192 views24 days ago
Commander
Size: 100Salt sum: 63.3
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MaceWeedu

192 views24 days ago
Commander
Size: 100Salt sum: 63.3

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{"ops":[{"insert":"Yurlok, Mana Burner"},{"attributes":{"header":1},"insert":"\n"},{"insert":"What this deck is trying to do"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a mana-burn prison deck disguised as group ramp.\nYurlok gives everyone mana, but the rest of the deck makes that mana difficult or painful to use. Opponents are punished for tapping their lands, leaving their lands untapped, casting spells, playing lands, holding up interaction, and eventually for failing to spend the mana Yurlok gives them.\nThe deck can win through steady punishment, but that is not the main plan. The real goal is to establish a hostile board, force opponents to spend their interaction awkwardly, and then assemble one of several compact infinite combos.\nThis is a high-level Bracket 4 deck. It runs tutors, prison effects, efficient interaction, and multiple infinite lines. It does not rely on mass land destruction, but it can make normal mana usage feel nearly impossible.\nExplaining the deck before a game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The easiest way to explain it is:\n“This is a high-power Yurlok mana-burn deck. It has tutors, compact infinite combos, and effects that punish tapping lands, holding lands open, and casting spells. I’m not trying to destroy every land, but I am trying to make using mana painful.”"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"That tells the table what matters without explaining every individual combo.\nHow Yurlok works"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Yurlok has vigilance and the following activated ability:\n"},{"attributes":{"bold":true},"insert":"Pay one mana and tap Yurlok: each player adds black, red, and green mana."},{"insert":"\nWhenever a player loses unspent mana, Yurlok makes that player lose that much life.\nThe important part is that mana empties at the end of every step and phase. It does not wait until the end of the turn.\nFor example, activating Yurlok during an opponent’s draw step gives them mana that must be used before their first main phase. They can cast instants or activate abilities, but they cannot carry that mana into their main phase to cast normal creatures, enchantments, or sorceries.\nThat makes the best activation windows:\nDuring an opponent’s draw step, after they draw."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"During an opponent’s end step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Immediately before a step or phase ends."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"During my turn after opponents have been locked out with City of Solitude."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Activating Yurlok during an opponent’s main phase is much less effective because they can usually spend the mana on whatever they were already planning to cast.\nYurlok is a mana ability, so the activation itself does not use the stack. However, after I finish activating him, opponents may still spend the mana before the current step or phase ends unless another effect prevents them from doing so.\nOpening hands and mulligans"},{"attributes":{"header":1},"insert":"\n"},{"insert":"What I want to see"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A strong opening hand normally has:\nTwo or three lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one green source."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One cheap accelerator."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A draw engine, tutor, or meaningful pressure piece."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A way to cast Yurlok by turn three or four."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The best starts usually involve:\nBirds of Paradise"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Delighted Halfling"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elvish Mystic"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ignoble Hierarch"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Llanowar Elves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sol Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arcane Signet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Goblin Anarchomancer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nature’s Lore"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Three Visits"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Delighted Halfling is especially valuable because it helps cast Yurlok and makes him uncounterable. When using Cavern of Souls, I normally name "},{"attributes":{"bold":true},"insert":"Shaman"},{"insert":" for Yurlok.\nLeyline of Abundance is excellent in an opening hand, especially alongside a mana creature, but it is not enough to rescue an otherwise bad hand.\nHands I should send back"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I should generally mulligan:\nOne-land hands that depend entirely on a creature surviving."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands with Glacial Chasm as one of my only lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands full of punishment cards but no acceleration."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands containing several combo pieces but no way to cast Yurlok."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Four- or five-land hands with no draw, tutor, or early play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands that produce only two of Yurlok’s three colors."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck has powerful cards, but it does not want to sit around drawing one card per turn. A functional opening hand is more important than keeping an individually strong seven.\nEarly game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The ideal early game is:\n"},{"attributes":{"bold":true},"insert":"Turn one:"},{"insert":" Mana creature.\n"},{"attributes":{"bold":true},"insert":"Turn two:"},{"insert":" Draw engine, additional acceleration, tutor, Goblin Anarchomancer, or an untap enabler.\n"},{"attributes":{"bold":true},"insert":"Turn three:"},{"insert":" Yurlok, preferably with haste or protection available.\nI do not have to cast Yurlok immediately just because I can. An unsupported Yurlok may give opponents free mana before I am prepared to punish them.\nBefore committing him, I should ask:\nCan I activate him immediately?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Is someone likely to remove or steal him?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Do I have a punishment piece already established?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Does casting him unlock Bloom Tender, Jeska’s Will, or one of my combos?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can I protect him with Deflecting Swat, Tamiyo’s Safekeeping, or Veil of Summer?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If the table is holding up multiple answers, it can be better to establish Sylvan Library, Black Market Connections, Necropotence, or The One Ring first.\nThe pressure plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The punishment cards work best in combinations. I do not need to empty my hand and play all of them at once.\nTap lands or leave them untapped"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Manabarbs"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Overabundance"},{"insert":" punish players for tapping lands.\n"},{"attributes":{"bold":true},"insert":"Citadel of Pain"},{"insert":" punishes them for leaving lands untapped.\nTogether, these create the basic Yurlok squeeze:\nTap the lands and take damage, or leave them open and take damage anyway."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Overabundance provides extra mana, so I should be careful about playing it when another player is positioned to combo. It is strongest when the extra mana is paired with Yurlok or another effect that makes spending it dangerous.\nCommit all of your mana"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mana Web"},{"insert":" and "},{"attributes":{"bold":true},"insert":"War’s Toll"},{"insert":" prevent opponents from carefully using one land at a time.\nWar’s Toll is especially brutal because tapping one land taps all of their lands. It also forces all of an opponent’s creatures to attack if any of them attack.\nThat second ability works well with:\nDarkness"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"No Mercy"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Glacial Chasm"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If someone attacks into No Mercy, their creatures are destroyed after dealing damage. If War’s Toll forces their entire board to attack, Darkness can blank the whole combat.\nHold up interaction and lose lands"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Price of Glory"},{"insert":" punishes players for tapping lands during another player’s turn.\nThis is aimed directly at counterspells and instant-speed interaction. It also affects me, so I should remember that my own lands will be destroyed if I tap them during another player’s turn.\nMana creatures, Sol Ring, Arcane Signet, and mana supplied by Yurlok do not trigger Price of Glory. Whenever Price of Glory is out, I should preserve those nonland mana sources for off-turn interaction.\nCast spells and take damage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck also pressures opponents for casting spells:\nMai, Scornful Striker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cindervines"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Roiling Vortex"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ruric Thar, the Unbowed"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ruric Thar should usually be played late, after I have deployed most of my noncreature setup. This deck contains many artifacts, enchantments, tutors, and removal spells, so casting Ruric Thar too early can hurt me as much as everyone else.\nHe is strongest when opponents are already low on life or when they need to cast several noncreature spells to stop me.\nPlay lands and take damage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Zo-Zu the Punisher pressures land drops and fetch lands.\nHe is particularly effective early, but he will attract attention. I should not assume a turn-two Zo-Zu will survive for long. Even a few triggers can still move opponents into range of Yurlok or Bloodchief Ascension.\nCard advantage"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The primary engines are:\nSylvan Library"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Black Market Connections"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Necropotence"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The One Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These cards keep the deck from becoming dependent on topdecks.\nSylvan Library"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I do not need to pay eight life every turn. Its main job is to improve the quality of each draw. Fetch lands can shuffle away unwanted cards after I put them back.\nBlack Market Connections"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Drawing a card and creating a Treasure is normally the default. The creature mode is useful when I need:\nA blocker."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A sacrifice for Diabolic Intent."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Something to carry Conqueror’s Flail."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Another permanent on the board after a wipe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I need to monitor my life total before automatically selecting every mode.\nNecropotence"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Necropotence is the strongest pure draw engine in the deck, but I need to plan around the delayed cards and skipped draw step.\nIt is usually worth paying enough life to build a winning hand, not simply paying an arbitrary large amount. This deck already loses life through fetch lands, shock lands, pain lands, The One Ring, Black Market Connections, Manabarbs, Overabundance, and Toxic Deluge.\nThe One Ring"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The protection turn can buy time to set up a combo or survive an aggressive board. Once the burden counters become dangerous, I need to end the game rather than treating the Ring as an engine I can maintain forever.\nMain win conditions"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Combo 1: Yurlok, Heartstone and an untap equipment"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Required cards:\nYurlok"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heartstone"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of the Paruns or Umbral Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One mana available to begin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heartstone does not reduce Yurlok’s activation below one mana. Instead, it reduces the untap ability granted by Sword or Mantle from three mana to two.\nThe loop is:\nPay one mana and tap Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Every player adds black, red, and green."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend two of my three mana to untap Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep the remaining one mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend that mana to activate Yurlok again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The opponents accumulate an arbitrarily large amount of mana. When the current step or phase ends, any mana they cannot spend disappears and Yurlok makes them lose that much life.\nWith Umbral Mantle, Yurlok also becomes arbitrarily large.\nThis line is much safer with City of Solitude because opponents cannot cast spells or activate abilities during my turn. Conqueror’s Flail and Dosan stop spells, but they do not stop opponents from using activated abilities as mana sinks.\nCombo 2: Yurlok, Leyline of Abundance and an untap equipment"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Required cards:\nYurlok"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Leyline of Abundance"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of the Paruns or Umbral Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"When Yurlok taps for mana, Leyline of Abundance gives me an additional green mana.\nThat means each activation gives me four mana:\nBlack"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Red"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Green"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One additional green"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I spend three mana to untap Yurlok and use the remaining mana to activate him again.\nThis creates the same infinite mana-burn loop without Heartstone.\nCombo 3: Yurlok, Mana Reflection and an untap outlet"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Required cards:\nYurlok"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mana Reflection"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of the Paruns, Umbral Mantle, or Staff of Domination"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mana Reflection makes Yurlok produce enough mana for me to repeatedly untap him while gaining mana each loop.\nWith Sword or Mantle:\nActivate Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Receive doubled mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend three to untap Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use part of the remaining mana to activate him again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"With Staff of Domination:\nActivate Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend three mana and tap Staff to untap Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend one mana to untap Staff."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat while gaining mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Once I have arbitrarily large mana, Staff lets me draw my deck and gain as much life as needed. I can then assemble a protected Yurlok kill, Bloodchief Ascension with Mindcrank, or Helix Pinnacle.\nCombo 4: Bloom Tender mana loops"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yurlok is black, red, and green, so Bloom Tender taps for all three colors while Yurlok is on the battlefield.\nBloom Tender can generate infinite mana through several combinations.\nBloom Tender, Heartstone and Sword or Mantle"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Equip Bloom Tender."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tap it for black, red, and green."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Heartstone reduces the untap ability to two mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend two to untap Bloom Tender."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep one mana each loop."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloom Tender, Leyline and Sword or Mantle"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Bloom Tender produces black, red, and green."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Leyline adds another green."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend three to untap Bloom Tender."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep one mana each loop."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloom Tender, Mana Reflection and an untap outlet"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana Reflection doubles Bloom Tender’s production, leaving plenty of mana to pay for Sword, Mantle, or Staff.\nThese loops do not automatically burn opponents because Yurlok is not the creature being activated. Their main purpose is to create infinite mana.\nThat mana can:\nPut 100 or more counters on Helix Pinnacle."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Draw the deck through Staff of Domination."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pay commander tax and rebuild."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Allow me to move an equipment onto Yurlok and begin a mana-burn loop."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Combo 5: Bloodchief Ascension and Mindcrank"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Bloodchief Ascension needs three quest counters before this works.\nOnce active:\nAn opponent loses life."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mindcrank makes that opponent mill cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloodchief Ascension triggers from those cards entering their graveyard."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The opponent loses more life."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mindcrank mills them again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The process repeats."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Yurlok can begin the loop for every opponent at the same time.\nBloodchief Ascension can gain counters quickly because the deck deals damage during several different players’ turns. It checks at every end step, not only mine.\nHelix Pinnacle"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Helix Pinnacle is the backup win for infinite mana lines.\nOnce I have infinite mana, I put at least 100 tower counters on it and win at the beginning of my next upkeep.\nThe safest time to load Helix is during the end step immediately before my turn, when possible. That gives opponents the smallest window to find a global answer.\nShroud prevents anyone from targeting Helix, including me. Tamiyo’s Safekeeping cannot target it. Shroud also does not protect it from effects that destroy or exile all enchantments without targeting.\nHelix is not the preferred win when a direct Yurlok kill is available, because it gives the table additional time to respond.\nTutor priorities"},{"attributes":{"header":1},"insert":"\n"},{"insert":"I should not tutor for the same card every game. The correct target depends on what is already in my hand and what the table is doing.\nWhen my hand is running out of cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\nNecropotence"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The One Ring"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sylvan Library"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Black Market Connections"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When I already have Sword or Umbral Mantle"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\nHeartstone"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Leyline of Abundance"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mana Reflection"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloom Tender, depending on the board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When I already have Heartstone or Leyline"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\nUmbral Mantle"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sword of the Paruns"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloom Tender"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When I have Mana Reflection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\nStaff of Domination"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Umbral Mantle"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sword of the Paruns"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloom Tender"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When Bloodchief Ascension is active"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for Mindcrank.\nWhen Mindcrank is already on the battlefield"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for Bloodchief Ascension, especially if the deck is already dealing two damage during multiple turns.\nWhen opponents are holding interaction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\nCity of Solitude"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Conqueror’s Flail"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Dosan the Falling Leaf"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Veil of Summer"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Deflecting Swat"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"City of Solitude is the strongest protection for a Yurlok loop because it stops both spells and activated abilities during my turn.\nWishclaw Talisman"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Wishclaw should normally be activated only when:\nI can win that turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I can establish a decisive lock."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I can remove or neutralize it afterward."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Giving it away cannot immediately lose the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I should not hand an opponent a tutor simply because I have unused mana.\nProtecting the win"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The deck has several different forms of protection, and they do not all stop the same things.\nCity of Solitude"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stops opponents from casting spells "},{"attributes":{"bold":true},"insert":"and"},{"insert":" activating abilities during my turn.\nThis is the best card for preventing opponents from spending the mana produced by an infinite Yurlok loop.\nThe drawback is that it also prevents me from casting spells or activating abilities during opponents’ turns. It shuts down the off-turn value of Yurlok, Seedborn Muse, and Sting while it remains in play.\nIt is a combo-turn card, not always an early value card.\nConqueror’s Flail"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stops opponents from casting spells during my turn while attached to a creature.\nIt does not stop activated abilities. An opponent with a repeatable mana sink may still be able to spend Yurlok’s mana.\nDosan the Falling Leaf"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stops opponents from casting spells during my turn, but it does not stop activated abilities.\nDosan is easier to remove than City of Solitude, but Cavern of Souls or Delighted Halfling may help force him through counterspells.\nVeil of Summer"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Best against blue and black interaction. It can stop counterspells, targeted removal, discard, and some activated abilities while replacing itself when its draw condition is met.\nDeflecting Swat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Best when Yurlok is already on the battlefield. It can redirect removal, counter abilities with targets by changing those targets, or turn an opponent’s interaction against another permanent.\nTamiyo’s Safekeeping"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Protects any targetable permanent I control from destroy effects and targeted removal. It can protect Yurlok, an equipment, Bloodchief Ascension, Mindcrank, or a key land.\nIt cannot target Helix Pinnacle because Helix has shroud.\nStaying alive"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck causes a lot of damage, including to itself. My life total is a resource, but it is not unlimited.\nNo Mercy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"No Mercy discourages combat but does not prevent damage. A lethal attack is still lethal.\nIts purpose is to make attacking me costly, not to make me invincible.\nDarkness"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Darkness is the emergency button.\nIt is especially effective with War’s Toll because War’s Toll may force an opponent to send their entire board into a combat that Darkness completely blanks.\nHolding one black mana open can change how opponents assess an attack.\nGlacial Chasm"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Glacial Chasm prevents all damage dealt to me, including damage from:\nCombat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Manabarbs"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Overabundance"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ruric Thar"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"City of Brass"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Other damage-based punishment effects"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"It does not prevent:\nLife payments"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Life loss from Necropotence"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Life loss from Black Market Connections"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Life paid to Toxic Deluge"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The One Ring’s upkeep life loss"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok’s life-loss effect"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Glacial Chasm is best played when I need immediate protection or am ready to close the game. It sacrifices another land when it enters, does not produce mana, and becomes increasingly expensive to maintain.\nIt should not be treated as a normal land in an opening hand.\nInteraction priorities"},{"attributes":{"header":1},"insert":"\n"},{"insert":"My removal should generally be saved for:\nA card that is about to win the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A repeatable mana sink that can survive a Yurlok combo."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"An effect that prevents life loss or allows mana to remain between steps."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A card that shuts down activated abilities."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Removal aimed at a critical combo piece."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A permanent that makes my prison pieces ineffective."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Boseiju, Assassin’s Trophy, Beast Within, Song of the Dryads, Abrupt Decay, Cindervines, and Vandalblast give the deck answers to most permanent types.\nPyroblast and Red Elemental Blast should not be spent casually. In a counterspell-heavy pod, they are often more valuable protecting a winning turn than removing a random blue value permanent.\nStrip Mine and Wasteland are for genuinely dangerous lands:\nRepeatable mana sinks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lands that protect a combo."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Maze-like effects stopping a necessary attack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lands that recur or protect key permanents."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lands that threaten to win the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"They are not present to randomly deny someone a color.\nCommon mistakes"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Giving opponents useful mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yurlok is not automatically harmful. If I activate him during an opponent’s main phase without a punishment effect, I may simply help them cast a stronger spell.\nTiming matters more than the number of activations.\nPlaying every punishment effect immediately"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Two complementary pieces are often enough. Playing everything at once makes me the obvious target and leaves nothing for rebuilding after a wipe.\nUsing City of Solitude too early"},{"attributes":{"header":2},"insert":"\n"},{"insert":"City protects my combo turn, but it prevents me from activating Yurlok on other players’ turns. I should not play it early unless stopping interaction is more important than off-turn activations.\nForgetting that Heartstone helps opponents"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Heartstone reduces activated abilities of all creatures, not only mine. It is a combo piece, not harmless ramp.\nForgetting that Heartstone does not reduce Staff"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Heartstone only reduces activated abilities of creatures. Staff of Domination is an artifact, so its abilities are not discounted.\nHeartstone works with Sword and Mantle because those Equipment cards grant the untap ability to the equipped creature.\nCasting Ruric Thar before setting up"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ruric Thar punishes my own noncreature spells. I should deploy tutors, equipment, enchantments, and protection first whenever possible.\nCounting Glacial Chasm as a mana source"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It does not tap for mana and costs another land when it enters.\nLoading Helix too early"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Putting 70 or 80 counters on Helix without a way to finish may make the entire table focus on stopping me. It is usually better as a one-turn kill than a gradual public countdown.\nQuick reference"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Best basic game plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Develop green mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Establish a draw engine or tutor."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast Yurlok with haste, protection, or a punishment piece ready."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Apply one or two complementary prison effects."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove mana sinks and disruptive permanents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tutor for the missing half of a combo."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protect the winning turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Loop Yurlok or assemble Bloodchief Ascension and Mindcrank."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Main Yurlok combos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yurlok + Heartstone + Sword of the Paruns"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Heartstone + Umbral Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Leyline of Abundance + Sword of the Paruns"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Leyline of Abundance + Umbral Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Mana Reflection + Sword of the Paruns"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Mana Reflection + Umbral Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Mana Reflection + Staff of Domination"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Infinite mana backups"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Bloom Tender + Heartstone + Sword or Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bloom Tender + Leyline of Abundance + Sword or Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bloom Tender + Mana Reflection + Sword, Mantle, or Staff"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok needs to be on the battlefield so Bloom Tender sees black, red, and green.\nIndependent kill"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Active Bloodchief Ascension + Mindcrank"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Infinite-mana payoff"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Helix Pinnacle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Staff of Domination"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reequip an untap outlet onto Yurlok and begin the burn loop"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Best Yurlok activation window"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Activate during an opponent’s draw step after they draw. They must use the mana at instant speed before entering their main phase or lose life when it empties.\nBest protection for the burn loop"},{"attributes":{"header":2},"insert":"\n"},{"insert":"City of Solitude"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Conqueror’s Flail"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Dosan the Falling Leaf"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Veil of Summer"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Deflecting Swat"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"City of Solitude is the only one of the first three that also stops activated mana sinks.\nThe sentence to remember"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Give them mana when they cannot use it, make every other source of mana hurt, and do not attempt the infinite loop until their ways to escape it are gone."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\n"}]}

Commander

Qty: 1 Price: $0.99
Yurlok of Scorch Thrash
Vigilance
A player losing unspent mana causes that player to lose that much life.
,
: Each player adds
.
Legendary Creature - Shaman Lizard
Yurlok of Scorch Thrash (cmr) 293

Commander

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Burn

Qty: 5 Price: $22.65
Citadel of Pain
At the beginning of each player's end step, this enchantment deals X damage to that player, where X is the number of untapped lands they control.
Enchantment
Citadel of Pain (pcy) 86
Harsh Mentor
Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, this creature deals 2 damage to that player.
Creature - Human Cleric
Harsh Mentor (dsc) 165
Manabarbs
Whenever a player taps a land for mana, this enchantment deals 1 damage to that player.
Enchantment
Manabarbs (m12) 150
Roiling Vortex
At the beginning of each player's upkeep, this enchantment deals 1 damage to them.
Whenever a player casts a spell, if no mana was spent to cast that spell, this enchantment deals 5 damage to that player.
: Your opponents can't gain life this turn.
Enchantment
Roiling Vortex (znr) 156
Zo-Zu the Punisher
Whenever a land enters, Zo-Zu deals 2 damage to that land's controller.
Legendary Creature - Goblin Warrior
Zo-Zu the Punisher (dds) 41

Burn

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Drain

Qty: 3 Price: $31.77
Bloodchief Ascension
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Enchantment
Bloodchief Ascension (cmm) 139
Fate Unraveler
Whenever an opponent draws a card, this creature deals 1 damage to that player.
Creature Enchantment - Hag
Fate Unraveler (dsc) 141
Mai, Scornful Striker
First strike
Whenever a player casts a noncreature spell, they lose 2 life.
Legendary Creature - Human Ally Noble
Mai, Scornful Striker (tla) 109

Drain

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Draw

Qty: 4 Price: $228.76
Spiteful Visions
At the beginning of each player's draw step, that player draws an additional card.
Whenever a player draws a card, this enchantment deals 1 damage to that player.
Enchantment
Spiteful Visions (dsc) 233
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment
Sylvan Library (dmr) 179
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact
The One Ring (ltr) 246
Valgavoth, Harrower of Souls
Flying
Ward—Pay 2 life.
Whenever an opponent loses life for the first time during each of their turns, put a +1/+1 counter on Valgavoth and draw a card.
Legendary Creature - Elder Demon
Valgavoth, Harrower of Souls (dsc) 6

Draw

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Finisher

Qty: 1 Price: $6.99
Helix Pinnacle
Shroud (This enchantment can't be the target of spells or abilities.)
: Put X tower counters on this enchantment.
At the beginning of your upkeep, if there are 100 or more tower counters on this enchantment, you win the game.
Enchantment
Helix Pinnacle (plst) EVE-68

Finisher

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Land

Qty: 35 Price: $458.55
Blazemire Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Mountain.
Land
Blazemire Verge (dsk) 256
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (trk) 278
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 269
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 233
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Forest
(
: Add
.)
Basic Land - Forest
Forest (hob) 193
Glacial Chasm
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land
Glacial Chasm (ice) 353
Homeward Path
: Add
.
: Each player gains control of all creatures they own.
Land
Homeward Path (c16) 301
Karplusan Forest
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Karplusan Forest (eoc) 164
Llanowar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Llanowar Wastes (soc) 383
Luxury Suite
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Luxury Suite (msc) 252
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (hob) 192
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (trk) 289
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Rootbound Crag
This land enters tapped unless you control a Mountain or a Forest.
: Add
or
.
Land
Rootbound Crag (msc) 261
Spire Garden
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spire Garden (tmc) 75
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (sld) 126
Strip Mine
: Add
.
, Sacrifice this land: Destroy target land.
Land
Strip Mine (4ed) 363
Sulfurous Springs
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Sulfurous Springs (eoc) 185
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (hob) 191
Undergrowth Stadium
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Undergrowth Stadium (tmc) 80
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 440
Wasteland
: Add
.
, Sacrifice this land: Destroy target nonbasic land.
Land
Wasteland (ema) 248
Wastewood Verge
: Add
.
: Add
. Activate only if you control a Swamp or a Forest.
Land
Wastewood Verge (dft) 268
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 236

Land

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Lifegain

Qty: 1 Price: $139.99
Sheoldred, the Apocalypse
Deathtouch
Whenever you draw a card, you gain 2 life.
Whenever an opponent draws a card, they lose 2 life.
Legendary Creature - Praetor Phyrexian
Sheoldred, the Apocalypse (dmu) 107

Lifegain

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Mill

Qty: 1 Price: $13.99
Mindcrank
Whenever an opponent loses life, that player mills that many cards. (Damage causes loss of life.)
Artifact
Mindcrank (clb) 866

Mill

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Pingers

Qty: 1 Price: $11.99
Kederekt Parasite
Whenever an opponent draws a card, if you control a red permanent, you may have this creature deal 1 damage to that player.
Creature - Horror
Kederekt Parasite (dsc) 144

Pingers

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Protection

Qty: 7 Price: $196.73
City of Solitude
Players can cast spells and activate abilities only during their own turns.
Enchantment
City of Solitude (vis) 102
Conqueror's Flail
Equipped creature gets +1/+1 for each color among permanents you control.
As long as this Equipment is attached to a creature, your opponents can't cast spells during your turn.
Equip
Artifact - Equipment
Conqueror's Flail (fic) 340
Darkness
Prevent all combat damage that would be dealt this turn.
Instant
Darkness (40k) 197
Deflecting Swat
If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
Instant
Deflecting Swat (cmm) 214
Dosan the Falling Leaf
Players can cast spells only during their own turns.
Legendary Creature - Human Monk
Dosan the Falling Leaf (chk) 205
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tamiyo's Safekeeping (neo) 211
Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant
Veil of Summer (plst) M20-198

Protection

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Ramp

Qty: 14 Price: $142.27
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (msc) 170
Bloom Tender
Vivid —
: For each color among permanents you control, add one mana of that color.
Creature - Elf Druid
Bloom Tender (ecl) 166
Delighted Halfling
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
Creature - Citizen Halfling
Delighted Halfling (hoc) 65
Elvish Mystic
: Add
.
Creature - Elf Druid
Elvish Mystic (cmm) 648
Ignoble Hierarch
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add
,
, or
.
Creature - Goblin Shaman
Ignoble Hierarch (ecc) 52
Jeska's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add
for each card in target opponent's hand.
• Exile the top three cards of your library. You may play them this turn.
Sorcery
Jeska's Will (mkc) 156
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (j25) 149
Mana Reflection
If you tap a permanent for mana, it produces twice as much of that mana instead.
Enchantment
Mana Reflection (m3c) 237
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (msc) 177
Overabundance
Whenever a player taps a land for mana, that player adds one mana of any type that land produced, and this enchantment deals 1 damage to the player.
Enchantment
Overabundance (inv) 259
Seedborn Muse
Untap all permanents you control during each other player's untap step.
Creature - Spirit
Seedborn Muse (tdc) 268
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (msc) 181

Ramp

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Removal

Qty: 11 Price: $104.79
Abrupt Decay
This spell can't be countered.
Destroy target nonland permanent with mana value 3 or less.
Instant
Abrupt Decay (plst) GK1-57
Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (soc) 294
Beast Within
Destroy target permanent. Its controller creates a 3/3 green Beast creature token.
Instant
Beast Within (msc) 169
Cindervines
Whenever an opponent casts a noncreature spell, this enchantment deals 1 damage to that player.
, Sacrifice this enchantment: Destroy target artifact or enchantment. This enchantment deals 2 damage to that permanent's controller.
Enchantment
Cindervines (rvr) 171
Deadly Rollick
If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature.
Instant
Deadly Rollick (cmm) 147
Kolaghan's Command
Choose two —
• Return target creature card from your graveyard to your hand.
• Target player discards a card.
• Destroy target artifact.
• Kolaghan's Command deals 2 damage to any target.
Instant
Kolaghan's Command (m3c) 268
Pyroblast
Choose one —
• Counter target spell if it's blue.
• Destroy target permanent if it's blue.
Instant
Pyroblast (ema) 142
Red Elemental Blast
Choose one —
• Counter target blue spell.
• Destroy target blue permanent.
Instant
Red Elemental Blast (a25) 147
Song of the Dryads
Enchant permanent
Enchanted permanent is a colorless Forest land.
Enchantment - Aura
Song of the Dryads (cmm) 324
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (msc) 161
Vandalblast
Destroy target artifact you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Vandalblast (msc) 168

Removal

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Stax

Qty: 4 Price: $39.96
Mana Web
Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that could produce any type of mana that land could produce.
Artifact
Mana Web (wth) 152
Price of Glory
Whenever a player taps a land for mana, if it's not that player's turn, destroy that land.
Enchantment
Price of Glory (plst) ODY-214
Ruric Thar, the Unbowed
Reach, vigilance
Ruric Thar attacks each combat if able.
Whenever a player casts a noncreature spell, Ruric Thar deals 6 damage to that player.
Legendary Creature - Warrior Ogre
Ruric Thar, the Unbowed (2x2) 271
War's Toll
Whenever an opponent taps a land for mana, tap all lands that player controls.
If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
Enchantment
War's Toll (bbd) 187

Stax

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Tutor

Qty: 5 Price: $205.45
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (cmm) 150
Diabolic Intent
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Diabolic Intent (bro) 89
Grim Tutor
Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
Sorcery
Grim Tutor (m21) 103
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (dmr) 314
Wishclaw Talisman
This artifact enters with three wish counters on it.
,
, Remove a wish counter from this artifact: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of this artifact. Activate only during your turn.
Artifact
Wishclaw Talisman (fdn) 617

Tutor

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Untap

Qty: 7 Price: $70.03
Instill Energy
Enchant creature
Enchanted creature can attack as though it had haste.
: Untap enchanted creature. Activate only during your turn and only once each turn.
Enchantment - Aura
Instill Energy (5ed) 304
Staff of Domination
: Untap this artifact.
,
: You gain 1 life.
,
: Untap target creature.
,
: Tap target creature.
,
: Draw a card.
Artifact
Staff of Domination (cmr) 343
Sting, the Glinting Dagger
Equipped creature gets +1/+1 and has haste.
At the beginning of each combat, untap equipped creature.
Equipped creature has first strike as long as it's blocking or blocked by a Goblin or Orc.
Equip
Legendary Artifact - Equipment
Sting, the Glinting Dagger (ltr) 250
Sword of the Paruns
As long as equipped creature is tapped, tapped creatures you control get +2/+0.
As long as equipped creature is untapped, untapped creatures you control get +0/+2.
: You may tap or untap equipped creature.
Equip
Artifact - Equipment
Sword of the Paruns (rvr) 395
Thousand-Year Elixir
You may activate abilities of creatures you control as though those creatures had haste.
,
: Untap target creature.
Artifact
Thousand-Year Elixir (c21) 271
Tyvar, Jubilant Brawler
You may activate abilities of creatures you control as though those creatures had haste.
+1: Untap up to one target creature.
−2: Mill three cards, then you may return a creature card with mana value 2 or less from your graveyard to the battlefield.
Legendary Planeswalker - Tyvar
Tyvar, Jubilant Brawler (one) 218
Umbral Mantle
Equipped creature has "
,
: This creature gets +2/+2 until end of turn." (
is the untap symbol.)
Equip
Artifact - Equipment
Umbral Mantle (plst) SHM-267

Untap

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 8 cards
0 pips - 0 cards
0 mana - 8 cards
23 pips - 20 cards
19 mana - 19 cards
21 pips - 19 cards
19 mana - 19 cards
29 pips - 26 cards
28 mana - 28 cards
0 pips - 0 cards
10 mana - 9 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Yurlok, Mana Burner"},{"attributes":{"header":1},"insert":"\n"},{"insert":"What this deck is trying to do"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a mana-burn prison deck disguised as group ramp.\nYurlok gives everyone mana, but the rest of the deck makes that mana difficult or painful to use. Opponents are punished for tapping their lands, leaving their lands untapped, casting spells, playing lands, holding up interaction, and eventually for failing to spend the mana Yurlok gives them.\nThe deck can win through steady punishment, but that is not the main plan. The real goal is to establish a hostile board, force opponents to spend their interaction awkwardly, and then assemble one of several compact infinite combos.\nThis is a high-level Bracket 4 deck. It runs tutors, prison effects, efficient interaction, and multiple infinite lines. It does not rely on mass land destruction, but it can make normal mana usage feel nearly impossible.\nExplaining the deck before a game"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The easiest way to explain it is:\n“This is a high-power Yurlok mana-burn deck. It has tutors, compact infinite combos, and effects that punish tapping lands, holding lands open, and casting spells. I’m not trying to destroy every land, but I am trying to make using mana painful.”"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"That tells the table what matters without explaining every individual combo.\nHow Yurlok works"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Yurlok has vigilance and the following activated ability:\n"},{"attributes":{"bold":true},"insert":"Pay one mana and tap Yurlok: each player adds black, red, and green mana."},{"insert":"\nWhenever a player loses unspent mana, Yurlok makes that player lose that much life.\nThe important part is that mana empties at the end of every step and phase. It does not wait until the end of the turn.\nFor example, activating Yurlok during an opponent’s draw step gives them mana that must be used before their first main phase. They can cast instants or activate abilities, but they cannot carry that mana into their main phase to cast normal creatures, enchantments, or sorceries.\nThat makes the best activation windows:\nDuring an opponent’s draw step, after they draw."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"During an opponent’s end step."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Immediately before a step or phase ends."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"During my turn after opponents have been locked out with City of Solitude."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Activating Yurlok during an opponent’s main phase is much less effective because they can usually spend the mana on whatever they were already planning to cast.\nYurlok is a mana ability, so the activation itself does not use the stack. However, after I finish activating him, opponents may still spend the mana before the current step or phase ends unless another effect prevents them from doing so.\nOpening hands and mulligans"},{"attributes":{"header":1},"insert":"\n"},{"insert":"What I want to see"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A strong opening hand normally has:\nTwo or three lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At least one green source."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One cheap accelerator."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A draw engine, tutor, or meaningful pressure piece."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A way to cast Yurlok by turn three or four."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The best starts usually involve:\nBirds of Paradise"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Delighted Halfling"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elvish Mystic"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ignoble Hierarch"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Llanowar Elves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sol Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arcane Signet"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Goblin Anarchomancer"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Nature’s Lore"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Three Visits"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Delighted Halfling is especially valuable because it helps cast Yurlok and makes him uncounterable. When using Cavern of Souls, I normally name "},{"attributes":{"bold":true},"insert":"Shaman"},{"insert":" for Yurlok.\nLeyline of Abundance is excellent in an opening hand, especially alongside a mana creature, but it is not enough to rescue an otherwise bad hand.\nHands I should send back"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I should generally mulligan:\nOne-land hands that depend entirely on a creature surviving."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands with Glacial Chasm as one of my only lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands full of punishment cards but no acceleration."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands containing several combo pieces but no way to cast Yurlok."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Four- or five-land hands with no draw, tutor, or early play."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Hands that produce only two of Yurlok’s three colors."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck has powerful cards, but it does not want to sit around drawing one card per turn. A functional opening hand is more important than keeping an individually strong seven.\nEarly game"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The ideal early game is:\n"},{"attributes":{"bold":true},"insert":"Turn one:"},{"insert":" Mana creature.\n"},{"attributes":{"bold":true},"insert":"Turn two:"},{"insert":" Draw engine, additional acceleration, tutor, Goblin Anarchomancer, or an untap enabler.\n"},{"attributes":{"bold":true},"insert":"Turn three:"},{"insert":" Yurlok, preferably with haste or protection available.\nI do not have to cast Yurlok immediately just because I can. An unsupported Yurlok may give opponents free mana before I am prepared to punish them.\nBefore committing him, I should ask:\nCan I activate him immediately?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Is someone likely to remove or steal him?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Do I have a punishment piece already established?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Does casting him unlock Bloom Tender, Jeska’s Will, or one of my combos?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can I protect him with Deflecting Swat, Tamiyo’s Safekeeping, or Veil of Summer?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If the table is holding up multiple answers, it can be better to establish Sylvan Library, Black Market Connections, Necropotence, or The One Ring first.\nThe pressure plan"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The punishment cards work best in combinations. I do not need to empty my hand and play all of them at once.\nTap lands or leave them untapped"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Manabarbs"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Overabundance"},{"insert":" punish players for tapping lands.\n"},{"attributes":{"bold":true},"insert":"Citadel of Pain"},{"insert":" punishes them for leaving lands untapped.\nTogether, these create the basic Yurlok squeeze:\nTap the lands and take damage, or leave them open and take damage anyway."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Overabundance provides extra mana, so I should be careful about playing it when another player is positioned to combo. It is strongest when the extra mana is paired with Yurlok or another effect that makes spending it dangerous.\nCommit all of your mana"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Mana Web"},{"insert":" and "},{"attributes":{"bold":true},"insert":"War’s Toll"},{"insert":" prevent opponents from carefully using one land at a time.\nWar’s Toll is especially brutal because tapping one land taps all of their lands. It also forces all of an opponent’s creatures to attack if any of them attack.\nThat second ability works well with:\nDarkness"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"No Mercy"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Glacial Chasm"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If someone attacks into No Mercy, their creatures are destroyed after dealing damage. If War’s Toll forces their entire board to attack, Darkness can blank the whole combat.\nHold up interaction and lose lands"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Price of Glory"},{"insert":" punishes players for tapping lands during another player’s turn.\nThis is aimed directly at counterspells and instant-speed interaction. It also affects me, so I should remember that my own lands will be destroyed if I tap them during another player’s turn.\nMana creatures, Sol Ring, Arcane Signet, and mana supplied by Yurlok do not trigger Price of Glory. Whenever Price of Glory is out, I should preserve those nonland mana sources for off-turn interaction.\nCast spells and take damage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck also pressures opponents for casting spells:\nMai, Scornful Striker"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cindervines"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Roiling Vortex"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ruric Thar, the Unbowed"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ruric Thar should usually be played late, after I have deployed most of my noncreature setup. This deck contains many artifacts, enchantments, tutors, and removal spells, so casting Ruric Thar too early can hurt me as much as everyone else.\nHe is strongest when opponents are already low on life or when they need to cast several noncreature spells to stop me.\nPlay lands and take damage"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Zo-Zu the Punisher pressures land drops and fetch lands.\nHe is particularly effective early, but he will attract attention. I should not assume a turn-two Zo-Zu will survive for long. Even a few triggers can still move opponents into range of Yurlok or Bloodchief Ascension.\nCard advantage"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The primary engines are:\nSylvan Library"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Black Market Connections"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Necropotence"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The One Ring"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"These cards keep the deck from becoming dependent on topdecks.\nSylvan Library"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I do not need to pay eight life every turn. Its main job is to improve the quality of each draw. Fetch lands can shuffle away unwanted cards after I put them back.\nBlack Market Connections"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Drawing a card and creating a Treasure is normally the default. The creature mode is useful when I need:\nA blocker."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"A sacrifice for Diabolic Intent."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Something to carry Conqueror’s Flail."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Another permanent on the board after a wipe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I need to monitor my life total before automatically selecting every mode.\nNecropotence"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Necropotence is the strongest pure draw engine in the deck, but I need to plan around the delayed cards and skipped draw step.\nIt is usually worth paying enough life to build a winning hand, not simply paying an arbitrary large amount. This deck already loses life through fetch lands, shock lands, pain lands, The One Ring, Black Market Connections, Manabarbs, Overabundance, and Toxic Deluge.\nThe One Ring"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The protection turn can buy time to set up a combo or survive an aggressive board. Once the burden counters become dangerous, I need to end the game rather than treating the Ring as an engine I can maintain forever.\nMain win conditions"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Combo 1: Yurlok, Heartstone and an untap equipment"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Required cards:\nYurlok"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heartstone"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of the Paruns or Umbral Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One mana available to begin"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Heartstone does not reduce Yurlok’s activation below one mana. Instead, it reduces the untap ability granted by Sword or Mantle from three mana to two.\nThe loop is:\nPay one mana and tap Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Every player adds black, red, and green."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend two of my three mana to untap Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep the remaining one mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend that mana to activate Yurlok again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The opponents accumulate an arbitrarily large amount of mana. When the current step or phase ends, any mana they cannot spend disappears and Yurlok makes them lose that much life.\nWith Umbral Mantle, Yurlok also becomes arbitrarily large.\nThis line is much safer with City of Solitude because opponents cannot cast spells or activate abilities during my turn. Conqueror’s Flail and Dosan stop spells, but they do not stop opponents from using activated abilities as mana sinks.\nCombo 2: Yurlok, Leyline of Abundance and an untap equipment"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Required cards:\nYurlok"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Leyline of Abundance"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of the Paruns or Umbral Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"When Yurlok taps for mana, Leyline of Abundance gives me an additional green mana.\nThat means each activation gives me four mana:\nBlack"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Red"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Green"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"One additional green"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I spend three mana to untap Yurlok and use the remaining mana to activate him again.\nThis creates the same infinite mana-burn loop without Heartstone.\nCombo 3: Yurlok, Mana Reflection and an untap outlet"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Required cards:\nYurlok"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mana Reflection"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Sword of the Paruns, Umbral Mantle, or Staff of Domination"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Mana Reflection makes Yurlok produce enough mana for me to repeatedly untap him while gaining mana each loop.\nWith Sword or Mantle:\nActivate Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Receive doubled mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend three to untap Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Use part of the remaining mana to activate him again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"With Staff of Domination:\nActivate Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend three mana and tap Staff to untap Yurlok."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend one mana to untap Staff."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat while gaining mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Once I have arbitrarily large mana, Staff lets me draw my deck and gain as much life as needed. I can then assemble a protected Yurlok kill, Bloodchief Ascension with Mindcrank, or Helix Pinnacle.\nCombo 4: Bloom Tender mana loops"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yurlok is black, red, and green, so Bloom Tender taps for all three colors while Yurlok is on the battlefield.\nBloom Tender can generate infinite mana through several combinations.\nBloom Tender, Heartstone and Sword or Mantle"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Equip Bloom Tender."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tap it for black, red, and green."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Heartstone reduces the untap ability to two mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend two to untap Bloom Tender."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep one mana each loop."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloom Tender, Leyline and Sword or Mantle"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Bloom Tender produces black, red, and green."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Leyline adds another green."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Spend three to untap Bloom Tender."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Keep one mana each loop."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloom Tender, Mana Reflection and an untap outlet"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana Reflection doubles Bloom Tender’s production, leaving plenty of mana to pay for Sword, Mantle, or Staff.\nThese loops do not automatically burn opponents because Yurlok is not the creature being activated. Their main purpose is to create infinite mana.\nThat mana can:\nPut 100 or more counters on Helix Pinnacle."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Draw the deck through Staff of Domination."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Pay commander tax and rebuild."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Allow me to move an equipment onto Yurlok and begin a mana-burn loop."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Combo 5: Bloodchief Ascension and Mindcrank"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Bloodchief Ascension needs three quest counters before this works.\nOnce active:\nAn opponent loses life."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mindcrank makes that opponent mill cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloodchief Ascension triggers from those cards entering their graveyard."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The opponent loses more life."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mindcrank mills them again."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The process repeats."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Yurlok can begin the loop for every opponent at the same time.\nBloodchief Ascension can gain counters quickly because the deck deals damage during several different players’ turns. It checks at every end step, not only mine.\nHelix Pinnacle"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Helix Pinnacle is the backup win for infinite mana lines.\nOnce I have infinite mana, I put at least 100 tower counters on it and win at the beginning of my next upkeep.\nThe safest time to load Helix is during the end step immediately before my turn, when possible. That gives opponents the smallest window to find a global answer.\nShroud prevents anyone from targeting Helix, including me. Tamiyo’s Safekeeping cannot target it. Shroud also does not protect it from effects that destroy or exile all enchantments without targeting.\nHelix is not the preferred win when a direct Yurlok kill is available, because it gives the table additional time to respond.\nTutor priorities"},{"attributes":{"header":1},"insert":"\n"},{"insert":"I should not tutor for the same card every game. The correct target depends on what is already in my hand and what the table is doing.\nWhen my hand is running out of cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\nNecropotence"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The One Ring"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sylvan Library"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Black Market Connections"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When I already have Sword or Umbral Mantle"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\nHeartstone"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Leyline of Abundance"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Mana Reflection"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloom Tender, depending on the board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When I already have Heartstone or Leyline"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\nUmbral Mantle"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sword of the Paruns"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloom Tender"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When I have Mana Reflection"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\nStaff of Domination"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Umbral Mantle"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Sword of the Paruns"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Bloom Tender"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When Bloodchief Ascension is active"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for Mindcrank.\nWhen Mindcrank is already on the battlefield"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for Bloodchief Ascension, especially if the deck is already dealing two damage during multiple turns.\nWhen opponents are holding interaction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Look for:\nCity of Solitude"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Conqueror’s Flail"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Dosan the Falling Leaf"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Veil of Summer"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Deflecting Swat"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"City of Solitude is the strongest protection for a Yurlok loop because it stops both spells and activated abilities during my turn.\nWishclaw Talisman"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Wishclaw should normally be activated only when:\nI can win that turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I can establish a decisive lock."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I can remove or neutralize it afterward."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Giving it away cannot immediately lose the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I should not hand an opponent a tutor simply because I have unused mana.\nProtecting the win"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The deck has several different forms of protection, and they do not all stop the same things.\nCity of Solitude"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stops opponents from casting spells "},{"attributes":{"bold":true},"insert":"and"},{"insert":" activating abilities during my turn.\nThis is the best card for preventing opponents from spending the mana produced by an infinite Yurlok loop.\nThe drawback is that it also prevents me from casting spells or activating abilities during opponents’ turns. It shuts down the off-turn value of Yurlok, Seedborn Muse, and Sting while it remains in play.\nIt is a combo-turn card, not always an early value card.\nConqueror’s Flail"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stops opponents from casting spells during my turn while attached to a creature.\nIt does not stop activated abilities. An opponent with a repeatable mana sink may still be able to spend Yurlok’s mana.\nDosan the Falling Leaf"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stops opponents from casting spells during my turn, but it does not stop activated abilities.\nDosan is easier to remove than City of Solitude, but Cavern of Souls or Delighted Halfling may help force him through counterspells.\nVeil of Summer"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Best against blue and black interaction. It can stop counterspells, targeted removal, discard, and some activated abilities while replacing itself when its draw condition is met.\nDeflecting Swat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Best when Yurlok is already on the battlefield. It can redirect removal, counter abilities with targets by changing those targets, or turn an opponent’s interaction against another permanent.\nTamiyo’s Safekeeping"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Protects any targetable permanent I control from destroy effects and targeted removal. It can protect Yurlok, an equipment, Bloodchief Ascension, Mindcrank, or a key land.\nIt cannot target Helix Pinnacle because Helix has shroud.\nStaying alive"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck causes a lot of damage, including to itself. My life total is a resource, but it is not unlimited.\nNo Mercy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"No Mercy discourages combat but does not prevent damage. A lethal attack is still lethal.\nIts purpose is to make attacking me costly, not to make me invincible.\nDarkness"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Darkness is the emergency button.\nIt is especially effective with War’s Toll because War’s Toll may force an opponent to send their entire board into a combat that Darkness completely blanks.\nHolding one black mana open can change how opponents assess an attack.\nGlacial Chasm"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Glacial Chasm prevents all damage dealt to me, including damage from:\nCombat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Manabarbs"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Overabundance"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ruric Thar"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"City of Brass"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Other damage-based punishment effects"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"It does not prevent:\nLife payments"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Life loss from Necropotence"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Life loss from Black Market Connections"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Life paid to Toxic Deluge"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The One Ring’s upkeep life loss"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok’s life-loss effect"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Glacial Chasm is best played when I need immediate protection or am ready to close the game. It sacrifices another land when it enters, does not produce mana, and becomes increasingly expensive to maintain.\nIt should not be treated as a normal land in an opening hand.\nInteraction priorities"},{"attributes":{"header":1},"insert":"\n"},{"insert":"My removal should generally be saved for:\nA card that is about to win the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A repeatable mana sink that can survive a Yurlok combo."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"An effect that prevents life loss or allows mana to remain between steps."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A card that shuts down activated abilities."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Removal aimed at a critical combo piece."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A permanent that makes my prison pieces ineffective."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Boseiju, Assassin’s Trophy, Beast Within, Song of the Dryads, Abrupt Decay, Cindervines, and Vandalblast give the deck answers to most permanent types.\nPyroblast and Red Elemental Blast should not be spent casually. In a counterspell-heavy pod, they are often more valuable protecting a winning turn than removing a random blue value permanent.\nStrip Mine and Wasteland are for genuinely dangerous lands:\nRepeatable mana sinks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lands that protect a combo."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Maze-like effects stopping a necessary attack."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lands that recur or protect key permanents."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Lands that threaten to win the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"They are not present to randomly deny someone a color.\nCommon mistakes"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Giving opponents useful mana"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yurlok is not automatically harmful. If I activate him during an opponent’s main phase without a punishment effect, I may simply help them cast a stronger spell.\nTiming matters more than the number of activations.\nPlaying every punishment effect immediately"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Two complementary pieces are often enough. Playing everything at once makes me the obvious target and leaves nothing for rebuilding after a wipe.\nUsing City of Solitude too early"},{"attributes":{"header":2},"insert":"\n"},{"insert":"City protects my combo turn, but it prevents me from activating Yurlok on other players’ turns. I should not play it early unless stopping interaction is more important than off-turn activations.\nForgetting that Heartstone helps opponents"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Heartstone reduces activated abilities of all creatures, not only mine. It is a combo piece, not harmless ramp.\nForgetting that Heartstone does not reduce Staff"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Heartstone only reduces activated abilities of creatures. Staff of Domination is an artifact, so its abilities are not discounted.\nHeartstone works with Sword and Mantle because those Equipment cards grant the untap ability to the equipped creature.\nCasting Ruric Thar before setting up"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ruric Thar punishes my own noncreature spells. I should deploy tutors, equipment, enchantments, and protection first whenever possible.\nCounting Glacial Chasm as a mana source"},{"attributes":{"header":2},"insert":"\n"},{"insert":"It does not tap for mana and costs another land when it enters.\nLoading Helix too early"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Putting 70 or 80 counters on Helix without a way to finish may make the entire table focus on stopping me. It is usually better as a one-turn kill than a gradual public countdown.\nQuick reference"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Best basic game plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Develop green mana."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Establish a draw engine or tutor."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast Yurlok with haste, protection, or a punishment piece ready."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Apply one or two complementary prison effects."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remove mana sinks and disruptive permanents."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Tutor for the missing half of a combo."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Protect the winning turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Loop Yurlok or assemble Bloodchief Ascension and Mindcrank."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Main Yurlok combos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Yurlok + Heartstone + Sword of the Paruns"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Heartstone + Umbral Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Leyline of Abundance + Sword of the Paruns"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Leyline of Abundance + Umbral Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Mana Reflection + Sword of the Paruns"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Mana Reflection + Umbral Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok + Mana Reflection + Staff of Domination"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Infinite mana backups"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Bloom Tender + Heartstone + Sword or Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bloom Tender + Leyline of Abundance + Sword or Mantle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bloom Tender + Mana Reflection + Sword, Mantle, or Staff"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Yurlok needs to be on the battlefield so Bloom Tender sees black, red, and green.\nIndependent kill"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Active Bloodchief Ascension + Mindcrank"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Infinite-mana payoff"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Helix Pinnacle"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Staff of Domination"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Reequip an untap outlet onto Yurlok and begin the burn loop"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Best Yurlok activation window"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Activate during an opponent’s draw step after they draw. They must use the mana at instant speed before entering their main phase or lose life when it empties.\nBest protection for the burn loop"},{"attributes":{"header":2},"insert":"\n"},{"insert":"City of Solitude"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Conqueror’s Flail"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Dosan the Falling Leaf"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Veil of Summer"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Deflecting Swat"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"City of Solitude is the only one of the first three that also stops activated mana sinks.\nThe sentence to remember"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Give them mana when they cannot use it, make every other source of mana hurt, and do not attempt the infinite loop until their ways to escape it are gone."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\n"}]}
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