butchnan
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Commander
Size: 100Salt sum: 66.98
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ascension
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my mind is failing
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reality is unwinding
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Sailors' Bane
This spell costs less to cast for each card you own in exile and in your graveyard that's an instant card, a sorcery card, or a card that has an Adventure.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Creature - Dragon Turtle

the cult
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Benthic Anomaly
Devoid (This card has no color.)
When you cast this spell, for each opponent, choose a creature that player controls. Create a token that's a copy of one of those creatures, except its power is equal to the total power of those creatures, its toughness is equal to the total toughness of those creatures, and it's a colorless Eldrazi creature.
When you cast this spell, for each opponent, choose a creature that player controls. Create a token that's a copy of one of those creatures, except its power is equal to the total power of those creatures, its toughness is equal to the total toughness of those creatures, and it's a colorless Eldrazi creature.
Creature - Eldrazi Serpent

Deep-Sea Kraken
This creature can't be blocked.
Suspend 9— (Rather than cast this card from your hand, you may pay and exile it with nine time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Whenever an opponent casts a spell, if this card is suspended, remove a time counter from it.
Suspend 9— (Rather than cast this card from your hand, you may pay and exile it with nine time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. It has haste.)
Whenever an opponent casts a spell, if this card is suspended, remove a time counter from it.
Creature - Kraken

Nezahal, Primal Tide
This spell can't be countered.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
You have no maximum hand size.
Whenever an opponent casts a noncreature spell, draw a card.
Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.
Legendary Creature - Elder Dinosaur

The Watcher in the Water
The Watcher in the Water enters tapped with nine stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Legendary Creature - Kraken

the horrors
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the journey
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Eluge, the Shoreless Sea
Eluge's power and toughness are each equal to the number of Islands you control.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Whenever Eluge enters or attacks, put a flood counter on target land. It's an Island in addition to its other types for as long as it has a flood counter on it.
The first instant or sorcery spell you cast each turn costs (or ) less to cast for each land you control with a flood counter on it.
Legendary Creature - Elemental Fish

Sorcerous Squall
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Target opponent mills nine cards, then you may cast an instant or sorcery spell from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Target opponent mills nine cards, then you may cast an instant or sorcery spell from that player's graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Sorcery

the place
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"this deck is fairly standard for a jacob hauken deck, with early game control and card selection, with late game giant creatures and big spells that you cast for free in a variety of ways, including with your commander. i built this deck because there are 3 main \"vegetables\" people think are difficult to work into deckbuilding, feeling that those things take away from synergy and themes of a deck. this deck contains the very rare combo of card draw AND ramp/spell cheating in the command zone, allowing for more focus to be given to removal and thematic cards. my motivations for building this deck are in order of priority at the beginning of the deckbuilding process:\ni want a theme deck of something i think is cool (in this case, an HP Lovecraft style story of a private investigator uncovering a cult and failing to stop the invasion of otherworldly monsters)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"i want a mono blue deck (mono color is based)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"i want a deck that sends out a lot of big flashy spells and creatures early-ish and very consistently (i've been playing too many fiddly, hyper-optimized, and complicated decks lately, i need to return to the source)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"i want a deck that functions with very little, if any, synergy (see point 3. \"good stuff\" decks can still be fun and interesting, despite the way the community seems to see them. a good stuff deck without staples, game changers, or hyper-expensive individual cards is a fun deckbuilding challenge)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"i want to utilize counterspells more (I havent built a commander deck with a sizeable counterspell suite since i was a modern/legacy player)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"all of these priorities came together to create this deck. going over the categories now:\ncommander - self explanitory"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the place - these cards thematically link the kind of locations \"arkham\" type stories generally play out in. my favorite in this category is \"scent of brine\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the cult - these represent the enemy, those being investigated and the kind of activities and equipment they use. my favorite in this category is \"rise from the tides\", a card that invokes for me imagery of \"a shadow over innsmouth\" mutants rising from the deep to reclaim the lands above"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the journey - these represent what our PI, jacob, goes through on his journey, and the mental tricks he uses to stop madness from incapacitating him during the job. my favorite card in this category is \"confirm suspicions\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"my mind is failing - these represent jacob losing his sanity as he digs deeper into the unwinding reality around him. my favorite card in this category is \"dream fracture\", a nightmare that threatens to send our protagonist over the edge"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"reality is unwinding - the effects of the cult's activities on the surrounding environment. i really love \"wash out\" in this category. the art is extremely evocative of some strange force draining the life out of a place"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"the horrors - a mix of giant sea creatures and eldritch space horrors entering our world if the cult wins. (spoiler, the cult always wins) \"benthic anomaly\" is a close favorite, being both of those things simultaneously."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" ascension - this is the final end goal of the cult, the ultimate power, knowledge, and merging of our reality and the place the old gods slumber."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nthe game plan is pretty simple. get jacob out on turn 2, protect him until turn 6ish when he discovers he is too late to stop the cult's plans, send out otherworldly threats to take over the world, achieve total ascension. maybe the least glamorous part of this whole experience is that your main win con is simply beating your opponents to death with the horrors. there are a few cards that can give you some crazy spellslinger plays when cast for free, theres some extra turns that will stretch time in an unnatural way, theres just a lot of fun stuff to go over. I built this on a budget, but one plan for when i have lots of cash to throw around is getting some of the eldrazi titans in there to commence the beatdown in style.\n"}]}























































