177 views12 days ago
Commander
Size: 100Salt sum: 31.94
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OsoPunisher

177 views12 days ago
Commander
Size: 100Salt sum: 31.94

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{"ops":[{"insert":"🦀 Contest Concept; TLDR"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Rasaad yn Bashir is a Human Monk who never mentions Crabs, but he accidentally exploits the defining way Magic designs them: very low power and very high toughness."},{"insert":"\nRasaad turns their shells into weapons by letting them deal combat damage with toughness, while their tiny printed power remains unchanged. That means the same Crabs can sneak through with "},{"attributes":{"bold":true},"insert":"Tetsuko Umezawa"},{"insert":", survive asymmetric effects like "},{"attributes":{"bold":true},"insert":"Slaughter the Strong"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Wave of Reckoning"},{"insert":", and turn defensive toughness pumps into offensive combat tricks.\nWith the initiative, Rasaad doubles the entire colony's toughness—including turning "},{"attributes":{"bold":true},"insert":"Charix, the Raging Isle from 0/17 into 0/34"},{"insert":".\nThe deck contains "},{"attributes":{"bold":true},"insert":"25 actual Crabs and zero Changelings"},{"insert":". Sword Coast Sailor provides blue identity for the Crab population and helps Rasaad attack safely enough to trigger his initiative payoff.\n"},{"attributes":{"bold":true},"insert":"Crabs have shells instead of swords. Rasaad makes the shell the sword."},{"attributes":{"header":1},"insert":"\n\n"},{"insert":"🦀 Shell or High Water"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"italic":true},"insert":"Crabs have shells instead of swords. Rasaad has decided the shell is the sword."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Magic has spent decades giving Crabs one of the most recognizable stat lines in the game: "},{"attributes":{"bold":true},"insert":"tiny power and enormous toughness"},{"insert":". They're built to sit there, block things, and generally be much more intimidating sideways than they are forward.\n"},{"attributes":{"bold":true},"insert":"Rasaad yn Bashir"},{"insert":" sees things differently.\nRasaad isn't a Crab. He's a Human Monk. He doesn't mention Crabs anywhere in his text. But by allowing creatures to assign combat damage equal to their toughness rather than their power, he transforms one of the defining mechanical characteristics of Magic's Crabs into an offensive weapon.\nWhy the Background?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Rasaad's "},{"attributes":{"bold":true},"insert":"Sword Coast Sailor"},{"insert":" Background doesn't mention Crabs either. Its job is twofold: it gives the deck blue color identity so Rasaad can lead Magic's predominantly blue Crab population, and it helps Rasaad attack safely. That's especially important because Rasaad has to attack while we have the initiative to double the colony's toughness.\nWelcome to "},{"attributes":{"bold":true},"insert":"Shell or High Water"},{"insert":".\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🐚 The Shell Is the Sword"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The basic idea is wonderfully stupid:\n"},{"attributes":{"bold":true},"insert":"Play Crabs. Turn them sideways. Hit people with their toughness."},{"insert":"\nA creature like "},{"attributes":{"bold":true},"insert":"Crystacean"},{"insert":" normally has 1 power and 6 toughness. With Rasaad on the battlefield, that 1/6 attacks for "},{"attributes":{"bold":true},"insert":"6"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Wishcoin Crab"},{"insert":" goes from 2/5 to effectively hitting for "},{"attributes":{"bold":true},"insert":"5"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Fortress Crab"},{"insert":" goes from 1/6 to "},{"attributes":{"bold":true},"insert":"6"},{"insert":".\nAnd then there's "},{"attributes":{"bold":true},"insert":"Charix, the Raging Isle"},{"insert":".\nCharix is a magnificent "},{"attributes":{"bold":true},"insert":"0/17 Crab"},{"insert":".\nUnder Rasaad, that's already "},{"attributes":{"bold":true},"insert":"17 combat damage"},{"insert":".\nBut Rasaad has another ability.\nWhenever he attacks while we have the initiative, he doubles the toughness of every creature we control until end of turn.\nSo Charix becomes a "},{"attributes":{"bold":true},"insert":"0/34"},{"insert":".\nAnd because Rasaad makes Charix assign combat damage using toughness:\nCharix hits for 34."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Apparently the correct way to operate an island is to pick it up and hit someone with it.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🏰 Take the Initiative"},{"attributes":{"header":2},"insert":"\n"},{"insert":"That 34-damage Charix isn't just magical Christmas land.\nThe deck deliberately includes an initiative package:\n"},{"attributes":{"bold":true},"insert":"White Plume Adventurer"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Aarakocra Sneak"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Goliath Paladin"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Seasoned Dungeoneer"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Trailblazer's Torch"},{"insert":"\nThese cards aren't here because this is secretly a Dungeon deck. They're here because "},{"attributes":{"bold":true},"insert":"initiative is the ignition switch for Rasaad"},{"insert":".\nOnce we have it, attacking with Rasaad doubles the toughness of the entire Crab colony.\nA 1/6 becomes a 1/12.\nA 2/5 becomes a 2/10.\nA 0/17 becomes a 0/34.\nThe creatures Magic designed to be defensive speed bumps suddenly become the biggest attackers at the table.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"👻 Too Small to Block, Too Big to Survive"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The second half of the joke comes from the fact that Rasaad changes how our creatures deal damage...\n"},{"attributes":{"bold":true},"insert":"But he doesn't change their power."},{"insert":"\nThat's extremely important.\n"},{"attributes":{"bold":true},"insert":"Tetsuko Umezawa, Fugitive"},{"insert":" makes creatures with power or toughness 1 or less unblockable.\nOur Crabs just happen to have lots of tiny printed power.\nSo a "},{"attributes":{"bold":true},"insert":"1/6 Crustacean"},{"insert":" can be unblockable while dealing "},{"attributes":{"bold":true},"insert":"6 damage"},{"insert":" through Rasaad.\nWith the initiative?\n"},{"attributes":{"bold":true},"insert":"12 unblockable damage."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Access Tunnel"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Escape Tunnel"},{"insert":" exploit the same discrepancy. A creature can qualify for evasion because its printed power is tiny while simultaneously hitting like a truck because Rasaad cares about toughness.\nOur Crabs are simultaneously too weak to block and too strong to ignore.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🌊 Please Remain Calm During the Board Wipe"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tiny power creates another advantage.\nThe deck's sweepers were selected specifically because they're unusually unfair when most of our creatures have enormous toughness and almost no power.\n"},{"attributes":{"bold":true},"insert":"Slaughter the Strong"},{"insert":" asks everyone to keep creatures whose combined power totals 4 or less.\nThat's devastating for a conventional battlefield.\nFor a pile of 0- and 1-power Crabs?\nThat's practically a permission slip.\n"},{"attributes":{"bold":true},"insert":"Fell the Mighty"},{"insert":" can use one of our tiny-power creatures as the benchmark and destroy everything larger.\n"},{"attributes":{"bold":true},"insert":"Dusk // Dawn"},{"insert":" punishes high-power creatures while many of our Crabs simply duck underneath it—and Dawn can later recover many of our low-power creatures.\nThen there's "},{"attributes":{"bold":true},"insert":"Wave of Reckoning"},{"insert":".\nEach creature deals damage to itself equal to its own power.\nA conventional 6/6 punches itself for six.\nOur 1/6 Crab punches itself for one.\nIt turns out having terrible power is remarkably useful when everyone is required to punch themselves.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🐚 Toughness Pumps Are Combat Tricks"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Rasaad also changes the value of cards that normally look purely defensive.\n"},{"attributes":{"bold":true},"insert":"Slagwurm Armor"},{"insert":" gives +0/+6.\nHere, that's effectively "},{"attributes":{"bold":true},"insert":"six additional combat damage"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Aegis of the Heavens"},{"insert":" gives +1/+7.\nThat's seven more damage.\n"},{"attributes":{"bold":true},"insert":"Bar the Door"},{"insert":" gives the whole team +0/+4, which can represent four additional damage "},{"attributes":{"bold":true},"insert":"per attacking Crab"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Refuse to Yield"},{"insert":", "},{"attributes":{"bold":true},"insert":"Eland Umbra"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Stoneskin"},{"insert":" all play the same game.\nWe're not buffing the Crabs' weapons.\nWe're making their shells thicker.\nApparently that's the same thing now.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🦀 Yes, They're Actually Crabs"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I wanted this to feel like a genuine Kindred deck rather than a toughness deck wearing a Crab costume.\nSo "},{"attributes":{"bold":true},"insert":"Shell or High Water contains 25 actual Crab creatures."},{"insert":"\nNo Changelings padding the count.\nNo army of generically efficient high-toughness creatures masquerading as honorary crustaceans.\nEven something as mechanically tempting as a 0/5 Turtle misses the point.\nThe limitations of the tribe are part of the deck.\nCards such as "},{"attributes":{"bold":true},"insert":"Reflections of Littjara"},{"insert":", "},{"attributes":{"bold":true},"insert":"Scuttletide"},{"insert":", "},{"attributes":{"bold":true},"insert":"Distant Melody"},{"insert":", "},{"attributes":{"bold":true},"insert":"Path of Ancestry"},{"insert":", "},{"attributes":{"bold":true},"insert":"Unclaimed Territory"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Secluded Courtyard"},{"insert":" further reward us for committing to Crab Kindred rather than simply assembling Azorius goodstuff.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🌊 Crabs Do Crab Things"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Not every Crab is merely a pile of toughness.\n"},{"attributes":{"bold":true},"insert":"Hedron Crab"},{"insert":", "},{"attributes":{"bold":true},"insert":"Ruin Crab"},{"insert":", "},{"attributes":{"bold":true},"insert":"Iceberg Cancrix"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Scrabbling Skullcrab"},{"insert":" give the deck a natural mill subtheme.\nWe're not trying to become a dedicated mill deck. It's simply another behavior that Magic has repeatedly associated with Crabs.\n"},{"attributes":{"bold":true},"insert":"Mirelurk Queen"},{"insert":" turns that incidental milling into value.\n"},{"attributes":{"bold":true},"insert":"Vexing Scuttler"},{"insert":" can recover an instant or sorcery.\n"},{"attributes":{"bold":true},"insert":"Mirrorshell Crab"},{"insert":" doubles as interaction.\n"},{"attributes":{"bold":true},"insert":"Salvage Scuttler"},{"insert":" can recycle useful artifacts.\n"},{"attributes":{"bold":true},"insert":"Crustacean Commando"},{"insert":" brings a Mutagen token along.\nThe colony is strange, but everybody has a job.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"📚 Keeping the Tide Coming"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Going wide with Crabs means our card advantage should reward us for doing exactly that.\n"},{"attributes":{"bold":true},"insert":"Distant Melody"},{"insert":" can name Crab and refill our hand based on the size of the colony.\n"},{"attributes":{"bold":true},"insert":"Keep Watch"},{"insert":" rewards the moment we send the colony into combat.\n"},{"attributes":{"bold":true},"insert":"Bident of Thassa"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Reconnaissance Mission"},{"insert":" reward Crabs that connect.\n"},{"attributes":{"bold":true},"insert":"Plagon, Lord of the Beach"},{"insert":" provides another payoff for the enormous-toughness creatures we're already playing.\nThis isn't a pile of generic Azorius draw engines.\nWhenever possible, the deck gets paid for doing something it already wanted to do.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🏝️ Why Rasaad?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"That's ultimately the reason I chose "},{"attributes":{"bold":true},"insert":"Rasaad yn Bashir"},{"insert":" for this challenge.\nHe doesn't share the tribe's creature type.\nHe doesn't mention the tribe.\nHe wasn't designed as a Crab commander.\nInstead, he accidentally understands something fundamental about how Magic has designed Crabs:\nTheir power isn't where their strength is."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Rasaad takes the characteristic that normally makes a Crab defensive and makes it lethal.\nSword Coast Sailor gives him access to the predominantly blue Crab population and helps Rasaad attack safely enough to trigger his initiative payoff.\nEverything else follows naturally from that interaction.\nLow power becomes evasion.\nLow power makes our sweepers asymmetric.\nHigh toughness becomes damage.\nToughness pumps become combat tricks.\nInitiative becomes a team-wide damage doubler.\nAnd a 0/17 island-sized Crab becomes a legitimate one-hit threat.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"🦀 Shell or High Water"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"25 real Crabs."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Zero Changelings."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"One Human Monk who has made a terrible discovery about crustacean-based warfare."},{"insert":"\nSometimes the best offense is a good defense.\nSometimes the best offense is "},{"attributes":{"bold":true},"insert":"34 toughness worth of Crab."},{"insert":"\n"}]}

Commander

Qty: 2 Price: $1.04
Rasaad yn Bashir
Each creature you control assigns combat damage equal to its toughness rather than its power.
Whenever Rasaad yn Bashir attacks, if you have the initiative, double the toughness of each creature you control until end of turn.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Monk
Rasaad yn Bashir (clb) 37
Sword Coast Sailor
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, this creature can't be blocked this turn."
Legendary Enchantment - Background
Sword Coast Sailor (clb) 98

Commander

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🌊 Low-Power Wipeouts

Qty: 4 Price: $2.82
Dusk
Destroy all creatures with power 3 or greater.
Sorcery
Dusk // Dawn (drc) 65
Fell the Mighty
Destroy all creatures with power greater than target creature's power.
Sorcery
Fell the Mighty (mkc) 65
Slaughter the Strong
Each player chooses any number of creatures they control with total power 4 or less, then sacrifices all other creatures they control.
Sorcery
Slaughter the Strong (tdc) 131
Wave of Reckoning
Each creature deals damage to itself equal to its power.
Sorcery
Wave of Reckoning (soc) 112

🌊 Low-Power Wipeouts

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🏝️ Lands

Qty: 36 Price: $30.82
Access Tunnel
: Add
.
,
: Target creature with power 3 or less can't be blocked this turn.
Land
Access Tunnel (tdc) 337
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (eoc) 147
Azorius Chancery
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Azorius Chancery (dsc) 261
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 236
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (inr) 276
Escape Tunnel
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
, Sacrifice this land: Target creature with power 2 or less can't be blocked this turn.
Land
Escape Tunnel (tmt) 184
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (msc) 240
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (msc) 248
Irrigated Farmland
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island
Irrigated Farmland (msc) 251
Island
(
: Add
.)
Basic Land - Island
Island (trk) 320
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 (msc) 254
Plains
(
: Add
.)
Basic Land - Plains
Plains (trk) 317
Port Town
As this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
: Add
or
.
Land
Port Town (msc) 256
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (msc) 257
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (hoc) 212
Seachrome Coast
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Seachrome Coast (blc) 328
Secluded Courtyard
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.
Land
Secluded Courtyard (msc) 265
Skycloud Expanse
,
: Add
.
Land
Skycloud Expanse (eoc) 181
Temple of Enlightenment
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 Enlightenment (eoc) 186
Unclaimed Territory
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type.
Land
Unclaimed Territory (msc) 275

🏝️ Lands

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🏰 Take the Initiative

Qty: 5 Price: $12.57
Aarakocra Sneak
Flying
When this creature enters, you take the initiative.
Creature - Bird Rogue
Aarakocra Sneak (clb) 54
Goliath Paladin
Vigilance
When this creature enters, you take the initiative.
Creature - Knight Giant
Goliath Paladin (clb) 21
Seasoned Dungeoneer
When this creature enters, you take the initiative.
Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)
Creature - Human Warrior
Seasoned Dungeoneer (clb) 660
Trailblazer's Torch
When this Equipment enters, you take the initiative.
Whenever equipped creature becomes blocked, it deals 2 damage to each creature blocking it.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Trailblazer's Torch (clb) 340
White Plume Adventurer
When this creature enters, you take the initiative.
At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.
Creature - Cleric Orc
White Plume Adventurer (clb) 49

🏰 Take the Initiative

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🐚 Weaponize the Shell

Qty: 9 Price: $9.20
Aegis of the Heavens
Target creature gets +1/+7 until end of turn.
Instant
Aegis of the Heavens (jmp) 79
Bar the Door
Creatures you control get +0/+4 until end of turn.
Instant
Bar the Door (dka) 2
Brave the Sands
Creatures you control have vigilance.
Each creature you control can block an additional creature each combat.
Enchantment
Brave the Sands (plst) CM2-19
Eland Umbra
Enchant creature
Enchanted creature gets +0/+4.
Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Enchantment - Aura
Eland Umbra (roe) 19
High Alert
Each creature you control assigns combat damage equal to its toughness rather than its power.
Creatures you control can attack as though they didn't have defender.
: Untap target creature.
Enchantment
High Alert (plst) RNA-182
Plagon, Lord of the Beach
When Plagon enters, draw a card for each creature you control with toughness greater than its power.
: Target creature you control assigns combat damage equal to its toughness rather than its power this turn.
Legendary Creature - Wizard Starfish
Plagon, Lord of the Beach (j25) 37
Refuse to Yield
Target creature gets +2/+7 until end of turn. Untap it.
Instant
Refuse to Yield (snc) 27
Slagwurm Armor
Equipped creature gets +0/+6.
Equip
(
: Attach to target creature you control. Equip only as a sorcery. This card enters unattached and stays on the battlefield if the creature leaves.)
Artifact - Equipment
Slagwurm Armor (mrd) 243
Stoneskin
Flash
Enchant creature
Enchanted creature gets +0/+10.
Enchantment - Aura
Stoneskin (clb) 45

🐚 Weaponize the Shell

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👻 Sneak Through

Qty: 1 Price: $0.35
Tetsuko Umezawa, Fugitive
Creatures you control with power or toughness 1 or less can't be blocked.
Legendary Creature - Human Rogue
Tetsuko Umezawa, Fugitive (blc) 177

👻 Sneak Through

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💎 Ramp

Qty: 6 Price: $7.94
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (msc) 194
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (tdc) 312
Mind Stone
: Add
.
,
, Sacrifice this artifact: Draw a card.
Artifact
Mind Stone (soc) 352
Sol Ring
: Add
.
Artifact
Sol Ring (msc) 213
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (msc) 221
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (hoc) 211

💎 Ramp

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📚 Card Advantage

Qty: 4 Price: $5.06
Bident of Thassa
Whenever a creature you control deals combat damage to a player, you may draw a card.
,
: Creatures your opponents control attack this turn if able.
Legendary Artifact Enchantment
Bident of Thassa (blc) 162
Distant Melody
Choose a creature type. Draw a card for each permanent you control of that type.
Sorcery
Distant Melody (ecc) 45
Keep Watch
Draw a card for each attacking creature.
Instant
Keep Watch (woc) 98
Reconnaissance Mission
Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Reconnaissance Mission (msc) 153

📚 Card Advantage

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🦀 Crab Colony

Qty: 25 Price: $23.25
Ancient Crab
Creature - Crab
Ancient Crab (akh) 40
Canyon Crab
: This creature gets +2/-2 until end of turn.
At the beginning of your end step, if you haven't cast a spell from your hand this turn, draw a card, then discard a card.
Creature - Crab
Canyon Crab (otj) 40
Charix, the Raging Isle
Spells your opponents cast that target Charix cost
more to cast.
: Charix gets +X/-X until end of turn, where X is the number of Islands you control.
Legendary Creature - Crab Leviathan
Charix, the Raging Isle (znr) 49
Crustacean Commando
When this creature enters, create a Mutagen token. (It's an artifact with "
,
, Sacrifice this token: Put a +1/+1 counter on target creature. Activate only as a sorcery.")
Creature - Soldier Crab Mutant
Crustacean Commando (tmt) 33
Crystacean
Flash (You may cast this spell any time you could cast an instant.)
Creature - Crab
Crystacean (j25) 303
Dreadlight Monstrosity
Ward
(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
: This creature can't be blocked this turn. Activate only if you own a card in exile.
Creature - Crab Horror
Dreadlight Monstrosity (vow) 57
Eddymurk Crab
Flash
This spell costs
less to cast for each instant and sorcery card in your graveyard.
This creature enters tapped if it's not your turn.
When this creature enters, tap up to two target creatures.
Creature - Elemental Crab
Eddymurk Crab (blb) 48
Fortress Crab
Creature - Crab
Fortress Crab (m20) 60
Gilded Scuttler
This creature can't be blocked.
When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Creature Artifact - Crab
Gilded Scuttler (j25) 7
Hedron Crab
Landfall — Whenever a land you control enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)
Creature - Crab
Hedron Crab (tdc) 155
Hightide Hermit
Defender
When this creature enters, you get
(four energy counters).
Pay
: This creature can attack this turn as though it didn't have defender.
Creature - Crab
Hightide Hermit (plst) KLD-51
Iceberg Cancrix
Whenever another snow permanent you control enters, you may have target player mill two cards.
Snow Creature - Crab
Iceberg Cancrix (mh1) 54
Mirelurk Queen
Vigilance
When this creature enters, target player gets two rad counters.
Whenever one or more nonland cards are milled, draw a card, then put a +1/+1 counter on this creature. This ability triggers only once each turn.
Creature - Crab Mutant
Mirelurk Queen (pip) 33
Mirrorshell Crab
Ward
(Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays
.)
Channel —
, Discard this card: Counter target spell or ability unless its controller pays
.
Creature Artifact - Crab
Mirrorshell Crab (neo) 63
Riptide Crab
Vigilance
When this creature dies, draw a card.
Creature - Crab
Riptide Crab (plst) BBD-228
Ruin Crab
Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)
Creature - Crab
Ruin Crab (plst) ZNR-75
Salvage Scuttler
Whenever this creature attacks, return an artifact you control to its owner's hand.
Creature - Crab
Salvage Scuttler (aer) 43
Scrabbling Skullcrab
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, target player mills two cards. (They put the top two cards of their library into their graveyard.)
Creature - Skeleton Crab
Scrabbling Skullcrab (dsk) 71
Shorecomber Crab
Creature - Crab
Shorecomber Crab (j25) 356
Skitter Eel
: Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.)
Creature - Crab Fish
Skitter Eel (clu) 98
Skittering Crustacean
: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
As long as this creature is monstrous, it has hexproof. (It can't be the target of spells or abilities your opponents control.)
Creature - Crab
Skittering Crustacean (plst) CN2-36
Thassa's Emissary
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.)
Whenever this creature or enchanted creature deals combat damage to a player, draw a card.
Enchanted creature gets +3/+3.
Creature Enchantment - Crab
Thassa's Emissary (plst) THS-68
Vexing Scuttler
Emerge
(You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, you may return target instant or sorcery card from your graveyard to your hand.
Creature - Crab Eldrazi
Vexing Scuttler (emn) 11
Wishcoin Crab
Creature - Crab
Wishcoin Crab (plst) GRN-60
Wormfang Crab
This creature can't be blocked.
When this creature enters, an opponent chooses a permanent you control other than this creature and exiles it.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Creature - Crab Nightmare
Wormfang Crab (jud) 56

🦀 Crab Colony

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🦀 Crab Support

Qty: 3 Price: $4.13
Hard Evidence
Create a 0/3 blue Crab creature token.
Investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Sorcery
Hard Evidence (h2r) 5
Reflections of Littjara
As this enchantment enters, choose a creature type.
Whenever you cast a spell of the chosen type, copy that spell. (A copy of a permanent spell becomes a token.)
Enchantment
Reflections of Littjara (tdc) 164
Scuttletide
, Discard a card: Create a 0/3 blue Crab creature token.
Delirium — Crabs you control get +1/+1 as long as there are four or more card types among cards in your graveyard.
Enchantment
Scuttletide (mh2) 61

🦀 Crab Support

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🛡️ Interaction & Protection

Qty: 5 Price: $18.25
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (war) 193
Generous Gift
Destroy target permanent. Its controller creates a 3/3 green Elephant creature token.
Instant
Generous Gift (msc) 133
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (msc) 141
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (msc) 216
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (msc) 143

🛡️ Interaction & Protection

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Deck Info

Deck stats

24 pips - 20 cards
25 mana - 25 cards
44 pips - 37 cards
28 mana - 28 cards
0 pips - 0 cards
0 mana - 6 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
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Deck extras (0)

Description

{"ops":[{"insert":"🦀 Contest Concept; TLDR"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Rasaad yn Bashir is a Human Monk who never mentions Crabs, but he accidentally exploits the defining way Magic designs them: very low power and very high toughness."},{"insert":"\nRasaad turns their shells into weapons by letting them deal combat damage with toughness, while their tiny printed power remains unchanged. That means the same Crabs can sneak through with "},{"attributes":{"bold":true},"insert":"Tetsuko Umezawa"},{"insert":", survive asymmetric effects like "},{"attributes":{"bold":true},"insert":"Slaughter the Strong"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Wave of Reckoning"},{"insert":", and turn defensive toughness pumps into offensive combat tricks.\nWith the initiative, Rasaad doubles the entire colony's toughness—including turning "},{"attributes":{"bold":true},"insert":"Charix, the Raging Isle from 0/17 into 0/34"},{"insert":".\nThe deck contains "},{"attributes":{"bold":true},"insert":"25 actual Crabs and zero Changelings"},{"insert":". Sword Coast Sailor provides blue identity for the Crab population and helps Rasaad attack safely enough to trigger his initiative payoff.\n"},{"attributes":{"bold":true},"insert":"Crabs have shells instead of swords. Rasaad makes the shell the sword."},{"attributes":{"header":1},"insert":"\n\n"},{"insert":"🦀 Shell or High Water"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"italic":true},"insert":"Crabs have shells instead of swords. Rasaad has decided the shell is the sword."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Magic has spent decades giving Crabs one of the most recognizable stat lines in the game: "},{"attributes":{"bold":true},"insert":"tiny power and enormous toughness"},{"insert":". They're built to sit there, block things, and generally be much more intimidating sideways than they are forward.\n"},{"attributes":{"bold":true},"insert":"Rasaad yn Bashir"},{"insert":" sees things differently.\nRasaad isn't a Crab. He's a Human Monk. He doesn't mention Crabs anywhere in his text. But by allowing creatures to assign combat damage equal to their toughness rather than their power, he transforms one of the defining mechanical characteristics of Magic's Crabs into an offensive weapon.\nWhy the Background?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Rasaad's "},{"attributes":{"bold":true},"insert":"Sword Coast Sailor"},{"insert":" Background doesn't mention Crabs either. Its job is twofold: it gives the deck blue color identity so Rasaad can lead Magic's predominantly blue Crab population, and it helps Rasaad attack safely. That's especially important because Rasaad has to attack while we have the initiative to double the colony's toughness.\nWelcome to "},{"attributes":{"bold":true},"insert":"Shell or High Water"},{"insert":".\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🐚 The Shell Is the Sword"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The basic idea is wonderfully stupid:\n"},{"attributes":{"bold":true},"insert":"Play Crabs. Turn them sideways. Hit people with their toughness."},{"insert":"\nA creature like "},{"attributes":{"bold":true},"insert":"Crystacean"},{"insert":" normally has 1 power and 6 toughness. With Rasaad on the battlefield, that 1/6 attacks for "},{"attributes":{"bold":true},"insert":"6"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Wishcoin Crab"},{"insert":" goes from 2/5 to effectively hitting for "},{"attributes":{"bold":true},"insert":"5"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Fortress Crab"},{"insert":" goes from 1/6 to "},{"attributes":{"bold":true},"insert":"6"},{"insert":".\nAnd then there's "},{"attributes":{"bold":true},"insert":"Charix, the Raging Isle"},{"insert":".\nCharix is a magnificent "},{"attributes":{"bold":true},"insert":"0/17 Crab"},{"insert":".\nUnder Rasaad, that's already "},{"attributes":{"bold":true},"insert":"17 combat damage"},{"insert":".\nBut Rasaad has another ability.\nWhenever he attacks while we have the initiative, he doubles the toughness of every creature we control until end of turn.\nSo Charix becomes a "},{"attributes":{"bold":true},"insert":"0/34"},{"insert":".\nAnd because Rasaad makes Charix assign combat damage using toughness:\nCharix hits for 34."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Apparently the correct way to operate an island is to pick it up and hit someone with it.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🏰 Take the Initiative"},{"attributes":{"header":2},"insert":"\n"},{"insert":"That 34-damage Charix isn't just magical Christmas land.\nThe deck deliberately includes an initiative package:\n"},{"attributes":{"bold":true},"insert":"White Plume Adventurer"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Aarakocra Sneak"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Goliath Paladin"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Seasoned Dungeoneer"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Trailblazer's Torch"},{"insert":"\nThese cards aren't here because this is secretly a Dungeon deck. They're here because "},{"attributes":{"bold":true},"insert":"initiative is the ignition switch for Rasaad"},{"insert":".\nOnce we have it, attacking with Rasaad doubles the toughness of the entire Crab colony.\nA 1/6 becomes a 1/12.\nA 2/5 becomes a 2/10.\nA 0/17 becomes a 0/34.\nThe creatures Magic designed to be defensive speed bumps suddenly become the biggest attackers at the table.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"👻 Too Small to Block, Too Big to Survive"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The second half of the joke comes from the fact that Rasaad changes how our creatures deal damage...\n"},{"attributes":{"bold":true},"insert":"But he doesn't change their power."},{"insert":"\nThat's extremely important.\n"},{"attributes":{"bold":true},"insert":"Tetsuko Umezawa, Fugitive"},{"insert":" makes creatures with power or toughness 1 or less unblockable.\nOur Crabs just happen to have lots of tiny printed power.\nSo a "},{"attributes":{"bold":true},"insert":"1/6 Crustacean"},{"insert":" can be unblockable while dealing "},{"attributes":{"bold":true},"insert":"6 damage"},{"insert":" through Rasaad.\nWith the initiative?\n"},{"attributes":{"bold":true},"insert":"12 unblockable damage."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Access Tunnel"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Escape Tunnel"},{"insert":" exploit the same discrepancy. A creature can qualify for evasion because its printed power is tiny while simultaneously hitting like a truck because Rasaad cares about toughness.\nOur Crabs are simultaneously too weak to block and too strong to ignore.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🌊 Please Remain Calm During the Board Wipe"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tiny power creates another advantage.\nThe deck's sweepers were selected specifically because they're unusually unfair when most of our creatures have enormous toughness and almost no power.\n"},{"attributes":{"bold":true},"insert":"Slaughter the Strong"},{"insert":" asks everyone to keep creatures whose combined power totals 4 or less.\nThat's devastating for a conventional battlefield.\nFor a pile of 0- and 1-power Crabs?\nThat's practically a permission slip.\n"},{"attributes":{"bold":true},"insert":"Fell the Mighty"},{"insert":" can use one of our tiny-power creatures as the benchmark and destroy everything larger.\n"},{"attributes":{"bold":true},"insert":"Dusk // Dawn"},{"insert":" punishes high-power creatures while many of our Crabs simply duck underneath it—and Dawn can later recover many of our low-power creatures.\nThen there's "},{"attributes":{"bold":true},"insert":"Wave of Reckoning"},{"insert":".\nEach creature deals damage to itself equal to its own power.\nA conventional 6/6 punches itself for six.\nOur 1/6 Crab punches itself for one.\nIt turns out having terrible power is remarkably useful when everyone is required to punch themselves.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🐚 Toughness Pumps Are Combat Tricks"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Rasaad also changes the value of cards that normally look purely defensive.\n"},{"attributes":{"bold":true},"insert":"Slagwurm Armor"},{"insert":" gives +0/+6.\nHere, that's effectively "},{"attributes":{"bold":true},"insert":"six additional combat damage"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Aegis of the Heavens"},{"insert":" gives +1/+7.\nThat's seven more damage.\n"},{"attributes":{"bold":true},"insert":"Bar the Door"},{"insert":" gives the whole team +0/+4, which can represent four additional damage "},{"attributes":{"bold":true},"insert":"per attacking Crab"},{"insert":".\n"},{"attributes":{"bold":true},"insert":"Refuse to Yield"},{"insert":", "},{"attributes":{"bold":true},"insert":"Eland Umbra"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Stoneskin"},{"insert":" all play the same game.\nWe're not buffing the Crabs' weapons.\nWe're making their shells thicker.\nApparently that's the same thing now.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🦀 Yes, They're Actually Crabs"},{"attributes":{"header":2},"insert":"\n"},{"insert":"I wanted this to feel like a genuine Kindred deck rather than a toughness deck wearing a Crab costume.\nSo "},{"attributes":{"bold":true},"insert":"Shell or High Water contains 25 actual Crab creatures."},{"insert":"\nNo Changelings padding the count.\nNo army of generically efficient high-toughness creatures masquerading as honorary crustaceans.\nEven something as mechanically tempting as a 0/5 Turtle misses the point.\nThe limitations of the tribe are part of the deck.\nCards such as "},{"attributes":{"bold":true},"insert":"Reflections of Littjara"},{"insert":", "},{"attributes":{"bold":true},"insert":"Scuttletide"},{"insert":", "},{"attributes":{"bold":true},"insert":"Distant Melody"},{"insert":", "},{"attributes":{"bold":true},"insert":"Path of Ancestry"},{"insert":", "},{"attributes":{"bold":true},"insert":"Unclaimed Territory"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Secluded Courtyard"},{"insert":" further reward us for committing to Crab Kindred rather than simply assembling Azorius goodstuff.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🌊 Crabs Do Crab Things"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Not every Crab is merely a pile of toughness.\n"},{"attributes":{"bold":true},"insert":"Hedron Crab"},{"insert":", "},{"attributes":{"bold":true},"insert":"Ruin Crab"},{"insert":", "},{"attributes":{"bold":true},"insert":"Iceberg Cancrix"},{"insert":", and "},{"attributes":{"bold":true},"insert":"Scrabbling Skullcrab"},{"insert":" give the deck a natural mill subtheme.\nWe're not trying to become a dedicated mill deck. It's simply another behavior that Magic has repeatedly associated with Crabs.\n"},{"attributes":{"bold":true},"insert":"Mirelurk Queen"},{"insert":" turns that incidental milling into value.\n"},{"attributes":{"bold":true},"insert":"Vexing Scuttler"},{"insert":" can recover an instant or sorcery.\n"},{"attributes":{"bold":true},"insert":"Mirrorshell Crab"},{"insert":" doubles as interaction.\n"},{"attributes":{"bold":true},"insert":"Salvage Scuttler"},{"insert":" can recycle useful artifacts.\n"},{"attributes":{"bold":true},"insert":"Crustacean Commando"},{"insert":" brings a Mutagen token along.\nThe colony is strange, but everybody has a job.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"📚 Keeping the Tide Coming"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Going wide with Crabs means our card advantage should reward us for doing exactly that.\n"},{"attributes":{"bold":true},"insert":"Distant Melody"},{"insert":" can name Crab and refill our hand based on the size of the colony.\n"},{"attributes":{"bold":true},"insert":"Keep Watch"},{"insert":" rewards the moment we send the colony into combat.\n"},{"attributes":{"bold":true},"insert":"Bident of Thassa"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Reconnaissance Mission"},{"insert":" reward Crabs that connect.\n"},{"attributes":{"bold":true},"insert":"Plagon, Lord of the Beach"},{"insert":" provides another payoff for the enormous-toughness creatures we're already playing.\nThis isn't a pile of generic Azorius draw engines.\nWhenever possible, the deck gets paid for doing something it already wanted to do.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"🏝️ Why Rasaad?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"That's ultimately the reason I chose "},{"attributes":{"bold":true},"insert":"Rasaad yn Bashir"},{"insert":" for this challenge.\nHe doesn't share the tribe's creature type.\nHe doesn't mention the tribe.\nHe wasn't designed as a Crab commander.\nInstead, he accidentally understands something fundamental about how Magic has designed Crabs:\nTheir power isn't where their strength is."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Rasaad takes the characteristic that normally makes a Crab defensive and makes it lethal.\nSword Coast Sailor gives him access to the predominantly blue Crab population and helps Rasaad attack safely enough to trigger his initiative payoff.\nEverything else follows naturally from that interaction.\nLow power becomes evasion.\nLow power makes our sweepers asymmetric.\nHigh toughness becomes damage.\nToughness pumps become combat tricks.\nInitiative becomes a team-wide damage doubler.\nAnd a 0/17 island-sized Crab becomes a legitimate one-hit threat.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"🦀 Shell or High Water"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"25 real Crabs."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Zero Changelings."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"One Human Monk who has made a terrible discovery about crustacean-based warfare."},{"insert":"\nSometimes the best offense is a good defense.\nSometimes the best offense is "},{"attributes":{"bold":true},"insert":"34 toughness worth of Crab."},{"insert":"\n"}]}
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