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Commander
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Zeneth29

262 views3 days ago
Commander
Size: 100Salt sum: 54.65

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{"ops":[{"insert":"# The Cruelty of Chaos\n\n## Deck Description\n\nWelcome to the arena of Mogis, where every choice hurts and survival is only temporary.\n\nMogis, God of Slaughter leads a Rakdos (black-red) Commander deck designed to make every opponent's decision a losing proposition. Sacrifice a creature or suffer damage. Keep your life total high and watch it disappear in a single explosive turn. Try to establish control, and risk having the entire battlefield thrown into chaos.\n\nThis deck combines punisher effects, political manipulation, random outcomes, stolen resources, and brutal damage amplification to keep opponents off balance. Cards such as Havoc Festival, Heartless Hidetsugu, Wound Reflection, and Archfiend of Despair create terrifying life-total pressure, turning seemingly manageable damage into lethal consequences. Quietus Spike adds another layer of punishment, while Exsanguinate provides a powerful way to close games when the table is weakened.\n\nBut Mogis does not believe in a fair fight. Grip of Chaos, Scrambleverse, Warp World, Thieves' Auction, and Confusion in the Ranks disrupt carefully constructed strategies and force everyone to adapt to an ever-changing battlefield. Political effects and dangerous bargains make opponents question whether helping themselves is worth the consequences.\n\nThe result is a high-pressure, unpredictable deck that thrives on discomfort, difficult decisions, and spectacular reversals. It doesn't simply try to defeat opponents through combat; it makes the entire game feel like a trial orchestrated by a cruel god.\n\n**In Mogis's arena, there are no good choices — only different ways to suffer.**\n\n## Primer: How to Play the Deck\n\n### 1. Early Game — Prepare the Arena\n\nYour opening turns should focus on developing mana, establishing useful utility pieces, and preparing your punishment engines. Sol Ring, Dark Ritual, and your available mana sources help accelerate your development, while Swiftfoot Boots can protect an important creature from removal.\n\nLook for an opening hand that provides reliable mana and at least one way to influence the game. You don't need every expensive payoff in your starting hand. Several of your most threatening cards are far stronger when deployed with enough mana to protect or capitalize on them.\n\n### 2. Midgame — Make Every Choice Hurt\n\nOnce you have established your resources, begin applying pressure with Mogis and your punisher effects. Mogis forces each opponent to choose between sacrificing a creature and losing life during your upkeep, making him particularly effective against opponents who rely on creature-based defenses.\n\nPainful Quandary makes opponents pay for casting spells, while Captive Audience imposes punishing choices on an opponent. Damnable Pact can serve as card draw or a dangerous finishing tool, depending on the board state and target.\n\nCards such as Gix, Yawgmoth Praetor can help turn opponents' creature activity into additional cards, while Etali, Primal Storm can generate advantage by casting spells from opponents' libraries.\n\n### 3. Create Chaos and Exploit It\n\nThe deck's signature personality comes from cards that disrupt normal play. Grip of Chaos interferes with targeted spells, Scrambleverse redistributes permanents, and Thieves' Auction creates a chaotic contest over the battlefield. Warp World can completely reshape the board, while Confusion in the Ranks creates awkward exchanges whenever artifacts, creatures, or enchantments enter the battlefield.\n\nThese effects are most effective when you are prepared for the resulting uncertainty. Avoid deploying every valuable permanent before a major reset unless the potential payoff justifies the risk. Chaos is a weapon, but it can hurt its controller too.\n\n### 4. Assemble the Punishment Package\n\nYour most dangerous interactions revolve around multiplying life loss and damage.\n\n* **Heartless Hidetsugu + Wound Reflection:** Hidetsugu can halve life totals by dealing damage equal to half each player's life total, rounded down. Wound Reflection can then cause opponents to lose life equal to the life they lost that turn. Timing is critical, and the interaction can be lethal to opponents while also leaving you dangerously exposed.\n* **Havoc Festival + Wound Reflection:** Havoc Festival prevents life gain and causes players to lose half their life totals at the beginning of their upkeep. Wound Reflection can compound life lost during the turn, accelerating the table toward lethal ranges.\n* **Archfiend of Despair + damage sources:** Archfiend doubles opponents' life loss during your turn and prevents their life gain. Combined with substantial damage or life-loss effects, it can turn a threatening board into a lethal one.\n* **Quietus Spike:** Combat damage from an equipped creature can cut an opponent's life total in half, making even a modest attacker a serious threat.\n\nRemember that damage and life loss are not interchangeable in every rules interaction. Some effects deal damage, while others directly cause life loss, and replacement effects or prevention can change the outcome.\n\n### 5. Close the Game\n\nWhen opponents have been weakened by Mogis and your punishment effects, look for a decisive finish. Exsanguinate can drain the table while replenishing your life total, while Angrath's Marauders can magnify damage from your sources. Archfiend of Despair can make an already dangerous turn devastating.\n\nYour goal is not necessarily to win quickly. It is to establish a position where opponents cannot afford to develop their boards, cast their spells, or wait for another upkeep without suffering serious consequences.\n\n## Strengths\n\n* Punishes opponents for ordinary game actions.\n* Creates unpredictable board states and political dilemmas.\n* Has several powerful life-loss and damage-amplification interactions.\n* Can win without relying exclusively on creature combat.\n* Offers explosive finishing potential through Exsanguinate and damage multipliers.\n\n## Weaknesses\n\n* Some chaos effects can benefit opponents as much as you.\n* Expensive finishers can clog opening hands.\n* The deck can struggle against fast combo strategies without sufficient early interaction.\n* Life-total manipulation can leave you vulnerable as well as your opponents.\n* Its own strategy can become inconsistent if the mana base or draw engines fail to keep pace.\n\n## Final Game Plan\n\nDevelop mana, establish punishment effects, and force opponents to spend resources surviving rather than advancing their strategies. Use chaos to disrupt the table when you can exploit the result, and save your strongest damage multipliers for turns when they can secure a decisive advantage.\n\nMogis rewards a ruthless mindset: make every option uncomfortable, turn every mistake into a liability, and finish the game when your opponents have nowhere left to turn.\n\n**Welcome to Mogis's arena. Every choice has a price, and someone always pays.**\n\n"}]}

Commander

Qty: 1 Price: $12.99
Mogis, God of Slaughter
Indestructible
As long as your devotion to black and red is less than seven, Mogis isn't a creature.
At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless they sacrifice a creature of their choice.
Legendary Creature Enchantment - God
Mogis, God of Slaughter (sld) 78

Commander

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Anthem

Qty: 1 Price: $0.79
Anger
Haste
As long as this card is in your graveyard and you control a Mountain, creatures you control have haste.
Creature - Incarnation
Anger (m3c) 208

Anthem

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Burn

Qty: 7 Price: $14.53
Angrath's Marauders
If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.
Creature - Human Pirate
Angrath's Marauders (lcc) 215
Archfiend of Despair
Flying
Your opponents can't gain life.
At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)
Creature - Demon
Archfiend of Despair (frc) 46
Far Fortune, End Boss
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
Whenever you attack, Far Fortune deals 1 damage to each opponent.
Max speed — If a source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead.
Legendary Creature - Human Mercenary
Far Fortune, End Boss (dft) 363
Goblin Game
Each player hides at least one item, then all players reveal them simultaneously. Each player loses life equal to the number of items they revealed. The player who revealed the fewest items then loses half their life, rounded up. If two or more players are tied for fewest, each loses half their life, rounded up.
Sorcery
Goblin Game (plst) PLS-61
Havoc Festival
Players can't gain life.
At the beginning of each player's upkeep, that player loses half their life, rounded up.
Enchantment
Havoc Festival (rtr) 166
Heartless Hidetsugu
: Heartless Hidetsugu deals damage to each player equal to half that player's life total, rounded down.
Legendary Creature - Shaman Ogre
Heartless Hidetsugu (plst) CNS-144
Sunspine Lynx
Players can't gain life.
Damage can't be prevented.
When this creature enters, it deals damage to each player equal to the number of nonbasic lands that player controls.
Creature - Elemental Cat
Sunspine Lynx (blb) 155

Burn

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Copy

Qty: 4 Price: $11.26
Dualcaster Mage
Flash
When this creature enters, copy target instant or sorcery spell. You may choose new targets for the copy.
Creature - Human Wizard
Dualcaster Mage (c21) 165
Electroduplicate
Create a token that's a copy of target creature you control, except it has haste and "At the beginning of the end step, sacrifice this token."
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Electroduplicate (fdn) 85
Krark, the Thumbless
Whenever you cast an instant or sorcery spell, flip a coin. If you lose the flip, return that spell to its owner's hand. If you win the flip, copy that spell, and you may choose new targets for the copy.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Wizard Goblin
Krark, the Thumbless (cmr) 574
Twinflame
Strive — This spell costs
more to cast for each target beyond the first.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
Sorcery
Twinflame (soc) 258

Copy

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Creature

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Alesha, Who Laughs at Fate
First strike
Whenever Alesha attacks, put a +1/+1 counter on it.
Raid — At the beginning of your end step, if you attacked this turn, return target creature card with mana value less than or equal to Alesha's power from your graveyard to the battlefield.
Legendary Creature - Human Warrior
Alesha, Who Laughs at Fate (fdn) 343
Lamentation
When this creature enters, destroy target creature an opponent controls. You gain 3 life.
Encore
(
, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Creature - Elemental Incarnation
Lamentation (ecc) 30

Creature

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Discard

Qty: 1 Price: $2.79
Painful Quandary
Whenever an opponent casts a spell, that player loses 5 life unless they discard a card.
Enchantment
Painful Quandary (fdn) 179

Discard

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Drain

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Wound Reflection
At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
Enchantment
Wound Reflection (who) 223

Drain

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Draw

Qty: 12 Price: $38.80
Damnable Pact
Target player draws X cards and loses X life.
Sorcery
Damnable Pact (c21) 139
Demonic Pact
At the beginning of your upkeep, choose one that hasn't been chosen —
• This enchantment deals 4 damage to any target and you gain 4 life.
• Target opponent discards two cards.
• Draw two cards.
• You lose the game.
Enchantment
Demonic Pact (ori) 92
Eldritch Pact
Target player draws X cards and loses X life, where X is the number of cards in their graveyard.
Sorcery
Eldritch Pact (clb) 126
Etali, Primal Storm
Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.
Legendary Creature - Elder Dinosaur
Etali, Primal Storm (jmp) 314
Expedited Inheritance
Whenever a creature is dealt damage, its controller may exile that many cards from the top of their library. They may play those cards until the end of their next turn.
Enchantment
Expedited Inheritance (mkm) 123
Gix, Yawgmoth Praetor
Whenever a creature deals combat damage to one of your opponents, its controller may pay 1 life. If they do, they draw a card.
, Discard X cards: Exile the top X cards of target opponent's library. You may play lands and cast spells from among cards exiled this way without paying their mana costs.
Legendary Creature - Praetor Phyrexian
Gix, Yawgmoth Praetor (tdc) 181
Khârn the Betrayer
Berzerker — Khârn the Betrayer attacks or blocks each combat if able.
Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards.
The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.
Legendary Creature - Berserker Astartes
Khârn the Betrayer (40k) 79
Stargaze
Look at twice X cards from the top of your library. Put X cards from among them into your hand and the rest into your graveyard. You lose X life.
Sorcery
Stargaze (soa) 34
Warlock Class
(Gain the next level as a sorcery to add its ability.)
At the beginning of your end step, if a creature died this turn, each opponent loses 1 life.
: Level 2
When this Class becomes level 2, look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.
: Level 3
At the beginning of your end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)
Enchantment - Class
Warlock Class (afr) 125
Wheel of Fate
Suspend 4—
(Rather than cast this card from your hand, pay
and exile it with four 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.)
Each player discards their hand, then draws seven cards.
Sorcery
Wheel of Fate (tsp) 187
Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery
Wheel of Misfortune (cmr) 211
Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery
Will of the Jeskai (tdc) 80

Draw

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Enchantment

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Grave Venerations
When this enchantment enters, you become the monarch.
At the beginning of your end step, if you're the monarch, return up to one target creature card from your graveyard to your hand.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
Enchantment
Grave Venerations (ecc) 29
Mornsong Aria
Players can't draw cards or gain life.
At the beginning of each player's draw step, that player loses 3 life, searches their library for a card, puts it into their hand, then shuffles.
Legendary Enchantment
Mornsong Aria (ecl) 361

Enchantment

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Evasion

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Trailblazer's Boots
Equipped creature has nonbasic landwalk. (It can't be blocked as long as defending player controls a nonbasic land.)
Equip
Artifact - Equipment
Trailblazer's Boots (ltr) 398

Evasion

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Finisher

Qty: 3 Price: $16.27
Captive Audience
This enchantment enters under the control of an opponent of your choice.
At the beginning of your upkeep, choose one that hasn't been chosen —
• Your life total becomes 4.
• Discard your hand.
• Each opponent creates five 2/2 black Zombie creature tokens.
Enchantment
Captive Audience (rna) 160
Cruel Entertainment
Choose target player and another target player. The first player controls the second player during the second player's next turn, and the second player controls the first player during the first player's next turn.
Sorcery
Cruel Entertainment (c16) 11
Exsanguinate
Each opponent loses X life. You gain life equal to the life lost this way.
Sorcery
Exsanguinate (fic) 276

Finisher

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Infect

Qty: 1 Price: $4.99
Phyresis
Enchant creature
Enchanted creature has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Enchantment - Aura
Phyresis (plst) MBS-49

Infect

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Land

Qty: 34 Price: $58.76
Abundant Countryside
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell.
,
: Create a 1/1 colorless Shapeshifter creature token with changeling. (It's every creature type.)
Land
Abundant Countryside (ecc) 42
Amonkhet Raceway
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
: Add
.
Max speed —
: Target creature gains haste until end of turn.
Land
Amonkhet Raceway (dft) 248
Bloodfell Caves
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Bloodfell Caves (tdm) 250
Cinder Barrens
This land enters tapped.
: Add
or
.
Land
Cinder Barrens (m19) 248
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (c18) 240
Crossroads Village
This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
Land - Town
Crossroads Village (fin) 276
Detection Tower
: Add
.
,
: Until end of turn, your opponents and creatures your opponents control with hexproof can be the targets of spells and abilities you control as though they didn't have hexproof.
Land
Detection Tower (m19) 249
Forge of Heroes
: Add
.
: Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.
Land
Forge of Heroes (c18) 58
Goblin-town
This land enters tapped.
: Add
or
.
,
, Sacrifice this land: Put two +1/+1 counters on target Goblin or Orc you control. Activate only as a sorcery.
Land
Goblin-town (hob) 183
Hell's Kitchen
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Hell's Kitchen (msh) 268
Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Land
Maze of Ith (drk) 117
Memorial to Folly
This land enters tapped.
: Add
.
,
, Sacrifice this land: Return target creature card from your graveyard to your hand.
Land
Memorial to Folly (dom) 242
Memorial to War
This land enters tapped.
: Add
.
,
, Sacrifice this land: Destroy target land.
Land
Memorial to War (dom) 246
Mirage Mesa
This land enters tapped. As it enters, choose a color.
: Add one mana of the chosen color.
Land - Desert
Mirage Mesa (otj) 262
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (msc) 863
Muraganda Raceway
Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.)
: Add
.
Max speed —
: Add
.
Land
Muraganda Raceway (pdft) 257p
Rupture Spire
This land enters tapped.
When this land enters, sacrifice it unless you pay
.
: Add one mana of any color.
Land
Rupture Spire (pca) 124
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (ecl) 276
Vector, Imperial Capital
This land enters tapped.
: Add
or
.
Land - Town
Vector, Imperial Capital (fin) 291
Zhalfirin Void
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
.
Land
Zhalfirin Void (plst) DOM-249

Land

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Protection

Qty: 3 Price: $23.97
Grip of Chaos
Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.)
Enchantment
Grip of Chaos (scg) 98
Return the Favor
Spree (Choose one or more additional costs.)
+
— Copy target instant spell, sorcery spell, activated ability, or triggered ability. You may choose new targets for the copy.
+
— Change the target of target spell or ability with a single target.
Instant
Return the Favor (sld) 7080
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 (plst) BLC-286

Protection

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Ramp

Qty: 4 Price: $24.76
Dark Ritual
Add
.
Instant
Dark Ritual (mmq) 129
Pyromancer's Goggles
: Add
. When that mana is spent to cast a red instant or sorcery spell, copy that spell and you may choose new targets for the copy.
Legendary Artifact
Pyromancer's Goggles (fdn) 677
Smaug the Impenetrable
Flying, indestructible, haste
Whenever Smaug is dealt noncombat damage, create that many Treasure tokens.
Legendary Creature - Dragon
Smaug the Impenetrable (hoc) 9
Sol Ring
: Add
.
Artifact
Sol Ring (fic) 356

Ramp

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Recursion

Qty: 1 Price: $2.79
Nine-Lives Familiar
This creature enters with eight revival counters on it if you cast it.
When this creature dies, if it had a revival counter on it, return it to the battlefield with one fewer revival counter on it at the beginning of the next end step.
Creature - Cat
Nine-Lives Familiar (fdn) 66

Recursion

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Removal

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Abrade
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
Instant
Abrade (sld) 2390
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (sld) 1756
Call to the Void
Each player secretly chooses a creature they control and a creature they don't control. Then those choices are revealed. Destroy each creature chosen this way.
Sorcery
Call to the Void (clb) 572
Deadly Rollick
If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature.
Instant
Deadly Rollick (sld) 1754
Deadpool, Trading Card
As Deadpool enters, you may exchange his text box and another creature's.
At the beginning of your upkeep, you lose 3 life.
, Sacrifice this creature: Each other player draws a card.
Legendary Creature - Mutant Mercenary Hero
Deadpool, Trading Card (sld) 1753
Deathbringer Thoctar
Whenever another creature dies, you may put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Creature - Beast Zombie
Deathbringer Thoctar (c13) 184
Hero's Downfall
Destroy target creature or planeswalker.
Instant
Hero's Downfall (fdn) 319
Illicit Auction
Each player may bid life for control of target creature. You start the bidding with a bid of 0. In turn order, each player may top the high bid. The bidding ends if the high bid stands. The high bidder loses life equal to the high bid and gains control of the creature. (This effect lasts indefinitely.)
Sorcery
Illicit Auction (mir) 183
Mega Flare
Kicker

If this spell was kicked, create a 6/6 red Dragon creature token with flying.
For each opponent, choose up to one target creature that player controls. Mega Flare deals damage equal to the greatest power among creatures you control to each of the chosen creatures.
Sorcery
Mega Flare (fic) 456
Quietus Spike
Equipped creature has deathtouch.
Whenever equipped creature deals combat damage to a player, that player loses half their life, rounded up.
Equip
Artifact - Equipment
Quietus Spike (brr) 46
Saw in Half
Destroy target creature. If that creature dies this way, its controller creates two tokens that are copies of that creature, except their power is half that creature's power and their toughness is half that creature's toughness. Round up each time.
Instant
Saw in Half (sld) 1755
Sheoldred's Edict
Choose one —
• Each opponent sacrifices a nontoken creature of their choice.
• Each opponent sacrifices a creature token of their choice.
• Each opponent sacrifices a planeswalker of their choice.
Instant
Sheoldred's Edict (soa) 32
Summon: Primal Odin
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gungnir — Destroy target creature an opponent controls.
II — Zantetsuken — This creature gains "Whenever this creature deals combat damage to a player, that player loses the game."
III — Hall of Sorrow — Draw two cards. Each player loses 2 life.
Creature Enchantment - Knight Saga
Summon: Primal Odin (fin) 121
Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant
Tibalt's Trickery (khm) 153
Vandalblast
Destroy target artifact you don't control.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Vandalblast (sld) 1757
Warp World
Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.
Sorcery
Warp World (plst) RAV-150

Removal

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Stax

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Stranglehold
Your opponents can't search libraries.
If an opponent would begin an extra turn, that player skips that turn instead.
Enchantment
Stranglehold (sld) 1804

Stax

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Theft

Qty: 4 Price: $24.26
Confusion in the Ranks
Whenever an artifact, creature, or enchantment enters, its controller chooses target permanent another player controls that shares a card type with it. Exchange control of those permanents.
Enchantment
Confusion in the Ranks (mrd) 87
Harmless Offering
Target opponent gains control of target permanent you control.
Sorcery
Harmless Offering (sld) 868
Scrambleverse
For each nonland permanent, choose a player at random. Then each player gains control of each permanent for which they were chosen. Untap those permanents.
Sorcery
Scrambleverse (m12) 153
Thieves' Auction
Exile all nontoken permanents. Starting with you, each player chooses one of the exiled cards and puts it onto the battlefield tapped under their control. Repeat this process until all cards exiled this way have been chosen.
Sorcery
Thieves' Auction (8ed) 227

Theft

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Tokens

Qty: 1 Price: $22.99
Bitterbloom Bearer
Flash
Flying
At the beginning of your upkeep, you lose 1 life and create a 1/1 blue and black Faerie creature token with flying.
Creature - Rogue Faerie
Bitterbloom Bearer (ecl) 88

Tokens

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
0 mana - 5 cards
44 pips - 32 cards
24 mana - 22 cards
52 pips - 36 cards
18 mana - 18 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
10 mana - 7 cards
CategoriesQtyOdds
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Description

{"ops":[{"insert":"# The Cruelty of Chaos\n\n## Deck Description\n\nWelcome to the arena of Mogis, where every choice hurts and survival is only temporary.\n\nMogis, God of Slaughter leads a Rakdos (black-red) Commander deck designed to make every opponent's decision a losing proposition. Sacrifice a creature or suffer damage. Keep your life total high and watch it disappear in a single explosive turn. Try to establish control, and risk having the entire battlefield thrown into chaos.\n\nThis deck combines punisher effects, political manipulation, random outcomes, stolen resources, and brutal damage amplification to keep opponents off balance. Cards such as Havoc Festival, Heartless Hidetsugu, Wound Reflection, and Archfiend of Despair create terrifying life-total pressure, turning seemingly manageable damage into lethal consequences. Quietus Spike adds another layer of punishment, while Exsanguinate provides a powerful way to close games when the table is weakened.\n\nBut Mogis does not believe in a fair fight. Grip of Chaos, Scrambleverse, Warp World, Thieves' Auction, and Confusion in the Ranks disrupt carefully constructed strategies and force everyone to adapt to an ever-changing battlefield. Political effects and dangerous bargains make opponents question whether helping themselves is worth the consequences.\n\nThe result is a high-pressure, unpredictable deck that thrives on discomfort, difficult decisions, and spectacular reversals. It doesn't simply try to defeat opponents through combat; it makes the entire game feel like a trial orchestrated by a cruel god.\n\n**In Mogis's arena, there are no good choices — only different ways to suffer.**\n\n## Primer: How to Play the Deck\n\n### 1. Early Game — Prepare the Arena\n\nYour opening turns should focus on developing mana, establishing useful utility pieces, and preparing your punishment engines. Sol Ring, Dark Ritual, and your available mana sources help accelerate your development, while Swiftfoot Boots can protect an important creature from removal.\n\nLook for an opening hand that provides reliable mana and at least one way to influence the game. You don't need every expensive payoff in your starting hand. Several of your most threatening cards are far stronger when deployed with enough mana to protect or capitalize on them.\n\n### 2. Midgame — Make Every Choice Hurt\n\nOnce you have established your resources, begin applying pressure with Mogis and your punisher effects. Mogis forces each opponent to choose between sacrificing a creature and losing life during your upkeep, making him particularly effective against opponents who rely on creature-based defenses.\n\nPainful Quandary makes opponents pay for casting spells, while Captive Audience imposes punishing choices on an opponent. Damnable Pact can serve as card draw or a dangerous finishing tool, depending on the board state and target.\n\nCards such as Gix, Yawgmoth Praetor can help turn opponents' creature activity into additional cards, while Etali, Primal Storm can generate advantage by casting spells from opponents' libraries.\n\n### 3. Create Chaos and Exploit It\n\nThe deck's signature personality comes from cards that disrupt normal play. Grip of Chaos interferes with targeted spells, Scrambleverse redistributes permanents, and Thieves' Auction creates a chaotic contest over the battlefield. Warp World can completely reshape the board, while Confusion in the Ranks creates awkward exchanges whenever artifacts, creatures, or enchantments enter the battlefield.\n\nThese effects are most effective when you are prepared for the resulting uncertainty. Avoid deploying every valuable permanent before a major reset unless the potential payoff justifies the risk. Chaos is a weapon, but it can hurt its controller too.\n\n### 4. Assemble the Punishment Package\n\nYour most dangerous interactions revolve around multiplying life loss and damage.\n\n* **Heartless Hidetsugu + Wound Reflection:** Hidetsugu can halve life totals by dealing damage equal to half each player's life total, rounded down. Wound Reflection can then cause opponents to lose life equal to the life they lost that turn. Timing is critical, and the interaction can be lethal to opponents while also leaving you dangerously exposed.\n* **Havoc Festival + Wound Reflection:** Havoc Festival prevents life gain and causes players to lose half their life totals at the beginning of their upkeep. Wound Reflection can compound life lost during the turn, accelerating the table toward lethal ranges.\n* **Archfiend of Despair + damage sources:** Archfiend doubles opponents' life loss during your turn and prevents their life gain. Combined with substantial damage or life-loss effects, it can turn a threatening board into a lethal one.\n* **Quietus Spike:** Combat damage from an equipped creature can cut an opponent's life total in half, making even a modest attacker a serious threat.\n\nRemember that damage and life loss are not interchangeable in every rules interaction. Some effects deal damage, while others directly cause life loss, and replacement effects or prevention can change the outcome.\n\n### 5. Close the Game\n\nWhen opponents have been weakened by Mogis and your punishment effects, look for a decisive finish. Exsanguinate can drain the table while replenishing your life total, while Angrath's Marauders can magnify damage from your sources. Archfiend of Despair can make an already dangerous turn devastating.\n\nYour goal is not necessarily to win quickly. It is to establish a position where opponents cannot afford to develop their boards, cast their spells, or wait for another upkeep without suffering serious consequences.\n\n## Strengths\n\n* Punishes opponents for ordinary game actions.\n* Creates unpredictable board states and political dilemmas.\n* Has several powerful life-loss and damage-amplification interactions.\n* Can win without relying exclusively on creature combat.\n* Offers explosive finishing potential through Exsanguinate and damage multipliers.\n\n## Weaknesses\n\n* Some chaos effects can benefit opponents as much as you.\n* Expensive finishers can clog opening hands.\n* The deck can struggle against fast combo strategies without sufficient early interaction.\n* Life-total manipulation can leave you vulnerable as well as your opponents.\n* Its own strategy can become inconsistent if the mana base or draw engines fail to keep pace.\n\n## Final Game Plan\n\nDevelop mana, establish punishment effects, and force opponents to spend resources surviving rather than advancing their strategies. Use chaos to disrupt the table when you can exploit the result, and save your strongest damage multipliers for turns when they can secure a decisive advantage.\n\nMogis rewards a ruthless mindset: make every option uncomfortable, turn every mistake into a liability, and finish the game when your opponents have nowhere left to turn.\n\n**Welcome to Mogis's arena. Every choice has a price, and someone always pays.**\n\n"}]}
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