The_Modern_Man
1.3k views5 hrs ago
Commander
Size: 100Salt sum: 43.94
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"the whole goal of the deck is to go infinite by getting out "},{"insert":{"card-link":"Asmoranomardicadaistinaculdacar"}},{"insert":" and "},{"insert":{"card-link":"Academy Manufactor"}},{"insert":"--the crux of the deck. But using things like "},{"insert":{"card-link":"Nuka-Cola Vending Machine"}},{"insert":" or "},{"insert":{"card-link":"Cauldron Familiar"}},{"insert":" for different methods to end all the opponents at once.\n"}]}
{"ops":[{"insert":"Okay, I made too many changes all at once and I think I bit off more than I could chew. I'll explain everything--but if you've read my primer, it's going to be a bit verbose. Look. I need to get all the madness out of my head and I need YOU to process this nonsense. For the record, the deck is in SHAMBLES, I get it, run with me on this.\n\nLet's start with this: \n\n1) The deck is firmly in Bracket 3. There's a couple Discord groups I'm in where they run a lot of Bracket 4. My locals don't do Bracket 4, so I don't know what COULD go in this deck to make it Bracket 4, or what I need to consider or prepare for in a Bracket 4 setting.\n\n2) I'm in the process of adding "},{"insert":{"card-link":"Clock of Omens"}},{"insert":" back in because the deck feels very fragile with being heavily reliant on Academy Manufactor AND Nuka-Cola Vending Machine. Clock of Omens would give the deck a bit more redundancy if Nuka-Cola Machine gets wrecked. But every combo seems to revolve around Academy Manufactor. The most effective piece of redundancy I have for it is copying it with "},{"insert":{"card-link":"The Mycosynth Gardens"}},{"insert":" if someone gets cute and shoots a "},{"insert":{"card-link":"Path to Exile"}},{"insert":" at it. But it still doesn't feel good that the entire combo can get undone like that. Are there any infinite lines that Asmorano decks use for an infinite combo that DON'T involve Academy Manufactor, but have some overlap with the other parts that I'm not seeing at the moment?\n\n3) This next one is in regards to "},{"insert":{"card-link":"Magda, Brazen Outlaw"}},{"insert":". I recently had a couple of test games where she came in CLUTCH. To a degree that was eye opening. Being able to sack 5 Treasures to pull Manufactor or Nuka-Cola from the deck--an ability that's not even a TAP ability--is MASSIVE, and can pull the combo out from virtually nowhere. So what i thought I'd do was"},{"attributes":{"strike":true},"insert":" be one of those deaf-mutes"},{"insert":" make significant cuts from the Mana rock side of things and add Treasure token makers. "},{"insert":{"card-link":"Noble's Purse"}},{"insert":" is the most clear cut not-Mana rock Mana rock. Then you have things like "},{"insert":{"card-link":"Marching Duodrone"}},{"insert":" which gives you Treasure. Now, it DOES give your opponents Treasures too, but I feel like there's a political angle to be had with him. Plus, the art for it is just so goofy. "},{"insert":{"card-link":"Generous Plunderer"}},{"insert":". THAT things is ABSOLUTELY a political card, and I'm all for it. "},{"insert":{"card-link":"Alicia Masters, Skilled Sculptor"}},{"insert":" can get you treasures if you played a non-Creature spell, which for this deck, is pretty easy. AND, you can get back "},{"insert":{"card-link":"Humble Defector"}},{"insert":", "},{"insert":{"card-link":"Oft-Nabbed Goat"}},{"insert":", and "},{"insert":{"card-link":"Wishclaw Talisman"}},{"insert":" if this deck runs them. Huh. I thought I had Defector in the deck already. "},{"insert":{"card-link":"Treasure Nabber"}},{"insert":". That card is a little bit tough to mentally theorize on--does that card make a big impact on getting you a bunch of mana on your next turn, on average? Or does the card put a big target on your head? "},{"insert":{"card-link":"Bucknard's Everfull Purse"}},{"insert":" seems really good. Costs as much as a regular old mana rock, but you pay 1 mana and you could possibly get 4 Treasure out of it. Problem is, opponents have the3 same odds. And I'm not sure what to make of "},{"insert":{"card-link":"Descent into Avernus"}},{"insert":". Seems like it can give everyone a bunch of tokens, but also will end the game rather quickly. Do players hate Descent, or is it fun and okay to use? And "},{"insert":{"card-link":"Seize the Spotlight"}},{"insert":", I know opponents will choose the option that would benefit me the least? For those who have played it, what option do opponents usually do on average?\n\n3) The deck runs a large impulse-draw package. Because of that, I can't run the usual suspects like "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" or "},{"insert":{"card-link":"Blasphemous Edict"}},{"insert":". Which means I have to play Artifacts, Enchantments, and Creatures that provide a defensive wall. Some questions regarding the defensive cards in the deck:\n"},{"insert":{"card-link":"Meekstone"}},{"insert":" - This car seems way too good for 1 Mana. Is it actually good or do opponents get under it very easily?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" - Is this card a \"kill on sight\"? or does it tend to stay in play for a while?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Ensnaring Bridge"}},{"insert":" - No questions here; Bridge is stonks."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Phyrexian Obliterator"}},{"insert":" - How much of an attack deterrent is this card? I would only summon it and only use it to block just to ensure that whoever attacks me is about to lose some cards. But does its effect make THAT big a difference, or is it handled easily?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"No Mercy"}},{"insert":" - I've been told No Mercy is a \"must include\". I'd had it in a couple of prior builds of another Rakdos deck but never got a chance to throw it out there. Do players actively avoid a player who has No Mercy out? How do players react to it, or what point to they just go \"YOLO\" and send it all at you? Like do they get fed up and just go for it? I can't mentally work this one out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Vengeful Pharaoh"}},{"insert":" - Same vein as No Mercy. Is Vengeful Pharaoh a good deterrent? I know it's only killing one creature, but is that enough to keep an opponent at bay for a little bit? There is some goofy shenanigans you can do with this and "},{"insert":{"card-link":"Keen Duelist"}},{"insert":", and a way to discard it again like with "},{"insert":{"card-link":"Shadow of the Goblin"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIn any case, thanks for reading. And in conclusion, I need to get this thing to 900 words, and with that: hooby-jooby cigar-shaped hamburger mustards lined up in a row at the local Piggly Wiggly, fo sho!\n"}]}
Commander
Asmoranomardicadaistinaculdacar
As long as you've discarded a card this turn, you may pay to cast this spell.
When Asmoranomardicadaistinaculdacar enters, you may search your library for a card named The Underworld Cookbook, reveal it, put it into your hand, then shuffle.
Sacrifice two Foods: Target creature deals 6 damage to itself.
When Asmoranomardicadaistinaculdacar enters, you may search your library for a card named The Underworld Cookbook, reveal it, put it into your hand, then shuffle.
Sacrifice two Foods: Target creature deals 6 damage to itself.
Legendary Creature - Human Wizard

Commander
(CTRL to add secondary)
Asmorano Discard Outlet
Artist's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Whenever you cast a noncreature spell, you may discard a card. If you do, draw a card.
: Level 2
Noncreature spells you cast cost less to cast.
: Level 3
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, it deals that much damage plus 2 instead.
Enchantment - Class

Vault 21: House Gambit
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Discard a card, then draw a card.
III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.
I, II — Discard a card, then draw a card.
III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.
Enchantment - Saga

Wheel of Fate
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Each player discards their hand, then draws seven cards.
Each player discards their hand, then draws seven cards.
Sorcery

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

Asmorano Discard Outlet
(CTRL to add secondary)
Creature
Creature
(CTRL to add secondary)
Draw
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

Oft-Nabbed Goat
: Draw a card. Gain control of this creature and put a -1/-1 counter on it. Only your opponents may activate this ability and only as a sorcery.
When this creature dies, if it had one or more -1/-1 counters on it, its owner draws that many cards and each other player loses that much life.
When this creature dies, if it had one or more -1/-1 counters on it, its owner draws that many cards and each other player loses that much life.
Creature - Goat

The Toymaker's Trap
At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn't been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice this enchantment.
Enchantment

Draw
(CTRL to add secondary)
Impulse Draw
Party Thrasher
Noncreature spells you cast from exile have convoke. (Each creature you tap while casting a noncreature spell from exile pays for or one mana of that creature's color.)
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
At the beginning of your first main phase, you may discard a card. If you do, exile the top two cards of your library, then choose one of them. You may play that card this turn.
Creature - Wizard Lizard

Impulse Draw
(CTRL to add secondary)
Land
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Alicia Masters, Skilled Sculptor
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a Treasure token.
Sense the Good — At the beginning of your end step, each player gains control of all creatures they own.
Sense the Good — At the beginning of your end step, each player gains control of all creatures they own.
Legendary Creature - Human Artificer

Generous Plunderer
Menace
At the beginning of your upkeep, you may create a Treasure token. When you do, target opponent creates a tapped Treasure token.
Whenever this creature attacks, it deals damage to defending player equal to the number of artifacts they control.
At the beginning of your upkeep, you may create a Treasure token. When you do, target opponent creates a tapped Treasure token.
Whenever this creature attacks, it deals damage to defending player equal to the number of artifacts they control.
Creature - Human Rogue

Lotus Bloom
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
, Sacrifice this artifact: Add three mana of any one color.
, Sacrifice this artifact: Add three mana of any one color.
Artifact

Mox Tantalite
Suspend 3— (Rather than cast this card from your hand, pay and exile it with three time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
: Add one mana of any color.
: Add one mana of any color.
Artifact

Ramp
(CTRL to add secondary)
Recursion
Daretti, Scrap Savant
+2: Discard up to two cards, then draw that many cards.
−2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
−2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
Legendary Planeswalker - Daretti

Goblin Engineer
When this creature enters, you may search your library for an artifact card, put it into your graveyard, then shuffle.
, , Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
, , Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
Creature - Goblin Artificer

Goblin Welder
: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.
Creature - Goblin Artificer

Recursion
(CTRL to add secondary)
Removal
Removal
(CTRL to add secondary)
Tutor
Magda, Brazen Outlaw
Other Dwarves you control get +1/+0.
Whenever a Dwarf you control becomes tapped, create a Treasure token.
Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, then shuffle.
Whenever a Dwarf you control becomes tapped, create a Treasure token.
Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, then shuffle.
Legendary Creature - Berserker Dwarf

Profane Tutor
Suspend 2— (Rather than cast this card from your hand, pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Search your library for a card, put that card into your hand, then shuffle.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery

Tutor
(CTRL to add secondary)
Wombo Combo
Wombo Combo
(CTRL to add secondary)
Attraction
Pick-a-Beeble
Visit — Roll a six-sided die. Put a number of luck counters on Pick-a-Beeble equal to the result and create a Treasure token. Then if there are six or more luck counters on Pick-a-Beeble, claim the prize!
Prize — Create two Treasure tokens, then sacrifice Pick-a-Beeble and open an Attraction.
Prize — Create two Treasure tokens, then sacrifice Pick-a-Beeble and open an Attraction.
Artifact - Attraction

Storybook Ride
Visit — Exile the top X cards of your library, where X is the number of Attractions you've visited this turn (including this one). You may play those cards this turn. At the beginning of the next end step, if any of those cards remain exiled, put them on the bottom of your library in any order.
Artifact - Attraction

Attraction
(CTRL to add secondary)
Maybeboard
Barbed Servitor
Indestructible
When this creature enters, suspect it. (It has menace and can't block.)
Whenever this creature deals combat damage to a player, you draw a card and you lose 1 life.
Whenever this creature is dealt damage, target opponent loses that much life.
When this creature enters, suspect it. (It has menace and can't block.)
Whenever this creature deals combat damage to a player, you draw a card and you lose 1 life.
Whenever this creature is dealt damage, target opponent loses that much life.
Creature Artifact - Construct

Blood on the Snow
Choose one —
• Destroy all creatures.
• Destroy all planeswalkers.
Then return a creature or planeswalker card with mana value X or less from your graveyard to the battlefield, where X is the amount of spent to cast this spell. ( is mana from a snow source.)
• Destroy all creatures.
• Destroy all planeswalkers.
Then return a creature or planeswalker card with mana value X or less from your graveyard to the battlefield, where X is the amount of spent to cast this spell. ( is mana from a snow source.)
Snow Sorcery

Brass's Tunnel-Grinder
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one.
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
Legendary Artifact


Cait Sith, Fortune Teller
Lucky Slots — At the beginning of combat on your turn, scry 1, then exile the top card of your library. You may play that card this turn. When you exile a card this way, target creature you control gets +X/+0 until end of turn, where X is that card's mana value.
Legendary Creature Artifact - Cat Moogle

Chainer, Nightmare Adept
Discard a card: You may cast a creature spell from your graveyard this turn. Activate only once each turn.
Whenever a nontoken creature you control enters, if you didn't cast it from your hand, it gains haste until your next turn.
Whenever a nontoken creature you control enters, if you didn't cast it from your hand, it gains haste until your next turn.
Legendary Creature - Human Minion

Cursed Recording
Whenever you cast an instant or sorcery spell, put a time counter on this artifact. Then if there are seven or more time counters on it, remove those counters and it deals 20 damage to you.
: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
: When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Artifact

Daretti, Scrap Savant
+2: Discard up to two cards, then draw that many cards.
−2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
−2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
Legendary Planeswalker - Daretti

Dragonspark Reactor
Whenever this artifact or another artifact you control enters, put a charge counter on this artifact.
, Sacrifice this artifact: It deals damage equal to the number of charge counters on it to target player and that much damage to up to one target creature.
, Sacrifice this artifact: It deals damage equal to the number of charge counters on it to target player and that much damage to up to one target creature.
Artifact

Fathom Fleet Swordjack
Whenever this creature attacks, it deals damage to the player or planeswalker it's attacking equal to the number of artifacts you control.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Orc Pirate

Fear of Missing Out
When this creature enters, discard a card, then draw a card.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Creature Enchantment - Nightmare

Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Gollum, Scheming Guide
Whenever Gollum attacks, look at the top two cards of your library, put them back in any order, then choose land or nonland. An opponent guesses whether the top card of your library is the chosen kind. Reveal that card. If they guessed right, remove Gollum from combat. Otherwise, you draw a card and Gollum can't be blocked this turn.
Legendary Creature - Horror Halfling

Grimoire of the Dead
, , Discard a card: Put a study counter on Grimoire of the Dead.
, Remove three study counters from Grimoire of the Dead and sacrifice it: Put all creature cards from all graveyards onto the battlefield under your control. They're black Zombies in addition to their other colors and types.
, Remove three study counters from Grimoire of the Dead and sacrifice it: Put all creature cards from all graveyards onto the battlefield under your control. They're black Zombies in addition to their other colors and types.
Legendary Artifact - Book

Guff Rewrites History
For each player, choose target nonenchantment, nonland permanent that player controls. Those permanents' owners shuffle them into their libraries. Each player who controlled one of those permanents exiles cards from the top of their library until they exile a nonland card, then puts the rest on the bottom of their library in a random order. Each player may cast the nonland card they exiled without paying its mana cost.
Instant

Hithlain Rope
This artifact can't be sacrificed.
, : Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of this artifact.
, : Draw a card. The player to your right gains control of this artifact.
, : Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of this artifact.
, : Draw a card. The player to your right gains control of this artifact.
Artifact

Hostile Negotiations
Exile the top three cards of your library in a face-down pile, then exile the top three cards of your library in another face-down pile. Look at the cards in each pile, then turn a pile of your choice face up. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard. You lose 3 life.
Instant

Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Kain, Traitorous Dragoon
Jump — During your turn, Kain has flying.
Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life.
Whenever Kain deals combat damage to a player, that player gains control of Kain. If they do, you draw that many cards, create that many tapped Treasure tokens, then lose that much life.
Legendary Creature - Human Knight

Kickoff Celebrations
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
When this enchantment enters, you may discard a card. If you do, draw two cards.
Max speed — Sacrifice this enchantment: Creatures and Vehicles you control gain haste until end of turn.
When this enchantment enters, you may discard a card. If you do, draw two cards.
Max speed — Sacrifice this enchantment: Creatures and Vehicles you control gain haste until end of turn.
Enchantment

Mages' Contest
You and target spell's controller bid life. You start the bidding with a bid of 1. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid. If you win the bidding, counter that spell.
Instant

Marionette Apprentice
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Creature - Human Artificer

Maximum Carnage
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able.
II — Add .
III — This Saga deals 5 damage to each opponent.
I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able.
II — Add .
III — This Saga deals 5 damage to each opponent.
Enchantment - Saga

Outpost Siege
As this enchantment enters, choose Khans or Dragons.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
• Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card.
• Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.
Enchantment

Pact Weapon
As long as this Equipment is attached to a creature, you don't lose the game for having 0 or less life.
Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value.
Equip—Discard a card.
Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value.
Equip—Discard a card.
Artifact - Equipment

Pendant of Prosperity
This artifact enters under the control of an opponent of your choice.
, : Draw a card, then you may put a land card from your hand onto the battlefield. This artifact's owner draws a card, then that player may put a land card from their hand onto the battlefield.
, : Draw a card, then you may put a land card from your hand onto the battlefield. This artifact's owner draws a card, then that player may put a land card from their hand onto the battlefield.
Artifact

Phthisis
Destroy target creature. Its controller loses life equal to its power plus its toughness.
Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Suspend 5— (Rather than cast this card from your hand, you may pay and exile it with five time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Sorcery

Profane Tutor
Suspend 2— (Rather than cast this card from your hand, pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Search your library for a card, put that card into your hand, then shuffle.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery

Scampire
When Scampire enters, you get , then you may put a sticker on a creature card in your graveyard.
: Return target creature card with a sticker on it from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Activate only as a sorcery.
: Return target creature card with a sticker on it from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Activate only as a sorcery.
Creature - Vampire Employee

Scavenger's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more creatures you control die, create a Food token. This ability triggers only once each turn.
: Level 2
Whenever you sacrifice a permanent, target player mills two cards.
: Level 3
At the beginning of your end step, you may sacrifice three other nonland permanents. If you do, return a creature card from your graveyard to the battlefield with a finality counter on it.
Whenever one or more creatures you control die, create a Food token. This ability triggers only once each turn.
: Level 2
Whenever you sacrifice a permanent, target player mills two cards.
: Level 3
At the beginning of your end step, you may sacrifice three other nonland permanents. If you do, return a creature card from your graveyard to the battlefield with a finality counter on it.
Enchantment - Class

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

Strixhaven Stadium
: Add . Put a point counter on this artifact.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Artifact

Strixhaven Stadium
: Add . Put a point counter on this artifact.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Whenever a creature deals combat damage to you, remove a point counter from this artifact.
Whenever a creature you control deals combat damage to an opponent, put a point counter on this artifact. Then if it has ten or more point counters on it, remove them all and that player loses the game.
Artifact

Supper for Spiders
Put onto the battlefield under your control all creature cards in your opponents' graveyards that were put there from the battlefield this turn. They are Food artifacts with ", , Sacrifice this artifact: You gain 3 life." (They lose all other types and subtypes.)
Instant

Syr Ginger, the Meal Ender
Syr Ginger has trample, hexproof, and haste as long as an opponent controls a planeswalker.
Whenever another artifact you control is put into a graveyard from the battlefield, put a +1/+1 counter on Syr Ginger and scry 1.
, , Sacrifice Syr Ginger: You gain life equal to its power.
Whenever another artifact you control is put into a graveyard from the battlefield, put a +1/+1 counter on Syr Ginger and scry 1.
, , Sacrifice Syr Ginger: You gain life equal to its power.
Legendary Creature Artifact - Knight Food

The Celestus
If it's neither day nor night, it becomes day as The Celestus enters.
: Add one mana of any color.
, : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
: Add one mana of any color.
, : If it's night, it becomes day. Otherwise, it becomes night. Activate only as a sorcery.
Whenever day becomes night or night becomes day, you gain 1 life. You may draw a card. If you do, discard a card.
Legendary Artifact

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Throes of Chaos
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery

Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Ultron, Artificial Malevolence
Whenever another nontoken artifact you control enters, you may pay . If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types.
Legendary Creature Artifact - Villain Robot

Vengeful Pharaoh
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Whenever combat damage is dealt to you or a planeswalker you control, if this card is in your graveyard, destroy target attacking creature, then put this card on top of your library.
Whenever combat damage is dealt to you or a planeswalker you control, if this card is in your graveyard, destroy target attacking creature, then put this card on top of your library.
Creature - Zombie

Vexing Puzzlebox
Whenever you roll one or more dice, put a number of charge counters on this artifact equal to the result.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
: Add one mana of any color. Roll a d20.
, Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, then shuffle.
Artifact

Visions of Phyrexia
At the beginning of your upkeep, exile the top card of your library. You may play that card this turn.
At the beginning of your end step, if you didn't play a card from exile this turn, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
At the beginning of your end step, if you didn't play a card from exile this turn, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
Enchantment

Wheel of Fate
Suspend 4— (Rather than cast this card from your hand, pay and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.)
Each player discards their hand, then draws seven cards.
Each player discards their hand, then draws seven cards.
Sorcery

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

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.
• 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

Yawgmoth, Thran Physician
Protection from Humans
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Pay 1 life, Sacrifice another creature: Put a -1/-1 counter on up to one target creature and draw a card.
, Discard a card: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Legendary Creature - Human Cleric

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"[[ FULL PRIMER COMING SOON--I'M WORKING ON IT! ]]"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"[[ INTRODUCTION ]]"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nAll right, this isn't my first rodeo with card games, but for y'all old-hat Yugioh players, might know me as the Merovingian--the putz that made the Self-Destruct Button Turbo deck and ran it at several official events. Yes, I'm still alive. No, nobody ever punched me in the mouth at an event. And no, nothing I did made Konami ban Self-Destruct Button (ironically, judges were having discussions in judge-only chats about if someone decided to dink with End of Match Procedures this way and what to do about it, and some judges were considering doing it just to prove a point--I didn't know about this until a couple years ago). \n\nAlso, if you landed here because of Coop's Youtube or Instagram channel, great! Welcome! Give him a follow. Good dude with a voice like butter, even though we have completely different viewpoints of the best ways to use "},{"insert":{"card-link":"Serum Powder"}},{"insert":".\n\nI would eventually like to make this THE "},{"insert":{"card-link":"Asmoranomardicadaistinaculdacar"}},{"insert":" primer in Archidekt. Mainly because I need to have some focused writing outlet. I'm 10 credits from an English major which means I'm on way way to be a Starbucks barista. So it's either I keep my focus in this cardboard-laden hobby, or I use my writing prowess to spread misinformation on the internet. And before you get hot under the collar and go, \"Spreading misinformation?! But democracy is at stake!\" Hold on there, hoss! You assumed I would be using my degree for evil. In reality, I'd just be doing dumb stuff like convincing Reddit that The Island Boys and Jack Doherty are CIA PSYOPS--and trying to find someone who will sell me an Isuzu Axiom.\n\nSo with that, yes, when it comes to making decks, I'm just as much a turd warrior as ever. My first EDH deck was "},{"insert":{"card-link":"Frankie Peanuts"}},{"insert":". I didn't have the memo that said, \"people STILL don't like UN cards\". Oops. I'm sorry, I thought this was AMERICA!\n\nI tried "},{"insert":{"card-link":"Baron Von Count"}},{"insert":", but once you start streamlining that big bastard, he gets to Bracket 4 FAST! Sure, your decklist looks like something built from a bulk bin that AI pulled out of its digital anus, but I'm not going to argue with the results. I never used it at an event, but kitchen table testing showed me that, by turn 6, one player is effectively nuked from the table and I'm halfway into a second player kill.\n\nSo fine, I'll play nice. And with that, welcome to the Asmoranomardicadaistinaculdacar primer. Enjoy! Read! Leave feedback--I'll answer!\n\n"},{"attributes":{"bold":true},"insert":"BOREDOM UPDATE (9/19/2026)"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Studying sucks, so here we are. Made a few changes--which is fine because I won't have EDH locals for 2 weeks due to Reality Fracture Prereleases firing off next week.\n\nHere's what has changed:\n\nBulked up Treasure package: "},{"insert":{"card-link":"Noble's Purse"}},{"insert":", "},{"insert":{"card-link":"Alicia Masters, Skilled Sculptor"}},{"insert":", "},{"insert":{"card-link":"Generous Plunderer"}},{"insert":", "},{"insert":{"card-link":"Marching Duodrone"}},{"insert":", "},{"insert":{"card-link":"Bucknard's Everfull Purse"}},{"insert":". All of this is to further assist "},{"insert":{"card-link":"Magda, Brazen Outlaw"}},{"insert":" in sneaking out crucial combo pieces. At the very least, it's good just to have more mana available to jump things into play faster.\n\nBoard Wipe Package: "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":", "},{"insert":{"card-link":"Blasphemous Edict"}},{"insert":", "},{"insert":{"card-link":"Puppet's Verdict"}},{"insert":". Credit where it's due, "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" and "},{"insert":{"card-link":"No Mercy"}},{"insert":" are really good cards, but the casting cost of 4 never felt good and you were always one piece of removal away from being utterly thrashed. Moved some cards around and added 3 pieces of board wipes. If you've never seen Puppet's Verdict before, it's a janky INSTANT-SPEED board wipe for 3 mana. As much as I want to make this a streamlined deck, sometimes you have to run some jank so you don't get bored and resent the deck. I know I said in another spot that I did away with board wipes and how Impulse Draw makes them not good. I went over the deck and realized that I don't use as much Impulse Draw now as I did before, as some of the better Impulse Draw cards in Red are 4 Mana or more, and we are trying to stay as low to the ground as possible, so all the Enchantments are sitting at 3 Mana a piece. I DID have some test games where the majority of the card draw I did have on the board was Impulse Draw, which is where that initial perception came from. I figure having 3 board wipes make it likely enough that I can hit one in hand.\n\nReorganization of the Suspend Package - I took out "},{"insert":{"card-link":"Mox Tantalite"}},{"insert":" and "},{"insert":{"card-link":"Profane Tutor"}},{"insert":". I kept "},{"insert":{"card-link":"Sol Talisman"}},{"insert":", "},{"insert":{"card-link":"Lotus Bloom"}},{"insert":", and "},{"insert":{"card-link":"Wheel of Fate"}},{"insert":". Mox Tantalite seems like a weak janky mana rock--which it is, and I'm all about it. But I would need to make cuts to the deck in order to put it back in. Profane Tutor was cut, although I'm considering cutting "},{"insert":{"card-link":"Night's Whisper"}},{"insert":" to put it back in, since this deck really enjoys tutor effects, and Suspend-2 isn't bad.\n\nAddition of Recursion Package - Against better judgment, I put "},{"insert":{"card-link":"Goblin Welder"}},{"insert":", "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":", and "},{"insert":{"card-link":"Daretti, Scrap Savant"}},{"insert":" back in the deck to ensure I can get crucial Artifacts out of the discard pile. I don't like that Daretti is 4 Mana, but it doubles as a Discard-Draw outlet for Asmorano, but can get an Artifact in play when he hits play. I'm not going to be mad at that--he's slightly better than a "},{"insert":{"card-link":"Trading Post"}},{"insert":".\n\nThroes of Chaos - "},{"insert":{"card-link":"Throes of Chaos"}},{"insert":" is a weird janky inclusion. 4 Mana is a bit steep, but almost the entire deck is 3 or less Mana, so really, anything goes. You could hit tutors, Wheel of Fate, combo pieces themselves. It SEEMS like it would be fun to mess with.\n\n \n\n"},{"attributes":{"bold":true},"insert":"REALITY FRAC/TURE UPDATE (9/17/2026)"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nAll right, going to be real honest. I had expectations of this set that the creators never promised, and rightfully, didn't deliver on. But looking at the mostly-spoiled set, Rakdos gets hosed pretty good. I mean, it's a set with a HEAVY HEAVY Blue focus--it is Jace-themed, after all. But my god, I thought we were going to get something. Look! My whole thing is I like janky, whimsical shit"},{"insert":{"card-link":"Lich's Mastery"}},{"insert":", "},{"insert":{"card-link":"Lich's Mirror"}},{"insert":", "},{"insert":{"card-link":"Mindslaver"}},{"insert":", "},{"insert":{"card-link":"Darksteel Angel"}},{"insert":", "},{"insert":{"card-link":"Wheel of Fate"}},{"insert":", "},{"insert":{"card-link":"Humble Defector"}},{"insert":", "},{"insert":{"card-link":"The Toymaker's Trap"}},{"insert":". Cards that you look at and go, \"wow, that's really bad and dumb.\" \nNo. No.\nThere's treasures in them thar bulk bins, my wee turd warriors.\nBut Reality Fracture? Where's the \"so bad, it's good\" jank? Where's the whimsy? WHERE'S THE HEART?!\n\nDue to the lack of jank in the set, we are left to fend for ourselves to find stuff that COULD be used. In no particular order, here's what I'm eyeballing:\n\n"},{"insert":{"card-link":"Way of the Pyromancer"}},{"insert":" - This 2 Mana Enchantment throws a Jace counter on the field, and it has Loyalty of 2--which is a bit shit, but the Enchantment gives the Token a +1 Loyalty abiloty to where you get 1 Red Mana that you can use as soon as the Token hits play and resolves. Like, \"okay\". A smidge of ramp--potential to use 3 Loyalty next turn for a card draw. Or just use the Enchantment ability for more ramp. It's honestly a really weird mana rock that opponents can punch in the face. It's honestly so weird that I WANT to use it just to see how opponents react to the Jace token--to see if they leave it alone or kill it on sight, but having the ability to decide between Mana for the turn or card draw--card draw that you don't have to put any mana into, is worth exploring, even in the slightest. This is a card that's difficult to suss out through mental theory-mon and I'll have to bite the bullet and use it at the local LGS a few times to figure it out. Unfortunately, Rakdos is dogshit in fetching Enchantments from the deck since that is primarily a White and sometimes-Green function. So I have to ride on the boat of wishes and dreams that I can draw into the damn thing early enough in ANY game to see how people react to it.\n\n"},{"insert":{"card-link":"Eye of Jace"}},{"insert":" - A 1 Mana Artifact that helps allow you to hit Threshold (7 or more cards in your Graveyard), you know, if you're nasty. It helps with topdeck draws at the beginning of your upkeep, so that's cool. And once you have 7 or more cards in your Graveyard, it blows up--2 damage to all opponents and you gain 2 life. Here's the thing, it's really only good if you draw into it in your opening hand and you can manipulate several of your topdecks. Otherwise, you're paying 1 Mana for 1 Surveil (look at top card of your deck, keep it on top or discard it). I'd imagine that in other formats where you're working with 20 life, this eyeball-bomb will have more impact, both in being able to play 4 of them, and 2 life hits different when you're working against 20 life and not 40. -2 Life against 20 will get some attantion. -2 life thrown at 3 players and you gaining 2 Life will do nothing but piss off a table--for 1 Mana. This card is like "},{"insert":{"card-link":"The Celestus"}},{"insert":" where, there's a lot going on, but all of it is really subpar shit. Like, \"how do you do so much and yet so little?\" And yet, at the same time, like The Celestus, it's a card that has a strange allure and potential.\n\n"},{"insert":{"card-link":"Vraska's Final Mercy"}},{"insert":" - Apparently, the lore for this card is sad as hell. But you know what isn't sad? This card's value! You can either take 2 Life and nuke a creature OR Planeswalker. Or you eat 2 Life and you make a 6-Loyalty Jace. Which is BASICALLY like "},{"insert":{"card-link":"Sign in Blood"}},{"insert":" with extra steps. Or, if you don't want to kranch it up with Jace, you have the option to torpedo a living, breathing thing, should your sensibilities be that offended--rest assured, I'd hold no blame if you saw "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" and threw this lawn dart at it. Going to just say from this point forward: anything that makes a Jace token is just weird as fuck and really difficult to determine if it's actually good or not. It's a PLANESWALKER TOKEN! We've never dealt with this shit before.\n\n"},{"insert":{"card-link":"The Echoverse Fulcrum"}},{"insert":" - At first glance, this is the ONE card in the set I'm already trying to shift around to make room for. I say this because I've shifted the deck to where all of it's interactive elements regarding creature/board wipes were removed because the heavy Impulse-draw focus of the deck made it incredibly difficult to reliably use them--either you had to overload your deck with board wipes so you either eventually get one in hand, or you'll just naturally impulse draw into one of the several and nuke the board naturally somewhere between Turn 4-Turn 7. So then I cut it all back for defensive measures except for "},{"insert":{"card-link":"Mount Doom"}},{"insert":". The problem with Mount Doom is that Legendary Artifacts come in two different classes: \"Rifftrax movie\" bad, or so good it's going to cost at least a C-note in it's lowest rarity iteration if you're lucky. Gradually, I shifted away from the Legendary Artifact package the deck used to have. But now we have this chucklefuck! For 2 mana, we got a creature board wipe. Even better is that, when it comes into play, you get to draw-discard. Which is GREAT if you want another out to bring Asmoranocold-cutQatar. The problem, though, is that it costs 5 to nuke all creatures, which is all well and good--even though 5 Mana is arguably steep for this deck. The bigger problem is that the card tells you that the board nuke is SORCERY ONLY! Which means that ANY political tomfoolery is lessened because as soon as it's not your turn, you have no bargaining chip. So either you spend 7 mana for a discard-draw and a rather expensive board wipe, or best case scenario, you get it out in the first 3 turns and it just makes the other players nervous, I guess? I'm curious to see how early play of this card warps the table dynamics--if at all. The most ironic things is that The Echoverse Fulcrum is a LEGENDARY ARTIFACT that you can sack for Mount Doom if you need to keep a couple of creatures alive on your side of the board. So if you're on a budget. You can use Mount Doom along with this thing and "},{"insert":{"card-link":"The Irencrag"}},{"insert":". Any bulk bin with its salt will have 24 The Irencrags at the ready. Just get you one.\n\n"},{"insert":{"card-link":"Identity Echo"}},{"insert":" - Okay. I like this and I hate it. It's 3 Mana, which is the upper ceiling of cards I consider for this particular build (the only way I use something that's 4 Mana is if it's got a good resume, like "},{"insert":{"card-link":"No Mercy"}},{"insert":", "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":", or "},{"insert":{"card-link":"Trading Post"}},{"insert":". And even Trading Post is a hard sell. Anyway, you get to exile a creature and kinda "},{"insert":{"card-link":"Chaos Warp"}},{"insert":" your way into another creature. Obviously, the jackpot card you want to hit is "},{"insert":{"card-link":"Academy Manufactor"}},{"insert":"--and the card is obviously much much better for cheating out BIG SHIT creatures. But 4 Mana for a pull of the handle on the slot machine? In this build? In THIS economy? Ehhhhhhhh. Feels like bullshit. Card is interesting. But I really lost all interest as I was writing this out, coming to the conclusion that I'm pretty impulsive, but it makes for a good read.\n\n"},{"attributes":{"bold":true},"insert":"REGARDING THE NEXT SEVERAL MONTHS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"I'm currently in an intensive college semester. I'm currently taking 15 credits and already want to stick a pencil in my ear. And the Spring semester of next year is already on schedule to kick me right in the twins as well. As much as I would like to utilize my mostly-complete English degree and knock out a kick-ass primer for y'all in short order, I'm trying to rebuild my life--almost--from the ground up. Which means I can't go to local events a bunch and be a supreme being of leisure. I'm getting this done in chunks. I'll get there. And if anyone makes comments, I can answer those quick. But for things like me writing about 2K worth of words explaining why I'm going in hard with a bunch of Suspend cards like "},{"insert":{"card-link":"Sol Talisman"}},{"insert":", that's going to be a cold brew coffee and about 3-4 hours, which'll get the whole shebang on the primer and about two decent edit-throughs., but I have to be kicking my classes asses and confident in the material. And I'm in a bunch of Anatomy & Physiology classes right now. So we can assume that my college is going full ham on my ass with a belt. And as of writing this, I have exams in 5 days. I need to be off this damn site for the next several days. So yeah. Updates in random stints, all based on study breaks and confidence in how I'm doing in my courses.\n\n\nJust as a heads up while I'm writing this and improving on the deck. If YOU have questions about what this does or what's going on--or would like it addressed in the primer, shoot over comment and I'll make it a priority. Otherwise, the deck will be in constant upheaval in the name of improvement and the primer will just chug along with whatever I feel like addressing on my own time.\n\nHow is it that of all the "},{"insert":{"card-link":"Asmoranomardicadaistinaculdacar"}},{"insert":" decks out there. About a dozen of us have Primers. I'm shooting to have the most comprehensive one. Bear with me now, I'm in the middle of the college semester from hell, so I'm going to work on this and deck test when I can. Don't kick me in the twins because you're upset I didn't dedicate a paragraph to the intricacies of "},{"insert":{"card-link":"Arcane Signet"}},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"OBLIGATORY CAUTIONARY PAUSE"},{"insert":"\nWhether you're new or old to Commander/EDH and you've just stumbled upon this grammatically incomprehensible card, I'm willing to bet that you're here because you're looking to see what it's about at the very least, and copy-paste a decklist at worst. And until the government bans you from doing so, I can't stop you. But if you DO pick this up, what should you expect?\n\n1) ArsenioHallmagicfantastic is purely a combo Commander. Much like how "},{"insert":{"card-link":"Krenko, Mob Boss"}},{"insert":" deals with making a bunch of Goblins--and pretty much every strategy revolving around him involves doing so, AsmoHammersaid\"Can'tTouchThis\" is a cog within a larger combo. She DOES have the means for creature removal, but her requiring a discard to put into play, along with her being able to retrieve "},{"insert":{"card-link":"The Underworld Cookbook"}},{"insert":" from your deck is the main draw. As far as this build is concerned, you're going to use Cookbook to get SOME Food Tokens on the field and Asmoran to do spot removal for detrimental threats.\n\n2) Unless you're doing some shenanigans with "},{"insert":{"card-link":"Spawning Pit"}},{"insert":", there's not many ways you could reasonably \"go wide\" (attack with a bunch of creatures all at once). The whole thing you're doing is assembling infinite combo parts and ending the game. If you're not about a big draw engine deck with not much in terms of interaction (at least, outside of defensive measures and Asmoran herself), the deck may not be for you--not just this one, but in general. The deck revolves itself around infinite combos. It is not a \"toolbox\" deck or aggro.\n\n"},{"attributes":{"bold":true},"insert":"HOW IT WORKS"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"LINES TO WIN"},{"insert":"\n\n"},{"insert":{"card-link":"Academy Manufactor"}},{"insert":" + "},{"insert":{"card-link":"The Underworld Cookbook"}},{"insert":" +"},{"insert":{"card-link":"Clock of Omens"}},{"insert":" + "},{"insert":{"card-link":"Ovalchase Daredevil"}},{"insert":" = Infinite mana, infinite life, infinite draw. Use Underworld Cookbook to put a Food in play by discarding Ovalchase Daredevil. A Food token comes into play and Ovalchase goes back to your hand. Manufactor sees the Food token and generates a Treasure token and a Clue token. Tap the Food and Clue token VIA Clock of Omens to untap Underworld Cookbook, use Underworld Cookbook again. Rinse and repeat. Eventually, you'll have enough Treasure and Clue tokens to draw through your whole deck for "},{"insert":{"card-link":"Altar of the Brood"}},{"insert":" to mill every opponent out of cards in their deck because you're already slamming out an infinite amount of tokens."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Witch's Oven"}},{"insert":" + "},{"insert":{"card-link":"Cauldron Familiar"}},{"insert":" + "},{"insert":{"card-link":"Academy Manufactor"}},{"insert":" + "},{"insert":{"card-link":"Clock of Omens"}},{"insert":" = Infinite mana, infinite life, infinite draw, infinite damage to all opponents. This combo is the same as above, except you'll start the combo by using Witch's Oven to put Cauldron Familiar into graveyard, or sacrificing a Food token to put Cauldron Familiar in play so you can use Witch's Oven. In any case, you're going to use Witch's Oven to sacrifice Familiar and create a Food Token. Manufactor sees the Food token and generates a Treasure token and a Clue token. Tap the Food and Clue token VIA Clock of Omens to untap Witch's Oven. Sacrifice a Food token to put Familiar from the graveyard into play, gain 1 life and deal 1 damage to all opponents. Rinse and repeat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"THINGS TO CONSIDER"},{"insert":"\nThis version utilizes A LOT of \"impulse draw\" (cards that exile cards from the top of your deck and you have a limited amount of time to play them, usually until the end of your turn. There ARE some impulse draw cards that give you until the end of your NEXT turn, but those are exceedingly rare). Because of this, you're turning and burning your hands, which means that interactivity with this deck is not exactly conventional--namely, you run zero board wipes. YES, you COULD run "},{"insert":{"card-link":"Mount Doom"}},{"insert":" --credit where it's due, a board wipe that lets you save 2 of your creatures and wipe the board at instant speed and virtually uncounterable is INVALUABLE. However, you need a bevy of Legendary Artifacts in order to ensure that you'll always be able to pop off 'Doom. The problem with that, is that Legendary Artifacts as far as Rakdos and this particular build is concerned; your selections are either cards that EASILY breach $100 like "},{"insert":{"card-link":"The Soul Stone"}},{"insert":". $200-$300 like "},{"insert":{"card-link":"Mox Opal"}},{"insert":". "},{"insert":{"card-link":"Mox Amber"}},{"insert":" is about $100. "},{"insert":{"card-link":"The One Ring"}},{"insert":" is a gamechanger, and could be added here. But currently, it's cheapest version is the variant of Gollum doing \"The Creation of Adam\" with the Ring. at about $120-$130 from where I'm currently sitting in this garbage economy. And if you're sitting here going, \"well I don't need to optomize this at all.\" All right, princess. I guess it's time to break out "},{"insert":{"card-link":"The Celestus"}},{"insert":" . Which, by the way, if you've never dinkered around with the Day/Night mechanic before. HA! Try it ONCE, you HAVE TO TRACK IT THE WHOLE GAME WHETHER YOU WANT TO OR NOT! Do it for the novelty, but there's a reason why a bottle of Coke from a vending machine is worth more than this thing. You got "},{"insert":{"card-link":"Thrór's Map"}},{"insert":". It's a 2-drop that fetches a Basic Land, which isn't terrible. Plus for 2 mana, you can draw and discard, which assists in getting out "},{"insert":{"card-link":"Asmoranomardicadaistinaculdacar"}},{"insert":". But from experience, it's slow with a small payout. You got "},{"insert":{"card-link":"Page, Loose Leaf"}},{"insert":" and "},{"insert":{"card-link":"H.E.R.B.I.E., Lovable Robot"}},{"insert":" , which can be handy as mana outlets. But because of summoning sickness, they are basically mana rocks that say \"this comes into play tapped\". And any player worth their salt looks at \"CIP mana rocks\" and shields themselves by forming their index fingers in the manner of a cross at them. So, again, there's a reason why they are cheap. And H.E.R.B.I.E. CAN Surveil when you enter combat (you don't even need to attack, just announce combat, elect no attackers, end attack step. Boom), but it's never been useful. But hey! It's easy on the wallet, right?! In short, you CAN use Mount Doom, but your choices are either expensive on the wallet or awful for your deck. There will be suffering either way. In short, it's cheaper and more efficient to run STAX-style attack prevention cards."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"This deck wants to run as LOW TO THE GROUND AS POSSIBLE. This means you DO NOT want to run mana-heavy spells or abilities. Remember: we are using a lot of impulse draw. Everything is \"use or lose\". Everything has to be plug and play. If it costs over 3-mana, there better be a good reason for it. In this case, I'm using a LOT of Enchantment based draw power because Enchantment hat is not terribly prevalent in Bracket 3. And we have A LOT of Enchantments to get into very early. One Enchantment will get you into a second, a second draws you into a 3rd. And once you have 3 \"draw Enchantments\" or a combination of Enchantments or creatures that help with draw/impulse draw, you will FLY through your deck"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"PERSONAL FLAIR"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"DECK NOTES"},{"insert":"\n9-4-2026 - First time using Asmorano as Commander\nEnchantment-based draw engine surprisingly effective, albeit a bit slow to get off the ground. However, it does step on the toes of "},{"insert":{"card-link":"Ensnaring Bridge"}},{"insert":" . Looking into utilizing "},{"insert":{"card-link":"Lotus Petal"}},{"insert":" and more impulse-draw Enchantments to keep hand size down but to \"maintain a turn-and-burn\" hand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Goblin Welder"}},{"insert":" feels like a weak \"defensive\" inclusion in case an opponent uses artifact hate. "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":" can at least \"tutor\" a small artifact, but even with that Engineer feels like a borderline weak inclusion. Taking Welder out, but will keep Engineer in unless I need to make space or if someone can convince me to keep it in."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"The Mycosynth Gardens"}},{"insert":" is incredibly powerful in this deck. Being able to leave mana open and respond to opponent's artifact hate on the spot is crazy. Suddenly you have \"2 Ensnaring Bridges\". or if you want to go more on the offensive, \"2 "},{"insert":{"card-link":"The Underworld Cookbook"}},{"insert":"\" or \"2"},{"insert":{"card-link":"Witch's Oven"}},{"insert":"\". If you're using Asmoran, Mycosynth Gardens is a MUST HAVE."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I didn't use Cycling lands in this first build, opting for low-to-the-ground permanents that allow discard and ensure I always have a way to get Asmorano in play. You absolutely need Cycling lands because you need Asmorano out ASAP. Low to the ground permanents tie up your usable mana-base."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Barbed Servitor"}},{"insert":" is too much of a telegraph for players thinking you're going to go infinite with food and launching damage. I figured it's be good because it's an Artifact AND you can draw cards from combat AND it's Indestructible. AND, AND, AND. Ultimately, it costs 4 mana, and the deck needs cheaper alternatives. "},{"insert":{"card-link":"Reckless Fireweaver"}},{"insert":" can get the job done with half the mana and get the same result. You don't get Indestructible or any Artifact synergy, but for half the mana, I don't really care."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"You can't Cycle cards if you impulse-draw them. I figured you couldn't but it's nice to get a confirmation. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Gandalf, Goblins' Bane // Flameshape"}},{"insert":" is REALLY good. Asmorano IS a Wizard, so you will always have an out to use those two Exiled cards from Flameshape. Also, Gandalf can also be an out to putting some sizable damage on the board,"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck doesn't use any board wipes because of the impulse-draw engine. After seeing how well Ensnaring Bridge and "},{"insert":{"card-link":"Silent Arbiter"}},{"insert":" worked, I have to add more defensive options. Looking into: "},{"insert":{"card-link":"Meekstone"}},{"insert":" "},{"insert":{"card-link":"Koskun Falls"}},{"insert":" "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":" "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n\n"}]}













































































































































































































































































