Nevarlucky
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Commander
Size: 100Salt sum: 28.67
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{"ops":[{"insert":"Please Take One"},{"attributes":{"header":1},"insert":"\n"},{"insert":"A Halloween walk through Blim's neighborhood"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The porch light is on. A black cat watches from the window. Someone wearing a Mask of Memory is knocking at the Witch's Cottage. Beside the door: a Candy Trail, a Jack-o'-Lantern, and a bowl marked PLEASE TAKE ONE. Blim is counting.\nMy interpretation of October's tricks-and-treats prompt is the whole ritual of trick-or-treating: dress up, visit houses, accept gifts, negotiate with the neighbors, and discover what was hiding in the wrapper. Opponents participate through actual choices in the cards. This deck has generous houses, unpleasant houses, and houses where the same gift changes from treat to trick.\nBlim, Comedic Genius is our host. He delivers a permanent when he deals combat damage, then checks everyone's bags: each player loses life and discards cards equal to the number of permanents they control but don't own. Giving away a card changes its controller, not its owner. Even a delicious treat still has Blim's name on the receipt.\nThe trick is that the candy tax follows every delivery. A player holding three foreign gifts pays three life and three cards whenever Blim connects with any player. We can visit a different porch while earlier recipients are still dealing with what they took home. When their hands are empty, the life loss continues.\nThe good houses really do give good candy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Humble Defector hands over cards and himself. Pendant of Prosperity gives an opponent a repeatable draw-and-land offer that also benefits us. Wishclaw Talisman grants a real wish, then passes to someone else. Bucknard's Everfull Purse travels around the neighborhood after making Treasures. Coveted Jewel is the house giving out full-size candy bars: three cards and three mana, with a temptation for someone to steal it.\nTempting Contract lets every opponent choose whether to take a Treasure; each acceptance gives us one too. Tempt with Vengeance offers a whole crowd of hasty Elementals, and every neighbor who joins the parade enlarges ours. Acceptance isn't required for the spell to create our initial crowd. These gifts are useful enough that taking them can be a reasonable decision.\nThe One Ring embodies the theme especially well. It starts as protection and increasingly generous card draw. Once its burden is uncomfortable, Blim can give it away with the counters still on it. Its new controller inherits both the draw engine and the upkeep bill. They may love the gift. They may regret it. Either way, it belongs in the bag Blim counts.\nThe wrapper has teeth"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sleeper Agent delivers a small creature with a painful upkeep. Xantcha arrives with a crowd of neighbors who can pay to draw cards while draining her controller. Akroan Horse gives its controller's opponents Soldiers. Jinxed Idol asks someone to sacrifice a creature to pass on the curse; Jinxed Choker travels at end steps with a growing bill.\nDemonic Lore lets us enjoy three cards before handing over the enchantment's end-step life loss. Bronze Bombshell is the candy that immediately explodes: a nonowner controlling it must sacrifice it, and gets seven damage if they do. It is a burst, rather than a permanent item that keeps increasing the bag count.\nBlim's deliveries are mandatory. If he connects, we must select a legal permanent we control. Prepare a gift before sending him down the street. A Food, Soldier, Devil or Elemental token we created can be a perfectly serviceable treat to hand over.\nHouse number thirteen"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Somebody has converted the garage into a haunted house. Spiked Corridor opens a door and releases three Devils. Unlocking Torture Pit makes our own noncombat damage more dangerous: Mayhem Devil's pings, our Devils' death triggers and Explosion of Riches can each gain two damage when they hit an opponent.\nCaptive Audience is the house where a visitor gets stuck. Its recipient chooses a new mode on each of their upkeeps: lose their hand, have their life total become four, or supply five Zombies to each of their opponents. The order is theirs to decide. The audience eventually pays for the performance, while the rest of the neighborhood may leave with a Zombie parade.\nTriskaidekaphobia gives the neighborhood a superstition with consequences. On our upkeep, players at exactly thirteen life lose before the chosen one-life adjustment happens. Mayhem Devil, Blim and the witches help shape life totals, while Food, the Cauldron and High Market help us avoid our own bad luck. Players can respond to the trigger, so thirteen is a threat with room to escape, including for us.\nExplosion of Riches is the communal mystery candy bowl. We draw a card; each other player may also draw. Every card drawn this way creates a separate five-damage trigger aimed at a random opponent. Taking a treat adds another explosion, but declining doesn't make someone safe from the explosions already earned. Torture Pit can turn each of our five-damage explosions into seven.\nA witch needs a kitchen"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Bogbrew Witch finds Festering Newt or Bubbling Cauldron. Sacrificing the Newt to the Cauldron drains each opponent for four and gains that much life; the Newt's death also weakens an opposing creature, with a larger penalty while the Witch is present. Black Cat supplies an unpleasant surprise when it dies. Witch's Oven makes Food, and Tempting Witch turns Food into life loss.\nReassembling Skeleton, Animate Dead, Victimize and the other recursion keep ingredients returning. Mayhem Devil observes sacrifices by everyone, including Food, Treasure, fetchlands and creatures surrendered to pass Jinxed Idol. Infernal Offering invites two negotiations: an opponent joins the sacrifice-and-draw bargain, then an opponent joins the resurrection bargain. Those can be different neighbors.\nThis kitchen supplies bodies, removal, life, cards and damage. It lets the deck play when Blim is unavailable and makes the Halloween characters part of the engine.\nCostumes, keys and the final doorbell"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Mask of Memory rewards a successful visit with cards. Whispersilk Cloak and Rogue's Passage help Blim slip past blockers. Lightning Greaves gets him moving, and Key to the City opens another route. Fireshrieker gives him double strike: if both combat-damage steps connect, we get two deliveries and two bag checks. Harmless Offering, Bazaar Trader and Fateful Handoff provide other delivery methods.\nVictory comes from accumulating cursed gifts and successful combat visits, recurring the witch ingredients or Bombshell, exploiting sacrifice damage, and building a crowd of attackers. Captive Audience can supply Zombies or leave a recipient vulnerable; Triskaidekaphobia supplies a conditional alternate finish. Explosion of Riches closes some games with a dramatic handful of wrappers, although its random targets mean it is never a promised table wipe.\nRead the receipt: rules that matter"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Changing control doesn't cause a permanent to enter again. Donating the Ring doesn't repeat its protection or erase its counters. Blim checks all players, including us, for permanents they control but don't own. No combat connection means no bag check: our other donation effects don't trigger Blim.\nBazaar Trader cannot donate enchantments; use Blim or Harmless Offering for Demonic Lore. Give Lore away before our end step begins: moving it after its trigger is on the stack doesn't move that existing trigger's life loss to someone else. Shroud from Greaves or Cloak prevents our own targeted effects too, including attempts to attach other Equipment while shroud remains.\nTorture Pit boosts damage from sources we control, not direct life loss. It doesn't increase Blim, Demonic Lore, Xantcha, Tempting Witch or the Cauldron. A donated Bombshell is controlled by its recipient when its sacrifice trigger happens, so our Pit doesn't increase that seven damage either.\nToken ownership matters. We own tokens we create and then give away. Opponents own the Goats, Treasures and Elementals THEY create from our offers; those don't count as our foreign gifts merely because our card caused their creation. Curses we attach to opponents remain under our control unless separately donated. Creatures and Food we already gave away can't be sacrificed to our own Oven or Cauldron.\nBuilding and playing the route"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck has 36 lands plus Malakir Rebirth and Valakut Awakening as two spell/land options. Start with reliable black and red access, cheap development and a gift worth delivering. Keep three-land hands with an early play; two lands and a rock can work. Avoid an unsupported hand of expensive presents or Demonic Lore without a delivery plan.\nThe land choices extend the setting: Witch's Cottage, Haunted Ridge, Bojuka Bog, Geier Reach Sanitarium and a night visit to High Market. Innistrad basics and the original matching witch-package artwork keep the visual theme together. Ordinary rocks provide early mana so the doors can open; their practical job matters in a playable deck.\nBuilt for Bracket 3 with one Game Changer, The One Ring. No deliberate infinite loops, extra turns, mass land denial or quick two-card instant-loss gift package. Wishclaw can help find a missing piece, but giving an unrestricted search to a fast combo player can backfire. Shared treats, discard and control changes deserve a quick explanation before the game.\nCommander legality, the 100-card count and the central interactions were checked. This is a contest-focused revision with a playable plan, not a measured pod win rate. Its most important choices are who gets the good candy, when to deliver the bad candy, and how much danger to invite in return for another treat.\nPlease take one. Keep the wrapper. Blim will be around shortly.\n"}]}
Commander
Commander
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01 - Turn on the Porch Lights
01 - Turn on the Porch Lights
(CTRL to add secondary)
02 - Take a Treat
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.
, : 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

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

02 - Take a Treat
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03 - Check the Wrapper
Jinxed Choker
At the beginning of your end step, target opponent gains control of this artifact and puts a charge counter on it.
At the beginning of your upkeep, this artifact deals damage to you equal to the number of charge counters on it.
: Put a charge counter on this artifact or remove one from it.
At the beginning of your upkeep, this artifact deals damage to you equal to the number of charge counters on it.
: Put a charge counter on this artifact or remove one from it.
Artifact

Xantcha, Sleeper Agent
Xantcha enters under the control of an opponent of your choice.
Xantcha attacks each combat if able and can't attack its owner or planeswalkers its owner controls.
: Xantcha's controller loses 2 life and you draw a card. Any player may activate this ability.
Xantcha attacks each combat if able and can't attack its owner or planeswalkers its owner controls.
: Xantcha's controller loses 2 life and you draw a card. Any player may activate this ability.
Legendary Creature - Minion Phyrexian

03 - Check the Wrapper
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04 - Costumes and Doorbells
04 - Costumes and Doorbells
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05 - The Witch's Kitchen
05 - The Witch's Kitchen
(CTRL to add secondary)
06 - Monsters in the Street
Clackbridge Troll
Trample, haste
When this creature enters, target opponent creates three 0/1 white Goat creature tokens.
At the beginning of combat on your turn, any opponent may sacrifice a creature of their choice. If a player does, tap this creature, you gain 3 life, and you draw a card.
When this creature enters, target opponent creates three 0/1 white Goat creature tokens.
At the beginning of combat on your turn, any opponent may sacrifice a creature of their choice. If a player does, tap this creature, you gain 3 life, and you draw a card.
Creature - Troll

06 - Monsters in the Street
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07 - House Number Thirteen
Spiked Corridor
When you unlock this door, create three 1/1 red Devil creature tokens with "When this token dies, it deals 1 damage to any target."
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

07 - House Number Thirteen
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08 - Tricks Up Our Sleeves
08 - Tricks Up Our Sleeves
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10 - They Always Come Back
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

Infernal Offering
Choose an opponent. You and that player each sacrifice a creature. Each player who sacrificed a creature this way draws two cards.
Choose an opponent. Return a creature card from your graveyard to the battlefield, then that player returns a creature card from their graveyard to the battlefield.
Choose an opponent. Return a creature card from your graveyard to the battlefield, then that player returns a creature card from their graveyard to the battlefield.
Sorcery

10 - They Always Come Back
(CTRL to add secondary)
Land
Den of the Bugbear
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
: Add .
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
Land

Land
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Recursion
All Hallow's Eve
Exile All Hallow's Eve with two scream counters on it.
At the beginning of your upkeep, if this card is exiled with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from their graveyard to the battlefield.
At the beginning of your upkeep, if this card is exiled with a scream counter on it, remove a scream counter from it. If there are no more scream counters on it, put it into your graveyard and each player returns all creature cards from their graveyard to the battlefield.
Sorcery

Recursion
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Please Take One"},{"attributes":{"header":1},"insert":"\n"},{"insert":"A Halloween walk through Blim's neighborhood"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The porch light is on. A black cat watches from the window. Someone wearing a Mask of Memory is knocking at the Witch's Cottage. Beside the door: a Candy Trail, a Jack-o'-Lantern, and a bowl marked PLEASE TAKE ONE. Blim is counting.\nMy interpretation of October's tricks-and-treats prompt is the whole ritual of trick-or-treating: dress up, visit houses, accept gifts, negotiate with the neighbors, and discover what was hiding in the wrapper. Opponents participate through actual choices in the cards. This deck has generous houses, unpleasant houses, and houses where the same gift changes from treat to trick.\nBlim, Comedic Genius is our host. He delivers a permanent when he deals combat damage, then checks everyone's bags: each player loses life and discards cards equal to the number of permanents they control but don't own. Giving away a card changes its controller, not its owner. Even a delicious treat still has Blim's name on the receipt.\nThe trick is that the candy tax follows every delivery. A player holding three foreign gifts pays three life and three cards whenever Blim connects with any player. We can visit a different porch while earlier recipients are still dealing with what they took home. When their hands are empty, the life loss continues.\nThe good houses really do give good candy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Humble Defector hands over cards and himself. Pendant of Prosperity gives an opponent a repeatable draw-and-land offer that also benefits us. Wishclaw Talisman grants a real wish, then passes to someone else. Bucknard's Everfull Purse travels around the neighborhood after making Treasures. Coveted Jewel is the house giving out full-size candy bars: three cards and three mana, with a temptation for someone to steal it.\nTempting Contract lets every opponent choose whether to take a Treasure; each acceptance gives us one too. Tempt with Vengeance offers a whole crowd of hasty Elementals, and every neighbor who joins the parade enlarges ours. Acceptance isn't required for the spell to create our initial crowd. These gifts are useful enough that taking them can be a reasonable decision.\nThe One Ring embodies the theme especially well. It starts as protection and increasingly generous card draw. Once its burden is uncomfortable, Blim can give it away with the counters still on it. Its new controller inherits both the draw engine and the upkeep bill. They may love the gift. They may regret it. Either way, it belongs in the bag Blim counts.\nThe wrapper has teeth"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sleeper Agent delivers a small creature with a painful upkeep. Xantcha arrives with a crowd of neighbors who can pay to draw cards while draining her controller. Akroan Horse gives its controller's opponents Soldiers. Jinxed Idol asks someone to sacrifice a creature to pass on the curse; Jinxed Choker travels at end steps with a growing bill.\nDemonic Lore lets us enjoy three cards before handing over the enchantment's end-step life loss. Bronze Bombshell is the candy that immediately explodes: a nonowner controlling it must sacrifice it, and gets seven damage if they do. It is a burst, rather than a permanent item that keeps increasing the bag count.\nBlim's deliveries are mandatory. If he connects, we must select a legal permanent we control. Prepare a gift before sending him down the street. A Food, Soldier, Devil or Elemental token we created can be a perfectly serviceable treat to hand over.\nHouse number thirteen"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Somebody has converted the garage into a haunted house. Spiked Corridor opens a door and releases three Devils. Unlocking Torture Pit makes our own noncombat damage more dangerous: Mayhem Devil's pings, our Devils' death triggers and Explosion of Riches can each gain two damage when they hit an opponent.\nCaptive Audience is the house where a visitor gets stuck. Its recipient chooses a new mode on each of their upkeeps: lose their hand, have their life total become four, or supply five Zombies to each of their opponents. The order is theirs to decide. The audience eventually pays for the performance, while the rest of the neighborhood may leave with a Zombie parade.\nTriskaidekaphobia gives the neighborhood a superstition with consequences. On our upkeep, players at exactly thirteen life lose before the chosen one-life adjustment happens. Mayhem Devil, Blim and the witches help shape life totals, while Food, the Cauldron and High Market help us avoid our own bad luck. Players can respond to the trigger, so thirteen is a threat with room to escape, including for us.\nExplosion of Riches is the communal mystery candy bowl. We draw a card; each other player may also draw. Every card drawn this way creates a separate five-damage trigger aimed at a random opponent. Taking a treat adds another explosion, but declining doesn't make someone safe from the explosions already earned. Torture Pit can turn each of our five-damage explosions into seven.\nA witch needs a kitchen"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Bogbrew Witch finds Festering Newt or Bubbling Cauldron. Sacrificing the Newt to the Cauldron drains each opponent for four and gains that much life; the Newt's death also weakens an opposing creature, with a larger penalty while the Witch is present. Black Cat supplies an unpleasant surprise when it dies. Witch's Oven makes Food, and Tempting Witch turns Food into life loss.\nReassembling Skeleton, Animate Dead, Victimize and the other recursion keep ingredients returning. Mayhem Devil observes sacrifices by everyone, including Food, Treasure, fetchlands and creatures surrendered to pass Jinxed Idol. Infernal Offering invites two negotiations: an opponent joins the sacrifice-and-draw bargain, then an opponent joins the resurrection bargain. Those can be different neighbors.\nThis kitchen supplies bodies, removal, life, cards and damage. It lets the deck play when Blim is unavailable and makes the Halloween characters part of the engine.\nCostumes, keys and the final doorbell"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Mask of Memory rewards a successful visit with cards. Whispersilk Cloak and Rogue's Passage help Blim slip past blockers. Lightning Greaves gets him moving, and Key to the City opens another route. Fireshrieker gives him double strike: if both combat-damage steps connect, we get two deliveries and two bag checks. Harmless Offering, Bazaar Trader and Fateful Handoff provide other delivery methods.\nVictory comes from accumulating cursed gifts and successful combat visits, recurring the witch ingredients or Bombshell, exploiting sacrifice damage, and building a crowd of attackers. Captive Audience can supply Zombies or leave a recipient vulnerable; Triskaidekaphobia supplies a conditional alternate finish. Explosion of Riches closes some games with a dramatic handful of wrappers, although its random targets mean it is never a promised table wipe.\nRead the receipt: rules that matter"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Changing control doesn't cause a permanent to enter again. Donating the Ring doesn't repeat its protection or erase its counters. Blim checks all players, including us, for permanents they control but don't own. No combat connection means no bag check: our other donation effects don't trigger Blim.\nBazaar Trader cannot donate enchantments; use Blim or Harmless Offering for Demonic Lore. Give Lore away before our end step begins: moving it after its trigger is on the stack doesn't move that existing trigger's life loss to someone else. Shroud from Greaves or Cloak prevents our own targeted effects too, including attempts to attach other Equipment while shroud remains.\nTorture Pit boosts damage from sources we control, not direct life loss. It doesn't increase Blim, Demonic Lore, Xantcha, Tempting Witch or the Cauldron. A donated Bombshell is controlled by its recipient when its sacrifice trigger happens, so our Pit doesn't increase that seven damage either.\nToken ownership matters. We own tokens we create and then give away. Opponents own the Goats, Treasures and Elementals THEY create from our offers; those don't count as our foreign gifts merely because our card caused their creation. Curses we attach to opponents remain under our control unless separately donated. Creatures and Food we already gave away can't be sacrificed to our own Oven or Cauldron.\nBuilding and playing the route"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck has 36 lands plus Malakir Rebirth and Valakut Awakening as two spell/land options. Start with reliable black and red access, cheap development and a gift worth delivering. Keep three-land hands with an early play; two lands and a rock can work. Avoid an unsupported hand of expensive presents or Demonic Lore without a delivery plan.\nThe land choices extend the setting: Witch's Cottage, Haunted Ridge, Bojuka Bog, Geier Reach Sanitarium and a night visit to High Market. Innistrad basics and the original matching witch-package artwork keep the visual theme together. Ordinary rocks provide early mana so the doors can open; their practical job matters in a playable deck.\nBuilt for Bracket 3 with one Game Changer, The One Ring. No deliberate infinite loops, extra turns, mass land denial or quick two-card instant-loss gift package. Wishclaw can help find a missing piece, but giving an unrestricted search to a fast combo player can backfire. Shared treats, discard and control changes deserve a quick explanation before the game.\nCommander legality, the 100-card count and the central interactions were checked. This is a contest-focused revision with a playable plan, not a measured pod win rate. Its most important choices are who gets the good candy, when to deliver the bad candy, and how much danger to invite in return for another treat.\nPlease take one. Keep the wrapper. Blim will be around shortly.\n"}]}















































































