ColbyDigital
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Commander
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Commander
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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

Burn
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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

Counters
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Discard
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Bloodchief Ascension
At the beginning of each end step, if an opponent lost 2 or more life this turn, you may put a quest counter on this enchantment. (Damage causes loss of life.)
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Whenever a card is put into an opponent's graveyard from anywhere, if this enchantment has three or more quest counters on it, you may have that player lose 2 life. If you do, you gain 2 life.
Enchantment

Drain
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Black Market Connections
At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.)
Enchantment

Braids, Arisen Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature - Nightmare

Coercive Portal
Will of the council — At the beginning of your upkeep, starting with you, each player votes for carnage or homage. If carnage gets more votes, sacrifice this artifact and destroy all nonland permanents. If homage gets more votes or the vote is tied, draw a card.
Artifact

Karazikar, the Eye Tyrant
Whenever you attack a player, tap target creature that player controls and goad it. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever an opponent attacks another one of your opponents, you and the attacking player each draw a card and lose 1 life.
Whenever an opponent attacks another one of your opponents, you and the attacking player each draw a card and lose 1 life.
Legendary Creature - Beholder

Khârn the Betrayer
Berzerker — Khârn the Betrayer attacks or blocks each combat if able.
Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards.
The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.
Sigil of Corruption — When you lose control of Khârn the Betrayer, draw two cards.
The Betrayer — If damage would be dealt to Khârn the Betrayer, prevent that damage and an opponent of your choice gains control of it.
Legendary Creature - Berserker Astartes

Wheel of Misfortune
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.
Sorcery

Xantcha, Sleeper Agent
Xantcha enters under the control of an opponent of your choice.
Xantcha attacks each combat if able and can't attack its owner or planeswalkers its owner controls.
: Xantcha's controller loses 2 life and you draw a card. Any player may activate this ability.
Xantcha attacks each combat if able and can't attack its owner or planeswalkers its owner controls.
: Xantcha's controller loses 2 life and you draw a card. Any player may activate this ability.
Legendary Creature - Minion Phyrexian

Draw
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Finisher
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Land
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Kardur, Doomscourge
When Kardur enters, until your next turn, creatures your opponents control attack each combat if able and attack a player other than you if able.
Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life.
Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life.
Legendary Creature - Demon Berserker

Protection
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Ramp
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Mogis, God of Slaughter
Indestructible
As long as your devotion to black and red is less than seven, Mogis isn't a creature.
At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless they sacrifice a creature of their choice.
As long as your devotion to black and red is less than seven, Mogis isn't a creature.
At the beginning of each opponent's upkeep, Mogis deals 2 damage to that player unless they sacrifice a creature of their choice.
Legendary Creature Enchantment - God

Removal
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Theft
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Tutor
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Deck Info
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Description
{"ops":[{"insert":"When I started building around "},{"insert":{"card-link":"Zuko, Conflicted"}},{"insert":" , I didn’t want to make another Rakdos deck that just burns everyone out or sacrifices creatures for value. I also didn’t want the entire strategy to revolve around giving Zuko to other players.\n\nWhat interested me most about his ability was the idea of having to make choices, especially when none of the options are particularly good.\n\nZuko spends much of his story struggling between what he wants, what he’s been taught, and what he knows is right. I wanted the deck to capture some of that conflict by making opponents constantly decide what they’re willing to give up.\n\nThe deck is built around cards that give opponents choices, usually between two things they’d rather avoid.\n\nChoice of Damnations is probably my favorite example. An opponent picks a number, but I get to decide whether that means losing life or sacrificing permanents.\n\nCards like Mogis, God of Slaughter, Braids, Arisen Nightmare, Painful Quandary, and Combustion Man keep that pressure going. Sometimes opponents have to sacrifice creatures, sometimes they lose life, and sometimes they have to decide whether keeping a permanent is worth the damage.\n\nThere are also cards like Pain’s Reward, Browbeat, and Wishclaw Talisman, where players have to weigh the value of getting something against what it might cost them later.\n\nI wanted those decisions to happen throughout the game rather than just having one big political moment.\n\nHow do I win? I gradually wear down everyone’s resources and life totals until the choices become much harder.\n\nTorment of Hailfire is one of the main finishers. Archfiend of Despair and Wound Reflection help turn smaller amounts of damage into serious killers.\n\nI also included Demonic Pact with Harmless Offering and Blim, Comedic Genius because the interaction fits the deck almost too well. You get three beneficial choices, but eventually somebody has to deal with the fourth.\n\nZuko himself is an important part of the theme, even though he isn’t necessarily the main way the deck wins.\n\nHis ability starts out giving useful options, but eventually he runs out of choices and ends up under another player’s control.\n\nI included cards like Homeward Path, Brand, and Sanctum of Eternity to get him back. I like the idea of Zuko changing sides throughout the game and eventually finding his way home.\n\nThe deck also has a downside, some of its strongest effects hurt me too. Spiteful Visions, Descent into Avernus, and Black Market Connections can all become dangerous if I’m not careful. Cards like Sangromancer and Bloodchief Ascension help balance that out.\n\nWhat I like about this build is that opponents aren’t just sitting there taking damage. They actually get to participate in what’s happening, even when their options aren’t great.\n\nI expect some choices to backfire on me, too, especially when opponents start working together or take advantage of the extra resources I’m giving them.\nBut that’s part of what makes the deck interesting to me. Though pulling off a Blasphemous Act that gains me a ton of life with Sangromancer is just silly fun. \n\nI wanted Zuko’s internal conflict to become something the entire table experiences, while still building a deck that has a realistic chance of winning.\n\nAnd hopefully, everyone leaves the game remembering at least one decision they wish they’d made differently.\n"}]}











































































