559 views20 hrs ago
Commander
Size: 100Salt sum: 26.3
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Slyth3

559 views20 hrs ago
Commander
Size: 100Salt sum: 26.3

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{"ops":[{"insert":"The Venn"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"italic":true},"insert":"Jace, Multiverse Architect — WUBR control • Polymorph • library manipulation • token generation • transformation"},{"insert":"\nWhat This Deck Is"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Venn is a WUBR control/Polymorph deck built around token generation, library manipulation, varied creature and planeswalker outcomes, and interaction across the turn cycle. Its identity is not “turn a token into the biggest creature.” The transformation package is a tool for responding to what the actual game requires.\nPOLYMORPH IS PROBLEM-SOLVING."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"The deck is designed to function consistently without making each game end by following the same tutor chain or hitting a single universally preferred threat. Its cards should interlock strongly while leaving the pilot with meaningful choices about timing, resource use, and which strategic direction to pursue.\nWhy the Name “The Venn”?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The name refers to overlapping possibilities. A seemingly minor game object can occupy several strategic categories at once: a blocker, an attacker, protection for a planeswalker, a token-engine resource, transformation material, a future creature, a future planeswalker, or an object that is more valuable left exactly as it is. A token does not have one fixed purpose merely because its printed characteristics are simple.\n“What could this object become, given what the game now requires?”"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"This is also why the possible-worlds idea fits the deck. Several outcomes coexist as live options until new information makes one line worth taking. The goal is not to force a predetermined future; it is to preserve useful futures for as long as that flexibility has value.\nThe Control Shell Is Part of the Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The added counterspells, targeted interaction, and board wipes are not a separate control subtheme pasted onto Polymorph. They enable the Polymorph strategy. Interaction preserves time; time reveals information; information changes which transformation is useful. Sometimes the right answer is to counter a threat and preserve the current board. Sometimes it is to reset the board, create new tokens, and transform afterward. Sometimes it is to do nothing yet.\nA wipe is not automatically a setback for a token-based transformation deck. Depending on which wipe, token source, and protection effects are available, it can change the question the deck needs to answer and produce fresh resources for the next stage. The pilot must assess whether a token should be protected, spent, transformed, or left available for defense.\nJace and the Possibility Space"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Jace is the deck’s central bridge between selection and transformation. His library-manipulation and transformation abilities let the pilot affect the quality and character of future outcomes. His +1 draws two cards and returns one to the library, and his −3 exiles another planeswalker or creature you control and replaces it with the first creature or planeswalker revealed off the top of your library — reaching either permanent type, not creatures alone. In particular, this build values that the Jace transformation plan can reach different kinds of permanent, including creatures and planeswalkers; it is not merely a creature-cheating shell.\nJace can be important without every game revolving around keeping him on the battlefield at all costs. The deck also has independent ways to create tokens, interact, develop resources, and transform a board. That independence makes Jace a powerful facilitator of the deck’s identity rather than the only object capable of making it function.\nLibrary Manipulation: Choosing When to Reduce Uncertainty"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Brainstorm and Brainsurge are particularly appropriate here because putting cards back into the library can matter as much as drawing them. Brainstorm draws three and returns two; Brainsurge draws four and returns two, for a bigger net gain at a steeper cost. Depending on the exact transformation effect and library position, the pilot may be able to influence a future hit rather than accepting the natural order of the deck.\nThe Venn does not worship randomness. It preserves uncertainty when several different results would all be useful and uses information to narrow that uncertainty when a particular result becomes important. The decision is contextual: do I want to keep the possibility space broad, or has the board told me which outcome is worth engineering?\nConsistency of FUNCTION, without determinism of OUTCOME."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Tokens: Small Objects, Many Futures"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Token makers are infrastructure for control, defense, board development, and transformation. The current list plays the full intended package: Grand Crescendo (X Citizen tokens, plus indestructible for your team this turn), Secure the Wastes (X Warrior tokens), Martial Coup (X Soldier tokens, and a board wipe if X is 5 or more), White Sun’s Twilight (X life and X toxic Phyrexian Mite tokens that can’t block, also wiping the board at X 5 or more), Skrelv’s Hive (a Mite token every upkeep for 1 life), Shark Typhoon (a Shark token off every noncreature spell you cast, sized to that spell’s mana value, or off cycling it), Occult Epiphany (a flying Spirit token for each card type discarded), Dreadhorde Invasion (a growing Zombie Army via amass, each upkeep, for 1 life), and Tempt with Bunnies (a Rabbit token and a card, with more of both if opponents take the offer). Elspeth, Storm Slayer’s static then doubles every one of those triggers.\nSome tokens exist to hold back attackers or protect a planeswalker. Others can carry the game through combat. Others become expendable material for targeted or mass transformation. The key is that a token’s best use can change several times in one turn cycle: the card that made it was useful regardless of whether it ultimately becomes a creature, a planeswalker, or stays a token.\nKey Cards: Transmogrify, Proteus Staff, Mass Polymorph, and Synthetic Destiny"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The single-object transformation effects ask whether one apparently small game object should become a different resource. Transmogrify exiles a target creature — yours or an opponent’s — and its controller reveals cards until they hit a creature, which they put onto the battlefield in its place. Proteus Staff does the same job differently: {2}{U} and tap to bottom a target creature, then its controller reveals until they hit a creature to replace it. Because both target “a creature” rather than “a creature you control,” either can be pointed at an opponent’s board as removal that hands them a new body, or at your own token as an upgrade. Their sequencing depends on the available tokens, the composition and order of the library, what removal or counterspells opponents may represent, and what the board currently needs.\nMass Polymorph and Synthetic Destiny ask a different question: is the current creature board still the board we want? Mass Polymorph exiles all creatures you control, then reveals from the top of your library until it finds that many creature cards to put onto the battlefield, shuffling the rest back in. Synthetic Destiny does the same exile-and-replace, but as an instant: it exiles now and only refills at the beginning of the next end step, so a large token population can be pulled out of harm’s way in response to a wipe or removal, then returns as an entirely different, potentially more specialized board a phase later. A large token population can represent defense or combat pressure; converting it means relinquishing those known functions for a new set of bodies, and Synthetic Destiny’s delayed timing makes that commitment especially interesting.\nThe deck therefore has both local and global transformations: alter one resource to solve one problem, or change the strategic identity of the entire battlefield.\nThe First Playtest: Elspeth, a Token-Producing Wrath, and Synthetic Destiny"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first playtest produced an example of the kind of emergent line this build is meant to enable: Jace accessed or transformed into Elspeth; a token-producing wrath changed the battlefield while leaving token resources available; Synthetic Destiny then converted that new creature board into an entirely different one.\nThe important point is NOT that this is a fixed combo that should be assembled every game. Elspeth, the wrath, token generation, and Synthetic Destiny are useful independently. Their relationship became exceptional because of the state of that particular game. The pilot recognized that the best use of the post-wrath tokens had changed.\nControl → rebuild → reinterpret the board."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Elspeth and Planeswalkers as Real Transformation Outcomes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Elspeth, Storm Slayer is not merely a generically strong planeswalker in the deck. Her static ability doubles every token that would be created under your control — meaning the entire token package above, Ardyn’s Demon copies, and Memnarch’s Myr tokens all produce twice as many bodies once she’s in play. The deck values outcomes that alter how tokens, removal, and board development interact, and a planeswalker hit changes the kind of resource the deck has gained: it can create a continuing engine or reshape subsequent turns rather than simply add a large attacker.\nThe Hit Pool: A Toolbox Without Being a Tutor Box"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The intentionally varied hit pool is one of the most important design choices. Jin-Gitaxias, Progress Tyrant offers spell-control asymmetry (a free copy of the first artifact, instant, or sorcery you cast each turn, and an automatic counter on the first one an opponent casts); Aurelia, the Warleader and Bloodthirster can convert a board into combat pressure through extra combat phases; Sphinx of the Second Sun changes the turn structure by inserting an extra untap/upkeep/draw phase after your postcombat main phase; Ardyn, the Usurper and Sepulchral Primordial exploit graveyard resources; and the other hits—including Kefka, Dancing Mad, Overlord of the Mistmoors, Lord of Change, Marang River Regent, Jhoira, and Memnarch—provide other classes of value or board influence.\nExplain strategic differences rather than ranking the hits from best to worst. A card that is the ideal answer in one board state may be comparatively unhelpful in another. Maintaining several meaningfully different outcomes is deliberate: the pilot should have to interpret the result and adapt.\nThe deck’s independent threats and engines also matter when a transformation effect is unavailable, countered, or unnecessary. They keep the list from becoming a single fragile trick.\nGraveyards: A Changing Set of Available Resources"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Board wipes and ordinary exchanges change the contents of every graveyard. Ardyn, Kefka, and Sepulchral Primordial convert that evolving information into different kinds of advantage, and they do genuinely different jobs: Ardyn exiles a creature card from any graveyard to create a 5/5 black Demon copy of it (and your Demons get menace, lifelink, and haste from her own static); Kefka exiles a random card from each opponent’s graveyard every end step and may cast any of them for free, draining each owner for the mana value spent; Sepulchral Primordial reanimates an actual creature card from each opponent’s graveyard straight onto the battlefield under your control when it enters. What is available from a graveyard is not fixed at deck construction: it depends on the other decks, previous interactions, and the turn on which the effect resolves. These cards therefore make the larger Commander game part of The Venn’s own resource system.\nWhy Not Make Polymorph Deterministic?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A more deterministic Polymorph configuration could concentrate the deck around a tiny hit pool and repeated access to one preferred outcome. That is not the constraint of this build. Here, Polymorph is valuable precisely because it can become a problem-solving mechanism while leaving multiple strategic futures alive.\nThe deck still wants to work reliably: produce tokens, find cards, interact, and transform resources. It simply does not want consistency to erase the need for judgment. The pilot should not be able to tell the table before every game exactly which transformation will end it.\nPiloting Notes: Questions Worth Asking"},{"attributes":{"header":2},"insert":"\n"},{"insert":"What changed since the last turn, and which of my resources has changed value because of it?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Does this token need to block, attack, protect Jace, or become transformation material?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Would transforming now solve the actual problem, or am I giving up a useful board merely because I can?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"What does the library order tell me, and is it worth using a selection spell to shape the next hit?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Should I interact now, wait for another player to commit, or use a wipe to redefine the battlefield?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Which of the possible outcomes would matter most if the game shifted again before my next turn?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"When has control generated enough of an opening that it is time to stop preserving options and win?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Philosophy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Venn embodies high agency plus high synergy. The deck’s cards interact in ways that create possibilities unavailable to any single card alone, but those interactions should expand—not replace—the pilot’s decisions. The objects on the battlefield remain useful in more than one way, and the choice of what they become should depend on the real game rather than a preselected script.\nPRESERVE POSSIBILITY UNTIL THE GAME TELLS YOU WHAT SHOULD BECOME ACTUAL."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"The desired win is not merely a powerful hit. It is a sequence of contingent, mutually reinforcing decisions that feels specific to this deck: “That could only have happened because I was playing Jace.”\n"}]}
Jace, Multiverse Architect
At the beginning of combat on each opponent's turn, they may pay
. If they don't, creatures they control can't attack Jaces you control this turn.
+1: Draw two cards, then put a card from your hand on the bottom of your library.
−3: Exile another target planeswalker or creature you control. Reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order.
Jace, Multiverse Architect can be your commander.
Legendary Planeswalker - Jace
Jace, Multiverse Architect (frc) 1

Commander

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Jin-Gitaxias, Progress Tyrant
Whenever you cast an artifact, instant, or sorcery spell, copy that spell. You may choose new targets for the copy. This ability triggers only once each turn. (A copy of a permanent spell becomes a token.)
Whenever an opponent casts an artifact, instant, or sorcery spell, counter that spell. This ability triggers only once each turn.
Legendary Creature - Praetor Phyrexian
Jin-Gitaxias, Progress Tyrant (neo) 307

Copy

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Archon of Cruelty
Flying
Whenever this creature enters or attacks, target opponent sacrifices a creature or planeswalker of their choice, discards a card, and loses 3 life. You draw a card and gain 3 life.
Creature - Archon
Archon of Cruelty (frc) 47
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (frc) 39
Brainsurge
Draw four cards, then put two cards from your hand on top of your library in any order.
Instant
Brainsurge (frc) 40
Caretaker's Talent
(Gain the next level as a sorcery to add its ability.)
Whenever one or more tokens you control enter, draw a card. This ability triggers only once each turn.
: Level 2
When this Class becomes level 2, create a token that's a copy of target token you control.
: Level 3
Creature tokens you control get +2/+2.
Enchantment - Class
Caretaker's Talent (blb) 6
Fact or Fiction
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Instant
Fact or Fiction (frc) 41
Frostcliff Siege
As this enchantment enters, choose Jeskai or Temur.
• Jeskai — Whenever one or more creatures you control deal combat damage to a player, draw a card.
• Temur — Creatures you control get +1/+0 and have trample and haste.
Enchantment
Frostcliff Siege (tdm) 187
Idol of Oblivion
: Draw a card. Activate only if you created a token this turn.
,
, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
Artifact
Idol of Oblivion (mkc) 229
Lunar Insight
Draw a card for each different mana value among nonland permanents you control.
Sorcery
Lunar Insight (fdn) 46
Marang River Regent
Flying
When this creature enters, return up to two other target nonland permanents to their owners' hands.
Creature - Dragon
Marang River Regent // Coil and Catch (tdm) 51
Memnarch, the Warden
Indestructible
When Memnarch enters, create two 1/1 colorless Myr artifact creature tokens.
Whenever Memnarch attacks, draw a card for each artifact you control.
Legendary Creature Artifact - Wizard
Memnarch, the Warden (frc) 15
Occult Epiphany
Draw X cards, then discard X cards. Create a 1/1 white Spirit creature token with flying for each card type among cards discarded this way.
Instant
Occult Epiphany (frc) 43
Sphinx of the Second Sun
Flying
At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)
Creature - Sphinx
Sphinx of the Second Sun (cmr) 99
Tempt with Bunnies
Tempting Offer — Draw a card and create a 1/1 white Rabbit creature token. Then each opponent may draw a card and create a 1/1 white Rabbit creature token. For each opponent who does, you draw a card and you create a 1/1 white Rabbit creature token.
Sorcery
Tempt with Bunnies (blc) 13
Velomachus Lorehold
Flying, vigilance, haste
Whenever Velomachus Lorehold attacks, look at the top seven cards of your library. You may cast an instant or sorcery spell with mana value less than or equal to Velomachus Lorehold's power from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Legendary Creature - Elder Dragon
Velomachus Lorehold (tdc) 309
Whirlwind of Thought
Whenever you cast a noncreature spell, draw a card.
Enchantment
Whirlwind of Thought (frc) 51

Draw

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Plan for All Outcomes
When this enchantment enters, the owner of up to one other target nonland permanent puts it on their choice of the top or bottom of their library.
Whenever you cast your first noncreature spell each turn, empower Jace 1. (Put a loyalty counter on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")
Enchantment
Plan for All Outcomes (fra) 35

Enchantment

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Aurelia, the Warleader
Flying, vigilance, haste
Whenever Aurelia attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.
Legendary Creature - Angel
Aurelia, the Warleader (fdn) 651
Bloodthirster
Flying, trample
Whenever this creature deals combat damage to a player, untap it. After this phase, there is an additional combat phase.
This creature can't attack a player it has already attacked this turn.
Creature - Demon
Bloodthirster (40k) 73

Finisher

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Fatehold Charm
Choose one —
• Draw a card. Empower Jace 2.
• Return target spell or creature to its owner's hand.
• Creatures you control get +1/+2 until end of turn.
Instant
Fatehold Charm (fra) 132

Instant

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Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (frc) 65
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (ecl) 262
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (ktk) 230
Caves of Koilos
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Caves of Koilos (frc) 66
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (frc) 67
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (frc) 22
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (fra) 176
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (frc) 69
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (frc) 70
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (frc) 71
Fetid Heath
: Add
.
,
: Add
,
, or
.
Land
Fetid Heath (frc) 72
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (ktk) 233
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (frc) 73
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (ecl) 265
Haunted Ridge
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Haunted Ridge (fra) 398
Island
(
: Add
.)
Basic Land - Island
Island (fra) 284
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (frc) 74
Kher Keep
: Add
.
,
: Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
Legendary Land
Kher Keep (frc) 75
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (fra) 287
Mystic Gate
: Add
.
,
: Add
,
, or
.
Land
Mystic Gate (frc) 76
Plains
(
: Add
.)
Basic Land - Plains
Plains (fra) 281
Radiant Summit
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Mountain
Radiant Summit (frc) 80
Raffine's Tower
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Swamp
Raffine's Tower (snc) 254
Reflecting Pool
: Add one mana of any type that a land you control could produce.
Land
Reflecting Pool (frc) 23
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (eoe) 256
Shivan Reef
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Shivan Reef (frc) 83
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (ecl) 348
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (frc) 84
Sulfurous Springs
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Sulfurous Springs (frc) 85
Sunken Ruins
: Add
.
,
: Add
,
, or
.
Land
Sunken Ruins (frc) 86
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (fra) 286
Thundering Falls
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Mountain
Thundering Falls (mkm) 269
Turbulent Crater
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Swamp Mountain
Turbulent Crater (frc) 16
Turbulent Moor
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Swamp
Turbulent Moor (soc) 56
Turbulent Shore
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Island
Turbulent Shore (frc) 17
Turbulent Wetlands
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Swamp
Turbulent Wetlands (frc) 18
Undercity Sewers
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Swamp
Undercity Sewers (mkm) 270
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (frc) 87
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 235

Land

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Chaos Mutation
Exile any number of target creatures controlled by different players. For each creature exiled this way, its controller reveals cards from the top of their library until they reveal a creature card, puts that card onto the battlefield, then puts the rest on the bottom of their library in a random order.
Instant
Chaos Mutation (40k) 111
Identity Echo
: Exile target creature or planeswalker you control. Reveal cards from the top of your library until you reveal a creature or planeswalker card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Activate only as a sorcery.
Enchantment
Identity Echo (fra) 371
Mass Polymorph
Exile all creatures you control, then reveal cards from the top of your library until you reveal that many creature cards. Put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
Sorcery
Mass Polymorph (frc) 42
Synthetic Destiny
Exile all creatures you control. At the beginning of the next end step, reveal cards from the top of your library until you reveal that many creature cards, put all creature cards revealed this way onto the battlefield, then shuffle the rest of the revealed cards into your library.
Instant
Synthetic Destiny (frc) 45

Polymorph

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Grand Crescendo
Create X 1/1 green and white Citizen creature tokens. Creatures you control gain indestructible until end of turn.
Instant
Grand Crescendo (frc) 26

Protection

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Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (frc) 20
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (frc) 53
Cursed Mirror
: Add
.
As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
Artifact
Cursed Mirror (frc) 49
Dimir Signet
,
: Add
.
Artifact
Dimir Signet (frc) 56
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (frc) 57
Izzet Signet
,
: Add
.
Artifact
Izzet Signet (frc) 58
Rakdos Signet
,
: Add
.
Artifact
Rakdos Signet (frc) 60
Sol Ring
: Add
.
Artifact
Sol Ring (frc) 21
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (frc) 61
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (frc) 62
Talisman of Indulgence
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Indulgence (frc) 63
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (frc) 64

Ramp

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Ardyn, the Usurper
Demons you control have menace, lifelink, and haste.
Starscourge — At the beginning of combat on your turn, exile up to one target creature card from a graveyard. If you exiled a card this way, create a token that's a copy of that card, except it's a 5/5 black Demon.
Legendary Creature - Human Elder Noble
Ardyn, the Usurper (fin) 89
Sepulchral Primordial
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.)
When this creature enters, for each opponent, you may put up to one target creature card from that player's graveyard onto the battlefield under your control.
Creature - Avatar
Sepulchral Primordial (fic) 284

Recursion

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An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 311
Anguished Unmaking
Exile target nonland permanent. You lose 3 life.
Instant
Anguished Unmaking (soc) 293
Countersculpt
As an additional cost to cast this spell, behold a Jace or pay
. (To behold a Jace, choose a Jace you control or reveal a Jace card from your hand.)
Counter target spell. Empower Jace 1. (Put a loyalty counter on a Jace token you control. If you don't control one, first create a blue Jace planeswalker token with "[−1]: Surveil 1" and "[−3]: Draw a card.")
Instant
Countersculpt (fra) 25
Decree of Pain
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, all creatures get -2/-2 until end of turn.
Sorcery
Decree of Pain (40k) 198
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (fca) 51
Essence Scatter
Counter target creature spell.
Instant
Essence Scatter (fdn) 153
Extract a Confession
As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.)
Each opponent sacrifices a creature of their choice. If evidence was collected, instead each opponent sacrifices a creature with the greatest power among creatures they control.
Sorcery
Extract a Confession (mkm) 84
Martial Coup
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
Sorcery
Martial Coup (frc) 28
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (frc) 30
Stroke of Midnight
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
Instant
Stroke of Midnight (frc) 35
Sunfall
Exile all creatures. Incubate X, where X is the number of creatures exiled this way. (Create an Incubator token with X +1/+1 counters on it and "
: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Sorcery
Sunfall (frc) 36
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (frc) 37
White Sun's Twilight
You gain X life. Create X 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This token can't block." If X is 5 or more, destroy all other creatures. (Players dealt combat damage by a creature with toxic 1 also get a poison counter.)
Sorcery
White Sun's Twilight (frc) 38

Removal

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Dreadhorde Invasion
At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1 counter on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)
Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.
Enchantment
Dreadhorde Invasion (frc) 48
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.
Legendary Planeswalker - Elspeth
Elspeth, Storm Slayer (tdm) 11
Lingering Souls
Create two 1/1 white Spirit creature tokens with flying.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Lingering Souls (frc) 27
Overlord of the Mistmoors
Impending 4—
(If you cast this spell for its impending cost, it enters with four time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, create two 2/1 white Insect creature tokens with flying.
Creature Enchantment - Avatar Horror
Overlord of the Mistmoors (frc) 29
Secure the Wastes
Create X 1/1 white Warrior creature tokens.
Instant
Secure the Wastes (frc) 31
Shark Typhoon
Whenever you cast a noncreature spell, create an X/X blue Shark creature token with flying, where X is that spell's mana value.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, create an X/X blue Shark creature token with flying.
Enchantment
Shark Typhoon (frc) 44
Skrelv's Hive
At the beginning of your upkeep, you lose 1 life and create a 1/1 colorless Phyrexian Mite artifact creature token with toxic 1 and "This token can't block."
Corrupted — As long as an opponent has three or more poison counters, creatures you control with toxic have lifelink.
Enchantment
Skrelv's Hive (frc) 33
Windcrag Siege
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
Enchantment
Windcrag Siege (frc) 52

Tokens

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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.)
Enchantment
Black Market Connections (msc) 155
Chromatic Lantern
Lands you control have "
: Add one mana of any color."
: Add one mana of any color.
Artifact
Chromatic Lantern (frc) 54
Deadly Dispute
As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Instant
Deadly Dispute (fca) 33
Elspeth, Sun's Champion
+1: Create three 1/1 white Soldier creature tokens.
−3: Destroy all creatures with power 4 or greater.
−7: You get an emblem with "Creatures you control get +2/+2 and have flying."
Legendary Planeswalker - Elspeth
Elspeth, Sun's Champion (blc) 97
Inevitable Defeat
This spell can't be countered.
Exile target nonland permanent. Its controller loses 3 life and you gain 3 life.
Instant
Inevitable Defeat (tdm) 194
Jhoira, Weatherlight Corsair
Whenever Jhoira enters or attacks, target opponent reveals cards from the top of their library until they reveal a historic permanent card. You put that card onto the battlefield under your control and lose life equal to that permanent's mana value. That player puts the rest of the revealed cards on the bottom of their library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Legendary Creature - Human Pirate
Jhoira, Weatherlight Corsair (frc) 8
Mana Geyser
Add
for each tapped land your opponents control.
Sorcery
Mana Geyser (soc) 247
Vanquish the Horde
This spell costs
less to cast for each creature on the battlefield.
Destroy all creatures.
Sorcery
Vanquish the Horde (msc) 146
Vindictive Triumph
Exile target creature or planeswalker. If that permanent's mana value was 3 or less, return it to the battlefield tapped under your control. Exile it at the beginning of the next end step.
Instant
Vindictive Triumph (fra) 377
Void Rend
This spell can't be countered.
Destroy target nonland permanent.
Instant
Void Rend (fic) 331
Void Winnower
Your opponents can't cast spells with even mana values. (Zero is even.)
Your opponents can't block with creatures with even mana values.
Creature - Eldrazi
Void Winnower (bfz) 17

Maybeboard

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Deck Info

Deck stats

29 pips - 22 cards
27 mana - 23 cards
27 pips - 21 cards
32 mana - 28 cards
13 pips - 8 cards
29 mana - 25 cards
11 pips - 10 cards
24 mana - 24 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
15 mana - 14 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"The Venn"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"italic":true},"insert":"Jace, Multiverse Architect — WUBR control • Polymorph • library manipulation • token generation • transformation"},{"insert":"\nWhat This Deck Is"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Venn is a WUBR control/Polymorph deck built around token generation, library manipulation, varied creature and planeswalker outcomes, and interaction across the turn cycle. Its identity is not “turn a token into the biggest creature.” The transformation package is a tool for responding to what the actual game requires.\nPOLYMORPH IS PROBLEM-SOLVING."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"The deck is designed to function consistently without making each game end by following the same tutor chain or hitting a single universally preferred threat. Its cards should interlock strongly while leaving the pilot with meaningful choices about timing, resource use, and which strategic direction to pursue.\nWhy the Name “The Venn”?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The name refers to overlapping possibilities. A seemingly minor game object can occupy several strategic categories at once: a blocker, an attacker, protection for a planeswalker, a token-engine resource, transformation material, a future creature, a future planeswalker, or an object that is more valuable left exactly as it is. A token does not have one fixed purpose merely because its printed characteristics are simple.\n“What could this object become, given what the game now requires?”"},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"This is also why the possible-worlds idea fits the deck. Several outcomes coexist as live options until new information makes one line worth taking. The goal is not to force a predetermined future; it is to preserve useful futures for as long as that flexibility has value.\nThe Control Shell Is Part of the Engine"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The added counterspells, targeted interaction, and board wipes are not a separate control subtheme pasted onto Polymorph. They enable the Polymorph strategy. Interaction preserves time; time reveals information; information changes which transformation is useful. Sometimes the right answer is to counter a threat and preserve the current board. Sometimes it is to reset the board, create new tokens, and transform afterward. Sometimes it is to do nothing yet.\nA wipe is not automatically a setback for a token-based transformation deck. Depending on which wipe, token source, and protection effects are available, it can change the question the deck needs to answer and produce fresh resources for the next stage. The pilot must assess whether a token should be protected, spent, transformed, or left available for defense.\nJace and the Possibility Space"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Jace is the deck’s central bridge between selection and transformation. His library-manipulation and transformation abilities let the pilot affect the quality and character of future outcomes. His +1 draws two cards and returns one to the library, and his −3 exiles another planeswalker or creature you control and replaces it with the first creature or planeswalker revealed off the top of your library — reaching either permanent type, not creatures alone. In particular, this build values that the Jace transformation plan can reach different kinds of permanent, including creatures and planeswalkers; it is not merely a creature-cheating shell.\nJace can be important without every game revolving around keeping him on the battlefield at all costs. The deck also has independent ways to create tokens, interact, develop resources, and transform a board. That independence makes Jace a powerful facilitator of the deck’s identity rather than the only object capable of making it function.\nLibrary Manipulation: Choosing When to Reduce Uncertainty"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Brainstorm and Brainsurge are particularly appropriate here because putting cards back into the library can matter as much as drawing them. Brainstorm draws three and returns two; Brainsurge draws four and returns two, for a bigger net gain at a steeper cost. Depending on the exact transformation effect and library position, the pilot may be able to influence a future hit rather than accepting the natural order of the deck.\nThe Venn does not worship randomness. It preserves uncertainty when several different results would all be useful and uses information to narrow that uncertainty when a particular result becomes important. The decision is contextual: do I want to keep the possibility space broad, or has the board told me which outcome is worth engineering?\nConsistency of FUNCTION, without determinism of OUTCOME."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Tokens: Small Objects, Many Futures"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Token makers are infrastructure for control, defense, board development, and transformation. The current list plays the full intended package: Grand Crescendo (X Citizen tokens, plus indestructible for your team this turn), Secure the Wastes (X Warrior tokens), Martial Coup (X Soldier tokens, and a board wipe if X is 5 or more), White Sun’s Twilight (X life and X toxic Phyrexian Mite tokens that can’t block, also wiping the board at X 5 or more), Skrelv’s Hive (a Mite token every upkeep for 1 life), Shark Typhoon (a Shark token off every noncreature spell you cast, sized to that spell’s mana value, or off cycling it), Occult Epiphany (a flying Spirit token for each card type discarded), Dreadhorde Invasion (a growing Zombie Army via amass, each upkeep, for 1 life), and Tempt with Bunnies (a Rabbit token and a card, with more of both if opponents take the offer). Elspeth, Storm Slayer’s static then doubles every one of those triggers.\nSome tokens exist to hold back attackers or protect a planeswalker. Others can carry the game through combat. Others become expendable material for targeted or mass transformation. The key is that a token’s best use can change several times in one turn cycle: the card that made it was useful regardless of whether it ultimately becomes a creature, a planeswalker, or stays a token.\nKey Cards: Transmogrify, Proteus Staff, Mass Polymorph, and Synthetic Destiny"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The single-object transformation effects ask whether one apparently small game object should become a different resource. Transmogrify exiles a target creature — yours or an opponent’s — and its controller reveals cards until they hit a creature, which they put onto the battlefield in its place. Proteus Staff does the same job differently: {2}{U} and tap to bottom a target creature, then its controller reveals until they hit a creature to replace it. Because both target “a creature” rather than “a creature you control,” either can be pointed at an opponent’s board as removal that hands them a new body, or at your own token as an upgrade. Their sequencing depends on the available tokens, the composition and order of the library, what removal or counterspells opponents may represent, and what the board currently needs.\nMass Polymorph and Synthetic Destiny ask a different question: is the current creature board still the board we want? Mass Polymorph exiles all creatures you control, then reveals from the top of your library until it finds that many creature cards to put onto the battlefield, shuffling the rest back in. Synthetic Destiny does the same exile-and-replace, but as an instant: it exiles now and only refills at the beginning of the next end step, so a large token population can be pulled out of harm’s way in response to a wipe or removal, then returns as an entirely different, potentially more specialized board a phase later. A large token population can represent defense or combat pressure; converting it means relinquishing those known functions for a new set of bodies, and Synthetic Destiny’s delayed timing makes that commitment especially interesting.\nThe deck therefore has both local and global transformations: alter one resource to solve one problem, or change the strategic identity of the entire battlefield.\nThe First Playtest: Elspeth, a Token-Producing Wrath, and Synthetic Destiny"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The first playtest produced an example of the kind of emergent line this build is meant to enable: Jace accessed or transformed into Elspeth; a token-producing wrath changed the battlefield while leaving token resources available; Synthetic Destiny then converted that new creature board into an entirely different one.\nThe important point is NOT that this is a fixed combo that should be assembled every game. Elspeth, the wrath, token generation, and Synthetic Destiny are useful independently. Their relationship became exceptional because of the state of that particular game. The pilot recognized that the best use of the post-wrath tokens had changed.\nControl → rebuild → reinterpret the board."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"Elspeth and Planeswalkers as Real Transformation Outcomes"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Elspeth, Storm Slayer is not merely a generically strong planeswalker in the deck. Her static ability doubles every token that would be created under your control — meaning the entire token package above, Ardyn’s Demon copies, and Memnarch’s Myr tokens all produce twice as many bodies once she’s in play. The deck values outcomes that alter how tokens, removal, and board development interact, and a planeswalker hit changes the kind of resource the deck has gained: it can create a continuing engine or reshape subsequent turns rather than simply add a large attacker.\nThe Hit Pool: A Toolbox Without Being a Tutor Box"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The intentionally varied hit pool is one of the most important design choices. Jin-Gitaxias, Progress Tyrant offers spell-control asymmetry (a free copy of the first artifact, instant, or sorcery you cast each turn, and an automatic counter on the first one an opponent casts); Aurelia, the Warleader and Bloodthirster can convert a board into combat pressure through extra combat phases; Sphinx of the Second Sun changes the turn structure by inserting an extra untap/upkeep/draw phase after your postcombat main phase; Ardyn, the Usurper and Sepulchral Primordial exploit graveyard resources; and the other hits—including Kefka, Dancing Mad, Overlord of the Mistmoors, Lord of Change, Marang River Regent, Jhoira, and Memnarch—provide other classes of value or board influence.\nExplain strategic differences rather than ranking the hits from best to worst. A card that is the ideal answer in one board state may be comparatively unhelpful in another. Maintaining several meaningfully different outcomes is deliberate: the pilot should have to interpret the result and adapt.\nThe deck’s independent threats and engines also matter when a transformation effect is unavailable, countered, or unnecessary. They keep the list from becoming a single fragile trick.\nGraveyards: A Changing Set of Available Resources"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Board wipes and ordinary exchanges change the contents of every graveyard. Ardyn, Kefka, and Sepulchral Primordial convert that evolving information into different kinds of advantage, and they do genuinely different jobs: Ardyn exiles a creature card from any graveyard to create a 5/5 black Demon copy of it (and your Demons get menace, lifelink, and haste from her own static); Kefka exiles a random card from each opponent’s graveyard every end step and may cast any of them for free, draining each owner for the mana value spent; Sepulchral Primordial reanimates an actual creature card from each opponent’s graveyard straight onto the battlefield under your control when it enters. What is available from a graveyard is not fixed at deck construction: it depends on the other decks, previous interactions, and the turn on which the effect resolves. These cards therefore make the larger Commander game part of The Venn’s own resource system.\nWhy Not Make Polymorph Deterministic?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A more deterministic Polymorph configuration could concentrate the deck around a tiny hit pool and repeated access to one preferred outcome. That is not the constraint of this build. Here, Polymorph is valuable precisely because it can become a problem-solving mechanism while leaving multiple strategic futures alive.\nThe deck still wants to work reliably: produce tokens, find cards, interact, and transform resources. It simply does not want consistency to erase the need for judgment. The pilot should not be able to tell the table before every game exactly which transformation will end it.\nPiloting Notes: Questions Worth Asking"},{"attributes":{"header":2},"insert":"\n"},{"insert":"What changed since the last turn, and which of my resources has changed value because of it?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Does this token need to block, attack, protect Jace, or become transformation material?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Would transforming now solve the actual problem, or am I giving up a useful board merely because I can?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"What does the library order tell me, and is it worth using a selection spell to shape the next hit?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Should I interact now, wait for another player to commit, or use a wipe to redefine the battlefield?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Which of the possible outcomes would matter most if the game shifted again before my next turn?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"When has control generated enough of an opening that it is time to stop preserving options and win?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The Philosophy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The Venn embodies high agency plus high synergy. The deck’s cards interact in ways that create possibilities unavailable to any single card alone, but those interactions should expand—not replace—the pilot’s decisions. The objects on the battlefield remain useful in more than one way, and the choice of what they become should depend on the real game rather than a preselected script.\nPRESERVE POSSIBILITY UNTIL THE GAME TELLS YOU WHAT SHOULD BECOME ACTUAL."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"The desired win is not merely a powerful hit. It is a sequence of contingent, mutually reinforcing decisions that feels specific to this deck: “That could only have happened because I was playing Jace.”\n"}]}
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