Tukito
60 views2 hrs ago
Commander
Size: 101Salt sum: 43.03
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
{"ops":[{"insert":"Welcome to a different kind of Dimir Control. Most Jon Irenicus decks try to donate terrible, game-losing creatures like "},{"insert":{"card-link":"Archfiend of the Dross"}},{"insert":" or "},{"insert":{"card-link":"Rust Elemental"}},{"insert":". This deck takes a sleeker, more reliable approach: we donate cheap, unblockable creatures, force our opponents to beat each other to death, and hide behind a wall of instant-speed interaction while drawing massive amounts of cards.\n\nInstead of handing out toxic threats that make us the archenemy, we give away small, evasive creatures. These act as political toys rather than immediate problems for the receiver. The goal is to play cheap creatures with useful enter-the-battlefield or sacrifice abilities that benefit us early on. Because these creatures are inherently harmless on their own, we aren't punished if Jon gets removed in our second main phase and we get stuck sitting on them.\n\nBuilt for a mid-power, interactive meta (Bracket 2), this list eschews zero-mana counterspells and infinite combos in favor of rigorous curve management, political manipulation, and asymmetric board states.\n\nThe Golden Curve (Early Game)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck is meticulously constructed to execute the same opening sequence in almost every game. The high density of 1-drops and 2-mana rocks guarantees this setup:\n"},{"attributes":{"bold":true},"insert":"Turn 1 (The Setup):"},{"insert":" Play an evasive 1-drop: "},{"insert":{"card-link":"Slither Blade"}},{"insert":", "},{"insert":{"card-link":"Changeling Outcast"}},{"insert":", "},{"insert":{"card-link":"Triton Shorestalker"}},{"insert":", ..."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 2 (The Ramp):"},{"insert":" Play a 2-mana rock"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 3 (The Engine):"},{"insert":" Cast "},{"insert":{"card-link":"Jon Irenicus, Shattered One"}},{"insert":". Move to your end step and donate the evasive 1-drop to an opponent. Jon puts two +1/+1 counters on it and goads it permanently."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFrom Turn 3 onwards, your engine is online. The opponent is forced to attack other players with a 3/3 unblockable creature. Whenever they do, you draw a card.\n\nDraw/Go Control (Mid Game)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nOnce Jon is on the field, the deck transitions entirely into a Draw/Go control strategy. You rarely want to tap out during your own main phase. Instead, you pass the turn with open mana. You want to be harmless looking and not having massive turns on your own.\n"},{"attributes":{"bold":true},"insert":"Passive Card Draw:"},{"insert":" If you donate a few creatures, you will naturally draw 2 to 3 cards per turn cycle just by watching your opponents attack each other."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Instant-Speed Policing:"},{"insert":" You hold up mana for instant interaction. You only interact if someone threatens Jon, tries to combo off, or attacks you with a non-goaded threat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Crime Pays:"},{"insert":" Because we rely heavily on spot removal and bounce spells, we constantly commit \"crimes\" on our opponents' turns. This turns "},{"attributes":{"italic":true},"insert":{"card-link":"Gisa, the Hellraiser"}},{"attributes":{"italic":true},"insert":" "},{"insert":"into an absolute powerhouse, passively generating an army of 3/3 Menace Zombies while we leave our mana up for counterplay. We also run "},{"insert":{"card-link":"Gisa, Glorious Resurrector"}},{"insert":", who steals dead opposing creatures and brings them back with Decayed. When we donate those Decayed creatures with Jon, his \"can't be sacrificed\" clause overrides the Decayed drawback, giving our opponents permanent attackers. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe Endgame: How We Finish"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nJon Irenicus lists often struggle with the 1v1 phase. Goad forces creatures to attack other players, but if there is only one opponent left, they are legally allowed (and forced) to attack "},{"attributes":{"italic":true},"insert":"you"},{"insert":" with the massive army you built for them. Because a dedicated combo line isn't the focus here, the deck relies on adaptable attrition and asymmetric blowouts to close the game:\n\n"},{"attributes":{"bold":true},"insert":"Reclaiming the Army:"},{"insert":" When the game enters the 1v1 phase, you can use mass-bounce effects ("},{"insert":{"card-link":"Filter Out"}},{"insert":", "},{"insert":{"card-link":"Aetherize"}},{"insert":", "},{"insert":{"card-link":"Wave Goodbye"}},{"insert":") or repeatable bounce ("},{"insert":{"card-link":"Crystal Shard"}},{"insert":", "},{"insert":{"card-link":"Waterfront Bouncer"}},{"insert":") to return your donated creatures to your own hand, leaving the final opponent defenseless. "},{"insert":{"card-link":"Homeward Path"}},{"insert":" would be the best choice here, probably in combination with an "},{"insert":{"card-link":"Expedition Map"}},{"insert":" to find it, but I don't own one."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Borrowing Lethal:"},{"insert":" "},{"insert":{"card-link":"Reins of Power"}},{"insert":" serves as the ultimate finisher. Swap creatures with the final opponent for one turn, and hit them in the face with the very monsters you pumped up for them all game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Heavy Hitters:"},{"insert":" If the donated 1-drops aren't enough to cross the finish line, we run a few resilient Dimir staples to close out the game. Cards like "},{"insert":{"card-link":"The Scarab God"}},{"insert":", "},{"insert":{"card-link":"Doom Whisperer"}},{"insert":" provide massive, standalone board presence and value engines that function perfectly even if Jon is kept off the board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"}]}
Jon Irenicus, Shattered One
At the beginning of your end step, target opponent gains control of up to one target creature you control. Put two +1/+1 counters on it and tap it. It's goaded for the rest of the game and it gains "This creature can't be sacrificed." (It attacks each combat if able and attacks a player other than you if able.)
Whenever a creature you own but don't control attacks, you draw a card.
Whenever a creature you own but don't control attacks, you draw a card.
Legendary Creature - Wizard Elf

Commander
(Ctrl to add secondary)
Draw
(Ctrl to add secondary)
Gift
(Ctrl to add secondary)
Gisa, Glorious Resurrector
If a creature an opponent controls would die, exile it instead.
At the beginning of your upkeep, put all creature cards exiled with Gisa onto the battlefield under your control. They gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
At the beginning of your upkeep, put all creature cards exiled with Gisa onto the battlefield under your control. They gain decayed. (A creature with decayed can't block. When it attacks, sacrifice it at end of combat.)
Legendary Creature - Human Wizard

Gisa, the Hellraiser
Ward—, Pay 2 life.
Skeletons and Zombies you control get +1/+1 and have menace.
Whenever you commit a crime, create two tapped 2/2 blue and black Zombie Rogue creature tokens. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Skeletons and Zombies you control get +1/+1 and have menace.
Whenever you commit a crime, create two tapped 2/2 blue and black Zombie Rogue creature tokens. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)
Legendary Creature - Human Warlock

Starscream, Power Hungry
More Than Meets the Eye (You may cast this card converted for .)
Flying
Whenever you draw a card, if you're the monarch, target opponent loses 2 life.
Whenever one or more creatures deal combat damage to you, convert Starscream.
Flying
Whenever you draw a card, if you're the monarch, target opponent loses 2 life.
Whenever one or more creatures deal combat damage to you, convert Starscream.
Legendary Creature Artifact - Robot


The Scarab God
At the beginning of your upkeep, each opponent loses X life and you scry X, where X is the number of Zombies you control.
: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.
When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.
: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.
When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.
Legendary Creature - God

Good stuff
(Ctrl to add secondary)
Land
(Ctrl to add secondary)
Dreamtide Whale
Vanishing 2 (This creature enters with two time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever a player casts their second spell each turn, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Whale

Proliferate
(Ctrl to add secondary)
Protection
(Ctrl to add secondary)
Ramp
(Ctrl to add secondary)
Delay
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

Ertai Resurrected
Flash
When Ertai Resurrected enters, choose up to one —
• Counter target spell, activated ability, or triggered ability. Its controller draws a card.
• Destroy another target creature or planeswalker. Its controller draws a card.
When Ertai Resurrected enters, choose up to one —
• Counter target spell, activated ability, or triggered ability. Its controller draws a card.
• Destroy another target creature or planeswalker. Its controller draws a card.
Legendary Creature - Human Wizard Phyrexian

Thieving Skydiver
Kicker . X can't be 0. (You may pay an additional as you cast this spell.)
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Flying
When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.
Creature - Merfolk Rogue

Volatile Stormdrake
Flying, hexproof from activated and triggered abilities
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get , then sacrifice that creature unless you pay an amount of equal to its mana value.
Creature - Drake

Removal
(Ctrl to add secondary)
Stalactite Stalker
Menace
At the beginning of your end step, if you descended this turn, put a +1/+1 counter on this creature. (You descended if a permanent card was put into your graveyard from anywhere.)
, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is this creature's power.
At the beginning of your end step, if you descended this turn, put a +1/+1 counter on this creature. (You descended if a permanent card was put into your graveyard from anywhere.)
, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is this creature's power.
Creature - Goblin Rogue

The Watcher in the Water
The Watcher in the Water enters tapped with nine stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Whenever you draw a card during an opponent's turn, create a 1/1 blue Tentacle creature token.
Whenever a Tentacle you control dies, untap up to one target Kraken and put a stun counter on up to one target nonland permanent.
Legendary Creature - Kraken

Maybeboard
(Ctrl to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"Welcome to a different kind of Dimir Control. Most Jon Irenicus decks try to donate terrible, game-losing creatures like "},{"insert":{"card-link":"Archfiend of the Dross"}},{"insert":" or "},{"insert":{"card-link":"Rust Elemental"}},{"insert":". This deck takes a sleeker, more reliable approach: we donate cheap, unblockable creatures, force our opponents to beat each other to death, and hide behind a wall of instant-speed interaction while drawing massive amounts of cards.\n\nInstead of handing out toxic threats that make us the archenemy, we give away small, evasive creatures. These act as political toys rather than immediate problems for the receiver. The goal is to play cheap creatures with useful enter-the-battlefield or sacrifice abilities that benefit us early on. Because these creatures are inherently harmless on their own, we aren't punished if Jon gets removed in our second main phase and we get stuck sitting on them.\n\nBuilt for a mid-power, interactive meta (Bracket 2), this list eschews zero-mana counterspells and infinite combos in favor of rigorous curve management, political manipulation, and asymmetric board states.\n\nThe Golden Curve (Early Game)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"This deck is meticulously constructed to execute the same opening sequence in almost every game. The high density of 1-drops and 2-mana rocks guarantees this setup:\n"},{"attributes":{"bold":true},"insert":"Turn 1 (The Setup):"},{"insert":" Play an evasive 1-drop: "},{"insert":{"card-link":"Slither Blade"}},{"insert":", "},{"insert":{"card-link":"Changeling Outcast"}},{"insert":", "},{"insert":{"card-link":"Triton Shorestalker"}},{"insert":", ..."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 2 (The Ramp):"},{"insert":" Play a 2-mana rock"},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turn 3 (The Engine):"},{"insert":" Cast "},{"insert":{"card-link":"Jon Irenicus, Shattered One"}},{"insert":". Move to your end step and donate the evasive 1-drop to an opponent. Jon puts two +1/+1 counters on it and goads it permanently."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFrom Turn 3 onwards, your engine is online. The opponent is forced to attack other players with a 3/3 unblockable creature. Whenever they do, you draw a card.\n\nDraw/Go Control (Mid Game)"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nOnce Jon is on the field, the deck transitions entirely into a Draw/Go control strategy. You rarely want to tap out during your own main phase. Instead, you pass the turn with open mana. You want to be harmless looking and not having massive turns on your own.\n"},{"attributes":{"bold":true},"insert":"Passive Card Draw:"},{"insert":" If you donate a few creatures, you will naturally draw 2 to 3 cards per turn cycle just by watching your opponents attack each other."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Instant-Speed Policing:"},{"insert":" You hold up mana for instant interaction. You only interact if someone threatens Jon, tries to combo off, or attacks you with a non-goaded threat."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Crime Pays:"},{"insert":" Because we rely heavily on spot removal and bounce spells, we constantly commit \"crimes\" on our opponents' turns. This turns "},{"attributes":{"italic":true},"insert":{"card-link":"Gisa, the Hellraiser"}},{"attributes":{"italic":true},"insert":" "},{"insert":"into an absolute powerhouse, passively generating an army of 3/3 Menace Zombies while we leave our mana up for counterplay. We also run "},{"insert":{"card-link":"Gisa, Glorious Resurrector"}},{"insert":", who steals dead opposing creatures and brings them back with Decayed. When we donate those Decayed creatures with Jon, his \"can't be sacrificed\" clause overrides the Decayed drawback, giving our opponents permanent attackers. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe Endgame: How We Finish"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nJon Irenicus lists often struggle with the 1v1 phase. Goad forces creatures to attack other players, but if there is only one opponent left, they are legally allowed (and forced) to attack "},{"attributes":{"italic":true},"insert":"you"},{"insert":" with the massive army you built for them. Because a dedicated combo line isn't the focus here, the deck relies on adaptable attrition and asymmetric blowouts to close the game:\n\n"},{"attributes":{"bold":true},"insert":"Reclaiming the Army:"},{"insert":" When the game enters the 1v1 phase, you can use mass-bounce effects ("},{"insert":{"card-link":"Filter Out"}},{"insert":", "},{"insert":{"card-link":"Aetherize"}},{"insert":", "},{"insert":{"card-link":"Wave Goodbye"}},{"insert":") or repeatable bounce ("},{"insert":{"card-link":"Crystal Shard"}},{"insert":", "},{"insert":{"card-link":"Waterfront Bouncer"}},{"insert":") to return your donated creatures to your own hand, leaving the final opponent defenseless. "},{"insert":{"card-link":"Homeward Path"}},{"insert":" would be the best choice here, probably in combination with an "},{"insert":{"card-link":"Expedition Map"}},{"insert":" to find it, but I don't own one."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Borrowing Lethal:"},{"insert":" "},{"insert":{"card-link":"Reins of Power"}},{"insert":" serves as the ultimate finisher. Swap creatures with the final opponent for one turn, and hit them in the face with the very monsters you pumped up for them all game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Heavy Hitters:"},{"insert":" If the donated 1-drops aren't enough to cross the finish line, we run a few resilient Dimir staples to close out the game. Cards like "},{"insert":{"card-link":"The Scarab God"}},{"insert":", "},{"insert":{"card-link":"Doom Whisperer"}},{"insert":" provide massive, standalone board presence and value engines that function perfectly even if Jon is kept off the board."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"header":3},"insert":"\n"}]}








































































