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Commander
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{"ops":[{"insert":{"card-link":"Q, Stacking the Deck"}},{"insert":" is a pretty innovative card that has a really fun mechanic to build around. By exiling cards from your hand, you can break the singleton nature of commander with whatever card you choose. The strongest way to use this effect is probably to build a deck of cascade triggers. I have instead gone a slightly more unhinged strategy of cards that synergise with being cast from exile.\n\nOne of the deckbuilding joys of a commander like Q is that lands become spells later anyway, and your commander tutors up at least one spell for you. This means you can have a silly number of lands without risking flooding too much. Because your dexk contains virtually no ramp, you should always start the game wth at least 4 lands in hand. I would actually aggressively mulligan to remove nonland cards from your hand at the beginning of the game.\n\nSince Q’s enter the battlefield effect perpetually changes the card exiled, you can attack and block with Q quite aggressively. After all, anyone who removes Q is doing you a favour by giving you a fun new card to cast each turn. \n\nEvery card in the deck has been included with the thought that it should function when exiled by Q, and then hopefully also not be terrible when drawn.\n"},{"insert":{"card-link":"Cursed Mirror"}},{"insert":" and "},{"insert":{"card-link":"Heart-Shaped Herb"}},{"insert":" let you copy Q with an added upside to each. "},{"insert":{"card-link":"Thieves' Auction"}},{"insert":" also allows you to do this, but is a pretty salt-inducing card, so I have kept it in the maybeboard. Please speak with your playgroup before running it."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Elixir of Immortality"}},{"insert":" turns you into one of the most bizarre mono-red lifegain decks possible, but also helps keep you alive if your nonland cards are all shuffled to near the bottom of the deck."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Delayed Blast Fireball"}},{"insert":" deals significant damage to opponents and creatures for just 3 mana when exiled by Q. "},{"insert":{"card-link":"Maddening Hex"}},{"insert":" is also a decent amount of damage, although a little less predictable. "},{"insert":{"card-link":"Prisoner's Dilemma"}},{"insert":" damage also starts to add up if players don’t properly cooperate."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"For exile synergy, "},{"insert":{"card-link":"Nalfeshnee"}},{"insert":" and "},{"insert":{"card-link":"Keeper of Secrets"}},{"insert":" both cause large amounts of damage across a game if you can cast one each turn. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"However, I think "},{"insert":{"card-link":"Memory Worm"}},{"insert":" might actually be the strongest card in the deck because of how easy it is to cast multiple times a turn. For similar reasons, I’m a big fan of "},{"insert":{"card-link":"Shadow of the Goblin"}},{"insert":"."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Seven Dwarves"}},{"insert":" become really big threats really quickly if you can cast a few of them in a single turn."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Maximum Carnage"}},{"insert":" is a great saga to only cast once per turn, since it protects you, ramps you, and damages your opponents. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Ensnaring Bridge"}},{"insert":" also provides you with a decent amount of protection, since you will probably run low on cards with this deck and "},{"insert":{"card-link":"Curse of Hospitality"}},{"insert":" makes it difficult to justify attacking you when hitting someone else gets them so much impulse draw."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" and "},{"insert":{"card-link":"Glaring Fleshraker"}},{"insert":" both provide reliable pings of damage each turn throughout a game that can whittle down your opponents."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\nMost of the deck is just basic mountains to synergise with "},{"insert":{"card-link":"Valakut, the Molten Pinnacle"}},{"insert":". I have included a couple lands that can copy land effects like "},{"insert":{"card-link":"Vesuva"}},{"insert":" to double up on these Valakut triggers. Alternatively, there is also the classic combo of "},{"insert":{"card-link":"Dark Depths"}},{"insert":" and "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":". \n\nOne thing I would caution against is including any mdfc lands, as Q might hit them and they can be overcosted for what we want to do. Shoutout to bouncelands like "},{"insert":{"card-link":"Guildless Commons"}},{"insert":" that allow you to get a land drop and also keep cards in your hand for more Q-casting spell shenanigans.\n\nIf you run low on cards in hand or exile a 5+ mana card with Q's ability, you are likely to end up mana-flooded. To help with this, the deck includes some utility lands that can draw you cards like "},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":", "},{"insert":{"card-link":"Mikokoro, Center of the Sea"}},{"insert":", or "},{"insert":{"card-link":"War Room"}},{"insert":". Other than that, the rest of the lands are mostly utility lands like "},{"insert":{"card-link":"Kher Keep"}},{"insert":", "},{"insert":{"card-link":"Abstergo Entertainment"}},{"insert":", or "},{"insert":{"card-link":"Talon Gates of Madara"}},{"insert":" that allow you to keep yourself and your permanents alive. \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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Big Creatures
Nalfeshnee
Flying
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Whenever you cast a spell from exile, copy it. You may choose new targets for the copy. If it's a permanent spell, the copy gains haste and "At the beginning of the end step, sacrifice this permanent." (A copy of a permanent spell becomes a token.)
Creature - Beast Demon

Big Creatures
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Burn
Delayed Blast Fireball
Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Instant

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

Rite of the Raging Storm
Creatures named Lightning Rager can't attack you or planeswalkers you control.
At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
At the beginning of each player's upkeep, that player creates a 5/1 red Elemental creature token named Lightning Rager. It has trample, haste, and "At the beginning of the end step, sacrifice this token."
Enchantment

Burn
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Land
Dark Depths
Dark Depths enters with ten ice counters on it.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
: Remove an ice counter from Dark Depths.
When Dark Depths has no ice counters on it, sacrifice it. If you do, create Marit Lage, a legendary 20/20 black Avatar creature token with flying and indestructible.
Legendary Snow 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

Land
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More Qs
Heart-Shaped Herb
If a source an opponent controls would deal damage to you, prevent 1 of that damage.
, , Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch.
, , Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch.
Artifact

Twinflame
Strive — This spell costs more to cast for each target beyond the first.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
Choose any number of target creatures you control. For each of them, create a token that's a copy of that creature, except it has haste. Exile those tokens at the beginning of the next end step.
Sorcery

More Qs
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Protection
Curse of Hospitality
Enchant player
Creatures attacking enchanted player have trample.
Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.
Creatures attacking enchanted player have trample.
Whenever a creature deals combat damage to enchanted player, that player exiles the top card of their library. Until end of turn, that creature's controller may play that card and they may spend mana as though it were mana of any color to cast that spell.
Enchantment - Aura Curse

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

Protection
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":{"card-link":"Q, Stacking the Deck"}},{"insert":" is a pretty innovative card that has a really fun mechanic to build around. By exiling cards from your hand, you can break the singleton nature of commander with whatever card you choose. The strongest way to use this effect is probably to build a deck of cascade triggers. I have instead gone a slightly more unhinged strategy of cards that synergise with being cast from exile.\n\nOne of the deckbuilding joys of a commander like Q is that lands become spells later anyway, and your commander tutors up at least one spell for you. This means you can have a silly number of lands without risking flooding too much. Because your dexk contains virtually no ramp, you should always start the game wth at least 4 lands in hand. I would actually aggressively mulligan to remove nonland cards from your hand at the beginning of the game.\n\nSince Q’s enter the battlefield effect perpetually changes the card exiled, you can attack and block with Q quite aggressively. After all, anyone who removes Q is doing you a favour by giving you a fun new card to cast each turn. \n\nEvery card in the deck has been included with the thought that it should function when exiled by Q, and then hopefully also not be terrible when drawn.\n"},{"insert":{"card-link":"Cursed Mirror"}},{"insert":" and "},{"insert":{"card-link":"Heart-Shaped Herb"}},{"insert":" let you copy Q with an added upside to each. "},{"insert":{"card-link":"Thieves' Auction"}},{"insert":" also allows you to do this, but is a pretty salt-inducing card, so I have kept it in the maybeboard. Please speak with your playgroup before running it."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Elixir of Immortality"}},{"insert":" turns you into one of the most bizarre mono-red lifegain decks possible, but also helps keep you alive if your nonland cards are all shuffled to near the bottom of the deck."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Delayed Blast Fireball"}},{"insert":" deals significant damage to opponents and creatures for just 3 mana when exiled by Q. "},{"insert":{"card-link":"Maddening Hex"}},{"insert":" is also a decent amount of damage, although a little less predictable. "},{"insert":{"card-link":"Prisoner's Dilemma"}},{"insert":" damage also starts to add up if players don’t properly cooperate."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"For exile synergy, "},{"insert":{"card-link":"Nalfeshnee"}},{"insert":" and "},{"insert":{"card-link":"Keeper of Secrets"}},{"insert":" both cause large amounts of damage across a game if you can cast one each turn. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"However, I think "},{"insert":{"card-link":"Memory Worm"}},{"insert":" might actually be the strongest card in the deck because of how easy it is to cast multiple times a turn. For similar reasons, I’m a big fan of "},{"insert":{"card-link":"Shadow of the Goblin"}},{"insert":"."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Seven Dwarves"}},{"insert":" become really big threats really quickly if you can cast a few of them in a single turn."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Maximum Carnage"}},{"insert":" is a great saga to only cast once per turn, since it protects you, ramps you, and damages your opponents. "},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Ensnaring Bridge"}},{"insert":" also provides you with a decent amount of protection, since you will probably run low on cards with this deck and "},{"insert":{"card-link":"Curse of Hospitality"}},{"insert":" makes it difficult to justify attacking you when hitting someone else gets them so much impulse draw."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":{"card-link":"Scrawling Crawler"}},{"insert":" and "},{"insert":{"card-link":"Glaring Fleshraker"}},{"insert":" both provide reliable pings of damage each turn throughout a game that can whittle down your opponents."},{"attributes":{"list":"true"},"insert":"\n"},{"insert":"\nMost of the deck is just basic mountains to synergise with "},{"insert":{"card-link":"Valakut, the Molten Pinnacle"}},{"insert":". I have included a couple lands that can copy land effects like "},{"insert":{"card-link":"Vesuva"}},{"insert":" to double up on these Valakut triggers. Alternatively, there is also the classic combo of "},{"insert":{"card-link":"Dark Depths"}},{"insert":" and "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":". \n\nOne thing I would caution against is including any mdfc lands, as Q might hit them and they can be overcosted for what we want to do. Shoutout to bouncelands like "},{"insert":{"card-link":"Guildless Commons"}},{"insert":" that allow you to get a land drop and also keep cards in your hand for more Q-casting spell shenanigans.\n\nIf you run low on cards in hand or exile a 5+ mana card with Q's ability, you are likely to end up mana-flooded. To help with this, the deck includes some utility lands that can draw you cards like "},{"insert":{"card-link":"Bonders' Enclave"}},{"insert":", "},{"insert":{"card-link":"Mikokoro, Center of the Sea"}},{"insert":", or "},{"insert":{"card-link":"War Room"}},{"insert":". Other than that, the rest of the lands are mostly utility lands like "},{"insert":{"card-link":"Kher Keep"}},{"insert":", "},{"insert":{"card-link":"Abstergo Entertainment"}},{"insert":", or "},{"insert":{"card-link":"Talon Gates of Madara"}},{"insert":" that allow you to keep yourself and your permanents alive. \n"}]}






























