PrettiestPwny
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Commander
Size: 100Salt sum: 41.46
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{"ops":[{"insert":"This deck work from the more classic definition of \"Trick or Treat\", which is to say: as an idle threat. Either give me a treat or you will get a trick.\n\nWhen "},{"insert":{"card-link":"Yume, Chronicler of Valor"}},{"insert":" is out, with the first spell you cast every turn you ask a player: \"Trick or Treat?\" Cycle this clockwise so that every player gets asked once per cycle. The player will see your card and will be allowed to give as much mana as they like to assist. Keep track of how much each opponent has given you. When it's time to be \"trick\" (when deciding attacks, targets for effects, etc), pick whoever has been the cheapest. Do NOT decide this on who has attacked you or killed your creatures. Also don't make this too obvious, be a little arbitrary in how you decide who's been cheaping out the most. Also also make sure to cycle targets somewhat if everyone is genuinely trying, don't be a bully. If one player is being obstinate they deserve the wrath of tricks, that's fine. This deck is not worried about playing to win, you're here to be disruptive trickster god rather than someone sweating to beat their opponents.\n\nThe deck has a few main categories of cards:\n1) Treats - These are mainly X-cost cards that let your opponents spend as much as they can to properly treat you, do not accept excuses! If they aren't reserving treats for you then they will earn your tricks.\n2) Tricks - These are generally \"salty\" cards used to show your displeasure. Make sure that you get others to pay for these. This to spread the blame, but also as a way to let your shitlist target cycle naturally. With cards like "},{"insert":{"card-link":"Farewell"}},{"insert":" or "},{"insert":{"card-link":"Austere Command"}},{"insert":" your goal is not to be optimal but instead to pick the options that most hurt the player who has earned a \"trick\".\n3) General goodstuff cards that can keep you in the game and let you keep asking \"Trick or treat?\"\n4) A combination of the above in big, expensive, colourless bombs that very few opponents will be willing to assist you in casting (but you will still ask).\n\n\nBy the end of a match your opponents should hopefully see you as a kind of strange trickster entity to be appeased rather than an opponent to be outplayed. Sometimes you will receive mana from an opponent and then STILL target them with the curse that you're casting if they've been the cheapest overall. Stay unpredictable! I will say again that the goal of this deck is not to win, it's to simply keep asking \"Trick or Treat?\" with the biggest, most devious grin that you can muster.\n"}]}
Commander
Yume, Chronicler of Valor
The first spell you cast during each of your turns has assist. When you cast that spell, if another player spent mana to cast it, you and that player each draw a card. (As you cast a spell with assist, you may choose another player. They may pay some or all of the generic mana in the spell's cost.)
Legendary Creature - Human Druid

Commander
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Burn
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

Burn
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Counters
Counters
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Draw
Dack Fayden, Helping Hand
When Dack Fayden enters, reveal cards from the top of your library until you reveal X creature cards, where X is the number of opponents you have. Put those creature cards onto the battlefield, then shuffle. They're goaded for the rest of the game. For each of those permanents, choose a different opponent. Each opponent gains control of the permanent for which they were chosen.
Legendary Creature - Human Advisor

Yes Man, Personal Securitron
: Target opponent gains control of Yes Man. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
Legendary Creature Artifact - Robot

Draw
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Finisher
Faithbound Judge
Defender, flying, vigilance
At the beginning of your upkeep, if this creature has two or fewer judgment counters on it, put a judgment counter on it.
As long as this creature has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
At the beginning of your upkeep, if this creature has two or fewer judgment counters on it, put a judgment counter on it.
As long as this creature has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb
Creature - Soldier Spirit


Ulamog, the Defiler
When you cast this spell, target opponent exiles the top half of their library, rounded up.
Ward—Sacrifice two permanents.
Ulamog enters with a number of +1/+1 counters on it equal to the greatest mana value among cards in exile.
Ulamog has annihilator X, where X is the number of +1/+1 counters on it.
Ward—Sacrifice two permanents.
Ulamog enters with a number of +1/+1 counters on it equal to the greatest mana value among cards in exile.
Ulamog has annihilator X, where X is the number of +1/+1 counters on it.
Legendary Creature - Eldrazi

Finisher
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Land
Adagia, Windswept Bastion
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , : Create a token that's a copy of target artifact or enchantment you control, except it's legendary. Activate only as a sorcery.
Land - Planet

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.)
: 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

Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped.
: Add .
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land

Land
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Lifegain
Lifegain
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Protection
Soul Echo
This enchantment enters with X echo counters on it.
You don't lose the game for having 0 or less life.
At the beginning of your upkeep, sacrifice this enchantment if there are no echo counters on it. Otherwise, target opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove an echo counter from this enchantment instead.
You don't lose the game for having 0 or less life.
At the beginning of your upkeep, sacrifice this enchantment if there are no echo counters on it. Otherwise, target opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove an echo counter from this enchantment instead.
Enchantment

Protection
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Pump
Pump
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Ramp
Discerning Financier
At the beginning of your upkeep, if an opponent controls more lands than you, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
: Choose another player. That player gains control of target Treasure you control. You draw a card.
: Choose another player. That player gains control of target Treasure you control. You draw a card.
Creature - Human Noble

Ramp
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Recursion
Recursion
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Removal
Ugin, Eye of the Storms
When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add .
−11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add .
−11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Legendary Planeswalker - Ugin

Ulamog, the Infinite Gyre
When you cast this spell, destroy target permanent.
Indestructible
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Indestructible
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Legendary Creature - Eldrazi

White Sun's Twilight
You gain X life. Create X 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This token can't block." If X is 5 or more, destroy all other creatures. (Players dealt combat damage by a creature with toxic 1 also get a poison counter.)
Sorcery

Removal
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Stax
Stax
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Tokens
Champions from Beyond
When this enchantment enters, create X 1/1 colorless Hero creature tokens.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Light Party — Whenever you attack with four or more creatures, scry 2, then draw a card.
Full Party — Whenever you attack with eight or more creatures, those creatures get +4/+4 until end of turn.
Enchantment

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This deck work from the more classic definition of \"Trick or Treat\", which is to say: as an idle threat. Either give me a treat or you will get a trick.\n\nWhen "},{"insert":{"card-link":"Yume, Chronicler of Valor"}},{"insert":" is out, with the first spell you cast every turn you ask a player: \"Trick or Treat?\" Cycle this clockwise so that every player gets asked once per cycle. The player will see your card and will be allowed to give as much mana as they like to assist. Keep track of how much each opponent has given you. When it's time to be \"trick\" (when deciding attacks, targets for effects, etc), pick whoever has been the cheapest. Do NOT decide this on who has attacked you or killed your creatures. Also don't make this too obvious, be a little arbitrary in how you decide who's been cheaping out the most. Also also make sure to cycle targets somewhat if everyone is genuinely trying, don't be a bully. If one player is being obstinate they deserve the wrath of tricks, that's fine. This deck is not worried about playing to win, you're here to be disruptive trickster god rather than someone sweating to beat their opponents.\n\nThe deck has a few main categories of cards:\n1) Treats - These are mainly X-cost cards that let your opponents spend as much as they can to properly treat you, do not accept excuses! If they aren't reserving treats for you then they will earn your tricks.\n2) Tricks - These are generally \"salty\" cards used to show your displeasure. Make sure that you get others to pay for these. This to spread the blame, but also as a way to let your shitlist target cycle naturally. With cards like "},{"insert":{"card-link":"Farewell"}},{"insert":" or "},{"insert":{"card-link":"Austere Command"}},{"insert":" your goal is not to be optimal but instead to pick the options that most hurt the player who has earned a \"trick\".\n3) General goodstuff cards that can keep you in the game and let you keep asking \"Trick or treat?\"\n4) A combination of the above in big, expensive, colourless bombs that very few opponents will be willing to assist you in casting (but you will still ask).\n\n\nBy the end of a match your opponents should hopefully see you as a kind of strange trickster entity to be appeased rather than an opponent to be outplayed. Sometimes you will receive mana from an opponent and then STILL target them with the curse that you're casting if they've been the cheapest overall. Stay unpredictable! I will say again that the goal of this deck is not to win, it's to simply keep asking \"Trick or Treat?\" with the biggest, most devious grin that you can muster.\n"}]}



















































































