Parmley999
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Commander
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{"ops":[{"insert":"Turn two Amalia. Then we're casting everything and anything to get us life gain triggers. Alot of life gain upon etb triggers here. \n\nIf you are blessed enought to come across a vamp tutor or starfield in your opening hand, I will typically tutor for one of the soul sisters or an authority of the counsels.\n\nWith any life gain triggers happening with Amalia on board, we get to explore. Which will hopefully setting us up to fill our hands up with gas or draw lands to guarentee we hit our land drops every turn.\n\nThe curve on this deck is super low, not CEDH levels low but as long as we can keep filling our hand up we can almost be sure to hard cast 2-3 spells a turn reliably. Don't even feel the need for a Sol Ring here.\n\nIt can be fairly braindead just slamming down creatures for etb lifegain triggers. BUUUT, once you realize just how many triggers you can stack in a turn CYCLE it might become addicting. It has for me.\n\nWe run a bit of reanimation because our opponents are going to see what happens when a full turn cycle goes around and how scary we can become. So they will for sure hard target our lifegain enablers, if not the life gain benefactors.\n\nBeing as our curve is so low, where I would usually include ramp spells I just filled those slots with more removal and more lifegain.\n\nGoing for the infinite combos is always cool. Or even just having one half of the combos is usually a big issue for your opponents. They may begin to target you harder knowing that you are 50% away from winning the game.\n\nBlot out the sky can be super good if you don't cast the X for 6. It can be super good if you do. Either way you will get a bunch of ETB triggers from it.\n\nIt's very possible that your life total gets over 60, 80 or even 100. If that's the case and you have a Doom Whisperer I will pay as much life as I need to fill my graveyard and find Ascend from Avernus putting it on top. Then the following turn cast it to pull everything you just dumped into your graveyard out and onto the battlefield. Ideally, with a life gain etb trigger on board to get that life back that you just put into surveiling a bunch.\n\nOther cool thing is Hatred. It's a hilarious finisher if you are just trying to close out a game. You can even buff an opponents creature that is swinging at another opponent, especially if their creature is getting in unblocked. That way you don't necessarily even need to risk sending in a creature to attack to get an elimination.\n\nP.S.\nBLOODCHIEF ASCENSION GO CRAZY\n\n\n\n"}]}
Commander
Amalia Benavides Aguirre
Ward—Pay 3 life.
Whenever you gain life, Amalia Benavides Aguirre explores. Then destroy all other creatures if its power is exactly 20. (To have this creature explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Whenever you gain life, Amalia Benavides Aguirre explores. Then destroy all other creatures if its power is exactly 20. (To have this creature explore, reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)
Legendary Creature - Vampire Scout

Commander
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Creature
Moseo, Vein's New Dean
Flying
When Moseo enters, create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Infusion — At the beginning of your end step, if you gained life this turn, return up to one target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
When Moseo enters, create a 1/1 black and green Pest creature token with "Whenever this token attacks, you gain 1 life."
Infusion — At the beginning of your end step, if you gained life this turn, return up to one target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
Legendary Creature - Skeleton Bird Warlock

Creature
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Drain
Bloodchief Ascension
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Enchantment

Drain
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Draw
Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Erebos, God of the Dead
Indestructible
As long as your devotion to black is less than five, Erebos isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Your opponents can't gain life.
, Pay 2 life: Draw a card.
As long as your devotion to black is less than five, Erebos isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to black.)
Your opponents can't gain life.
, Pay 2 life: Draw a card.
Legendary Creature Enchantment - God

Haliya, Guided by Light
Whenever Haliya or another creature or artifact you control enters, you gain 1 life.
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
At the beginning of your end step, draw a card if you've gained 3 or more life this turn.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Legendary Creature - Human Soldier

Unholy Annex
At the beginning of your end step, draw a card. If you control a Demon, each opponent loses 2 life and you gain 2 life. Otherwise, you lose 2 life.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Draw
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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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Lifegain
Case of the Uneaten Feast
Whenever a creature you control enters, you gain 1 life.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
Enchantment - Case

Guide of Souls
Whenever another creature you control enters, you gain 1 life and get (an energy counter).
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Whenever you attack, you may pay . When you do, put two +1/+1 counters and a flying counter on target attacking creature. It becomes an Angel in addition to its other types.
Creature - Human Cleric

Voice of the Blessed
Whenever you gain life, put a +1/+1 counter on this creature.
As long as this creature has four or more +1/+1 counters on it, it has flying and vigilance.
As long as this creature has ten or more +1/+1 counters on it, it has indestructible.
As long as this creature has four or more +1/+1 counters on it, it has flying and vigilance.
As long as this creature has ten or more +1/+1 counters on it, it has indestructible.
Creature - Cleric Spirit

Lifegain
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Protection
Restoration Magic
Tiered (Choose one additional cost.)
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
• Cure — — Target permanent gains hexproof and indestructible until end of turn.
• Cura — — Target permanent gains hexproof and indestructible until end of turn. You gain 3 life.
• Curaga — — Permanents you control gain hexproof and indestructible until end of turn. You gain 6 life.
Instant

Protection
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Ramp
Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel

Ramp
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Recursion
Lurrus of the Dream-Den
Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
Lifelink
Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
Lifelink
Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
Legendary Creature - Cat Nightmare

Priest of Fell Rites
, Pay 3 life, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature - Human Warlock

Rodolf Duskbringer
Flying, deathtouch, lifelink
Whenever you gain life, Rodolf Duskbringer gains indestructible until end of turn.
At the beginning of your end step, you may pay . When you do, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
Whenever you gain life, Rodolf Duskbringer gains indestructible until end of turn.
At the beginning of your end step, you may pay . When you do, return target creature card with mana value X or less from your graveyard to the battlefield, where X is the amount of life you gained this turn.
Legendary Creature - Vampire Angel

Recursion
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Removal
Ajani, Strength of the Pride
+1: You gain life equal to the number of creatures you control plus the number of planeswalkers you control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
−2: Create a 2/2 white Cat Soldier creature token named Ajani's Pridemate with "Whenever you gain life, put a +1/+1 counter on this token."
0: If you have at least 15 life more than your starting life total, exile Ajani and each artifact and creature your opponents control.
Legendary Planeswalker - Ajani

Removal
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Sorcery
Decorum Dissertation
Target player draws two cards and loses 2 life.
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Paradigm (Then exile this spell. After you first resolve a spell with this name, you may cast a copy of it from exile without paying its mana cost at the beginning of each of your first main phases.)
Sorcery - Lesson

Sorcery
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Tokens
Tokens
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Tutor
Tutor
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Turn two Amalia. Then we're casting everything and anything to get us life gain triggers. Alot of life gain upon etb triggers here. \n\nIf you are blessed enought to come across a vamp tutor or starfield in your opening hand, I will typically tutor for one of the soul sisters or an authority of the counsels.\n\nWith any life gain triggers happening with Amalia on board, we get to explore. Which will hopefully setting us up to fill our hands up with gas or draw lands to guarentee we hit our land drops every turn.\n\nThe curve on this deck is super low, not CEDH levels low but as long as we can keep filling our hand up we can almost be sure to hard cast 2-3 spells a turn reliably. Don't even feel the need for a Sol Ring here.\n\nIt can be fairly braindead just slamming down creatures for etb lifegain triggers. BUUUT, once you realize just how many triggers you can stack in a turn CYCLE it might become addicting. It has for me.\n\nWe run a bit of reanimation because our opponents are going to see what happens when a full turn cycle goes around and how scary we can become. So they will for sure hard target our lifegain enablers, if not the life gain benefactors.\n\nBeing as our curve is so low, where I would usually include ramp spells I just filled those slots with more removal and more lifegain.\n\nGoing for the infinite combos is always cool. Or even just having one half of the combos is usually a big issue for your opponents. They may begin to target you harder knowing that you are 50% away from winning the game.\n\nBlot out the sky can be super good if you don't cast the X for 6. It can be super good if you do. Either way you will get a bunch of ETB triggers from it.\n\nIt's very possible that your life total gets over 60, 80 or even 100. If that's the case and you have a Doom Whisperer I will pay as much life as I need to fill my graveyard and find Ascend from Avernus putting it on top. Then the following turn cast it to pull everything you just dumped into your graveyard out and onto the battlefield. Ideally, with a life gain etb trigger on board to get that life back that you just put into surveiling a bunch.\n\nOther cool thing is Hatred. It's a hilarious finisher if you are just trying to close out a game. You can even buff an opponents creature that is swinging at another opponent, especially if their creature is getting in unblocked. That way you don't necessarily even need to risk sending in a creature to attack to get an elimination.\n\nP.S.\nBLOODCHIEF ASCENSION GO CRAZY\n\n\n\n"}]}































































