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Commander
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{"ops":[{"insert":"So what is Q, and why is he a cool commander? For the first question, Q is a Q. Says it right there in its creature type. For the second question, he is very cool because he flips a fundamental part of commander on its head. \n\nCommander is a singleton format, Which means you typically (outside of niche cards like dragons approach and lands) can only play one of each uniquely named card. Q throws that out the window and says \"what if every card could be the same card?\" This fundamentally breaks commander in half. To say this is the best Q deck or even most unique would be an insult to the magnificence of \"YOUR WHOLE DECK CAN BE THE SAME CARD!\" The creative potential this weirdo can do is phenomenal. You could have had a 98 land deck and one card and just always play it if you wanted. However, I feel like thats a waste for two reasons.\n\nFirstly, If you happen to draw the card within the first 4 turns (thats 11 out of your 99 cards) you just auto lose. Thats a 1/9 chance (about 11% chance to lose on the spot). Thats some BS without some redundancy. You need at least 5 win conditions (and the hindsight to mulligan away hands with any win conditions in them) to have a (mostly) guaranteed way into the game. \n\nSecondly, I am usually a very stubborn hater of tutors. I dislike when every game of commander has the exact same gameplan with basically no alteration for fear of being suboptimal. Secret commanders aside, its kind of a lame way to play to me. Commander is at its peak when you have to figure out a plan on the fly, or pick up the pieces after someone throws a wrench in the works. \n\nNow that all that is out of the way, let's start by choosing one of the 3 cards in the sideboard to add to the deck. There isn't really a right answer, but kind of get the vibe from the table before hand to see what kind of game they want to play. For fun people, Tempt is good. For boring people, Stonecoil is good. For something in between, grab the Clown Car. \n\nA lot of your lands are your actual \"interaction\" which is... a little rough if I'm honest. But, its better than nothing. You bite the bullet for meme potential.\n\nHere are the following win conditions, feel free to swap any/all for your favorite red/colorless card(s):\nThe One Ring, if you hit it, you literally just cast it every turn and let the fools kill each other. AFK farm, tap it if you really need to draw a card but try to avoid it if you can. You don't want to overcommit and die to burden counters. Try to get at least 8 mana on board so you can just cast it whenever. Given that you are immortal for most of the turns (turn 4 you cast commander, should have 7 cards in hand. ) Turn 5 and after you have to use two cards per turn to keep up, but you should still have 3 cards in hand by the time you play 8 turns/lands. After that, you can just chill and cast one per turn. Only cast a second if you get counterspelled. You need to maintain as many cards as possible, so stop playing lands at that point. You can burn up to 3 counterspells this way. This is countered by \"win the game\" or \"Loss of life\" effects. If it gets through protection from everything, it gets through this. If you are immune to everything, people will (inevitably) deck themselves out as they definitely have more draw than you ever will. Otherwise they will scoop because no one in their right mind will play out a game intended to last until all cards are drawn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cursed Mirror lets you make a copy of your commander, which is neat. It lets you also make a copy of whatever big creature is on board, and serves as ramp afterward. Making a copy of your commander lets you get \"infinite\" copies of another win condition which is pretty nice. If you do it enough times, you have access to your whole deck! WOO! but the downside is that you are burning cards to do this. This is likely the weakest of the game winners. Venser would likely be better for a number of reasons, but thats a different deck for a different time. Gotta get lucky and find a draw spell if you want to maintain card advantage with just the mirror which is what really matters with this deck. Which is why..."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Scrawling Crawler. This is a creature and therefore more volatile, but it lets you draw and burn simultaneously. Also serves as impromptu blockers, and thanks to the card draw, you get to go neutral and not lose out on cards when you play lands for turn. You have a few lands that allow you to interact, so feel free to use them! This is also a deck that really likes the dumb lands such as glacial chasm, so that you can ignore the consequences of your actions for a few turns and freely let your commander die to get access to new cards. You only care about his ETB, so don't stress if someone removes him or board wipes. Crawler just gives too much value to ignore. Always happy to cast it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Descent into Avernus. This is one that everyone loves, and you really won't be targeted until its too late. You get one down on turn 5... \"I love that card!\" Everyone takes 2 on your upkeep, you put 2 down on turn 6 \"MORE MONEY! YAY!\" Everyone takes 8 on your next upkeep, Turn 7 \"Wait a minute he has way too much damage and he has no blockers. GET HIM!\" Although you cast another 5 on that turn. If they do not kill you now, when you hit turn 8, everyone is going to take 24 damage. This means you have dealt a total of 34 with Descent. It isn't quite a kill, but people take little bits of chip during games and this will likely end the game (def you). If you are goated and have glacial chasm, you will in fact just win since taking like 4 damage is so much better than taking a gazillion when people see you as a threat. Very funny, likely will not win, but it will end the game very quickly one way or another."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tempt with Vengeance is very interesting. Essentially, you get to ignore the normal card disadvantage and just play a super big x spell every turn. If you are lucky or people are greedy (especially the first time) they will probably say \"cool, I'll take 4 tokens as blockers or sac fodder. Who cares?\" this is especially true if you promise not to swing at them this turn. If no one ever takes this, its basically just a really slow \"I make some blockers\" every turn that isn't doing a whole lot else. Its not terrible, it will keep you alive from fighting against things that don't ignore your blockers, but is otherwise just a slower \"big ball of death\" win condition. Alternatives to this are Stone Coil Serpent, which is effectively just a \"go tall\" approach that is also a great blocker and has trample, and Clown Car, which is really a mix of both strategies, albeit the blockers aren't as good. Whichever option you choose, be wary of board wipes... is what I would say if you didn't just cast it again the following turn. All are reasonable options, pick your poison. I chose tempt because it is really funny when people take the temptation. X spells are great when you always have access to them and they protect you at the same time."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Maximum Carnage is a pretty good win condition, albeit slow. Its similar to The One Ring, except you are actually doing something at the same time. Due to it making its own mana, you really only want the ability to cast this twice per turn, which is easy enough given that you only have to play two more lands (two turns away) to get this to happen. You always want the first trigger to pop off, as it is essentially just mono red Kardur (love that guy), everyone has to fight each other and not you. Then you get mana to play it again next turn. Then you finally deal damage to everyones elses face. as long as you can cast this once per turn, you will eventually win. If you need draw you will have to rely on lands or The One Ring or some other source. But once you have enough mana to get two on the field per turn (should one of them be countered) you should be pretty safe. JUST REMEMBER TO KEEP YOUR CARD ADVANTAGE! ITS VERY IMPORTANT JUST LIKE ONE RING!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Finally, we get to the meme pick. Share the spoils. This is not a game winning card, you do not know what is in their decks and you do not make more mana than they do. But what you *can* do is dump a lot of mana and card advantage into these bad boys to get essentially 4 more cards (one is your mountain for turn) every turn! Just remember that they all belong in different \"spoil\" piles. This is way more for memes and fun, and not actually intended to win the game. If people see you doing this, they may just leave you alone, and if they don't play their own cards, it's SUPER funny. People can only play these cards on THEIR TURN, so any instants that are stuck in there are usually useless... unless you are mean and want to cast their interaction on your own turn, which is really funny. Hilarious for everyone to see a counterspell and going \"Huh. We cant stop them can we?\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWin Conditions that belong in honorable mentions that I like, but could not justify adding to the deck.\nAgitator ant is effectively just a worse max carnage in that it goads like one creature at a time, but it does make your own ants huge! the problem is that people will eventually just... not take the counters and swing at you with a gigantic flyer. Or a board wipe will happen. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Altar of the brood is great since you get to keep playing it and having MULTIPLE copies is dumb. The problem is that you don't have draw, so casting multiple copies eventually turns into just one per turn and you don't have the steam to close out the game. Also mill hates shuffle graveyard effects, and people enjoy eldrazi enough to make it pretty hard to have as a main win condition."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Boltwave and its cousin Ghostfire Slice are basically just \"I will now do a lot burn\". Boltwave hurts everyone, but you do not have the cards in hand to win off of it, and ghostfire is a lot of burn to \"that guy in particular\" which is honestly kind of rude in a commander setting and will get you SUPER KILLED by that guy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elturel Survivors/Genasi Enforcers/Goldlust Triad are all effectively the same card for the purposes of this deck. Big myriad that either goes over the top via too many tokens (genasi), big trample (Elturel), or evasion (Goldlust), they just all seem too slow to me to justify running and they lose out pretty hard when someone board wipes since you do not have the draw to keep up."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Luck Bobblehead is actually super interesting, since most people just kind of ignore it and it has the ability to let you cast a second one right away on turn 5. They start stacking up quickly and let you do a funny thing where you try several times to just win the game on the spot. It will prob never happen (statistically speaking, its BS without rerolling dice, like 1 in 300,000). But people will prob let you try just because of the dream"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Roiling Earthquake is kind of mean and makes everyone else hate you. You constantly board wipe and are playing to kill everyone at once. It takes a long time to actually get reasonable damage, and if someone has haste or indestructible they WILL kill you first because of your trolling"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rug of smothering was considered an alternate for Scrawling Crawler due to its burn being insane with multiple copies, but due to its nature as a stax piece, people would rather just swing at you than actually cast it. Also, you are probably only casting one per turn unless you want to ***DIE.*** this is more resistant to board wipes since no one wants to play spells in the first place, but someone would happily eat like 3 damage to face if it meant they could play more than one spell per turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shivan devestator was essentially an alternate for the sideboards since it has haste and evasion... but its just too slow and has no good protection/fun factor like the sideboard options do."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Storm World is a very cool effect that sadly hurts you just as bad as it can hurt enemies. You can prob get like 3 or 4 of these down and it makes the game really interesting since people want to conserve cards not take damage, but also need to cast to conserve tempo. Super interesting. The problem is that they just swing on you since its effectively just a stax piece and stax players deserve death. Though this piece at least says \"hey, play it if you want, I won't stop you\"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Wrathful Raptors may be the best for last, as they stack exponentially. With 1 raptor, sure, it takes 5 damage and deals 5. With 2 raptors, if they both take damage, they both deal that much damage *twice*. You may see where this is going. If you have 3 raptors and someone were to cast something like, say, blasphemous act... you would be dealing 117 damage from 9 different triggers (each one being 13 damage) which is basically gonna win the game. That said, you don't have blasphemous act. There is a world where you add it to the deck. Do not do that. Its evil."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}
Commander
Q, Stacking the Deck
When Q enters, shuffle your library, then exile cards from the top of your library until you exile a nonland card. That nonland card gains "Exile a card from your hand: Create a copy of this card. You may cast the copy. Activate only during your turn and only if this card is exiled."
Legendary Creature - Q

Commander
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Absolute Meme
Share the Spoils
When this enchantment enters and whenever an opponent loses the game, exile the top card of each player's library.
During each player's turn, that player may play a land or cast a spell from among cards exiled with this enchantment, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library.
During each player's turn, that player may play a land or cast a spell from among cards exiled with this enchantment, and they may spend mana as though it were mana of any color to cast that spell. When they do, exile the top card of their library.
Enchantment

Absolute Meme
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Den of the Bugbear
If you control two or more other lands, this land enters tapped.
: Add .
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
: Add .
: Until end of turn, this land becomes a 3/2 red Goblin creature with "Whenever this creature attacks, create a 1/1 red Goblin creature token that's tapped and attacking." It's still a land.
Land

Glacial Chasm
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

Hidden Volcano
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.)
: 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

Land
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Win Condition?
Maximum Carnage
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able.
II — Add .
III — This Saga deals 5 damage to each opponent.
I — Until your next turn, each creature attacks each combat if able and attacks a player other than you if able.
II — Add .
III — This Saga deals 5 damage to each opponent.
Enchantment - Saga

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

Win Condition?
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Sideboard
Sideboard
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Maybeboard
Agitator Ant
At the beginning of your end step, each player may put two +1/+1 counters on a creature they control. Goad each creature that had counters put on it this way. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
Creature - Insect

Elturel Survivors
Trample, myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
As long as this creature is attacking, it gets +X/+0, where X is the number of lands defending player controls.
As long as this creature is attacking, it gets +X/+0, where X is the number of lands defending player controls.
Creature - Peasant Tiefling

Genasi Enforcers
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
: Creatures you control named Genasi Enforcers get +1/+0 until end of turn.
: Creatures you control named Genasi Enforcers get +1/+0 until end of turn.
Creature - Elemental Shaman

Goldlust Triad
Flying
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Whenever this creature deals combat damage to a player, create a Treasure token.
Creature - Dragon

Prisoner's Dilemma
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence.
Flashback
Flashback
Sorcery

Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"So what is Q, and why is he a cool commander? For the first question, Q is a Q. Says it right there in its creature type. For the second question, he is very cool because he flips a fundamental part of commander on its head. \n\nCommander is a singleton format, Which means you typically (outside of niche cards like dragons approach and lands) can only play one of each uniquely named card. Q throws that out the window and says \"what if every card could be the same card?\" This fundamentally breaks commander in half. To say this is the best Q deck or even most unique would be an insult to the magnificence of \"YOUR WHOLE DECK CAN BE THE SAME CARD!\" The creative potential this weirdo can do is phenomenal. You could have had a 98 land deck and one card and just always play it if you wanted. However, I feel like thats a waste for two reasons.\n\nFirstly, If you happen to draw the card within the first 4 turns (thats 11 out of your 99 cards) you just auto lose. Thats a 1/9 chance (about 11% chance to lose on the spot). Thats some BS without some redundancy. You need at least 5 win conditions (and the hindsight to mulligan away hands with any win conditions in them) to have a (mostly) guaranteed way into the game. \n\nSecondly, I am usually a very stubborn hater of tutors. I dislike when every game of commander has the exact same gameplan with basically no alteration for fear of being suboptimal. Secret commanders aside, its kind of a lame way to play to me. Commander is at its peak when you have to figure out a plan on the fly, or pick up the pieces after someone throws a wrench in the works. \n\nNow that all that is out of the way, let's start by choosing one of the 3 cards in the sideboard to add to the deck. There isn't really a right answer, but kind of get the vibe from the table before hand to see what kind of game they want to play. For fun people, Tempt is good. For boring people, Stonecoil is good. For something in between, grab the Clown Car. \n\nA lot of your lands are your actual \"interaction\" which is... a little rough if I'm honest. But, its better than nothing. You bite the bullet for meme potential.\n\nHere are the following win conditions, feel free to swap any/all for your favorite red/colorless card(s):\nThe One Ring, if you hit it, you literally just cast it every turn and let the fools kill each other. AFK farm, tap it if you really need to draw a card but try to avoid it if you can. You don't want to overcommit and die to burden counters. Try to get at least 8 mana on board so you can just cast it whenever. Given that you are immortal for most of the turns (turn 4 you cast commander, should have 7 cards in hand. ) Turn 5 and after you have to use two cards per turn to keep up, but you should still have 3 cards in hand by the time you play 8 turns/lands. After that, you can just chill and cast one per turn. Only cast a second if you get counterspelled. You need to maintain as many cards as possible, so stop playing lands at that point. You can burn up to 3 counterspells this way. This is countered by \"win the game\" or \"Loss of life\" effects. If it gets through protection from everything, it gets through this. If you are immune to everything, people will (inevitably) deck themselves out as they definitely have more draw than you ever will. Otherwise they will scoop because no one in their right mind will play out a game intended to last until all cards are drawn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Cursed Mirror lets you make a copy of your commander, which is neat. It lets you also make a copy of whatever big creature is on board, and serves as ramp afterward. Making a copy of your commander lets you get \"infinite\" copies of another win condition which is pretty nice. If you do it enough times, you have access to your whole deck! WOO! but the downside is that you are burning cards to do this. This is likely the weakest of the game winners. Venser would likely be better for a number of reasons, but thats a different deck for a different time. Gotta get lucky and find a draw spell if you want to maintain card advantage with just the mirror which is what really matters with this deck. Which is why..."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Scrawling Crawler. This is a creature and therefore more volatile, but it lets you draw and burn simultaneously. Also serves as impromptu blockers, and thanks to the card draw, you get to go neutral and not lose out on cards when you play lands for turn. You have a few lands that allow you to interact, so feel free to use them! This is also a deck that really likes the dumb lands such as glacial chasm, so that you can ignore the consequences of your actions for a few turns and freely let your commander die to get access to new cards. You only care about his ETB, so don't stress if someone removes him or board wipes. Crawler just gives too much value to ignore. Always happy to cast it."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Descent into Avernus. This is one that everyone loves, and you really won't be targeted until its too late. You get one down on turn 5... \"I love that card!\" Everyone takes 2 on your upkeep, you put 2 down on turn 6 \"MORE MONEY! YAY!\" Everyone takes 8 on your next upkeep, Turn 7 \"Wait a minute he has way too much damage and he has no blockers. GET HIM!\" Although you cast another 5 on that turn. If they do not kill you now, when you hit turn 8, everyone is going to take 24 damage. This means you have dealt a total of 34 with Descent. It isn't quite a kill, but people take little bits of chip during games and this will likely end the game (def you). If you are goated and have glacial chasm, you will in fact just win since taking like 4 damage is so much better than taking a gazillion when people see you as a threat. Very funny, likely will not win, but it will end the game very quickly one way or another."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Tempt with Vengeance is very interesting. Essentially, you get to ignore the normal card disadvantage and just play a super big x spell every turn. If you are lucky or people are greedy (especially the first time) they will probably say \"cool, I'll take 4 tokens as blockers or sac fodder. Who cares?\" this is especially true if you promise not to swing at them this turn. If no one ever takes this, its basically just a really slow \"I make some blockers\" every turn that isn't doing a whole lot else. Its not terrible, it will keep you alive from fighting against things that don't ignore your blockers, but is otherwise just a slower \"big ball of death\" win condition. Alternatives to this are Stone Coil Serpent, which is effectively just a \"go tall\" approach that is also a great blocker and has trample, and Clown Car, which is really a mix of both strategies, albeit the blockers aren't as good. Whichever option you choose, be wary of board wipes... is what I would say if you didn't just cast it again the following turn. All are reasonable options, pick your poison. I chose tempt because it is really funny when people take the temptation. X spells are great when you always have access to them and they protect you at the same time."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Maximum Carnage is a pretty good win condition, albeit slow. Its similar to The One Ring, except you are actually doing something at the same time. Due to it making its own mana, you really only want the ability to cast this twice per turn, which is easy enough given that you only have to play two more lands (two turns away) to get this to happen. You always want the first trigger to pop off, as it is essentially just mono red Kardur (love that guy), everyone has to fight each other and not you. Then you get mana to play it again next turn. Then you finally deal damage to everyones elses face. as long as you can cast this once per turn, you will eventually win. If you need draw you will have to rely on lands or The One Ring or some other source. But once you have enough mana to get two on the field per turn (should one of them be countered) you should be pretty safe. JUST REMEMBER TO KEEP YOUR CARD ADVANTAGE! ITS VERY IMPORTANT JUST LIKE ONE RING!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Finally, we get to the meme pick. Share the spoils. This is not a game winning card, you do not know what is in their decks and you do not make more mana than they do. But what you *can* do is dump a lot of mana and card advantage into these bad boys to get essentially 4 more cards (one is your mountain for turn) every turn! Just remember that they all belong in different \"spoil\" piles. This is way more for memes and fun, and not actually intended to win the game. If people see you doing this, they may just leave you alone, and if they don't play their own cards, it's SUPER funny. People can only play these cards on THEIR TURN, so any instants that are stuck in there are usually useless... unless you are mean and want to cast their interaction on your own turn, which is really funny. Hilarious for everyone to see a counterspell and going \"Huh. We cant stop them can we?\""},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nWin Conditions that belong in honorable mentions that I like, but could not justify adding to the deck.\nAgitator ant is effectively just a worse max carnage in that it goads like one creature at a time, but it does make your own ants huge! the problem is that people will eventually just... not take the counters and swing at you with a gigantic flyer. Or a board wipe will happen. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Altar of the brood is great since you get to keep playing it and having MULTIPLE copies is dumb. The problem is that you don't have draw, so casting multiple copies eventually turns into just one per turn and you don't have the steam to close out the game. Also mill hates shuffle graveyard effects, and people enjoy eldrazi enough to make it pretty hard to have as a main win condition."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Boltwave and its cousin Ghostfire Slice are basically just \"I will now do a lot burn\". Boltwave hurts everyone, but you do not have the cards in hand to win off of it, and ghostfire is a lot of burn to \"that guy in particular\" which is honestly kind of rude in a commander setting and will get you SUPER KILLED by that guy."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Elturel Survivors/Genasi Enforcers/Goldlust Triad are all effectively the same card for the purposes of this deck. Big myriad that either goes over the top via too many tokens (genasi), big trample (Elturel), or evasion (Goldlust), they just all seem too slow to me to justify running and they lose out pretty hard when someone board wipes since you do not have the draw to keep up."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Luck Bobblehead is actually super interesting, since most people just kind of ignore it and it has the ability to let you cast a second one right away on turn 5. They start stacking up quickly and let you do a funny thing where you try several times to just win the game on the spot. It will prob never happen (statistically speaking, its BS without rerolling dice, like 1 in 300,000). But people will prob let you try just because of the dream"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Roiling Earthquake is kind of mean and makes everyone else hate you. You constantly board wipe and are playing to kill everyone at once. It takes a long time to actually get reasonable damage, and if someone has haste or indestructible they WILL kill you first because of your trolling"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rug of smothering was considered an alternate for Scrawling Crawler due to its burn being insane with multiple copies, but due to its nature as a stax piece, people would rather just swing at you than actually cast it. Also, you are probably only casting one per turn unless you want to ***DIE.*** this is more resistant to board wipes since no one wants to play spells in the first place, but someone would happily eat like 3 damage to face if it meant they could play more than one spell per turn."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Shivan devestator was essentially an alternate for the sideboards since it has haste and evasion... but its just too slow and has no good protection/fun factor like the sideboard options do."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Storm World is a very cool effect that sadly hurts you just as bad as it can hurt enemies. You can prob get like 3 or 4 of these down and it makes the game really interesting since people want to conserve cards not take damage, but also need to cast to conserve tempo. Super interesting. The problem is that they just swing on you since its effectively just a stax piece and stax players deserve death. Though this piece at least says \"hey, play it if you want, I won't stop you\"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":" Wrathful Raptors may be the best for last, as they stack exponentially. With 1 raptor, sure, it takes 5 damage and deals 5. With 2 raptors, if they both take damage, they both deal that much damage *twice*. You may see where this is going. If you have 3 raptors and someone were to cast something like, say, blasphemous act... you would be dealing 117 damage from 9 different triggers (each one being 13 damage) which is basically gonna win the game. That said, you don't have blasphemous act. There is a world where you add it to the deck. Do not do that. Its evil."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"}]}































