ifnjeff
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Commander
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{"ops":[{"insert":"Formerly known for forcing bombs and other torturous devices onto his enemies, Jon \"Bad Santa\" Irenicus has decided to embrace subtlety, now planting double-agents in enemy ranks to fly under the radar until the time is right to strike.\n\nThe focus for [[Jon Irenicus, Shattered One]] decks has always been the control-changing and sacrifice-prevention of his first ability. Rather than using creatures like [[Greater Harvester]] and becoming the villain, we lay low by offering mutually beneficial creatures that maximize the +1/+1 counters and Jon Irenicus's draw ability instead. Rogues are known for being small, low-cost, evasive creatures which makes them the perfect candidate. Even a simple [[Slither Blade]] becomes a 1-mana [[Phyrexian Arena]] on an unblockable 3/4 body.\n\nOnce we've established a roster of rogues and opponents are weakened, we can take over with [[Homeward Path]] or [[Peer Pressure]]. One or two typal synergies like [[Stinkdrinker Bandit]] or [[Banner of Kinship]] can turn the betrayal into a finisher. If opponents die early, control of their rogues reverts to us so they aren't lost, and we can use these tools to complete the team for the 1v1.\n\nWith so many low-cost creatures, card draw is critical. Keeping opponents happy with their gifts draws attention away from Jon Irenicus so he can quietly linger as a draw engine. Many rogues simply give the opponent a damage threat, but some have minor beneficial triggers to sweeten the deal like [[Looter il-Kor]]. Over time, we can increase the threat of their rogues with proliferate effects like [[Guildpact Informant]].\n\nEvery rogue we plant is one card draw per round as long as they and Jon Irencus stay alive, so we keep them safe with counterspells like [[Negate]] and provide redundancy with clones like [[Spark Double]]. Having a second Jon Irenicus lets us hand out rougues twice as fast if we have a stockpile and doubles our card throughput. [[Sygg, River Cutthroat]] (a rogue himself) does a similar job, amplifying the card draw from our rogues which all deal 3 or more damage.\n\nWith all our rogues out in the field, we need to be careful not to get overwhelmed by the opponent's threats, so we have several ways to neutralize them without compromising our own. The rogues can't be sacrificed, so cards like [[Blasphemous Edict]] leave them on an empty board. We also know that they'll have counters and share their creature type, so [[Wave Goodbye]] and [[Raise the Palisade]] can slow things down without affecting our plans.\n"}]}
Commander
Jon Irenicus, Shattered One
At the beginning of your end step, target opponent gains control of up to one target creature you control. Put two +1/+1 counters on it and tap it. It's goaded for the rest of the game and it gains "This creature can't be sacrificed." (It attacks each combat if able and attacks a player other than you if able.)
Whenever a creature you own but don't control attacks, you draw a card.
Whenever a creature you own but don't control attacks, you draw a card.
Legendary Creature - Wizard Elf

Commander
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Countermeasures
Countermeasures
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Double Agents
Mercurial Spelldancer
This creature can't be blocked.
Whenever you cast a noncreature spell, put an oil counter on this creature.
Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Whenever you cast a noncreature spell, put an oil counter on this creature.
Whenever this creature deals combat damage to a player, you may remove two oil counters from it. If you do, when you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Creature - Rogue Phyrexian

Thieving Skydiver
Kicker . X can't be 0. (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Creature - Merfolk Rogue

Double Agents
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Draw
Chameleon, Master of Disguise
You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Mayhem (You may cast this card from your graveyard for if you discarded it this turn. Timing rules still apply.)
Legendary Creature - Human Shapeshifter Villain

Discreet Retreat
Enchant land
Enchanted land has ": Add two mana of any one color. Spend this mana only to cast outlaw spells or activate abilities of outlaw sources." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Whenever you cast your first outlaw spell each turn, you draw a card and you lose 1 life.
Enchanted land has ": Add two mana of any one color. Spend this mana only to cast outlaw spells or activate abilities of outlaw sources." (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Whenever you cast your first outlaw spell each turn, you draw a card and you lose 1 life.
Enchantment - Aura

Quantum Misalignment
Create a token that's a copy of target creature you control, except it isn't legendary.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery

Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion

Draw
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Field Support
Dreamtide Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Whale

Sword of Truth and Justice
Equipped creature gets +2/+2 and has protection from white and from blue.
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
Artifact - Equipment

Field Support
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Inevitable Betrayal
Inevitable Betrayal
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

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.)
: 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

Land
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Ramp
Ramp
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Sabotage
Sabotage
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Synergy
Synergy
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"Formerly known for forcing bombs and other torturous devices onto his enemies, Jon \"Bad Santa\" Irenicus has decided to embrace subtlety, now planting double-agents in enemy ranks to fly under the radar until the time is right to strike.\n\nThe focus for [[Jon Irenicus, Shattered One]] decks has always been the control-changing and sacrifice-prevention of his first ability. Rather than using creatures like [[Greater Harvester]] and becoming the villain, we lay low by offering mutually beneficial creatures that maximize the +1/+1 counters and Jon Irenicus's draw ability instead. Rogues are known for being small, low-cost, evasive creatures which makes them the perfect candidate. Even a simple [[Slither Blade]] becomes a 1-mana [[Phyrexian Arena]] on an unblockable 3/4 body.\n\nOnce we've established a roster of rogues and opponents are weakened, we can take over with [[Homeward Path]] or [[Peer Pressure]]. One or two typal synergies like [[Stinkdrinker Bandit]] or [[Banner of Kinship]] can turn the betrayal into a finisher. If opponents die early, control of their rogues reverts to us so they aren't lost, and we can use these tools to complete the team for the 1v1.\n\nWith so many low-cost creatures, card draw is critical. Keeping opponents happy with their gifts draws attention away from Jon Irenicus so he can quietly linger as a draw engine. Many rogues simply give the opponent a damage threat, but some have minor beneficial triggers to sweeten the deal like [[Looter il-Kor]]. Over time, we can increase the threat of their rogues with proliferate effects like [[Guildpact Informant]].\n\nEvery rogue we plant is one card draw per round as long as they and Jon Irencus stay alive, so we keep them safe with counterspells like [[Negate]] and provide redundancy with clones like [[Spark Double]]. Having a second Jon Irenicus lets us hand out rougues twice as fast if we have a stockpile and doubles our card throughput. [[Sygg, River Cutthroat]] (a rogue himself) does a similar job, amplifying the card draw from our rogues which all deal 3 or more damage.\n\nWith all our rogues out in the field, we need to be careful not to get overwhelmed by the opponent's threats, so we have several ways to neutralize them without compromising our own. The rogues can't be sacrificed, so cards like [[Blasphemous Edict]] leave them on an empty board. We also know that they'll have counters and share their creature type, so [[Wave Goodbye]] and [[Raise the Palisade]] can slow things down without affecting our plans.\n"}]}

















































































