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Commander
Size: 100Salt sum: 57.64
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jnamtg

904 views2 months ago
Commander
Size: 100Salt sum: 57.64

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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"}]}
Trazyn the Infinite
Deathtouch
Prismatic Gallery — As long as Trazyn is on the battlefield, it has all activated abilities of all artifact cards in your graveyard.
Legendary Creature Artifact - Necron
Trazyn the Infinite (40k) 65★

Commander

(Ctrl to add secondary)
Altar of Dementia
Sacrifice a creature: Target player mills cards equal to the sacrificed creature's power.
Artifact
Altar of Dementia (tmp) 276
Basalt Monolith
This artifact doesn't untap during your untap step.
: Add
.
: Untap this artifact.
Artifact
Basalt Monolith (2ed) 232
Chromatic Orrery
You may spend mana as though it were mana of any color.
: Add
.
,
: Draw a card for each color among permanents you control.
Legendary Artifact
Chromatic Orrery (m21) 228
Cloud Key
As this artifact enters, choose artifact, creature, enchantment, instant, or sorcery.
Spells you cast of the chosen type cost
less to cast.
Artifact
Cloud Key (fut) 160
Defense Grid
Each spell costs
more to cast except during its controller's turn.
Artifact
Defense Grid (ulg) 125
Despotic Scepter
: Destroy target permanent you own. It can't be regenerated.
Artifact
Despotic Scepter (ice) 316
Expedition Map
,
, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact
Expedition Map (zen) 201
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.
Legendary Artifact
Gerrard's Hourglass Pendant (dmc) 17
Gilded Lotus
: Add three mana of any one color.
Artifact
Gilded Lotus (mrd) 175
Grim Monolith
This artifact doesn't untap during your untap step.
: Add
.
: Untap this artifact.
Artifact
Grim Monolith (ulg) 126
Grinding Station
, Sacrifice an artifact: Target player mills three cards.
Whenever an artifact enters, you may untap this artifact.
Artifact
Grinding Station (5dn) 127
Helm of Awakening
Spells cost
less to cast.
Artifact
Helm of Awakening (vis) 145
Krark-Clan Ironworks
Sacrifice an artifact: Add
.
Artifact
Krark-Clan Ironworks (5dn) 134
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (mrd) 199
Lion's Eye Diamond
Discard your hand, Sacrifice this artifact: Add three mana of any one color. Activate only as an instant.
Artifact
Lion's Eye Diamond (mir) 307
Lotus Petal
, Sacrifice this artifact: Add one mana of any color.
Artifact
Lotus Petal (tmp) 294
Mana Vault
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add
.
Artifact
Mana Vault (3ed) 263
Manifold Key
,
: Untap another target artifact.
,
: Target creature can't be blocked this turn.
Artifact
Manifold Key (clb) 319
Memory Jar
, Sacrifice this artifact: Each player exiles all cards from their hand face down and draws seven cards. At the beginning of the next end step, each player discards their hand and returns to their hand each card they exiled this way.
Artifact
Memory Jar (ulg) 129
Mesmeric Orb
Whenever a permanent becomes untapped, that permanent's controller mills a card.
Artifact
Mesmeric Orb (mrd) 204
Mox Amber
: Add one mana of any color among legendary creatures and planeswalkers you control.
Legendary Artifact
Mox Amber (dom) 224
Mox Opal
Metalcraft —
: Add one mana of any color. Activate only if you control three or more artifacts.
Legendary Artifact
Mox Opal (som) 179
Mystic Forge
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
, Pay 1 life: Exile the top card of your library.
Artifact
Mystic Forge (40k) 246
Perpetual Timepiece
: Mill two cards. (Put the top two cards of your library into your graveyard.)
, Exile this artifact: Shuffle any number of target cards from your graveyard into your library.
Artifact
Perpetual Timepiece (plst) KLD-227
Sensei's Divining Top
: Look at the top three cards of your library, then put them back in any order.
: Draw a card, then put this artifact on top of its owner's library.
Artifact
Sensei's Divining Top (chk) 268
Shriekhorn
This artifact enters with three charge counters on it.
, Remove a charge counter from this artifact: Target player mills two cards.
Artifact
Shriekhorn (mbs) 130
Silver Shroud Costume
Flash
When this Equipment enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.)
Equipped creature can't be blocked.
Equip
Artifact - Equipment
Silver Shroud Costume (pip) 670
Skull of Ramos
: Add
.
Sacrifice this artifact: Add
.
Artifact
Skull of Ramos (mmq) 312
Sol Ring
: Add
.
Artifact
Sol Ring (3ed) 274
Soul-Guide Lantern
When this artifact enters, exile target card from a graveyard.
, Sacrifice this artifact: Exile each opponent's graveyard.
,
, Sacrifice this artifact: Draw a card.
Artifact
Soul-Guide Lantern (thb) 237
Staff of Domination
: Untap this artifact.
,
: You gain 1 life.
,
: Untap target creature.
,
: Tap target creature.
,
: Draw a card.
Artifact
Staff of Domination (cmr) 343
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 (m12) 219
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.
Legendary Artifact
The One Ring (ltr) 246
Thousand-Year Elixir
You may activate abilities of creatures you control as though those creatures had haste.
,
: Untap target creature.
Artifact
Thousand-Year Elixir (lrw) 263
Thran Dynamo
: Add
.
Artifact
Thran Dynamo (uds) 139
Voltaic Key
,
: Untap target artifact.
Artifact
Voltaic Key (usg) 314
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 (5dn) 165
Welding Jar
Sacrifice this artifact: Regenerate target artifact.
Artifact
Welding Jar (mrd) 274
Whetstone
: Each player mills two cards.
Artifact
Whetstone (usg) 316
Wishclaw Talisman
This artifact enters with three wish counters on it.
,
, Remove a wish counter from this artifact: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of this artifact. Activate only during your turn.
Artifact
Wishclaw Talisman (eld) 110

Artifact

(Ctrl to add secondary)
Cathodion
When this creature dies, add
.
Creature Artifact - Construct
Cathodion (usg) 287
Cryptothrall
Protector — Other artifact creatures you control have hexproof.
Creature Artifact - Construct
Cryptothrall (40k) 155
Diamond Lion
, Discard your hand, Sacrifice this creature: Add three mana of any one color. Activate only as an instant.
Creature Artifact - Cat
Diamond Lion (mh2) 225
Farmstead Gleaner
This creature doesn't untap during your untap step.
,
: Put a +1/+1 counter on this creature. (
is the untap symbol.)
Creature Artifact - Scarecrow
Farmstead Gleaner (plst) MH1-222
Foundry Inspector
Artifact spells you cast cost
less to cast.
Creature Artifact - Construct
Foundry Inspector (kld) 215
Golem Artisan
: Target artifact creature gets +1/+1 until end of turn.
: Target artifact creature gains your choice of flying, trample, or haste until end of turn.
Creature Artifact - Golem
Golem Artisan (som) 159
Kuldotha Forgemaster
, Sacrifice three artifacts: Search your library for an artifact card, put it onto the battlefield, then shuffle.
Creature Artifact - Construct
Kuldotha Forgemaster (2xm) 266
Metalworker
: Reveal any number of artifact cards in your hand. Add
for each card revealed this way.
Creature Artifact - Construct
Metalworker (uds) 135
Myr Retriever
When this creature dies, return another target artifact card from your graveyard to your hand.
Creature Artifact - Myr
Myr Retriever (mrd) 215
Palladium Myr
: Add
.
Creature Artifact - Myr
Palladium Myr (som) 190
Pili-Pala
Flying
,
: Add one mana of any color. (
is the untap symbol.)
Creature Artifact - Scarecrow
Pili-Pala (shm) 258
Reito Sentinel
Defender
When this creature enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)
: Put target card from a graveyard on the bottom of its owner's library.
Creature Artifact - Construct
Reito Sentinel (neo) 256
Scrap Trawler
Whenever this creature dies or another artifact you control is put into a graveyard from the battlefield, return to your hand target artifact card in your graveyard with lesser mana value.
Creature Artifact - Construct
Scrap Trawler (aer) 175
Soldevi Adnate
, Sacrifice a black or artifact creature: Add an amount of
equal to the sacrificed creature's mana value.
Creature - Human Cleric
Soldevi Adnate (all) 60a
Tezzeret's Simulacrum
: Target opponent loses 1 life. If you control a Tezzeret planeswalker, that player loses 3 life instead.
Creature Artifact - Golem
Tezzeret's Simulacrum (aer) 193
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.
Creature Artifact - Spider
Thran Spider (bro) 254
Vampire Hexmage
First strike
Sacrifice this creature: Remove all counters from target permanent.
Creature - Vampire Shaman
Vampire Hexmage (zen) 114
Vile Entomber
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When this creature enters, search your library for a card, put that card into your graveyard, then shuffle.
Creature - Zombie Warlock
Vile Entomber (mh2) 108
Voltaic Construct
: Untap target artifact creature.
Creature Artifact - Golem Construct
Voltaic Construct (dst) 156
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 (aer) 181

Creature

(Ctrl to add secondary)
Heartless Summoning
Creature spells you cast cost
less to cast.
Creatures you control get -1/-1.
Enchantment
Heartless Summoning (isd) 104

Enchantment

(Ctrl to add secondary)
Cabal Ritual
Add
.
Threshold — Add
instead if there are seven or more cards in your graveyard.
Instant
Cabal Ritual (tor) 51
Culling the Weak
As an additional cost to cast this spell, sacrifice a creature.
Add
.
Instant
Culling the Weak (exo) 55
Dark Ritual
Add
.
Instant
Dark Ritual (mir) 116
Entomb
Search your library for a card, put that card into your graveyard, then shuffle.
Instant
Entomb (ody) 132
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.)
Instant - Arcane
Goryo's Vengeance (bok) 67
Imp's Mischief
Change the target of target spell with a single target. You lose life equal to that spell's mana value.
Instant
Imp's Mischief (plc) 72
Sacrifice
As an additional cost to cast this spell, sacrifice a creature.
Add an amount of
equal to the sacrificed creature's mana value.
Instant
Sacrifice (leb) 125
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (vis) 72

Instant

(Ctrl to add secondary)
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (tmp) 315
City of Traitors
When you play another land, sacrifice this land.
: Add
.
Land
City of Traitors (exo) 143
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (cmr) 349
Crystal Vein
: Add
.
, Sacrifice this land: Add
.
Land
Crystal Vein (mir) 325
Hall of the Bandit Lord
Hall of the Bandit Lord enters tapped.
, Pay 3 life: Add
. If that mana is spent on a creature spell, it gains haste.
Legendary Land
Hall of the Bandit Lord (plst) CHK-277
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.
Legendary Land
Inventors' Fair (plst) KLD-247
Mishra's Workshop
: Add
. Spend this mana only to cast artifact spells.
Land
Mishra's Workshop (atq) 81
Phyrexian Tower
: Add
.
, Sacrifice a creature: Add
.
Legendary Land
Phyrexian Tower (plst) USG-322
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (unf) 493
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (plc) 165
Vault of Whispers
: Add
.
Artifact Land
Vault of Whispers (mrd) 286

Land

(Ctrl to add secondary)
Agadeem's Awakening
Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.
Sorcery
Agadeem's Awakening // Agadeem, the Undercrypt (znr) 90Agadeem's Awakening // Agadeem, the Undercrypt (znr) 90
Buried Alive
Search your library for up to three creature cards, put them into your graveyard, then shuffle.
Sorcery
Buried Alive (wth) 63
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (3ed) 105
Imperial Seal
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Sorcery
Imperial Seal (2x2) 79
Incarnation Technique
Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it.)
Mill five cards, then return a creature card from your graveyard to the battlefield.
Sorcery
Incarnation Technique (c21) 41
Reanimate
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to that card's mana value.
Sorcery
Reanimate (tmp) 151
Unmarked Grave
Search your library for a nonlegendary card, put that card into your graveyard, then shuffle.
Sorcery
Unmarked Grave (mh2) 106

Sorcery

(Ctrl to add secondary)

Deck Info

Deck stats

0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
26 pips - 21 cards
49 mana - 29 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
42 mana - 18 cards
CategoriesQtyOdds
Click charts to focus on cards
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"}]}
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