1.8k views2 months ago
Commander
Size: 100Salt sum: 47.37
 avatar

SupremeVerdicts

1.8k views2 months ago
Commander
Size: 100Salt sum: 47.37

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

{"ops":[{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" is a student of game theory. In the "},{"insert":{"card-link":"Prisoner's Dilemma"}},{"insert":" , the rational choice—and the Nash equilibrium—is to defect, even though cooperation produces a better outcome for everyone. Our "},{"attributes":{"underline":true},"insert":"opponents know"},{"insert":" that "},{"attributes":{"underline":true},"insert":"we know"},{"insert":" that "},{"attributes":{"underline":true},"insert":"they know "},{"insert":"this. And they may decide to cooperate against our life-bidding shenanigans.\n\nWhat they don't know is that the whole deck "},{"attributes":{"underline":true,"bold":true},"insert":"is rigged"},{"insert":". \n\nDeckbuilding video: https://youtu.be/uubCmau9DHA\nChannel: www.youtube.com/@SupremeVerdicts\n\nIntroduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Most "},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" decks rely on our opponents being tempted by powerful spells ("},{"insert":{"card-link":"Omniscience"}},{"insert":") and creatures ("},{"insert":{"card-link":"Sphinx of the Second Sun"}},{"insert":")that we can then copy, steal, or reclaim. But this assumes that our opponents will continuously defect and fight each other for our spells. \n\nIn this open communication game, they may decide to collude: keep their life totals high, refuse to cast our spells, and eliminate the player responsible for the chaos. This deck takes a different approach. \n\nThe premise is simple: "},{"attributes":{"color":"#e60000","bold":true},"insert":"there is nothing in this deck that our opponents can use against us."},{"insert":"\n\nEvery spell generates a benefit (card draw, ramp, creatures, etc.) or creates a detriment (life loss, removal, and other forms of interaction). But the benefits are often shared, and the detriments are distributed. No matter who casts our spells, "},{"attributes":{"bold":true},"insert":"we come out ahead."},{"insert":"\nHeads, we win. Tails, you lose.\n\nOur commander gives us an extra card at our upkeep, enabling a control gameplan. From there, the deck uses mass-bounce effects like "},{"insert":{"card-link":"Evacuation"}},{"insert":" and restricted removal like"},{"insert":{"card-link":"Misleading Signpost"}},{"insert":" to keep the board under control. Wheel effects like "},{"insert":{"card-link":"Windfall"}},{"insert":" keep the cards flowing, while symmetrical slug effects like"},{"insert":{"card-link":"Ankh of Mishra"}},{"insert":" slowly drain everyone's life total.\nEventually, we close the game with a win condition that our opponents simply can't exploit. Welcome to the "},{"attributes":{"underline":true,"color":"#e60000","bold":true},"insert":"Slow Burn. "},{"insert":"\n\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Every upkeep,"},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" gives us another card, while allowing our opponents to spend their own life to cast our spells. Unlike "},{"insert":{"card-link":"Bolas's Citadel"}},{"insert":" , however, our opponents choose how much life they're willing to pay.\n\nAt first, this creates a wonderful little game of chicken. Each opponent silently evaluates the revealed cards and performs their own mental calculus. If they start bidding against one another, someone could end up paying a painful amount of life for a spell they really wanted.\n\nBut this is "},{"attributes":{"bold":true},"insert":"Magic: The Gathering"},{"insert":". We play with friends. We talk. We make deals. Eventually, the table may realize that everyone can simply bid "},{"attributes":{"color":"#e60000"},"insert":"zero life "},{"insert":"and force the decision back onto us.\n\nWe've controlled for both variables that matter:\nWhat are the three cards"},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" reveals?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"All Useless:"},{"insert":" A land that our opponents have little reason to take. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"All Middling:"},{"insert":" A situational removal spell."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"All Great:"},{"insert":" Card draw, a powerful effect, or a bomb."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"How much life are our opponents willing to bid?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Anywhere from "},{"attributes":{"bold":true},"insert":"0 to their current life total."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\nThe important part is that "},{"attributes":{"bold":true},"insert":"we don't actually care which combination occurs. "},{"insert":"The deck was built so that for each card, other players benefit from casting it and other plays suffer from its drawbacks. Even if everyone bids zero, somebody will probably still want to cast the cards that enable our card advantage. After all, "},{"attributes":{"bold":true},"insert":"who doesn't love free spells?"},{"insert":"\n\nAnd any life they choose to wager beyond that? That's just gravy. \n\n"},{"attributes":{"bold":true},"insert":"Beneficial Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Who doesn't love drawing cards? Even if our opponents figure out the entire scheme, at least one of them should be interested in casting a "},{"insert":{"card-link":"Winds of Change"}},{"insert":" and getting a fresh hand. In the worst case, the other two players might start bidding life simply to prevent that player from getting the "},{"insert":{"card-link":"Flux"}},{"insert":" .\nOur smaller card-draw effects follow the same philosophy. "},{"insert":{"card-link":"Words of Wisdom"}},{"insert":" , for example, gives the caster cards while ensuring that the rest of the table gets something too.\n\nThe deck also contains decision-making cards that provide some benefit to the caster while being less useful—or actively worse—when cast during our upkeep, such as "},{"insert":{"card-link":"Seize the Spotlight"}},{"insert":". Others, like "},{"insert":{"card-link":"Ensnared by the Mara"}},{"insert":", provide a benefit to the caster while creating a cost for everyone else.\n\nThe goal is not to make our opponents "},{"attributes":{"italic":true},"insert":"want"},{"insert":" every card. The goal is to make sure that "},{"attributes":{"bold":true},"insert":"every card is at least tempting."},{"insert":"\n\nDetrimental Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Eventually, our opponents may stop paying life for our cards. That's when we turn to our other way of making people miserable: "},{"attributes":{"color":"#e60000"},"insert":"slug and burn effects. "},{"insert":"Cards like "},{"insert":{"card-link":"Descent into Avernus"}},{"insert":", "},{"insert":{"card-link":"Rampaging Ferocidon"}},{"insert":", and "},{"insert":{"card-link":"Razorkin Needlehead"}},{"insert":" steadily punish the table for simply playing the game.\n\nSome of these effects don't hurt the player casting them at all, creating the beautiful situation where an opponent pays life and hurts themselves to cast a spell that damages everyone else. Mutually assured destruction. \n\nAll of our removal spells are either X spells ("},{"insert":{"card-link":"Curse of the Swine"}},{"insert":") or bounce spells ("},{"insert":{"card-link":"Run Away Together"}},{"insert":") so that we minimize the effect to our creatures and commander while keeping the board clear. \n\nCard Advantage/Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" already gives us an extra card every upkeep, and our opponents casting our "},{"insert":{"card-link":"Snort"}},{"insert":" certainly doesn't hurt (oh wait). But the real card advantage comes from "},{"attributes":{"bold":true},"insert":"how the deck is constructed."},{"insert":"\n\nWith timing restricted cards like "},{"insert":{"card-link":"Counterspell"}},{"insert":" and "},{"insert":{"card-link":"Portal Mage"}},{"insert":" we can ensure that our opponents can't fully exploit many of the cards in our deck. Other spells provide their greatest value specifically when cast during their controller's turn, like"},{"insert":{"card-link":"Insurrection"}},{"insert":" .\n\nOur removal follows the same principle through the use of cards like "},{"insert":{"card-link":"Evacuation"}},{"insert":" . There's even an added advantage to having our opponents cast our mass-bounce effects during our upkeep: "},{"attributes":{"bold":true},"insert":"They clear the board, and then we get to untap first. "},{"insert":"We spend our turn deploying threats while everyone else is still rebuilding.\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Other Card Choices"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWhy no "},{"insert":{"card-link":"Brainstorm"}},{"insert":" ? Because we don't need it. Every card in the deck is something we're happy to reveal with "},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":", and there aren't any absurdly expensive cards that we need to shuffle away. That means effects like "},{"insert":{"card-link":"Scroll Rack"}},{"insert":" can be replaced with additional redundancy for our mass-bounce and wheel effects.\n\nNo stax pieces like "},{"insert":{"card-link":"Defense Grid"}},{"insert":" or "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" because we "},{"attributes":{"bold":true},"insert":"WANT "},{"insert":"our opponents to cast our spells. \n\nPolitical cards like "},{"insert":{"card-link":"Khorvath's Fury"}},{"insert":" interacts with the table while reinforcing our gameplan. More importantly, they give us an opportunity to redirect blame for slug effects. We'll take credit for the wheels ;). \n\n"},{"insert":{"card-link":"Snapcaster Mage"}},{"insert":" provides redundancy. It's an extra wheel, a removal spell, or a counterspell. It also works well with our bounce effects! \n\n"},{"insert":{"card-link":"Paradox Haze"}},{"insert":" let us use "},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" for three mana and is a permanent that's less likely to be removed.\n\n"},{"insert":{"card-link":"Alexios, Deimos of Kosmos"}},{"insert":" and "},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" provide clocks. "},{"insert":{"card-link":"Alexios, Deimos of Kosmos"}},{"insert":" will always remember his owner and keeps attacking only our opponents. "},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" grows fasters as cards are thrown into exile and can immediately start attacking after a bounce spell clears all the blockers.\n\nMana base is designed to minimize tapped lands, maximize color fixing, and still maintain a high proportion of basics to account for "},{"insert":{"card-link":"Price of Progress"}},{"insert":" and "},{"insert":{"card-link":"Sunspine Lynx"}},{"insert":" .\n\n"},{"insert":{"card-link":"Rampaging Ferocidon"}},{"insert":" and "},{"insert":{"card-link":"Roiling Vortex"}},{"insert":" serve an important role against life-gain strategies. Our deck is built to constrain life as a resource. We can't afford to let one player gain enough life to ignore all of our bidding and slug effects. "},{"insert":{"card-link":"Roiling Vortex"}},{"insert":" is extra fun because it punishes the winning player in each bid, making every win (even from zero) jump up to five damage. \n\n"},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" acts perfectly in this deck. The overload cost is an alternative cost, which means our opponents can't take advantage of the devastating overloaded effect. We can. This creates a one-sided board wipe in a deck that is already bracket three for our win out of nowhere gameplan allowing this flavorful gamechanger! \n\nNote: Bounce effects are really strong against Voltron and tokens strategies which are common ways for our opponent to overwhelm the table. The deck is weaker to flicker strategies and artifact/enchantment-heavy decks that don't rely on auras or equipment. \n\nMulligans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck leans on its ramp suite of 2-mana ramp artifacts ("},{"insert":{"card-link":"Arcane Signet"}},{"insert":") to shave a land or two and still get "},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" out on time. Then we allow our opponents' desire to "},{"insert":{"card-link":"Reforge the Soul"}},{"insert":" and our extra card at upkeep to make sure we hit our land drops. Only keep hands with two lands and a ramp piece at a minimum. \n\nEnding the Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck's actual win conditions need to follow the same rule as everything else: "},{"attributes":{"color":"#e60000","bold":true},"insert":"Our opponents can't be able to use them against us."},{"insert":"\n\nAfter life loss through bidding and a "},{"insert":{"card-link":"Wheel of Misfortune"}},{"insert":" or two, a big swing should be able to end the game. This is when we cast our "},{"insert":{"card-link":"Reins of Power"}},{"insert":" or other combat manipulation effect.\n\nOur plan B also has "},{"insert":{"card-link":"Crackle with Power"}},{"insert":", which is an X spell that our opponents can't use to burn us out. With eleven mana, it deals 15 damages to each of our three opponents - mor than enough to finish a softened up table. And, of course, we have effects like "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" to turn our wheel effects into lethal damage, alongside the aforementioned "},{"insert":{"card-link":"Price of Progress"}},{"insert":".\n"}]}

Commander

Qty: 1 Price: $0.00
Itazura, Lingering Wick
At the beginning of your upkeep, exile the top three cards of your library. Each opponent secretly chooses a number 0 or greater. Then those numbers are revealed. Choose an opponent with the highest number. Itazura deals that much damage to them, then they may cast a spell from among those cards without paying its mana cost. You put a card from among them that wasn't cast this way into your hand.
Legendary Creature - Spirit
Itazura, Lingering Wick (mbc) 41

Commander

(CTRL to add secondary)

Combat Fixing

Qty: 6 Price: $44.30
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
Illusionist's Gambit
Cast this spell only during the declare blockers step on an opponent's turn.
Remove all attacking creatures from combat and untap them. After this phase, there is an additional combat phase. Each of those creatures attacks that combat if able. They can't attack you or planeswalkers you control that combat.
Instant
Illusionist's Gambit (blc) 166
Misleading Signpost
Flash
When this artifact enters during the declare attackers step, you may reselect which player or permanent target attacking creature is attacking. (It can't attack its controller or their permanents.)
: Add
.
Artifact
Misleading Signpost (woc) 11
Portal Mage
Flash
When this creature enters during the declare attackers step, you may reselect which player or permanent target attacking creature is attacking. (It can't attack its controller or their permanents.)
Creature - Human Wizard
Portal Mage (cmm) 112
Reins of Power
Untap all creatures you control and all creatures target opponent controls. You and that opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn.
Instant
Reins of Power (clb) 734
Seize the Spotlight
Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.
Sorcery
Seize the Spotlight (otc) 179

Combat Fixing

(CTRL to add secondary)

Draw

Qty: 12 Price: $84.04
Flux
Each player discards any number of cards, then draws that many cards.
Draw a card.
Sorcery
Flux (plst) POR-55
Ghostly Pilferer
Whenever this creature becomes untapped, you may pay
. If you do, draw a card.
Whenever an opponent casts a spell from anywhere other than their hand, draw a card.
Discard a card: This creature can't be blocked this turn.
Creature - Rogue Spirit
Ghostly Pilferer (otc) 98
Khorvath's Fury
For each player, choose friend or foe. Each friend discards all cards from their hand, then draws that many cards plus one. Khorvath's Fury deals damage to each foe equal to the number of cards in their hand.
Sorcery
Khorvath's Fury (bbd) 59
Laelia, the Blade Reforged
Haste
Whenever Laelia attacks, exile the top card of your library. You may play that card this turn.
Whenever one or more cards are put into exile from your library and/or your graveyard, put a +1/+1 counter on Laelia.
Legendary Creature - Warrior Spirit
Laelia, the Blade Reforged (soc) 246
Molten Psyche
Each player shuffles the cards from their hand into their library, then draws that many cards.
Metalcraft — If you control three or more artifacts, Molten Psyche deals damage to each opponent equal to the number of cards that player has drawn this turn.
Sorcery
Molten Psyche (plst) SOM-98
Reforge the Soul
Each player discards their hand, then draws seven cards.
Miracle
(You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Reforge the Soul (inr) 167
Snort
Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Snort (fic) 58
Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery
Wheel of Misfortune (cmr) 211
Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery
Will of the Jeskai (tdc) 40
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (otc) 123
Winds of Change
Each player shuffles the cards from their hand into their library, then draws that many cards.
Sorcery
Winds of Change (leg) 172
Words of Wisdom
You draw two cards, then each other player draws a card.
Instant
Words of Wisdom (ody) 114

Draw

(CTRL to add secondary)

End the Game

Qty: 3 Price: $40.97
Crackle with Power
Crackle with Power deals five times X damage to each of up to X targets.
Sorcery
Crackle with Power (stx) 95
Insurrection
Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
Sorcery
Insurrection (cmm) 236
Mizzix's Mastery
Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Mizzix's Mastery (otc) 175

End the Game

(CTRL to add secondary)

Land

Qty: 36 (37 w/ MDFC)Price: $201.14
Accursed Duneyard
: Add
.
,
: Regenerate target Shade, Skeleton, Specter, Spirit, Vampire, Wraith, or Zombie. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Land
Accursed Duneyard (drc) 20
Cascade Bluffs
: Add
.
,
: Add
,
, or
.
Land
Cascade Bluffs (soc) 364
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (m3c) 331
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (tdc) 360
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (m21) 246
Ferrous Lake
,
: Add
.
Land
Ferrous Lake (soc) 370
Island
(
: Add
.)
Basic Land - Island
Island (dmu) 278
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (dmu) 280
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (eoc) 169
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (clb) 358
Riverglide Pathway
: Add
.
Land
Riverglide Pathway // Lavaglide Pathway (plst) ZNR-264Riverglide Pathway // Lavaglide Pathway (plst) ZNR-264
Riverpyre Verge
: Add
.
: Add
. Activate only if you control an Island or a Mountain.
Land
Riverpyre Verge (dft) 260
Scorched Geyser
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Mountain
Scorched Geyser (soc) 54
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (grn) 257
Stormcarved Coast
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Stormcarved Coast (vow) 265
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (tdc) 396
Training Center
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Training Center (cmm) 434
Turbulent Springs
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Mountain
Turbulent Springs (soc) 57

Land

(CTRL to add secondary)

Owner Shenanigans

Qty: 1 Price: $1.29
Alexios, Deimos of Kosmos
Trample
Alexios attacks each combat if able, can't be sacrificed, and can't attack its owner.
At the beginning of each player's upkeep, that player gains control of Alexios, untaps it, and puts a +1/+1 counter on it. It gains haste until end of turn.
Legendary Creature - Human Berserker
Alexios, Deimos of Kosmos (acr) 33

Owner Shenanigans

(CTRL to add secondary)

Ramp

Qty: 10 Price: $18.36
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (m3c) 283
Coldsteel Heart
This artifact enters tapped.
As this artifact enters, choose a color.
: Add one mana of the chosen color.
Snow Artifact
Coldsteel Heart (plst) CM2-181
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (soc) 347
Izzet Signet
,
: Add
.
Artifact
Izzet Signet (tdc) 320
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (mkc) 232
Planar Atlas
This artifact enters tapped.
When this artifact enters, you may look at the top four cards of your library. If you do, reveal up to one land card from among them, then put that card on top of your library and the rest on the bottom in a random order.
: Add
.
Artifact
Planar Atlas (j22) 51
Sol Ring
: Add
.
Artifact
Sol Ring (ecc) 58
Solar Transformer
This artifact enters tapped.
When this artifact enters, you get
(three energy counters).
: Add
.
, Pay
: Add one mana of any color.
Artifact
Solar Transformer (drc) 137
The Irencrag
: Add
.
Whenever a legendary creature you control enters, you may have The Irencrag become a legendary Equipment artifact named Everflame, Heroes' Legacy. If you do, it gains equip
and "Equipped creature gets +3/+3" and loses all other abilities.
Legendary Artifact
The Irencrag (woe) 248
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (dsc) 256

Ramp

(CTRL to add secondary)

Recursion

Qty: 1 Price: $19.99
Snapcaster Mage
Flash
When this creature enters, target instant or sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (You may cast that card from your graveyard for its flashback cost. Then exile it.)
Creature - Human Wizard
Snapcaster Mage (isd) 78

Recursion

(CTRL to add secondary)

Removal

Qty: 18 Price: $83.40
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 160
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (soc) 187
Brazen Borrower
Flash
Flying
This creature can block only creatures with flying.
Creature - Rogue Faerie
Brazen Borrower // Petty Theft (soc) 190
Consuming Tide
Each player chooses a nonland permanent they control. Return all nonland permanents not chosen this way to their owners' hands. Then you draw a card for each opponent who has more cards in their hand than you.
Sorcery
Consuming Tide (vow) 53
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Curse of the Swine
Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.
Sorcery
Curse of the Swine (soc) 192
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rtr) 35
Delay
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant
Delay (tsr) 61
Devastation Tide
Return all nonland permanents to their owners' hands.
Miracle
(You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
Sorcery
Devastation Tide (c16) 87
Disdainful Stroke
Counter target spell with mana value 4 or greater.
Instant
Disdainful Stroke (woe) 47
Evacuation
Return all creatures to their owners' hands.
Instant
Evacuation (m3c) 184
Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant
Into the Flood Maw (blb) 52
Negate
Counter target noncreature spell.
Instant
Negate (znr) 71
Remand
Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
Draw a card.
Instant
Remand (j25) 349
Run Away Together
Choose two target creatures controlled by different players. Return those creatures to their owners' hands.
Instant
Run Away Together (clb) 92
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Unsubstantiate
Return target spell or creature to its owner's hand.
Instant
Unsubstantiate (plst) EMN-79
Whelming Wave
Return all creatures to their owners' hands except for Krakens, Leviathans, Octopuses, and Serpents.
Sorcery
Whelming Wave (cmr) 409

Removal

(CTRL to add secondary)

Slug

Qty: 11 Price: $89.99
Ankh of Mishra
Whenever a land enters, this artifact deals 2 damage to that land's controller.
Artifact
Ankh of Mishra (4ed) 294
Descent into Avernus
At the beginning of your upkeep, put two descent counters on this enchantment. Then each player creates X Treasure tokens and this enchantment deals X damage to each player, where X is the number of descent counters on this enchantment.
Enchantment
Descent into Avernus (clb) 169
Ensnared by the Mara
Each opponent faces a villainous choice — They exile cards from the top of their library until they exile a nonland card, then you may cast that card without paying its mana cost, or that player exiles the top four cards of their library and Ensnared by the Mara deals damage equal to the total mana value of those exiled cards to that player.
Sorcery
Ensnared by the Mara (who) 689
Price of Progress
Price of Progress deals damage to each player equal to twice the number of nonbasic lands that player controls.
Instant
Price of Progress (plst) EMA-141
Prisoner's Dilemma
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence.
Flashback
Sorcery
Prisoner's Dilemma (mkc) 34
Rampaging Ferocidon
Menace
Players can't gain life.
Whenever another creature enters, this creature deals 1 damage to that creature's controller.
Creature - Dinosaur
Rampaging Ferocidon (dsc) 167
Razorkin Needlehead
This creature has first strike during your turn.
Whenever an opponent draws a card, this creature deals 1 damage to them.
Creature - Human Assassin
Razorkin Needlehead (dsk) 153
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
Scalding Viper
Whenever an opponent casts a spell with mana value 3 or less, this creature deals 1 damage to that player.
Creature - Elemental Snake
Scalding Viper // Steam Clean (woe) 235
Scrawling Crawler
At the beginning of your upkeep, each player draws a card.
Whenever an opponent draws a card, that player loses 1 life.
Creature Artifact - Construct Phyrexian
Scrawling Crawler (fdn) 132
Sunspine Lynx
Players can't gain life.
Damage can't be prevented.
When this creature enters, it deals damage to each player equal to the number of nonbasic lands that player controls.
Creature - Elemental Cat
Sunspine Lynx (blb) 155

Slug

(CTRL to add secondary)

Upkeep

Qty: 1 Price: $10.99
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 (tsp) 71

Upkeep

(CTRL to add secondary)

Sideboard

Qty: 2 Price: $18.38
Scytheclaw Raptor
Whenever a player casts a spell, if it's not their turn, this creature deals 4 damage to them.
Creature - Dinosaur
Scytheclaw Raptor (lci) 165
Witch's Clinic
: Add
.
,
: Target commander gains lifelink until end of turn.
Land
Witch's Clinic (dsc) 325

Sideboard

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 9 cards
41 pips - 30 cards
35 mana - 33 cards
0 pips - 0 cards
0 mana - 9 cards
33 pips - 24 cards
31 mana - 29 cards
0 pips - 0 cards
0 mana - 9 cards
0 pips - 0 cards
10 mana - 9 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" is a student of game theory. In the "},{"insert":{"card-link":"Prisoner's Dilemma"}},{"insert":" , the rational choice—and the Nash equilibrium—is to defect, even though cooperation produces a better outcome for everyone. Our "},{"attributes":{"underline":true},"insert":"opponents know"},{"insert":" that "},{"attributes":{"underline":true},"insert":"we know"},{"insert":" that "},{"attributes":{"underline":true},"insert":"they know "},{"insert":"this. And they may decide to cooperate against our life-bidding shenanigans.\n\nWhat they don't know is that the whole deck "},{"attributes":{"underline":true,"bold":true},"insert":"is rigged"},{"insert":". \n\nDeckbuilding video: https://youtu.be/uubCmau9DHA\nChannel: www.youtube.com/@SupremeVerdicts\n\nIntroduction"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Most "},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" decks rely on our opponents being tempted by powerful spells ("},{"insert":{"card-link":"Omniscience"}},{"insert":") and creatures ("},{"insert":{"card-link":"Sphinx of the Second Sun"}},{"insert":")that we can then copy, steal, or reclaim. But this assumes that our opponents will continuously defect and fight each other for our spells. \n\nIn this open communication game, they may decide to collude: keep their life totals high, refuse to cast our spells, and eliminate the player responsible for the chaos. This deck takes a different approach. \n\nThe premise is simple: "},{"attributes":{"color":"#e60000","bold":true},"insert":"there is nothing in this deck that our opponents can use against us."},{"insert":"\n\nEvery spell generates a benefit (card draw, ramp, creatures, etc.) or creates a detriment (life loss, removal, and other forms of interaction). But the benefits are often shared, and the detriments are distributed. No matter who casts our spells, "},{"attributes":{"bold":true},"insert":"we come out ahead."},{"insert":"\nHeads, we win. Tails, you lose.\n\nOur commander gives us an extra card at our upkeep, enabling a control gameplan. From there, the deck uses mass-bounce effects like "},{"insert":{"card-link":"Evacuation"}},{"insert":" and restricted removal like"},{"insert":{"card-link":"Misleading Signpost"}},{"insert":" to keep the board under control. Wheel effects like "},{"insert":{"card-link":"Windfall"}},{"insert":" keep the cards flowing, while symmetrical slug effects like"},{"insert":{"card-link":"Ankh of Mishra"}},{"insert":" slowly drain everyone's life total.\nEventually, we close the game with a win condition that our opponents simply can't exploit. Welcome to the "},{"attributes":{"underline":true,"color":"#e60000","bold":true},"insert":"Slow Burn. "},{"insert":"\n\nThe Commander"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Every upkeep,"},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" gives us another card, while allowing our opponents to spend their own life to cast our spells. Unlike "},{"insert":{"card-link":"Bolas's Citadel"}},{"insert":" , however, our opponents choose how much life they're willing to pay.\n\nAt first, this creates a wonderful little game of chicken. Each opponent silently evaluates the revealed cards and performs their own mental calculus. If they start bidding against one another, someone could end up paying a painful amount of life for a spell they really wanted.\n\nBut this is "},{"attributes":{"bold":true},"insert":"Magic: The Gathering"},{"insert":". We play with friends. We talk. We make deals. Eventually, the table may realize that everyone can simply bid "},{"attributes":{"color":"#e60000"},"insert":"zero life "},{"insert":"and force the decision back onto us.\n\nWe've controlled for both variables that matter:\nWhat are the three cards"},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" reveals?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"All Useless:"},{"insert":" A land that our opponents have little reason to take. "},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"All Middling:"},{"insert":" A situational removal spell."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"All Great:"},{"insert":" Card draw, a powerful effect, or a bomb."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"How much life are our opponents willing to bid?"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Anywhere from "},{"attributes":{"bold":true},"insert":"0 to their current life total."},{"attributes":{"indent":1,"list":"bullet"},"insert":"\n"},{"insert":"\nThe important part is that "},{"attributes":{"bold":true},"insert":"we don't actually care which combination occurs. "},{"insert":"The deck was built so that for each card, other players benefit from casting it and other plays suffer from its drawbacks. Even if everyone bids zero, somebody will probably still want to cast the cards that enable our card advantage. After all, "},{"attributes":{"bold":true},"insert":"who doesn't love free spells?"},{"insert":"\n\nAnd any life they choose to wager beyond that? That's just gravy. \n\n"},{"attributes":{"bold":true},"insert":"Beneficial Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Who doesn't love drawing cards? Even if our opponents figure out the entire scheme, at least one of them should be interested in casting a "},{"insert":{"card-link":"Winds of Change"}},{"insert":" and getting a fresh hand. In the worst case, the other two players might start bidding life simply to prevent that player from getting the "},{"insert":{"card-link":"Flux"}},{"insert":" .\nOur smaller card-draw effects follow the same philosophy. "},{"insert":{"card-link":"Words of Wisdom"}},{"insert":" , for example, gives the caster cards while ensuring that the rest of the table gets something too.\n\nThe deck also contains decision-making cards that provide some benefit to the caster while being less useful—or actively worse—when cast during our upkeep, such as "},{"insert":{"card-link":"Seize the Spotlight"}},{"insert":". Others, like "},{"insert":{"card-link":"Ensnared by the Mara"}},{"insert":", provide a benefit to the caster while creating a cost for everyone else.\n\nThe goal is not to make our opponents "},{"attributes":{"italic":true},"insert":"want"},{"insert":" every card. The goal is to make sure that "},{"attributes":{"bold":true},"insert":"every card is at least tempting."},{"insert":"\n\nDetrimental Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Eventually, our opponents may stop paying life for our cards. That's when we turn to our other way of making people miserable: "},{"attributes":{"color":"#e60000"},"insert":"slug and burn effects. "},{"insert":"Cards like "},{"insert":{"card-link":"Descent into Avernus"}},{"insert":", "},{"insert":{"card-link":"Rampaging Ferocidon"}},{"insert":", and "},{"insert":{"card-link":"Razorkin Needlehead"}},{"insert":" steadily punish the table for simply playing the game.\n\nSome of these effects don't hurt the player casting them at all, creating the beautiful situation where an opponent pays life and hurts themselves to cast a spell that damages everyone else. Mutually assured destruction. \n\nAll of our removal spells are either X spells ("},{"insert":{"card-link":"Curse of the Swine"}},{"insert":") or bounce spells ("},{"insert":{"card-link":"Run Away Together"}},{"insert":") so that we minimize the effect to our creatures and commander while keeping the board clear. \n\nCard Advantage/Removal"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" already gives us an extra card every upkeep, and our opponents casting our "},{"insert":{"card-link":"Snort"}},{"insert":" certainly doesn't hurt (oh wait). But the real card advantage comes from "},{"attributes":{"bold":true},"insert":"how the deck is constructed."},{"insert":"\n\nWith timing restricted cards like "},{"insert":{"card-link":"Counterspell"}},{"insert":" and "},{"insert":{"card-link":"Portal Mage"}},{"insert":" we can ensure that our opponents can't fully exploit many of the cards in our deck. Other spells provide their greatest value specifically when cast during their controller's turn, like"},{"insert":{"card-link":"Insurrection"}},{"insert":" .\n\nOur removal follows the same principle through the use of cards like "},{"insert":{"card-link":"Evacuation"}},{"insert":" . There's even an added advantage to having our opponents cast our mass-bounce effects during our upkeep: "},{"attributes":{"bold":true},"insert":"They clear the board, and then we get to untap first. "},{"insert":"We spend our turn deploying threats while everyone else is still rebuilding.\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Other Card Choices"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWhy no "},{"insert":{"card-link":"Brainstorm"}},{"insert":" ? Because we don't need it. Every card in the deck is something we're happy to reveal with "},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":", and there aren't any absurdly expensive cards that we need to shuffle away. That means effects like "},{"insert":{"card-link":"Scroll Rack"}},{"insert":" can be replaced with additional redundancy for our mass-bounce and wheel effects.\n\nNo stax pieces like "},{"insert":{"card-link":"Defense Grid"}},{"insert":" or "},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" because we "},{"attributes":{"bold":true},"insert":"WANT "},{"insert":"our opponents to cast our spells. \n\nPolitical cards like "},{"insert":{"card-link":"Khorvath's Fury"}},{"insert":" interacts with the table while reinforcing our gameplan. More importantly, they give us an opportunity to redirect blame for slug effects. We'll take credit for the wheels ;). \n\n"},{"insert":{"card-link":"Snapcaster Mage"}},{"insert":" provides redundancy. It's an extra wheel, a removal spell, or a counterspell. It also works well with our bounce effects! \n\n"},{"insert":{"card-link":"Paradox Haze"}},{"insert":" let us use "},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" for three mana and is a permanent that's less likely to be removed.\n\n"},{"insert":{"card-link":"Alexios, Deimos of Kosmos"}},{"insert":" and "},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" provide clocks. "},{"insert":{"card-link":"Alexios, Deimos of Kosmos"}},{"insert":" will always remember his owner and keeps attacking only our opponents. "},{"insert":{"card-link":"Laelia, the Blade Reforged"}},{"insert":" grows fasters as cards are thrown into exile and can immediately start attacking after a bounce spell clears all the blockers.\n\nMana base is designed to minimize tapped lands, maximize color fixing, and still maintain a high proportion of basics to account for "},{"insert":{"card-link":"Price of Progress"}},{"insert":" and "},{"insert":{"card-link":"Sunspine Lynx"}},{"insert":" .\n\n"},{"insert":{"card-link":"Rampaging Ferocidon"}},{"insert":" and "},{"insert":{"card-link":"Roiling Vortex"}},{"insert":" serve an important role against life-gain strategies. Our deck is built to constrain life as a resource. We can't afford to let one player gain enough life to ignore all of our bidding and slug effects. "},{"insert":{"card-link":"Roiling Vortex"}},{"insert":" is extra fun because it punishes the winning player in each bid, making every win (even from zero) jump up to five damage. \n\n"},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" acts perfectly in this deck. The overload cost is an alternative cost, which means our opponents can't take advantage of the devastating overloaded effect. We can. This creates a one-sided board wipe in a deck that is already bracket three for our win out of nowhere gameplan allowing this flavorful gamechanger! \n\nNote: Bounce effects are really strong against Voltron and tokens strategies which are common ways for our opponent to overwhelm the table. The deck is weaker to flicker strategies and artifact/enchantment-heavy decks that don't rely on auras or equipment. \n\nMulligans"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck leans on its ramp suite of 2-mana ramp artifacts ("},{"insert":{"card-link":"Arcane Signet"}},{"insert":") to shave a land or two and still get "},{"insert":{"card-link":"Itazura, Lingering Wick"}},{"insert":" out on time. Then we allow our opponents' desire to "},{"insert":{"card-link":"Reforge the Soul"}},{"insert":" and our extra card at upkeep to make sure we hit our land drops. Only keep hands with two lands and a ramp piece at a minimum. \n\nEnding the Game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The deck's actual win conditions need to follow the same rule as everything else: "},{"attributes":{"color":"#e60000","bold":true},"insert":"Our opponents can't be able to use them against us."},{"insert":"\n\nAfter life loss through bidding and a "},{"insert":{"card-link":"Wheel of Misfortune"}},{"insert":" or two, a big swing should be able to end the game. This is when we cast our "},{"insert":{"card-link":"Reins of Power"}},{"insert":" or other combat manipulation effect.\n\nOur plan B also has "},{"insert":{"card-link":"Crackle with Power"}},{"insert":", which is an X spell that our opponents can't use to burn us out. With eleven mana, it deals 15 damages to each of our three opponents - mor than enough to finish a softened up table. And, of course, we have effects like "},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" to turn our wheel effects into lethal damage, alongside the aforementioned "},{"insert":{"card-link":"Price of Progress"}},{"insert":".\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards