KingKazoon
156 views2 months ago
Commander
Size: 100Salt sum: 34.89
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Commander
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Booby Trap
As this artifact enters, choose an opponent and a card name other than a basic land card name.
The chosen player reveals each card they draw.
When the chosen player draws a card with the chosen name, sacrifice this artifact. If you do, this artifact deals 10 damage to that player.
The chosen player reveals each card they draw.
When the chosen player draws a card with the chosen name, sacrifice this artifact. If you do, this artifact deals 10 damage to that player.
Artifact

Burn
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Gabriel Angelfire
At the beginning of your upkeep, choose flying, first strike, trample, or rampage 3. Gabriel Angelfire gains that ability until your next upkeep. (Whenever a creature with rampage 3 becomes blocked, it gets +3/+3 until end of turn for each creature blocking it beyond the first.)
Legendary Creature - Angel

Creature
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Abundance
If you would draw a card, you may instead choose land or nonland and reveal cards from the top of your library until you reveal a card of the chosen kind. Put that card into your hand and put all other cards revealed this way on the bottom of your library in any order.
Enchantment

Draw
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Decomposition
Enchant black creature
Enchanted creature has "Cumulative upkeep—Pay 1 life." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
When enchanted creature dies, its controller loses 2 life.
Enchanted creature has "Cumulative upkeep—Pay 1 life." (At the beginning of its controller's upkeep, that player puts an age counter on it, then sacrifices it unless they pay its upkeep cost for each age counter on it.)
When enchanted creature dies, its controller loses 2 life.
Enchantment - Aura

Enchantment
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Evasion
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Land
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Lifegain
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Protection
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Ramp
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Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Recursion
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Removal
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Questing Phelddagrif
: This creature gets +1/+1 until end of turn. Target opponent creates a 1/1 green Hippo creature token.
: This creature gains protection from black and from red until end of turn. Target opponent gains 2 life.
: This creature gains flying until end of turn. Target opponent may draw a card.
: This creature gains protection from black and from red until end of turn. Target opponent gains 2 life.
: This creature gains flying until end of turn. Target opponent may draw a card.
Creature - Phelddagrif

Tokens
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Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Hi! My friend had asked me to make an Elder Dragon deck so that we could play true EDH, and since I'm a more recent player (2024 briefly, 2026 properly) I decided to try to limit myself to only cards printed in or before 2002, to fully capture what an EDH deck might feel like at the time. I did choose to ignore the aspect of the singleton rule applying to basic lands back in 2002, but other than that, everything follows the legal card pool and most of the rules from 1993-2002 Commander. \n\nThe primary objective of this deck is to keep your life high, and to always have creatures on the board. If played against another from-the-era deck (or at least, another Legends expansion Elder Dragon), this ensures a decent stall strategy due to how difficult Commander damage is to actually deal due to the Dragons being 8 mana. However, even fighting a modern deck, the overall composition of the deck allows you to focus all of your removal into problematic creatures or Commanders without having to take gradual chip from the weaker creatures an opponent may have out. Furthermore, there is a good handful of colour hate aspects in the deck that allow you to delay or prevent strong spells from any era of Magic.\n\nAnother large aspect of the deck is the unintentional wincon of full swinging with a board full of Horsemanship (because who runs Horsemanship?), buffed creatures. The legendary creatures of this deck all serve very important purposes in attempts to win this deck, and "},{"insert":{"card-link":"Captain Sisay"}},{"insert":" remains a crucial part of it all. My personal suggestion is to try to get "},{"insert":{"card-link":"Sun Quan, Lord of Wu"}},{"insert":" onto the field as soon as you have a moderately full board, or once you've chipped your opponent down enough (especially if playing with the original 200/player-amount life total).\n\n"},{"insert":{"card-link":"Kongming, \"Sleeping Dragon\""}},{"insert":" is another important creature to get out quickly, as he helps to pad your tap-centric creatures and/or your attacking creatures toughness in spite of them losing "},{"insert":{"card-link":"Arcades Sabboth"}},{"insert":"s' defense boost, as it only affects non-attacking and untapped creatures. Remember to properly utilise your card draw and tutoring spells and abilities and to look for creatures at the most optimal moments. As a backup, there is plenty of creature recursion in the deck, available in a wide range of mana costs so that you can ensure you'll have your best creatures at any point in the game. \n\nSomething to watch out for is exile. Even in modern Magic, it's a difficult thing to properly avoid without counterspells or blinking, and near impossible to regain creatures that get exiled. If your opponent is running White or Black, make sure to hold onto your counterspells and "},{"insert":{"card-link":"Shelter"}},{"insert":". You can always retrieve them later as long as you keep "},{"insert":{"card-link":"Scrivener"}},{"insert":" out of exile, but it's a costly thing to do so it's best to keep at least one handy, especially in the mid game.\n\nAdmittedly, this deck was made with the intention of it being played against one of the other 5 original Elder Dragons, and it's more of an attempt to understand how deckbuilding may have worked 24 years ago, when Commander got its first official banlist. It is very likely to struggle against any optimised deck regardless of bracket, and is inherently outclassed by newer decks and newer cards, but I personally had alot of fun trying to translate my modern playstyles into older cards and limitations.\n"}]}











































































