if you want it to proliferate"},{"insert":{"card-link":"Azor's Elocutors"}},{"insert":" . As long as no one can reach the Elocutors, it's another way into the win-con.\n\nNext, "},{"insert":{"card-link":"Fatespinner"}},{"insert":" . With this card on the field, you can force all of your opponents to just skip a phase of their turn, making them play more selectively and giving yourself an advantage.\n\nDo your opponents have too many monsters? Are you scared of getting completely wiped? Meet the "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" . It slows down combat by an absurd amount, limiting attackers and blockers to just one each. Great for the nonviolent win-con, and also great for Emrakul if you can get him on the field.\n\nThat's all. Have fun. Apologize to your friends afterwards."},{"attributes":{"header":2},"insert":"\n"}]}

Commander

Qty: 1 Price: $32.99
Absolute Virtue
This spell can't be countered.
Flying
You have protection from each of your opponents. (You can't be dealt damage, enchanted, or targeted by anything controlled by your opponents.)
Legendary Creature - Warrior Avatar
Absolute Virtue (fin) 476

Commander

(CTRL to add secondary)

Counters

Qty: 2 Price: $70.58
Azor's Elocutors
At the beginning of your upkeep, put a filibuster counter on this creature. Then if this creature has five or more filibuster counters on it, you win the game.
Whenever a source deals damage to you, remove a filibuster counter from this creature.
Creature - Human Advisor
Azor's Elocutors (rtr) 210
Force of Negation
If it's not your turn, you may exile a blue card from your hand rather than pay this spell's mana cost.
Counter target noncreature spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
Force of Negation (2x2) 50

Counters

(CTRL to add secondary)

Draw

Qty: 10 Price: $119.33
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (slp) 1
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (plst) MH2-12
Jin-Gitaxias
Ward

Whenever you cast a noncreature spell with mana value 3 or greater, draw a card.
: Exile Jin-Gitaxias, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if you have seven or more cards in hand.
Legendary Creature - Praetor Phyrexian
Jin-Gitaxias // The Great Synthesis (mom) 294Jin-Gitaxias // The Great Synthesis (mom) 294
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (tdc) 159
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (tdc) 161
Tezzeret's Gambit
(
can be paid with either
or 2 life.)
Draw two cards, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
Tezzeret's Gambit (eoc) 47
The Bath Song
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Draw two cards, then discard a card.
III — Shuffle any number of target cards from your graveyard into your library. Add
.
Enchantment - Saga
The Bath Song (ltr) 40
Urza Assembles the Titans
Read ahead (Choose a chapter and start with that many lore counters. Add one after your draw step. Skipped chapters don't trigger. Sacrifice after III.)
I — Scry 4, then you may reveal the top card of your library. If a planeswalker card is revealed this way, put it into your hand.
II — You may put a planeswalker card with mana value 6 or less from your hand onto the battlefield.
III — You may activate the loyalty abilities of planeswalkers you control twice this turn rather than only once.
Enchantment - Saga
Urza Assembles the Titans (dmu) 37
Vivisurgeon's Insight
Draw three cards. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
Vivisurgeon's Insight (one) 77
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (otc) 123

Draw

(CTRL to add secondary)

Finisher

Qty: 2 Price: $43.98
Approach of the Second Sun
If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.
Sorcery
Approach of the Second Sun (plst) AKH-4
Emrakul, the Promised End
This spell costs
less to cast for each card type among cards in your graveyard.
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
Legendary Creature - Eldrazi
Emrakul, the Promised End (emn) 6

Finisher

(CTRL to add secondary)

Land

Qty: 25 Price: $123.05
Academy Ruins
: Add
.
,
: Put target artifact card from your graveyard on top of your library.
Legendary Land
Academy Ruins (drc) 58
Buried Ruin
: Add
.
,
, Sacrifice this land: Return target artifact card from your graveyard to your hand.
Land
Buried Ruin (pip) 254
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 234
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (dsc) 283
Hengegate Pathway
: Add
.
Land
Hengegate Pathway // Mistgate Pathway (khm) 260Hengegate Pathway // Mistgate Pathway (khm) 260
Irrigated Farmland
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island
Irrigated Farmland (msc) 251
Island
(
: Add
.)
Basic Land - Island
Island (mh2) 484
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (eoc) 169
Mystic Gate
: Add
.
,
: Add
,
, or
.
Land
Mystic Gate (m3c) 359
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (soc) 388
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Plains
(
: Add
.)
Basic Land - Plains
Plains (mh2) 482
Sea of Clouds
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Sea of Clouds (clb) 360

Land

(CTRL to add secondary)

Lifegain

Qty: 1 Price: $6.49
Authority of the Consuls
Creatures your opponents control enter tapped.
Whenever a creature an opponent controls enters, you gain 1 life.
Enchantment
Authority of the Consuls (fdn) 137

Lifegain

(CTRL to add secondary)

Proliferate

Qty: 4 Price: $32.12
Contentious Plan
Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Draw a card.
Sorcery
Contentious Plan (war) 46
Ichormoon Gauntlet
Planeswalkers you control have "[0]: Proliferate" and "[−12]: Take an extra turn after this one."
Whenever you cast a noncreature spell, choose a counter on target permanent. Put an additional counter of that kind on that permanent.
Artifact
Ichormoon Gauntlet (one) 348
Metastatic Evangel
Whenever another nontoken creature you control enters, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Human Cleric Phyrexian
Metastatic Evangel (mh3) 35
Unbounded Potential
Choose one —
• Put a +1/+1 counter on each of up to two target creatures.
• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Entwine
(Choose both if you pay the entwine cost.)
Instant
Unbounded Potential (cmm) 67

Proliferate

(CTRL to add secondary)

Protection

Qty: 22 Price: $351.78
Absolute Grace
All creatures have protection from black.
Enchantment
Absolute Grace (usg) 1
Absolute Law
All creatures have protection from red.
Enchantment
Absolute Law (usg) 2
Avacyn, Angel of Hope
Flying, vigilance, indestructible
Other permanents you control have indestructible.
Legendary Creature - Angel
Avacyn, Angel of Hope (cmm) 457
Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant
Dawn's Truce (blb) 9
Eerie Interlude
Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
Instant
Eerie Interlude (soi) 16
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (cmm) 24
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (mkc) 67
Gift of Immortality
Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step.
Enchantment - Aura
Gift of Immortality (soc) 147
Giver of Runes
: Another target creature you control gains protection from colorless or from the color of your choice until end of turn.
Creature - Cleric Kor
Giver of Runes (mh1) 13
Gold-Forged Thopteryx
Flying, lifelink
Each legendary permanent you control has ward
. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Creature Artifact - Dinosaur Thopter
Gold-Forged Thopteryx (mat) 31
Grand Abolisher
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Creature - Human Cleric
Grand Abolisher (cmm) 27
Guardian of Faith
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Creature - Knight Spirit
Guardian of Faith (afr) 362
Herald of Eternal Dawn
Flash (You may cast this spell any time you could cast an instant.)
Flying
You can't lose the game and your opponents can't win the game.
Creature - Angel
Herald of Eternal Dawn (fdn) 299
Norn's Annex
(
can be paid with either
or 2 life.)
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures.
Artifact
Norn's Annex (cmm) 829
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (m3c) 191
Silence
Your opponents can't cast spells this turn.
Instant
Silence (m14) 35
Silent Arbiter
No more than one creature can attack each combat.
No more than one creature can block each combat.
Creature Artifact - Construct
Silent Arbiter (cmm) 972
Sphere of Safety
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures, where X is the number of enchantments you control.
Enchantment
Sphere of Safety (dsc) 104
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (sld) 606
Sword of Wealth and Power
Equipped creature gets +2/+2 and has protection from instants and from sorceries.
Whenever equipped creature deals combat damage to a player, create a Treasure token. When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Equip
Artifact - Equipment
Sword of Wealth and Power (big) 56
Vexilus Praetor
Flash
Vigilance
Aegis of the Emperor — Commanders you control have protection from everything.
Creature - Warrior Custodes
Vexilus Praetor (40k) 19
Windborn Muse
Flying
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Creature - Spirit
Windborn Muse (dmr) 415

Protection

(CTRL to add secondary)

Ramp

Qty: 7 Price: $100.43
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (p30m) 1F
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact
Archaeomancer's Map (lcc) 101
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
Land Tax (soc) 153
Pearl Medallion
White spells you cast cost
less to cast.
Artifact
Pearl Medallion (cmm) 612
Sapphire Medallion
Blue spells you cast cost
less to cast.
Artifact
Sapphire Medallion (cmm) 614
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 427
Thran Dynamo
: Add
.
Artifact
Thran Dynamo (sld) 483

Ramp

(CTRL to add secondary)

Recursion

Qty: 1 Price: $2.49
Faith's Reward
Return to the battlefield all permanent cards in your graveyard that were put there from the battlefield this turn.
Instant
Faith's Reward (cn2) 84

Recursion

(CTRL to add secondary)

Removal

Qty: 15 Price: $83.51
Absorb
Counter target spell. You gain 3 life.
Instant
Absorb (dmr) 186
Access Denied
Counter target spell. Create X 1/1 colorless Thopter artifact creature tokens with flying, where X is that spell's mana value.
Instant
Access Denied (nec) 11
Admiral's Order
Raid — If you attacked this turn, you may pay
rather than pay this spell's mana cost.
Counter target spell.
Instant
Admiral's Order (rix) 31
Aetherize
Return all attacking creatures to their owner's hand.
Instant
Aetherize (fdn) 151
Assert Authority
Affinity for artifacts (This spell costs
less to cast for each artifact you control.)
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Instant
Assert Authority (mrd) 30
Aura of Silence
Artifact and enchantment spells your opponents cast cost
more to cast.
Sacrifice this enchantment: Destroy target artifact or enchantment.
Enchantment
Aura of Silence (plst) C15-60
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (war) 193
Elspeth Conquers Death
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile target permanent an opponent controls with mana value 3 or greater.
II — Noncreature spells your opponents cast cost
more to cast until your next turn.
III — Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter or a loyalty counter on it.
Enchantment - Saga
Elspeth Conquers Death (plst) THB-13
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (inr) 303
Permission Denied
Counter target noncreature spell. Your opponents can't cast noncreature spells this turn.
Instant
Permission Denied (rex) 17
Render Silent
Counter target spell. Its controller can't cast spells this turn.
Instant
Render Silent (dgm) 96
Space Beleren
Space sculptor (Space Beleren divides the battlefield into alpha, beta, and gamma sectors. If a creature isn't assigned to a sector, its controller assigns it to one. Opponents assign first.)
+1: Creatures in each sector can be blocked this turn only by creatures in the same sector.
−1: Put a +1/+1 counter on each creature in the sector of your choice.
−5: Destroy all creatures in the sector of your choice.
Legendary Planeswalker - Jace
Space Beleren (unf) 178
Summon: Yojimbo
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Exile target artifact, enchantment, or tapped creature an opponent controls.
II, III — Until your next turn, creatures can't attack you unless their controller pays
for each of those creatures.
IV — Create X Treasure tokens, where X is the number of opponents who control a creature with power 4 or greater.
Vigilance
Creature Enchantment - Saga Samurai
Summon: Yojimbo (fic) 196
Supreme Verdict
This spell can't be countered.
Destroy all creatures.
Sorcery
Supreme Verdict (clu) 211
Wrath of God
Destroy all creatures. They can't be regenerated.
Sorcery
Wrath of God (cmm) 70

Removal

(CTRL to add secondary)

Sorcery

Qty: 1 Price: $2.79
Expansion Algorithm
Proliferate X times. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
Sorcery
Expansion Algorithm (soc) 19

Sorcery

(CTRL to add secondary)

Stax

Qty: 7 Price: $35.73
Blind Obedience
Extort (Whenever you cast a spell, you may pay
. If you do, each opponent loses 1 life and you gain that much life.)
Artifacts and creatures your opponents control enter tapped.
Enchantment
Blind Obedience (wot) 1
Fatespinner
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
Creature - Human Wizard
Fatespinner (plst) MRD-36
God-Pharaoh's Statue
Spells your opponents cast cost
more to cast.
At the beginning of your end step, each opponent loses 1 life.
Legendary Artifact
God-Pharaoh's Statue (plst) WAR-238
Hushbringer
Flying, lifelink
Creatures entering or dying don't cause abilities to trigger.
Creature - Faerie
Hushbringer (plst) ELD-18
Lavinia, Azorius Renegade
Each opponent can't cast noncreature spells with mana value greater than the number of lands that player controls.
Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.
Legendary Creature - Human Soldier
Lavinia, Azorius Renegade (prna) 189
Teferi, Time Raveler
Each opponent can cast spells only any time they could cast a sorcery.
+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
Legendary Planeswalker - Teferi
Teferi, Time Raveler (rvr) 232
Thalia, Heretic Cathar
First strike
Creatures and nonbasic lands your opponents control enter tapped.
Legendary Creature - Human Soldier
Thalia, Heretic Cathar (slc) 2016

Stax

(CTRL to add secondary)

Tutor

Qty: 1 Price: $14.99
Idyllic Tutor
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Sorcery
Idyllic Tutor (thb) 24

Tutor

(CTRL to add secondary)

Untap

Qty: 1 Price: $0.35
Crypsis
Target creature you control gains protection from creatures your opponents control until end of turn. Untap it.
Instant
Crypsis (bng) 34

Untap

(CTRL to add secondary)

Deck Info

Deck stats

58 pips - 45 cards
16 mana - 14 cards
43 pips - 31 cards
20 mana - 17 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
10 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"This is my second ever constructed deck. I wanted to test how salty I could make a Bracket 2 deck, but in a way that is almost entirely defensive. This is that result. It's very likely unoptimized.\n\nFirst of all: a warning."},{"attributes":{"header":2},"insert":"\n"},{"insert":"Every player you use this deck against will target you. You will be the biggest threat on the field for over 90% of your games with this deck. Pull this out only every once in a while when you feel like being a goblin.\n\nAdditionally, all of what you see here very much hinges on Lands and Artifacts that boost your mana gain. If you can't draw lands within at least the first three turns, go ahead and scoop because you will be too far behind, unless you can find a way to make it all work in your favor.\n\nThe (Nonviolent) Win-Con"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the most direct win-cons in this deck is"},{"insert":{"card-link":"Azor's Elocutors"}},{"insert":" . At the beginning of your upkeep, drop a filibuster counter on Elocutors, then if you have five or more, you win the game. There are cards in this deck that proliferate, like "},{"insert":{"card-link":"Metastatic Evangel"}},{"insert":" and "},{"insert":{"card-link":"Unbounded Potential"}},{"insert":" , but the most effective proliferator in this deck is probably going to be "},{"insert":{"card-link":"Expansion Algorithm"}},{"insert":" , which makes Azor's Elocutors a late-play win-con if you want a sudden and unexpected win; however, you're going to need the lands. Alternatively, if you can get them on the field as early as turn 3, using "},{"insert":{"card-link":"Pearl Medallion"}},{"insert":" and "},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":", you've got plenty of counterspells and creatures that heavily limit your opponents' interrupts. The Medallions will help for a late-play win, but again, you need those lands.\n\nFor a speed-up, get "},{"insert":{"card-link":"Urza Assembles the Titans"}},{"insert":" onto the field to play "},{"insert":{"card-link":"Teferi, Time Raveler"}},{"insert":" for free from hand or to potentially get him into your hand. Before the third Saga step, land "},{"insert":{"card-link":"Ichormoon Gauntlet"}},{"insert":" on the field to force your opponents' hands, then deny their interrupts with any of the counterspells. Get your two proliferation activations from Teferi, then defend until your next upkeep if you have enough counters on the Elocutors.\n\nThe Alternate (Nonviolent) Win-Con"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" is another way to win this game, and pairs well with "},{"insert":{"card-link":"Jin-Gitaxias // The Great Synthesis"}},{"insert":" , which is itself an excellent boardwipe and reintegration of your own cards onto the field. "},{"insert":{"card-link":"Windfall"}},{"insert":" also exists in this deck, but the only reason I'm listing it here is because, if you plan on playing Bracket 2, it is "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"not viable"},{"insert":" for this win-con—Windfall exists to push other cards into your hand for other win-cons. You can use it to potentially bring Approach into your hand for the first activation, "},{"attributes":{"underline":true,"color":"#ff9900","bold":true},"insert":"but that's it"},{"insert":". Focus on getting Jin-Gitaxias to the field "},{"attributes":{"underline":true},"insert":"before"},{"insert":" Approach's first activation, then guard him with your life until the last turn before he transforms, then play Approach for its first activation. On your next turn, draw, transform Jin into Great Synthesis, draw seven cards, then play Approach again to end the game.\n\nThe (Violent) Win-Con"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":" . If you don't have the mana to bring him to the field, that's why you've got "},{"insert":{"card-link":"Elspeth Conquers Death"}},{"insert":". There are cards in the deck that will force discards, which is where you want Emrakul to be in order for Elspeth to capitalize. Not only do you bring him to the field, he also gets a +1/+1 counter, boosting his damage potential. Put "},{"insert":{"card-link":"Swiftfoot Boots"}},{"insert":" on him for haste and swing away. If someone attempts to counter his arrival, again, you have plenty of counterspells to play on the stack, most notably "},{"insert":{"card-link":"Dovin's Veto"}},{"insert":" , This can all be said for all of the stronger creatures in the deck, as well. If you can keep "},{"insert":{"card-link":"Hushbringer"}},{"insert":" , "},{"insert":{"card-link":"Grand Abolisher"}},{"insert":" , and/or other cards on the field that prevents spells from being played, that's added protection.\n\nMake everything your opponents do INCREDIBLY expensive."},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Propaganda"}},{"insert":" . "},{"insert":{"card-link":"Sphere of Safety"}},{"insert":" . "},{"insert":{"card-link":"Elspeth Conquers Death"}},{"insert":" . "},{"insert":{"card-link":"Aura of Silence"}},{"insert":" . "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":" ."},{"insert":{"card-link":"God-Pharaoh's Statue"}},{"insert":" . "},{"insert":{"card-link":"Norn's Annex"}},{"insert":" . And a lot more.\n\nYour health? Untouched."},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Absolute Virtue"}},{"insert":" is your Commander for a reason. Pair your board with "},{"insert":{"card-link":"Absolute Grace"}},{"insert":" and "},{"insert":{"card-link":"Absolute Law"}},{"insert":" for even more coverage against your opponents. It's not full protection from everything, but it doesn't need to be.\n\nUh-oh—your win-cons have been decimated and sent to the graveyard."},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"The Bath Song"}},{"insert":" will take all your cards and shuffle them from the graveyard back into your deck, and you get a little mana boost. Granted, it's not a perfect solution, as you'll have to get those cards again, but it's better than nothing. This Saga is also a good way to get Emrakul into your graveyard—you just have to get Elspeth's Saga to trigger fully before the end of Bath to make sure you capitalize properly.\n\nBoardwiped? No."},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Guardian of Faith"}},{"insert":" can be flashed onto the field in response to a boardwipe. Phase out all your creatures and let everyone else's fields get decimated, then bring your army back at the end step, counters and all. Alternatively, if you don't care about counters/don't have Azor's Elocutors on the field in the first place, you also have "},{"insert":{"card-link":"Eerie Interlude"}},{"insert":" and "},{"insert":{"card-link":"Faith's Reward"}},{"insert":" as backups.\n\n"},{"attributes":{"color":"#ff9900"},"insert":"Alright—now, let's have some fun."},{"attributes":{"header":2},"insert":"\n"},{"insert":"I've included some cards in here that I thought were really funny, but also seem to work well with this deck. First up, "},{"insert":{"card-link":"Space Beleren"}},{"insert":" can divide the battlefield into three sections and really shake up combat. Your opponents section off their permanents first, giving you a little strategy to section off your own permanents so that they all don't interact. Uptick Space Beleren to prevent certain creatures from messing with your plans, then completely annihilate an opponent's section for very little loyalty. Proliferate this planeswalker high enough, and you can really cause chaos. Use "},{"insert":{"card-link":"Urza Assembles the Titans"}},{"insert":" for quick activation and eventual double activation, and "},{"insert":{"card-link":"Ichormoon Gauntlet"}},{"insert":" if you want it to proliferate"},{"insert":{"card-link":"Azor's Elocutors"}},{"insert":" . As long as no one can reach the Elocutors, it's another way into the win-con.\n\nNext, "},{"insert":{"card-link":"Fatespinner"}},{"insert":" . With this card on the field, you can force all of your opponents to just skip a phase of their turn, making them play more selectively and giving yourself an advantage.\n\nDo your opponents have too many monsters? Are you scared of getting completely wiped? Meet the "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" . It slows down combat by an absurd amount, limiting attackers and blockers to just one each. Great for the nonviolent win-con, and also great for Emrakul if you can get him on the field.\n\nThat's all. Have fun. Apologize to your friends afterwards."},{"attributes":{"header":2},"insert":"\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards