elkhadweeb
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{"ops":[{"insert":"This is a Dandan inspired shared deck list centered around "},{"insert":{"card-link":"Jötun Grunt"}},{"insert":" .\n\nGrunt Grunt and the Signature Spells:\nThe deck functions primarily around the idea that you and your opponent are discarding down to hand size every turn, due to extreme draw effects. Jotun Grunt is a hungry Giant ready for battle, so you better feed him or he will abandon you. You should have 6 cards in the grave for each Grunt, before comfortably resolving each one. Otherwise, it is common for a Grunt to run out of food, and that shapes the dynamic of the game. The signature spells "},{"insert":{"card-link":"Secret Rendezvous"}},{"insert":" and "},{"insert":{"card-link":"Pursuit of Knowledge"}},{"insert":" help achieve that intense card flow, enabling the Grunts, and prolonging their \"lifespan\". With an increasing amount of draw, a Grunt can naturally stay out for a couple of turns without worrying about the upkeep cost too much, until another Grunt is out. This deck is all about \"Go, Go, Go!\" and out-drawing your opponents by manipulating the board state and other zones. Here are some card choice reasons, to explain more game flow and function:\n\nBooby Trap (Splash):\nThis is the slot for Dandan's \"splash\" color. I unfortunately fell in love with "},{"insert":{"card-link":"Booby Trap"}},{"insert":" in this deck idea before I could decide on a splash color. There are probably plenty of spells that could help speed up the game and round out the deck in other colors. However, Booby Trap adds a certain \"Sudden Death\" quality that pops up multiple times in the late game, and this creates intense fights over the top deck and over who resolves a draw spell first. It is quite fun in combination with top deck manipulation, another staple mechanic in this shared deck format. Dandan usually has damage/life loss revolve around the power of the chosen \"Dandan\" creature, but this breaks that guideline. In a drawn out game (pun intended), an explosive (also pun intended) 10 damage can wrap things up nicely. There are situations where you are able to \"diffuse the bomb\", by removing the trap before you draw the named card. Just be wary of where the trap is, it can still linger around, waiting for the next unexpecting victim. \n\nRecursion and Deck Manipulation:\n\n"},{"insert":{"card-link":"Reinforcements"}},{"insert":" helps with a potential problem of not being able to keep the Grunts around. If you are unable to keep a full graveyard, your opponent may not be able to as well (rare). This card ensures that the Grunts stay in rotation for as long as possible, encouraging combat play, and giving players a second shot at sticking their creature.\n \n"},{"insert":{"card-link":"Coin of Fate"}},{"insert":" interacts with every zone, and I have not seen better value in this niche of a deck. Allowing you to sculpt the top and bottom card of the library, get a Grunt back from the grave, AND become the monarch makes me wanna add 2 more copies. But alas, the 4 mana activation slows this card down a little (not too much), and really makes you think about it's instant speed activation during upkeeps, etc. \n\n "},{"insert":{"card-link":"Bösium Strip"}},{"insert":" supports the mechanic of graveyard order. Technically, the order of the graveyard shouldn't change from when it was affected by game state. Although this is usually a nuisance, this deck has the ability to care for very little amounts of time, as your graveyard is constantly being churned through the library. This artifact allows players more choice on what they actually want to keep in the graveyard, and possibly be able to gain redundancy on powerful, recent effects. It also has the added benefit of being a consistent way to start removing cards from the game. This also brings the game to a natural conclusion of \"decking out\", which, in a game of hyper draws, is very real.\n\nTricks:\n"},{"insert":{"card-link":"Scout's Warning"}},{"insert":" and "},{"insert":{"card-link":"Your Temple Is Under Attack"}},{"insert":" fill two different miscellaneous niches in this list, explained as thus.\nSW allows players to get the most out of their unused mana on an opponent's turn. If an opponent is drawing out, it is nice to be able to flash in a Grunt and steal the top card of the deck. It is a surprise to see it in combat too. \nYTIUA also functions as a combat trick that is modal for when the top cards are important and you have unused mana on an opponent's turn. Being able to win that trade and get rid of an enemy Grunt with a lot of age counters is naturally attractive.\n\nRemoval:\nThese choices are to help get things in the graveyard or back on top of the library, catalyzing flow while still including interaction. There is little exile in the deck. This is mostly a design choice, so the players are able to constantly reuse the effects they chose to tuck away earlier. Now you can plan and strategize around what was tucked away. If you are friendly enough, instead of writing down every order of cards put onto the bottom, a variant rule could allow players to put tucked away cards face up. Kind of like friendly \"revealed information\" rules. However, keeping them normal is the spirit of the format named \"Forgetful Fish\"\n\nLands:\n"},{"insert":{"card-link":"Evolving Wilds"}},{"insert":" helps act as a ramp and filter effect. Eventually the game runs out of basics to look for, which is a telltale sign that it should be coming to a close soon. \n"},{"insert":{"card-link":"Tocasia's Dig Site"}},{"insert":" is an instant speed way to affect draws and fill the grave; auto-include. Don't let someone get both of them. \n\nMaybeboard:\n\nI can't put in "},{"insert":{"card-link":"Bazaar of Baghdad"}},{"insert":" , although, if I were a rich man... Also, the person who draws Bazaar may run away with the game, so you'd have to include "},{"insert":{"card-link":"Field of Ruin"}},{"insert":" effects. As for the other suggestions, they effect the game in a niche way that would be fun, but would need further playtesting. Like, the "},{"insert":{"card-link":"Truce"}},{"insert":" cards (there is more than one card with this exact effect) were in originally, but ultimately removed for elegance. Life gain slowed down the flow of a game that didn't need to gain life. \n\nFinal notes:\nI like to roleplay when playing this list. We act according to the theme of Giant Soldiers trudging through a war zone, trying to find MRE's, and occasionally going crazy if someone eats them all. Cards like "},{"insert":{"card-link":"Reinforcements"}},{"insert":" "},{"insert":{"card-link":"Winnow"}},{"insert":" "},{"insert":{"card-link":"Scout's Warning"}},{"insert":" and "},{"insert":{"card-link":"Booby Trap"}},{"insert":" really add an immersive feature that is fun to play. Also, this list has been played with up to 4 players, albeit, it runs out of cards as quick as an Uno game. So be forewarned, and maybe implement rule variants for multiplayer. An example would be: \"Each player skips their draw step, but starts the game with a "},{"insert":{"card-link":"Pursuit of Knowledge"}},{"insert":" out with 3 study counters.\" OR \"Jotun Grunt's cumulative upkeep is changed to only tuck away ONE card per age counter\" (which may be better/worse idk it's just an example). Anyway, Lmk what you think! I've posted on reddit as well :) Have a nice day\n"}]}
Dandan
Dandan
(CTRL to add secondary)
Land
Land
(CTRL to add secondary)
Recursion
Coin of Fate
When this artifact enters, surveil 1.
, , Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch.
, , Exile two creature cards from your graveyard, Sacrifice this artifact: An opponent chooses one of the exiled cards. You put that card on the bottom of your library and return the other to the battlefield tapped. You become the monarch.
Artifact

Recursion
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Removal
Removal
(CTRL to add secondary)
Signature
Signature
(CTRL to add secondary)
Splash
Booby Trap
As this artifact enters, choose an opponent and a card name other than a basic land card name.
The chosen player reveals each card they draw.
When the chosen player draws a card with the chosen name, sacrifice this artifact. If you do, this artifact deals 10 damage to that player.
The chosen player reveals each card they draw.
When the chosen player draws a card with the chosen name, sacrifice this artifact. If you do, this artifact deals 10 damage to that player.
Artifact

Splash
(CTRL to add secondary)
Trick
Trick
(CTRL to add secondary)
Maybeboard
The Wedding of River Song
Draw two cards, then you may exile a nonland card from your hand with a number of time counters on it equal to its mana value. Then target opponent does the same. Cards exiled this way that don't have suspend gain suspend.
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
Time travel. (For each suspended card you own and each permanent you control with a time counter on it, you may add or remove a time counter.)
Sorcery

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
Card NameQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"This is a Dandan inspired shared deck list centered around "},{"insert":{"card-link":"Jötun Grunt"}},{"insert":" .\n\nGrunt Grunt and the Signature Spells:\nThe deck functions primarily around the idea that you and your opponent are discarding down to hand size every turn, due to extreme draw effects. Jotun Grunt is a hungry Giant ready for battle, so you better feed him or he will abandon you. You should have 6 cards in the grave for each Grunt, before comfortably resolving each one. Otherwise, it is common for a Grunt to run out of food, and that shapes the dynamic of the game. The signature spells "},{"insert":{"card-link":"Secret Rendezvous"}},{"insert":" and "},{"insert":{"card-link":"Pursuit of Knowledge"}},{"insert":" help achieve that intense card flow, enabling the Grunts, and prolonging their \"lifespan\". With an increasing amount of draw, a Grunt can naturally stay out for a couple of turns without worrying about the upkeep cost too much, until another Grunt is out. This deck is all about \"Go, Go, Go!\" and out-drawing your opponents by manipulating the board state and other zones. Here are some card choice reasons, to explain more game flow and function:\n\nBooby Trap (Splash):\nThis is the slot for Dandan's \"splash\" color. I unfortunately fell in love with "},{"insert":{"card-link":"Booby Trap"}},{"insert":" in this deck idea before I could decide on a splash color. There are probably plenty of spells that could help speed up the game and round out the deck in other colors. However, Booby Trap adds a certain \"Sudden Death\" quality that pops up multiple times in the late game, and this creates intense fights over the top deck and over who resolves a draw spell first. It is quite fun in combination with top deck manipulation, another staple mechanic in this shared deck format. Dandan usually has damage/life loss revolve around the power of the chosen \"Dandan\" creature, but this breaks that guideline. In a drawn out game (pun intended), an explosive (also pun intended) 10 damage can wrap things up nicely. There are situations where you are able to \"diffuse the bomb\", by removing the trap before you draw the named card. Just be wary of where the trap is, it can still linger around, waiting for the next unexpecting victim. \n\nRecursion and Deck Manipulation:\n\n"},{"insert":{"card-link":"Reinforcements"}},{"insert":" helps with a potential problem of not being able to keep the Grunts around. If you are unable to keep a full graveyard, your opponent may not be able to as well (rare). This card ensures that the Grunts stay in rotation for as long as possible, encouraging combat play, and giving players a second shot at sticking their creature.\n \n"},{"insert":{"card-link":"Coin of Fate"}},{"insert":" interacts with every zone, and I have not seen better value in this niche of a deck. Allowing you to sculpt the top and bottom card of the library, get a Grunt back from the grave, AND become the monarch makes me wanna add 2 more copies. But alas, the 4 mana activation slows this card down a little (not too much), and really makes you think about it's instant speed activation during upkeeps, etc. \n\n "},{"insert":{"card-link":"Bösium Strip"}},{"insert":" supports the mechanic of graveyard order. Technically, the order of the graveyard shouldn't change from when it was affected by game state. Although this is usually a nuisance, this deck has the ability to care for very little amounts of time, as your graveyard is constantly being churned through the library. This artifact allows players more choice on what they actually want to keep in the graveyard, and possibly be able to gain redundancy on powerful, recent effects. It also has the added benefit of being a consistent way to start removing cards from the game. This also brings the game to a natural conclusion of \"decking out\", which, in a game of hyper draws, is very real.\n\nTricks:\n"},{"insert":{"card-link":"Scout's Warning"}},{"insert":" and "},{"insert":{"card-link":"Your Temple Is Under Attack"}},{"insert":" fill two different miscellaneous niches in this list, explained as thus.\nSW allows players to get the most out of their unused mana on an opponent's turn. If an opponent is drawing out, it is nice to be able to flash in a Grunt and steal the top card of the deck. It is a surprise to see it in combat too. \nYTIUA also functions as a combat trick that is modal for when the top cards are important and you have unused mana on an opponent's turn. Being able to win that trade and get rid of an enemy Grunt with a lot of age counters is naturally attractive.\n\nRemoval:\nThese choices are to help get things in the graveyard or back on top of the library, catalyzing flow while still including interaction. There is little exile in the deck. This is mostly a design choice, so the players are able to constantly reuse the effects they chose to tuck away earlier. Now you can plan and strategize around what was tucked away. If you are friendly enough, instead of writing down every order of cards put onto the bottom, a variant rule could allow players to put tucked away cards face up. Kind of like friendly \"revealed information\" rules. However, keeping them normal is the spirit of the format named \"Forgetful Fish\"\n\nLands:\n"},{"insert":{"card-link":"Evolving Wilds"}},{"insert":" helps act as a ramp and filter effect. Eventually the game runs out of basics to look for, which is a telltale sign that it should be coming to a close soon. \n"},{"insert":{"card-link":"Tocasia's Dig Site"}},{"insert":" is an instant speed way to affect draws and fill the grave; auto-include. Don't let someone get both of them. \n\nMaybeboard:\n\nI can't put in "},{"insert":{"card-link":"Bazaar of Baghdad"}},{"insert":" , although, if I were a rich man... Also, the person who draws Bazaar may run away with the game, so you'd have to include "},{"insert":{"card-link":"Field of Ruin"}},{"insert":" effects. As for the other suggestions, they effect the game in a niche way that would be fun, but would need further playtesting. Like, the "},{"insert":{"card-link":"Truce"}},{"insert":" cards (there is more than one card with this exact effect) were in originally, but ultimately removed for elegance. Life gain slowed down the flow of a game that didn't need to gain life. \n\nFinal notes:\nI like to roleplay when playing this list. We act according to the theme of Giant Soldiers trudging through a war zone, trying to find MRE's, and occasionally going crazy if someone eats them all. Cards like "},{"insert":{"card-link":"Reinforcements"}},{"insert":" "},{"insert":{"card-link":"Winnow"}},{"insert":" "},{"insert":{"card-link":"Scout's Warning"}},{"insert":" and "},{"insert":{"card-link":"Booby Trap"}},{"insert":" really add an immersive feature that is fun to play. Also, this list has been played with up to 4 players, albeit, it runs out of cards as quick as an Uno game. So be forewarned, and maybe implement rule variants for multiplayer. An example would be: \"Each player skips their draw step, but starts the game with a "},{"insert":{"card-link":"Pursuit of Knowledge"}},{"insert":" out with 3 study counters.\" OR \"Jotun Grunt's cumulative upkeep is changed to only tuck away ONE card per age counter\" (which may be better/worse idk it's just an example). Anyway, Lmk what you think! I've posted on reddit as well :) Have a nice day\n"}]}





















