192 views7 days ago
Commander
Size: 100Salt sum: 62.47
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landro

192 views7 days ago
Commander
Size: 100Salt sum: 62.47

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{"ops":[{"insert":"The Basic Concept"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is a deck built around "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" offering my opponents a choice of piles, where the face-up pile is full of salty cards that are really just tricks, while the real value hides face-down. The treat comes when they hand me salty cards like "},{"insert":{"card-link":"Armageddon"}},{"insert":" or "},{"insert":{"card-link":"Winter Orb"}},{"insert":". Most players won't take that risk, because nobody wants to be the one who gave the "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" a land wipe. So they pick the safe-looking pile and give me the value I wanted all along.\n\nOn paper, this is a plain "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" value deck. You play him, attack, split some piles and pick up value along the way, with "},{"insert":{"card-link":"Fact or Fiction"}},{"insert":", "},{"insert":{"card-link":"Gollum, Scheming Guide"}},{"insert":" and "},{"insert":{"card-link":"Do or Die"}},{"insert":" in the mix.\nThat's not really why you're playing it. The deck is about messing with the table.\n\nYou're the Toymaker, They're the Toys"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Whenever the Toymaker attacks, you look at the top three cards of your library and exile them into one face-up pile and one face-down pile. Then an opponent picks which pile you get.\nNotice who built the choice, though. You decided what's in each pile, what's visible and what's hidden. The opponent only gets to pick between the two options you handed them, and they'll spend the whole time trying to guess what you want. You're pulling the strings, and they think they're the ones making decisions.\n\nThe Trick"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck is packed with cards nobody likes seeing across the table. "},{"insert":{"card-link":"Armageddon"}},{"insert":", "},{"insert":{"card-link":"Winter Moon"}},{"insert":", "},{"insert":{"card-link":"Zur's Weirding"}},{"insert":". Salty cards that turn a friendly game of Commander into an awkward evening.\n\nThe classic line is to put one of those face-up. Nobody wants to hand you such salt, so they give you the other pile. They feel like they made a smart choice, and you got exactly what you were after.\n\nYou can also flip it. Hide the nasty card face-down and let imaginations run wild. Some players will assume the worst and give you the face-up pile, even when it's the better one. Others will convince themselves the hidden pile holds something even more disgusting. You never quite know what's going on in someone's head, which is half the fun.\n\nThere's a political layer too. Put removal like "},{"insert":{"card-link":"Erode"}},{"insert":", "},{"insert":{"card-link":"Starfall Invocation"}},{"insert":" or "},{"insert":{"card-link":"Counterspell"}},{"insert":" face-up, something that could answer a threat your opponent controls, and suddenly giving you that pile hurts. They might take the face-down pile just to keep their best creature alive. Some players will play along, and some will take the salt card just to spite you. Pay attention to who's who.\n\nThe Treat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sometimes they do hand you the salt card. How rude.\nYou can play it and blame the person who gave it to you. You didn't choose the pile, they did. You're just the humble servant of the Toymaker, and who are you to question fate?\nOr you can keep it in hand and make it politics. Promise not to cast it if someone does you a favour, use it to negotiate an alliance, or just sit on it and let everyone wonder when you'll pull the trigger. The threat is often worth more than the card.\nIf you do end up blowing up lands, make sure you can keep playing afterwards. Mana rocks like "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Thought Vessel"}},{"insert":" and "},{"insert":{"card-link":"Talisman of Dominance"}},{"insert":" or indestructible lands like "},{"insert":{"card-link":"Cascading Cataracts"}},{"insert":" will keep you running.\n\nSo How Do You Win?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Beyond making everyone question their choices, the deck does have a real plan. "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" pairs well with clone effects that play nicely with legendary creatures, like "},{"insert":{"card-link":"Spark Double"}},{"insert":", "},{"insert":{"card-link":"Ember Island Production"}},{"insert":" and "},{"insert":{"card-link":"Irma, Part-Time Mutant"}},{"insert":". Copy the Toymaker and you get multiple attack triggers, and the value snowballs fast.\nOnce you have enough copies and triggers, the end-of-turn effects add up to serious damage across the table. Keep the engine going long enough and it becomes a table-wide drain that finishes off the whole pod.\n\nA Word of Warning "},{"attributes":{"header":2},"insert":"\n"},{"insert":"Not everyone will enjoy this deck, especially if you lean hard on land destruction. That's part of the joke, but there's a big difference between making people sweat over what you might do and making the game miserable for everyone.\nIf the whole table is stuck topdecking lands and nobody can meaningfully play, it's gone too far. The idea is to make people nervous, get yourself ahead, and then actually finish the game. As long as you're genuinely trying to win and not just dragging things out, there's plenty of room to have fun. Just make sure you have a way to end the game once you're in control.\n\nAs for the bracket, the land destruction puts it in Bracket 4, though I'd say the real power level sits closer to Bracket 3.\nHappy Halloween! 👻\n"}]}

Commander

Qty: 1 Price: $37.99
The Celestial Toymaker
Whenever The Celestial Toymaker attacks, look at the top three cards of your library. Exile any number of them in a face-down pile and the rest in a face-up pile. Defending player chooses one of those piles. Put that pile into your hand.
At the beginning of each end step, each opponent loses 2 life for each spell or ability that caused one or more players to guess or to group cards or permanents into a pile this turn.
Legendary Creature - Artificer Rogue
The Celestial Toymaker (sld) 1582

Commander

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Choose

Qty: 16 Price: $59.58
Abstract Performance
Exile the top four cards of your library in a face-down pile, then exile the top four cards of your library in a face-up pile. An opponent chooses one of those piles. Put that pile into your graveyard. Look at the cards in the other pile. You may cast a spell from among them without paying its mana cost. Put the rest into your hand.
Sorcery
Abstract Performance (soc) 67
Do or Die
Separate all creatures target player controls into two piles. Destroy all creatures in the pile of that player's choice. They can't be regenerated.
Sorcery
Do or Die (inv) 102
Epiphany at the Drownyard
Reveal the top X plus one cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
Instant
Epiphany at the Drownyard (soi) 59
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 (cmr) 634
Fight or Flight
At the beginning of combat on each opponent's turn, separate all creatures that player controls into two piles. Only creatures in the pile of their choice can attack this turn.
Enchantment
Fight or Flight (inv) 16
Fortune's Favor
Target opponent looks at the top four cards of your library and separates them into a face-down pile and a face-up pile. Put one pile into your hand and the other into your graveyard.
Instant
Fortune's Favor (emn) 61
Gollum, Scheming Guide
Whenever Gollum attacks, look at the top two cards of your library, put them back in any order, then choose land or nonland. An opponent guesses whether the top card of your library is the chosen kind. Reveal that card. If they guessed right, remove Gollum from combat. Otherwise, you draw a card and Gollum can't be blocked this turn.
Legendary Creature - Horror Halfling
Gollum, Scheming Guide (ltr) 390
Liar's Pendulum
,
: Choose a card name. Target opponent guesses whether a card with that name is in your hand. You may reveal your hand. If you do and your opponent guessed wrong, draw a card.
Artifact
Liar's Pendulum (mrd) 196
Master of Predicaments
Flying
Whenever this creature deals combat damage to a player, choose a card in your hand. That player guesses whether the card's mana value is greater than 4. If the player guessed wrong, you may cast the card without paying its mana cost.
Creature - Sphinx
Master of Predicaments (m15) 67
Phyrexian Portal
: If your library has ten or more cards in it, target opponent looks at the top ten cards of your library and separates them into two face-down piles. Exile one of those piles. Search the other pile for a card, put it into your hand, then shuffle the rest of that pile into your library.
Artifact
Phyrexian Portal (me2) 217
Riddles in the Dark
Look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of the piles. Put that pile into your hand and the other into your graveyard.
Instant
Riddles in the Dark (pspl) 12
Sauron's Ransom
Choose an opponent. They look at the top four cards of your library and separate them into a face-down pile and a face-up pile. Put one pile into your hand and the other into your graveyard. The Ring tempts you.
Instant
Sauron's Ransom (ltr) 676
Sphinx of Clear Skies
Flying, ward

Domain — Whenever this creature deals combat damage to a player, reveal the top X cards of your library, where X is the number of basic land types among lands you control. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard. (Piles can be empty.)
Creature - Sphinx
Sphinx of Clear Skies (prm) 103400
The Seventh Doctor
Whenever The Seventh Doctor attacks, choose a card in your hand. Defending player guesses whether that card's mana value is greater than the number of artifacts you control. If they guessed wrong, you may cast it without paying its mana cost. If you don't cast a spell this way, investigate. (Create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Legendary Creature - Doctor Time Lord
The Seventh Doctor (who) 558
The Toymaker's Trap
At the beginning of your upkeep, secretly choose a number between 1 and 5 that hasn't been chosen. If you do, an opponent guesses which number you chose, then you reveal the number you chose. If they guessed wrong, they lose life equal to the number they guessed and you draw a card. If they guessed right, sacrifice this enchantment.
Enchantment
The Toymaker's Trap (who) 375
Truth or Tale
Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put a card from the chosen pile into your hand, then put all other cards revealed this way on the bottom of your library in any order.
Instant
Truth or Tale (tsp) 89

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Copy

Qty: 8 Price: $46.72
Chameleon, Master of Disguise
You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem
(You may cast this card from your graveyard for
if you discarded it this turn. Timing rules still apply.)
Legendary Creature - Human Shapeshifter Villain
Chameleon, Master of Disguise (spm) 27
Ember Island Production
Choose one —
• Create a token that's a copy of target creature you control, except it's not legendary and it's a 4/4 Hero in addition to its other types.
• Create a token that's a copy of target creature an opponent controls, except it's not legendary and it's a 2/2 Coward in addition to its other types.
Sorcery
Ember Island Production (tla) 48
Helm of the Host
At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip
Legendary Artifact - Equipment
Helm of the Host (msc) 437
Irma, Part-Time Mutant
At the beginning of combat on your turn, Irma becomes a copy of up to one other target creature you control, except her name is Irma, Part-Time Mutant and she has this ability. Then put a +1/+1 counter on her.
Legendary Creature - Human Shapeshifter Mutant
Irma, Part-Time Mutant (tmc) 12
Multiversal Recruitment
Create a token that's a copy of target creature you control, except it isn't legendary.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Multiversal Recruitment (msc) 629
Quantum Misalignment
Create a token that's a copy of target creature you control, except it isn't legendary.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
Quantum Misalignment (msc) 339
Spark Double
You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary.
Creature - Illusion
Spark Double (msc) 337
Taskmaster, Mercenary Mimic
Photographic Reflexes — At the beginning of your first main phase, until your next turn, Taskmaster becomes a copy of up to one target creature on the battlefield or creature card in a graveyard, except his name is Taskmaster, Mercenary Mimic and he's a legendary Human Mercenary Villain creature.
Legendary Creature - Human Villain Mercenary
Taskmaster, Mercenary Mimic (msh) 425

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Land

Qty: 36 Price: $40.59
Adarkar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Adarkar Wastes (m3c) 316
Cascading Cataracts
Indestructible
: Add
.
,
: Add five mana in any combination of colors.
Land
Cascading Cataracts (m3c) 326
Caves of Koilos
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Caves of Koilos (m3c) 328
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (msc) 236
Darksteel Citadel
Indestructible
: Add
.
Artifact Land
Darksteel Citadel (fdc) 300
Deserted Beach
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Deserted Beach (fra) 176
Drowned Catacomb
This land enters tapped unless you control an Island or a Swamp.
: Add
or
.
Land
Drowned Catacomb (msc) 239
Eclipsed Steppe
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Swamp
Eclipsed Steppe (soc) 53
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (msc) 241
Glacial Fortress
This land enters tapped unless you control a Plains or an Island.
: Add
or
.
Land
Glacial Fortress (msc) 248
Goldmire Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Goldmire Bridge (moc) 407
Island
(
: Add
.)
Basic Land - Island
Island (mdd) 294
Isolated Chapel
This land enters tapped unless you control a Plains or a Swamp.
: Add
or
.
Land
Isolated Chapel (fic) 405
Mistvault Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Mistvault Bridge (brc) 189
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (msc) 254
Plains
(
: Add
.)
Basic Land - Plains
Plains (mdd) 292
Prairie Stream
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Plains Island
Prairie Stream (msc) 257
Razortide Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Razortide Bridge (eoc) 171
Reliquary Tower
You have no maximum hand size.
: Add
.
Land
Reliquary Tower (soc) 398
Shattered Sanctum
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shattered Sanctum (sos) 260
Shipwreck Marsh
This land enters tapped unless you control two or more other lands.
: Add
or
.
Land
Shipwreck Marsh (fra) 189
Sunken Hollow
(
: Add
or
.)
This land enters tapped unless you control two or more basic lands.
Land - Island Swamp
Sunken Hollow (msc) 271
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (mdd) 296
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (fic) 439

Land

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Protection

Qty: 2 Price: $23.98
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (spg) 19
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (msc) 151

Protection

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Ramp

Qty: 7 Price: $13.83
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (frc) 20
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (moc) 356
Sol Ring
: Add
.
Artifact
Sol Ring (frc) 21
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (scd) 280
Talisman of Hierarchy
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Hierarchy (moc) 385
Talisman of Progress
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Progress (scd) 283
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (scd) 285

Ramp

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Removal

Qty: 16 Price: $84.14
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (slp) 7
Anguished Unmaking
Exile target nonland permanent. You lose 3 life.
Instant
Anguished Unmaking (sld) 1800
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 (sld) 2489
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 (msc) 294
Counterspell
Counter target spell.
Instant
Counterspell (fdc) 61
Despark
Exile target permanent with mana value 4 or greater.
Instant
Despark (pw25) 2
Dovin's Veto
This spell can't be countered.
Counter target noncreature spell.
Instant
Dovin's Veto (pwar) 193
Erode
Destroy target creature or planeswalker. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Instant
Erode (sos) 310
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 (pza) 1
Pongify
Destroy target creature. It can't be regenerated. Its controller creates a 3/3 green Ape creature token.
Instant
Pongify (soa) 20
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 (blc) 111
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
Starfall Invocation
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.)
Destroy all creatures. If the gift was promised, return a creature card put into your graveyard this way to the battlefield under your control.
Sorcery
Starfall Invocation (blb) 298
Supreme Verdict
This spell can't be countered.
Destroy all creatures.
Sorcery
Supreme Verdict (clu) 211
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (frc) 37
Void Rend
This spell can't be countered.
Destroy target nonland permanent.
Instant
Void Rend (fic) 331

Removal

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Salt 🧂

Qty: 14 Price: $151.57
Armageddon
Destroy all lands.
Sorcery
Armageddon (soa) 3
Back to Basics
Nonbasic lands don't untap during their controllers' untap steps.
Enchantment
Back to Basics (sld) 1718
Cataclysm
Each player chooses from among the permanents they control an artifact, a creature, an enchantment, and a land, then sacrifices the rest.
Sorcery
Cataclysm (plst) V14-3
Catastrophe
Destroy all lands or all creatures. Creatures destroyed this way can't be regenerated.
Sorcery
Catastrophe (plst) USG-6
Global Ruin
Each player chooses from the lands they control a land of each basic land type, then sacrifices the rest.
Sorcery
Global Ruin (inv) 18
Harbinger of the Seas
Nonbasic lands are Islands.
Creature - Wizard Merfolk
Harbinger of the Seas (mh3) 451
Hokori, Dust Drinker
Lands don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a land they control.
Legendary Creature - Spirit
Hokori, Dust Drinker (sld) 420
Mana Breach
Whenever a player casts a spell, that player returns a land they control to its owner's hand.
Enchantment
Mana Breach (7ed) 85★
Rising Waters
Lands don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player untaps a land they control.
Enchantment
Rising Waters (nem) 38
Static Orb
As long as this artifact is untapped, players can't untap more than two permanents during their untap steps.
Artifact
Static Orb (mps) 26
Sunder
Return all lands to their owners' hands.
Instant
Sunder (plst) USG-101
Winter Moon
Players can't untap more than one nonbasic land during their untap steps.
Artifact
Winter Moon (mh3) 462
Winter Orb
As long as this artifact is untapped, players can't untap more than one land during their untap steps.
Artifact
Winter Orb (sld) 2400
Zur's Weirding
Players play with their hands revealed.
If a player would draw a card, they reveal it instead. Then any other player may pay 2 life. If a player does, put that card into its owner's graveyard. Otherwise, that player draws a card.
Enchantment
Zur's Weirding (plst) 8ED-116

Salt 🧂

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Deck Info

Deck stats

25 pips - 19 cards
27 mana - 23 cards
40 pips - 34 cards
31 mana - 27 cards
9 pips - 9 cards
26 mana - 22 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
12 mana - 11 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"The Basic Concept"},{"attributes":{"header":1},"insert":"\n"},{"insert":"This is a deck built around "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" offering my opponents a choice of piles, where the face-up pile is full of salty cards that are really just tricks, while the real value hides face-down. The treat comes when they hand me salty cards like "},{"insert":{"card-link":"Armageddon"}},{"insert":" or "},{"insert":{"card-link":"Winter Orb"}},{"insert":". Most players won't take that risk, because nobody wants to be the one who gave the "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" a land wipe. So they pick the safe-looking pile and give me the value I wanted all along.\n\nOn paper, this is a plain "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" value deck. You play him, attack, split some piles and pick up value along the way, with "},{"insert":{"card-link":"Fact or Fiction"}},{"insert":", "},{"insert":{"card-link":"Gollum, Scheming Guide"}},{"insert":" and "},{"insert":{"card-link":"Do or Die"}},{"insert":" in the mix.\nThat's not really why you're playing it. The deck is about messing with the table.\n\nYou're the Toymaker, They're the Toys"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Whenever the Toymaker attacks, you look at the top three cards of your library and exile them into one face-up pile and one face-down pile. Then an opponent picks which pile you get.\nNotice who built the choice, though. You decided what's in each pile, what's visible and what's hidden. The opponent only gets to pick between the two options you handed them, and they'll spend the whole time trying to guess what you want. You're pulling the strings, and they think they're the ones making decisions.\n\nThe Trick"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The deck is packed with cards nobody likes seeing across the table. "},{"insert":{"card-link":"Armageddon"}},{"insert":", "},{"insert":{"card-link":"Winter Moon"}},{"insert":", "},{"insert":{"card-link":"Zur's Weirding"}},{"insert":". Salty cards that turn a friendly game of Commander into an awkward evening.\n\nThe classic line is to put one of those face-up. Nobody wants to hand you such salt, so they give you the other pile. They feel like they made a smart choice, and you got exactly what you were after.\n\nYou can also flip it. Hide the nasty card face-down and let imaginations run wild. Some players will assume the worst and give you the face-up pile, even when it's the better one. Others will convince themselves the hidden pile holds something even more disgusting. You never quite know what's going on in someone's head, which is half the fun.\n\nThere's a political layer too. Put removal like "},{"insert":{"card-link":"Erode"}},{"insert":", "},{"insert":{"card-link":"Starfall Invocation"}},{"insert":" or "},{"insert":{"card-link":"Counterspell"}},{"insert":" face-up, something that could answer a threat your opponent controls, and suddenly giving you that pile hurts. They might take the face-down pile just to keep their best creature alive. Some players will play along, and some will take the salt card just to spite you. Pay attention to who's who.\n\nThe Treat"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Sometimes they do hand you the salt card. How rude.\nYou can play it and blame the person who gave it to you. You didn't choose the pile, they did. You're just the humble servant of the Toymaker, and who are you to question fate?\nOr you can keep it in hand and make it politics. Promise not to cast it if someone does you a favour, use it to negotiate an alliance, or just sit on it and let everyone wonder when you'll pull the trigger. The threat is often worth more than the card.\nIf you do end up blowing up lands, make sure you can keep playing afterwards. Mana rocks like "},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Thought Vessel"}},{"insert":" and "},{"insert":{"card-link":"Talisman of Dominance"}},{"insert":" or indestructible lands like "},{"insert":{"card-link":"Cascading Cataracts"}},{"insert":" will keep you running.\n\nSo How Do You Win?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Beyond making everyone question their choices, the deck does have a real plan. "},{"insert":{"card-link":"The Celestial Toymaker"}},{"insert":" pairs well with clone effects that play nicely with legendary creatures, like "},{"insert":{"card-link":"Spark Double"}},{"insert":", "},{"insert":{"card-link":"Ember Island Production"}},{"insert":" and "},{"insert":{"card-link":"Irma, Part-Time Mutant"}},{"insert":". Copy the Toymaker and you get multiple attack triggers, and the value snowballs fast.\nOnce you have enough copies and triggers, the end-of-turn effects add up to serious damage across the table. Keep the engine going long enough and it becomes a table-wide drain that finishes off the whole pod.\n\nA Word of Warning "},{"attributes":{"header":2},"insert":"\n"},{"insert":"Not everyone will enjoy this deck, especially if you lean hard on land destruction. That's part of the joke, but there's a big difference between making people sweat over what you might do and making the game miserable for everyone.\nIf the whole table is stuck topdecking lands and nobody can meaningfully play, it's gone too far. The idea is to make people nervous, get yourself ahead, and then actually finish the game. As long as you're genuinely trying to win and not just dragging things out, there's plenty of room to have fun. Just make sure you have a way to end the game once you're in control.\n\nAs for the bracket, the land destruction puts it in Bracket 4, though I'd say the real power level sits closer to Bracket 3.\nHappy Halloween! 👻\n"}]}
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