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Commander
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{"ops":[{"insert":"this is an orzhov engine deck built around punishing whatever the opponent does with their creatures, layered under a blink package that keeps re-triggering the same enters-the-battlefield abilities all game. no game changers besides enlightened tutor, interaction's dense and mostly unconditional, and it wins off accumulated value rather than one big swing - solid bracket 3.\nbuilt around scriv, the obligator - flying deathtouch, and whenever he enters or attacks he slaps a contract aura on an opponent's creature that either punishes it for attacking someone else or drains 2 life off its controller if it doesn't"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"that contract token counts as an enchantment you control even though it's stuck to their creature, which is the whole engine - it feeds every enchantment-matters payoff in the deck for free, every single attack"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"killian goads whatever gets contracted and draws you a card when aura-enchanted creatures attack, eriette stops those same creatures from attacking you and drains life off your opponents equal to how many auras you control, ghostly dancers spits out a 3/1 flier off every one of those enchantment triggers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the blink suite (cloudshift, ephemerate, panharmonicon, restoration angel, conjurer's closet, teleportation circle, far traveler) exists to flicker scriv back in for another contract trigger, or just to double up on solemn simulacrum and restoration angel value - elesh norn doubles all of it if she's out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"removal is almost entirely cheap exile effects, and hateful eidolon rewards you for it - it draws a card whenever any enchanted creature dies, so killing one of your own contract-wearing targets with removal is a two-for-one"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"go wide with tokens is the actual closer here - anointed procession and mondrak double them, cathars crusade counters them up over time, and it's rarely one big attack, more like the board's just better than theirs by turn 8"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"drain from eriette and vito isn't the plan, it's just extra reach that shows up because the enchantment engine happens to also punch life totals"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"draw and ramp are both real (skullclamp, esper sentinel, phyrexian arena, mind stone, sol ring) so you're rarely stuck doing nothing"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"karmic guide and sun titan are the safety net if scriv dies - karmic guide especially, since it has no mana value cap on what it brings back"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"mulligan guidance\nkeep 2-3 lands with W+B access, scriv's a 4-drop so you want to actually hit turn 4 on curve"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"a cheap rock or signet in the opener is great, it's the difference between casting scriv on 3 or on 5"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"removal plus any blink piece is a fine keep even without scriv in hand - the blink suite still does work on its own"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"turns 1-10\nt1-3 lands, deploy ramp as it comes, hold removal up if you've got it"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"t4 scriv comes down, start attacking with him as soon as he's able, that first contract token is the whole game plan starting"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"t4-5 the constellation payoffs should start clicking - killian goading, eriette draining, ghostly dancers making fliers off every contract token"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"t6-7 blink suite comes online here, panharmonicon and elesh norn (if drawn) start doubling everything, tokens are piling up from anointed procession/mondrak, draw engines are keeping your hand full enough to hold up removal and still develop"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"t8-10 board's just wider and better than theirs by now, cathars crusade counters have been stacking for a few turns, karmic guide or sun titan bring scriv back if he ever died, and the close is usually just attacking with a board that's quietly outgrown the table rather than one big finisher"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
Commander
Scriv, the Obligator
Flying, deathtouch
Whenever Scriv enters or attacks, create a white Aura enchantment token named Contract attached to target creature an opponent controls. The token has enchant creature and "Whenever enchanted creature attacks, it gets +2/+0 until end of turn if it's attacking one of your opponents. Otherwise, its controller loses 2 life."
Whenever Scriv enters or attacks, create a white Aura enchantment token named Contract attached to target creature an opponent controls. The token has enchant creature and "Whenever enchanted creature attacks, it gets +2/+0 until end of turn if it's attacking one of your opponents. Otherwise, its controller loses 2 life."
Legendary Creature - Bird Inkling

Commander
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Blink
Ephemerate
Exile target creature you control, then return it to the battlefield under its owner's control.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Instant

Blink
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Creature
Killian, Decisive Mentor
Whenever an enchantment you control enters, tap up to one target creature and goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever one or more creatures that are enchanted by an Aura you control attack, draw a card.
Whenever one or more creatures that are enchanted by an Aura you control attack, draw a card.
Legendary Creature - Human Warlock

Creature
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Drain
Eriette of the Charmed Apple
Each creature that's enchanted by an Aura you control can't attack you or planeswalkers you control.
At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
At the beginning of your end step, each opponent loses X life and you gain X life, where X is the number of Auras you control.
Legendary Creature - Human Warlock

Drain
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Draw
Draw
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Evasion
Evasion
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Land
Land
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Protection
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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Ramp
Sword of Hearth and Home
Equipped creature gets +2/+2 and has protection from green and from white.
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Whenever equipped creature deals combat damage to a player, exile up to one target creature you own, then search your library for a basic land card. Put both cards onto the battlefield under your control, then shuffle.
Equip
Artifact - Equipment

Ramp
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Recursion
Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Recursion
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Removal
The Eternal Wanderer
No more than one creature can attack The Eternal Wanderer each combat.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
+1: Exile up to one target artifact or creature. Return that card to the battlefield under its owner's control at the beginning of that player's next end step.
0: Create a 2/2 white Samurai creature token with double strike.
−4: For each player, choose a creature that player controls. Each player sacrifices all creatures they control not chosen this way.
Legendary Planeswalker

Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

Removal
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Stax
Elesh Norn, Mother of Machines
Vigilance
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
If a permanent entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
Permanents entering don't cause abilities of permanents your opponents control to trigger.
Legendary Creature - Praetor Phyrexian

Stax
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Tokens
Archon of Sun's Grace
Flying
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Pegasus creatures you control have lifelink.
Constellation — Whenever an enchantment you control enters, create a 2/2 white Pegasus creature token with flying.
Creature - Archon

Elspeth, Storm Slayer
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
+1: Create a 1/1 white Soldier creature token.
0: Put a +1/+1 counter on each creature you control. Those creatures gain flying until your next turn.
−3: Destroy target creature an opponent controls with mana value 3 or greater.
Legendary Planeswalker - Elspeth

Exalted Sunborn
Flying, lifelink
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
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.)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
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 - Wizard Angel

Ghostly Dancers
Flying
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
When this creature enters, return an enchantment card from your graveyard to your hand or unlock a locked door of a Room you control.
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, create a 3/1 white Spirit creature token with flying.
Creature - Spirit

Mondrak, Glory Dominus
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
, Sacrifice two other artifacts and/or creatures: Put an indestructible counter on Mondrak. ( can be paid with either or 2 life.)
Legendary Creature - Horror Phyrexian

Tokens
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Tutor
Tutor
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"this is an orzhov engine deck built around punishing whatever the opponent does with their creatures, layered under a blink package that keeps re-triggering the same enters-the-battlefield abilities all game. no game changers besides enlightened tutor, interaction's dense and mostly unconditional, and it wins off accumulated value rather than one big swing - solid bracket 3.\nbuilt around scriv, the obligator - flying deathtouch, and whenever he enters or attacks he slaps a contract aura on an opponent's creature that either punishes it for attacking someone else or drains 2 life off its controller if it doesn't"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"that contract token counts as an enchantment you control even though it's stuck to their creature, which is the whole engine - it feeds every enchantment-matters payoff in the deck for free, every single attack"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"killian goads whatever gets contracted and draws you a card when aura-enchanted creatures attack, eriette stops those same creatures from attacking you and drains life off your opponents equal to how many auras you control, ghostly dancers spits out a 3/1 flier off every one of those enchantment triggers"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the blink suite (cloudshift, ephemerate, panharmonicon, restoration angel, conjurer's closet, teleportation circle, far traveler) exists to flicker scriv back in for another contract trigger, or just to double up on solemn simulacrum and restoration angel value - elesh norn doubles all of it if she's out"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"removal is almost entirely cheap exile effects, and hateful eidolon rewards you for it - it draws a card whenever any enchanted creature dies, so killing one of your own contract-wearing targets with removal is a two-for-one"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"go wide with tokens is the actual closer here - anointed procession and mondrak double them, cathars crusade counters them up over time, and it's rarely one big attack, more like the board's just better than theirs by turn 8"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"drain from eriette and vito isn't the plan, it's just extra reach that shows up because the enchantment engine happens to also punch life totals"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"draw and ramp are both real (skullclamp, esper sentinel, phyrexian arena, mind stone, sol ring) so you're rarely stuck doing nothing"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"karmic guide and sun titan are the safety net if scriv dies - karmic guide especially, since it has no mana value cap on what it brings back"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"mulligan guidance\nkeep 2-3 lands with W+B access, scriv's a 4-drop so you want to actually hit turn 4 on curve"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"a cheap rock or signet in the opener is great, it's the difference between casting scriv on 3 or on 5"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"removal plus any blink piece is a fine keep even without scriv in hand - the blink suite still does work on its own"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"turns 1-10\nt1-3 lands, deploy ramp as it comes, hold removal up if you've got it"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"t4 scriv comes down, start attacking with him as soon as he's able, that first contract token is the whole game plan starting"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"t4-5 the constellation payoffs should start clicking - killian goading, eriette draining, ghostly dancers making fliers off every contract token"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"t6-7 blink suite comes online here, panharmonicon and elesh norn (if drawn) start doubling everything, tokens are piling up from anointed procession/mondrak, draw engines are keeping your hand full enough to hold up removal and still develop"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"t8-10 board's just wider and better than theirs by now, cathars crusade counters have been stacking for a few turns, karmic guide or sun titan bring scriv back if he ever died, and the close is usually just attacking with a board that's quietly outgrown the table rather than one big finisher"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}




































































