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Commander
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{"ops":[{"insert":"Disa needs a break; it's time for a new Lhurgoyf commander to take the reigns!\nThankfully "},{"insert":{"card-link":"Winter, Misanthropic Guide"}},{"insert":" is even more obsessed with graveyards and wants everyone"},{"attributes":{"bold":true},"insert":" "},{"insert":"to fill their yards with cards.\n\nIn this deck we are marrying "},{"attributes":{"italic":true},"insert":"Delirium"},{"insert":" with "},{"attributes":{"italic":true},"insert":"Lhurgoyfs"},{"insert":" to discard and disarm our opponents while growing our creatures and ramming through the win. \nThis is a Bracket 3 deck expecting to win on turn 8+ with no combos and only two Game Changers.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Gameplan -"},{"insert":" Paralyze our Opponents\nWith all 9 distinct card types represented our goal is to get our opponents hand limit to 0 while milling their cards and presenting too many threats and annoyances to deal with; eventually overrunning them with perpetually growing Goyfs. The ultimate wincon is straight creature damage while locking our opponents out of their own plans and plays.\n\n"},{"attributes":{"bold":true},"insert":"The Early Game"},{"insert":"\nWith fewer creatures than normal and a wider spread of card types the first three turns should be focused heavily on ramping. \nKey cards to look for are "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" "},{"insert":{"card-link":"Riveteers Overlook"}},{"insert":" and "},{"insert":{"card-link":"Traverse the Ulvenwald"}},{"insert":" as they fix our mana on board, but also fill the graveyard with useful card types. \nGetting "},{"insert":{"card-link":"Tarmogoyf Nest"}},{"insert":" "},{"insert":{"card-link":"Emerald Medallion"}},{"insert":" or "},{"insert":{"card-link":"Chromatic Sphere"}},{"insert":" around turns 3 and 4 will help smooth things moving into...\n\n"},{"attributes":{"bold":true},"insert":"The Mid Game"},{"insert":"\nThis is where we build our engine. "},{"insert":{"card-link":"Winter, Misanthropic Guide"}},{"insert":" should be able to get on board and after surviving one turn cycle on the board should heavily limit what our opponents can do. It's usually worth keeping Winter in the command zone until Turn 5 or 6 to keep protection on hand such as "},{"insert":{"card-link":"Blossoming Defense"}},{"insert":" or "},{"insert":{"card-link":"Snakeskin Veil"}},{"insert":". It's also important to play the table by flying under the radar and allowing bigger threats at the table to take heat away from you. This is a slower deck, so take advantage of that. \nGetting any "},{"insert":{"card-link":"Barrowgoyf"}},{"insert":" and/or "},{"insert":{"card-link":"Tarmogoyf"}},{"insert":" on the field and bestowing them with "},{"insert":{"card-link":"Springheart Nantuko"}},{"insert":" will allow you to go wide while the rest of your engine grows the Goyfs off you and your opponents graveyards - Springheart Nantuko on "},{"insert":{"card-link":"Pyrogoyf"}},{"insert":" is an easy way to end the game now. Of course, this is also the perfect time for "},{"insert":{"card-link":"Disa the Restless"}},{"insert":" to join the fun turning discard, mill, and damage to our favor.\n\nThis is another good opportunity to present a variety of threats to our opponents. "},{"insert":{"card-link":"Altar of the Brood"}},{"insert":" "},{"insert":{"card-link":"Mesmeric Orb"}},{"insert":" and our Planeswalkers "},{"insert":{"card-link":"Ral Zarek, Guest Lecturer"}},{"insert":" "},{"insert":{"card-link":"Grist, the Hunger Tide"}},{"insert":" and "},{"insert":{"card-link":"Liliana of the Veil"}},{"insert":" are all salt-inducing permanents that demand answers. We don't fear removal with this deck - everything they remove just powers up our Goyfs even more. \n\n"},{"attributes":{"bold":true},"insert":"The Late Game"},{"insert":"\n"},{"insert":{"card-link":"Altar of the Goyf"}},{"insert":" and "},{"insert":{"card-link":"Cover of Darkness"}},{"insert":" are the closest things to finishers in this deck as by now we should have disarmed our opponents and built a board of enough GOCS (Goyfs of Considerable Size) to present a lethal threat. The best way to ensure getting to this point is with the protection built in with "},{"insert":{"card-link":"Avoid Fate"}},{"insert":" "},{"insert":{"card-link":"Legolas's Quick Reflexes"}},{"insert":" and "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":". \nSwing out with any number of Goyfs to secure the win - ideally around Turn 8-10. \n\n"},{"attributes":{"bold":true},"insert":"Connecting the Dots"},{"insert":"\nTutors like "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":" and "},{"insert":{"card-link":"Dina's Guidance"}},{"insert":" will help us connect the stages of the game and ensure we have access to the correct cards at the best times. There is also just enough recursion to bring back key pieces from our graveyards after we have sufficient types to replace them. Every card we have in the graveyard is useful, so we don't need to be precious about discarding Battles or Planeswalkers especially. Protecting the key pieces at each stage and removing opposing threats with "},{"insert":{"card-link":"Drag to the Roots"}},{"insert":" "},{"insert":{"card-link":"Impossible Inferno"}},{"insert":" and "},{"insert":{"card-link":"Beastie Beatdown"}},{"insert":" allow us to pick and choose the best moments to strike.\n"}]}
Commander
Winter, Misanthropic Guide
Ward
At the beginning of your upkeep, each player draws two cards.
Delirium — As long as there are four or more card types among cards in your graveyard, each opponent's maximum hand size is equal to seven minus the number of those card types.
At the beginning of your upkeep, each player draws two cards.
Delirium — As long as there are four or more card types among cards in your graveyard, each opponent's maximum hand size is equal to seven minus the number of those card types.
Legendary Creature - Human Warlock

Commander
(CTRL to add secondary)
'The Boys' for 'The Yard'
Crop Sigil
At the beginning of your upkeep, you may mill a card.
Delirium — , Sacrifice this enchantment: Return up to one target creature card and up to one target land card from your graveyard to your hand. Activate only if there are four or more card types among cards in your graveyard.
Delirium — , Sacrifice this enchantment: Return up to one target creature card and up to one target land card from your graveyard to your hand. Activate only if there are four or more card types among cards in your graveyard.
Enchantment

Grist, the Hunger Tide
As long as Grist isn't on the battlefield, it's a 1/1 Insect creature in addition to its other types.
+1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process.
−2: You may sacrifice a creature. When you do, destroy target creature or planeswalker.
−5: Each opponent loses life equal to the number of creature cards in your graveyard.
+1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process.
−2: You may sacrifice a creature. When you do, destroy target creature or planeswalker.
−5: Each opponent loses life equal to the number of creature cards in your graveyard.
Legendary Planeswalker - Grist

Invasion of Ikoria
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
When this Siege enters, search your library and/or graveyard for a non-Human creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle.
Battle - Siege


Ral Zarek, Guest Lecturer
+1: Surveil 2.
−1: Any number of target players each discard a card.
−2: Return target creature card with mana value 3 or less from your graveyard to the battlefield.
−7: Flip five coins. Target opponent skips their next X turns, where X is the number of coins that came up heads.
−1: Any number of target players each discard a card.
−2: Return target creature card with mana value 3 or less from your graveyard to the battlefield.
−7: Flip five coins. Target opponent skips their next X turns, where X is the number of coins that came up heads.
Legendary Planeswalker - Ral

'The Boys' for 'The Yard'
(CTRL to add secondary)
Da Goyfs
Barrowgoyf
Deathtouch, lifelink
Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.
Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.
Creature - Lhurgoyf

Celestial Reunion
As an additional cost to cast this spell, you may choose a creature type and behold two creatures of that type.
Search your library for a creature card with mana value X or less, reveal it, put it into your hand, then shuffle. If this spell's additional cost was paid and the revealed card is the chosen type, put that card onto the battlefield instead of putting it into your hand.
Search your library for a creature card with mana value X or less, reveal it, put it into your hand, then shuffle. If this spell's additional cost was paid and the revealed card is the chosen type, put that card onto the battlefield instead of putting it into your hand.
Sorcery

Detritivore
Detritivore's power and toughness are each equal to the number of nonbasic land cards in your opponents' graveyards.
Suspend X—. X can't be 0. (Rather than cast this card from your hand, you may pay and exile it with X 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. It has haste.)
Whenever a time counter is removed from this card while it's exiled, destroy target nonbasic land.
Suspend X—. X can't be 0. (Rather than cast this card from your hand, you may pay and exile it with X 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. It has haste.)
Whenever a time counter is removed from this card while it's exiled, destroy target nonbasic land.
Creature - Lhurgoyf

Necrogoyf
Necrogoyf's power is equal to the number of creature cards in all graveyards.
At the beginning of each player's upkeep, that player discards a card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
At the beginning of each player's upkeep, that player discards a card.
Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Creature - Lhurgoyf

Nethergoyf
Nethergoyf's power is equal to the number of card types among cards in your graveyard and its toughness is equal to that number plus 1.
Escape—, Exile any number of other cards from your graveyard with four or more card types among them. (You may cast this card from your graveyard for its escape cost.)
Escape—, Exile any number of other cards from your graveyard with four or more card types among them. (You may cast this card from your graveyard for its escape cost.)
Creature - Lhurgoyf

Polygoyf
Trample, myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Polygoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Polygoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Creature - Lhurgoyf

Pyrogoyf
Pyrogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature or another Lhurgoyf creature you control enters, that creature deals damage equal to its power to any target.
Whenever this creature or another Lhurgoyf creature you control enters, that creature deals damage equal to its power to any target.
Creature - Lhurgoyf

Springheart Nantuko
Bestow
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Enchanted creature gets +1/+1.
Landfall — Whenever a land you control enters, you may pay if this permanent is attached to a creature you control. If you do, create a token that's a copy of that creature. If you didn't create a token this way, create a 1/1 green Insect creature token.
Creature Enchantment - Monk Insect

Da Goyfs
(CTRL to add secondary)
Discard
Bandit's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, each opponent discards two cards unless they discard a nonland card.
: Level 2
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, they lose 2 life.
: Level 3
At the beginning of your draw step, draw an additional card for each opponent who has one or fewer cards in hand.
When this Class enters, each opponent discards two cards unless they discard a nonland card.
: Level 2
At the beginning of each opponent's upkeep, if that player has one or fewer cards in hand, they lose 2 life.
: Level 3
At the beginning of your draw step, draw an additional card for each opponent who has one or fewer cards in hand.
Enchantment - Class

Let's Play a Game
Delirium — Choose one. If there are four or more card types among cards in your graveyard, choose one or more instead.
• Creatures your opponents control get -1/-1 until end of turn.
• Each opponent discards two cards.
• Each opponent loses 3 life and you gain 3 life.
• Creatures your opponents control get -1/-1 until end of turn.
• Each opponent discards two cards.
• Each opponent loses 3 life and you gain 3 life.
Sorcery

The Binding of the Titans
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player mills three cards.
II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life.
III — Return target creature or land card from your graveyard to your hand.
I — Each player mills three cards.
II — Exile up to two target cards from graveyards. For each creature card exiled this way, you gain 1 life.
III — Return target creature or land card from your graveyard to your hand.
Enchantment - Saga

Discard
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Protection
Legolas's Quick Reflexes
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Instant

Protection
(CTRL to add secondary)
Ramp
Traverse the Ulvenwald
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Sorcery

Ramp
(CTRL to add secondary)
Removal
Beastie Beatdown
Choose target creature you control and target creature an opponent controls.
Delirium — If there are four or more card types among cards in your graveyard, put two +1/+1 counters on the creature you control.
The creature you control deals damage equal to its power to the creature an opponent controls.
Delirium — If there are four or more card types among cards in your graveyard, put two +1/+1 counters on the creature you control.
The creature you control deals damage equal to its power to the creature an opponent controls.
Sorcery

Nowhere to Run
Flash
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.
Enchantment

Removal
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Disa needs a break; it's time for a new Lhurgoyf commander to take the reigns!\nThankfully "},{"insert":{"card-link":"Winter, Misanthropic Guide"}},{"insert":" is even more obsessed with graveyards and wants everyone"},{"attributes":{"bold":true},"insert":" "},{"insert":"to fill their yards with cards.\n\nIn this deck we are marrying "},{"attributes":{"italic":true},"insert":"Delirium"},{"insert":" with "},{"attributes":{"italic":true},"insert":"Lhurgoyfs"},{"insert":" to discard and disarm our opponents while growing our creatures and ramming through the win. \nThis is a Bracket 3 deck expecting to win on turn 8+ with no combos and only two Game Changers.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"The Gameplan -"},{"insert":" Paralyze our Opponents\nWith all 9 distinct card types represented our goal is to get our opponents hand limit to 0 while milling their cards and presenting too many threats and annoyances to deal with; eventually overrunning them with perpetually growing Goyfs. The ultimate wincon is straight creature damage while locking our opponents out of their own plans and plays.\n\n"},{"attributes":{"bold":true},"insert":"The Early Game"},{"insert":"\nWith fewer creatures than normal and a wider spread of card types the first three turns should be focused heavily on ramping. \nKey cards to look for are "},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" "},{"insert":{"card-link":"Riveteers Overlook"}},{"insert":" and "},{"insert":{"card-link":"Traverse the Ulvenwald"}},{"insert":" as they fix our mana on board, but also fill the graveyard with useful card types. \nGetting "},{"insert":{"card-link":"Tarmogoyf Nest"}},{"insert":" "},{"insert":{"card-link":"Emerald Medallion"}},{"insert":" or "},{"insert":{"card-link":"Chromatic Sphere"}},{"insert":" around turns 3 and 4 will help smooth things moving into...\n\n"},{"attributes":{"bold":true},"insert":"The Mid Game"},{"insert":"\nThis is where we build our engine. "},{"insert":{"card-link":"Winter, Misanthropic Guide"}},{"insert":" should be able to get on board and after surviving one turn cycle on the board should heavily limit what our opponents can do. It's usually worth keeping Winter in the command zone until Turn 5 or 6 to keep protection on hand such as "},{"insert":{"card-link":"Blossoming Defense"}},{"insert":" or "},{"insert":{"card-link":"Snakeskin Veil"}},{"insert":". It's also important to play the table by flying under the radar and allowing bigger threats at the table to take heat away from you. This is a slower deck, so take advantage of that. \nGetting any "},{"insert":{"card-link":"Barrowgoyf"}},{"insert":" and/or "},{"insert":{"card-link":"Tarmogoyf"}},{"insert":" on the field and bestowing them with "},{"insert":{"card-link":"Springheart Nantuko"}},{"insert":" will allow you to go wide while the rest of your engine grows the Goyfs off you and your opponents graveyards - Springheart Nantuko on "},{"insert":{"card-link":"Pyrogoyf"}},{"insert":" is an easy way to end the game now. Of course, this is also the perfect time for "},{"insert":{"card-link":"Disa the Restless"}},{"insert":" to join the fun turning discard, mill, and damage to our favor.\n\nThis is another good opportunity to present a variety of threats to our opponents. "},{"insert":{"card-link":"Altar of the Brood"}},{"insert":" "},{"insert":{"card-link":"Mesmeric Orb"}},{"insert":" and our Planeswalkers "},{"insert":{"card-link":"Ral Zarek, Guest Lecturer"}},{"insert":" "},{"insert":{"card-link":"Grist, the Hunger Tide"}},{"insert":" and "},{"insert":{"card-link":"Liliana of the Veil"}},{"insert":" are all salt-inducing permanents that demand answers. We don't fear removal with this deck - everything they remove just powers up our Goyfs even more. \n\n"},{"attributes":{"bold":true},"insert":"The Late Game"},{"insert":"\n"},{"insert":{"card-link":"Altar of the Goyf"}},{"insert":" and "},{"insert":{"card-link":"Cover of Darkness"}},{"insert":" are the closest things to finishers in this deck as by now we should have disarmed our opponents and built a board of enough GOCS (Goyfs of Considerable Size) to present a lethal threat. The best way to ensure getting to this point is with the protection built in with "},{"insert":{"card-link":"Avoid Fate"}},{"insert":" "},{"insert":{"card-link":"Legolas's Quick Reflexes"}},{"insert":" and "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":". \nSwing out with any number of Goyfs to secure the win - ideally around Turn 8-10. \n\n"},{"attributes":{"bold":true},"insert":"Connecting the Dots"},{"insert":"\nTutors like "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":" and "},{"insert":{"card-link":"Dina's Guidance"}},{"insert":" will help us connect the stages of the game and ensure we have access to the correct cards at the best times. There is also just enough recursion to bring back key pieces from our graveyards after we have sufficient types to replace them. Every card we have in the graveyard is useful, so we don't need to be precious about discarding Battles or Planeswalkers especially. Protecting the key pieces at each stage and removing opposing threats with "},{"insert":{"card-link":"Drag to the Roots"}},{"insert":" "},{"insert":{"card-link":"Impossible Inferno"}},{"insert":" and "},{"insert":{"card-link":"Beastie Beatdown"}},{"insert":" allow us to pick and choose the best moments to strike.\n"}]}



































































