CrownedFool
483 views2 days ago
PreDH
Size: 100Salt sum: 39.63
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Counters
Counters
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Discard
Discard
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Draw
Draw
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Evasion
Evasion
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Finisher
Finisher
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Land
Land
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Mill
Mill
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Protection
Lich
As this enchantment enters, you lose life equal to your life total.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game.
When this enchantment is put into a graveyard from the battlefield, you lose the game.
You don't lose the game for having 0 or less life.
If you would gain life, draw that many cards instead.
Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game.
When this enchantment is put into a graveyard from the battlefield, you lose the game.
Enchantment

Protection
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Ramp
Ramp
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Recursion
Coffin Queen
You may choose not to untap this creature during your untap step.
, : Put target creature card from a graveyard onto the battlefield under your control. When this creature becomes untapped or you lose control of this creature, exile that creature.
, : Put target creature card from a graveyard onto the battlefield under your control. When this creature becomes untapped or you lose control of this creature, exile that creature.
Creature - Wizard Zombie

Recursion
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Removal
Drain Life
Spend only black mana on X.
Drain Life deals X damage to any target. You gain life equal to the damage dealt, but not more life than the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.
Drain Life deals X damage to any target. You gain life equal to the damage dealt, but not more life than the player's life total before the damage was dealt, the planeswalker's loyalty before the damage was dealt, or the creature's toughness.
Sorcery

Nettling Imp
: Choose target non-Wall creature the active player has controlled continuously since the beginning of the turn. That creature attacks this turn if able. Destroy it at the beginning of the next end step if it didn't attack this turn. Activate only during an opponent's turn, before attackers are declared.
Creature - Imp

Oubliette
When this enchantment enters, target creature phases out until this enchantment leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
Enchantment

Phage the Untouchable
When Phage enters, if you didn't cast it from your hand, you lose the game.
Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.
Whenever Phage deals combat damage to a player, that player loses the game.
Whenever Phage deals combat damage to a creature, destroy that creature. It can't be regenerated.
Whenever Phage deals combat damage to a player, that player loses the game.
Legendary Creature - Avatar Minion

Removal
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Theft
Word of Command
Look at target opponent's hand and choose a card from it. You control that player until Word of Command finishes resolving. The player plays that card if able. While doing so, the player can activate mana abilities only if they're from lands that player controls and only if mana they produce is spent to activate other mana abilities of lands the player controls and/or to play that card. If the chosen card is cast as a spell, you control the player while that spell is resolving.
Instant

Theft
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Tutor
Tutor
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Deck Info
Deck stats
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Description
{"ops":[{"attributes":{"bold":true},"insert":"The Horrors To Come"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This deck actually originates from my autistic hyperfixation with Dauthis! To have such a cool creature concept forgotten and relegated to "},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" kinda hurt, and after introducing them in a previous deck I decided they needed their "},{"attributes":{"italic":true},"insert":"own "},{"insert":"deck, one properly "},{"attributes":{"bold":true},"insert":"spooky "},{"insert":"like! \n\nThus the deck started as a Dauthi / Shade / Specter type deal with "},{"insert":{"card-link":"Ihsan's Shade"}},{"insert":" at the helm while playing with Premodern's card pool restrictions. The plan didn't last long though as after a bit I stumbled upon "},{"insert":{"card-link":"Drana, Kalastria Bloodchief"}},{"insert":" and knew she was the one for the deck. After that the big mana plan was established and I started building towards the current deck bit by bit.\n\nAfter a while digging through scryfall, ancient reddit posts and forums I decided to limit the deck to the PreDH card pool as a fun, flavor first constraint which later developed into a self-imposed ruleset:\n\nI - PreDH Card Pool Limitation\n\nII - Every few janky / inefficient cards gives me \"the right\" to add a more powerful one to ensure power level isn't comedic.\n\nIII - NO TUTORS ALLOWED (Exception: "},{"insert":{"card-link":"Demonic Consultation"}},{"insert":" because it's so high risk / high reward that I loved the concept)\n\nIV - Accept variance as part of the deck's identity: Some games might see the wrong end of the deck and be shite, some might annihilate everyone, the average sees an interesting, balanced hand consisting of weird shit. "},{"attributes":{"italic":true},"insert":"I'm not looking for efficiency nor consistency."},{"insert":"\n\nV - Avoid clear \"goodstuff\" cards where a cooler / more obscure effect exists. Example: The Virgin "},{"insert":{"card-link":"Phyrexian Arena"}},{"insert":" VS The Chad "},{"insert":{"card-link":"Gravestorm"}},{"insert":" \n\nVI - Art "},{"attributes":{"italic":true},"insert":"must "},{"insert":"align to my personal taste but more importantly to the overall deck's visual identity!! If a card is great but the art don't fit? "},{"attributes":{"italic":true},"insert":"Fuck It. "},{"insert":"Example: "},{"insert":{"card-link":"Rings of Brighthearth"}},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"The Horrors Explained"},{"attributes":{"header":1},"insert":"\n"},{"insert":"With the above said, let's look at the actual deck:\n\n"},{"attributes":{"bold":true},"insert":"I: The Game Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Game plan is simple enough...\n\n"},{"attributes":{"bold":true},"insert":"Chapter 1: Survive the early game"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Drop small regenerating, evasive and control oriented creatures in the battlefield to buy time. Essentially we're trying to make combat less enticing for our enemies while simultaneously chipping away at their life total. Best case scenario we use ramp to drop a defensive enchantment that makes this strat even better.\n\n"},{"attributes":{"bold":true},"insert":"Chapter 2: Set up shop"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Heard about mana? Well lads it's time to make it. This is the part of the game where we drop the mana doublers, as well as the rituals and other ramp / cost reduction if not done already. Ideally the board gets to a point were we can now dictate what lives and what dies.\n\n"},{"attributes":{"bold":true},"insert":"Chapter 3: Profit"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Drana, Kalastria Bloodchief"}},{"insert":" a.k.a \"Goth Mommy\" gets fed all the spare mana and becomes a huge removal engine as well as a beefy flying attacker. Drain X spells replenish life while dealing massive damage to enemies. Developed attrition and control plans turn the board into a meat grinder.\n\n"},{"attributes":{"bold":true},"insert":"II: Combo-Oriented Card Knowledge"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"italic":true},"insert":"\"COCK\" for short"},{"insert":"\n\nThis deck hides some absolutely egregious stuff that is mostly kinda hard or at least conditional to set up, but it's tons of fun nonetheless. Some of my favorite interactions include the following:\n\n"},{"attributes":{"bold":true},"insert":"Chapter 1: Bread and Butter"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Dauthis are fascinating little bastards and so I stuck with the most interesting of the bunch. \n"},{"insert":{"card-link":"Dauthi Trapper"}},{"insert":" "},{"insert":{"card-link":"Dauthi Embrace"}},{"insert":" & "},{"insert":{"card-link":"Phyrexian Splicer"}},{"insert":" allow to bestow shadow to a creature, whether yours or not. With that in mind:\n"},{"insert":{"card-link":"Dauthi Cutthroat"}},{"insert":" can remove said creatures. "},{"insert":{"card-link":"Dauthi Warlord"}},{"insert":" grows based on the amount of shadow creatures.\n\nBut more interestingly, "},{"insert":{"card-link":"Stronghold Overseer"}},{"insert":" buffs all creatures with shadow, and debuffs non-shadow ones. This means we can convert small creatures such as "},{"insert":{"card-link":"Drudge Skeletons"}},{"insert":" into shadow attackers that can then benefit from overseer. Or even spicier: Use level 100 speech get an opponent on your side, give shadow to one of his creatures, buff it with overseer, and gain a favor from him. You can do this at instant speed!\n\nWatching your enemies suffer is fun, or so do "},{"insert":{"card-link":"Nettling Imp"}},{"insert":" & "},{"insert":{"card-link":"Maddening Imp"}},{"insert":" think. Any enemy creature that is "},{"attributes":{"italic":true},"insert":"already tapped"},{"insert":" can be targeted by either of these, and will have to be destroyed since it couldn't attack. Unfortunately this doesn't work with "},{"insert":{"card-link":"Season of the Witch"}},{"insert":". You can also force one of their engine / value creatures to immolate itself against developed boards which will, in most cases, earn you the sacred title of \"cunt\". \n\nAnother outlet for removal is "},{"insert":{"card-link":"Royal Assassin"}},{"insert":", enemy has a tapped creature? Gone. All of these get spicier with "},{"insert":{"card-link":"Puppet Strings"}},{"insert":", as you get to duplicate the effect, and/or choose which card gets tapped and targeted.\n\nSimilarly, with strings any creature with a tapped ability can be used again. A good use case is "},{"insert":{"card-link":"Hell's Caretaker"}},{"insert":". Have a small Dauthi and some 1/1 creature on the board? No problem! Now you can sac one of them do cheat in a threat or engine piece, and then do it again if you so desired! This can also be used as pure nightmare fuel for the table by having "},{"insert":{"card-link":"Grave Pact"}},{"insert":" on the board.\n\nFinally, not a combo per se: If you want to play some efficient removal "},{"insert":{"card-link":"Oubliette"}},{"insert":" sends a creature to the horny jail until the former is destroyed. Really useful to deal with annoying and/or strong commanders and creatures.\n\n"},{"attributes":{"bold":true},"insert":"Chapter 2: Now we're talking"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Cabal Coffers"}},{"insert":" is one of the centerpieces of the deck, as it provides sweet, sweet mana duplication. "},{"insert":{"card-link":"Deserted Temple"}},{"insert":" can allow us to trigger it's effect again. Similarly, "},{"insert":{"card-link":"Magus of the Coffers"}},{"insert":" + "},{"insert":{"card-link":"Puppet Strings"}},{"insert":" allows the same but in creature form.\n\n"},{"insert":{"card-link":"Drana, Kalastria Bloodchief"}},{"insert":" (or any other big creature, potentially with shadow) can perform a 1-2 punch with the help of "},{"insert":{"card-link":"Rite of Consumption"}},{"insert":". Attack with huge, unblockable creature > Second Main > Sac the creature with Rite to spread double the love.\n\nThis is also kinda \"Bread and Butter\" interaction, but it's higher up in the list because of how versatile it is for our commander. "},{"insert":{"card-link":"Drana, Kalastria Bloodchief"}},{"insert":" needs BB and X colorless to remove a creature with X life, these costs can get high fast. However "},{"insert":{"card-link":"Sorceress Queen"}},{"insert":" allows us to only spend BB2 regardless of creature size.\n\nRemember the whole shadow-giving bullshit? Let me introduce: "},{"insert":{"card-link":"Phage the Untouchable"}},{"insert":". Have her survive one turn, give her shadow, then you force your enemies to touch grass and feel a woman's tender embrace from time to time (which they would already do if they weren't playing MTG... but that doesn't apply to you nor me.)\n\nEver played a slot machine? Well "},{"insert":{"card-link":"Oath of Lim-Dûl"}},{"insert":" + "},{"insert":{"card-link":"Skirge Familiar"}},{"insert":" work similarly.\nPay BB and draw > Look at the card:\nOption A) Keep It \nOption B) Discard with Skirge to get B\nRepeat > Profit\n\nThat said, Oath is a really really risky card (like I care), that forces you to sacrifice a permanent or discard a card for each damage you are dealt. It's penalty can be somewhat mitigated by using "},{"insert":{"card-link":"Library of Leng"}},{"insert":": Forced to sac 3 cards? Discard 3 cards to top-deck thanks to Leng and draw them later. OR use Oath to buy X cards from top-deck and essentially scry them.\n\n"},{"attributes":{"bold":true},"insert":"Chapter 3: \"Wait. That's illegal.\""},{"attributes":{"header":3},"insert":"\n"},{"insert":"Ok this is big boi territory now and it's where the good stuff hides. Funnily enough, it mostly revolves around 5 cards. These are: "},{"insert":{"card-link":"Necropotence"}},{"insert":", "},{"insert":{"card-link":"Lich"}},{"insert":", "},{"insert":{"card-link":"Repay in Kind"}},{"insert":", "},{"insert":{"card-link":"Skirge Familiar"}},{"insert":" & "},{"insert":{"card-link":"Exsanguinate"}},{"insert":".\n\nThe combos below can and will end the game on the spot as long as you can pull them off. Only one of them is reasonably reliable but they are all great fun in different ways:\n\n"},{"attributes":{"bold":true},"insert":"-- Make The Dauthi Great Again! --"},{"insert":"\nRequirements: 1 Dauthi per enemy, "},{"insert":{"card-link":"Necropotence"}},{"insert":", "},{"insert":{"card-link":"Repay in Kind"}},{"insert":", Dauthis need to have enough power to finish off your enemies after Repay resolves.\n\nBasically, we're gambling on using Necro's activated ability to the point were we are at the 1-5 life range, and then immediately cast Repay. At that point everyone will have either tried to remove you or already removed you. If no responses were made though, you can have fun.\n\nAttack and assign 1 (or more) Dauthi per enemy. Since 2 of our 5 Dauthis are 1/1, and one of them depends on total shadow creatures you might need a way to buff them depending on the life you had when casting Repay. \n\nSome options: \n"},{"insert":{"card-link":"Bad Moon"}},{"insert":" and/or "},{"insert":{"card-link":"Caged Sun"}},{"insert":" applying +1/+1 to them.\n"},{"insert":{"card-link":"Dauthi Warlord"}},{"insert":" + other shadow creatures (even if temporary through effects like "},{"insert":{"card-link":"Dauthi Embrace"}},{"insert":")\n"},{"insert":{"card-link":"Stronghold Overseer"}},{"insert":"'s activated ability.\n"},{"insert":{"card-link":"Sadistic Glee"}},{"insert":" equipped previously on a Dauthi.\n"},{"insert":{"card-link":"Shade's Form"}},{"insert":" equipped previously on a Dauthi, and some mana to spare.\n\nSince Dauthis are unblockable by non-shadow creatures and only I and 4 other clowns run them nowadays, you're pretty much guaranteed to connect and win the game!\nThis doesn't really require Dauthis as any combat damage would do, but they deserve it.\n\n"},{"attributes":{"bold":true},"insert":"-- Repaying with Nothing. --"},{"insert":"\nRequirements: "},{"insert":{"card-link":"Lich"}},{"insert":" & "},{"insert":{"card-link":"Repay in Kind"}},{"insert":", as well as 7 to 11 mana. \n\nThis is the cleanest way to win with this deck and it's the only 2 card combo there is. DISCLAIMER: Lich can be responded to easily, which could kill you on the spot as it makes you lose the game when it leaves the battlefield. Even if it stings a bit, having "},{"insert":{"card-link":"Imp's Mischief"}},{"insert":" in hand to deal with a potential stray "},{"insert":{"card-link":"Disenchant"}},{"insert":" can save your ass. Alternatively, "},{"insert":{"card-link":"Word of Command"}},{"insert":" can be used to disrupt your enemies hands in advance, although it's a bit of a gamble.\n\nYou need Lich on the table, doesn't matter if you dropped it before or in the current turn. If you dropped it before you'll need 7 mana. If you have it in your hand, 11.\nSince your life total with Lich on the board is 0, you can cast Repay and make everyone drop to the lowest life total, which in this case would be yours, meaning everyone "},{"attributes":{"italic":true},"insert":"fucking dies. "},{"insert":"Except you, of course!\n\n"},{"attributes":{"bold":true},"insert":"-- Wanna see me do it again? --"},{"insert":"\nRequirements: "},{"insert":{"card-link":"Lich"}},{"insert":", "},{"insert":{"card-link":"Skirge Familiar"}},{"insert":", a reliable way to gain life ("},{"insert":{"card-link":"Vampiric Link"}},{"insert":", "},{"insert":{"card-link":"Rite of Consumption"}},{"insert":", "},{"insert":{"card-link":"Drain Life"}},{"insert":", "},{"insert":{"card-link":"Consume Spirit"}},{"insert":" & "},{"insert":{"card-link":"Exsanguinate"}},{"insert":") and some Luck.\n\nThis might be the silliest to do, at least from personal experience. Same Lich disclaimer as above.\n\nLich says \"Whenever you would gain life, draw that many cards instead\" thus, we can use a huge life gain to translate that into cards, which can then allow us to keep some cards to repeat the process while converting the rest to mana with Skirge, which allows you to repeat the process. We're betting on the fact that the big draws from the lifegain will allow us to find the X spells that enable the chain.\nThe beautiful thing is that as long as you have the 2 permanents and one of the other cards, you can get the chain started.\n\nAn example:\nWith Lich on the field, we cast "},{"insert":{"card-link":"Drain Life"}},{"insert":" onto player A, we pay 1B and then dump an extra 16 into the spell. (I've pulled this and way... way worse before) \nThanks to Lich, we draw 16 cards. \nNow we pray we get another of the big X spells. For example, let's say we pull "},{"insert":{"card-link":"Exsanguinate"}},{"insert":" . \nYou can then discard 15 cards with Skirge to get 15 B.\nThen we cast the spell we pulled for BB + 13 which happens to end the game.\n\nThis can also be done with "},{"insert":{"card-link":"Vampiric Link"}},{"insert":" and Drana (or another heavy hitter) but to a much less reliable standard:\n"},{"insert":{"card-link":"Drana, Kalastria Bloodchief"}},{"insert":" has Link attached. After dumping BB + X into her and successfully connecting with a player, we now heal for X, let's say 18.\nSo now, because of Lich, we don't gain life but we draw 18 cards. Then you PRAY you get any of the big X lifedrain cards and hopefully start the chain.\n\n"},{"insert":{"card-link":"Rite of Consumption"}},{"insert":" works similarly to Link but only after combat is done. Ideally you'd want to get and trigger both if you're going this route.\n\n"},{"attributes":{"bold":true},"insert":"III: Terms & Conditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As you might have noticed by now, the deck has some cards that create legitimate problems for ourselves at times. This section is dedicated to them and some tips to ensure we don't screw ourselves over too badly:\n\n"},{"attributes":{"bold":true},"insert":"Chapter 1: \"It's the biggest piece of dog shit I've ever played\""},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Oath of Lim-Dûl"}},{"insert":" is, from a purely objective perspective, absolute shit. It's been around for a long time and only 2 or 3 cards have been able to make it decent enough (like "},{"insert":{"card-link":"Cadaverous Bloom"}},{"insert":") and none of those are featured in this deck. \nIt actively shuts down "},{"insert":{"card-link":"Necropotence"}},{"insert":", "},{"insert":{"card-link":"Phyrexian Reclamation"}},{"insert":" and almost all cards featured below, on top of potentially wiping your entire board, "},{"attributes":{"bold":true},"insert":"lands included"},{"insert":". \n\nSo why is it here? \n\nGlad you asked... The art goes "},{"attributes":{"italic":true},"insert":"hard"},{"insert":", and I didn't want to add "},{"insert":{"card-link":"Phyrexian Arena"}},{"insert":" because it's like 14€ for the old version...\n\nHaving Oath on the field will give you an instant \"Attack me\" marker on your head so make sure to have cards like "},{"insert":{"card-link":"Koskun Falls"}},{"insert":" & "},{"insert":{"card-link":"No Mercy"}},{"insert":" on the field. You also want "},{"insert":{"card-link":"Library of Leng"}},{"insert":" if possible, I already explained the interaction previously. Since you cannot remove the enchantment yourself, having "},{"insert":{"card-link":"Imp's Mischief"}},{"insert":" handy can allow you to potentially redirect an enchantment removal spell to your Oath.\n\n"},{"attributes":{"bold":true},"insert":"This card is one of my favorites in the deck as it can serve different purposes: "},{"insert":"\nYou're mutilating the board and want to give yourself an \"Achilles heel\" to keep things spicy.\nYou're established enough that you want to try your luck for explosive returns, at the cost of a potential tragic downfall.\nYou can execute the Slot Machine combo with "},{"insert":{"card-link":"Skirge Familiar"}},{"insert":".\nYou just want to put it on the field to throw off enemies. "},{"attributes":{"italic":true},"insert":"Smile and wave boys. Smile and wave"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Chapter 2: \"I mean it's alright like\""},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Pox"}},{"insert":" will earn you some hate. That said, It's the ultimate board balancing act since everyone is pulled towards an \"equal\", this actively harms the Big Mana plan, but it's great as a desperate measure, or a catch-up play depending on your land and creature count. This same \"balancing act\" can be politically exploited \"Hey player B, Player A and D are quite ahead from us, say I play Pox, If you leave me alone for a couple turns, I'll do the same for you\"\n\n"},{"insert":{"card-link":"Season of the Witch"}},{"insert":" Is proper mono-black 90s fuckery and takes advantage of our creature suite: Walls are immune to its effects, Dauthis can attack without the risk of blockers and our small regenerating creatures can be left on the field, destroyed, and then regenerated after the fact if we so desired. \n\nThat said, you want cards like "},{"insert":{"card-link":"No Mercy"}},{"insert":" & "},{"insert":{"card-link":"Koskun Falls"}},{"insert":" on the field, otherwise you should be really careful when playing this as enemies can get tired of your bs, gang up on you, and remove you from the game. "},{"insert":{"card-link":"Simulacrum"}},{"insert":" & "},{"insert":{"card-link":"Darkness"}},{"insert":" will also help. The life upkeep cost is also something that needs to be taken into account as it cannot be avoided. "},{"insert":{"card-link":"Maddening Imp"}},{"insert":" is the arguably better version of this card, but Season transforms the game in a way the imp simply cannot. \n\n"},{"attributes":{"bold":true},"insert":"Chapter 3: \"It was perfect. Down to the last minute details\""},{"attributes":{"header":3},"insert":"\n"},{"insert":"I'm going to say it: "},{"insert":{"card-link":"Null Profusion"}},{"insert":" deserves more play.\n4BB is a steep cost. 2 hand limit and no draw is certainly a limitation. However, this deck is equipped with a really potent mana engine (when it wants to work), meaning that you can potentially enter a flow state of draw > play > draw > play > draw > play... several times in a turn. I've pulled this off several times already and while the setup is conditional, the payoff is bonkers. \n\nThat said, this is NOT a card to play if you're not somewhat developed. If you use a ritual to drop this early, you might get stuck with a 2 card hand that costs more mana than you can produce, at which point, you're "},{"attributes":{"italic":true},"insert":"done"},{"insert":".\n\n"},{"insert":{"card-link":"Demonic Consultation"}},{"insert":" Is peak card design. I've never been too fond of tutors as I really enjoy magic games to throw options (or lack thereof) at me, so that I can figure something out on the go. Tutors directly contradict that. Keep in mind this is just a personal preference!\n\nThe cool thing about Consultation is that you're trading an absolutely busted instant-speed tutor that can enable stuff like the "},{"insert":{"card-link":"Lich"}},{"insert":" + "},{"insert":{"card-link":"Repay in Kind"}},{"insert":" combo, for potentially banishing yourself to the shadow realm while everyone else points and laughs.\n\n"},{"insert":{"card-link":"Ancient Tomb"}},{"insert":" is this deck's Sol Ring. Because "},{"attributes":{"italic":true},"insert":"fuck Sol Ring"},{"insert":". For real though, this is a fantastic flavor and power addition to the deck that can turn the early turns into something much more manageable, and potentially explosive. The limitation here is life and how willing you are to take risks: Sometimes it contributes to the plan, others it gives you tough calls to make.\n\n"},{"insert":{"card-link":"Lake of the Dead"}},{"insert":" is also a fantastic card, but it actively hurts the Big Mana plan from the moment it enters the game. Like, big time. \n\nThis is one of those high variance cards that are busted in other decks and formats, but on this one it acts as a big red button that can trade bursts of power for later headaches. It is best used when trying to place critical engine pieces on the board or when you need the extra 4 black goop to make a finishing move. \n\nA legitimate (although conditional) use case is sacrificing a swamp to kick "},{"insert":{"card-link":"Everflowing Chalice"}},{"insert":" twice. Pair with "},{"insert":{"card-link":"Culling the Weak"}},{"insert":", "},{"insert":{"card-link":"Spoils of Evil"}},{"insert":" or "},{"insert":{"card-link":"Dark Ritual"}},{"insert":" for extra fun.\n\n\n"},{"attributes":{"bold":true},"insert":"Chapter 4: \"THAT'S WHAT I'M TALKING ABOUT, THAT'S WHY HE'S THE GOAT\""},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Lich"}},{"insert":" is probably one of the coolest cards in the entire deck, it flips the game on it's script and makes you walk on a tightrope in exchange for a busted card advantage. It also enables most of the silly combos in the deck. \n\nSimilarly to "},{"insert":{"card-link":"Oath of Lim-Dûl"}},{"insert":", you need to be really careful when playing this as you'll be screaming \"Attack me\", even worse considering you can be insta deleted if it leaves the battlefield. Best served with Repay as mentioned previously, but can be enjoyed solo. \n\nHonestly, I sometimes just play this out of the blue to have a fun, risky game, or to simply bask in the sound of people calling me mentally challenged.\n"}]}




































































