397 views7 days ago
Commander
Size: 100Salt sum: 55.06
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Groodle

397 views7 days ago
Commander
Size: 100Salt sum: 55.06

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{"ops":[{"attributes":{"bold":true},"insert":"Whoops, Forgot My Non-Land Permanents! | Sin, Spira's Punishment"},{"insert":"\n"},{"insert":{"card-link":"Sin, Spira's Punishment"}},{"insert":" was an absolute bomb of a card from Magic's cross-over set with Final Fantasy VII. He lets you reanimate permanent cards straight out of your graveyard and allows you to repeat the process if said permanent card is a land - the trick being that it was random, leaving little room for strategy. \n"},{"attributes":{"italic":true},"insert":"But what if every permanent in our starting deck is a land?"},{"insert":"\nThat's the premise of this deck - yep, we're playing entirely with lands, instants and sorceries . . . mostly.\nThe goal of our deck is this: survive the early game until we can get Sin out, then dominate the late game.\nWe survive the early game by using a bunch of cheap interaction spells and ramping out as quickly as possible. However, ramp with out permanent cards is fairly difficult . . .\nThis deck uses cards such as "},{"insert":{"card-link":"Explore"}},{"insert":" to play extra lands, "},{"insert":{"card-link":"Farseek"}},{"insert":" to go search for lands, "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" to get better lands and "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" to both help us ramp and make us look like a nice guy - we're anything but.\nHowever, there's another gimmick with this deck; we have no basic lands (we'll get to why in a bit). This makes it difficult use highly acclaimed ramp pieces such as "},{"insert":{"card-link":"Cultivate"}},{"insert":". However, we can use "},{"insert":{"card-link":"Three Visits"}},{"insert":", "},{"insert":{"card-link":"Nature's Lore"}},{"insert":" and "},{"insert":{"card-link":"Farseek"}},{"insert":" to search for lands such as "},{"insert":{"card-link":"Underground Mortuary"}},{"insert":". \nWe can also use lands such as "},{"insert":{"card-link":"Lotus Field"}},{"insert":", "},{"insert":{"card-link":"Svyelunite Temple"}},{"insert":" and "},{"insert":{"card-link":"Horizon of Progress"}},{"insert":" to ramp out quicker (sacrificing your lands is absolutely fine - we want Sin to bring them back, anyway).\nAfter we've acquired a fair amount of mana, we want to mill a lot of cards - and I do mean A LOT. Cards like "},{"insert":{"card-link":"Brain Freeze"}},{"insert":", "},{"insert":{"card-link":"Traumatize"}},{"insert":" and "},{"insert":{"card-link":"Increasing Confusion"}},{"insert":" will help us mill most of our library very quickly. Mill is a common thing among Sin decks, but this one uses it for a different purpose -\nWe want to get both "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" into our graveyard. Additionally, if milling isn't working, or we just want to be a bit quicker we can use "},{"insert":{"card-link":"Buried Alive"}},{"insert":", "},{"insert":{"card-link":"Entomb"}},{"insert":" and "},{"insert":{"card-link":"Dina's Guidance"}},{"insert":" to get these two into our graveyard as quickly as possible (we either want them there or in our hand). Even better, we can use "},{"insert":{"card-link":"Intuition"}},{"insert":" and "},{"insert":{"card-link":"Gifts Given"}},{"insert":" to search for these cards too, because it really doesn't matter if they go into our hand or our graveyard.\nOnce both "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" are in our graveyard (or our hand) we play "},{"insert":{"card-link":"Sin, Spira's Punishment"}},{"insert":". Hopefully by this point you've milled a lot of cards and have sacrificed quite a few lands (sacrifice your lands using "},{"insert":{"card-link":"Lotus Field"}},{"insert":", "},{"insert":{"card-link":"Misty Rainforest"}},{"insert":", "},{"insert":{"card-link":"Horizon of Progress"}},{"insert":", "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" and likewise effects). Sin's ETB will trigger, causing you to select a random permanent card from your graveyard to create a tapped token copy. \n"},{"attributes":{"bold":true},"insert":"(Additional Note): "},{"insert":"MDFCs in your graveyard are viewed by their top card (likewise with TDFCs), which, for example, in "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":"'s case is a sorcery. And, from Sin's view, a sorcery is not a permanent card. Neither are any of the other instants and sorceries in this deck. Because of this, Sin will be forced to exile either a land or one of the two creatures in our graveyard - and thus, we have eliminated "},{"attributes":{"italic":true},"insert":"most "},{"insert":"of the randomness of Sin. \nHopefully Sin will exile a few lands for us, creating a few token copies, before picking up either "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" or "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" (Hermit is the one that we want to be exiled first, so, if using "},{"insert":{"card-link":"Final Parting"}},{"insert":" style effects, place Hermit into our graveyard and Maniac into our hand (unless you can play Hermit before you can reanimate Maniac. If Hermit won't have summoning sickness when Maniac enters, put Hermit into your hand) - however, this deck is flexible and can't be effected "},{"insert":{"card-link":"Thoughtseize"}},{"insert":" effects because it ultimately doesn't matter whether cards are in our hand or our graveyard).\nThe combo is almost complete at this point - hopefully "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" are both on the battlefield. The next step is thus: wait a turn and then activate Hermit's ability (we only need to wait because of summoning sickness). As I mentioned earlier, we have no basic land cards in our deck, meaning we'll mill every single card in our deck. Whoops. Then, either wait a turn till you draw a card (which will trigger "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" and make us win) or simply play a draw spell - "},{"insert":{"card-link":"Ponder"}},{"insert":", "},{"insert":{"card-link":"Frantic Search"}},{"insert":", anything will do. Once we draw off an empty deck we'll win the game!\nAdditionally, if something happens to "},{"insert":{"card-link":"Hermit Druid"}},{"insert":", we can also use "},{"insert":{"card-link":"Tainted Pact"}},{"insert":" or "},{"insert":{"card-link":"Demonic Consultation"}},{"insert":" to win (since we have no cards with the same name, Tainted Pact acts as one of the best tutors in this deck). Simply continue to remove cards from your library until you can't remove any more, then draw a card and win.\nThis combo is quite loose though, and protection is important. The biggest problem is graveyard hate - something as simple as "},{"insert":{"card-link":"Ashiok, Dream Render"}},{"insert":" exiling our graveyard will disrupt our combo. That's why we use cards like "},{"insert":{"card-link":"Krosan Reclamation"}},{"insert":", "},{"insert":{"card-link":"Noxious Revival"}},{"insert":" and "},{"insert":{"card-link":"Turn the Earth"}},{"insert":" to quickly pull things out of our graveyard at instant speed. Additionally, this deck has a nice selection of counter spells to stop invading threats.\nWe also have a huge selection of only the best tutors from MTG history - "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":", "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":", "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" and a whole lot more help us to get the cards we need when we need them.\n"},{"attributes":{"bold":true},"insert":"Some Cards To Be Aware Of:"},{"insert":"\n"},{"insert":{"card-link":"Morality Shift"}},{"insert":" - Use with care. One of the most efficient ways to get "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" into our graveyard, but it can also leave us with too few cards in deck if we can't get Maniac out quick enough.\n"},{"insert":{"card-link":"Torment of Hailfire"}},{"insert":", "},{"insert":{"card-link":"Increasing Confusion"}},{"insert":" and "},{"insert":{"card-link":"Psychic Drain"}},{"insert":" - Additional finishers. Since we sacrifice a whole heap of lands and then reanimate them we have a whole lot of mana to spend - using these cards to close of a game can be effective if all else fails; you don't have to only mill yourself!\n"},{"insert":{"card-link":"Singularity Rupture"}},{"insert":" - Extremely effect, due to our lack of creature cards. It also helps us to mill efficiently - feel free to target your opponents as well!\n"},{"insert":{"card-link":"Tainted Pact"}},{"insert":" - None of the cards in our library have the same name - go searching for the exact card you want!\n"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" - Fantastic land. Since most of the cards in our deck are instants and sorceries and we're milling a lot of cards, this card lets us bring back the right cards at the right time.\n"},{"insert":{"card-link":"Fact or Fiction"}},{"insert":" and likewise cards - Since we don't mind if cards get put into our graveyard or not, this basically just says: 'double draw'.\n"},{"insert":{"card-link":"Cephalid Coliseum"}},{"insert":" - One of the best lands in the deck. Since we're milling, we reach Threshold quickly, and we can sacrifice this land to put the right cards into our graveyard.\nOther than that, I suggest you look through this deck for yourself (especially the landbase). \nIf you have any cuts/suggestions please do let me know. I'd love to improve this deck so that it is as efficient as possible!\n"},{"attributes":{"bold":true},"insert":"EDIT:"},{"insert":" Currently looking for upgrades. As of such a maybeboard may soon become present. Feel free to swap out any cards in either the main 99 or the maybeboard. And, once gain, suggestions would be appreciated!\n"},{"attributes":{"bold":true},"insert":"EDIT (2): "},{"insert":"Thinking of adding both an additional win-con card ("},{"insert":{"card-link":"Divining Witch"}},{"insert":") and some infinite turn-lock cards ("},{"insert":{"card-link":"Beacon of Tomorrows"}},{"insert":"/"},{"insert":{"card-link":"Nexus of Fate"}},{"insert":" + "},{"insert":{"card-link":"Hermit Druid"}},{"insert":"/"},{"insert":{"card-link":"Tainted Pact"}},{"insert":"/"},{"insert":{"card-link":"Demonic Consultation"}},{"insert":"/"},{"insert":{"card-link":"Divining Witch"}},{"insert":"). \n"}]}
Sin, Spira's Punishment
Flying
Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process.
Legendary Creature - Avatar Leviathan
Sin, Spira's Punishment (fin) 242

Commander

(Ctrl to add secondary)
Demonic Consultation
Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
Instant
Demonic Consultation (me2) 85
Hermit Druid
,
: Reveal cards from the top of your library until you reveal a basic land card. Put that card into your hand and all other cards revealed this way into your graveyard.
Creature - Human Druid
Hermit Druid (inr) 202
Laboratory Maniac
If you would draw a card while your library has no cards in it, you win the game instead.
Creature - Human Wizard
Laboratory Maniac (uma) 61
Tainted Pact
Exile the top card of your library. You may put that card into your hand unless it has the same name as another card exiled this way. Repeat this process until you put a card into your hand or you exile two cards with the same name, whichever comes first.
Instant
Tainted Pact (ody) 164

Combo Peices

(Ctrl to add secondary)
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 (dmr) 48
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (c20) 111
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 (otc) 105
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 (hob) 53
Windfall
Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.
Sorcery
Windfall (otc) 123

Draw

(Ctrl to add secondary)
Torment of Hailfire
Repeat the following process X times. Each opponent loses 3 life unless that player sacrifices a nonland permanent of their choice or discards a card.
Sorcery
Torment of Hailfire (plst) HOU-77

Finisher

(Ctrl to add secondary)
Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (mkm) 187
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (cmm) 84
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (c20) 35
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (2x2) 57
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (ltc) 197
Tale's End
Counter target activated ability, triggered ability, or legendary spell.
Instant
Tale's End (m20) 77

Interaction

(Ctrl to add secondary)
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (uma) 236
Barkchannel Pathway
: Add
.
Land
Barkchannel Pathway // Tidechannel Pathway (khm) 251Barkchannel Pathway // Tidechannel Pathway (khm) 251
Bayou
(
: Add
or
.)
Land - Swamp Forest
Bayou (leb) 279
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Cephalid Coliseum
: Add
. This land deals 1 damage to you.
Threshold —
,
, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Land
Cephalid Coliseum (tdc) 349
Clearwater Pathway
: Add
.
Land
Clearwater Pathway // Murkwater Pathway (znr) 260Clearwater Pathway // Murkwater Pathway (znr) 260
Darkbore Pathway
: Add
.
Land
Darkbore Pathway // Slitherbore Pathway (khm) 254Darkbore Pathway // Slitherbore Pathway (khm) 254
Festering Thicket
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Swamp Forest
Festering Thicket (ecc) 61
Fetid Pools
(
: Add
or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Swamp
Fetid Pools (drc) 156
Field of the Dead
This land enters tapped.
: Add
.
Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
Land
Field of the Dead (m20) 247
Hedge Maze
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Forest
Hedge Maze (mkm) 262
Hidden Cataract
This land enters tapped.
: Add
.
,
, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave
Hidden Cataract (lci) 273
Hidden Necropolis
This land enters tapped.
: Add
.
,
, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave
Hidden Necropolis (lci) 275
Hidden Nursery
This land enters tapped.
: Add
.
,
, Sacrifice this land: Discover 4. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Land - Cave
Hidden Nursery (lci) 276
Horizon of Progress
, Pay 1 life: Add one mana of any type that a land you control could produce.
,
: You may put a land card from your hand onto the battlefield tapped.
,
, Sacrifice this land: Draw a card.
Land
Horizon of Progress (m3c) 130
Lotus Field
Hexproof
This land enters tapped.
When this land enters, sacrifice two lands.
: Add three mana of any one color.
Land
Lotus Field (soc) 385
Lotus Vale
If this land would enter, sacrifice two untapped lands instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard.
: Add three mana of any one color.
Land
Lotus Vale (wth) 165
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 250
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
Nephalia Drownyard
: Add
.
,
: Target player mills three cards.
Land
Nephalia Drownyard (isd) 245
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 271
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 224
Svyelunite Temple
This land enters tapped.
: Add
.
, Sacrifice this land: Add
.
Land
Svyelunite Temple (sld) 2164
Takenuma, Abandoned Mire
: Add
.
Channel —
, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Takenuma, Abandoned Mire (neo) 278
The Tabernacle at Pendrell Vale
All creatures have "At the beginning of your upkeep, destroy this creature unless you pay
."
Legendary Land
The Tabernacle at Pendrell Vale (leg) 307
Thespian's Stage
: Add
.
,
: This land becomes a copy of target land, except it has this ability.
Land
Thespian's Stage (m3c) 395
Tocasia's Dig Site
: Add
.
,
: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land
Tocasia's Dig Site (mkc) 308
Tropical Island
(
: Add
or
.)
Land - Island Forest
Tropical Island (leb) 284
Undercity Sewers
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Swamp
Undercity Sewers (mkm) 270
Underground Mortuary
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Forest
Underground Mortuary (mkm) 271
Underground Sea
(
: Add
or
.)
Land - Island Swamp
Underground Sea (leb) 286
Urza's Cave
: Add
.
,
, Sacrifice this land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Land - Urza's Cave
Urza's Cave (mh3) 234
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 260
Vesuva
You may have this land enter tapped as a copy of any land on the battlefield.
Land
Vesuva (m3c) 404
Zagoth Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Swamp Forest
Zagoth Triome (iko) 259

Land

(Ctrl to add secondary)
Singularity Rupture
Destroy all creatures, then any number of target players each mill half their library, rounded down.
Sorcery
Singularity Rupture (eoe) 228

Mass Interaction

(Ctrl to add secondary)
Silundi Vision
Look at the top six cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Silundi Vision // Silundi Isle (znr) 80Silundi Vision // Silundi Isle (znr) 80
Sink into Stupor
Return target spell or nonland permanent an opponent controls to its owner's hand.
Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Waterlogged Teachings
Search your library for an instant card or a card with flash, reveal it, put it into your hand, then shuffle.
Instant
Waterlogged Teachings // Inundated Archive (mh3) 261Waterlogged Teachings // Inundated Archive (mh3) 261

MDFCs

(Ctrl to add secondary)
Brain Freeze
Target player mills three cards.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Instant
Brain Freeze (soa) 13
Cut Your Losses
Casualty 2 (As you cast this spell, you may sacrifice a creature with power 2 or greater. When you do, copy this spell and you may choose a new target for the copy.)
Target player mills half their library, rounded down.
Sorcery
Cut Your Losses (snc) 38
Dreadwaters
Target player mills X cards, where X is the number of lands you control.
Sorcery
Dreadwaters (avr) 49
Drown in Dreams
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target player draws X cards.
• Target player mills twice X cards.
Instant
Drown in Dreams (plst) MIC-13
Increasing Confusion
Target player mills X cards. If this spell was cast from a graveyard, that player mills twice that many cards instead.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Increasing Confusion (dka) 41
Morality Shift
Exchange your graveyard and library. Then shuffle your library.
Sorcery
Morality Shift (jud) 70
Psychic Drain
Target player mills X cards and you gain X life.
Sorcery
Psychic Drain (rav) 220
Traumatize
Target player mills half their library, rounded down.
Sorcery
Traumatize (m11) 77

Mill

(Ctrl to add secondary)
Auroral Procession
Return target card from your graveyard to your hand.
Instant
Auroral Procession (tdm) 169
Blessed Respite
Target player shuffles their graveyard into their library. Prevent all combat damage that would be dealt this turn.
Instant
Blessed Respite (mh2) 150
Constant Mists
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)
Prevent all combat damage that would be dealt this turn.
Instant
Constant Mists (sth) 104
Devious Cover-Up
Counter target spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard. You may shuffle up to four target cards from your graveyard into your library.
Instant
Devious Cover-Up (mid) 48
Krosan Reclamation
Target player shuffles up to two target cards from their graveyard into their library.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Krosan Reclamation (jud) 122
Memory's Journey
Target player shuffles up to three target cards from their graveyard into their library.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Memory's Journey (isd) 66
Noxious Revival
(
can be paid with either
or 2 life.)
Put target card from a graveyard on top of its owner's library.
Instant
Noxious Revival (plst) NPH-118
Peerless Recycling
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.)
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Instant
Peerless Recycling (blb) 188
Quandrix Command
Choose two —
• Return target creature or planeswalker to its owner's hand.
• Counter target artifact or enchantment spell.
• Put two +1/+1 counters on target creature.
• Target player shuffles up to three target cards from their graveyard into their library.
Instant
Quandrix Command (soc) 325
Stream of Consciousness
Target player shuffles up to four target cards from their graveyard into their library.
Instant - Arcane
Stream of Consciousness (uma) 74
Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant
Tamiyo's Safekeeping (fdc) 233
Turn the Earth
Choose up to three target cards in graveyards. The owners of those cards shuffle them into their libraries. You gain 2 life.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Turn the Earth (mid) 205

Protection

(Ctrl to add secondary)
Animist's Awakening
Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.
Sorcery
Animist's Awakening (soc) 261
Crop Rotation
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
Instant
Crop Rotation (dmr) 154
Dark Ritual
Add
.
Instant
Dark Ritual (msc) 793
Elemental Teachings
Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest onto the battlefield tapped, then shuffle.
Instant - Lesson
Elemental Teachings (tla) 178
Explore
You may play an additional land this turn.
Draw a card.
Sorcery
Explore (ncc) 289
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (ncc) 290
Scapeshift
Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Scapeshift (m19) 201
Skyshroud Claim
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
Sorcery
Skyshroud Claim (eoc) 107
Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery
Tempt with Discovery (blc) 124
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (otc) 209
Zimone's Experiment
Look at the top five cards of your library. You may reveal up to two creature and/or land cards from among them, then put the rest on the bottom of your library in a random order. Put all land cards revealed this way onto the battlefield tapped and put all creature cards revealed this way into your hand.
Sorcery
Zimone's Experiment (sos) 169

Ramp

(Ctrl to add secondary)
Life from the Loam
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Sorcery
Life from the Loam (uma) 172

Recursion

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Buried Alive
Search your library for up to three creature cards, put them into your graveyard, then shuffle.
Sorcery
Buried Alive (uma) 88
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (plst) DDC-49
Dina's Guidance
Search your library for a creature card, reveal it, put it into your hand or graveyard, then shuffle.
Instant
Dina's Guidance (sos) 184
Entomb
Search your library for a card, put that card into your graveyard, then shuffle.
Instant
Entomb (dmr) 82
Final Parting
Search your library for two cards. Put one into your hand and the other into your graveyard. Then shuffle.
Sorcery
Final Parting (cmm) 160
Gifts Ungiven
Search your library for up to four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
Instant
Gifts Ungiven (2x2) 51
Intuition
Search your library for three cards and reveal them. Target opponent chooses one. Put that card into your hand and the rest into your graveyard. Then shuffle.
Instant
Intuition (tmp) 70
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (dmr) 289
Personal Tutor
Search your library for a sorcery card, reveal it, then shuffle and put that card on top.
Sorcery
Personal Tutor (cmm) 110
Profane Tutor
Suspend 2—
(Rather than cast this card from your hand, pay
and exile it with two 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.)
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Profane Tutor (mh2) 97
Unmarked Grave
Search your library for a nonlegendary card, put that card into your graveyard, then shuffle.
Sorcery
Unmarked Grave (mh2) 106

Tutor

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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 (snc) 51
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant
Archdruid's Charm (mkm) 151
Bala Ged Recovery
Return target card from your graveyard to your hand.
Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (znr) 180Bala Ged Recovery // Bala Ged Sanctuary (znr) 180
Barren Moor
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Barren Moor (mh1) 236
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 (5dn) 24
Breach the Multiverse
Each player mills ten cards. For each player, choose a creature or planeswalker card in that player's graveyard. Put those cards onto the battlefield under your control. Then each creature you control becomes a Phyrexian in addition to its other types.
Sorcery
Breach the Multiverse (mom) 94
Channel
Until end of turn, any time you could activate a mana ability, you may pay 1 life. If you do, add
.
Sorcery
Channel (sta) 50
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (trc) 520
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (trc) 521
Counterspell
Counter target spell.
Instant
Counterspell (fdc) 61
Culling Ritual
Destroy each nonland permanent with mana value 2 or less. Add
or
for each permanent destroyed this way.
Sorcery
Culling Ritual (soc) 302
Divining Witch
,
, Discard a card: Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
Creature - Human Spellshaper
Divining Witch (nem) 57
Dryad Arbor
(This land isn't a spell, it's affected by summoning sickness, and it has "
: Add
.")
Creature Land - Dryad Forest
Dryad Arbor (tsr) 277
Dust Bowl
: Add
.
,
, Sacrifice a land: Destroy target nonbasic land.
Land
Dust Bowl (mmq) 316
Fell the Profane
Destroy target creature or planeswalker.
Instant
Fell the Profane // Fell Mire (mh3) 244Fell the Profane // Fell Mire (mh3) 244
Finale of Devastation
Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
Sorcery
Finale of Devastation (cmm) 289
Force of Will
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
Instant
Force of Will (dmr) 284
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
Grim Tutor
Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
Sorcery
Grim Tutor (m21) 103
Grisly Salvage
Reveal the top five cards of your library. You may put a creature or land card from among them into your hand. Put the rest into your graveyard.
Instant
Grisly Salvage (tdc) 290
Growth Spiral
Draw a card. You may put a land card from your hand onto the battlefield.
Instant
Growth Spiral (dsc) 88
Hagra Mauling
This spell costs
less to cast if an opponent controls no basic lands.
Destroy target creature.
Instant
Hagra Mauling // Hagra Broodpit (znr) 106Hagra Mauling // Hagra Broodpit (znr) 106
Heroic Intervention
Permanents you control gain hexproof and indestructible until end of turn.
Instant
Heroic Intervention (who) 233
Imperial Seal
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Sorcery
Imperial Seal (2x2) 79
Jidoor, Aristocratic Capital
This land enters tapped.
: Add
.
Land - Town
Jidoor, Aristocratic Capital // Overture (fin) 284
Jwari Disruption
Counter target spell unless its controller pays
.
Instant
Jwari Disruption // Jwari Ruins (znr) 64Jwari Disruption // Jwari Ruins (znr) 64
Lively Dirge
Spree (Choose one or more additional costs.)
+
— Search your library for a card, put it into your graveyard, then shuffle.
+
— Return up to two creature cards with total mana value 4 or less from your graveyard to the battlefield.
Sorcery
Lively Dirge (otj) 93
Lonely Sandbar
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Lonely Sandbar (mh1) 242
Malakir Rebirth
Choose target creature. You lose 2 life. Until end of turn, that creature gains "When this creature dies, return it to the battlefield tapped under its owner's control."
Instant
Malakir Rebirth // Malakir Mire (znr) 111Malakir Rebirth // Malakir Mire (znr) 111
Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Land
Maze of Ith (dmr) 250
Midgar, City of Mako
This land enters tapped.
: Add
.
Land - Town
Midgar, City of Mako // Reactor Raid (fin) 286
Mythos of Brokkos
If
was spent to cast this spell, search your library for a card, put that card into your graveyard, then shuffle.
Return up to two permanent cards from your graveyard to your hand.
Sorcery
Mythos of Brokkos (iko) 168
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (trc) 467
Nexus of Fate
Take an extra turn after this one.
If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.
Instant
Nexus of Fate (plst) M19-306
Pelakka Predation
Target opponent reveals their hand. You choose a card from it with mana value 3 or greater. That player discards that card.
Sorcery
Pelakka Predation // Pelakka Caverns (znr) 120Pelakka Predation // Pelakka Caverns (znr) 120
Ranger's Path
Search your library for up to two Forest cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Ranger's Path (m13) 186
Revitalizing Repast
Put a +1/+1 counter on target creature. It gains indestructible until end of turn.
Instant
Revitalizing Repast // Old-Growth Grove (mh3) 256Revitalizing Repast // Old-Growth Grove (mh3) 256
Sylvan Tutor
Search your library for a creature card, reveal it, then shuffle and put that card on top.
Sorcery
Sylvan Tutor (j20) 8
Temple of the False God
: Add
. Activate only if you control five or more lands.
Land
Temple of the False God (trc) 570
Tranquil Thicket
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land
Tranquil Thicket (m3c) 398
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (dmr) 108
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (cc1) 6
Zanarkand, Ancient Metropolis
This land enters tapped.
: Add
.
Land - Town
Zanarkand, Ancient Metropolis // Lasting Fayth (fin) 293

Maybeboard

(Ctrl to add secondary)
Bird
Flying
Creature Token - Bird
Bird (teoc) 3
Copy
(This token can be used to represent a token that's a copy of a permanent.)
Token
Copy (tmsc) 1
Zombie
Creature Token - Zombie
Zombie (tdft) 3

Tokens & Extras

(Ctrl to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 3 cards
38 pips - 33 cards
25 mana - 19 cards
20 pips - 16 cards
22 mana - 16 cards
0 pips - 0 cards
0 mana - 3 cards
25 pips - 24 cards
17 mana - 13 cards
0 pips - 0 cards
8 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"Whoops, Forgot My Non-Land Permanents! | Sin, Spira's Punishment"},{"insert":"\n"},{"insert":{"card-link":"Sin, Spira's Punishment"}},{"insert":" was an absolute bomb of a card from Magic's cross-over set with Final Fantasy VII. He lets you reanimate permanent cards straight out of your graveyard and allows you to repeat the process if said permanent card is a land - the trick being that it was random, leaving little room for strategy. \n"},{"attributes":{"italic":true},"insert":"But what if every permanent in our starting deck is a land?"},{"insert":"\nThat's the premise of this deck - yep, we're playing entirely with lands, instants and sorceries . . . mostly.\nThe goal of our deck is this: survive the early game until we can get Sin out, then dominate the late game.\nWe survive the early game by using a bunch of cheap interaction spells and ramping out as quickly as possible. However, ramp with out permanent cards is fairly difficult . . .\nThis deck uses cards such as "},{"insert":{"card-link":"Explore"}},{"insert":" to play extra lands, "},{"insert":{"card-link":"Farseek"}},{"insert":" to go search for lands, "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" to get better lands and "},{"insert":{"card-link":"Tempt with Discovery"}},{"insert":" to both help us ramp and make us look like a nice guy - we're anything but.\nHowever, there's another gimmick with this deck; we have no basic lands (we'll get to why in a bit). This makes it difficult use highly acclaimed ramp pieces such as "},{"insert":{"card-link":"Cultivate"}},{"insert":". However, we can use "},{"insert":{"card-link":"Three Visits"}},{"insert":", "},{"insert":{"card-link":"Nature's Lore"}},{"insert":" and "},{"insert":{"card-link":"Farseek"}},{"insert":" to search for lands such as "},{"insert":{"card-link":"Underground Mortuary"}},{"insert":". \nWe can also use lands such as "},{"insert":{"card-link":"Lotus Field"}},{"insert":", "},{"insert":{"card-link":"Svyelunite Temple"}},{"insert":" and "},{"insert":{"card-link":"Horizon of Progress"}},{"insert":" to ramp out quicker (sacrificing your lands is absolutely fine - we want Sin to bring them back, anyway).\nAfter we've acquired a fair amount of mana, we want to mill a lot of cards - and I do mean A LOT. Cards like "},{"insert":{"card-link":"Brain Freeze"}},{"insert":", "},{"insert":{"card-link":"Traumatize"}},{"insert":" and "},{"insert":{"card-link":"Increasing Confusion"}},{"insert":" will help us mill most of our library very quickly. Mill is a common thing among Sin decks, but this one uses it for a different purpose -\nWe want to get both "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" into our graveyard. Additionally, if milling isn't working, or we just want to be a bit quicker we can use "},{"insert":{"card-link":"Buried Alive"}},{"insert":", "},{"insert":{"card-link":"Entomb"}},{"insert":" and "},{"insert":{"card-link":"Dina's Guidance"}},{"insert":" to get these two into our graveyard as quickly as possible (we either want them there or in our hand). Even better, we can use "},{"insert":{"card-link":"Intuition"}},{"insert":" and "},{"insert":{"card-link":"Gifts Given"}},{"insert":" to search for these cards too, because it really doesn't matter if they go into our hand or our graveyard.\nOnce both "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" are in our graveyard (or our hand) we play "},{"insert":{"card-link":"Sin, Spira's Punishment"}},{"insert":". Hopefully by this point you've milled a lot of cards and have sacrificed quite a few lands (sacrifice your lands using "},{"insert":{"card-link":"Lotus Field"}},{"insert":", "},{"insert":{"card-link":"Misty Rainforest"}},{"insert":", "},{"insert":{"card-link":"Horizon of Progress"}},{"insert":", "},{"insert":{"card-link":"Crop Rotation"}},{"insert":" and likewise effects). Sin's ETB will trigger, causing you to select a random permanent card from your graveyard to create a tapped token copy. \n"},{"attributes":{"bold":true},"insert":"(Additional Note): "},{"insert":"MDFCs in your graveyard are viewed by their top card (likewise with TDFCs), which, for example, in "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":"'s case is a sorcery. And, from Sin's view, a sorcery is not a permanent card. Neither are any of the other instants and sorceries in this deck. Because of this, Sin will be forced to exile either a land or one of the two creatures in our graveyard - and thus, we have eliminated "},{"attributes":{"italic":true},"insert":"most "},{"insert":"of the randomness of Sin. \nHopefully Sin will exile a few lands for us, creating a few token copies, before picking up either "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" or "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" (Hermit is the one that we want to be exiled first, so, if using "},{"insert":{"card-link":"Final Parting"}},{"insert":" style effects, place Hermit into our graveyard and Maniac into our hand (unless you can play Hermit before you can reanimate Maniac. If Hermit won't have summoning sickness when Maniac enters, put Hermit into your hand) - however, this deck is flexible and can't be effected "},{"insert":{"card-link":"Thoughtseize"}},{"insert":" effects because it ultimately doesn't matter whether cards are in our hand or our graveyard).\nThe combo is almost complete at this point - hopefully "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" are both on the battlefield. The next step is thus: wait a turn and then activate Hermit's ability (we only need to wait because of summoning sickness). As I mentioned earlier, we have no basic land cards in our deck, meaning we'll mill every single card in our deck. Whoops. Then, either wait a turn till you draw a card (which will trigger "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" and make us win) or simply play a draw spell - "},{"insert":{"card-link":"Ponder"}},{"insert":", "},{"insert":{"card-link":"Frantic Search"}},{"insert":", anything will do. Once we draw off an empty deck we'll win the game!\nAdditionally, if something happens to "},{"insert":{"card-link":"Hermit Druid"}},{"insert":", we can also use "},{"insert":{"card-link":"Tainted Pact"}},{"insert":" or "},{"insert":{"card-link":"Demonic Consultation"}},{"insert":" to win (since we have no cards with the same name, Tainted Pact acts as one of the best tutors in this deck). Simply continue to remove cards from your library until you can't remove any more, then draw a card and win.\nThis combo is quite loose though, and protection is important. The biggest problem is graveyard hate - something as simple as "},{"insert":{"card-link":"Ashiok, Dream Render"}},{"insert":" exiling our graveyard will disrupt our combo. That's why we use cards like "},{"insert":{"card-link":"Krosan Reclamation"}},{"insert":", "},{"insert":{"card-link":"Noxious Revival"}},{"insert":" and "},{"insert":{"card-link":"Turn the Earth"}},{"insert":" to quickly pull things out of our graveyard at instant speed. Additionally, this deck has a nice selection of counter spells to stop invading threats.\nWe also have a huge selection of only the best tutors from MTG history - "},{"insert":{"card-link":"Demonic Tutor"}},{"insert":", "},{"insert":{"card-link":"Mystical Tutor"}},{"insert":", "},{"insert":{"card-link":"Worldly Tutor"}},{"insert":" and a whole lot more help us to get the cards we need when we need them.\n"},{"attributes":{"bold":true},"insert":"Some Cards To Be Aware Of:"},{"insert":"\n"},{"insert":{"card-link":"Morality Shift"}},{"insert":" - Use with care. One of the most efficient ways to get "},{"insert":{"card-link":"Hermit Druid"}},{"insert":" and "},{"insert":{"card-link":"Laboratory Maniac"}},{"insert":" into our graveyard, but it can also leave us with too few cards in deck if we can't get Maniac out quick enough.\n"},{"insert":{"card-link":"Torment of Hailfire"}},{"insert":", "},{"insert":{"card-link":"Increasing Confusion"}},{"insert":" and "},{"insert":{"card-link":"Psychic Drain"}},{"insert":" - Additional finishers. Since we sacrifice a whole heap of lands and then reanimate them we have a whole lot of mana to spend - using these cards to close of a game can be effective if all else fails; you don't have to only mill yourself!\n"},{"insert":{"card-link":"Singularity Rupture"}},{"insert":" - Extremely effect, due to our lack of creature cards. It also helps us to mill efficiently - feel free to target your opponents as well!\n"},{"insert":{"card-link":"Tainted Pact"}},{"insert":" - None of the cards in our library have the same name - go searching for the exact card you want!\n"},{"insert":{"card-link":"Mystic Sanctuary"}},{"insert":" - Fantastic land. Since most of the cards in our deck are instants and sorceries and we're milling a lot of cards, this card lets us bring back the right cards at the right time.\n"},{"insert":{"card-link":"Fact or Fiction"}},{"insert":" and likewise cards - Since we don't mind if cards get put into our graveyard or not, this basically just says: 'double draw'.\n"},{"insert":{"card-link":"Cephalid Coliseum"}},{"insert":" - One of the best lands in the deck. Since we're milling, we reach Threshold quickly, and we can sacrifice this land to put the right cards into our graveyard.\nOther than that, I suggest you look through this deck for yourself (especially the landbase). \nIf you have any cuts/suggestions please do let me know. I'd love to improve this deck so that it is as efficient as possible!\n"},{"attributes":{"bold":true},"insert":"EDIT:"},{"insert":" Currently looking for upgrades. As of such a maybeboard may soon become present. Feel free to swap out any cards in either the main 99 or the maybeboard. And, once gain, suggestions would be appreciated!\n"},{"attributes":{"bold":true},"insert":"EDIT (2): "},{"insert":"Thinking of adding both an additional win-con card ("},{"insert":{"card-link":"Divining Witch"}},{"insert":") and some infinite turn-lock cards ("},{"insert":{"card-link":"Beacon of Tomorrows"}},{"insert":"/"},{"insert":{"card-link":"Nexus of Fate"}},{"insert":" + "},{"insert":{"card-link":"Hermit Druid"}},{"insert":"/"},{"insert":{"card-link":"Tainted Pact"}},{"insert":"/"},{"insert":{"card-link":"Demonic Consultation"}},{"insert":"/"},{"insert":{"card-link":"Divining Witch"}},{"insert":"). \n"}]}
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