jnamtg
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Commander
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{"ops":[{"insert":"~ramp into infinite combo on the stack and hope they don't disrupt you~\n\nRetired when Jeweled Lotus and Mana Crypt were banned. Still presents the win very reliably on t4, often protected.\n\nThis is not an interactive deck at all. There may be upgrades available to cut a few rarely cast spells for cheap/free interaction but in nearly every case you play your own plan.\n\nThe main wincon is to get Trazyn on field without summoning sickness, with 3 abilities per cards in graveyard: a mana ability, an untap ability that costs less than that mana ability generates, and a payoff.\n\nSummoning Sickness Removal cards:\nLightning Greaves, Swiftfoot Boots, Hall of the Bandit Lord, Thousand-Year Elixir, Golem Artisan*, Goryo's Vengeance**\n\n*also can be activated from yard with Trazyn out\n**requires Trazyn in yard, optimal use is to declare the win the moment you untap with him in order to draw removal, then put him in graveyard instead of CZ and go off in an opp's end step or upkeep\n\nMana ability cards:\n(2) Sol Ring, Palladium Myr\n(2+) Metalworker\n(3) Basalt Monolith, Mana Vault, Grim Monolith, Thran Dynamo, Gilded Lotus***\n(5) Chromatic Orrery***\n\n**produces black mana or equivalent\n\nRepeated untap cards:\n(1) Staff of Domination, also serves as payoff for infinite life & draw your deck\n(1*) Pili-Pala, requires 2 upfront to begin infinite mana generation but adds B on untap with a net cost of 1 to activate each time\n(2) Voltaic Construct, can be used from yard with Trazyn out or field\n(3) Basalt Monolith, only useful if Chromatic Orrery is in yard\n(4) Grim Monolith, only useful if Chromatic Orrery is in yard\n\nPayoff cards:\nwin on the stack: Walking Ballista and Tezzeret's Simulacrum, but this targets opponents and can't fight through protection or hexproof\ndelayed win on the stack: Whetstone (yard or field) to mill opps out. if an opp has a reshuffle-on-mill eldrazi or similar, make sure to explain that it shortcuts to milling individual card pairs until only the lowest even number of cards that includes those cards remains in their deck, unless they had an odd number of cards left in deck, in which case the number of cards remaining will be odd.\nwin in combat: not currently in deck but Cogwork Assembler or its Ninja Turtles equivalent is worth adding in the right meta, if players don't stop you from moving to combat\ndraw your deck: Staff of Domination, Thran Spider (will draw every artifact)\n\nYou also have commander-less standard win lines like Metalworker-Voltaic Construct + payoff, and cost reducer + Sensei's Top + Forge available. Note that if you have infinite mana, and Golem on field or in yard, you can make Trazyn into an infinitely large hasted flying trample attacker and oneshot a single opp.\n\nTutors, and what to get with them, are key.\n\nVampiric Tutor: best played early to get mana acceleration, often a land drop which is Ancient Tomb or Mishra's Workshop if you really have a lot of artifacts you can curve out. Late-game you can find a critical piece during the end step right before your own turn but make sure you aren't milling that top card unless you know you want it in yard and not in hand. This will often find LED as a way to get cards stuck in your hand, into yard where you can use them-- especially if you have combo completing pieces hidden in hand.\n\nImperial Seal: this is a dead card unless early, but early it functions the same as Vamp.\n\nDemonic Tutor/Wishclaw Talisman: very often just goes to find Buried Alive if you have the mana for it. Just give Wishclaw to the player who seems furthest away from the win. Bargain it openly. You are winning the turn you activate Wishclaw or your next turn, assuming you don't get interacted with.\n\nEntomb: t1 Entomb Staff of Domination is always a fine play as then you only need Trazyn and any 2+ mana in yard to win. But this is a powerful card to complete your combo in the safe window of your choice.\n\nKuldotha Forgemaster: has the added advantage of putting your combo pieces like Mana Vault from play where they're useless to yard where they assemble the win.\n\nInventors' Fair: your weakest tutor but perfect when you have infinite mana and no outlet\n\nBuried Alive: your best tutor as if it resolves with Trazyn not summoning sick on field, you win immediately on the stack. You always search for Palladium Myr, Pili-Pala, and one of Walking Ballista or Tezzeret's Simulacrum. In a pinch, always go for Simulacrum as it is a less obviously powerful card.\n\nYou have plenty of self-mill to try and stick useful things in your early turns without having to tutor for them. Grinding Station does double duty by getting needed pieces into yard. With Trazyn out KCI works the same whether on field or in yard!\n\nInteraction package is light and is mostly there to protect Trazyn: Greaves, Boots, Cryptothrall for untargetability. Silver Shroud Costume is more like an on-stack untargetability but the setup pieces tend to do better so it's cuttable unless your meta is interaction heavy. Defense Grid to protect your own turn, but make sure that you either play this early when nobody else can use it to protect their own win, or on the turn you will win. Imp's Mischief is the lone counterspell to targeted removal. Sacrifice is great as you can target Trazyn and cast him immediately again if you have 2 extra mana. Vampire Hexmage is a dead card except when Karn the Great Creator is shutting down our entire deck, which is why it's included as our out.\n\nOther notable cards:\n\nGerrard's Hourglass Pendant - this is most useful with KCI on field to bring back a bunch of your permanents and to sac them again for lots of mana. The countering of extra turns never came up. \n\nPerpetual Timepiece: besides redundancy of win pieces, the only protection we have against graveyard hate, and it can be hard to hold up 2 mana for it. \n\nDespotic Scepter: a wonderfully janky, innocuous piece. It does nearly nothing but because it's so rarely played you might be able to fizzle an Oubliette type removal with it. It is primarily there for getting on field permanents into yard.\n\nThis deck is a lot of fun to goldfish. It doesn't have the explosivity of K'rrik or Broodlord lines but it can still get some god hands that win t2.\n"}]}
Gerrard's Hourglass Pendant
Flash
If a player would begin an extra turn, that player skips that turn instead.
, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
If a player would begin an extra turn, that player skips that turn instead.
, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment, and land cards in your graveyard that were put there from the battlefield this turn.
Legendary Artifact

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.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact

Artifact
(Ctrl to add secondary)
Thran Spider
Reach
When this creature enters, you and target opponent each create a tapped Powerstone token.
: Look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
When this creature enters, you and target opponent each create a tapped Powerstone token.
: Look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Creature Artifact - Spider

Creature
(Ctrl to add secondary)
Goryo's Vengeance
Return target legendary creature card from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step.
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Instant - Arcane

Instant
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Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Land
(Ctrl to add secondary)
Sorcery
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"~ramp into infinite combo on the stack and hope they don't disrupt you~\n\nRetired when Jeweled Lotus and Mana Crypt were banned. Still presents the win very reliably on t4, often protected.\n\nThis is not an interactive deck at all. There may be upgrades available to cut a few rarely cast spells for cheap/free interaction but in nearly every case you play your own plan.\n\nThe main wincon is to get Trazyn on field without summoning sickness, with 3 abilities per cards in graveyard: a mana ability, an untap ability that costs less than that mana ability generates, and a payoff.\n\nSummoning Sickness Removal cards:\nLightning Greaves, Swiftfoot Boots, Hall of the Bandit Lord, Thousand-Year Elixir, Golem Artisan*, Goryo's Vengeance**\n\n*also can be activated from yard with Trazyn out\n**requires Trazyn in yard, optimal use is to declare the win the moment you untap with him in order to draw removal, then put him in graveyard instead of CZ and go off in an opp's end step or upkeep\n\nMana ability cards:\n(2) Sol Ring, Palladium Myr\n(2+) Metalworker\n(3) Basalt Monolith, Mana Vault, Grim Monolith, Thran Dynamo, Gilded Lotus***\n(5) Chromatic Orrery***\n\n**produces black mana or equivalent\n\nRepeated untap cards:\n(1) Staff of Domination, also serves as payoff for infinite life & draw your deck\n(1*) Pili-Pala, requires 2 upfront to begin infinite mana generation but adds B on untap with a net cost of 1 to activate each time\n(2) Voltaic Construct, can be used from yard with Trazyn out or field\n(3) Basalt Monolith, only useful if Chromatic Orrery is in yard\n(4) Grim Monolith, only useful if Chromatic Orrery is in yard\n\nPayoff cards:\nwin on the stack: Walking Ballista and Tezzeret's Simulacrum, but this targets opponents and can't fight through protection or hexproof\ndelayed win on the stack: Whetstone (yard or field) to mill opps out. if an opp has a reshuffle-on-mill eldrazi or similar, make sure to explain that it shortcuts to milling individual card pairs until only the lowest even number of cards that includes those cards remains in their deck, unless they had an odd number of cards left in deck, in which case the number of cards remaining will be odd.\nwin in combat: not currently in deck but Cogwork Assembler or its Ninja Turtles equivalent is worth adding in the right meta, if players don't stop you from moving to combat\ndraw your deck: Staff of Domination, Thran Spider (will draw every artifact)\n\nYou also have commander-less standard win lines like Metalworker-Voltaic Construct + payoff, and cost reducer + Sensei's Top + Forge available. Note that if you have infinite mana, and Golem on field or in yard, you can make Trazyn into an infinitely large hasted flying trample attacker and oneshot a single opp.\n\nTutors, and what to get with them, are key.\n\nVampiric Tutor: best played early to get mana acceleration, often a land drop which is Ancient Tomb or Mishra's Workshop if you really have a lot of artifacts you can curve out. Late-game you can find a critical piece during the end step right before your own turn but make sure you aren't milling that top card unless you know you want it in yard and not in hand. This will often find LED as a way to get cards stuck in your hand, into yard where you can use them-- especially if you have combo completing pieces hidden in hand.\n\nImperial Seal: this is a dead card unless early, but early it functions the same as Vamp.\n\nDemonic Tutor/Wishclaw Talisman: very often just goes to find Buried Alive if you have the mana for it. Just give Wishclaw to the player who seems furthest away from the win. Bargain it openly. You are winning the turn you activate Wishclaw or your next turn, assuming you don't get interacted with.\n\nEntomb: t1 Entomb Staff of Domination is always a fine play as then you only need Trazyn and any 2+ mana in yard to win. But this is a powerful card to complete your combo in the safe window of your choice.\n\nKuldotha Forgemaster: has the added advantage of putting your combo pieces like Mana Vault from play where they're useless to yard where they assemble the win.\n\nInventors' Fair: your weakest tutor but perfect when you have infinite mana and no outlet\n\nBuried Alive: your best tutor as if it resolves with Trazyn not summoning sick on field, you win immediately on the stack. You always search for Palladium Myr, Pili-Pala, and one of Walking Ballista or Tezzeret's Simulacrum. In a pinch, always go for Simulacrum as it is a less obviously powerful card.\n\nYou have plenty of self-mill to try and stick useful things in your early turns without having to tutor for them. Grinding Station does double duty by getting needed pieces into yard. With Trazyn out KCI works the same whether on field or in yard!\n\nInteraction package is light and is mostly there to protect Trazyn: Greaves, Boots, Cryptothrall for untargetability. Silver Shroud Costume is more like an on-stack untargetability but the setup pieces tend to do better so it's cuttable unless your meta is interaction heavy. Defense Grid to protect your own turn, but make sure that you either play this early when nobody else can use it to protect their own win, or on the turn you will win. Imp's Mischief is the lone counterspell to targeted removal. Sacrifice is great as you can target Trazyn and cast him immediately again if you have 2 extra mana. Vampire Hexmage is a dead card except when Karn the Great Creator is shutting down our entire deck, which is why it's included as our out.\n\nOther notable cards:\n\nGerrard's Hourglass Pendant - this is most useful with KCI on field to bring back a bunch of your permanents and to sac them again for lots of mana. The countering of extra turns never came up. \n\nPerpetual Timepiece: besides redundancy of win pieces, the only protection we have against graveyard hate, and it can be hard to hold up 2 mana for it. \n\nDespotic Scepter: a wonderfully janky, innocuous piece. It does nearly nothing but because it's so rarely played you might be able to fizzle an Oubliette type removal with it. It is primarily there for getting on field permanents into yard.\n\nThis deck is a lot of fun to goldfish. It doesn't have the explosivity of K'rrik or Broodlord lines but it can still get some god hands that win t2.\n"}]}


















































































