GlitchHunter
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Commander
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{"ops":[{"insert":"\"So rise up! Rise up, forgotten creatures of Magic!\"\n\nI’ve done quite a few outcast kindred decks where I smush things together with duct tape and hope, and this is my latest one. I present to you "},{"insert":{"card-link":"Nephilim Epochal"}},{"insert":". Outside of secret commander builds, this commander wants you to use "},{"insert":{"card-link":"Conspiracy"}},{"insert":"-type effects, "},{"insert":{"card-link":"Maskwood Nexus"}},{"insert":", or Changelings to fill out the roster, but we will not be doing that, we will be doing the opposite — random creatures! Not just any creatures, no, these creatures are all like the Nephilim were, practically forgotten by WotC with little to no support for their kindred builds, we have volvers, licids, mongers, bringers, and the nephilim themselves in this eclectic mix of creatures most people probably don’t even know exist, but it is as "},{"insert":{"card-link":"Coalition Victory"}},{"insert":" says “a perfect machine made of imperfect parts”.\n\nWe do have some tutors for consistency in getting the key pieces of the deck ("},{"insert":{"card-link":"Isochron Scepter"}},{"insert":", "},{"insert":{"card-link":"Artificial Evolution"}},{"insert":", and Coalition Victory) or to get creatures that we need. This deck’s creatures are split into three companies:\n\nPolitics/Group Hug: Our Mongers and Licids, we can use their effects as bargaining chips to keep the heat off of our own board. Offering to use the Licids to help another player, or the Mongers’ communal effect.\n\nBodies: The main beaters, the Bringers and Nephilim, while not initially huge, we can bolster either group through the commander, and have the effect of two of them ("},{"insert":{"card-link":"Bringer of the Green Dawn"}},{"insert":", "},{"insert":{"card-link":"Dune-Brood Nephilim"}},{"insert":") to create beast and sand warrior bodies, respectively. The rest of the Bringers serve other purposes in addition to trampling beatsticks, from "},{"insert":{"card-link":"Cruel Tutor"}},{"insert":" on legs ("},{"insert":{"card-link":"Bringer of the Black Dawn"}},{"insert":") to spot theft ("},{"insert":{"card-link":"Bringer of the Red Dawn"}},{"insert":"), artifact recursion for our mana rocks, "},{"insert":{"card-link":"Transmogrifying Licid"}},{"insert":", or "},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" ("},{"insert":{"card-link":"Bringer of the White Dawn"}},{"insert":") and "},{"insert":{"card-link":"Divination"}},{"insert":" on legs ("},{"insert":{"card-link":"Bringer of the Blue Dawn"}},{"insert":").\n\nSupport: Volvers, and while not a type, the Archetypes. These two groups hit this from different angles, the Archetypes serve as keyword enablers, and the Volvers provide things like pseudo-lifelink ("},{"insert":{"card-link":"Rakavolver"}},{"insert":", "},{"insert":{"card-link":"Necravolver"}},{"insert":"), regenerating bodies ("},{"insert":{"card-link":"Degavolver"}},{"insert":", "},{"insert":{"card-link":"Anavolver"}},{"insert":") or protection ("},{"insert":{"card-link":"Cetavolver"}},{"insert":").\n\nNow for the fun, we bring in one of my favorite cards, Artificial Evolution. Imprint that onto Isochron Scepter, and change our commander’s text box to care about different creature types on the fly. And to close out games, we can either swing with our bodies or use Coalition Victory. We also have a few cards in place to ensure Coalition Victory goes through ("},{"insert":{"card-link":"Mistrise Village"}},{"insert":" et al.)\n\nThe rest of the land-base are the bicycle lands, basics and the other TDM utility lands. I could have gone with triomes, shocklands, or the OG duals since they also work with Coalition Victory, but those are a bit too flashy for how I wanted to build this deck. Since at its heart, I want this to feel like an underdog deck that can still shine.\n"}]}
Commander
Nephilim Epochal
When Nephilim Epochal enters, search your library for a Nephilim card, reveal it, put it into your hand, then shuffle.
Nephilim you control get +1/+1 for each other Nephilim you control and can't be blocked by monocolored creatures.
Nephilim you control get +1/+1 for each other Nephilim you control and can't be blocked by monocolored creatures.
Legendary Creature - Elder Nephilim

Commander
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Anti-Counter
Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

Anti-Counter
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Archetype
Archetype
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Bringer
Bringer
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Find Basics
Animist's Awakening
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery

Find Basics
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Land
Land
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Licid
Corrupting Licid
, : This creature loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect.
Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
Enchanted creature has fear. (It can't be blocked except by artifact creatures and/or black creatures.)
Creature - Licid

Leeching Licid
, : This creature loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect.
At the beginning of the upkeep of enchanted creature's controller, this creature deals 1 damage to that player.
At the beginning of the upkeep of enchanted creature's controller, this creature deals 1 damage to that player.
Creature - Licid

Stinging Licid
, : This creature loses this ability and becomes an Aura enchantment with enchant creature. Attach it to target creature. You may pay to end this effect.
Whenever enchanted creature becomes tapped, this creature deals 2 damage to that creature's controller.
Whenever enchanted creature becomes tapped, this creature deals 2 damage to that creature's controller.
Creature - Licid

Licid
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Monger
Monger
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Nephilim
Nephilim
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Removal
Removal
(CTRL to add secondary)
Reprogram
Reprogram
(CTRL to add secondary)
Tutor
Tutor
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Volver
Anavolver
Kicker and/or (You may pay an additional and/or as you cast this spell.)
If this creature was kicked with its kicker, it enters with two +1/+1 counters on it and with flying.
If this creature was kicked with its kicker, it enters with a +1/+1 counter on it and with "Pay 3 life: Regenerate this creature."
If this creature was kicked with its kicker, it enters with two +1/+1 counters on it and with flying.
If this creature was kicked with its kicker, it enters with a +1/+1 counter on it and with "Pay 3 life: Regenerate this creature."
Creature - Volver

Cetavolver
Kicker and/or (You may pay an additional and/or as you cast this spell.)
If this creature was kicked with its kicker, it enters with two +1/+1 counters on it and with first strike.
If this creature was kicked with its kicker, it enters with a +1/+1 counter on it and with trample.
If this creature was kicked with its kicker, it enters with two +1/+1 counters on it and with first strike.
If this creature was kicked with its kicker, it enters with a +1/+1 counter on it and with trample.
Creature - Volver

Degavolver
Kicker and/or (You may pay an additional and/or as you cast this spell.)
If this creature was kicked with its kicker, it enters with two +1/+1 counters on it and with "Pay 3 life: Regenerate this creature."
If this creature was kicked with its kicker, it enters with a +1/+1 counter on it and with first strike.
If this creature was kicked with its kicker, it enters with two +1/+1 counters on it and with "Pay 3 life: Regenerate this creature."
If this creature was kicked with its kicker, it enters with a +1/+1 counter on it and with first strike.
Creature - Volver

Necravolver
Kicker and/or (You may pay an additional and/or as you cast this spell.)
If this creature was kicked with its kicker, it enters with two +1/+1 counters on it and with trample.
If this creature was kicked with its kicker, it enters with a +1/+1 counter on it and with "Whenever this creature deals damage, you gain that much life."
If this creature was kicked with its kicker, it enters with two +1/+1 counters on it and with trample.
If this creature was kicked with its kicker, it enters with a +1/+1 counter on it and with "Whenever this creature deals damage, you gain that much life."
Creature - Volver

Rakavolver
Kicker and/or (You may pay an additional and/or as you cast this spell.)
If this creature was kicked with its kicker, it enters with two +1/+1 counters on it and with "Whenever this creature deals damage, you gain that much life."
If this creature was kicked with its kicker, it enters with a +1/+1 counter on it and with flying.
If this creature was kicked with its kicker, it enters with two +1/+1 counters on it and with "Whenever this creature deals damage, you gain that much life."
If this creature was kicked with its kicker, it enters with a +1/+1 counter on it and with flying.
Creature - Volver

Volver
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"\"So rise up! Rise up, forgotten creatures of Magic!\"\n\nI’ve done quite a few outcast kindred decks where I smush things together with duct tape and hope, and this is my latest one. I present to you "},{"insert":{"card-link":"Nephilim Epochal"}},{"insert":". Outside of secret commander builds, this commander wants you to use "},{"insert":{"card-link":"Conspiracy"}},{"insert":"-type effects, "},{"insert":{"card-link":"Maskwood Nexus"}},{"insert":", or Changelings to fill out the roster, but we will not be doing that, we will be doing the opposite — random creatures! Not just any creatures, no, these creatures are all like the Nephilim were, practically forgotten by WotC with little to no support for their kindred builds, we have volvers, licids, mongers, bringers, and the nephilim themselves in this eclectic mix of creatures most people probably don’t even know exist, but it is as "},{"insert":{"card-link":"Coalition Victory"}},{"insert":" says “a perfect machine made of imperfect parts”.\n\nWe do have some tutors for consistency in getting the key pieces of the deck ("},{"insert":{"card-link":"Isochron Scepter"}},{"insert":", "},{"insert":{"card-link":"Artificial Evolution"}},{"insert":", and Coalition Victory) or to get creatures that we need. This deck’s creatures are split into three companies:\n\nPolitics/Group Hug: Our Mongers and Licids, we can use their effects as bargaining chips to keep the heat off of our own board. Offering to use the Licids to help another player, or the Mongers’ communal effect.\n\nBodies: The main beaters, the Bringers and Nephilim, while not initially huge, we can bolster either group through the commander, and have the effect of two of them ("},{"insert":{"card-link":"Bringer of the Green Dawn"}},{"insert":", "},{"insert":{"card-link":"Dune-Brood Nephilim"}},{"insert":") to create beast and sand warrior bodies, respectively. The rest of the Bringers serve other purposes in addition to trampling beatsticks, from "},{"insert":{"card-link":"Cruel Tutor"}},{"insert":" on legs ("},{"insert":{"card-link":"Bringer of the Black Dawn"}},{"insert":") to spot theft ("},{"insert":{"card-link":"Bringer of the Red Dawn"}},{"insert":"), artifact recursion for our mana rocks, "},{"insert":{"card-link":"Transmogrifying Licid"}},{"insert":", or "},{"insert":{"card-link":"Chimil, the Inner Sun"}},{"insert":" ("},{"insert":{"card-link":"Bringer of the White Dawn"}},{"insert":") and "},{"insert":{"card-link":"Divination"}},{"insert":" on legs ("},{"insert":{"card-link":"Bringer of the Blue Dawn"}},{"insert":").\n\nSupport: Volvers, and while not a type, the Archetypes. These two groups hit this from different angles, the Archetypes serve as keyword enablers, and the Volvers provide things like pseudo-lifelink ("},{"insert":{"card-link":"Rakavolver"}},{"insert":", "},{"insert":{"card-link":"Necravolver"}},{"insert":"), regenerating bodies ("},{"insert":{"card-link":"Degavolver"}},{"insert":", "},{"insert":{"card-link":"Anavolver"}},{"insert":") or protection ("},{"insert":{"card-link":"Cetavolver"}},{"insert":").\n\nNow for the fun, we bring in one of my favorite cards, Artificial Evolution. Imprint that onto Isochron Scepter, and change our commander’s text box to care about different creature types on the fly. And to close out games, we can either swing with our bodies or use Coalition Victory. We also have a few cards in place to ensure Coalition Victory goes through ("},{"insert":{"card-link":"Mistrise Village"}},{"insert":" et al.)\n\nThe rest of the land-base are the bicycle lands, basics and the other TDM utility lands. I could have gone with triomes, shocklands, or the OG duals since they also work with Coalition Victory, but those are a bit too flashy for how I wanted to build this deck. Since at its heart, I want this to feel like an underdog deck that can still shine.\n"}]}









































































