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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

Qty: 10 Price: $4.90
Jötun Grunt
Cumulative upkeep—Put two cards from a single graveyard on the bottom of their owner's library. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Creature - Soldier Giant
Jötun Grunt (csp) 8

Dandan

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Land

Qty: 32 Price: $15.12
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (msc) 240
Plains
(
: Add
.)
Basic Land - Plains
Plains (trk) 317
Tocasia's Dig Site
: Add
.
,
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land
Tocasia's Dig Site (mkc) 308

Land

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Recursion

Qty: 6 Price: $29.66
Bösium Strip
,
: Until end of turn, you may cast instant and sorcery spells from the top of your graveyard. If a spell cast this way would be put into a graveyard, exile it instead.
Artifact
Bösium Strip (wth) 147
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.
Artifact
Coin of Fate (fic) 15
Reinforcements
Put up to three target creature cards from your graveyard on top of your library.
Instant
Reinforcements (all) 12a

Recursion

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Removal

Qty: 14 Price: $18.50
Aura Extraction
Put target enchantment on top of its owner's library.
Cycling
(
, Discard this card: Draw a card.)
Instant
Aura Extraction (ons) 5
Cast Out
Flash
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Cast Out (drc) 64
Dawn Charm
Choose one —
• Prevent all combat damage that would be dealt this turn.
• Regenerate target creature.
• Counter target spell that targets you.
Instant
Dawn Charm (uma) 13
Lapse of Certainty
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Instant
Lapse of Certainty (plst) CON-9
Reprieve
Return target spell to its owner's hand.
Draw a card.
Instant
Reprieve (ltr) 26
Unexpectedly Absent
Put target nonland permanent into its owner's library just beneath the top X cards of that library.
Instant
Unexpectedly Absent (c20) 106
Winnow
Destroy target nonland permanent if another permanent with the same name is on the battlefield.
Draw a card.
Instant
Winnow (inv) 45

Removal

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Signature

Qty: 12 Price: $7.96
Pursuit of Knowledge
If you would draw a card, you may put a study counter on this enchantment instead.
Remove three study counters from this enchantment, Sacrifice this enchantment: Draw seven cards.
Enchantment
Pursuit of Knowledge (plst) STH-10
Secret Rendezvous
You and target opponent each draw three cards.
Sorcery
Secret Rendezvous (soc) 166

Signature

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Splash

Qty: 2 Price: $1.18
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.
Artifact
Booby Trap (9ed) 289

Splash

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Trick

Qty: 4 Price: $12.56
Scout's Warning
The next creature card you play this turn can be played as though it had flash.
Draw a card.
Instant
Scout's Warning (fut) 16
Your Temple Is Under Attack
Choose one —
• Pray for Protection — Creatures you control gain indestructible until end of turn.
• Strike a Deal — You and target opponent each draw two cards.
Instant
Your Temple Is Under Attack (clb) 52

Trick

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Maybeboard

Qty: 6 Price: $2806.31
Balancing Act
Each player chooses a number of permanents they control equal to the number of permanents controlled by the player who controls the fewest, then sacrifices the rest. Each player discards cards the same way.
Sorcery
Balancing Act (ody) 10
Bazaar of Baghdad
: Draw two cards, then discard three cards.
Land
Bazaar of Baghdad (arn) 70
Martyr's Cry
Exile all white creatures. For each creature exiled this way, its controller draws a card.
Sorcery
Martyr's Cry (me4) 19
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.)
Sorcery
The Wedding of River Song (who) 31
Truce
Each player may draw up to two cards. For each card less than two a player draws this way, that player gains 2 life.
Instant
Truce (5ed) 65
Visions
Look at the top five cards of target player's library. You may then have that player shuffle that library.
Sorcery
Visions (4ed) 54

Maybeboard

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Deck Info

Deck stats

54 pips - 44 cards
28 mana - 28 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
0 mana - 0 cards
0 pips - 0 cards
2 mana - 2 cards
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"}]}
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