elkhadweeb
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Commander
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Commander
Raffine, Scheming Seer
Flying, ward
Whenever you attack, target attacking creature connives X, where X is the number of attacking creatures. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Whenever you attack, target attacking creature connives X, where X is the number of attacking creatures. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Legendary Creature - Demon Sphinx

Commander
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Card Advantage
Card Advantage
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Evasion
Malcolm, Alluring Scoundrel
Flash
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Flying
Whenever Malcolm deals combat damage to a player, put a chorus counter on it. Draw a card, then discard a card. If there are four or more chorus counters on Malcolm, you may cast the discarded card without paying its mana cost.
Legendary Creature - Pirate Siren

Silent Hallcreeper
This creature can't be blocked.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Whenever this creature deals combat damage to a player, choose one that hasn't been chosen —
• Put two +1/+1 counters on this creature.
• Draw a card.
• This creature becomes a copy of another target creature you control.
Creature Enchantment - Horror

Evasion
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Land
Land
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Misc
Ainok Strike Leader
Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Creature - Warrior Dog

Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant

Dawn's Truce
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.
Instant

Galadriel's Dismissal
Kicker (You may pay an additional as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Misc
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Reanimate
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Dance of the Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
Enchantment - Aura

Necromancy
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
Enchantment

Priest of Fell Rites
, Pay 3 life, Sacrifice this creature: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature - Human Warlock

Reanimate
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Reanimate target
All-Seeing Arbiter
Flying
Whenever this creature enters or attacks, draw two cards, then discard a card.
Whenever you discard a card, target creature an opponent controls gets -X/-0 until your next turn, where X is the number of different mana values among cards in your graveyard.
Whenever this creature enters or attacks, draw two cards, then discard a card.
Whenever you discard a card, target creature an opponent controls gets -X/-0 until your next turn, where X is the number of different mana values among cards in your graveyard.
Creature - Avatar

Archfiend of Sorrows
Flying
When this creature enters, creatures your opponents control get -2/-2 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
When this creature enters, creatures your opponents control get -2/-2 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature - Demon

Reanimate target
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Removal
Azure Beastbinder
Vigilance
This creature can't be blocked by creatures with power 2 or greater.
Whenever this creature attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
This creature can't be blocked by creatures with power 2 or greater.
Whenever this creature attacks, up to one target artifact, creature, or planeswalker an opponent controls loses all abilities until your next turn. If it's a creature, it also has base power and toughness 2/2 until your next turn.
Creature - Rat Rogue

Removal
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"From a first glance this deck has two win strategies, both combat based. Incremental value builds as this deck utilizes low mana, evasive creatures, and valuable, high mana creatures. The unblockable weenies can scale in power through commander triggers, or through board presence, easily dealing 10-20 damage by turns 5 and 6. The high mana creatures act as dead cards, building advantage as grave fodder until the prime reanimation payoff arrives. \n\nThis playstyle churns through its cards enough, that no tutors are needed immediately. It will simply discard every non-relevant card and play empty handed, building value until a win. If the commander is not present, it has trouble churning, but it is not impotent. It has support in cards like "},{"insert":{"card-link":"The Queen of Dale"}},{"insert":", "},{"insert":{"card-link":"Ledger Shredder"}},{"insert":", "},{"insert":{"card-link":"Faerie Mastermind"}},{"insert":" , and other low mana creatures that loot off combat damage. However, any disruption against their churning, and this deck is left to fight an uphill battle.\n\nHeavy removal and protection packages allow this deck to be resilient enough to survive its meta, and is a product of high bracket 3/ low bracket 4 playstyles. A single "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" or combination of "},{"insert":{"card-link":"Galadriel's Dismissal"}},{"insert":" and "},{"insert":{"card-link":"Toxic Deluge"}},{"insert":" will render board wipes as windows for this strategy to take over the game. However, without removal or protection, it is very hard to build back the resources lost in those exchanges. A resolved wipe or a political coup (teaming up removal against one player) against this deck renders it empty handed and in the shoes of Sisyphus. But that shouldn't discount the power in this build.\n\nThe high mana, \"value town\" reanimation targets allow this deck to catch opponents off guard with a devastating reanimator theme. Most of the targets are never expected to be cast, as there is no way for the deck to ramp into them, but expected to be discarded to commander triggers or otherwise. A good turn 3 "},{"insert":{"card-link":"Psychic Frog"}},{"insert":" into "},{"insert":{"card-link":"Reanimate"}},{"insert":" bringing back "},{"insert":{"card-link":"Elesh Norn, Grand Cenobite"}},{"insert":" can steal the rest of the game if not interacted with. But by that time, this deck hopes to draw relevant removal or protection, to build resilience through opposition.\n\nThe removal and protection are found in counter magic and protection against board wipes. Other than that, there are fringe pieces that take care of a variety of \"anti-creature\" interaction, some even doubling as value for board state and commander triggers. That is mostly what this deck struggles against, and it usually doesn't have to worry in \"safe\" metas that don't encourage resilient removal ("},{"insert":{"card-link":"Sudden Spoiling"}},{"insert":" ) or consistent board wipes ("},{"insert":{"card-link":"Supreme Verdict"}},{"insert":"). This deck might also struggle with it's \"all in\" mentality, not having anyway to draw up to hand size, or outpace its quicker competitors. It solely relies on finding at least three lands, and hoping to stick its gapped one-drops and eight-drops. But, that is a fun play style, and this deck has ways to pull \"trump\" cards that support that all in play feel. \n\nI analyzed this deck according to the philosophies in a beginner's guide of deck building. This analysis is not a destructive criticism of this deck, but more of an appreciation towards a deck build that is different. The owner described it as one of their most successful decks, and that is a beautiful thing about the game. It thrives through diversity, construction, and perspective. I appreciate them greatly for feeling free to post this, as more people should be aware of these style of builds. \n\nHave a great day, and stay RAD ;)\n\n"}]}



























































































