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Commander
Size: 100Salt sum: 32.03
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IlFennec

169 views19 days ago
Commander
Size: 100Salt sum: 32.03

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{"ops":[{"insert":"Hello!\nIf you stumble upon this primer, thank you for your interest!\n\nThis is the upgraded version of the "},{"attributes":{"bold":true},"insert":"\"Silverquill Influence\""},{"insert":" precon from "},{"attributes":{"italic":true},"insert":"Secrets of Strixhaven"},{"insert":", and oh boy, do I love this deck!\n\nI played the precon at my LGS for a while in order to correctly match the power level of newer players' decks, and I immediately felt that the original deck had a "},{"attributes":{"bold":true},"insert":"very strong foundation"},{"insert":".\nSo, when I decided to upgrade it, I gave myself a little challenge: "},{"attributes":{"bold":true},"insert":"a maximum of 10 card swaps"},{"insert":", in order to preserve the original aura and identity of the deck.\n\nOf course, they are 10 pretty powerful swaps. But what can I say? They're good cards for a reason!\n\nThe cards I've added are listed in the "},{"attributes":{"bold":true},"insert":"\"Aggiunte\""},{"insert":" category, while the cards I've removed are in the "},{"attributes":{"bold":true},"insert":"\"Maybeboard\""},{"insert":" category.\n\nThe idea behind this upgrade wasn't to completely rebuild the deck or turn it into something unrecognizable. I wanted to keep the original "},{"attributes":{"bold":true},"insert":"Silverquill feeling"},{"insert":", while making the deck more consistent and giving Killian's game plan a little more punch.\n\nSo, let's start!\n\nMULLIGAN"},{"attributes":{"header":3},"insert":"\n"},{"insert":"My ideal opening hand is actually pretty simple.\n\nI want to see:\n"},{"attributes":{"bold":true},"insert":"3 lands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"1 Aura"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"…and that's pretty much it.\n\nThe Aura is extremely important because it is what allows Killian to start doing his thing.\n\nWhenever an enchantment you control enters the battlefield, Killian "},{"attributes":{"bold":true},"insert":"taps and goads a creature"},{"insert":". This means that even a simple Aura can become a political tool: you can remove a blocker, force a threatening creature to attack, or simply make two opponents fight each other instead of you.\n\nBut there's another very important part of Killian's ability:\n"},{"attributes":{"bold":true},"insert":"The creature you enchant doesn't have to be yours."},{"insert":"\n\nIn fact, one of the most fun things you can do with this deck is put your Auras on your opponents' creatures.\nIf that creature attacks, Killian rewards you by drawing a card.\n\nSo ideally, I want my opening hand to contain the tools to start putting "},{"attributes":{"bold":true},"insert":"my opponents' creatures to work for me"},{"insert":".\nAnd this deck is "},{"attributes":{"bold":true},"insert":"very political"},{"insert":". \n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"RAMP"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If there is ramp in my opening hand, there is one very important thing to remember:\n"},{"attributes":{"bold":true},"insert":"You need both black and white mana to cast Killian."},{"insert":"\n\nKillian costs "},{"attributes":{"bold":true},"insert":"{1}{W}{B}"},{"insert":", so getting the correct colors is more important than simply having access to a lot of mana.\nIdeally, I want to have Killian on the battlefield as soon as possible, because every enchantment I play afterwards becomes another opportunity to manipulate combat.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"PLAYING AROUND REMOVAL"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There is, however, one important exception.\n\nIf your playgroup runs a lot of creature removal, you may want to "},{"attributes":{"bold":true},"insert":"delay casting Killian until you can also get some value from him immediately"},{"insert":".\n\nPlaying Killian on turn three, only to have him removed before you can play an enchantment, can leave you with a fairly unimpressive 2/3 creature and very little to show for your investment.\n\nIf possible, wait until you can cast Killian "},{"attributes":{"bold":true},"insert":"and an Aura in the same turn"},{"insert":".\n\nThis way, even if Killian gets removed afterwards, you've already:\ntapped a creature;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"goaded it;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"potentially opened an attack for yourself"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Killian needs to make the table do what you want before he leaves."},{"insert":"\n\nEARLY GAME — Set up the farm"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe early game is all about setting up.\n\nI want to develop my mana, get Killian onto the battlefield when possible, and start putting Auras on creatures that can actually help me generate value.\nI'm not necessarily looking for an aggressive start. Quite the opposite: "},{"attributes":{"bold":true},"insert":"I want the other players to build their boards."},{"insert":"\n\nEvery creature they play can potentially become a future target for one of my Auras, a future attacker, and ultimately another card for me.\n\nThe ideal early game is therefore pretty quiet:\n"},{"attributes":{"bold":true},"insert":"ramp → Killian → Aura → start farming."},{"insert":"\n\nI just need to make sure I have enough resources to survive until the table starts fighting among itself.\n\nMID GAME — Let them fight"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is where the deck really starts doing what it was built to do.\n\nMy priority during the mid game is "},{"attributes":{"bold":true},"insert":"not to control the entire table"},{"insert":". That's impossible, and honestly, it's not what I want.\n\nInstead, I want to:\nuse my removal to keep the most problematic permanents under control;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"use Killian's goad ability to manipulate combat;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"encourage the strongest player to attack "},{"attributes":{"bold":true},"insert":"anyone but me"},{"insert":";"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"help the two players who are falling behind to unite against the leader;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and stay safely in the backlines while continuously generating value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe politics are extremely important here.\n\nIf one player is clearly ahead, I want their creatures attacking the other players rather than me.\nAt the same time, I want the players who are behind to realize that they have a common enemy.\n"},{"attributes":{"bold":true},"insert":"I just need to make sure everyone else understands that they should attack the strongest player."},{"insert":"\n\nThis is where Killian becomes incredibly annoying for the table.\n\nEvery enchantment I play can potentially manipulate combat, while my Auras can turn opposing creatures into card-drawing machines.\nMeanwhile, I'm sitting in the back, drawing cards and quietly accumulating resources.\n\nCards like "},{"attributes":{"bold":true},"insert":"Queen of Dale"},{"insert":", "},{"attributes":{"bold":true},"insert":"Archon with his"},{"insert":" "},{"attributes":{"bold":true},"insert":"Pegasi"},{"insert":", "},{"attributes":{"bold":true},"insert":"Spectral Dancer"},{"insert":", and my other engines allow me to turn this constant flow of enchantments into an increasingly large advantage.\n\nTreasures, card draw, tokens and repeated value all start to pile up.\n\nAnd that's exactly where I want to be.\n"},{"attributes":{"bold":true},"insert":"I want to become the threat while everyone is busy fighting someone else."},{"insert":"\n\nCLOSING THE GAME — The hard part"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Getting to a 1v1 is the easy part.\n"},{"attributes":{"bold":true},"insert":"Winning the 1v1 is where things get difficult."},{"insert":"\n\nThis deck is exceptionally good at surviving a multiplayer game because Killian lets me manipulate combat and encourage my opponents to spend their resources fighting each other.\nBut once there is only one opponent left, the political aspect of the deck becomes much less useful.\n\nThere is nobody left to goad into attacking somebody else.\n\nSo now I actually have to "},{"attributes":{"bold":true},"insert":"kill them myself."},{"insert":"\n\nLuckily, the deck has several different ways to close the game.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"1. Board & Hand Dominance"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The most straightforward way to win is simply to become overwhelmingly ahead.\n\nBy this point, my various draw engines have hopefully generated a huge amount of cards, while cards such as "},{"attributes":{"bold":true},"insert":"Queen of Dale"},{"insert":", "},{"attributes":{"bold":true},"insert":"Spectral Dancer"},{"insert":", the various "},{"attributes":{"bold":true},"insert":"Archons"},{"insert":", and the "},{"attributes":{"bold":true},"insert":"Cats"},{"insert":" allow me to turn that card advantage into a board presence.\n\n"},{"attributes":{"bold":true},"insert":"more cards + more mana + more creatures + more resources than my opponent can realistically deal with."},{"insert":"\n\nAt this point, the game becomes a matter of converting the advantage I've accumulated throughout the game into lethal damage.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"2. Eriette — Drain them out"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The second way to close the game is "},{"attributes":{"bold":true},"insert":"Eriette"},{"insert":".\n\nIf I've already accumulated a significant number of Auras on creatures, Eriette can turn the board I've built during the game into a direct life-drain engine.\nThis is particularly nasty because many of the Auras I've been using throughout the game were never intended to simply make my own creatures bigger.\nThey were there to "},{"attributes":{"bold":true},"insert":"farm value from my opponents' creatures"},{"insert":".\n\nEriette gives all those Auras another purpose:\n"},{"attributes":{"bold":true},"insert":"every creature I've enchanted becomes another source of damage."},{"insert":"\n\nAt this point, the battlefield can become a clock that my opponent simply cannot afford to ignore.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"3. The Infinite Combo"},{"attributes":{"header":3},"insert":"\n"},{"insert":"And finally, there is the nuclear option.\n\nThe deck contains an infinite combo involving:\n"},{"attributes":{"bold":true},"insert":"The Meathook Massacre"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ghostly Dancers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Screams from Within"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe basic loop works like this:\nCast "},{"attributes":{"bold":true},"insert":"Screams from Within"},{"insert":", targeting a creature with thoughness = 1."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ghostly Dancers"},{"insert":" creates a 3/1 creature."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The creature targeted dies."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Meathook Massacre"},{"insert":" triggers deals 1 damage to each opponent or healing you for one depending on the target."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Because the enchanted creature died, Screams from Within returns to the battlefield."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ghostly Dancers creates another 3/1."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Now target the token created by the dancers."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Meathook Massacre"},{"insert":" triggers deals 1 damage to each opponent "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Each iteration deals another point of damage to every opponent.\n\nIt is worth pointing out that this isn't the primary game plan of the deck.\nIt's simply a "},{"attributes":{"bold":true},"insert":"very convenient emergency exit"},{"insert":" when the game has gone long enough and I need a way to turn all the value I've accumulated into an immediate win.\n\nA ode on Goad"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the things I particularly enjoy about this deck is how relevant "},{"attributes":{"bold":true},"insert":"goad"},{"insert":" can be in the current Commander environment.\n\nA lot of decks are built around ramping as quickly as possible, assembling their engines, and eventually racing towards a combo or another powerful way to close the game.\nGoad gives me a way to disrupt that plan "},{"attributes":{"bold":true},"insert":"without necessarily having to remove the threat myself"},{"insert":".\nIt puts player in a position they were not prepared to be, maybe attacking with a combo piece that they need to preserve or using important protection spell to avoid loosing key cards.\n\nIn the end, Commander it's a 4 players game, it's not meant to be played alone :D\n\nWHY I LOVE THIS DECK"},{"attributes":{"header":3},"insert":"\n"},{"insert":"So, after all this talk about Auras, politics, goading, card draw and making my opponents fight each other…\n\n"},{"attributes":{"bold":true},"insert":"Why do I actually love this deck so much?"},{"insert":"\n\nBecause it feels different.\n\nI'm not trying to be the fastest player at the table. I'm not trying to combo off as soon as possible, and I'm definitely not trying to play solitaire.\n\nI love the feeling of sitting back, looking at the board and thinking:\n"},{"attributes":{"italic":true},"insert":"\"Who do I want to attack whom?\""},{"insert":"\n\nEvery game feels like a little puzzle.\nSometimes the best play is removing a threat. Sometimes it's enchanting an opponent's creature. Sometimes it's goading the biggest creature at the table and convincing its controller that attacking someone else is actually a great idea.\n\nAnd while everyone is busy fighting, "},{"attributes":{"bold":true},"insert":"I'm farming Auras."},{"insert":"\n\nCards become Treasures, Treasures become more cards, Auras become attackers, attackers become more cards, and somehow the whole thing keeps feeding itself.\n\nThere isn't always one obvious correct play. The board state, the personalities at the table, and even the deals you make with your opponents can completely change how you should play the next turn.\nAnd that's exactly what I want from a Commander deck.\n\n"},{"attributes":{"bold":true},"insert":"It's powerful, it's political, it's a little bit evil, and most importantly, it's fun."},{"insert":"\n\nNow go farm some Auras. ❤️\n"}]}

Commander

Qty: 1 Price: $1.79
Killian, Decisive Mentor
Whenever an enchantment you control enters, tap up to one target creature and goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever one or more creatures that are enchanted by an Aura you control attack, draw a card.
Legendary Creature - Human Warlock
Killian, Decisive Mentor (soc) 4

Commander

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Aggiunte

Qty: 10 Price: $202.70
Codsworth, Handy Helper
Commanders you control have ward
.
: Add
. Spend this mana only to cast Aura and/or Equipment spells.
: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
Legendary Creature Artifact - Robot
Codsworth, Handy Helper (pip) 14
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (6ed) 19
Farewell
Choose one or more —
• Exile all artifacts.
• Exile all creatures.
• Exile all enchantments.
• Exile all graveyards.
Sorcery
Farewell (m3c) 170
Ghostly Dancers
Flying
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
Creature - Spirit
Ghostly Dancers (dsk) 13
Gleaming Splendor
Whenever an opponent draws their second card each turn, you create a Treasure token.
: Two target players each draw a card.
Enchantment
Gleaming Splendor (hob) 15
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (dsc) 283
Sun Titan
Vigilance
Whenever this creature enters or attacks, you may return target permanent card with mana value 3 or less from your graveyard to the battlefield.
Creature - Giant
Sun Titan (soc) 178
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (plst) C16-78
The Meathook Massacre
When The Meathook Massacre enters, each creature gets -X/-X until end of turn.
Whenever a creature you control dies, each opponent loses 1 life.
Whenever a creature an opponent controls dies, you gain 1 life.
Legendary Enchantment
The Meathook Massacre (inr) 122
The Queen of Dale
Whenever an opponent casts their first noncreature spell each turn, you recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Legendary Creature - Human Noble
The Queen of Dale (hob) 24

Aggiunte

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Drain

Qty: 1 Price: $0.99
Eriette of the Charmed Apple
Each creature that's enchanted by an Aura you control can't attack you or planeswalkers you control.
At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
Legendary Creature - Human Warlock
Eriette of the Charmed Apple (soc) 307

Drain

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Draw

Qty: 13 Price: $12.45
Armored Skyhunter
Flying
Whenever this creature attacks, look at the top six cards of your library. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.
Creature - Knight Cat
Armored Skyhunter (soc) 138
Breena, the Demagogue
Flying
Whenever a player attacks one of your opponents, if that opponent has more life than another of your opponents, that attacking player draws a card and you put two +1/+1 counters on a creature you control.
Legendary Creature - Bird Warlock
Breena, the Demagogue (soc) 298
Coercive Impetus
Enchant creature
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you draw a card and lose 1 life.
Enchantment - Aura
Coercive Impetus (soc) 24
Hateful Eidolon
Lifelink
Whenever an enchanted creature dies, draw a card for each Aura you controlled that was attached to it.
Creature Enchantment - Spirit
Hateful Eidolon (soc) 215
Herald of Amity
Flying
When this creature enters, exile the top eight cards of your library. You may cast an Aura spell from among them without paying its mana cost. Then put the rest on the bottom of your library in a random order.
Whenever this creature attacks, it gets +X/+X until end of turn, where X is the number of Auras you control.
Creature - Griffin
Herald of Amity (soc) 15
Kor Spiritdancer
This creature gets +2/+2 for each Aura attached to it.
Whenever you cast an Aura spell, you may draw a card.
Creature - Wizard Kor
Kor Spiritdancer (soc) 152
Mangara, the Diplomat
Lifelink
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, draw a card.
Whenever an opponent casts their second spell each turn, draw a card.
Legendary Creature - Human Cleric
Mangara, the Diplomat (soc) 155
Pearl-Ear, Imperial Advisor
Lifelink
Enchantment spells you cast have affinity for Auras. (They cost
less to cast for each Aura you control.)
Whenever you cast an Aura spell that targets a modified permanent you control, draw a card. (Equipment, Auras you control, and counters are modifications.)
Legendary Creature - Advisor Fox
Pearl-Ear, Imperial Advisor (soc) 160
Sage's Reverie
Enchant creature
When this Aura enters, draw a card for each Aura you control that's attached to a creature.
Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.
Enchantment - Aura
Sage's Reverie (soc) 165
Secret Rendezvous
You and target opponent each draw three cards.
Sorcery
Secret Rendezvous (soc) 166
Shadrix Silverquill
Flying, double strike
At the beginning of combat on your turn, you may choose two. Each mode must target a different player.
• Target player creates a 2/1 white and black Inkling creature token with flying.
• Target player draws a card and loses 1 life.
• Target player puts a +1/+1 counter on each creature they control.
Legendary Creature - Elder Dragon
Shadrix Silverquill (soc) 330
Songbirds' Blessing
Enchant creature
Whenever enchanted creature attacks, reveal cards from the top of your library until you reveal an Aura card. You may put that card onto the battlefield. If you don't, put it into your hand. Put the rest on the bottom of your library in a random order.
Enchantment - Aura
Songbirds' Blessing (soc) 174
Sram, Senior Edificer
Whenever you cast an Aura, Equipment, or Vehicle spell, draw a card.
Legendary Creature - Advisor Dwarf
Sram, Senior Edificer (soc) 176

Draw

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Evasion

Qty: 1 Price: $0.99
Angelic Destiny
Enchant creature
Enchanted creature gets +4/+4, has flying and first strike, and is an Angel in addition to its other types.
When enchanted creature dies, return this card to its owner's hand.
Enchantment - Aura
Angelic Destiny (soc) 134

Evasion

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Land

Qty: 36 Price: $46.44
Arcane Lighthouse
: Add
.
,
: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Land
Arcane Lighthouse (soc) 361
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (soc) 363
Caves of Koilos
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Caves of Koilos (soc) 365
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (soc) 129
Desolate Mire
,
: Add
.
Land
Desolate Mire (soc) 367
Eclipsed Steppe
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Swamp
Eclipsed Steppe (soc) 53
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (soc) 369
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (soc) 130
Fetid Heath
: Add
.
,
: Add
,
, or
.
Land
Fetid Heath (soc) 372
Forum of Amity
This land enters tapped.
: Add
or
.
,
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land
Forum of Amity (sos) 256
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (soc) 382
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (soc) 393
Plains
(
: Add
.)
Basic Land - Plains
Plains (sos) 272
Shineshadow Snarl
As this land enters, you may reveal a Plains or Swamp card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Shineshadow Snarl (soc) 403
Silverquill Campus
This land enters tapped.
: Add
or
.
,
: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Silverquill Campus (soc) 405
Study Hall
: Add
.
,
: Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
Land
Study Hall (soc) 407
Sunlit Marsh
(
: Add
or
.)
This land enters tapped.
Land - Plains Swamp
Sunlit Marsh (soc) 409
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (sos) 276
Temple of Silence
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Silence (soc) 415
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (sos) 265
Turbulent Moor
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Swamp
Turbulent Moor (soc) 56
Umbral Expanse
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Swamp
Umbral Expanse (soc) 60
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (soc) 422

Land

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Protection

Qty: 7 Price: $18.43
Flickering Ward
Enchant creature
As this Aura enters, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.
: Return this Aura to its owner's hand.
Enchantment - Aura
Flickering Ward (soc) 109
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (soc) 146
Gift of Immortality
Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step.
Enchantment - Aura
Gift of Immortality (soc) 147
Inkshield
Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying.
Instant
Inkshield (soc) 316
Nils, Discipline Enforcer
At the beginning of your end step, for each player, put a +1/+1 counter on up to one target creature that player controls.
Each creature with one or more counters on it can't attack you or planeswalkers you control unless its controller pays
, where X is the number of counters on that creature.
Legendary Creature - Human Cleric
Nils, Discipline Enforcer (soc) 158
Shielded by Faith
Enchant creature
Enchanted creature has indestructible.
Whenever a creature enters, you may attach this Aura to that creature.
Enchantment - Aura
Shielded by Faith (soc) 172
Spirit Mantle
Enchant creature
Enchanted creature gets +1/+1 and has protection from creatures.
Enchantment - Aura
Spirit Mantle (soc) 175

Protection

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Pump

Qty: 2 Price: $1.98
Eidolon of Countless Battles
Bestow
(If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.)
This creature and enchanted creature each get +1/+1 for each creature you control and +1/+1 for each Aura you control.
Creature Enchantment - Spirit
Eidolon of Countless Battles (soc) 144
Eldrazi Conscription
Enchant creature
Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)
Enchantment Kindred - Aura Eldrazi
Eldrazi Conscription (soc) 131

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Ramp

Qty: 8 Price: $28.94
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (soc) 127
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (soc) 347
Killian, Ink Duelist
Lifelink
Menace (This creature can't be blocked except by two or more creatures.)
Spells you cast that target a creature cost
less to cast.
Legendary Creature - Human Warlock
Killian, Ink Duelist (soc) 317
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
Land Tax (soc) 153
Sol Ring
: Add
.
Artifact
Sol Ring (soc) 128
Starfield Mystic
Enchantment spells you cast cost
less to cast.
Whenever an enchantment you control is put into a graveyard from the battlefield, put a +1/+1 counter on this creature.
Creature - Human Cleric
Starfield Mystic (soc) 177
Talisman of Hierarchy
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Hierarchy (soc) 358
Transcendent Envoy
Flying
Aura spells you cast cost
less to cast.
Creature Enchantment - Griffin
Transcendent Envoy (soc) 183

Ramp

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Recursion

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Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura
Animate Dead (soc) 207
Changing Loyalty
Flash
Replicate
(When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
When enchanted creature dies, return it to the battlefield under your control.
Enchantment - Aura
Changing Loyalty (soc) 23
Eiganjo Dynastorian
Vigilance
Whenever you attack with two or more creatures, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Advisor Fox
Eiganjo Dynastorian // Replenish (soc) 13
Raffine's Guidance
Enchant creature
Enchanted creature gets +1/+1.
You may cast this card from your graveyard by paying
rather than paying its mana cost.
Enchantment - Aura
Raffine's Guidance (soc) 162
Sentinel's Eyes
Enchant creature
Enchanted creature gets +1/+1 and has vigilance.
Escape—
, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Enchantment - Aura
Sentinel's Eyes (soc) 168

Recursion

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Removal

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Anguished Unmaking
Exile target nonland permanent. You lose 3 life.
Instant
Anguished Unmaking (soc) 293
Chains of Custody
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature has ward
. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Enchantment - Aura
Chains of Custody (soc) 139
Darksteel Mutation
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment - Aura
Darksteel Mutation (soc) 142
Doomwake Giant
Constellation — Whenever this creature or another enchantment you control enters, creatures your opponents control get -1/-1 until end of turn.
Creature Enchantment - Giant
Doomwake Giant (soc) 212
Fracture
Destroy target artifact, enchantment, or planeswalker.
Instant
Fracture (soc) 310
Ghoulish Impetus
Enchant creature
Enchanted creature gets +1/+1, has deathtouch, and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
When enchanted creature dies, return this card to the battlefield at the beginning of the next end step.
Enchantment - Aura
Ghoulish Impetus (soc) 214
Martial Impetus
Enchant creature
Enchanted creature gets +1/+1 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, each other creature that's attacking one of your opponents gets +1/+1 until end of turn.
Enchantment - Aura
Martial Impetus (soc) 156
Parasitic Impetus
Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, its controller loses 2 life and you gain 2 life.
Enchantment - Aura
Parasitic Impetus (soc) 222
Promise of Loyalty
Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it.
Sorcery
Promise of Loyalty (soc) 161
Redemption Arc
Enchant creature
Enchanted creature has indestructible and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
: Exile enchanted creature.
Enchantment - Aura
Redemption Arc (soc) 163
Screams from Within
Enchant creature
Enchanted creature gets -1/-1.
When enchanted creature dies, return this card from your graveyard to the battlefield.
Enchantment - Aura
Screams from Within (soc) 119
Sheltered by Ghosts
Enchant creature you control
When this Aura enters, exile target nonland permanent an opponent controls until this Aura leaves the battlefield.
Enchanted creature gets +1/+0 and has lifelink and ward
.
Enchantment - Aura
Sheltered by Ghosts (soc) 171
Vanishing Verse
Exile target monocolored permanent.
Instant
Vanishing Verse (soc) 335

Removal

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Secondary Commander

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Scriv, the Obligator
Flying, deathtouch
Whenever Scriv enters or attacks, create a white Aura enchantment token named Contract attached to target creature an opponent controls. The token has enchant creature and "Whenever enchanted creature attacks, it gets +2/+0 until end of turn if it's attacking one of your opponents. Otherwise, its controller loses 2 life."
Legendary Creature - Bird Inkling
Scriv, the Obligator (soc) 9

Secondary Commander

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Tokens

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Ajani's Chosen
Whenever an enchantment you control enters, create a 2/2 white Cat creature token. If that enchantment is an Aura, you may attach it to the token.
Creature - Soldier Cat
Ajani's Chosen (soc) 132
Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon
Archon of Sun's Grace (soc) 137

Tokens

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Maybeboard

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Combat Calligrapher
Flying
Inklings can't attack you or planeswalkers you control.
Whenever a player attacks one of your opponents, that attacking player creates a tapped 2/1 white and black Inkling creature token with flying that's attacking that opponent.
Creature - Cleric Bird
Combat Calligrapher (soc) 141
Defacing Duskmage
Deathtouch
Whenever an opponent draws their second card each turn, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Warlock Dog
Defacing Duskmage // Vandal's Edit (soc) 45
Fallen Ideal
Enchant creature
Enchanted creature has flying and "Sacrifice a creature: This creature gets +2/+1 until end of turn."
When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Enchantment - Aura
Fallen Ideal (soc) 117
Firemane Commando
Flying
Whenever you attack with two or more creatures, draw a card.
Whenever another player attacks with two or more creatures, they draw a card if none of those creatures attacked you.
Creature - Soldier Angel
Firemane Commando (soc) 145
Forum Filibuster
At the beginning of your upkeep, create a 2/1 white and black Inkling creature token with flying. When you do, return up to one target Aura or Equipment card from your graveyard to the battlefield attached to that token.
Enchantment
Forum Filibuster (soc) 14
Intermediate Chirography
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/1 white and black Inkling creature token with flying.
: Level 2
Whenever you lose life for the first time each turn, put a +1/+1 counter on target creature you control.
: Level 3
At the beginning of each end step, if a modified creature died under your control this turn, create a 2/1 white and black Inkling creature token with flying. (Equipment, Auras you control, and counters are modifications.)
Enchantment - Class
Intermediate Chirography (soc) 26
Keen Duelist
At the beginning of your upkeep, you and target opponent each reveal the top card of your library. You each lose life equal to the mana value of the card revealed by the other player. You each put the card you revealed into your hand.
Creature - Human Wizard
Keen Duelist (soc) 218
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (trk) 321
Tomik, Wielder of Law
Affinity for planeswalkers (This spell costs
less to cast for each planeswalker you control.)
Flying, vigilance
Whenever an opponent attacks with creatures, if two or more of those creatures are attacking you and/or planeswalkers you control, that opponent loses 3 life and you draw a card.
Legendary Creature - Human Advisor
Tomik, Wielder of Law (soc) 333
Winds of Rath
Destroy all creatures that aren't enchanted. They can't be regenerated.
Sorcery
Winds of Rath (soc) 185

Maybeboard

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Deck Info

Deck stats

60 pips - 49 cards
31 mana - 28 cards
0 pips - 0 cards
0 mana - 6 cards
21 pips - 19 cards
29 mana - 27 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
9 mana - 8 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Hello!\nIf you stumble upon this primer, thank you for your interest!\n\nThis is the upgraded version of the "},{"attributes":{"bold":true},"insert":"\"Silverquill Influence\""},{"insert":" precon from "},{"attributes":{"italic":true},"insert":"Secrets of Strixhaven"},{"insert":", and oh boy, do I love this deck!\n\nI played the precon at my LGS for a while in order to correctly match the power level of newer players' decks, and I immediately felt that the original deck had a "},{"attributes":{"bold":true},"insert":"very strong foundation"},{"insert":".\nSo, when I decided to upgrade it, I gave myself a little challenge: "},{"attributes":{"bold":true},"insert":"a maximum of 10 card swaps"},{"insert":", in order to preserve the original aura and identity of the deck.\n\nOf course, they are 10 pretty powerful swaps. But what can I say? They're good cards for a reason!\n\nThe cards I've added are listed in the "},{"attributes":{"bold":true},"insert":"\"Aggiunte\""},{"insert":" category, while the cards I've removed are in the "},{"attributes":{"bold":true},"insert":"\"Maybeboard\""},{"insert":" category.\n\nThe idea behind this upgrade wasn't to completely rebuild the deck or turn it into something unrecognizable. I wanted to keep the original "},{"attributes":{"bold":true},"insert":"Silverquill feeling"},{"insert":", while making the deck more consistent and giving Killian's game plan a little more punch.\n\nSo, let's start!\n\nMULLIGAN"},{"attributes":{"header":3},"insert":"\n"},{"insert":"My ideal opening hand is actually pretty simple.\n\nI want to see:\n"},{"attributes":{"bold":true},"insert":"3 lands"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"1 Aura"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"…and that's pretty much it.\n\nThe Aura is extremely important because it is what allows Killian to start doing his thing.\n\nWhenever an enchantment you control enters the battlefield, Killian "},{"attributes":{"bold":true},"insert":"taps and goads a creature"},{"insert":". This means that even a simple Aura can become a political tool: you can remove a blocker, force a threatening creature to attack, or simply make two opponents fight each other instead of you.\n\nBut there's another very important part of Killian's ability:\n"},{"attributes":{"bold":true},"insert":"The creature you enchant doesn't have to be yours."},{"insert":"\n\nIn fact, one of the most fun things you can do with this deck is put your Auras on your opponents' creatures.\nIf that creature attacks, Killian rewards you by drawing a card.\n\nSo ideally, I want my opening hand to contain the tools to start putting "},{"attributes":{"bold":true},"insert":"my opponents' creatures to work for me"},{"insert":".\nAnd this deck is "},{"attributes":{"bold":true},"insert":"very political"},{"insert":". \n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"RAMP"},{"attributes":{"header":3},"insert":"\n"},{"insert":"If there is ramp in my opening hand, there is one very important thing to remember:\n"},{"attributes":{"bold":true},"insert":"You need both black and white mana to cast Killian."},{"insert":"\n\nKillian costs "},{"attributes":{"bold":true},"insert":"{1}{W}{B}"},{"insert":", so getting the correct colors is more important than simply having access to a lot of mana.\nIdeally, I want to have Killian on the battlefield as soon as possible, because every enchantment I play afterwards becomes another opportunity to manipulate combat.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"PLAYING AROUND REMOVAL"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There is, however, one important exception.\n\nIf your playgroup runs a lot of creature removal, you may want to "},{"attributes":{"bold":true},"insert":"delay casting Killian until you can also get some value from him immediately"},{"insert":".\n\nPlaying Killian on turn three, only to have him removed before you can play an enchantment, can leave you with a fairly unimpressive 2/3 creature and very little to show for your investment.\n\nIf possible, wait until you can cast Killian "},{"attributes":{"bold":true},"insert":"and an Aura in the same turn"},{"insert":".\n\nThis way, even if Killian gets removed afterwards, you've already:\ntapped a creature;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"goaded it;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"potentially opened an attack for yourself"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Killian needs to make the table do what you want before he leaves."},{"insert":"\n\nEARLY GAME — Set up the farm"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe early game is all about setting up.\n\nI want to develop my mana, get Killian onto the battlefield when possible, and start putting Auras on creatures that can actually help me generate value.\nI'm not necessarily looking for an aggressive start. Quite the opposite: "},{"attributes":{"bold":true},"insert":"I want the other players to build their boards."},{"insert":"\n\nEvery creature they play can potentially become a future target for one of my Auras, a future attacker, and ultimately another card for me.\n\nThe ideal early game is therefore pretty quiet:\n"},{"attributes":{"bold":true},"insert":"ramp → Killian → Aura → start farming."},{"insert":"\n\nI just need to make sure I have enough resources to survive until the table starts fighting among itself.\n\nMID GAME — Let them fight"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This is where the deck really starts doing what it was built to do.\n\nMy priority during the mid game is "},{"attributes":{"bold":true},"insert":"not to control the entire table"},{"insert":". That's impossible, and honestly, it's not what I want.\n\nInstead, I want to:\nuse my removal to keep the most problematic permanents under control;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"use Killian's goad ability to manipulate combat;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"encourage the strongest player to attack "},{"attributes":{"bold":true},"insert":"anyone but me"},{"insert":";"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"help the two players who are falling behind to unite against the leader;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and stay safely in the backlines while continuously generating value."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe politics are extremely important here.\n\nIf one player is clearly ahead, I want their creatures attacking the other players rather than me.\nAt the same time, I want the players who are behind to realize that they have a common enemy.\n"},{"attributes":{"bold":true},"insert":"I just need to make sure everyone else understands that they should attack the strongest player."},{"insert":"\n\nThis is where Killian becomes incredibly annoying for the table.\n\nEvery enchantment I play can potentially manipulate combat, while my Auras can turn opposing creatures into card-drawing machines.\nMeanwhile, I'm sitting in the back, drawing cards and quietly accumulating resources.\n\nCards like "},{"attributes":{"bold":true},"insert":"Queen of Dale"},{"insert":", "},{"attributes":{"bold":true},"insert":"Archon with his"},{"insert":" "},{"attributes":{"bold":true},"insert":"Pegasi"},{"insert":", "},{"attributes":{"bold":true},"insert":"Spectral Dancer"},{"insert":", and my other engines allow me to turn this constant flow of enchantments into an increasingly large advantage.\n\nTreasures, card draw, tokens and repeated value all start to pile up.\n\nAnd that's exactly where I want to be.\n"},{"attributes":{"bold":true},"insert":"I want to become the threat while everyone is busy fighting someone else."},{"insert":"\n\nCLOSING THE GAME — The hard part"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Getting to a 1v1 is the easy part.\n"},{"attributes":{"bold":true},"insert":"Winning the 1v1 is where things get difficult."},{"insert":"\n\nThis deck is exceptionally good at surviving a multiplayer game because Killian lets me manipulate combat and encourage my opponents to spend their resources fighting each other.\nBut once there is only one opponent left, the political aspect of the deck becomes much less useful.\n\nThere is nobody left to goad into attacking somebody else.\n\nSo now I actually have to "},{"attributes":{"bold":true},"insert":"kill them myself."},{"insert":"\n\nLuckily, the deck has several different ways to close the game.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"1. Board & Hand Dominance"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The most straightforward way to win is simply to become overwhelmingly ahead.\n\nBy this point, my various draw engines have hopefully generated a huge amount of cards, while cards such as "},{"attributes":{"bold":true},"insert":"Queen of Dale"},{"insert":", "},{"attributes":{"bold":true},"insert":"Spectral Dancer"},{"insert":", the various "},{"attributes":{"bold":true},"insert":"Archons"},{"insert":", and the "},{"attributes":{"bold":true},"insert":"Cats"},{"insert":" allow me to turn that card advantage into a board presence.\n\n"},{"attributes":{"bold":true},"insert":"more cards + more mana + more creatures + more resources than my opponent can realistically deal with."},{"insert":"\n\nAt this point, the game becomes a matter of converting the advantage I've accumulated throughout the game into lethal damage.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"2. Eriette — Drain them out"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The second way to close the game is "},{"attributes":{"bold":true},"insert":"Eriette"},{"insert":".\n\nIf I've already accumulated a significant number of Auras on creatures, Eriette can turn the board I've built during the game into a direct life-drain engine.\nThis is particularly nasty because many of the Auras I've been using throughout the game were never intended to simply make my own creatures bigger.\nThey were there to "},{"attributes":{"bold":true},"insert":"farm value from my opponents' creatures"},{"insert":".\n\nEriette gives all those Auras another purpose:\n"},{"attributes":{"bold":true},"insert":"every creature I've enchanted becomes another source of damage."},{"insert":"\n\nAt this point, the battlefield can become a clock that my opponent simply cannot afford to ignore.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"3. The Infinite Combo"},{"attributes":{"header":3},"insert":"\n"},{"insert":"And finally, there is the nuclear option.\n\nThe deck contains an infinite combo involving:\n"},{"attributes":{"bold":true},"insert":"The Meathook Massacre"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ghostly Dancers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Screams from Within"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe basic loop works like this:\nCast "},{"attributes":{"bold":true},"insert":"Screams from Within"},{"insert":", targeting a creature with thoughness = 1."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Ghostly Dancers"},{"insert":" creates a 3/1 creature."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"The creature targeted dies."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Meathook Massacre"},{"insert":" triggers deals 1 damage to each opponent or healing you for one depending on the target."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Because the enchanted creature died, Screams from Within returns to the battlefield."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Ghostly Dancers creates another 3/1."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Now target the token created by the dancers."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The Meathook Massacre"},{"insert":" triggers deals 1 damage to each opponent "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Repeat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Each iteration deals another point of damage to every opponent.\n\nIt is worth pointing out that this isn't the primary game plan of the deck.\nIt's simply a "},{"attributes":{"bold":true},"insert":"very convenient emergency exit"},{"insert":" when the game has gone long enough and I need a way to turn all the value I've accumulated into an immediate win.\n\nA ode on Goad"},{"attributes":{"header":2},"insert":"\n"},{"insert":"One of the things I particularly enjoy about this deck is how relevant "},{"attributes":{"bold":true},"insert":"goad"},{"insert":" can be in the current Commander environment.\n\nA lot of decks are built around ramping as quickly as possible, assembling their engines, and eventually racing towards a combo or another powerful way to close the game.\nGoad gives me a way to disrupt that plan "},{"attributes":{"bold":true},"insert":"without necessarily having to remove the threat myself"},{"insert":".\nIt puts player in a position they were not prepared to be, maybe attacking with a combo piece that they need to preserve or using important protection spell to avoid loosing key cards.\n\nIn the end, Commander it's a 4 players game, it's not meant to be played alone :D\n\nWHY I LOVE THIS DECK"},{"attributes":{"header":3},"insert":"\n"},{"insert":"So, after all this talk about Auras, politics, goading, card draw and making my opponents fight each other…\n\n"},{"attributes":{"bold":true},"insert":"Why do I actually love this deck so much?"},{"insert":"\n\nBecause it feels different.\n\nI'm not trying to be the fastest player at the table. I'm not trying to combo off as soon as possible, and I'm definitely not trying to play solitaire.\n\nI love the feeling of sitting back, looking at the board and thinking:\n"},{"attributes":{"italic":true},"insert":"\"Who do I want to attack whom?\""},{"insert":"\n\nEvery game feels like a little puzzle.\nSometimes the best play is removing a threat. Sometimes it's enchanting an opponent's creature. Sometimes it's goading the biggest creature at the table and convincing its controller that attacking someone else is actually a great idea.\n\nAnd while everyone is busy fighting, "},{"attributes":{"bold":true},"insert":"I'm farming Auras."},{"insert":"\n\nCards become Treasures, Treasures become more cards, Auras become attackers, attackers become more cards, and somehow the whole thing keeps feeding itself.\n\nThere isn't always one obvious correct play. The board state, the personalities at the table, and even the deals you make with your opponents can completely change how you should play the next turn.\nAnd that's exactly what I want from a Commander deck.\n\n"},{"attributes":{"bold":true},"insert":"It's powerful, it's political, it's a little bit evil, and most importantly, it's fun."},{"insert":"\n\nNow go farm some Auras. ❤️\n"}]}
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