Maelian
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Commander
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{"ops":[{"insert":"This is a Golgari, graveyard-oriented deck lead by "},{"insert":{"card-link":"Erinis, Gloom Stalker"}},{"insert":" and "},{"insert":{"card-link":"Haunted One"}},{"insert":", intended to play at bracket 3. The deck wins through combat damage and attrition, ideally forming a midrange gameplan with a dense interaction package to stop opposing plans and grind to the late game. \n\nThe idea is to use Haunted One to create a Golgari 'Blink' deck: rathering than using traditional 'exile, then return' effects, this deck rebuys ETB effects by giving a creature Undying from the command zone and making sure that it dies, most commonly with a sacrifice effect. Then, its Undying lets it return to the battlefield once more with a +1/+1 counter. While almost no creature in the deck shares a creature type with Erinis (and therefore doesn't benefit from Haunted One by itself), the deck runs some equipments, as well as "},{"insert":{"card-link":"Arachnoform"}},{"insert":", that can effectively grand Erinis changeling. It finds these with tutors, or by milling extensively and getting it back from the graveyard (for instance, with "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":"). This together establishes a board state that repeats ETB effects for value and interaction. \n\nI choose Erinis as the commander to pair with Haunted One, since she taps for her attack trigger to trigger Haunted One, and is a realiable and consistent form of ramp from the command zone. I used the ramp from the command zone to exclude ramp in the 98, leaving more room for interaction in particular and creating a consistent gameplan that isn't impacted by whether you draw accelleration in the opening hand. Furthermore, Erinis (hopefully) doesn't attract too much hate by herself. A more explosive commander likely would not work as well, since it would attract premature removal before the Haunted One + Changeling equipement based Blink engine can fully come online. Finally, the ramp that Erinis provides can help to hardcast expensive creatures that would otherwise be stuck in hand. \n\nI combined this ETB-based strategy with a general self-mill/recursion plan. This is because recursion is also a form to rebuy ETBs: this deck happily sacrifices a creature to then use "},{"insert":{"card-link":"Reanimate"}},{"insert":" on it and get its ETB back. Furthermore, if a creature enters from the graveyard through Undying, Undying won't bring it back if the creature dies after Erinis has tapped at a later point in time. This is because the creature enters with a +1/+1 counter, and Undying doesn't bring creatures that had a counter on them back when they die. Hence, being able to bring a creature back from the graveyard through other means is a good way to effectively remove a +1/+1 counter and enable another round of Undying. Finally, there is a good number of creatures that have useful ETBs for a self-mill/recursion strategy, such as "},{"insert":{"card-link":"Stitcher's Supplier"}},{"insert":" or "},{"insert":{"card-link":"Lluwen, Imperfect Naturalist"}},{"insert":". \n\nAs a backup option, the deck has a plan to cheat "},{"insert":{"card-link":"Marit Lage"}},{"insert":" into play with "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":" or "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":". I included this to be able to apply extra pressure, and because most of these fit nicely into the landbase. Erinis's land recursion ability also synergises neatly with this strategy. \n\nA general mulligan strategy for this deck is as follows: preferably, you'd want 3 lands to cast Erinis on turn 3, and something useful to do on turn 1 or turn 2. The most useful thing to do, in my opinion, is to ensure that a land hits the yard. So, for instance, I woudl be happy to see "},{"insert":{"card-link":"Glowspore Shaman"}},{"insert":" or "},{"insert":{"card-link":"Liliana the Repentant"}},{"insert":". A fetchland also works. If you can't find 3 lands, then 2 lands with a way to get a third land on turn 3, such as "},{"insert":{"card-link":"Night's Whisper"}},{"insert":" or "},{"insert":{"card-link":"Satyr Wayfinder"}},{"insert":", is also acceptable. However, since you'd absolutely want to cast Erinis on turn 3, I would not gable on a 2-land hand with no way to dig for a third land. I'd also keep a 3-land hand that has nothing to do on turns 1-2 if it contains cards that continously generate value later, such as "},{"insert":{"card-link":"Six"}},{"insert":", and if I can reasonably expect that a land will be in the graveyard by turn 4. Something like "},{"insert":{"card-link":"Fabled Passage"}},{"insert":" will do just fine. \n\nA final note: I've found that running 40 lands (not including "},{"insert":{"card-link":"Dark Depths"}},{"insert":") in combination with Erinis suffices to hit landdrops almost every turn and play an extra land from the graveyard from turn 4 onward (assuming you can keep Erinis around). Adding more ramp isn't necessary in my opinion: I found that ramping into Erinis is contraproductive, since it's quite difficult to guarantee that a land is in the graveyard on turn 3 if you played ramp on turn 1 and Erinis on turn 2. The deck also doesn't need more mana in general, assuming that Erinis sticks around from turn 4 onwards. Hence why this Golgari deck doesn't run any traditional ramp. \n\n"}]}
Haunted One
Commander creatures you own have "Whenever this creature becomes tapped, it and other creatures you control that share a creature type with it each get +2/+0 and gain undying until end of turn." (When a creature with undying 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.)
Legendary Enchantment - Background

Commander
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Tom, Bert, and William
, Sacrifice another creature: Draw cards equal to the sacrificed creature's power, then discard a card.
When Tom, Bert, and William die, if they were a creature, return them to the battlefield. They're an artifact. (They're no longer a creature.)
When Tom, Bert, and William die, if they were a creature, return them to the battlefield. They're an artifact. (They're no longer a creature.)
Legendary Creature - Troll

Draw
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Liliana the Repentant
Whenever another creature or planeswalker you control enters, mill two cards.
Exhaust — : Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter on Liliana. Activate only as a sorcery. (Activate each exhaust ability only once.)
Exhaust — : Return target creature or planeswalker card from your graveyard to the battlefield. Put a +1/+1 counter on Liliana. Activate only as a sorcery. (Activate each exhaust ability only once.)
Legendary Creature - Human Warlock

Lluwen, Imperfect Naturalist
When Lluwen enters, mill four cards, then you may put a creature or land card from among the milled cards on top of your library.
, , Discard a land card: Create a 1/1 black and green Worm creature token for each land card in your graveyard.
, , Discard a land card: Create a 1/1 black and green Worm creature token for each land card in your graveyard.
Legendary Creature - Elf Druid

Trystan, Callous Cultivator
Deathtouch
Whenever this creature enters or transforms into Trystan, Callous Cultivator, mill three cards. Then if there is an Elf card in your graveyard, you gain 2 life.
At the beginning of your first main phase, you may pay . If you do, transform Trystan.
Whenever this creature enters or transforms into Trystan, Callous Cultivator, mill three cards. Then if there is an Elf card in your graveyard, you gain 2 life.
At the beginning of your first main phase, you may pay . If you do, transform Trystan.
Legendary Creature - Elf Druid


Twilight Diviner
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Creature - Cleric Elf

Fills the Yard
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Stalactite Dagger
When this Equipment enters, create a 1/1 colorless Shapeshifter creature token with changeling. (It's every creature type.)
Equipped creature gets +1/+1 and is all creature types.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equipped creature gets +1/+1 and is all creature types.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Gives All Creature Types
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Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant

Grist, Voracious Larva
Deathtouch
Whenever Grist or another creature you control enters, if it entered from your graveyard or you cast it from your graveyard, you may pay . If you do, exile Grist, then return it to the battlefield transformed under its owner's control.
Whenever Grist or another creature you control enters, if it entered from your graveyard or you cast it from your graveyard, you may pay . If you do, exile Grist, then return it to the battlefield transformed under its owner's control.
Legendary Creature - Insect


Sheoldred
Menace
When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice.
: Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice.
: Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
Legendary Creature - Praetor Phyrexian


Interaction
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Land (Not Including Dark Depths)
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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

Marit Lage
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More ETBs (Create Copies)
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Coiling Rebirth
Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.)
Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
Return target creature card from your graveyard to the battlefield. Then if the gift was promised and that creature isn't legendary, create a token that's a copy of that creature, except it's 1/1.
Sorcery

Quest for the Necropolis
Landfall — Whenever a land you control enters, put a quest counter on this enchantment.
, Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs less to activate for each quest counter on this enchantment. Activate only as a sorcery.
, Sacrifice this enchantment: Put target creature card from a graveyard onto the battlefield under your control. This ability costs less to activate for each quest counter on this enchantment. Activate only as a sorcery.
Enchantment

Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Recursion
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Tutor
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"This is a Golgari, graveyard-oriented deck lead by "},{"insert":{"card-link":"Erinis, Gloom Stalker"}},{"insert":" and "},{"insert":{"card-link":"Haunted One"}},{"insert":", intended to play at bracket 3. The deck wins through combat damage and attrition, ideally forming a midrange gameplan with a dense interaction package to stop opposing plans and grind to the late game. \n\nThe idea is to use Haunted One to create a Golgari 'Blink' deck: rathering than using traditional 'exile, then return' effects, this deck rebuys ETB effects by giving a creature Undying from the command zone and making sure that it dies, most commonly with a sacrifice effect. Then, its Undying lets it return to the battlefield once more with a +1/+1 counter. While almost no creature in the deck shares a creature type with Erinis (and therefore doesn't benefit from Haunted One by itself), the deck runs some equipments, as well as "},{"insert":{"card-link":"Arachnoform"}},{"insert":", that can effectively grand Erinis changeling. It finds these with tutors, or by milling extensively and getting it back from the graveyard (for instance, with "},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":"). This together establishes a board state that repeats ETB effects for value and interaction. \n\nI choose Erinis as the commander to pair with Haunted One, since she taps for her attack trigger to trigger Haunted One, and is a realiable and consistent form of ramp from the command zone. I used the ramp from the command zone to exclude ramp in the 98, leaving more room for interaction in particular and creating a consistent gameplan that isn't impacted by whether you draw accelleration in the opening hand. Furthermore, Erinis (hopefully) doesn't attract too much hate by herself. A more explosive commander likely would not work as well, since it would attract premature removal before the Haunted One + Changeling equipement based Blink engine can fully come online. Finally, the ramp that Erinis provides can help to hardcast expensive creatures that would otherwise be stuck in hand. \n\nI combined this ETB-based strategy with a general self-mill/recursion plan. This is because recursion is also a form to rebuy ETBs: this deck happily sacrifices a creature to then use "},{"insert":{"card-link":"Reanimate"}},{"insert":" on it and get its ETB back. Furthermore, if a creature enters from the graveyard through Undying, Undying won't bring it back if the creature dies after Erinis has tapped at a later point in time. This is because the creature enters with a +1/+1 counter, and Undying doesn't bring creatures that had a counter on them back when they die. Hence, being able to bring a creature back from the graveyard through other means is a good way to effectively remove a +1/+1 counter and enable another round of Undying. Finally, there is a good number of creatures that have useful ETBs for a self-mill/recursion strategy, such as "},{"insert":{"card-link":"Stitcher's Supplier"}},{"insert":" or "},{"insert":{"card-link":"Lluwen, Imperfect Naturalist"}},{"insert":". \n\nAs a backup option, the deck has a plan to cheat "},{"insert":{"card-link":"Marit Lage"}},{"insert":" into play with "},{"insert":{"card-link":"Thespian's Stage"}},{"insert":" or "},{"insert":{"card-link":"Shifting Woodland"}},{"insert":". I included this to be able to apply extra pressure, and because most of these fit nicely into the landbase. Erinis's land recursion ability also synergises neatly with this strategy. \n\nA general mulligan strategy for this deck is as follows: preferably, you'd want 3 lands to cast Erinis on turn 3, and something useful to do on turn 1 or turn 2. The most useful thing to do, in my opinion, is to ensure that a land hits the yard. So, for instance, I woudl be happy to see "},{"insert":{"card-link":"Glowspore Shaman"}},{"insert":" or "},{"insert":{"card-link":"Liliana the Repentant"}},{"insert":". A fetchland also works. If you can't find 3 lands, then 2 lands with a way to get a third land on turn 3, such as "},{"insert":{"card-link":"Night's Whisper"}},{"insert":" or "},{"insert":{"card-link":"Satyr Wayfinder"}},{"insert":", is also acceptable. However, since you'd absolutely want to cast Erinis on turn 3, I would not gable on a 2-land hand with no way to dig for a third land. I'd also keep a 3-land hand that has nothing to do on turns 1-2 if it contains cards that continously generate value later, such as "},{"insert":{"card-link":"Six"}},{"insert":", and if I can reasonably expect that a land will be in the graveyard by turn 4. Something like "},{"insert":{"card-link":"Fabled Passage"}},{"insert":" will do just fine. \n\nA final note: I've found that running 40 lands (not including "},{"insert":{"card-link":"Dark Depths"}},{"insert":") in combination with Erinis suffices to hit landdrops almost every turn and play an extra land from the graveyard from turn 4 onward (assuming you can keep Erinis around). Adding more ramp isn't necessary in my opinion: I found that ramping into Erinis is contraproductive, since it's quite difficult to guarantee that a land is in the graveyard on turn 3 if you played ramp on turn 1 and Erinis on turn 2. The deck also doesn't need more mana in general, assuming that Erinis sticks around from turn 4 onwards. Hence why this Golgari deck doesn't run any traditional ramp. \n\n"}]}










































































