45 views14 days ago
Commander
Size: 100Salt sum: 46.02
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Exetr

45 views14 days ago
Commander
Size: 100Salt sum: 46.02

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{"ops":[{"insert":"The combos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Divine Intervention"},{"attributes":{"header":3},"insert":"\n"},{"insert":" Divine Intervention (explicit effect)\nDivine Intervention is expensive and slow, but it would be criminal not to include this card in a \"draw the game\" deck. It can draw the game entirely on its own, but it makes you the immediate problem at the table and will draw incredible amounts of hate.\nIf you don't think you can survive this hate, it's better to wait, and try to combo off with Vampire Hexmage or Hex Parasite . Divine Intervention ends the game in a draw if "},{"attributes":{"italic":true},"insert":"any"},{"insert":" ability you control removes the last counter from it.\nRain of Gore"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/rain-of-gore+transcendence/"},"insert":"Rain of Gore + Transcendence"},{"insert":" (trigger loop)\nWhenever you lose life, Transcendence 's triggered ability causes you to gain life, with Rain of Gore replaces with a loss of life. Transcendence's static ability prevents this life loss from killing you. This will repeat indefinitely unless interrupted.\nDay of the Dragons"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/day-of-the-dragons+opalescence/"},"insert":"Day of the Dragons + Opalescence"},{"insert":" (trigger loop)\nWith an Opalescence in play, when Day of the Dragons enters the battlefield, its first trigger will exile itself along with any other creatures you control. This will cause the second trigger to fire, returning Day of the Dragons to the battlefield. This will repeat indefinitely unless interrupted.\nPolyraptor"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/aether-flash+polyraptor/"},"insert":"AEther Flash + Polyraptor"},{"insert":" (trigger loop)\nWith an AEther Flash in play, when Polyraptor enters the battlefield, Aether Flash will trigger and deal it damage. This will create a token copy of Polyraptor, restarting the process. This will repeat indefinitely unless interrupted.\n Marauding Raptor is a backup Aether Flash.\nAjani's Chosen"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/ajanis-chosen+enchanted-evening/"},"insert":"Ajani's Chosen + Enchanted Evening"},{"insert":" (trigger loop)\nWith Enchanted Evening in play, when Ajani's Chosen enters the battlefield, it sees itself enter as an enchantment, and its trigger fires. The trigger creates a cat token which is also an enchantment, repeating the process. This will repeat indefinitely unless interrupted. Unlike most creature-based combos in this deck, this combo is not fragile to creature removal.\nPitiless Plunderer draww"},{"attributes":{"header":3},"insert":"\n"},{"insert":" Pitiless Plunderer plus either March of the Machines or Titania's Song (trigger loop)\n Pitiless Plunderer causes you to create treasure tokens whenever a creature you control dies. These treasures have a mana value of 0. With either March of the Machines or Titania's Song in play, all artifacts with mana value 0 are 0/0 creatures, and die immediately. If a creature you control dies with this combo in play, this causes an endless loop of triggers creating 0/0 creatures, unless interrupted.\nThe safest way to kick this combo off is to have a mana value 0 artifact in play already. This deck already has a few, but I'm considering adding some treasure-based fixing to my deck to improve the chances. ( Smothering Tithe is a strong consideration.)\nSporemound"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/life-and-limb+sporemound/"},"insert":"Life and Limb + Sporemound"},{"insert":" (trigger loop)\nThis is almost identical to the Ajani's Chosen combo. If you have both Life and Limb and Sporemound out, playing any land will cause Sporemound to trigger, creating a Saproling. Life and Limb causes that token to enter as a Forest, repeating the combo. This will repeat indefinitely unless interrupted.\nIt helps to have fetchlands open when attempting to combo off; if a player takes an action to interrupt the combo, you can crack a fetchland in response to begin a new combo.\nStuffy Doll"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/pariah+stuffy-doll/"},"insert":"Pariah + Stuffy Doll"},{"insert":" (trigger loop)\nCast Stuffy Doll naming yourself. Then enchant it with Pariah. If any source deals you damage, that damage is instead dealt to Stuffy Doll. Stuffy Doll will trigger, dealing that much damage to you, repeating the process.\n Pariah's Shield is an alternate Pariah.\nNaming yourself with Stuffy Doll is a suspicious action, and always puts the table on high alert. Be careful picking your moment to attempt this combo. Having counter backup certainly helps. Don't forget that City of Brass can be used to deal yourself damage to start or restart this combo.\nHelm of Obedience Draw"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/helm-of-obedience+wheel-of-sun-and-moon/"},"insert":"Helm of Obedience + Wheel of Sun and Moon"},{"insert":" (looping ability)\nWith Wheel of Sun and Moon attached to an opponent, activate Helm of Obedience targeting that opponent. This ability makes the opponent mill cards until X cards have entered the graveyard. Wheel of Sun and Moon's replacement effect prevents any cards from entering the graveyard, and also prevents the opponent from running out of cards.\nThe opponent you target is of course free to concede in response to the Helm activation, so choose carefully. You want someone who enjoys shenanigans, not someone who is competitive enough to scoop to your draw out of spite.\nAssault Suit"},{"attributes":{"header":3},"insert":"\n"},{"insert":" Assault Suit + various creatures (looping state triggers)\nThis is a weird card, and it inspired me to make this deck! Many creatures have state triggers that require you to sacrifice them. A state trigger (rule 603.8) is one that triggers when some condition is true, rather than when some event happens. They'll normally only resolve once, because the trigger's effect always removes the trigger or triggering condition. However, unusual game states can result in a state-triggered ability that survives the trigger. If this happens and the condition is still met, the trigger fires again immediately. This can cause for some unusual game loops.\nAssault Suit says that the equipped creature can't be sacrificed. These combos take advantage of that.\nAssault Suit + Bronze Bombshell is the simplest version. Equip the Bombshell and pass. Have the next player gain control of Bronze Bombshell. Its state trigger will immediately fire, but your opponent won't be able to sacrifice it, so the state trigger will keep firing unless interrupted.\nAssault Suit + Phylactery Lich is almost as simple. Normally the phylactery counter goes on the Assault Suit itself. When your opponent gains control of your Lich, you still control the Suit, so your opponent controls no permanent with a phylactery counter, starting the state trigger loop.\nAssault Suit + Phyrexian Devourer wins on your turn. Equip the Devourer, and then start activating its {0}-cost ability until it grows large enough that you activate the state trigger loop.\nPlatinum Angel effects"},{"attributes":{"header":3},"insert":"\n"},{"insert":" Platinum Angel or Angel's Grace comboing with Immortal Coil or Transcendence \nWhile Platinum Angel often serves as a defensive card in this deck, there are state trigger combos around ending the game.\nBoth Immortal Coil and Transcendence have state triggers that cause you to lose the game. If you can arrange to have one of these conditions be met while you have a Platinum Angel or Angel's Grace shield online, the game will end in a state trigger loop.\nBe careful with Angel's Grace , as the shield only lasts for the turn. If trying to go off with Angel's Grace and Immortal Coil , be sure to count the Angel's Grace itself as one of the graveyard cards that needs to be removed. Casting it in response to the state trigger doesn't work, as it puts a card in the graveyard.\nGarruk Relentless Draw"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/garruk-relentless+spark-double/"},"insert":"Garruk Relentless + Spark Double"},{"insert":" (looping state triggers)\nA fragile but funny combo. If you can have Spark Double enter the battlefield as a copy of Garruk Relentless , and activate its first loyalty ability to get it down to 2 or 1 loyalty, its state trigger will fire, instructing you to transform it. But, since Spark Double is not a double-faced card, when the trigger resolves, nothing happens. As with the Assault Suit combo, this ability will keep being placed on the stack unless interrupted, causing a draw.\nPermanent Armageddon (accidental combo)"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/enchanted-evening+opalescence/"},"insert":"Enchanted Evening + Opalescence"},{"insert":"\nThis is NOT a draw. The combo is accidentally in the deck, as each piece of it is part of an actual draw-the-game combo. But if you draw it and decide to play it, I won't hold it against you. It's too funny.\nIf you play both of these cards, all lands become 0/0 creatures and are removed from the battlefield. This also happens to any new land that enters the battlefield.\n"}]}
Child of Alara
Trample
When Child of Alara dies, destroy all nonland permanents. They can't be regenerated.
Legendary Creature - Avatar
Child of Alara (2x2) 192

Commander

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Conspiracy
As this enchantment enters, choose a creature type.
Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.
Enchantment
Conspiracy (tsb) 39

Anthem

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Increasing Vengeance
Copy target instant or sorcery spell you control. If this spell was cast from a graveyard, copy that spell twice instead. You may choose new targets for the copies.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Instant
Increasing Vengeance (c19) 147
Reiterate
Buyback
(You may pay an additional
as you cast this spell. If you do, put this card into your hand as it resolves.)
Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Reiterate (tsp) 175
Reverberate
Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Reverberate (m13) 145

Copy

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Kitchen Finks
When this creature enters, you gain 2 life.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Ouphe
Kitchen Finks (uma) 216

Counters

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False Cure
Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life they gained.
Instant
False Cure (ons) 146
Spiteful Shadows
Enchant creature
Whenever enchanted creature is dealt damage, it deals that much damage to its controller.
Enchantment - Aura
Spiteful Shadows (dka) 75

Drain

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Immortal Coil
, Exile two cards from your graveyard: Draw a card.
If damage would be dealt to you, prevent that damage. Exile a card from your graveyard for each 1 damage prevented this way.
When there are no cards in your graveyard, you lose the game.
Artifact
Immortal Coil (ala) 79
Zedruu the Greathearted
At the beginning of your upkeep, you gain X life and draw X cards, where X is the number of permanents you own that your opponents control.
: Target opponent gains control of target permanent you control.
Legendary Creature - Minotaur Monk
Zedruu the Greathearted (cmr) 543

Draw

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Celestial Convergence
This enchantment enters with seven omen counters on it.
At the beginning of your upkeep, remove an omen counter from this enchantment. If there are no omen counters on this enchantment, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
Enchantment
Celestial Convergence (pcy) 5
Darkest Hour
All creatures are black.
Enchantment
Darkest Hour (7ed) 128
Divine Intervention
This enchantment enters with two intervention counters on it.
At the beginning of your upkeep, remove an intervention counter from this enchantment.
When you remove the last intervention counter from this enchantment, the game is a draw.
Enchantment
Divine Intervention (leg) 8
March of the Machines
Each noncreature artifact is an artifact creature with power and toughness each equal to its mana value. (Equipment that's a creature can't equip a creature.)
Enchantment
March of the Machines (arc) 6
Transcendence
You don't lose the game for having 0 or less life.
When you have 20 or more life, you lose the game.
Whenever you lose life, you gain 2 life for each 1 life you lost. (Damage dealt to you causes you to lose life.)
Enchantment
Transcendence (tor) 20

Finisher

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Alchemist's Refuge
: Add
.
,
: You may cast spells this turn as though they had flash.
Land
Alchemist's Refuge (lcc) 318
Arcane Sanctum
This land enters tapped.
: Add
,
, or
.
Land
Arcane Sanctum (fic) 373
Bant Panorama
: Add
.
,
, Sacrifice this land: Search your library for a basic Forest, Plains, or Island card, put it onto the battlefield tapped, then shuffle.
Land
Bant Panorama (ncc) 387
Blood Crypt
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Mountain
Blood Crypt (rna) 245
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (eoe) 251
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (eoc) 59
Crumbling Necropolis
This land enters tapped.
: Add
,
, or
.
Land
Crumbling Necropolis (lcc) 326
Esper Panorama
: Add
.
,
, Sacrifice this land: Search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle.
Land
Esper Panorama (ncc) 399
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (eoc) 158
Forest
(
: Add
.)
Basic Land - Forest
Forest (eoe) 266
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (eoe) 254
Grixis Panorama
: Add
.
,
, Sacrifice this land: Search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Land
Grixis Panorama (ncc) 407
Hallowed Fountain
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Island
Hallowed Fountain (rna) 251
Island
(
: Add
.)
Basic Land - Island
Island (eoe) 263
Jund Panorama
: Add
.
,
, Sacrifice this land: Search your library for a basic Swamp, Mountain, or Forest card, put it onto the battlefield tapped, then shuffle.
Land
Jund Panorama (ncc) 408
Jungle Shrine
This land enters tapped.
: Add
,
, or
.
Land
Jungle Shrine (fic) 406
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (eoe) 265
Naya Panorama
: Add
.
,
, Sacrifice this land: Search your library for a basic Mountain, Forest, or Plains card, put it onto the battlefield tapped, then shuffle.
Land
Naya Panorama (ncc) 417
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (grn) 253
Plains
(
: Add
.)
Basic Land - Plains
Plains (eoe) 262
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (eoe) 256
Savage Lands
This land enters tapped.
: Add
,
, or
.
Land
Savage Lands (m3c) 371
Seaside Citadel
This land enters tapped.
: Add
,
, or
.
Land
Seaside Citadel (fic) 420
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (grn) 257
Stomping Ground
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Mountain Forest
Stomping Ground (eoe) 258
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (eoe) 264
Temple Garden
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Forest
Temple Garden (grn) 258
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (eoe) 261

Land

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Sporemound
Landfall — Whenever a land you control enters, create a 1/1 green Saproling creature token.
Creature - Fungus
Sporemound (j25) 719

Landfall

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Rain of Gore
If a spell or ability would cause its controller to gain life, that player loses that much life instead.
Enchantment
Rain of Gore (dis) 126
Transcendent Master
Level up
(
: Put a level counter on this. Level up only as a sorcery.)
LEVEL 6-11
6/6
Lifelink
LEVEL 12+
9/9
Lifelink, indestructible
Creature - Human Avatar Cleric
Transcendent Master (roe) 51

Lifegain

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Countryside Crusher
At the beginning of your upkeep, reveal the top card of your library. If it's a land card, put it into your graveyard and repeat this process.
Whenever a land card is put into your graveyard from anywhere, put a +1/+1 counter on this creature.
Creature - Warrior Giant
Countryside Crusher (mor) 89
Helm of Obedience
,
: Target opponent mills a card, then repeats this process until a creature card or X cards have been put into their graveyard this way, whichever comes first. If one or more creature cards were put into that graveyard this way, sacrifice this artifact and put one of them onto the battlefield under your control. X can't be 0.
Artifact
Helm of Obedience (all) 121

Mill

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Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Instant
Angel's Grace (tsp) 3
Collective Restraint
Domain — Creatures can't attack you unless their controller pays
for each creature they control that's attacking you, where X is the number of basic land types among lands you control.
Enchantment
Collective Restraint (inv) 49
Enchanted Evening
All permanents are enchantments in addition to their other types.
Enchantment
Enchanted Evening (shm) 140
Leyline of Anticipation
If this card is in your opening hand, you may begin the game with it on the battlefield.
You may cast spells as though they had flash.
Enchantment
Leyline of Anticipation (clb) 726
Lich's Mirror
If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.
Artifact
Lich's Mirror (ala) 210
Melira, Sylvok Outcast
You can't get poison counters.
Creatures you control can't have -1/-1 counters put on them.
Creatures your opponents control lose infect.
Legendary Creature - Human Scout
Melira, Sylvok Outcast (nph) 115
No Mercy
Whenever a creature deals damage to you, destroy it.
Enchantment
No Mercy (ulg) 56
Norn's Annex
(
can be paid with either
or 2 life.)
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures.
Artifact
Norn's Annex (cmm) 829
Pariah
Enchant creature
All damage that would be dealt to you is dealt to enchanted creature instead.
Enchantment - Aura
Pariah (cn2) 95
Platinum Angel
Flying
You can't lose the game and your opponents can't win the game.
Creature Artifact - Angel
Platinum Angel (cn2) 214
Propaganda
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Propaganda (fic) 268
Stuffy Doll
Indestructible
As this creature enters, choose a player.
Whenever this creature is dealt damage, it deals that much damage to the chosen player.
: This creature deals 1 damage to itself.
Creature Artifact - Construct
Stuffy Doll (clb) 875
Worldgorger Dragon
Flying, trample
When this creature enters, exile all other permanents you control.
When this creature leaves the battlefield, return the exiled cards to the battlefield under their owners' control.
Creature - Dragon Nightmare
Worldgorger Dragon (ema) 154

Protection

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Caged Sun
As this artifact enters, choose a color.
Creatures you control of the chosen color get +1/+1.
Whenever a land's ability causes you to add one or more mana of the chosen color, add an additional one mana of that color.
Artifact
Caged Sun (c14) 233
Life and Limb
All Forests and all Saprolings are 1/1 green Saproling creatures and Forest lands in addition to their other types. (They're affected by summoning sickness.)
Enchantment
Life and Limb (plc) 133
Pristine Talisman
: Add
. You gain 1 life.
Artifact
Pristine Talisman (c21) 258

Ramp

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Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura
Animate Dead (mkc) 125
Eternal Witness
When this creature enters, you may return target card from your graveyard to your hand.
Creature - Human Shaman
Eternal Witness (m3c) 227
Forbidden Crypt
If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game.
If a card would be put into your graveyard from anywhere, exile that card instead.
Enchantment
Forbidden Crypt (6ed) 132
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 (onc) 110
Recoup
Target sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost. (Mana cost includes color.)
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Recoup (ddk) 63
Wheel of Sun and Moon
Enchant player
If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
Enchantment - Aura
Wheel of Sun and Moon (shm) 243

Recursion

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Aether Flash
Whenever a creature enters, this enchantment deals 2 damage to it.
Enchantment
Aether Flash (7ed) 172
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 (drc) 70
Counterspell
Counter target spell.
Instant
Counterspell (dsc) 114
Rout
You may cast this spell as though it had flash if you pay
more to cast it. (You may cast it any time you could cast an instant.)
Destroy all creatures. They can't be regenerated.
Sorcery
Rout (c21) 101
Teysa, Orzhov Scion
Sacrifice three white creatures: Exile target creature.
Whenever another black creature you control dies, create a 1/1 white Spirit creature token with flying.
Legendary Creature - Human Advisor
Teysa, Orzhov Scion (gk2) 28
Vampire Hexmage
First strike
Sacrifice this creature: Remove all counters from target permanent.
Creature - Vampire Shaman
Vampire Hexmage (2xm) 112
Wrath of God
Destroy all creatures. They can't be regenerated.
Sorcery
Wrath of God (cmm) 70

Removal

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Ajani's Chosen
Whenever an enchantment you control enters, create a 2/2 white Cat creature token. If that enchantment is an Aura, you may attach it to the token.
Creature - Soldier Cat
Ajani's Chosen (woc) 59
Rotlung Reanimator
Whenever this creature or another Cleric dies, create a 2/2 black Zombie creature token.
Creature - Cleric Zombie
Rotlung Reanimator (ons) 164
Seed the Land
Whenever a land enters, its controller creates a 1/1 green Snake creature token.
Enchantment
Seed the Land (sok) 146
Xathrid Necromancer
Whenever this creature or another Human creature you control dies, create a tapped 2/2 black Zombie creature token.
Creature - Human Wizard
Xathrid Necromancer (c20) 141

Tokens

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Beseech the Queen
(
can be paid with any two mana or with
. This card's mana value is 6.)
Search your library for a card with mana value less than or equal to the number of lands you control, reveal it, put it into your hand, then shuffle.
Sorcery
Beseech the Queen (hop) 19
Conflux
Search your library for a white card, a blue card, a black card, a red card, and a green card. Reveal those cards, put them into your hand, then shuffle.
Sorcery
Conflux (con) 102
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (cmm) 150
Diabolic Revelation
Search your library for up to X cards, put those cards into your hand, then shuffle.
Sorcery
Diabolic Revelation (m13) 87
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (ema) 9
Entomb
Search your library for a card, put that card into your graveyard, then shuffle.
Instant
Entomb (uma) 94
Idyllic Tutor
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Sorcery
Idyllic Tutor (thb) 24
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (ema) 62
Selective Memory
Search your library for any number of nonland cards, exile them, then shuffle.
Sorcery
Selective Memory (wwk) 37
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (cmr) 156
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (6ed) 269

Tutor

(Ctrl to add secondary)

Deck Info

Deck stats

31 pips - 19 cards
12 mana - 12 cards
15 pips - 12 cards
12 mana - 12 cards
29 pips - 20 cards
12 mana - 12 cards
18 pips - 11 cards
11 mana - 11 cards
16 pips - 11 cards
11 mana - 11 cards
0 pips - 0 cards
7 mana - 7 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"The combos"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Divine Intervention"},{"attributes":{"header":3},"insert":"\n"},{"insert":" Divine Intervention (explicit effect)\nDivine Intervention is expensive and slow, but it would be criminal not to include this card in a \"draw the game\" deck. It can draw the game entirely on its own, but it makes you the immediate problem at the table and will draw incredible amounts of hate.\nIf you don't think you can survive this hate, it's better to wait, and try to combo off with Vampire Hexmage or Hex Parasite . Divine Intervention ends the game in a draw if "},{"attributes":{"italic":true},"insert":"any"},{"insert":" ability you control removes the last counter from it.\nRain of Gore"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/rain-of-gore+transcendence/"},"insert":"Rain of Gore + Transcendence"},{"insert":" (trigger loop)\nWhenever you lose life, Transcendence 's triggered ability causes you to gain life, with Rain of Gore replaces with a loss of life. Transcendence's static ability prevents this life loss from killing you. This will repeat indefinitely unless interrupted.\nDay of the Dragons"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/day-of-the-dragons+opalescence/"},"insert":"Day of the Dragons + Opalescence"},{"insert":" (trigger loop)\nWith an Opalescence in play, when Day of the Dragons enters the battlefield, its first trigger will exile itself along with any other creatures you control. This will cause the second trigger to fire, returning Day of the Dragons to the battlefield. This will repeat indefinitely unless interrupted.\nPolyraptor"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/aether-flash+polyraptor/"},"insert":"AEther Flash + Polyraptor"},{"insert":" (trigger loop)\nWith an AEther Flash in play, when Polyraptor enters the battlefield, Aether Flash will trigger and deal it damage. This will create a token copy of Polyraptor, restarting the process. This will repeat indefinitely unless interrupted.\n Marauding Raptor is a backup Aether Flash.\nAjani's Chosen"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/ajanis-chosen+enchanted-evening/"},"insert":"Ajani's Chosen + Enchanted Evening"},{"insert":" (trigger loop)\nWith Enchanted Evening in play, when Ajani's Chosen enters the battlefield, it sees itself enter as an enchantment, and its trigger fires. The trigger creates a cat token which is also an enchantment, repeating the process. This will repeat indefinitely unless interrupted. Unlike most creature-based combos in this deck, this combo is not fragile to creature removal.\nPitiless Plunderer draww"},{"attributes":{"header":3},"insert":"\n"},{"insert":" Pitiless Plunderer plus either March of the Machines or Titania's Song (trigger loop)\n Pitiless Plunderer causes you to create treasure tokens whenever a creature you control dies. These treasures have a mana value of 0. With either March of the Machines or Titania's Song in play, all artifacts with mana value 0 are 0/0 creatures, and die immediately. If a creature you control dies with this combo in play, this causes an endless loop of triggers creating 0/0 creatures, unless interrupted.\nThe safest way to kick this combo off is to have a mana value 0 artifact in play already. This deck already has a few, but I'm considering adding some treasure-based fixing to my deck to improve the chances. ( Smothering Tithe is a strong consideration.)\nSporemound"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/life-and-limb+sporemound/"},"insert":"Life and Limb + Sporemound"},{"insert":" (trigger loop)\nThis is almost identical to the Ajani's Chosen combo. If you have both Life and Limb and Sporemound out, playing any land will cause Sporemound to trigger, creating a Saproling. Life and Limb causes that token to enter as a Forest, repeating the combo. This will repeat indefinitely unless interrupted.\nIt helps to have fetchlands open when attempting to combo off; if a player takes an action to interrupt the combo, you can crack a fetchland in response to begin a new combo.\nStuffy Doll"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/pariah+stuffy-doll/"},"insert":"Pariah + Stuffy Doll"},{"insert":" (trigger loop)\nCast Stuffy Doll naming yourself. Then enchant it with Pariah. If any source deals you damage, that damage is instead dealt to Stuffy Doll. Stuffy Doll will trigger, dealing that much damage to you, repeating the process.\n Pariah's Shield is an alternate Pariah.\nNaming yourself with Stuffy Doll is a suspicious action, and always puts the table on high alert. Be careful picking your moment to attempt this combo. Having counter backup certainly helps. Don't forget that City of Brass can be used to deal yourself damage to start or restart this combo.\nHelm of Obedience Draw"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/helm-of-obedience+wheel-of-sun-and-moon/"},"insert":"Helm of Obedience + Wheel of Sun and Moon"},{"insert":" (looping ability)\nWith Wheel of Sun and Moon attached to an opponent, activate Helm of Obedience targeting that opponent. This ability makes the opponent mill cards until X cards have entered the graveyard. Wheel of Sun and Moon's replacement effect prevents any cards from entering the graveyard, and also prevents the opponent from running out of cards.\nThe opponent you target is of course free to concede in response to the Helm activation, so choose carefully. You want someone who enjoys shenanigans, not someone who is competitive enough to scoop to your draw out of spite.\nAssault Suit"},{"attributes":{"header":3},"insert":"\n"},{"insert":" Assault Suit + various creatures (looping state triggers)\nThis is a weird card, and it inspired me to make this deck! Many creatures have state triggers that require you to sacrifice them. A state trigger (rule 603.8) is one that triggers when some condition is true, rather than when some event happens. They'll normally only resolve once, because the trigger's effect always removes the trigger or triggering condition. However, unusual game states can result in a state-triggered ability that survives the trigger. If this happens and the condition is still met, the trigger fires again immediately. This can cause for some unusual game loops.\nAssault Suit says that the equipped creature can't be sacrificed. These combos take advantage of that.\nAssault Suit + Bronze Bombshell is the simplest version. Equip the Bombshell and pass. Have the next player gain control of Bronze Bombshell. Its state trigger will immediately fire, but your opponent won't be able to sacrifice it, so the state trigger will keep firing unless interrupted.\nAssault Suit + Phylactery Lich is almost as simple. Normally the phylactery counter goes on the Assault Suit itself. When your opponent gains control of your Lich, you still control the Suit, so your opponent controls no permanent with a phylactery counter, starting the state trigger loop.\nAssault Suit + Phyrexian Devourer wins on your turn. Equip the Devourer, and then start activating its {0}-cost ability until it grows large enough that you activate the state trigger loop.\nPlatinum Angel effects"},{"attributes":{"header":3},"insert":"\n"},{"insert":" Platinum Angel or Angel's Grace comboing with Immortal Coil or Transcendence \nWhile Platinum Angel often serves as a defensive card in this deck, there are state trigger combos around ending the game.\nBoth Immortal Coil and Transcendence have state triggers that cause you to lose the game. If you can arrange to have one of these conditions be met while you have a Platinum Angel or Angel's Grace shield online, the game will end in a state trigger loop.\nBe careful with Angel's Grace , as the shield only lasts for the turn. If trying to go off with Angel's Grace and Immortal Coil , be sure to count the Angel's Grace itself as one of the graveyard cards that needs to be removed. Casting it in response to the state trigger doesn't work, as it puts a card in the graveyard.\nGarruk Relentless Draw"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/garruk-relentless+spark-double/"},"insert":"Garruk Relentless + Spark Double"},{"insert":" (looping state triggers)\nA fragile but funny combo. If you can have Spark Double enter the battlefield as a copy of Garruk Relentless , and activate its first loyalty ability to get it down to 2 or 1 loyalty, its state trigger will fire, instructing you to transform it. But, since Spark Double is not a double-faced card, when the trigger resolves, nothing happens. As with the Assault Suit combo, this ability will keep being placed on the stack unless interrupted, causing a draw.\nPermanent Armageddon (accidental combo)"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"link":"https://tappedout.net/mtg-combos/enchanted-evening+opalescence/"},"insert":"Enchanted Evening + Opalescence"},{"insert":"\nThis is NOT a draw. The combo is accidentally in the deck, as each piece of it is part of an actual draw-the-game combo. But if you draw it and decide to play it, I won't hold it against you. It's too funny.\nIf you play both of these cards, all lands become 0/0 creatures and are removed from the battlefield. This also happens to any new land that enters the battlefield.\n"}]}
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