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Commander
Size: 100Salt sum: 66.98
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butchnan

114 views31 days ago
Commander
Size: 100Salt sum: 66.98

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Jacob Hauken, Inspector
: Draw a card, then exile a card from your hand face down. You may look at that card for as long as it remains exiled. You may pay
. If you do, transform Jacob Hauken.
Legendary Creature - Human Advisor
Jacob Hauken, Inspector // Hauken's Insight (vow) 65Jacob Hauken, Inspector // Hauken's Insight (vow) 65

Commander

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Enter the Infinite
Draw cards equal to the number of cards in your library, then put a card from your hand on top of your library. You have no maximum hand size until your next turn.
Sorcery
Enter the Infinite (rvr) 449
Mnemonic Deluge
Exile target instant or sorcery card from a graveyard. Copy that card three times. You may cast the copies without paying their mana costs. Exile Mnemonic Deluge.
Sorcery
Mnemonic Deluge (cmr) 82
Omniscience
You may cast spells from your hand without paying their mana costs.
Enchantment
Omniscience (fdn) 161
One with the Multiverse
You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library.
Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost.
Enchantment
One with the Multiverse (dsc) 121

ascension

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Confound
Counter target spell that targets a creature.
Draw a card.
Instant
Confound (plst) PLS-22
Daze
You may return an Island you control to its owner's hand rather than pay this spell's mana cost.
Counter target spell unless its controller pays
.
Instant
Daze (plst) DD2-23
Dream Fracture
Counter target spell. Its controller draws a card.
Draw a card.
Instant
Dream Fracture (clb) 66
Memory Lapse
Counter target spell. If that spell is countered this way, put it on top of its owner's library instead of into that player's graveyard.
Instant
Memory Lapse (plst) EMA-60
Mindbreak Trap
If an opponent cast three or more spells this turn, you may pay
rather than pay this spell's mana cost.
Exile any number of target spells.
Instant - Trap
Mindbreak Trap (zen) 57

my mind is failing

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Clone Legion
For each creature target player controls, create a token that's a copy of that creature.
Sorcery
Clone Legion (ncc) 215
Dig Through Time
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Instant
Dig Through Time (soc) 195
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (tdc) 160
Rapid Hybridization
Destroy target creature. It can't be regenerated. That creature's controller creates a 3/3 green Frog Lizard creature token.
Instant
Rapid Hybridization (soc) 198
Ravenform
Exile target artifact or creature. Its controller creates a 1/1 blue Bird creature token with flying.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery
Ravenform (lcc) 167
Reality Shift
Exile target creature. Its controller manifests the top card of their library. (That player puts the top card of their library onto the battlefield face down as a 2/2 creature. If it's a creature card, it can be turned face up any time for its mana cost.)
Instant
Reality Shift (soc) 199
Time Stretch
Target player takes two extra turns after this one.
Sorcery
Time Stretch (dmr) 69
Wash Out
Return all permanents of the color of your choice to their owners' hands.
Sorcery
Wash Out (2x2) 67

reality is unwinding

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Aetherflux Conduit
Whenever you cast a spell, you get an amount of
(energy counters) equal to the amount of mana spent to cast that spell.
, Pay fifty
: Draw seven cards. You may cast any number of spells from your hand without paying their mana costs.
Artifact
Aetherflux Conduit (drc) 17
Beacon of Tomorrows
Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library.
Sorcery
Beacon of Tomorrows (dds) 2
Esior, Wardwing Familiar
Flying
Spells your opponents cast that target one or more commanders you control cost
more to cast.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Bird
Esior, Wardwing Familiar (cmr) 67
Long River's Pull
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.)
Counter target creature spell. If the gift was promised, instead counter target spell.
Instant
Long River's Pull (blb) 58
Mystic Sanctuary
(
: Add
.)
This land enters tapped unless you control three or more other Islands.
When this land enters untapped, you may put target instant or sorcery card from your graveyard on top of your library.
Land - Island
Mystic Sanctuary (soc) 388
Rise from the Tides
Create a tapped 2/2 black Zombie creature token for each instant and sorcery card in your graveyard.
Sorcery
Rise from the Tides (inr) 82
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
.)
Creature - Dragon Turtle
Sailors' Bane (clb) 93

the cult

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Artisan of Kozilek
When you cast this spell, you may return target creature card from your graveyard to the battlefield.
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
Creature - Eldrazi
Artisan of Kozilek (m3c) 153
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.
Creature - Eldrazi Serpent
Benthic Anomaly (m3c) 46
Brinelin, the Moon Kraken
When Brinelin enters and whenever you cast a spell with mana value 6 or greater, you may return target nonland permanent to its owner's hand.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Kraken
Brinelin, the Moon Kraken (cmm) 78
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.
Creature - Kraken
Deep-Sea Kraken (dds) 3
Desolation Twin
When you cast this spell, create a 10/10 colorless Eldrazi creature token.
Creature - Eldrazi
Desolation Twin (c21) 82
Diluvian Primordial
Flying
When this creature enters, for each opponent, you may cast up to one target instant or sorcery card from that player's graveyard without paying its mana cost. If a spell cast this way would be put into a graveyard, exile it instead.
Creature - Avatar
Diluvian Primordial (otc) 96
Elder Deep-Fiend
Flash
Emerge
(You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, tap up to four target permanents.
Creature - Octopus Eldrazi
Elder Deep-Fiend (inr) 4
Hullbreaker Horror
Flash
This spell can't be countered.
Whenever you cast a spell, choose up to one —
• Return target spell you don't control to its owner's hand.
• Return target nonland permanent to its owner's hand.
Creature - Horror Kraken
Hullbreaker Horror (inr) 68
Inkwell Leviathan
Trample
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
Shroud (This creature can't be the target of spells or abilities.)
Creature Artifact - Leviathan
Inkwell Leviathan (2xm) 55
It That Betrays
Annihilator 2 (Whenever this creature attacks, defending player sacrifices two permanents of their choice.)
Whenever an opponent sacrifices a nontoken permanent, put that card onto the battlefield under your control.
Creature - Eldrazi
It That Betrays (cmm) 805
Lorthos, the Tidemaker
Whenever Lorthos attacks, you may pay
. If you do, tap up to eight target permanents. Those permanents don't untap during their controllers' next untap steps.
Legendary Creature - Octopus
Lorthos, the Tidemaker (cmm) 103
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.
Legendary Creature - Elder Dinosaur
Nezahal, Primal Tide (cmr) 401
Pathrazer of Ulamog
Annihilator 3 (Whenever this creature attacks, defending player sacrifices three permanents of their choice.)
This creature can't be blocked except by three or more creatures.
Creature - Eldrazi
Pathrazer of Ulamog (cmm) 4
Scourge of Fleets
When this creature enters, return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Creature - Kraken
Scourge of Fleets (cmr) 403
Stormtide Leviathan
Islandwalk (This creature can't be blocked as long as defending player controls an Island.)
All lands are Islands in addition to their other types.
Creatures without flying or islandwalk can't attack.
Creature - Leviathan
Stormtide Leviathan (cmr) 407
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.
Legendary Creature - Kraken
The Watcher in the Water (ltr) 75
Tidespout Tyrant
Flying
Whenever you cast a spell, return target permanent to its owner's hand.
Creature - Djinn
Tidespout Tyrant (rvr) 320
Tromokratis
Tromokratis has hexproof unless it's attacking or blocking.
Tromokratis can't be blocked unless all creatures defending player controls block it. (If any creature that player controls doesn't block this creature, it can't be blocked.)
Legendary Creature - Kraken
Tromokratis (cmm) 129
Ulamog's Dreadsire
Vigilance
Ward—Sacrifice a permanent with mana value 1 or greater.
: Create a 10/10 colorless Eldrazi creature token.
Creature - Eldrazi
Ulamog's Dreadsire (m3c) 38
Vexing Scuttler
Emerge
(You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.)
When you cast this spell, you may return target instant or sorcery card from your graveyard to your hand.
Creature - Crab Eldrazi
Vexing Scuttler (emn) 11

the horrors

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Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (frc) 39
Confirm Suspicions
Counter target spell.
Investigate three times. (To investigate, create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Instant
Confirm Suspicions (mkc) 97
Consider
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
Instant
Consider (tle) 157
Dispel
Counter target instant spell.
Instant
Dispel (plst) BFZ-76
Disrupt
Counter target instant or sorcery spell unless its controller pays
.
Draw a card.
Instant
Disrupt (plst) WTH-37
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
Flow of Knowledge
Draw a card for each Island you control, then discard two cards.
Instant
Flow of Knowledge (bro) 49
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (tle) 159
Keep Safe
Counter target spell that targets a permanent you control.
Draw a card.
Instant
Keep Safe (iko) 56
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (tdc) 159
Saw It Coming
Counter target spell.
Foretell
(During your turn, you may pay
and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant
Saw It Coming (khm) 76

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.
Legendary Creature - Elemental Fish
Eluge, the Shoreless Sea (blb) 49
Harbinger of the Seas
Nonbasic lands are Islands.
Creature - Wizard Merfolk
Harbinger of the Seas (mh3) 63
High Tide
Until end of turn, whenever a player taps an Island for mana, that player adds an additional
.
Instant
High Tide (dmr) 286
Island
(
: Add
.)
Basic Land - Island
Island (trk) 320
Scent of Brine
Reveal any number of blue cards in your hand. Counter target spell unless its controller pays
for each card revealed this way.
Instant
Scent of Brine (uds) 45
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.
Sorcery
Sorcerous Squall (ltc) 504

the place

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Deck Info

Deck stats

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91 pips - 52 cards
40 mana - 40 cards
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Deck extras (0)

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"}]}
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