Market_Gnome
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Commander
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{"ops":[{"insert":"Delirium is the name of the game with this deck. "},{"insert":{"card-link":"Korvold, Gleeful Glutton"}},{"insert":"'s saboteur ability is indeed very similar to a delirium effect, even though it doesn't say the mechanic's name on the card like "},{"insert":{"card-link":"Wickerfolk Thresher"}},{"insert":". The other thing this deck does is aggressively ramp to get Korvold out as soon as possible.\n\nHow soon can we get this eight-mana commander out? Well, with an ideal starting hand, you can slam him down on turn two. On turn one, play a Forest and a "},{"insert":{"card-link":"Tinder Wall"}},{"insert":". Sacrifice the Tinder Wall for two red mana and use it to cast "},{"insert":{"card-link":"Orcish Lumberjack"}},{"insert":" and "},{"insert":{"card-link":"Goldhound"}},{"insert":". On turn two, sacrifice your Goldhound for one black mana. Tap your Forest for one green mana. Tap your Orcish Lumberjack to sacrifice that forest for three red mana. Since you've sacrificed a land, a creature, and an artifact this turn, Korvold is discounted by three. The floating three red mana, one green mana, and one black mana can pay for the rest of Korvold. Heck, you didn't even need to play a land for turn, but you still can to hold up mana for protection with "},{"insert":{"card-link":"Bolt Bend"}},{"insert":", "},{"insert":{"card-link":"Tamiyo's Safekeeping"}},{"insert":", "},{"insert":{"card-link":"Malakir Rebirth // Malakir Mire"}},{"insert":", or "},{"insert":{"card-link":"Revitalizing Repast // Old-Growth Grove"}},{"insert":".\n\nTurn two Korvold is a very rare phenomenon, though. Realistically, you'll be lucky to get him down on turn three, but there are a few different ways of doing it. One example is playing a "},{"insert":{"card-link":"Geothermal Crevice"}},{"insert":" on turn one. Play an untapped land on turn two, then cast "},{"insert":{"card-link":"Diamond Lion"}},{"insert":". On turn three, play any land (can be tapped). Crack your Geothermal Crevice for black and a green. Crack your Diamond Lion for three red mana, discarding your hand. Yeah, I know it sounds reckless to discard your entire hand and sacrifice a land, but we are playing Jund after all, and Korvold will make up for it. Since you sacrificed a land, a creature, and an artifact, Korvold is discounted by three mana and you already have the other five mana floating. Once he deals combat damage (right away since he has haste), you'll be putting three +1/+1 counters on him and drawing three cards.\n\nTurn four Korvold is a good goal for this deck if you're not lucky enough to get him down earlier, and there are tons of ways to pull it off. Turn five Korvold is not ideal, but it can still win you the game if your battlefield, hand, and graveyard are set up for success.\n\nInstead of filling the deck with sacrifice outlets and sac fodder, I went heavy on martyrs and self-sacrificing artifacts and enchantments. They work incredibly well for Korvold and avoid being dependent on the other part to work.\n\nLooking through the deck, it should be obvious why most of the cards are included, so I'm only going to go over the less-than-obvious ones. "},{"insert":{"card-link":"Vampire Hexmage"}},{"insert":" is thrown in to remove counters from the two battles in the deck or even lore counters for "},{"insert":{"card-link":"Vault 21: House Gambit"}},{"insert":". "},{"insert":{"card-link":"Twinferno"}},{"insert":" is obviously useful for giving Korvold double strike, but it can also be used to copy one of the rummage spells, like "},{"insert":{"card-link":"Seize the Spoils"}},{"insert":" or "},{"insert":{"card-link":"Big Score"}},{"insert":", ignoring the additional cost on the copy. "},{"insert":{"card-link":"Traverse the Ulvenwald"}},{"insert":" and "},{"insert":{"card-link":"Demonic Counsel"}},{"insert":" are included to help find finishers, like "},{"insert":{"card-link":"The Balrog, Durin's Bane"}},{"insert":", "},{"insert":{"card-link":"Demolisher Spawn"}},{"insert":", or "},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":".\n\nEven though I'm running "},{"insert":{"card-link":"Korvold, Fae-Cursed King"}},{"insert":" in the 99 as a sac payoff, "},{"insert":{"card-link":"Korvold, Gleeful Glutton"}},{"insert":" feels much different than your average Fae-Cursed King deck. What we have here is fast, reckless, and aggressive, everything I love about Jund.\n"}]}
Commander
Korvold, Gleeful Glutton
This spell costs less to cast for each card type among permanents you've sacrificed this turn.
Flying, trample, haste
Whenever Korvold deals combat damage to a player, put X +1/+1 counters on Korvold and draw X cards, where X is the number of permanent types among cards in your graveyard.
Flying, trample, haste
Whenever Korvold deals combat damage to a player, put X +1/+1 counters on Korvold and draw X cards, where X is the number of permanent types among cards in your graveyard.
Legendary Creature - Dragon Noble

Commander
(CTRL to add secondary)
Artifact Removal
Convert to Slime
Destroy up to one target artifact, up to one target creature, and up to one target enchantment.
Delirium — Then if there are four or more card types among cards in your graveyard, create an X/X green Ooze creature token, where X is the total mana value of permanents destroyed this way.
Delirium — Then if there are four or more card types among cards in your graveyard, create an X/X green Ooze creature token, where X is the total mana value of permanents destroyed this way.
Sorcery

Artifact Removal
(CTRL to add secondary)
Burn
Burn
(CTRL to add secondary)
Copy
Copy
(CTRL to add secondary)
Creature Removal
Blood Spatter Analysis
When this enchantment enters, it deals 3 damage to target creature an opponent controls.
Whenever one or more creatures die, mill a card and put a bloodstain counter on this enchantment. Then sacrifice it if it has five or more bloodstain counters on it. When you do, return target creature card from your graveyard to your hand.
Whenever one or more creatures die, mill a card and put a bloodstain counter on this enchantment. Then sacrifice it if it has five or more bloodstain counters on it. When you do, return target creature card from your graveyard to your hand.
Enchantment

Creature Removal
(CTRL to add secondary)
Double Strike Enabler
Double Strike Enabler
(CTRL to add secondary)
Draw
Bloodsoaked Insight
This spell costs less to cast for each 1 life your opponents have lost this turn.
Target opponent exiles the top three cards of their library. Until the end of your next turn, you may play those cards. If you cast a spell this way, mana of any type can be spent to cast it.
Target opponent exiles the top three cards of their library. Until the end of your next turn, you may play those cards. If you cast a spell this way, mana of any type can be spent to cast it.
Sorcery


Brass's Tunnel-Grinder
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one.
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
Legendary Artifact


Fear of Missing Out
When this creature enters, discard a card, then draw a card.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Delirium — Whenever this creature attacks for the first time each turn, if there are four or more card types among cards in your graveyard, untap target creature. After this phase, there is an additional combat phase.
Creature Enchantment - Nightmare

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

Vault 21: House Gambit
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Discard a card, then draw a card.
III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.
I, II — Discard a card, then draw a card.
III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.
Enchantment - Saga

Draw
(CTRL to add secondary)
Gravecast
Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Gravecast
(CTRL to add secondary)
Gravefill
Cemetery Tampering
Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
At the beginning of your upkeep, you may mill three cards. Then if there are twenty or more cards in your graveyard, you may play the exiled card without paying its mana cost.
Enchantment

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

Seedship Broodtender
When this creature enters, mill three cards. (Put the top three cards of your library into your graveyard.)
, Sacrifice this creature: Return target creature or Spacecraft card from your graveyard to the battlefield. Activate only as a sorcery.
, Sacrifice this creature: Return target creature or Spacecraft card from your graveyard to the battlefield. Activate only as a sorcery.
Creature - Insect Citizen

Gravefill
(CTRL to add secondary)
Graveyard Payoff
Emrakul, the Promised End
This spell costs less to cast for each card type among cards in your graveyard.
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
Legendary Creature - Eldrazi

Graveyard Payoff
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Land Recurssion
Land Recurssion
(CTRL to add secondary)
Protection
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
(CTRL to add secondary)
Ramp
From Beyond
Devoid (This card has no color.)
At the beginning of your upkeep, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ."
, Sacrifice this enchantment: Search your library for an Eldrazi card, reveal it, put it into your hand, then shuffle.
At the beginning of your upkeep, create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add ."
, Sacrifice this enchantment: Search your library for an Eldrazi card, reveal it, put it into your hand, then shuffle.
Enchantment

Wickerfolk Thresher
Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, look at the top card of your library. If it's a land card, you may put it onto the battlefield. If you don't put the card onto the battlefield, put it into your hand.
Creature Artifact - Scarecrow

Ramp
(CTRL to add secondary)
Regrowth
Regrowth
(CTRL to add secondary)
Sac Payoff
Sac Payoff
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Delirium is the name of the game with this deck. "},{"insert":{"card-link":"Korvold, Gleeful Glutton"}},{"insert":"'s saboteur ability is indeed very similar to a delirium effect, even though it doesn't say the mechanic's name on the card like "},{"insert":{"card-link":"Wickerfolk Thresher"}},{"insert":". The other thing this deck does is aggressively ramp to get Korvold out as soon as possible.\n\nHow soon can we get this eight-mana commander out? Well, with an ideal starting hand, you can slam him down on turn two. On turn one, play a Forest and a "},{"insert":{"card-link":"Tinder Wall"}},{"insert":". Sacrifice the Tinder Wall for two red mana and use it to cast "},{"insert":{"card-link":"Orcish Lumberjack"}},{"insert":" and "},{"insert":{"card-link":"Goldhound"}},{"insert":". On turn two, sacrifice your Goldhound for one black mana. Tap your Forest for one green mana. Tap your Orcish Lumberjack to sacrifice that forest for three red mana. Since you've sacrificed a land, a creature, and an artifact this turn, Korvold is discounted by three. The floating three red mana, one green mana, and one black mana can pay for the rest of Korvold. Heck, you didn't even need to play a land for turn, but you still can to hold up mana for protection with "},{"insert":{"card-link":"Bolt Bend"}},{"insert":", "},{"insert":{"card-link":"Tamiyo's Safekeeping"}},{"insert":", "},{"insert":{"card-link":"Malakir Rebirth // Malakir Mire"}},{"insert":", or "},{"insert":{"card-link":"Revitalizing Repast // Old-Growth Grove"}},{"insert":".\n\nTurn two Korvold is a very rare phenomenon, though. Realistically, you'll be lucky to get him down on turn three, but there are a few different ways of doing it. One example is playing a "},{"insert":{"card-link":"Geothermal Crevice"}},{"insert":" on turn one. Play an untapped land on turn two, then cast "},{"insert":{"card-link":"Diamond Lion"}},{"insert":". On turn three, play any land (can be tapped). Crack your Geothermal Crevice for black and a green. Crack your Diamond Lion for three red mana, discarding your hand. Yeah, I know it sounds reckless to discard your entire hand and sacrifice a land, but we are playing Jund after all, and Korvold will make up for it. Since you sacrificed a land, a creature, and an artifact, Korvold is discounted by three mana and you already have the other five mana floating. Once he deals combat damage (right away since he has haste), you'll be putting three +1/+1 counters on him and drawing three cards.\n\nTurn four Korvold is a good goal for this deck if you're not lucky enough to get him down earlier, and there are tons of ways to pull it off. Turn five Korvold is not ideal, but it can still win you the game if your battlefield, hand, and graveyard are set up for success.\n\nInstead of filling the deck with sacrifice outlets and sac fodder, I went heavy on martyrs and self-sacrificing artifacts and enchantments. They work incredibly well for Korvold and avoid being dependent on the other part to work.\n\nLooking through the deck, it should be obvious why most of the cards are included, so I'm only going to go over the less-than-obvious ones. "},{"insert":{"card-link":"Vampire Hexmage"}},{"insert":" is thrown in to remove counters from the two battles in the deck or even lore counters for "},{"insert":{"card-link":"Vault 21: House Gambit"}},{"insert":". "},{"insert":{"card-link":"Twinferno"}},{"insert":" is obviously useful for giving Korvold double strike, but it can also be used to copy one of the rummage spells, like "},{"insert":{"card-link":"Seize the Spoils"}},{"insert":" or "},{"insert":{"card-link":"Big Score"}},{"insert":", ignoring the additional cost on the copy. "},{"insert":{"card-link":"Traverse the Ulvenwald"}},{"insert":" and "},{"insert":{"card-link":"Demonic Counsel"}},{"insert":" are included to help find finishers, like "},{"insert":{"card-link":"The Balrog, Durin's Bane"}},{"insert":", "},{"insert":{"card-link":"Demolisher Spawn"}},{"insert":", or "},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":".\n\nEven though I'm running "},{"insert":{"card-link":"Korvold, Fae-Cursed King"}},{"insert":" in the 99 as a sac payoff, "},{"insert":{"card-link":"Korvold, Gleeful Glutton"}},{"insert":" feels much different than your average Fae-Cursed King deck. What we have here is fast, reckless, and aggressive, everything I love about Jund.\n"}]}


























































































