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Commander
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Commander
Doctor Doom, King of Latveria
Whenever you discard one or more land cards, each opponent loses 2 life.
At the beginning of combat on your turn, target Villain you control gains menace until end of turn. It connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
At the beginning of combat on your turn, target Villain you control gains menace until end of turn. It connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Legendary Creature - Human Villain Noble

Commander
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Artifact
Nim Deathmantle
Equipped creature gets +2/+2, has intimidate, and is a black Zombie. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay . If you do, return that card to the battlefield and attach this Equipment to it.
Equip
Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay . If you do, return that card to the battlefield and attach this Equipment to it.
Equip
Artifact - Equipment

The Soul Stone
Indestructible
: Add .
, , Exile a creature you control: Harness The Soul Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
: Add .
, , Exile a creature you control: Harness The Soul Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your upkeep, return target creature card from your graveyard to the battlefield.
Legendary Artifact - Infinity Stone

Artifact
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Creature
Doctor Doom
When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot.
As long as you control an artifact creature or a Plan, Doctor Doom has indestructible.
At the beginning of your end step, you draw a card and lose 1 life.
As long as you control an artifact creature or a Plan, Doctor Doom has indestructible.
At the beginning of your end step, you draw a card and lose 1 life.
Legendary Creature - Human Scientist Villain

Leader, Super-Genius
If a creature you control would connive, instead you draw a card, then that creature connives.
At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Legendary Creature - Scientist Villain Gamma

Norman Osborn
Norman Osborn can't be blocked.
Whenever Norman Osborn deals combat damage to a player, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
: Transform Norman Osborn. Activate only as a sorcery.
Whenever Norman Osborn deals combat damage to a player, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
: Transform Norman Osborn. Activate only as a sorcery.
Legendary Creature - Human Scientist Villain


Surly Badgersaur
Whenever you discard a creature card, put a +1/+1 counter on this creature.
Whenever you discard a land card, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever you discard a noncreature, nonland card, this creature fights up to one target creature you don't control.
Whenever you discard a land card, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever you discard a noncreature, nonland card, this creature fights up to one target creature you don't control.
Creature - Dinosaur Badger

Typhoid Mary, Fractured
Whenever Typhoid Mary attacks, choose one at random. If you discarded a card this turn, you choose one instead.
• Mary — Create a Treasure token.
• Typhoid Mary — Draw a card.
• Bloody Mary — Each opponent loses 2 life and you gain 2 life.
• Mary — Create a Treasure token.
• Typhoid Mary — Draw a card.
• Bloody Mary — Each opponent loses 2 life and you gain 2 life.
Legendary Creature - Mutant Villain

Creature
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Enchantment
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Cool but Rude
(Gain the next level as a sorcery to add its ability.)
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Whenever you attack, you may discard a card. If you do, draw a card.
: Level 2
Whenever you discard a card, this Class deals 2 damage to each opponent.
: Level 3
When this Class becomes level 3, search your library for a card, put it into your hand, shuffle, then discard a card at random.
Enchantment - Class

Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Enchantment
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Instant
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

Wild Magic Surge
Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.
Instant

Instant
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Land
Land
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Sorcery
Sorcery
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"You may try run from him, you may try hide from him, but you will eventually realise that..."},{"insert":" "},{"attributes":{"alt":"DOOM"},"insert":{"image":"https://s.yimg.com/lo/mysterio/api/712347eaa5f390528065532e6c50e1903de6d268ca001cef55e83d203b1e9a8f/lightyear_networkapi/resizefill_w1200;quality_80;format_webp/https:%2F%2Fmedia.zenfs.com%2Fen%2Fcinemablend_388%2F8c709224ca4a2dbfea890380e9623ca7"}},{"insert":"\nDOOM IS INEVITABLE"},{"attributes":{"header":2},"insert":"\n"},{"insert":"About the deck\nThis is a Bracket 3 combo/control deck that aims to spend the early and mid game rummaging through your deck, setting up value engines, and controlling the pace of the game. Then winning with one of three Doom-themed combos.\nA dedicated Bracket 3 combo deck may seem a bit taboo, but all of the combos require quite a lot of mana and set up to pull off, so it seems appropriate. Plus, if you're playing this deck, you've gotta be prepared to be a bit of a villain.\nThere are also some discard synergies, or cards that make use of all the stuff you're discarding, but this is very much "},{"attributes":{"bold":true},"insert":"not"},{"insert":" a discard/connive focused deck.\nHow this deck wins\nAs mentioned before, this deck is a dedicated combo deck. You could technically win with combat damage if the game goes on long enough, but it's not built to do so.\nWhat I love about this deck's wincons is that they all utilise one of the three Doctor Doom cards, really playing into that \"DOOM IS INEVITABLE\" flavor. Let's break down the deck's three Doom combos.\nCombo1 - DOOM DRAINS THE LIFE FROM THOSE WHO OPPOSE HIM\nPrerequisites:\n"},{"attributes":{"link":"about:blank"},"insert":"Doctor Doom, King of Latveria"},{"insert":", "},{"attributes":{"link":"about:blank"},"insert":"Tectonic Reformation"},{"insert":", "},{"attributes":{"link":"about:blank"},"insert":"Surly Badgersaur"},{"insert":" on the battlefield."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"link":"about:blank"},"insert":"Dakmor Salvage"},{"insert":" in hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" available"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Enough cards left in library to win before decking yourself."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Steps:\nActivate Dakmor Salvage's Cycle ability for (that it got from Tectonic Reformation), discarding it to grave as cost."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Doctor Doom drains everyone for 2."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Surly Badgersaur creates a treasure token."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The draw part of Dakmor Salvage's Cycle ability happens, which you replace with its Dredge ability, returning it to hand and milling 2 cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat this process, using the treasure that Surly Badgersaur generates each loop to keep it going, having Doom drain everyone's life in the process.\nCombo 2 - DOOMBOT OVERRUN\nPrerequisites:\n"},{"attributes":{"link":"about:blank"},"insert":"Nim Deathmantle"},{"insert":", "},{"attributes":{"link":"about:blank"},"insert":"Ashnod's Altar"},{"insert":", "},{"attributes":{"link":"about:blank"},"insert":"Doctor Doom"},{"insert":", and at least one other creature (Probably a Doombot) on the battlefield."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Steps:\nActivate Ashnod's Altar, sacrificing a Doombot for "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Activate Ashnod's Altar, sacrificing Doom. Nim Deathmantle will trigger at the same time. Have Ashnod's Altar resolve first, gaining another "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Then when Nim Deathmantle resolves, pay the that you gained earlier to return Doom to the battlefield, with Nim Deathmantle attached to him."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When Doom enters, he'll create another two Doombots."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat this infinitely to create infinite amounts of Doombot tokens, which you can also sacrifice to make infinite amounts of colorless mana.\nYou can include any payoff you want. I've chosen "},{"attributes":{"link":"about:blank"},"insert":"The Meathook Massacre"},{"insert":" which will trigger twice each loop to drain everyone's life, but also offers the deck other utility as a boardwipe.\nBut you could also choose something like "},{"attributes":{"link":"about:blank"},"insert":"Mass Hysteria"},{"insert":" to give your tokens haste and swing for game, or "},{"attributes":{"link":"about:blank"},"insert":"Walking Ballista"},{"insert":" to win with the infinite mana you made. Or you could pass turn and hope you make it to your next turn to swing for game.\n(Edit: I've also included Mass Hysteria in this list, since it can also be used as redundancy for the Doomsday combo, in case Crimson Wisps gets exiled. That will make sense after you read the next combo.)\nCombo 3 - DOOMSDAY\nThis card is technically a one-card win condition, but it is quite mana-intensive, so I think it's appropriate. It's also hands down my favorite combo in the deck. Let's break it down.\nPrerequisites:\n"},{"attributes":{"link":"about:blank"},"insert":"Doomsday"},{"insert":" in hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"link":"about:blank"},"insert":"Crimson Wisps"},{"insert":", "},{"attributes":{"link":"about:blank"},"insert":"Gitaxian Probe"},{"insert":", "},{"attributes":{"link":"about:blank"},"insert":"Doctor Doom, Unrivaled"},{"insert":", "},{"attributes":{"link":"about:blank"},"insert":"Gush"},{"insert":" in hand, grave, or deck."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" available."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Any two Islands on the battlefield, or an additional ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Some way to draw a card, like your commander's ability."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Steps:\nPay to cast Doomsday. The cards you choose to leave in your 5 card deck should be the following, in order from top of deck to bottom of deck:"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Gitaxian Probe"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Gush"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Doctor Doom, Unrivaled"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Crimson Wisps"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Any card of your choice, I recommend any piece of interaction that you are able to play"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Find someway to draw a single card, drawing Gitaxian Probe."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast Gitaxian Probe for to look at a player's hand (I recommend anyone you suspect of having interaction), then drawing Gush."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Activate Gush by returning two islands to your hand, to draw Doom and Crimson Wisps."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Pay to cast Doom"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Cast Crimson Wisps for , targeting Doom to give him haste, and drawing our final card."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":" Doom to activate his ability to win the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"It may seem as though the final step would lose, since you're drawing from an empty library. But the way state-based actions would be checked, means that the ability will first resolve fully, and you'd win before you would lose.\nAs a side note, you may end up in situations where one of the cards are in your hand. If that's the case, just substitute any other card in its place, preferably interaction, and just use it from hand when it comes to its step. The best option I believe is "},{"attributes":{"link":"about:blank"},"insert":"Foil"},{"insert":", I'll cover that below.\nRedundancy:\n"},{"attributes":{"link":"about:blank"},"insert":"Street Wraith"},{"insert":" for Gitaxian Probe"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"link":"about:blank"},"insert":"Mass Hysteria"},{"insert":" for Crimson Wisps"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Foil\nAs mentioned above, if you end up with any of the above cards in hand alongside Doomsday, I believe that the best option for you to go for is "},{"attributes":{"link":"about:blank"},"insert":"Foil"},{"insert":"\nUsually this is a pretty bad counter spell, but this combo sets up for it perfectly. Manipulate the pile so that Gush is the first thing you cast, returning two Islands to your hand as cost, which you can then use to pay Foil's alternative cost. Try to have Foil be one of the first cards you draw into. This means you get free interaction to protect your combo win!\nKey cards\nThese are some of the core cards that help this deck reach its win condition.\n"},{"attributes":{"link":"about:blank"},"insert":"Norman Osborn // Green Goblin"},{"insert":" - the backside of this card lets us play the cards we discard for a discounted rate, which can accelerate us to a win condition."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"link":"about:blank"},"insert":"Leader, Super-Genius"},{"insert":" - alongside our commander, let's us churn through our deck absurdly quickly. Drawing 4 cards in the combat step and discarding 2."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"link":"about:blank"},"insert":"Monument to Endurance"},{"insert":" and "},{"attributes":{"link":"about:blank"},"insert":"Typhoid Mary, Fractured"},{"insert":" play nicely on curve and get even more value from our commander's ability."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"link":"about:blank"},"insert":"Dig Through Time"},{"insert":" and "},{"attributes":{"link":"about:blank"},"insert":"Treasure Cruise"},{"insert":" to turn the cards we've discarded over the course of the game into crazy good card advantage."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}























































































