117 views3 hrs ago
Commander
Size: 100Salt sum: 37.72
 avatar

a200503807

117 views3 hrs ago
Commander
Size: 100Salt sum: 37.72

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"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

Qty: 1 Price: $6.99
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
Q, Stacking the Deck (trk) 165

Commander

(CTRL to add secondary)

Big Creatures

Qty: 3 Price: $11.17
Memory Worm
Paradox — Whenever you cast a spell from anywhere other than your hand, this creature deals 2 damage to target player. That player discards a card, then draws a card. Put a +1/+1 counter on this creature.
Creature - Worm Alien
Memory Worm (who) 90
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.)
Creature - Beast Demon
Nalfeshnee (clb) 632
Seven Dwarves
This creature gets +1/+1 for each other creature named Seven Dwarves you control.
A deck can have up to seven cards named Seven Dwarves.
Creature - Dwarf
Seven Dwarves (eld) 141

Big Creatures

(CTRL to add secondary)

Burn

Qty: 8 Price: $63.72
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.)
Instant
Delayed Blast Fireball (clb) 630
Glaring Fleshraker
Whenever you cast a colorless spell, create a 0/1 colorless Eldrazi Spawn creature token with "Sacrifice this token: Add
."
Whenever another colorless creature you control enters, this creature deals 1 damage to each opponent.
Creature - Eldrazi Drone
Glaring Fleshraker (mh3) 7
Keeper of Secrets
First strike, haste
Symphony of Pain — Whenever you cast a spell from anywhere other than your hand, this creature deals damage equal to that spell's mana value to target opponent.
Creature - Demon
Keeper of Secrets (40k) 78
Maddening Hex
Enchant player
Whenever enchanted player casts a noncreature spell, roll a d6. This Aura deals damage to that player equal to the result. Then attach this Aura to another one of your opponents chosen at random.
Enchantment - Aura Curse
Maddening Hex (spg) 70
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
Sorcery
Prisoner's Dilemma (mkc) 344
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."
Enchantment
Rite of the Raging Storm (c15) 30
Scrawling Crawler
At the beginning of your upkeep, each player draws a card.
Whenever an opponent draws a card, that player loses 1 life.
Creature Artifact - Construct Phyrexian
Scrawling Crawler (fdn) 354
Shadow of the Goblin
Unreliable Visions — At the beginning of your first main phase, discard a card. If you do, draw a card.
Undying Vengeance — Whenever you play a land or cast a spell from anywhere other than your hand, this enchantment deals 1 damage to each opponent.
Enchantment
Shadow of the Goblin (spm) 262

Burn

(CTRL to add secondary)

Land

Qty: 80 Price: $430.36
Abstergo Entertainment
: Add
.
,
: Add one mana of any color.
,
, Exile Abstergo Entertainment: Return up to one target historic card from your graveyard to your hand, then exile all graveyards. (Artifacts, legendaries, and Sagas are historic.)
Legendary Land
Abstergo Entertainment (acr) 171
Arid Archway
This land enters tapped.
When this land enters, return a land you control to its owner's hand. If another Desert was returned this way, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
: Add
.
Land - Desert
Arid Archway (otj) 252
Baxter Building
: Add
.
,
: Add four mana in any combination of colors.
,
: Draw a card. Activate only if you control a creature with toughness 4 or greater.
Land
Baxter Building (msh) 261
Bonders' Enclave
: Add
.
,
: Draw a card. Activate only if you control a creature with power 4 or greater.
Land
Bonders' Enclave (eos) 49
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (2x2) 402
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.
Legendary Snow Land
Dark Depths (dmr) 454
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.
Land
Den of the Bugbear (afr) 254
Dormant Volcano
This land enters tapped.
When this land enters, sacrifice it unless you return an untapped Mountain you control to its owner's hand.
: Add
.
Land
Dormant Volcano (cm2) 246
Guildless Commons
This land enters tapped.
When this land enters, return a land you control to its owner's hand.
: Add
.
Land
Guildless Commons (cmm) 1003
Kher Keep
: Add
.
,
: Create a 0/1 red Kobold creature token named Kobolds of Kher Keep.
Legendary Land
Kher Keep (frc) 75
Mikokoro, Center of the Sea
: Add
.
,
: Each player draws a card.
Legendary Land
Mikokoro, Center of the Sea (dmc) 217
Mirrorpool
This land enters tapped.
: Add
.
,
, Sacrifice this land: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
,
, Sacrifice this land: Create a token that's a copy of target creature you control.
Land
Mirrorpool (eos) 72
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (thb) 253
Sanctum of Eternity
: Add
.
,
: Return target commander you own from the battlefield to your hand. Activate only during your turn.
Land
Sanctum of Eternity (c19) 59
Sokenzan, Crucible of Defiance
: Add
.
Channel —
, Discard this card: Create two 1/1 colorless Spirit creature tokens. They gain haste until end of turn. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Sokenzan, Crucible of Defiance (neo) 276
Strip Mine
: Add
.
, Sacrifice this land: Destroy target land.
Land
Strip Mine (eos) 85
Talon Gates of Madara
When this land enters, up to one target creature phases out.
: Add
.
,
: Add one mana of any color.
: Put this card from your hand onto the battlefield.
Land - Gate
Talon Gates of Madara (m3c) 82
Thespian's Stage
: Add
.
,
: This land becomes a copy of target land, except it has this ability.
Land
Thespian's Stage (eos) 179
Valakut, the Molten Pinnacle
This land enters tapped.
Whenever a Mountain you control enters, if you control at least five other Mountains, you may have this land deal 3 damage to any target.
: Add
.
Land
Valakut, the Molten Pinnacle (slp) 14
Vesuva
You may have this land enter tapped as a copy of any land on the battlefield.
Land
Vesuva (tsr) 289
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (soc) 422

Land

(CTRL to add secondary)

More Qs

Qty: 4 Price: $47.56
Cursed Mirror
: Add
.
As this artifact enters, you may have it become a copy of any creature on the battlefield until end of turn, except it has haste.
Artifact
Cursed Mirror (c21) 377
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.
Artifact
Heart-Shaped Herb (msc) 435
Molten Duplication
Create a token that's a copy of target artifact or creature you control, except it's an artifact in addition to its other types. It gains haste until end of turn. Sacrifice it at the beginning of the next end step.
Sorcery
Molten Duplication (big) 44
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.
Sorcery
Twinflame (soc) 258

More Qs

(CTRL to add secondary)

Protection

Qty: 4 Price: $26.26
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.
Enchantment - Aura Curse
Curse of Hospitality (vow) 377
Elixir of Immortality
,
: You gain 5 life. Shuffle this artifact and your graveyard into their owner's library.
Artifact
Elixir of Immortality (sld) 1634
Ensnaring Bridge
Creatures with power greater than the number of cards in your hand can't attack.
Artifact
Ensnaring Bridge (ltc) 350
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.
Enchantment - Saga
Maximum Carnage (spm) 83

Protection

(CTRL to add secondary)

Maybeboard

Qty: 1 Price: $6.49
Thieves' Auction
Exile all nontoken permanents. Starting with you, each player chooses one of the exiled cards and puts it onto the battlefield tapped under their control. Repeat this process until all cards exiled this way have been chosen.
Sorcery
Thieves' Auction (mmq) 218

Maybeboard

(CTRL to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
0 pips - 0 cards
0 mana - 4 cards
20 pips - 15 cards
75 mana - 70 cards
0 pips - 0 cards
0 mana - 4 cards
1 pip - 1 card
18 mana - 16 cards
CategoriesQtyOdds
Click charts to focus on cards
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"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards