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Commander
Size: 100Salt sum: 28.61
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S1ll1an

29 views17 hrs ago
Commander
Size: 100Salt sum: 28.61

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{"ops":[{"insert":"Winota is a sweet card, in my opinion. Her mechanic that encourages the 99 to be a balance of humans / non-humans to gain value in combat is unique from both a deckbuilding and gameplay perspective. You need to include cheap non-humans to trigger her ability, and include bomb human creatures to cheat into play for pressure. This also further encourages the deck builder to include strong human creatures which create non-human tokens. Infinite value! \nAlright, I see why Winota is one of the popular cEDH commanders. Her ability allows you to chain triggers in a way that makes being on the receiving end of her combat step very scary. \nHowever, because I neither enjoy the type of deck optimisation that accompanies cEDH deck lists, nor want to break the bank on buying the cardboard to create such a list, I tried to find a way to keep the spirit of Winota's preferred gameplay loop alive, while adding a crushing restriction to make the deck less strong, also providing a deckbuilding challenge. \n\nThis deck (mostly) only includes cards that, like Winota, start with the letter \"W\". Now, funny card name, rule text, flavour text or otherwise language related gimmicks have been a popular bracket 1 trick historically, from my experience. Scion-of-the-ur-dragon decks that only contain cards starting with the letter S (again, thanks for the inspiration, David McDarby) spike my interest as a fun deckbuilding challenge.\nFor this deck however, I found the restriction to be particularly devastating, as there are FEW human creatures in boros that start with a W. This sadly introduces the first bit of stretching room I allowed this deck to have, since I did want the list to be fun and playable, at least. So OK, SOME cards can have their W's as the start of the second or third word in their name. This gives a couple more viable card options, improving the deck's consistency and average impact. \nStill, managing to fill the 99 with only W cards proved to be very difficult, maintaining some idea of cohesion. Second wiggling room rule: card language! A card like Dawnbringer charioteers seemed like a nice addition to the Human creature package, but it just doesn't have that W in its name. well, in english that is! Wagenlenker der Morgenröte sounds like a perfect addition to this deck. We just need to overcome the slight language barrier.\n\nClearly, this deck is built as a bracket 1 deck at heart. Having a cEDH commander pilot such a list is just a really, really fun idea to me. I hope you will too. Go get those W's.\n"}]}
Winota, Joiner of Forces
Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.
Legendary Creature - Human Warrior
Winota, Joiner of Forces (iko) 216

Commander

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Weatherlight
Flying
Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Crew 3
Legendary Artifact - Vehicle
Weatherlight (nec) 165
Witch's Mark
You may discard a card. If you do, draw two cards.
Create a Wicked Role token attached to up to one target creature you control. (If you control another Role on it, put that one into the graveyard. Enchanted creature gets +1/+1. When this token is put into a graveyard, each opponent loses 1 life.)
Sorcery
Witch's Mark (woe) 158

Draw

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Wave of Indifference
X target creatures can't block this turn.
Sorcery
Wave of Indifference (ons) 243

Evasion

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Warrior's Oath
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Sorcery
Warrior's Oath (2x2) 130
Warstorm Surge
Whenever a creature you control enters, it deals damage equal to its power to any target.
Enchantment
Warstorm Surge (fdc) 186
Waves of Aggression
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)
Sorcery
Waves of Aggression (eve) 148
Witch Hunt
Players can't gain life.
At the beginning of your upkeep, this enchantment deals 4 damage to you.
At the beginning of your end step, target opponent chosen at random gains control of this enchantment.
Enchantment
Witch Hunt (plst) C13-133
World at War
After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Sorcery
World at War (trc) 456

Finisher

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Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (mh2) 244
Cathedral of War
This land enters tapped.
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add
.
Land
Cathedral of War (plst) M13-221
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 (lci) 269
Contested War Zone
Whenever a creature deals combat damage to you, that creature's controller gains control of this land.
: Add
.
,
: Attacking creatures get +1/+0 until end of turn.
Land
Contested War Zone (mbs) 144
Forbidding Watchtower
This land enters tapped.
: Add
.
: This land becomes a 1/5 white Soldier creature until end of turn. It's still a land.
Land
Forbidding Watchtower (plst) 10E-352
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (mdd) 298
Needleverge Pathway
: Add
.
Land
Needleverge Pathway // Pillarverge Pathway (plst) ZNR-263Needleverge Pathway // Pillarverge Pathway (plst) ZNR-263
Plains
(
: Add
.)
Basic Land - Plains
Plains (mdd) 292
Rugged Prairie
: Add
.
,
: Add
,
, or
.
Land
Rugged Prairie (soc) 401
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (soc) 422
Wasteland
: Add
.
, Sacrifice this land: Destroy target nonbasic land.
Land
Wasteland (ema) 248
Wind-Scarred Crag
This land enters tapped.
When this land enters, you gain 1 life.
: Add
or
.
Land
Wind-Scarred Crag (tdm) 271
Windbrisk Heights
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.)
This land enters tapped.
: Add
.
,
: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
Land
Windbrisk Heights (tdc) 411
Winding Canyons
: Add
.
,
: You may cast creature spells this turn as though they had flash.
Land
Winding Canyons (wth) 167
Witch's Clinic
: Add
.
,
: Target commander gains lifelink until end of turn.
Land
Witch's Clinic (fdc) 318

Land

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Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (trc) 501
Wild Ricochet
You may choose new targets for target instant or sorcery spell. Then copy that spell. You may choose new targets for the copy.
Instant
Wild Ricochet (scd) 169

Protection

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War Effort
Creatures you control get +1/+0.
Whenever you attack, create a 1/1 red Warrior creature token that's tapped and attacking. Sacrifice it at the beginning of the next end step.
Enchantment
War Effort (tdm) 131
War Flare
Creatures you control get +2/+1 until end of turn. Untap those creatures.
Instant
War Flare (frf) 158
Warleader's Call
Creatures you control get +1/+1.
Whenever a creature you control enters, this enchantment deals 1 damage to each opponent.
Enchantment
Warleader's Call (trc) 483
Warrior's Blades
When this Equipment enters, it deals 3 damage to any target and you gain 3 life.
Equipped creature gets +2/+1.
Equip
. This ability costs
less to activate for each +1/+1 counter on the creature it targets.
Artifact - Equipment
Warrior's Blades (fra) 163
Whirling Strike
Target creature gets +2/+0 and gains first strike and trample until end of turn.
Instant
Whirling Strike (bro) 157

Pump

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Wand of the Worldsoul
This artifact enters tapped.
: Add
.
: The next spell you cast this turn has convoke.
Artifact
Wand of the Worldsoul (moc) 20
Wayfarer's Bauble
,
, Sacrifice this artifact: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Artifact
Wayfarer's Bauble (trc) 511
Worn Powerstone
This artifact enters tapped.
: Add
.
Artifact
Worn Powerstone (mh3) 298

Ramp

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Wanderer's Intervention
Wanderer's Intervention deals 4 damage to target attacking or blocking creature.
Instant
Wanderer's Intervention (neo) 41
Warping Wail
(
represents colorless mana.)
Choose one —
• Exile target creature with power or toughness 1 or less.
• Counter target sorcery spell.
• Create a 1/1 colorless Eldrazi Scion creature token. It has "Sacrifice this token: Add
."
Instant
Warping Wail (m3c) 162
Wear
Destroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Wear // Tear (pip) 222
White Sun's Twilight
You gain X life. Create X 1/1 colorless Phyrexian Mite artifact creature tokens with toxic 1 and "This token can't block." If X is 5 or more, destroy all other creatures. (Players dealt combat damage by a creature with toxic 1 also get a poison counter.)
Sorcery
White Sun's Twilight (frc) 38
Winds of Abandon
Exile target creature you don't control. For each creature exiled this way, its controller searches their library for a basic land card. Those players put those cards onto the battlefield tapped, then shuffle.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Winds of Abandon (plst) MH1-37
Winds of Rath
Destroy all creatures that aren't enchanted. They can't be regenerated.
Sorcery
Winds of Rath (soc) 185
Wrath of God
Destroy all creatures. They can't be regenerated.
Sorcery
Wrath of God (trc) 433

Removal

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Weathered Runestone
Nonland permanent cards in graveyards and libraries can't enter the battlefield.
Players can't cast spells from graveyards or libraries.
Artifact
Weathered Runestone (khm) 247

Stax

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We Ride at Dawn
Legendary creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a legendary creature spell pays for
or one mana of that creature's color.)
Whenever your commander attacks, create a 1/1 red Mercenary creature token with "
: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Enchantment
We Ride at Dawn (otc) 12
White Sun's Zenith
Create X 2/2 white Cat creature tokens. Shuffle White Sun's Zenith into its owner's library.
Instant
White Sun's Zenith (onc) 90
Will of the Mardu
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Instant
Will of the Mardu (tdc) 17
Windcrag Siege
As this enchantment enters, choose Mardu or Jeskai.
• Mardu — If a creature attacking causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
• Jeskai — At the beginning of your upkeep, create a 1/1 red Goblin creature token. It gains lifelink and haste until end of turn.
Enchantment
Windcrag Siege (frc) 52

Synergy

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Agrus Kos, Wojek Veteran
Whenever Agrus Kos attacks, attacking red creatures get +2/+0 and attacking white creatures get +0/+2 until end of turn.
Legendary Creature - Human Soldier
Agrus Kos, Wojek Veteran (rav) 190
Auriok Windwalker
Flying
: Attach target Equipment you control to target creature you control.
Creature - Human Wizard
Auriok Windwalker (5dn) 5
Boromir, Warden of the Tower
Vigilance
Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.
Sacrifice Boromir: Creatures you control gain indestructible until end of turn. The Ring tempts you.
Legendary Creature - Human Soldier
Boromir, Warden of the Tower (ltr) 4
Captain of the Watch
Vigilance (Attacking doesn't cause this creature to tap.)
Other Soldier creatures you control get +1/+1 and have vigilance.
When this creature enters, create three 1/1 white Soldier creature tokens.
Creature - Human Soldier
Captain of the Watch (pip) 157
Dawnbringer Charioteers
Flying, lifelink
Heroic — Whenever you cast a spell that targets this creature, put a +1/+1 counter on this creature.
Creature - Human Soldier
Dawnbringer Charioteers (jou) 6
Dragon Whisperer
: This creature gains flying until end of turn.
: This creature gets +1/+0 until end of turn.
Formidable —
: Create a 4/4 red Dragon creature token with flying. Activate only if creatures you control have total power 8 or greater.
Creature - Human Shaman
Dragon Whisperer (dtk) 137
Gerrard, Weatherlight Hero
First strike
When Gerrard dies, exile it and return to the battlefield all artifact and creature cards in your graveyard that were put there from the battlefield this turn.
Legendary Creature - Human Soldier
Gerrard, Weatherlight Hero (c19) 41
Godo, Bandit Warlord
When Godo enters, you may search your library for an Equipment card, put it onto the battlefield, then shuffle.
Whenever Godo attacks for the first time each turn, untap it and all Samurai you control. After this phase, there is an additional combat phase.
Legendary Creature - Human Barbarian
Godo, Bandit Warlord (cmm) 227
Instigator Gang
Attacking creatures you control get +1/+0.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
Creature - Human Werewolf
Instigator Gang // Wildblood Pack (isd) 149Instigator Gang // Wildblood Pack (isd) 149
Sami, Wildcat Captain
Double strike, vigilance
Spells you cast have affinity for artifacts. (They cost
less to cast for each artifact you control.)
Legendary Creature - Human Artificer Rogue
Sami, Wildcat Captain (eoe) 226
The Wandering Rescuer
Flash
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Double strike
Other tapped creatures you control have hexproof.
Legendary Creature - Human Samurai Noble
The Wandering Rescuer (dsk) 41
Weathered Wayfarer
,
: Search your library for a land card, reveal it, put it into your hand, then shuffle. Activate only if an opponent controls more lands than you.
Creature - Human Cleric Nomad
Weathered Wayfarer (ltc) 183
Witch Enchanter
When this creature enters, destroy target artifact or enchantment an opponent controls.
Creature - Human Warlock
Witch Enchanter // Witch-Blessed Meadow (mh3) 239Witch Enchanter // Witch-Blessed Meadow (mh3) 239
Wyleth, Soul of Steel
Trample
Whenever Wyleth attacks, draw a card for each Aura and Equipment attached to it.
Legendary Creature - Human Warrior
Wyleth, Soul of Steel (cmr) 362

W men

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Walking Ballista
This creature enters with X +1/+1 counters on it.
: Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
Creature Artifact - Construct
Walking Ballista (fic) 371
Wall of Resurgence
Defender
When this creature enters, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
Creature - Wall
Wall of Resurgence (ogw) 39
Warchief Giant
Haste
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature - Warrior Giant
Warchief Giant (plst) C15-31
Warren Torchmaster
At the beginning of combat on your turn, you may blight 1. When you do, target creature gains haste until end of turn. (To blight 1, put a -1/-1 counter on a creature you control.)
Creature - Goblin Warrior
Warren Torchmaster (ecl) 163
Warren Warleader
Offspring
(You may pay an additional
as you cast this spell. If you do, when this creature enters, create a 1/1 token copy of it.)
Whenever you attack, choose one —
• Create a 1/1 white Rabbit creature token that's tapped and attacking.
• Attacking creatures you control get +1/+1 until end of turn.
Creature - Knight Rabbit
Warren Warleader (blb) 38
Watchers of the Dead
Exile this creature: Each opponent chooses two cards in their graveyard and exiles the rest.
Creature Artifact - Cat
Watchers of the Dead (akh) 238
Waxmane Baku
Whenever you cast a Spirit or Arcane spell, you may put a ki counter on this creature.
, Remove X ki counters from this creature: Tap X target creatures.
Creature - Spirit
Waxmane Baku (mm2) 38
Weftstalker Ardent
Whenever another creature or artifact you control enters, this creature deals 1 damage to each opponent.
Warp
(You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Artificer Drix
Weftstalker Ardent (eoe) 169
Welcoming Vampire
Flying
Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.
Creature - Vampire
Welcoming Vampire (tdc) 140
Werefox Bodyguard
Flash
When this creature enters, exile up to one other target non-Fox creature until this creature leaves the battlefield.
, Sacrifice this creature: You gain 2 life.
Creature - Knight Elf Fox
Werefox Bodyguard (woe) 39
White Orchid Phantom
Flying, first strike
When this creature enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Creature - Knight Spirit
White Orchid Phantom (soc) 184
Whitemane Lion
Flash
When this creature enters, return a creature you control to its owner's hand.
Creature - Cat
Whitemane Lion (dmr) 277
Wily Goblin
When this creature enters, create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Goblin Pirate
Wily Goblin (xln) 174
Wings of the Guard
Flying
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Creature - Bird
Wings of the Guard (cn2) 26
Wispmare
Flying
When this creature enters, destroy target enchantment.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Wispmare (lrw) 48
Witty Roastmaster
Alliance — Whenever another creature you control enters, this creature deals 1 damage to each opponent.
Creature - Devil Citizen
Witty Roastmaster (snc) 131
Wizened Mentor
Whenever an opponent activates an ability of a permanent that isn't a mana ability, you create a 1/1 white Zombie creature token. This ability triggers only once each turn.
Creature - Cleric Zombie
Wizened Mentor (drc) 8
Wojek Investigator
Flying, vigilance
At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with "
, Sacrifice this token: Draw a card.")
Creature - Angel Detective
Wojek Investigator (fdc) 57
Workshop Assistant
When this creature dies, return another target artifact card from your graveyard to your hand.
Creature Artifact - Construct
Workshop Assistant (cmr) 348

W non-men

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Deck Info

Deck stats

50 pips - 38 cards
24 mana - 22 cards
0 pips - 0 cards
0 mana - 2 cards
0 pips - 0 cards
0 mana - 2 cards
35 pips - 28 cards
17 mana - 15 cards
0 pips - 0 cards
0 mana - 2 cards
1 pip - 1 card
11 mana - 10 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Winota is a sweet card, in my opinion. Her mechanic that encourages the 99 to be a balance of humans / non-humans to gain value in combat is unique from both a deckbuilding and gameplay perspective. You need to include cheap non-humans to trigger her ability, and include bomb human creatures to cheat into play for pressure. This also further encourages the deck builder to include strong human creatures which create non-human tokens. Infinite value! \nAlright, I see why Winota is one of the popular cEDH commanders. Her ability allows you to chain triggers in a way that makes being on the receiving end of her combat step very scary. \nHowever, because I neither enjoy the type of deck optimisation that accompanies cEDH deck lists, nor want to break the bank on buying the cardboard to create such a list, I tried to find a way to keep the spirit of Winota's preferred gameplay loop alive, while adding a crushing restriction to make the deck less strong, also providing a deckbuilding challenge. \n\nThis deck (mostly) only includes cards that, like Winota, start with the letter \"W\". Now, funny card name, rule text, flavour text or otherwise language related gimmicks have been a popular bracket 1 trick historically, from my experience. Scion-of-the-ur-dragon decks that only contain cards starting with the letter S (again, thanks for the inspiration, David McDarby) spike my interest as a fun deckbuilding challenge.\nFor this deck however, I found the restriction to be particularly devastating, as there are FEW human creatures in boros that start with a W. This sadly introduces the first bit of stretching room I allowed this deck to have, since I did want the list to be fun and playable, at least. So OK, SOME cards can have their W's as the start of the second or third word in their name. This gives a couple more viable card options, improving the deck's consistency and average impact. \nStill, managing to fill the 99 with only W cards proved to be very difficult, maintaining some idea of cohesion. Second wiggling room rule: card language! A card like Dawnbringer charioteers seemed like a nice addition to the Human creature package, but it just doesn't have that W in its name. well, in english that is! Wagenlenker der Morgenröte sounds like a perfect addition to this deck. We just need to overcome the slight language barrier.\n\nClearly, this deck is built as a bracket 1 deck at heart. Having a cEDH commander pilot such a list is just a really, really fun idea to me. I hope you will too. Go get those W's.\n"}]}
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