KyberGenesis
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Commander
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{"ops":[{"insert":{"card-link":"Kalakscion, Hunger Tyrant"}},{"insert":", a vanilla 7/2 that does nothing herself besides be a lot of power and not a lot of toughness for a fairly low mana value. The deck focused on taking advantage of both of these things and the enchantment "},{"insert":{"card-link":"Jaws of Defeat"}},{"insert":" (JoD). Besides Kala herself, JoD is the true soul of the deck. With it on the field, Kala's 7/2 stateline means she'll deal 5 damage to an opponent any time she enters the battlefield. Is this a lot of damage? No not really... but if you were trying to play with a lot of power you wouldn't be making a vanilla crocodile your commander.\n\nYour early game is going to focus almost entirely on tutoring for JoD and getting it onto the battlefield as soon as possible; that's why we run so many tutors. Once that's done you'll spend the rest of your turns using your reusable sac outlets ("},{"insert":{"card-link":"Altar of Dementia"}},{"insert":", "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":", "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":", "},{"insert":{"card-link":"Transmogrant Altar"}},{"insert":") and one-time use sac outlets ("},{"insert":{"card-link":"Danse Macabre"}},{"insert":", "},{"insert":{"card-link":"Come Back Wrong"}},{"insert":", "},{"insert":{"card-link":"Cavalier of Night"}},{"insert":") to get Kala into the graveyard. Your instant protection spells ("},{"insert":{"card-link":"Kaya's Ghostform"}},{"insert":", "},{"insert":{"card-link":"Malakir Rebirth // Malakir Mire"}},{"insert":", "},{"insert":{"card-link":"Supernatural Stamina"}},{"insert":", "},{"insert":{"card-link":"Undying Evil"}},{"insert":", etc.) and slower reanimate spells ("},{"insert":{"card-link":"Reanimate"}},{"insert":", "},{"insert":{"card-link":"Unearth"}},{"insert":", "},{"insert":{"card-link":"Stitch Together"}},{"insert":", "},{"insert":{"card-link":"Animate Dead"}},{"insert":", etc.) then allow you to return Kala directly to the battlefield or to your hand (and with a low mana value of 3, recasting her from hand isn't too expensive). "},{"insert":{"card-link":"Conjurer's Closet"}},{"insert":" is of course a colorless blink for another free JoD trigger at the end of your turns, provided you didn't leave Kala in the graveyard of course.\n\nYour "},{"attributes":{"italic":true,"bold":true},"insert":"Ultimate Combo"},{"insert":" is to get "},{"insert":{"card-link":"Thornbite Staff"}},{"insert":" equipped to "},{"insert":{"card-link":"Xu-Ifit, Osteoharmonist"}},{"insert":". This plus a sac outlet like one of your Altars results in an infinite combo; start with Kala in the graveyard. Tap Xu-Ifit to return Kala to the battlefield. Use your sac outlet to sacrifice Kala. Xu-Ifit will untap thanks to the Thornbite Staff, allowing you to tap her again to return Kala back to the battlefield and repeat the combo ad nauseum. With JoD on the field, that's 5-damage to an opponent an infinite number of times. If your sac outlet is "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":" you get a second win-con as well, infinitely milling your opponents so they lose the game on their next draw, just in case JoD is unavailable.\n\nThat naturally brings up an important point; Jaws of Defeat is your most vulnerable piece. If your opponents remove it you'll be out of luck, short of the Altar of Dementia backup. We run cards like "},{"insert":{"card-link":"Codex Shredder"}},{"insert":", "},{"insert":{"card-link":"Crystal Chimes"}},{"insert":" "},{"insert":{"card-link":"Conqueror's Galleon // Conqueror's Foothold"}},{"insert":" (the land side), "},{"insert":{"card-link":"Skull of Orm"}},{"insert":", and in a real pinch "},{"insert":{"card-link":"Shrouded Lore"}},{"insert":" to get it back from the graveyard if needed. Unfortunately, we have no real protection from JoD being exiled. If you know your opponents are running methods of exiling enchantments you might want to consider holding out as long as possible before playing JoD, maybe until you have your "},{"attributes":{"italic":true,"bold":true},"insert":"Ultimate Combo"},{"insert":" ready to go and enough mana to set it up as quickly as possible. Don't be afraid to use your many tutors to grab whatever you need in the late game; "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":" and "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" to spike your mana generation, "},{"insert":{"card-link":"Petrified Field"}},{"insert":" if you need to get back your "},{"insert":{"card-link":"Command Beacon"}},{"insert":" when Kala has ended up in the command zone a few too many times and would cost 13 mana to recast, any piece of your "},{"attributes":{"italic":true,"bold":true},"insert":"Ultimate Combo"},{"insert":" that you still haven't put together, etc.\n\nThe Maybeboard holds a bunch of more expensive options to give you more sac outlets or reanimation, if you want to proxy and give the deck some more power to play with. Additionally, you could drop this into a more proper Bracket 2 deck by simply removing the two gamechanger tutors; it'll be even more difficult to get JoD onto the battlefield, but Bracket 2 allows for infinite combos that require more than 2 cards, and your "},{"attributes":{"italic":true,"bold":true},"insert":"Ultimate Combo"},{"attributes":{"italic":true},"insert":" "},{"insert":"needs 4-5 in order to do anything.\n"}]}
Creature
Creature
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Enchantment
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.
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

Enchantment
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Land
Susur Secundi, Void Altar
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land - Planet

Land
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Protection
Not Dead After All
Until end of turn, target creature you control gains "When this creature dies, return it to the battlefield tapped under its owner's control, then create a Wicked Role token attached to it." (Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Instant

Protection
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Ramp
Conqueror's Galleon
When this Vehicle attacks, exile it at end of combat, then return it to the battlefield transformed under your control.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle


Ramp
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Recursion
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Mimic Vat
Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
Artifact

Nim Deathmantle
Equipped creature gets +2/+2, has intimidate, and is a black Zombie. (A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it.)
Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay . If you do, return that card to the battlefield and attach this Equipment to it.
Equip
Whenever a nontoken creature is put into your graveyard from the battlefield, you may pay . If you do, return that card to the battlefield and attach this Equipment to it.
Equip
Artifact - Equipment

Recursion
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Removal
Cavalier of Night
Lifelink
When this creature enters, you may sacrifice another creature. When you do, destroy target creature an opponent controls.
When this creature dies, return target creature card with mana value 3 or less from your graveyard to the battlefield.
When this creature enters, you may sacrifice another creature. When you do, destroy target creature an opponent controls.
When this creature dies, return target creature card with mana value 3 or less from your graveyard to the battlefield.
Creature - Knight Elemental

Danse Macabre
Each player sacrifices a nontoken creature of their choice. Roll a d20 and add the toughness of the creature you sacrificed this way.
1—14 | Return a creature card put into a graveyard this way to the battlefield under your control.
15+ | Return up to two creature cards put into graveyards this way to the battlefield under your control.
1—14 | Return a creature card put into a graveyard this way to the battlefield under your control.
15+ | Return up to two creature cards put into graveyards this way to the battlefield under your control.
Sorcery

Gix's Command
Choose two —
• Put two +1/+1 counters on up to one creature. It gains lifelink until end of turn.
• Destroy each creature with power 2 or less.
• Return up to two creature cards from your graveyard to your hand.
• Each opponent sacrifices a creature with the greatest power among creatures they control.
• Put two +1/+1 counters on up to one creature. It gains lifelink until end of turn.
• Destroy each creature with power 2 or less.
• Return up to two creature cards from your graveyard to your hand.
• Each opponent sacrifices a creature with the greatest power among creatures they control.
Sorcery

Removal
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Tutor
Increasing Ambition
Search your library for a card and put that card into your hand. If this spell was cast from a graveyard, instead search your library for two cards and put those cards into your hand. Then shuffle.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

Profane Tutor
Suspend 2— (Rather than cast this card from your hand, pay and exile it with two 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.)
Search your library for a card, put that card into your hand, then shuffle.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery

Tutor
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Untap
Untap
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Maybeboard
Goryo's Vengeance
Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Necromancy
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
Enchantment

Whip of Erebos
Creatures you control have lifelink.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
, : Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step. If it would leave the battlefield, exile it instead of putting it anywhere else. Activate only as a sorcery.
Legendary Artifact Enchantment

Xiahou Dun, the One-Eyed
Horsemanship (This creature can't be blocked except by creatures with horsemanship.)
Sacrifice Xiahou Dun: Return target black card from your graveyard to your hand. Activate only during your turn, before attackers are declared.
Sacrifice Xiahou Dun: Return target black card from your graveyard to your hand. Activate only during your turn, before attackers are declared.
Legendary Creature - Human Soldier

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":{"card-link":"Kalakscion, Hunger Tyrant"}},{"insert":", a vanilla 7/2 that does nothing herself besides be a lot of power and not a lot of toughness for a fairly low mana value. The deck focused on taking advantage of both of these things and the enchantment "},{"insert":{"card-link":"Jaws of Defeat"}},{"insert":" (JoD). Besides Kala herself, JoD is the true soul of the deck. With it on the field, Kala's 7/2 stateline means she'll deal 5 damage to an opponent any time she enters the battlefield. Is this a lot of damage? No not really... but if you were trying to play with a lot of power you wouldn't be making a vanilla crocodile your commander.\n\nYour early game is going to focus almost entirely on tutoring for JoD and getting it onto the battlefield as soon as possible; that's why we run so many tutors. Once that's done you'll spend the rest of your turns using your reusable sac outlets ("},{"insert":{"card-link":"Altar of Dementia"}},{"insert":", "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":", "},{"insert":{"card-link":"Phyrexian Altar"}},{"insert":", "},{"insert":{"card-link":"Transmogrant Altar"}},{"insert":") and one-time use sac outlets ("},{"insert":{"card-link":"Danse Macabre"}},{"insert":", "},{"insert":{"card-link":"Come Back Wrong"}},{"insert":", "},{"insert":{"card-link":"Cavalier of Night"}},{"insert":") to get Kala into the graveyard. Your instant protection spells ("},{"insert":{"card-link":"Kaya's Ghostform"}},{"insert":", "},{"insert":{"card-link":"Malakir Rebirth // Malakir Mire"}},{"insert":", "},{"insert":{"card-link":"Supernatural Stamina"}},{"insert":", "},{"insert":{"card-link":"Undying Evil"}},{"insert":", etc.) and slower reanimate spells ("},{"insert":{"card-link":"Reanimate"}},{"insert":", "},{"insert":{"card-link":"Unearth"}},{"insert":", "},{"insert":{"card-link":"Stitch Together"}},{"insert":", "},{"insert":{"card-link":"Animate Dead"}},{"insert":", etc.) then allow you to return Kala directly to the battlefield or to your hand (and with a low mana value of 3, recasting her from hand isn't too expensive). "},{"insert":{"card-link":"Conjurer's Closet"}},{"insert":" is of course a colorless blink for another free JoD trigger at the end of your turns, provided you didn't leave Kala in the graveyard of course.\n\nYour "},{"attributes":{"italic":true,"bold":true},"insert":"Ultimate Combo"},{"insert":" is to get "},{"insert":{"card-link":"Thornbite Staff"}},{"insert":" equipped to "},{"insert":{"card-link":"Xu-Ifit, Osteoharmonist"}},{"insert":". This plus a sac outlet like one of your Altars results in an infinite combo; start with Kala in the graveyard. Tap Xu-Ifit to return Kala to the battlefield. Use your sac outlet to sacrifice Kala. Xu-Ifit will untap thanks to the Thornbite Staff, allowing you to tap her again to return Kala back to the battlefield and repeat the combo ad nauseum. With JoD on the field, that's 5-damage to an opponent an infinite number of times. If your sac outlet is "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":" you get a second win-con as well, infinitely milling your opponents so they lose the game on their next draw, just in case JoD is unavailable.\n\nThat naturally brings up an important point; Jaws of Defeat is your most vulnerable piece. If your opponents remove it you'll be out of luck, short of the Altar of Dementia backup. We run cards like "},{"insert":{"card-link":"Codex Shredder"}},{"insert":", "},{"insert":{"card-link":"Crystal Chimes"}},{"insert":" "},{"insert":{"card-link":"Conqueror's Galleon // Conqueror's Foothold"}},{"insert":" (the land side), "},{"insert":{"card-link":"Skull of Orm"}},{"insert":", and in a real pinch "},{"insert":{"card-link":"Shrouded Lore"}},{"insert":" to get it back from the graveyard if needed. Unfortunately, we have no real protection from JoD being exiled. If you know your opponents are running methods of exiling enchantments you might want to consider holding out as long as possible before playing JoD, maybe until you have your "},{"attributes":{"italic":true,"bold":true},"insert":"Ultimate Combo"},{"insert":" ready to go and enough mana to set it up as quickly as possible. Don't be afraid to use your many tutors to grab whatever you need in the late game; "},{"insert":{"card-link":"Cabal Coffers"}},{"insert":" and "},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" to spike your mana generation, "},{"insert":{"card-link":"Petrified Field"}},{"insert":" if you need to get back your "},{"insert":{"card-link":"Command Beacon"}},{"insert":" when Kala has ended up in the command zone a few too many times and would cost 13 mana to recast, any piece of your "},{"attributes":{"italic":true,"bold":true},"insert":"Ultimate Combo"},{"insert":" that you still haven't put together, etc.\n\nThe Maybeboard holds a bunch of more expensive options to give you more sac outlets or reanimation, if you want to proxy and give the deck some more power to play with. Additionally, you could drop this into a more proper Bracket 2 deck by simply removing the two gamechanger tutors; it'll be even more difficult to get JoD onto the battlefield, but Bracket 2 allows for infinite combos that require more than 2 cards, and your "},{"attributes":{"italic":true,"bold":true},"insert":"Ultimate Combo"},{"attributes":{"italic":true},"insert":" "},{"insert":"needs 4-5 in order to do anything.\n"}]}






































































