MichelS
132 views23 hrs ago
Commander
Size: 100Salt sum: 52.7
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Commander
Commander
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1. Anthem
1. Anthem
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2.Stax
2.Stax
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3. Draw/Filter Engine
Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Waterbender Ascension
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card.
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment

3. Draw/Filter Engine
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4.Beater
Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren

Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

4.Beater
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5.Counterspells
5.Counterspells
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6.Removal
6.Removal
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7.Singular Draw/Filtering
Combat Research
Enchant creature
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
As long as enchanted creature is legendary, it gets +1/+1 and has ward . (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Enchanted creature has "Whenever this creature deals combat damage to a player, draw a card."
As long as enchanted creature is legendary, it gets +1/+1 and has ward . (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Enchantment - Aura

7.Singular Draw/Filtering
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8.Land
8.Land
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"I built this deck to capture the feel of an aggressive, evasive tempo deck I loved during "},{"attributes":{"italic":true},"insert":"War of the Spark, t"},{"insert":"he kind that curves out with 1-drop flyers, holds up interaction, and pushes damage (even if it folds when behind).\nOf course, that plan doesn't translate easily to Commander, where you have three opponents and 120 total life to cut through. Rather than trying to scale up the damage output massively, I shifted toward a stax and tempo approach: drop early aggressive threats, protect them with counterspells, and keep the engine running with "},{"attributes":{"italic":true},"insert":"Bident of Thassa"},{"insert":" draw effects.\nCompare this to high-tier Derevi lists, and it's noticeably dialed back. It runs zero ramp, since the curve caps out so low, and lacks heavy green draw engines like "},{"attributes":{"italic":true},"insert":"Toski"},{"insert":". Instead, it operates as pure Blue Aggro starting on Turn 1 to punish the greedy 4-turn setup window common in casual EDH.\nWhile a lower-curve pod with plenty of removal will dismantle this strategy fairly quickly, it catches standard midrange decks completely off guard. It can definitely feel oppressive in the wrong setting, so I avoid playing it in super casual games or against players who only get to play once a month and want a relaxed experience.\n"}]}
































































