247 views6 days ago
Commander
Size: 100Salt sum: 35.64
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xragey

247 views6 days ago
Commander
Size: 100Salt sum: 35.64

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{"ops":[{"insert":"A modern and fairly efficient take on the classic \"Bad Gifts\" deck.\nControl the board as you build up your mana reserves, then hit them hard with some of the worst trash that came out of 30 years of Magic.\n\nThis deck is a lot of fun to play, but "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"it is inherently not a strong archetype"},{"insert":".\nYou should be prepared to play a few rounds getting completely destroyed before the stars align for you to \"pop off\" with this deck, but it is incredibly satisfying once you do :-)\n\nHow to build a \"Bad Gifts\" deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTo build an effective \"bad gifts\" deck, I think exercising restraint when building is important. It can be tempting to just stick tons of bad cards in the deck, but such lists will rarely work for the simple fact that you are running a deck full of garbage. Instead, focus your efforts on a handful of high-impact gifts, and use a significant amount of card space to just build an actually functional deck around the theme.\n\nIn order to most benefit from "},{"insert":{"card-link":"Zedruu the Greathearted"}},{"insert":" as a card-drawing engine, it is important that your gifts stick around. Creatures are the most easily-removed card type, especially when gifted, so I would advice against bad creature gifts like "},{"insert":{"card-link":"Steel Golem"}},{"insert":" and "},{"insert":{"card-link":"Rust Elemental"}},{"insert":". Gifting a "},{"insert":{"card-link":"Bronze Bombshell"}},{"insert":" is cute, but it is essentially just an extremely inefficient way of shooting 7 damage to someone's face without advancing your own game plan. Likewise, avoid cards that can be freely passed around, such as "},{"insert":{"card-link":"Jinxed Choker"}},{"insert":" and "},{"insert":{"card-link":"Jinxed Idol"}},{"insert":", as your opponents are likely to gift them back to you as you're the one running a commander that benefits from them. Instead, focus on gifts and trades that stick around; especially land trading in the form of "},{"insert":{"card-link":"Vedalken Plotter"}},{"insert":" and "},{"insert":{"card-link":"Political Trickery"}},{"insert":" is a great way to get Zedruu online with minimal risk of the gifted lands being destroyed. "},{"insert":{"card-link":"Contested War Zone"}},{"insert":" is great because it is a land, it has a built-in give-away clause, and it encourages your opponents to fight over it.\n\nGifting can be difficult and expensive, mana-wise. Cards that gift themselves away are very powerful for "},{"insert":{"card-link":"Zedruu the Greathearted"}},{"insert":" as you can set them up before "},{"attributes":{"bold":true},"insert":"Zedruu "},{"insert":"even enters. "},{"insert":{"card-link":"Akroan Horse"}},{"insert":" is an exception to the above \"no creature\" rule because of its self-gifting clause. Even better are cards such as "},{"insert":{"card-link":"Pendant of Prosperity"}},{"insert":", "},{"insert":{"card-link":"Hithlain Rope"}},{"insert":", and "},{"insert":{"card-link":"Bucknard's Everfull Purse"}},{"insert":". I think "},{"insert":{"card-link":"Crown of Doom"}},{"insert":"'s effect is not all that impressive, but it has built-in self-gifting and cannot be gifted back to you.\n\nNote that cards like "},{"insert":{"card-link":"Leveler"}},{"insert":" and "},{"insert":{"card-link":"Thought Lash"}},{"insert":" do not work as bad gifts unless you want your own library gone :-)\n\nI recommend reserving around 5 to 7 cards for the \"bad gifts\" theme, another 15-ish cards for \"neutral gifts\" and the gifting engine, and reserve the remainder of card space with \"regular\" cards to ensure that the deck remains playable and somewhat competitive. The bad gifts are outlined in more detail in the "},{"attributes":{"bold":true},"insert":"Gameplay"},{"insert":" section below. Neutral gifts are anything that do not actively bother nor hinder an opponent, which again encourages them to just ignore them rather than actively removing them. The prime example of this is a depleted "},{"insert":{"card-link":"Pentad Prism"}},{"insert":". The \"gifting engine\" consists of cards such as "},{"insert":{"card-link":"Shifting Grift"}},{"insert":", "},{"insert":{"card-link":"Donate"}},{"insert":", "},{"insert":{"card-link":"Iroh, Tea Master"}},{"insert":", and "},{"insert":{"card-link":"Coveted Falcon"}},{"insert":" to give cards away, and a multitude of bouncing, blinking, and recursion spells to reuse the bad gifts multiple times.\n\nReserve another 5-10 cards for mana stones. The remaining 20 or so cards that remain after that are free space and should be filled with a secondary theme of your choosing or just a collection of powerful Commander staples. This allows your deck to participate in \"normal\" gameplay until you find enough gift pieces to start your evil gifting plan. Including some protection for "},{"attributes":{"bold":true},"insert":"Zedruu"},{"insert":" is advisable.\n\nFor this listing, I have opted for a secondary ETB theme, for two reasons; it allows including more creatures in a listing that otherwise does not have many creatures at all, and ETB couples nicely with the blink effects already present in the deck. It also allows for including a few more blink effects, which conveniently can also double as protection for "},{"attributes":{"bold":true},"insert":"Zedruu "},{"insert":"herself. This is also why "},{"insert":{"card-link":"Dack Fayden, Helping Hand"}},{"insert":" is in the deck. The fact it gives creatures away fits in nicely with the theme, but its main purpose is to hopefully trigger three useful ETB effects for me, which is not a bad deal for six mana. It's not expected the gifted creatures will survive for long, but it's a nice bonus if one or two of them survive for a "},{"attributes":{"bold":true},"insert":"Zedruu"},{"insert":" proc.\n\nGameplay overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe first few turns, try to build up your mana using stones, talismans, and signets. Some of the friendly \"pass around\" artifacts might come online, such as "},{"insert":{"card-link":"Bucknard's Everfull Purse"}},{"insert":", "},{"insert":{"card-link":"Hithlain Rope"}},{"insert":", and "},{"insert":{"card-link":"Pendant of Prosperity"}},{"insert":". These are more helpful to you than to your opponents, as Jeskai has limited ramp abilities in its own colors and because their presence helps Zedruus upkeep ability.\n\nIt is important that you do not paint a big target on your head right at the start. Focus on getting one or two \"friendly\" permanents in the hands of others, such as one of the aforementioned artifacts. Perhaps swap a land with an opponent if you happen to draw one of the swap-land effects. With one or two permanents of yours under someone else's control, it is time to summon "},{"insert":{"card-link":"Zedruu the Greathearted"}},{"insert":" and start drawing some cards and building up your hand resources. "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"Only cast Zedruu when you can expect to draw at least one card with it on your next upkeep."},{"insert":" Otherwise, opt not to cast her yet. Once out, protect Zedruu if you can. Losing Zedruu usually means you will lose the game, or at the very least this will put you very far behind.\n\nBad gifts"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck contains the obvious bad gifts. These are all mid-game or late-game plans. "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"Do not prioritize bad gifting in the early turns"},{"insert":", as this will turn you into a target. Once the bad gifts engine is online, you will need a lot of mana and a fair flow of card draw to keep the momentum going. You will need to eliminate your opponents one by one and you will want to do so quickly once you get started and people realize that you are up to no good :-)\n\nThe most lethal bad gift is "},{"insert":{"card-link":"Nine Lives"}},{"insert":". The idea is to play it, donate it, and then use a mass enchantment removal spell such as "},{"insert":{"card-link":"Austere Command"}},{"insert":" or the especially nasty "},{"insert":{"card-link":"Patrician's Scorn"}},{"insert":". Depending on the board state, you may even keep it on your side for a bit to absorb some damage and then donate it when it's almost depleted.\n\nSecond to that is "},{"insert":{"card-link":"Illusions of Grandeur"}},{"insert":" and its lesser cousin "},{"insert":{"card-link":"Delusions of Mediocrity"}},{"insert":". Especially the former is quite deadly; you play it to gain 20 life and then donate it, placing a 20-life bomb on their side of the board. Let players waste mana on the upkeep and then when you're ready to play it again, use one of the many enchantment bounce or flicker effects in the deck. Keep in mind that "},{"insert":{"card-link":"Void Snare"}},{"insert":" is a sorcery and that "},{"insert":{"card-link":"Saving Grasp"}},{"insert":" only targets creatures. Similarly but less deadly, use "},{"insert":{"card-link":"Pyromancer's Swath"}},{"insert":" to pester the the table's control player. You might even be able to have your opponents trade enchantments ("},{"insert":{"card-link":"Shifting Grift"}},{"insert":", "},{"insert":{"card-link":"Role Reversal"}},{"insert":") amongst each other to have the Swath travel through your opponents, clearing their hands. Especially when playing the Swath, it is important you have some form of escape (countermagic, an alternative way of donating such as "},{"insert":{"card-link":"Donate"}},{"insert":", or an enchantment bounce) in case your donation engine is killed in response or if the recipient scoops. This deck does not like playing on a "},{"attributes":{"italic":true},"insert":"hellbent "},{"insert":"hand.\n\n"},{"insert":{"card-link":"Aggressive Mining"}},{"insert":" is often cited as a bad gift, but it is surprisingly useful on your side of the board as well. In the late game, use it to refill your hand with new threats and bypass its restriction using the mana artifacts the deck features, then when you are done with it, donate it to the opponent who will least benefit from it. Avoid white or green opponents, which are most likely to reap benefit from it and then destroy it once they are done with it. In some games, it may be a better idea to just destroy it once you're done with it rather than donating it to someone.\n\nOther stuff to do"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nGiving annoying gifts is ultimately what this deck is about, but you will lose the game long before you finally draw into them if you don't defend yourself properly.\n\nUntil you find the pieces, you will find yourself attempting to deflect attention away from yourself. Gift "},{"insert":{"card-link":"Pendant of Prosperity"}},{"insert":" to the deck you consider most dangerous to you, as that player will want to keep you around. Use mass removal like "},{"insert":{"card-link":"Day of Judgment"}},{"insert":" to clear the board if it becomes a little bit too busy. "},{"insert":{"card-link":"Austere Command"}},{"insert":" is a big star because it can selectively clear the battlefield while sparing "},{"insert":{"card-link":"Zedruu the Greathearted"}},{"insert":", and it also serves as a way to destroy "},{"insert":{"card-link":"Nine Lives"}},{"insert":" to kill a player. "},{"insert":{"card-link":"Meekstone"}},{"insert":" keeps many threats offline and can be tutored for with "},{"insert":{"card-link":"Trinket Mage"}},{"insert":". Use "},{"insert":{"card-link":"Gilded Drake"}},{"insert":" with bounce tech to claim one or two big creatures to defend yourself with.\n\n"},{"insert":{"card-link":"Pramikon, Sky Rampart"}},{"insert":" is here mostly for its fun-factor, but it can be surprisingly effective as a defensive tool as well. You can even gift it to the player following its direction. Because you won't attack them and they can't attack with it, the wall is as safe there as it with you.\n\nAs mentioned above, "},{"insert":{"card-link":"Dack Fayden, Helping Hand"}},{"insert":"'s primary purpose is to trigger a few ETB effects from your deck. Most creatures in the deck are small creatures with beneficial ETB effects. You control these effects before your opponents get the creatures. Him giving away the creatures is thematically a nice fit for the deck, but they will probably not survive for long, so keep that in mind. Additionally, the deck contains three creatures that interact unfavorably with "},{"attributes":{"bold":true},"insert":"Dack"},{"insert":":\n\nIf you pull "},{"insert":{"card-link":"Gilded Drake"}},{"insert":", it will first go to an opponent's control before you can swap. This means you cannot gain control of a powerful enemy creature if "},{"attributes":{"bold":true},"insert":"Dack "},{"insert":"pulls the "},{"attributes":{"bold":true},"insert":"Drake"},{"insert":", but you can still annoy enemy players by swapping creatures around to break synergies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you pull "},{"insert":{"card-link":"Coveted Falcon"}},{"insert":", keep in mind that they might use it to reclaim lands you traded earlier. To prevent this, ensure there is always at least one enemy player with whom you never trade lands; this allows you to give that player the "},{"attributes":{"bold":true},"insert":"Falcon "},{"insert":"without losing lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you pull "},{"insert":{"card-link":"Iroh, Tea Master"}},{"insert":", that's unfortunate but mostly okay. At least you end up with a food token. :-)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nBudget options"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAs listed the deck is around €300,- but it can be easily dropped as low as €120,- without losing much of its unique appeal.\nWho knew that decks running trash cards would be so cheap?\n\n"},{"insert":{"card-link":"Gilded Drake"}},{"insert":" -> "},{"insert":{"card-link":"Volatile Stormdrake"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Gitaxian Probe"}},{"insert":" -> Anything else, for example "},{"insert":{"card-link":"Harmless Offering"}},{"insert":" ."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Donate"}},{"insert":" -> "},{"insert":{"card-link":"Harmless Offering"}},{"insert":" ."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Meekstone"}},{"insert":" -> "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":"/"},{"insert":{"card-link":"Propaganda"}},{"insert":". You do lose the combo with "},{"insert":{"card-link":"Trinket Mage"}},{"insert":", though."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAs usual, the land package is also a prime location for cutting budget. Lands such as "},{"insert":{"card-link":"Flooded Strand"}},{"insert":", "},{"insert":{"card-link":"Arid Mesa"}},{"insert":", "},{"insert":{"card-link":"Scalding Tarn"}},{"insert":", "},{"insert":{"card-link":"Sacred Foundry"}},{"insert":" and "},{"insert":{"card-link":"Steam Vents"}},{"insert":" are easily replaced by cheaper alternatives. However, this deck is slow and fragile, so it relies on being able to use its mana immediately. Avoid lands that enter tapped if at all possible. Also, keep "},{"insert":{"card-link":"Duergar Hedge-Mage"}},{"insert":", "},{"insert":{"card-link":"Kor Cartographer"}},{"insert":", and "},{"insert":{"card-link":"Alpine Guide"}},{"insert":" in mind, which rely on the Mountain and Plains types to be effective.\n\n"},{"insert":{"card-link":"Illusions of Grandeur"}},{"insert":" is an important win condition for the deck, and cannot be easily replaced. This deck loses a lot of its appeal without it.\n\nUpgrade options / wish list"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nNone right now!\n"}]}
Zedruu the Greathearted
At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control.
: Target opponent gains control of target permanent you control.
Legendary Creature - Minotaur Monk
Zedruu the Greathearted (cmd) 240

Commander

(Ctrl to add secondary)
Aggressive Mining
You can't play lands.
Sacrifice a land: Draw two cards. Activate only once each turn.
Enchantment
Aggressive Mining (m15) 127
Coveted Falcon
Flying
Whenever this creature attacks, gain control of target permanent you own but don't control.
Disguise

When this creature is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.
Creature Artifact - Bird
Coveted Falcon (mkm) 48
Dack Fayden, Helping Hand
When Dack Fayden enters, reveal cards from the top of your library until you reveal X creature cards, where X is the number of opponents you have. Put those creature cards onto the battlefield, then shuffle. They're goaded for the rest of the game. For each of those permanents, choose a different opponent. Each opponent gains control of the permanent for which they were chosen.
Legendary Creature - Human Advisor
Dack Fayden, Helping Hand (frc) 4
Gitaxian Probe
(
can be paid with either
or 2 life.)
Look at target player's hand.
Draw a card.
Sorcery
Gitaxian Probe (plst) NPH-35
Moderation
You can't cast more than one spell each turn.
Whenever you cast a spell, draw a card.
Enchantment
Moderation (mh2) 206
Mulldrifter
Flying
When this creature enters, draw two cards.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Mulldrifter (ecc) 67
Prophetic Prism
When this artifact enters, draw a card.
,
: Add one mana of any color.
Artifact
Prophetic Prism (cmd) 256
Wall of Omens
Defender
When this creature enters, draw a card.
Creature - Wall
Wall of Omens (roe) 53

Draw

(Ctrl to add secondary)
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (zen) 211
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (isd) 238
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmd) 269
Contested War Zone
Whenever a creature deals combat damage to you, that creature's controller gains control of this land.
: Add
.
,
: Attacking creatures get +1/+0 until end of turn.
Land
Contested War Zone (mbs) 144
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 (m10) 226
Hall of Heliod's Generosity
: Add
.
,
: Put target enchantment card from your graveyard on top of your library.
Legendary Land
Hall of Heliod's Generosity (dsc) 283
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 (dis) 174
Homeward Path
: Add
.
: Each player gains control of all creatures they own.
Land
Homeward Path (cmd) 277
Island
(
: Add
.)
Basic Land - Island
Island (zen) 237
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (zen) 244
Plains
(
: Add
.)
Basic Land - Plains
Plains (zen) 230
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (mh1) 244
Radiant Summit
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Mountain
Radiant Summit (frc) 80
Rainbow Vale
: Add one mana of any color. An opponent gains control of this land at the beginning of the next end step.
Land
Rainbow Vale (fem) 99
Raugrin Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Plains Island Mountain
Raugrin Triome (iko) 251
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (con) 143
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 (rav) 280
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (zen) 223
Skycloud Expanse
,
: Add
.
Land
Skycloud Expanse (blc) 332
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 (gpt) 164
Sulfur Falls
This land enters tapped unless you control an Island or a Mountain.
: Add
or
.
Land
Sulfur Falls (isd) 248

Land

(Ctrl to add secondary)
Delusions of Mediocrity
When this enchantment enters, you gain 10 life.
When this enchantment leaves the battlefield, you lose 10 life.
Enchantment
Delusions of Mediocrity (ulg) 30
Illusions of Grandeur
Cumulative upkeep
(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.)
When this enchantment enters, you gain 20 life.
When this enchantment leaves the battlefield, you lose 20 life.
Enchantment
Illusions of Grandeur (ice) 79

Lifegain

(Ctrl to add secondary)
Leave
Return any number of target permanents you own to your hand.
Instant
Leave // Chance (hou) 153
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (cmd) 253
Nine Lives
Hexproof
If a source would deal damage to you, prevent that damage and put an incarnation counter on this enchantment.
When there are nine or more incarnation counters on this enchantment, exile it.
When this enchantment leaves the battlefield, you lose the game.
Enchantment
Nine Lives (m21) 28
Pramikon, Sky Rampart
Flying, defender
As Pramikon enters, choose left or right.
Each player may attack only the nearest opponent in the chosen direction and planeswalkers controlled by that opponent.
Legendary Creature - Wall
Pramikon, Sky Rampart (c19) 47
Saving Grasp
Return target creature you own to your hand.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Saving Grasp (dka) 46
Statecraft
Prevent all combat damage that would be dealt to and dealt by creatures you control.
Enchantment
Statecraft (mmq) 106

Protection

(Ctrl to add secondary)
Crown of Doom
Whenever a creature attacks you or a planeswalker you control, it gets +2/+0 until end of turn.
: Target player other than this artifact's owner gains control of it. Activate only during your turn.
Artifact
Crown of Doom (c14) 55

Pump

(Ctrl to add secondary)
Alpine Guide
When this creature enters, you may search your library for a Mountain card, put that card onto the battlefield tapped, then shuffle.
This creature attacks each combat if able.
When this creature leaves the battlefield, sacrifice a Mountain.
Snow Creature - Human Scout
Alpine Guide (mh1) 117
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (frc) 20
Bucknard's Everfull Purse
,
: Roll a d4 and create a number of Treasure tokens equal to the result. The player to your right gains control of this artifact.
Artifact
Bucknard's Everfull Purse (afc) 57
Hithlain Rope
This artifact can't be sacrificed.
,
: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of this artifact.
,
: Draw a card. The player to your right gains control of this artifact.
Artifact
Hithlain Rope (ltc) 156
Kor Cartographer
When this creature enters, you may search your library for a Plains card, put it onto the battlefield tapped, then shuffle.
Creature - Scout Kor
Kor Cartographer (zen) 18
Pendant of Prosperity
This artifact enters under the control of an opponent of your choice.
,
: Draw a card, then you may put a land card from your hand onto the battlefield. This artifact's owner draws a card, then that player may put a land card from their hand onto the battlefield.
Artifact
Pendant of Prosperity (c19) 56
Pentad Prism
Sunburst (This artifact enters with a charge counter on it for each color of mana spent to cast it.)
Remove a charge counter from this artifact: Add one mana of any color.
Artifact
Pentad Prism (5dn) 143
Relic of Legends
: Add one mana of any color.
Tap an untapped legendary creature you control: Add one mana of any color.
Artifact
Relic of Legends (dmu) 236
Sol Ring
: Add
.
Artifact
Sol Ring (plst) CMD-261
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (cmd) 262
Talisman of Creativity
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Creativity (frc) 61
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (frc) 64
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (5dn) 165
Zidane, Tantalus Thief
When Zidane enters, gain control of target creature an opponent controls until end of turn. Untap it. It gains lifelink and haste until end of turn.
Whenever an opponent gains control of a permanent from you, you create a Treasure token.
Legendary Creature - Human Scout Mutant
Zidane, Tantalus Thief (fin) 251

Ramp

(Ctrl to add secondary)
Auramancer
When this creature enters, you may return target enchantment card from your graveyard to your hand.
Creature - Human Wizard
Auramancer (m12) 9

Recursion

(Ctrl to add secondary)
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (dsc) 110
Austere Command
Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater.
Sorcery
Austere Command (lrw) 3
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (isd) 130
Cleansing Nova
Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments.
Sorcery
Cleansing Nova (c21) 86
Day of Judgment
Destroy all creatures.
Sorcery
Day of Judgment (zen) 9
Duergar Hedge-Mage
When this creature enters, if you control two or more Mountains, you may destroy target artifact.
When this creature enters, if you control two or more Plains, you may destroy target enchantment.
Creature - Shaman Dwarf
Duergar Hedge-Mage (cmd) 195
Gilded Drake
Flying
When this creature enters, exchange control of this creature and up to one target creature an opponent controls. If you don't or can't make an exchange, sacrifice this creature. This ability still resolves if its target becomes illegal.
Creature - Drake
Gilded Drake (usg) 76
Hindering Light
Counter target spell that targets you or a permanent you control.
Draw a card.
Instant
Hindering Light (ala) 173
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 (con) 15
Patrician's Scorn
If you've cast another white spell this turn, you may cast this spell without paying its mana cost.
Destroy all enchantments.
Instant
Patrician's Scorn (fut) 29
Retribution of the Meek
Destroy all creatures with power 4 or greater. They can't be regenerated.
Sorcery
Retribution of the Meek (vis) 19
Role Reversal
Exchange control of two target permanents that share a permanent type.
Sorcery
Role Reversal (war) 214
Shifting Grift
Spree (Choose one or more additional costs.)
+
— Exchange control of two target creatures.
+
— Exchange control of two target artifacts.
+
— Exchange control of two target enchantments.
Sorcery
Shifting Grift (otj) 66
Stern Dismissal
Return target creature or enchantment an opponent controls to its owner's hand.
Instant
Stern Dismissal (thb) 68
Void Snare
Return target nonland permanent to its owner's hand.
Sorcery
Void Snare (m15) 82

Removal

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Meekstone
Creatures with power 3 or greater don't untap during their controllers' untap steps.
Artifact
Meekstone (3ed) 264
Pyromancer's Swath
If an instant or sorcery source you control would deal damage to a permanent or player, it deals that much damage plus 2 to that permanent or player instead.
At the beginning of each end step, discard your hand.
Enchantment
Pyromancer's Swath (fut) 104

Stax

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Donate
Target player gains control of target permanent you control.
Sorcery
Donate (uds) 31
Molten Primordial
Haste
When this creature enters, for each opponent, gain control of up to one target creature that player controls until end of turn. Untap those creatures. They gain haste until end of turn.
Creature - Avatar
Molten Primordial (gtc) 101
Political Trickery
Exchange control of target land you control and target land an opponent controls. (This effect lasts indefinitely.)
Sorcery
Political Trickery (mir) 81
Puca's Mischief
At the beginning of your upkeep, you may exchange control of target nonland permanent you control and target nonland permanent an opponent controls with equal or lesser mana value.
Enchantment
Puca's Mischief (shm) 47
Shifting Borders
Exchange control of two target lands.
Splice onto Arcane
(As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane
Shifting Borders (sok) 56
Vedalken Plotter
When this creature enters, exchange control of target land you control and target land an opponent controls.
Creature - Wizard Vedalken
Vedalken Plotter (cmd) 66

Theft

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Akroan Horse
Defender
When this creature enters, an opponent gains control of it.
At the beginning of your upkeep, each opponent creates a 1/1 white Soldier creature token.
Creature Artifact - Horse
Akroan Horse (ths) 210
Iroh, Tea Master
When Iroh enters, create a Food token.
At the beginning of combat on your turn, you may have target opponent gain control of target permanent you control. When you do, create a 1/1 white Ally creature token. Put a +1/+1 counter on that token for each permanent you own that your opponents control.
Legendary Creature - Human Ally Citizen
Iroh, Tea Master (tla) 228

Tokens

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Trinket Mage
When this creature enters, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.
Creature - Human Wizard
Trinket Mage (5dn) 39

Tutor

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Deck Info

Deck stats

28 pips - 23 cards
22 mana - 21 cards
27 pips - 24 cards
21 mana - 20 cards
0 pips - 0 cards
0 mana - 6 cards
13 pips - 12 cards
19 mana - 18 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
8 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"A modern and fairly efficient take on the classic \"Bad Gifts\" deck.\nControl the board as you build up your mana reserves, then hit them hard with some of the worst trash that came out of 30 years of Magic.\n\nThis deck is a lot of fun to play, but "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"it is inherently not a strong archetype"},{"insert":".\nYou should be prepared to play a few rounds getting completely destroyed before the stars align for you to \"pop off\" with this deck, but it is incredibly satisfying once you do :-)\n\nHow to build a \"Bad Gifts\" deck"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTo build an effective \"bad gifts\" deck, I think exercising restraint when building is important. It can be tempting to just stick tons of bad cards in the deck, but such lists will rarely work for the simple fact that you are running a deck full of garbage. Instead, focus your efforts on a handful of high-impact gifts, and use a significant amount of card space to just build an actually functional deck around the theme.\n\nIn order to most benefit from "},{"insert":{"card-link":"Zedruu the Greathearted"}},{"insert":" as a card-drawing engine, it is important that your gifts stick around. Creatures are the most easily-removed card type, especially when gifted, so I would advice against bad creature gifts like "},{"insert":{"card-link":"Steel Golem"}},{"insert":" and "},{"insert":{"card-link":"Rust Elemental"}},{"insert":". Gifting a "},{"insert":{"card-link":"Bronze Bombshell"}},{"insert":" is cute, but it is essentially just an extremely inefficient way of shooting 7 damage to someone's face without advancing your own game plan. Likewise, avoid cards that can be freely passed around, such as "},{"insert":{"card-link":"Jinxed Choker"}},{"insert":" and "},{"insert":{"card-link":"Jinxed Idol"}},{"insert":", as your opponents are likely to gift them back to you as you're the one running a commander that benefits from them. Instead, focus on gifts and trades that stick around; especially land trading in the form of "},{"insert":{"card-link":"Vedalken Plotter"}},{"insert":" and "},{"insert":{"card-link":"Political Trickery"}},{"insert":" is a great way to get Zedruu online with minimal risk of the gifted lands being destroyed. "},{"insert":{"card-link":"Contested War Zone"}},{"insert":" is great because it is a land, it has a built-in give-away clause, and it encourages your opponents to fight over it.\n\nGifting can be difficult and expensive, mana-wise. Cards that gift themselves away are very powerful for "},{"insert":{"card-link":"Zedruu the Greathearted"}},{"insert":" as you can set them up before "},{"attributes":{"bold":true},"insert":"Zedruu "},{"insert":"even enters. "},{"insert":{"card-link":"Akroan Horse"}},{"insert":" is an exception to the above \"no creature\" rule because of its self-gifting clause. Even better are cards such as "},{"insert":{"card-link":"Pendant of Prosperity"}},{"insert":", "},{"insert":{"card-link":"Hithlain Rope"}},{"insert":", and "},{"insert":{"card-link":"Bucknard's Everfull Purse"}},{"insert":". I think "},{"insert":{"card-link":"Crown of Doom"}},{"insert":"'s effect is not all that impressive, but it has built-in self-gifting and cannot be gifted back to you.\n\nNote that cards like "},{"insert":{"card-link":"Leveler"}},{"insert":" and "},{"insert":{"card-link":"Thought Lash"}},{"insert":" do not work as bad gifts unless you want your own library gone :-)\n\nI recommend reserving around 5 to 7 cards for the \"bad gifts\" theme, another 15-ish cards for \"neutral gifts\" and the gifting engine, and reserve the remainder of card space with \"regular\" cards to ensure that the deck remains playable and somewhat competitive. The bad gifts are outlined in more detail in the "},{"attributes":{"bold":true},"insert":"Gameplay"},{"insert":" section below. Neutral gifts are anything that do not actively bother nor hinder an opponent, which again encourages them to just ignore them rather than actively removing them. The prime example of this is a depleted "},{"insert":{"card-link":"Pentad Prism"}},{"insert":". The \"gifting engine\" consists of cards such as "},{"insert":{"card-link":"Shifting Grift"}},{"insert":", "},{"insert":{"card-link":"Donate"}},{"insert":", "},{"insert":{"card-link":"Iroh, Tea Master"}},{"insert":", and "},{"insert":{"card-link":"Coveted Falcon"}},{"insert":" to give cards away, and a multitude of bouncing, blinking, and recursion spells to reuse the bad gifts multiple times.\n\nReserve another 5-10 cards for mana stones. The remaining 20 or so cards that remain after that are free space and should be filled with a secondary theme of your choosing or just a collection of powerful Commander staples. This allows your deck to participate in \"normal\" gameplay until you find enough gift pieces to start your evil gifting plan. Including some protection for "},{"attributes":{"bold":true},"insert":"Zedruu"},{"insert":" is advisable.\n\nFor this listing, I have opted for a secondary ETB theme, for two reasons; it allows including more creatures in a listing that otherwise does not have many creatures at all, and ETB couples nicely with the blink effects already present in the deck. It also allows for including a few more blink effects, which conveniently can also double as protection for "},{"attributes":{"bold":true},"insert":"Zedruu "},{"insert":"herself. This is also why "},{"insert":{"card-link":"Dack Fayden, Helping Hand"}},{"insert":" is in the deck. The fact it gives creatures away fits in nicely with the theme, but its main purpose is to hopefully trigger three useful ETB effects for me, which is not a bad deal for six mana. It's not expected the gifted creatures will survive for long, but it's a nice bonus if one or two of them survive for a "},{"attributes":{"bold":true},"insert":"Zedruu"},{"insert":" proc.\n\nGameplay overview"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe first few turns, try to build up your mana using stones, talismans, and signets. Some of the friendly \"pass around\" artifacts might come online, such as "},{"insert":{"card-link":"Bucknard's Everfull Purse"}},{"insert":", "},{"insert":{"card-link":"Hithlain Rope"}},{"insert":", and "},{"insert":{"card-link":"Pendant of Prosperity"}},{"insert":". These are more helpful to you than to your opponents, as Jeskai has limited ramp abilities in its own colors and because their presence helps Zedruus upkeep ability.\n\nIt is important that you do not paint a big target on your head right at the start. Focus on getting one or two \"friendly\" permanents in the hands of others, such as one of the aforementioned artifacts. Perhaps swap a land with an opponent if you happen to draw one of the swap-land effects. With one or two permanents of yours under someone else's control, it is time to summon "},{"insert":{"card-link":"Zedruu the Greathearted"}},{"insert":" and start drawing some cards and building up your hand resources. "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"Only cast Zedruu when you can expect to draw at least one card with it on your next upkeep."},{"insert":" Otherwise, opt not to cast her yet. Once out, protect Zedruu if you can. Losing Zedruu usually means you will lose the game, or at the very least this will put you very far behind.\n\nBad gifts"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe deck contains the obvious bad gifts. These are all mid-game or late-game plans. "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"Do not prioritize bad gifting in the early turns"},{"insert":", as this will turn you into a target. Once the bad gifts engine is online, you will need a lot of mana and a fair flow of card draw to keep the momentum going. You will need to eliminate your opponents one by one and you will want to do so quickly once you get started and people realize that you are up to no good :-)\n\nThe most lethal bad gift is "},{"insert":{"card-link":"Nine Lives"}},{"insert":". The idea is to play it, donate it, and then use a mass enchantment removal spell such as "},{"insert":{"card-link":"Austere Command"}},{"insert":" or the especially nasty "},{"insert":{"card-link":"Patrician's Scorn"}},{"insert":". Depending on the board state, you may even keep it on your side for a bit to absorb some damage and then donate it when it's almost depleted.\n\nSecond to that is "},{"insert":{"card-link":"Illusions of Grandeur"}},{"insert":" and its lesser cousin "},{"insert":{"card-link":"Delusions of Mediocrity"}},{"insert":". Especially the former is quite deadly; you play it to gain 20 life and then donate it, placing a 20-life bomb on their side of the board. Let players waste mana on the upkeep and then when you're ready to play it again, use one of the many enchantment bounce or flicker effects in the deck. Keep in mind that "},{"insert":{"card-link":"Void Snare"}},{"insert":" is a sorcery and that "},{"insert":{"card-link":"Saving Grasp"}},{"insert":" only targets creatures. Similarly but less deadly, use "},{"insert":{"card-link":"Pyromancer's Swath"}},{"insert":" to pester the the table's control player. You might even be able to have your opponents trade enchantments ("},{"insert":{"card-link":"Shifting Grift"}},{"insert":", "},{"insert":{"card-link":"Role Reversal"}},{"insert":") amongst each other to have the Swath travel through your opponents, clearing their hands. Especially when playing the Swath, it is important you have some form of escape (countermagic, an alternative way of donating such as "},{"insert":{"card-link":"Donate"}},{"insert":", or an enchantment bounce) in case your donation engine is killed in response or if the recipient scoops. This deck does not like playing on a "},{"attributes":{"italic":true},"insert":"hellbent "},{"insert":"hand.\n\n"},{"insert":{"card-link":"Aggressive Mining"}},{"insert":" is often cited as a bad gift, but it is surprisingly useful on your side of the board as well. In the late game, use it to refill your hand with new threats and bypass its restriction using the mana artifacts the deck features, then when you are done with it, donate it to the opponent who will least benefit from it. Avoid white or green opponents, which are most likely to reap benefit from it and then destroy it once they are done with it. In some games, it may be a better idea to just destroy it once you're done with it rather than donating it to someone.\n\nOther stuff to do"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nGiving annoying gifts is ultimately what this deck is about, but you will lose the game long before you finally draw into them if you don't defend yourself properly.\n\nUntil you find the pieces, you will find yourself attempting to deflect attention away from yourself. Gift "},{"insert":{"card-link":"Pendant of Prosperity"}},{"insert":" to the deck you consider most dangerous to you, as that player will want to keep you around. Use mass removal like "},{"insert":{"card-link":"Day of Judgment"}},{"insert":" to clear the board if it becomes a little bit too busy. "},{"insert":{"card-link":"Austere Command"}},{"insert":" is a big star because it can selectively clear the battlefield while sparing "},{"insert":{"card-link":"Zedruu the Greathearted"}},{"insert":", and it also serves as a way to destroy "},{"insert":{"card-link":"Nine Lives"}},{"insert":" to kill a player. "},{"insert":{"card-link":"Meekstone"}},{"insert":" keeps many threats offline and can be tutored for with "},{"insert":{"card-link":"Trinket Mage"}},{"insert":". Use "},{"insert":{"card-link":"Gilded Drake"}},{"insert":" with bounce tech to claim one or two big creatures to defend yourself with.\n\n"},{"insert":{"card-link":"Pramikon, Sky Rampart"}},{"insert":" is here mostly for its fun-factor, but it can be surprisingly effective as a defensive tool as well. You can even gift it to the player following its direction. Because you won't attack them and they can't attack with it, the wall is as safe there as it with you.\n\nAs mentioned above, "},{"insert":{"card-link":"Dack Fayden, Helping Hand"}},{"insert":"'s primary purpose is to trigger a few ETB effects from your deck. Most creatures in the deck are small creatures with beneficial ETB effects. You control these effects before your opponents get the creatures. Him giving away the creatures is thematically a nice fit for the deck, but they will probably not survive for long, so keep that in mind. Additionally, the deck contains three creatures that interact unfavorably with "},{"attributes":{"bold":true},"insert":"Dack"},{"insert":":\n\nIf you pull "},{"insert":{"card-link":"Gilded Drake"}},{"insert":", it will first go to an opponent's control before you can swap. This means you cannot gain control of a powerful enemy creature if "},{"attributes":{"bold":true},"insert":"Dack "},{"insert":"pulls the "},{"attributes":{"bold":true},"insert":"Drake"},{"insert":", but you can still annoy enemy players by swapping creatures around to break synergies."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you pull "},{"insert":{"card-link":"Coveted Falcon"}},{"insert":", keep in mind that they might use it to reclaim lands you traded earlier. To prevent this, ensure there is always at least one enemy player with whom you never trade lands; this allows you to give that player the "},{"attributes":{"bold":true},"insert":"Falcon "},{"insert":"without losing lands."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"If you pull "},{"insert":{"card-link":"Iroh, Tea Master"}},{"insert":", that's unfortunate but mostly okay. At least you end up with a food token. :-)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nBudget options"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nAs listed the deck is around €300,- but it can be easily dropped as low as €120,- without losing much of its unique appeal.\nWho knew that decks running trash cards would be so cheap?\n\n"},{"insert":{"card-link":"Gilded Drake"}},{"insert":" -> "},{"insert":{"card-link":"Volatile Stormdrake"}},{"insert":"."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Gitaxian Probe"}},{"insert":" -> Anything else, for example "},{"insert":{"card-link":"Harmless Offering"}},{"insert":" ."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Donate"}},{"insert":" -> "},{"insert":{"card-link":"Harmless Offering"}},{"insert":" ."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Meekstone"}},{"insert":" -> "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":"/"},{"insert":{"card-link":"Propaganda"}},{"insert":". You do lose the combo with "},{"insert":{"card-link":"Trinket Mage"}},{"insert":", though."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nAs usual, the land package is also a prime location for cutting budget. Lands such as "},{"insert":{"card-link":"Flooded Strand"}},{"insert":", "},{"insert":{"card-link":"Arid Mesa"}},{"insert":", "},{"insert":{"card-link":"Scalding Tarn"}},{"insert":", "},{"insert":{"card-link":"Sacred Foundry"}},{"insert":" and "},{"insert":{"card-link":"Steam Vents"}},{"insert":" are easily replaced by cheaper alternatives. However, this deck is slow and fragile, so it relies on being able to use its mana immediately. Avoid lands that enter tapped if at all possible. Also, keep "},{"insert":{"card-link":"Duergar Hedge-Mage"}},{"insert":", "},{"insert":{"card-link":"Kor Cartographer"}},{"insert":", and "},{"insert":{"card-link":"Alpine Guide"}},{"insert":" in mind, which rely on the Mountain and Plains types to be effective.\n\n"},{"insert":{"card-link":"Illusions of Grandeur"}},{"insert":" is an important win condition for the deck, and cannot be easily replaced. This deck loses a lot of its appeal without it.\n\nUpgrade options / wish list"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nNone right now!\n"}]}
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