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Commander
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Reltsuhsemaj

169 views23 days ago
Commander
Size: 100Salt sum: 45.79

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{"ops":[{"attributes":{"bold":true},"insert":"Someone Else’s Problem — The Unluckiest Planeswalker Commander Primer"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Someone Else’s Problem"},{"insert":" is a five-colour Aura and Curse deck led by "},{"insert":{"card-link":"The Unluckiest Planeswalker"}},{"insert":" , one of the unusual Rulebreaker commanders from Mystery Booster Commander Edition. Although the commander itself is red, its Rulebreaker ability allows the deck to contain Aura cards of any colour identity and basic lands of any type. Every other non-Aura card in the deck must remain within the commander’s normal red colour identity, which means red or colourless. This strange restriction is the heart of the deck and is what separates it from an ordinary five-colour enchantment strategy.\n\nThe central idea is simple: collect as many terrible magical problems as possible and make them someone else’s responsibility.\n\nThe Unluckiest Planeswalker enters with four loyalty and has two abilities. Its +1 produces one mana of any colour. If that mana is spent to cast an Aura during the same turn, we also create a 1/1 red Gremlin creature token. This does not pay the entire cost of the Aura, but it provides the exact colour we need while slowly building a defensive force around our commander.\n\nThe −3 ability is the real reason to play the deck. We discard our hand and draw cards equal to twice the number of Auras we control. If we control six Auras, we draw twelve cards. If we control ten Auras, we draw twenty. This gives the deck an enormous source of card advantage without requiring traditional blue or green draw engines, which would not normally be legal in a mono-red deck.\n\nAfter drawing cards, every Aura attached to us can be moved onto an opponent of our choice. This is the deck’s signature interaction. We can intentionally enchant ourselves with debilitating Curses, use them to increase the number of cards drawn, and then hand those problems to our opponents. The transfer does not target, so it can even move an Aura onto an opponent with hexproof or shroud, provided that player can legally be enchanted by it.\n\nIt is important to distinguish between Auras attached to us and Auras attached to our permanents. An Aura with “enchant player” is attached directly to a player and can be transferred by the commander. An Aura such as "},{"attributes":{"bold":true},"insert":"Fertile Ground"},{"insert":" attached to one of our lands still counts toward the number of cards drawn, but it cannot be transferred because it is not attached to us personally.\n\nThe early game is about developing mana and identifying which opponent should receive the first Curse. The deck has access to every basic land type, but most of its non-Aura spells are red or colourless. That makes the opening turns slightly unusual. We want red mana for our commander and support cards, green mana for land Auras, and enough access to the other colours to cast the Curses we draw.\n\n"},{"insert":{"card-link":"Abundant Growth"}},{"insert":" , "},{"insert":{"card-link":"Wild Growth"}},{"insert":" , "},{"insert":{"card-link":"Utopia Sprawl"}},{"insert":" , "},{"insert":{"card-link":"Fertile Ground"}},{"insert":" , "},{"insert":{"card-link":"Trace of Abundance"}},{"insert":" and "},{"insert":{"card-link":"Overgrowth"}},{"insert":" are particularly important. They accelerate or fix our mana while also increasing the number of Auras we control. Once the commander enters, those innocent-looking land enchantments become part of a potentially enormous draw spell.\n\nOur mana rocks include"},{"insert":{"card-link":"Sol Ring"}},{"insert":" , "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" , "},{"insert":{"card-link":"Fellwar Stone"}},{"insert":" , "},{"insert":{"card-link":"Coalition Relic"}},{"insert":" , "},{"insert":{"card-link":"Chromatic Lantern"}},{"insert":" and "},{"insert":{"card-link":"Chromatic Orrery"}},{"insert":" . "},{"insert":{"card-link":"Chromatic Lantern"}},{"insert":" is one of the most important cards in the deck because it allows every land to produce whatever colour a particular Aura requires. "},{"insert":{"card-link":"Chromatic Orrery"}},{"insert":" performs a similar role later in the game while also providing a huge burst of mana.\n\nThe first Curses we cast should usually be political rather than immediately oppressive. "},{"insert":{"card-link":"Curse of Opulence"}},{"insert":" rewards players with Gold for attacking the enchanted opponent. "},{"insert":{"card-link":"Curse of Verbosity"}},{"insert":" draws cards for us and anyone else who attacks that player. "},{"insert":{"card-link":"Curse of Vitality"}},{"insert":" provides life, while "},{"insert":{"card-link":"Curse of Disturbance"}},{"insert":" and "},{"insert":{"card-link":"Curse of Shallow Graves"}},{"insert":" create creature tokens. These cards allow us to point at the leading player and give the rest of the table a reason to attack them instead of our planeswalker.\n\n"},{"insert":{"card-link":"Curse of Hospitality"}},{"insert":" is another excellent political tool. It gives creatures attacking the enchanted player trample and allows those attackers to exile and play cards from that player’s library. Once it resolves, we often do not need to convince anyone to attack—the rewards do the negotiating for us.\n\nOther Curses manipulate combat more directly. "},{"insert":{"card-link":"Curse of the Nightly Hunt"}},{"insert":" forces the enchanted player’s creatures to attack each combat if able. "},{"insert":{"card-link":"Curse of Bounty"}},{"insert":" untaps permanents belonging to players who attack the cursed opponent. "},{"insert":{"card-link":"Curse of Inertia"}},{"insert":" also rewards attacks by tapping or untapping permanents, while "},{"insert":{"card-link":"Curse of Predation"}},{"insert":" and "},{"insert":{"card-link":"Curse of Stalked Prey"}},{"insert":" make attacking creatures progressively larger.\n\nThese effects create a table in which our opponents are encouraged to fight each other while we remain behind our Gremlins and defensive permanents. We are not trying to control every creature individually. Instead, we are redirecting the table’s aggression toward the person carrying the most attractive collection of Curses.\n\nAs the game progresses, we can begin using the more oppressive Auras."},{"insert":{"card-link":"Curse of Exhaustion"}},{"insert":" limits the enchanted player to one spell each turn. "},{"insert":{"card-link":"Curse of Silence"}},{"insert":" taxes a particularly dangerous commander or combo piece. "},{"insert":{"card-link":"Curse of Death's Hold"}},{"insert":" weakens an opponent’s entire creature army."},{"insert":{"card-link":"Overwhelming Splendor"}},{"insert":" removes the abilities of creatures controlled by the enchanted player and reduces those creatures to base power and toughness 1/1.\n\n"},{"attributes":{"bold":true},"insert":{"card-link":"Overwhelming Splendor"}},{"attributes":{"bold":true},"insert":" "},{"insert":{"card-link":"Cruel Reality"}},{"insert":" forces its victim to sacrifice a creature or planeswalker during each upkeep and causes 5 life loss if they cannot. It is expensive, but it creates a relentless problem that becomes increasingly difficult to survive. We can even enchant ourselves with "},{"insert":{"card-link":"Cruel Reality"}},{"insert":" and transfer it before our next upkeep, although doing so is naturally risky if our commander is removed before we activate it.\n\n"},{"insert":{"card-link":"Curse of Obsession"}},{"insert":" is one of the funniest cards to use this way. It gives the enchanted player two additional cards during their draw step but forces them to discard their hand at the end of the turn. We can cast it on ourselves, count it toward the commander’s −3 ability, and then hand it to someone else before it ever triggers for us.\n\nThe deck’s most important engine is"},{"insert":{"card-link":"Curse of Misfortunes"}},{"insert":" At the beginning of the enchanted player’s upkeep, it allows us to search our library for a Curse that does not share a name with one already attached to that player and put it directly onto the battlefield. In Commander, where every card already has a different name, this effectively finds whatever Curse is most useful.\n\nIf we need to limit spellcasting, it can find "},{"insert":{"card-link":"Curse of Exhaustion"}},{"insert":" . If we need removal, it can find "},{"insert":{"card-link":"Curse of Death's Hold"}},{"insert":" or "},{"insert":{"card-link":"Overwhelming Splendor"}},{"insert":". If we want to accelerate the clock, it can find "},{"insert":{"card-link":"Curse of Bloodletting"}},{"insert":" or "},{"insert":{"card-link":"Curse of Thirst"}},{"insert":".\n\n"},{"insert":{"card-link":"Paradox Haze"}},{"insert":" makes this engine even better by giving the enchanted player an additional upkeep. If "},{"insert":{"card-link":"Paradox Haze"}},{"insert":" and "},{"insert":{"card-link":"Curse of Misfortunes"}},{"insert":" are attached to the same opponent, we receive two Misfortunes triggers every turn. It can also double the effects of "},{"insert":{"card-link":"Cruel Reality"}},{"insert":" , "},{"insert":{"card-link":"Curse of Surveillance"}},{"insert":" , "},{"insert":{"card-link":"Curse of Disturbance"}},{"insert":" , "},{"insert":{"card-link":"Curse of Unbinding"}},{"insert":" and several other upkeep-based Auras.\n\n"},{"insert":{"card-link":"Curse of Thirst"}},{"insert":" is the deck’s clearest direct win condition. During the enchanted player’s upkeep, it deals damage to that player equal to the number of Curses attached to them. Once one opponent has accumulated six or seven Curses, the damage becomes substantial. "},{"insert":{"card-link":"Paradox Haze"}},{"insert":" doubles those triggers, while "},{"insert":{"card-link":"Curse of Bloodletting"}},{"insert":" can double the damage itself.\n\n"},{"insert":{"card-link":"Curse of Bloodletting"}},{"insert":" also increases damage dealt by other sources. That makes attacks from the rest of the table much more dangerous and can turn a modest combat step into lethal damage. Because our political Curses already encourage opponents to attack the same player, Bloodletting often finishes someone without requiring us to commit our own creatures.\n\nThe deck also wins through resource exhaustion. "},{"insert":{"card-link":"Overwhelming Splendor"}},{"insert":" removes meaningful creature abilities, "},{"insert":{"card-link":"Curse of Exhaustion"}},{"insert":" restricts spellcasting, "},{"insert":{"card-link":"Cruel Reality"}},{"insert":" consumes permanents, and "},{"insert":{"card-link":"Curse of Obsession"}},{"insert":" destroys carefully maintained hands. An opponent carrying several of these effects may technically remain alive, but their ability to influence the game quickly disappears.\n\nProtecting "},{"insert":{"card-link":"The Unluckiest Planeswalker"}},{"insert":" is essential. Its −3 ability is our best way to refill our hand, and opponents will recognize how dangerous it becomes once we control several Auras. The Gremlins created by its +1 ability provide blockers, while "},{"insert":{"card-link":"Kazuul, Tyrant of the Cliffs"}},{"insert":" forces opponents to pay mana or give us Ogre tokens when they attack.\n\n"},{"insert":{"card-link":"Smoke"}},{"insert":" makes it difficult for creature-heavy decks to untap their entire board, and "},{"insert":{"card-link":"Disrupt Decorum"}},{"insert":" goads opposing creatures, sending them away from our commander for a turn. When the battlefield becomes too crowded, "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" and "},{"insert":{"card-link":"Chain Reaction"}},{"insert":" clear away creatures without destroying our commander or our collection of enchantments.\n\nThe proliferation package helps us use the commander repeatedly. "},{"insert":{"card-link":"Contagion Clasp"}},{"insert":" , "},{"insert":{"card-link":"Contagion Engine"}},{"insert":" and "},{"insert":{"card-link":"Karn's Bastion"}},{"insert":" add loyalty counters while also weakening opposing creatures or developing other counters on the battlefield. "},{"insert":{"card-link":"The Chain Veil"}},{"insert":" is particularly useful. If the commander begins at four loyalty, we can use its +1, activate "},{"insert":{"card-link":"The Chain Veil"}},{"insert":" and then use the −3 ability during the same turn. This creates a Gremlin, fixes our mana and refills our hand without immediately losing the commander.\n\nThe deck is not a traditional combo deck and does not attempt to win as quickly as possible. Its strength comes from gradually changing the incentives of the table. Every Curse creates another reason for opponents to attack, avoid, exploit or eliminate a particular player. We appear helpful when "},{"insert":{"card-link":"Curse of Opulence"}},{"insert":" produces "},{"insert":{"card-link":"Curse of Verbosity"}},{"insert":" draws cards, but those rewards are guiding the game toward the outcome we want.\n\nThe greatest challenge is deciding whether to spread Curses across several opponents or concentrate them on one player. Early in the game, spreading political Curses can prevent any one opponent from feeling completely targeted. Later, "},{"insert":{"card-link":"Curse of Misfortunes"}},{"insert":" and "},{"insert":{"card-link":"Curse of Thirst"}},{"insert":" reward us for concentrating multiple Curses on the same person. Generally, the best approach is to spread small incentives early and then consolidate the most punishing effects onto the player most capable of winning.\n\n"},{"attributes":{"italic":true},"insert":"Someone Else’s Problem"},{"insert":" succeeds because it fully embraces the bizarre nature of its commander. It is technically a mono-red deck, functionally a five-colour Aura deck, politically a group-slug deck and spiritually a terrible collection of magical mistakes waiting to be handed to someone else.\n\nThe deck does not merely destroy an opponent’s plans. It gives everyone at the table a reason to help. It rewards greed, encourages violence and transforms every Curse into both a threat and a bargaining chip. Eventually, one unlucky opponent will find themselves enchanted with half the deck, taking doubled damage, sacrificing permanents, casting one spell per turn and wondering how any of this became their responsibility.\n\nThe answer, of course, is simple: it was never our problem.\n"}]}

Commander

Qty: 1 Price: $0.00
The Unluckiest Planeswalker
Rulebreaker — A deck with this commander can have Aura cards of any color identity and any basic land cards.
+1: Add one mana of any color. When you spend this mana to cast an Aura spell this turn, create a 1/1 red Gremlin creature token.
−3: Discard your hand, then draw cards equal to twice the number of Auras you control. For each Aura attached to you, attach it to an opponent of your choice.
The Unluckiest Planeswalker can be your commander.
Legendary Planeswalker
The Unluckiest Planeswalker (mbc) 26

Commander

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Burn

Qty: 4 Price: $4.56
Curse of Bloodletting
Enchant player
If a source would deal damage to enchanted player, it deals double that damage to that player instead.
Enchantment - Aura Curse
Curse of Bloodletting (dka) 85
Curse of Shaken Faith
Enchant player
Whenever enchanted player casts a spell other than the first spell they cast each turn or copies a spell, this Aura deals 2 damage to them.
Enchantment - Aura Curse
Curse of Shaken Faith (mid) 134
Curse of the Pierced Heart
Enchant player
At the beginning of enchanted player's upkeep, this Aura deals 1 damage to that player or a planeswalker that player controls.
Enchantment - Aura Curse
Curse of the Pierced Heart (isd) 138
Curse of Thirst
Enchant player
At the beginning of enchanted player's upkeep, this Aura deals damage to that player equal to the number of Curses attached to them.
Enchantment - Aura Curse
Curse of Thirst (dka) 57

Burn

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Copy

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Curse of Echoes
Enchant player
Whenever enchanted player casts an instant or sorcery spell, each other player may copy that spell and may choose new targets for the copy they control.
Enchantment - Aura Curse
Curse of Echoes (plst) DKA-34

Copy

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Counters

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Curse of Predation
Enchant player
Whenever a creature attacks enchanted player, put a +1/+1 counter on it.
Enchantment - Aura Curse
Curse of Predation (plst) C13-140
Curse of Stalked Prey
Enchant player
Whenever a creature deals combat damage to enchanted player, put a +1/+1 counter on that creature.
Enchantment - Aura Curse
Curse of Stalked Prey (isd) 136

Counters

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Draw

Qty: 10 Price: $37.71
Big Score
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Big Score (msc) 802
Curse of Chaos
Enchant player
Whenever a player attacks enchanted player with one or more creatures, that attacking player may discard a card. If the player does, they draw a card.
Enchantment - Aura Curse
Curse of Chaos (c13) 105
Curse of Hospitality
Enchant player
Creatures attacking enchanted player have trample.
Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.
Enchantment - Aura Curse
Curse of Hospitality (vow) 152
Curse of Obsession
Enchant player
At the beginning of enchanted player's draw step, that player draws two additional cards.
At the beginning of enchanted player's end step, that player discards their hand.
Enchantment - Aura Curse
Curse of Obsession (mic) 35
Curse of Surveillance
Enchant player
At the beginning of enchanted player's upkeep, any number of target players other than that player each draw cards equal to the number of Curses attached to that player.
Enchantment - Aura Curse
Curse of Surveillance (mid) 46
Curse of Verbosity
Enchant player
Whenever enchanted player is attacked, you draw a card. Each opponent attacking that player does the same.
Enchantment - Aura Curse
Curse of Verbosity (clb) 717
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (soc) 244
Paradox Haze
Enchant player
At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
Enchantment - Aura
Paradox Haze (plst) TSP-71
Unexpected Windfall
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
Unexpected Windfall (pip) 193
Valakut Awakening
Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.
Instant
Valakut Awakening // Valakut Stoneforge (plst) ZNR-174Valakut Awakening // Valakut Stoneforge (plst) ZNR-174

Draw

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Land

Qty: 36 (37 w/ MDFC)Price: $79.34
Cascading Cataracts
Indestructible
: Add
.
,
: Add five mana in any combination of colors.
Land
Cascading Cataracts (m3c) 326
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (tmc) 62
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
Forbidden Orchard
: Add one mana of any color.
Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.
Land
Forbidden Orchard (2x2) 323
Forest
(
: Add
.)
Basic Land - Forest
Forest (hob) 193
Gemstone Mine
This land enters with three mining counters on it.
, Remove a mining counter from this land: Add one mana of any color. If there are no mining counters on this land, sacrifice it.
Land
Gemstone Mine (dmr) 247
Grand Coliseum
This land enters tapped.
: Add
.
: Add one mana of any color. This land deals 1 damage to you.
Land
Grand Coliseum (tmc) 68
Island
(
: Add
.)
Basic Land - Island
Island (hob) 190
Karn's Bastion
: Add
.
,
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Land
Karn's Bastion (eoc) 163
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (hob) 192
Plains
(
: Add
.)
Basic Land - Plains
Plains (hob) 189
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (hob) 191

Land

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Lifegain

Qty: 4 Price: $10.26
Curse of Fool's Wisdom
Enchant player
Whenever enchanted player draws a card, they lose 2 life and you gain 2 life.
Madness
(If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Enchantment - Aura Curse
Curse of Fool's Wisdom (c19) 16
Curse of Leeches
Enchant player
As this permanent transforms into Curse of Leeches, attach it to a player.
At the beginning of enchanted player's upkeep, they lose 1 life and you gain 1 life.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Enchantment - Aura Curse
Curse of Leeches // Leeching Lurker (mid) 94Curse of Leeches // Leeching Lurker (mid) 94
Curse of Vitality
Enchant player
Whenever enchanted player is attacked, you gain 2 life. Each opponent attacking that player does the same.
Enchantment - Aura Curse
Curse of Vitality (c17) 3
Trespasser's Curse
Enchant player
Whenever a creature enchanted player controls enters, that player loses 1 life and you gain 1 life.
Enchantment - Aura Curse
Trespasser's Curse (plst) AKH-112

Lifegain

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Mill

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Curse of Unbinding
Enchant player
At the beginning of enchanted player's upkeep, that player reveals cards from the top of their library until they reveal a creature card. Put that card onto the battlefield under your control. That player puts the rest of the revealed cards into their graveyard.
Enchantment - Aura Curse
Curse of Unbinding (mic) 12
Fraying Sanity
Enchant player
At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
Enchantment - Aura Curse
Fraying Sanity (pip) 175

Mill

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Proliferate

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Contagion Clasp
When this artifact enters, put a -1/-1 counter on target creature.
,
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Artifact
Contagion Clasp (ecc) 140
Contagion Engine
When this artifact enters, put a -1/-1 counter on each creature target player controls.
,
: Proliferate twice. (Choose any number of permanents and/or players, then give each another counter of each kind already there. Then do it again.)
Artifact
Contagion Engine (plst) SOM-145
The Chain Veil
At the beginning of your end step, if you didn't activate a loyalty ability of a planeswalker this turn, you lose 2 life.
,
: For each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn.
Legendary Artifact
The Chain Veil (cmm) 943

Proliferate

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Protection

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Kazuul, Tyrant of the Cliffs
Whenever a creature an opponent controls attacks, if you're the defending player, create a 3/3 red Ogre creature token unless that creature's controller pays
.
Legendary Creature - Warrior Ogre
Kazuul, Tyrant of the Cliffs (mkc) 157

Protection

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Ramp

Qty: 14 Price: $111.96
Abundant Growth
Enchant land
When this Aura enters, draw a card.
Enchanted land has "
: Add one mana of any color."
Enchantment - Aura
Abundant Growth (ecc) 97
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 191
Chromatic Lantern
Lands you control have "
: Add one mana of any color."
: Add one mana of any color.
Artifact
Chromatic Lantern (msc) 195
Chromatic Orrery
You may spend mana as though it were mana of any color.
: Add
.
,
: Draw a card for each color among permanents you control.
Legendary Artifact
Chromatic Orrery (m21) 228
Coalition Relic
: Add one mana of any color.
: Put a charge counter on this artifact.
At the beginning of your first main phase, remove all charge counters from this artifact. Add one mana of any color for each charge counter removed this way.
Artifact
Coalition Relic (m3c) 286
Curse of Opulence
Enchant player
Whenever enchanted player is attacked, create a Gold token. Each opponent attacking that player does the same. (A Gold token is an artifact with "Sacrifice this token: Add one mana of any color.")
Enchantment - Aura Curse
Curse of Opulence (tdc) 209
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (ecc) 141
Fertile Ground
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Fertile Ground (ecc) 106
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
Overgrowth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Overgrowth (j22) 702
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 211
Trace of Abundance
Enchant land
Enchanted land has shroud. (It can't be the target of spells or abilities.)
Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Enchantment - Aura
Trace of Abundance (arb) 142
Utopia Sprawl
Enchant Forest
As this Aura enters, choose a color.
Whenever enchanted Forest is tapped for mana, its controller adds an additional one mana of the chosen color.
Enchantment - Aura
Utopia Sprawl (rvr) 159
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (pip) 208

Ramp

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Recursion

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Wheel of Sun and Moon
Enchant player
If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
Enchantment - Aura
Wheel of Sun and Moon (plst) SHM-243

Recursion

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Removal

Qty: 11 Price: $41.75
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (msc) 163
Chain Reaction
Chain Reaction deals X damage to each creature, where X is the number of creatures on the battlefield.
Sorcery
Chain Reaction (soc) 121
Cruel Reality
Enchant player
At the beginning of enchanted player's upkeep, that player sacrifices a creature or planeswalker of their choice. If the player can't, they lose 5 life.
Enchantment - Aura Curse
Cruel Reality (akh) 84
Curse of Death's Hold
Enchant player
Creatures enchanted player controls get -1/-1.
Enchantment - Aura Curse
Curse of Death's Hold (isd) 94
Curse of the Nightly Hunt
Enchant player
Creatures enchanted player controls attack each combat if able.
Enchantment - Aura Curse
Curse of the Nightly Hunt (plst) CM2-90
Darksteel Mutation
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment - Aura
Darksteel Mutation (soc) 142
Disrupt Decorum
Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Sorcery
Disrupt Decorum (mkc) 151
Imprisoned in the Moon
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with "
: Add
" and loses all other card types and abilities.
Enchantment - Aura
Imprisoned in the Moon (inr) 358
Kenrith's Transformation
Enchant creature
When this Aura enters, draw a card.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. (It loses all other card types and creature types.)
Enchantment - Aura
Kenrith's Transformation (woc) 128
Overwhelming Splendor
Enchant player
Creatures enchanted player controls lose all abilities and have base power and toughness 1/1.
Enchanted player can't activate abilities that aren't mana abilities or loyalty abilities.
Enchantment - Aura Curse
Overwhelming Splendor (hou) 19
Song of the Dryads
Enchant permanent
Enchanted permanent is a colorless Forest land.
Enchantment - Aura
Song of the Dryads (cmm) 324

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Curse of Exhaustion
Enchant player
Enchanted player can't cast more than one spell each turn.
Enchantment - Aura Curse
Curse of Exhaustion (dka) 5
Curse of Silence
Enchant player
As this Aura enters, choose a card name.
Spells with the chosen name enchanted player casts cost
more to cast.
Whenever enchanted player casts a spell with the chosen name, you may sacrifice this Aura. If you do, draw a card.
Enchantment - Aura Curse
Curse of Silence (mid) 15
Smoke
Players can't untap more than one creature during their untap steps.
Enchantment
Smoke (5ed) 268

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Curse of Clinging Webs
Enchant player
Whenever a nontoken creature enchanted player controls dies, exile it and you create a 1/2 green Spider creature token with reach.
Enchantment - Aura Curse
Curse of Clinging Webs (mic) 25
Curse of Disturbance
Enchant player
Whenever enchanted player is attacked, create a 2/2 black Zombie creature token. Each opponent attacking that player does the same.
Enchantment - Aura Curse
Curse of Disturbance (scd) 74
Curse of Shallow Graves
Enchant player
Whenever a player attacks enchanted player with one or more creatures, that attacking player may create a tapped 2/2 black Zombie creature token.
Enchantment - Aura Curse
Curse of Shallow Graves (plst) C13-71
Curse of the Restless Dead
Enchant player
Whenever a land enchanted player controls enters, you create a 2/2 black Zombie creature token with decayed. (It can't block. When it attacks, sacrifice it at end of combat.)
Enchantment - Aura Curse
Curse of the Restless Dead (mic) 18

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Curse of Misfortunes
Enchant player
At the beginning of your upkeep, you may search your library for a Curse card that doesn't have the same name as a Curse attached to enchanted player, put it onto the battlefield attached to that player, then shuffle.
Enchantment - Aura Curse
Curse of Misfortunes (dka) 56

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Curse of Bounty
Enchant player
Whenever enchanted player is attacked, untap all nonland permanents you control. Each opponent attacking that player untaps all nonland permanents they control.
Enchantment - Aura Curse
Curse of Bounty (scd) 178
Curse of Inertia
Enchant player
Whenever a player attacks enchanted player with one or more creatures, that attacking player may tap or untap target permanent of their choice.
Enchantment - Aura Curse
Curse of Inertia (cma) 35

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Deck Info

Deck stats

10 pips - 7 cards
0 mana - 21 cards
8 pips - 8 cards
0 mana - 21 cards
13 pips - 10 cards
0 mana - 24 cards
27 pips - 21 cards
32 mana - 26 cards
13 pips - 12 cards
0 mana - 22 cards
0 pips - 0 cards
11 mana - 6 cards
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Description

{"ops":[{"attributes":{"bold":true},"insert":"Someone Else’s Problem — The Unluckiest Planeswalker Commander Primer"},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Someone Else’s Problem"},{"insert":" is a five-colour Aura and Curse deck led by "},{"insert":{"card-link":"The Unluckiest Planeswalker"}},{"insert":" , one of the unusual Rulebreaker commanders from Mystery Booster Commander Edition. Although the commander itself is red, its Rulebreaker ability allows the deck to contain Aura cards of any colour identity and basic lands of any type. Every other non-Aura card in the deck must remain within the commander’s normal red colour identity, which means red or colourless. This strange restriction is the heart of the deck and is what separates it from an ordinary five-colour enchantment strategy.\n\nThe central idea is simple: collect as many terrible magical problems as possible and make them someone else’s responsibility.\n\nThe Unluckiest Planeswalker enters with four loyalty and has two abilities. Its +1 produces one mana of any colour. If that mana is spent to cast an Aura during the same turn, we also create a 1/1 red Gremlin creature token. This does not pay the entire cost of the Aura, but it provides the exact colour we need while slowly building a defensive force around our commander.\n\nThe −3 ability is the real reason to play the deck. We discard our hand and draw cards equal to twice the number of Auras we control. If we control six Auras, we draw twelve cards. If we control ten Auras, we draw twenty. This gives the deck an enormous source of card advantage without requiring traditional blue or green draw engines, which would not normally be legal in a mono-red deck.\n\nAfter drawing cards, every Aura attached to us can be moved onto an opponent of our choice. This is the deck’s signature interaction. We can intentionally enchant ourselves with debilitating Curses, use them to increase the number of cards drawn, and then hand those problems to our opponents. The transfer does not target, so it can even move an Aura onto an opponent with hexproof or shroud, provided that player can legally be enchanted by it.\n\nIt is important to distinguish between Auras attached to us and Auras attached to our permanents. An Aura with “enchant player” is attached directly to a player and can be transferred by the commander. An Aura such as "},{"attributes":{"bold":true},"insert":"Fertile Ground"},{"insert":" attached to one of our lands still counts toward the number of cards drawn, but it cannot be transferred because it is not attached to us personally.\n\nThe early game is about developing mana and identifying which opponent should receive the first Curse. The deck has access to every basic land type, but most of its non-Aura spells are red or colourless. That makes the opening turns slightly unusual. We want red mana for our commander and support cards, green mana for land Auras, and enough access to the other colours to cast the Curses we draw.\n\n"},{"insert":{"card-link":"Abundant Growth"}},{"insert":" , "},{"insert":{"card-link":"Wild Growth"}},{"insert":" , "},{"insert":{"card-link":"Utopia Sprawl"}},{"insert":" , "},{"insert":{"card-link":"Fertile Ground"}},{"insert":" , "},{"insert":{"card-link":"Trace of Abundance"}},{"insert":" and "},{"insert":{"card-link":"Overgrowth"}},{"insert":" are particularly important. They accelerate or fix our mana while also increasing the number of Auras we control. Once the commander enters, those innocent-looking land enchantments become part of a potentially enormous draw spell.\n\nOur mana rocks include"},{"insert":{"card-link":"Sol Ring"}},{"insert":" , "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" , "},{"insert":{"card-link":"Fellwar Stone"}},{"insert":" , "},{"insert":{"card-link":"Coalition Relic"}},{"insert":" , "},{"insert":{"card-link":"Chromatic Lantern"}},{"insert":" and "},{"insert":{"card-link":"Chromatic Orrery"}},{"insert":" . "},{"insert":{"card-link":"Chromatic Lantern"}},{"insert":" is one of the most important cards in the deck because it allows every land to produce whatever colour a particular Aura requires. "},{"insert":{"card-link":"Chromatic Orrery"}},{"insert":" performs a similar role later in the game while also providing a huge burst of mana.\n\nThe first Curses we cast should usually be political rather than immediately oppressive. "},{"insert":{"card-link":"Curse of Opulence"}},{"insert":" rewards players with Gold for attacking the enchanted opponent. "},{"insert":{"card-link":"Curse of Verbosity"}},{"insert":" draws cards for us and anyone else who attacks that player. "},{"insert":{"card-link":"Curse of Vitality"}},{"insert":" provides life, while "},{"insert":{"card-link":"Curse of Disturbance"}},{"insert":" and "},{"insert":{"card-link":"Curse of Shallow Graves"}},{"insert":" create creature tokens. These cards allow us to point at the leading player and give the rest of the table a reason to attack them instead of our planeswalker.\n\n"},{"insert":{"card-link":"Curse of Hospitality"}},{"insert":" is another excellent political tool. It gives creatures attacking the enchanted player trample and allows those attackers to exile and play cards from that player’s library. Once it resolves, we often do not need to convince anyone to attack—the rewards do the negotiating for us.\n\nOther Curses manipulate combat more directly. "},{"insert":{"card-link":"Curse of the Nightly Hunt"}},{"insert":" forces the enchanted player’s creatures to attack each combat if able. "},{"insert":{"card-link":"Curse of Bounty"}},{"insert":" untaps permanents belonging to players who attack the cursed opponent. "},{"insert":{"card-link":"Curse of Inertia"}},{"insert":" also rewards attacks by tapping or untapping permanents, while "},{"insert":{"card-link":"Curse of Predation"}},{"insert":" and "},{"insert":{"card-link":"Curse of Stalked Prey"}},{"insert":" make attacking creatures progressively larger.\n\nThese effects create a table in which our opponents are encouraged to fight each other while we remain behind our Gremlins and defensive permanents. We are not trying to control every creature individually. Instead, we are redirecting the table’s aggression toward the person carrying the most attractive collection of Curses.\n\nAs the game progresses, we can begin using the more oppressive Auras."},{"insert":{"card-link":"Curse of Exhaustion"}},{"insert":" limits the enchanted player to one spell each turn. "},{"insert":{"card-link":"Curse of Silence"}},{"insert":" taxes a particularly dangerous commander or combo piece. "},{"insert":{"card-link":"Curse of Death's Hold"}},{"insert":" weakens an opponent’s entire creature army."},{"insert":{"card-link":"Overwhelming Splendor"}},{"insert":" removes the abilities of creatures controlled by the enchanted player and reduces those creatures to base power and toughness 1/1.\n\n"},{"attributes":{"bold":true},"insert":{"card-link":"Overwhelming Splendor"}},{"attributes":{"bold":true},"insert":" "},{"insert":{"card-link":"Cruel Reality"}},{"insert":" forces its victim to sacrifice a creature or planeswalker during each upkeep and causes 5 life loss if they cannot. It is expensive, but it creates a relentless problem that becomes increasingly difficult to survive. We can even enchant ourselves with "},{"insert":{"card-link":"Cruel Reality"}},{"insert":" and transfer it before our next upkeep, although doing so is naturally risky if our commander is removed before we activate it.\n\n"},{"insert":{"card-link":"Curse of Obsession"}},{"insert":" is one of the funniest cards to use this way. It gives the enchanted player two additional cards during their draw step but forces them to discard their hand at the end of the turn. We can cast it on ourselves, count it toward the commander’s −3 ability, and then hand it to someone else before it ever triggers for us.\n\nThe deck’s most important engine is"},{"insert":{"card-link":"Curse of Misfortunes"}},{"insert":" At the beginning of the enchanted player’s upkeep, it allows us to search our library for a Curse that does not share a name with one already attached to that player and put it directly onto the battlefield. In Commander, where every card already has a different name, this effectively finds whatever Curse is most useful.\n\nIf we need to limit spellcasting, it can find "},{"insert":{"card-link":"Curse of Exhaustion"}},{"insert":" . If we need removal, it can find "},{"insert":{"card-link":"Curse of Death's Hold"}},{"insert":" or "},{"insert":{"card-link":"Overwhelming Splendor"}},{"insert":". If we want to accelerate the clock, it can find "},{"insert":{"card-link":"Curse of Bloodletting"}},{"insert":" or "},{"insert":{"card-link":"Curse of Thirst"}},{"insert":".\n\n"},{"insert":{"card-link":"Paradox Haze"}},{"insert":" makes this engine even better by giving the enchanted player an additional upkeep. If "},{"insert":{"card-link":"Paradox Haze"}},{"insert":" and "},{"insert":{"card-link":"Curse of Misfortunes"}},{"insert":" are attached to the same opponent, we receive two Misfortunes triggers every turn. It can also double the effects of "},{"insert":{"card-link":"Cruel Reality"}},{"insert":" , "},{"insert":{"card-link":"Curse of Surveillance"}},{"insert":" , "},{"insert":{"card-link":"Curse of Disturbance"}},{"insert":" , "},{"insert":{"card-link":"Curse of Unbinding"}},{"insert":" and several other upkeep-based Auras.\n\n"},{"insert":{"card-link":"Curse of Thirst"}},{"insert":" is the deck’s clearest direct win condition. During the enchanted player’s upkeep, it deals damage to that player equal to the number of Curses attached to them. Once one opponent has accumulated six or seven Curses, the damage becomes substantial. "},{"insert":{"card-link":"Paradox Haze"}},{"insert":" doubles those triggers, while "},{"insert":{"card-link":"Curse of Bloodletting"}},{"insert":" can double the damage itself.\n\n"},{"insert":{"card-link":"Curse of Bloodletting"}},{"insert":" also increases damage dealt by other sources. That makes attacks from the rest of the table much more dangerous and can turn a modest combat step into lethal damage. Because our political Curses already encourage opponents to attack the same player, Bloodletting often finishes someone without requiring us to commit our own creatures.\n\nThe deck also wins through resource exhaustion. "},{"insert":{"card-link":"Overwhelming Splendor"}},{"insert":" removes meaningful creature abilities, "},{"insert":{"card-link":"Curse of Exhaustion"}},{"insert":" restricts spellcasting, "},{"insert":{"card-link":"Cruel Reality"}},{"insert":" consumes permanents, and "},{"insert":{"card-link":"Curse of Obsession"}},{"insert":" destroys carefully maintained hands. An opponent carrying several of these effects may technically remain alive, but their ability to influence the game quickly disappears.\n\nProtecting "},{"insert":{"card-link":"The Unluckiest Planeswalker"}},{"insert":" is essential. Its −3 ability is our best way to refill our hand, and opponents will recognize how dangerous it becomes once we control several Auras. The Gremlins created by its +1 ability provide blockers, while "},{"insert":{"card-link":"Kazuul, Tyrant of the Cliffs"}},{"insert":" forces opponents to pay mana or give us Ogre tokens when they attack.\n\n"},{"insert":{"card-link":"Smoke"}},{"insert":" makes it difficult for creature-heavy decks to untap their entire board, and "},{"insert":{"card-link":"Disrupt Decorum"}},{"insert":" goads opposing creatures, sending them away from our commander for a turn. When the battlefield becomes too crowded, "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" and "},{"insert":{"card-link":"Chain Reaction"}},{"insert":" clear away creatures without destroying our commander or our collection of enchantments.\n\nThe proliferation package helps us use the commander repeatedly. "},{"insert":{"card-link":"Contagion Clasp"}},{"insert":" , "},{"insert":{"card-link":"Contagion Engine"}},{"insert":" and "},{"insert":{"card-link":"Karn's Bastion"}},{"insert":" add loyalty counters while also weakening opposing creatures or developing other counters on the battlefield. "},{"insert":{"card-link":"The Chain Veil"}},{"insert":" is particularly useful. If the commander begins at four loyalty, we can use its +1, activate "},{"insert":{"card-link":"The Chain Veil"}},{"insert":" and then use the −3 ability during the same turn. This creates a Gremlin, fixes our mana and refills our hand without immediately losing the commander.\n\nThe deck is not a traditional combo deck and does not attempt to win as quickly as possible. Its strength comes from gradually changing the incentives of the table. Every Curse creates another reason for opponents to attack, avoid, exploit or eliminate a particular player. We appear helpful when "},{"insert":{"card-link":"Curse of Opulence"}},{"insert":" produces "},{"insert":{"card-link":"Curse of Verbosity"}},{"insert":" draws cards, but those rewards are guiding the game toward the outcome we want.\n\nThe greatest challenge is deciding whether to spread Curses across several opponents or concentrate them on one player. Early in the game, spreading political Curses can prevent any one opponent from feeling completely targeted. Later, "},{"insert":{"card-link":"Curse of Misfortunes"}},{"insert":" and "},{"insert":{"card-link":"Curse of Thirst"}},{"insert":" reward us for concentrating multiple Curses on the same person. Generally, the best approach is to spread small incentives early and then consolidate the most punishing effects onto the player most capable of winning.\n\n"},{"attributes":{"italic":true},"insert":"Someone Else’s Problem"},{"insert":" succeeds because it fully embraces the bizarre nature of its commander. It is technically a mono-red deck, functionally a five-colour Aura deck, politically a group-slug deck and spiritually a terrible collection of magical mistakes waiting to be handed to someone else.\n\nThe deck does not merely destroy an opponent’s plans. It gives everyone at the table a reason to help. It rewards greed, encourages violence and transforms every Curse into both a threat and a bargaining chip. Eventually, one unlucky opponent will find themselves enchanted with half the deck, taking doubled damage, sacrificing permanents, casting one spell per turn and wondering how any of this became their responsibility.\n\nThe answer, of course, is simple: it was never our problem.\n"}]}
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