D_What
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Commander
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{"ops":[{"insert":"LASERBEAM!"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" is one of my oldest decks at this point, predating the bracket system, and was retooled for B2 after I realised it'd be more fun there - the slight decrease in removal, particularly Vandalblast, makes it a much less frustrating deck to play in B2 than in B3. Even so, it's not overly strong in B2. Quite the opposite actually - I really, really have to work for my wins, but that's fine, the important part is that all of my games are "},{"attributes":{"italic":true},"insert":"fun"},{"insert":". Even after a 5-loss streak I still find myself picking up Alibou to play, and it fits neatly in both established B2 pods who know how it works and against new players packing jank or precons. \n\nA large part of this is because the deck packs a lot of vegetables, ramp, draw, removal, but the output is "},{"attributes":{"italic":true},"insert":"very "},{"insert":"narrow. I win with my commander. If you don't want to die to my commander, you deal with my commander. Then I will attempt to recast my commander. This makes for a very interactable gameplan, but large targeted burn on a commander also opens up unique opportunities for problem solving and politics.\n\nThis particular build leans into the utility offered by mana rocks and mana dorks, which are good anyway, but offer particular utility as fuel for Alibou's effect, and as a resource I can use when I need to pay the commander tax.\n\nCard Categories:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana Rocks advance our gameplan and let us cast stuff, yaaaay! Mana dorks advance our gameplan and can be used to trigger Alibou's effect (remember it needs an artifact creature to attack), yaaaay! And the commander is pretty high in mana and prone to getting removed (and weak to two types of removal), so really the whole deck hinges on its ramp capabilities.\n\n"},{"attributes":{"bold":true},"insert":"Draw "},{"attributes":{"header":3},"insert":"\n"},{"insert":"In a deck so prone to blowouts, with so many cheap rocks that can help cast each other, you run out of cards fast. Card Advantage is absolutely paramount and I'm very greedy about it. Impulse Draw is ok but Alibou tends to play a longer game where you need that steady accumulation of resources that only actual card draw can provide.\n\n"},{"attributes":{"bold":true},"insert":"Winconditions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You're not winning through combat, generally - the dorks are bad attackers, and there's not enough token makers to really justify go-wide wincons. I did try a token build, but it split the focus too much, when Alibou doesn't inherently care about or produce tokens. Instead, there's a lot of cards that either double Alibou's triggers, or add combats (which also functionally double Alibou's triggers.) This is maybe the fairest Roaming Throne deck you'll ever see.\n\nAdditionally, if all else fails, you can try to set up an EXTREMELY TELEGRAPHED Approach of the Second Sun, and then scry it to the top, giving your opponents a single round to find an answer or knock you out.\n\n"},{"attributes":{"bold":true},"insert":"Wipes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Ugh. I'm always experimenting with wipes and haven't found a spread I like yet. Come back in two years and maybe I'll have settled on something.\n\n"},{"attributes":{"bold":true},"insert":"Removal "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Important reminder: Player Removal is the best form of removal, and Alibou can enable that. Even if you can't KO someone, getting them to sub-20 can force them to switch to playing defensively, rather than investing in threats. Other than that, the deck's pretty decent at finding specific kinds of removal if the table lets you scry, and Alibou can snipe creature threats. Try to play the role of Helpful Table Policeperson.\n\n"},{"attributes":{"bold":true},"insert":"Protection"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There is no amount of protection that feels sufficient here so I just do what I can. Reprieve and Tibalt's do a lot for a low investment. You could run single target protection or Greaves but Alibou is the kind of threat where protecting it just makes the next person in turn order decide it's their turn to try to take it out. On balance, I'd rather take the occasional L and try to have enough resources to recast it.\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Notable Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Witch's Clinic"}},{"insert":" - This card is so good!! It's a mana sink, very relevant when the rocks make a silly amount of colorless mana, and it grants Alibou's blasts lifelink. With combat/trigger doublers you could be gaining 15 life every turn once it's out and going. Excellent way to claw back after some early aggro. I wish there were more ways to grant lifelink on lands in Boros.\n"},{"insert":{"card-link":"The Brothers' War"}},{"insert":" - a notable non-artifact, but it puts two artifacts on the board for one card, and them being tapped isn't the worst thing in this deck. Don't be a jerk, remind the players what the other two modes do in advance, because they are good and relevant.\n"},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" - the left hook to Alibou's laser uppercut. Opponents getting too far ahead, damage stops mattering? The game is getting silly and everyone else is looking to win? Put a clock on them! Cast approach, scry it to the top with Alibou, draw and cast it next turn for the win. Honestly one of the \"fair\"er uses of Approach in EDH. I've had compliments on how it plays out in this deck.\n"},{"insert":{"card-link":"Canoptek Scarab Swarm"}},{"insert":" - goated card, adding significantly to Alibou's damage while being evasive and a healthy removal type. Shame it's UB.\n\n"},{"attributes":{"bold":true},"insert":"Cards That Didn't Quite Make It + Later Cuts"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Wake the Past"}},{"insert":" , Scrap Mastery, GY cards generally - better with Osgir, who headed the precon Alibou debuted in - I can't use these proactively, which annoys me. Additionally, when many of my lands are artifacts, I frequently found that the times I wanted to cast them - after an artifact wipe - was also when I literally couldn't afford to, because all of my mana got blown up. Sucks, but I'd rather save on the card slot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Grafted Exoskeleton"}},{"insert":" - there have been times I have missed this, but it paints SUCH a huge target on Alibou's back, which is something I'm already vulnerable to. Maybe in the future."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Organic Extinction"}},{"insert":" - ugh, no. When all of my artifacts tap for mana anyway, there's no functional discount on this. Grossly overcosted even for a one-sided wipe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Saheeli's Directive"}},{"insert":" , Unwinding Clock, Clock of Omens, Ghirapur Aether Grid, and other things that lean into tap/untap - perfectly valid for most Alibou builds, but mine being rock/dorks heavy means most of my artifacts tap natively. These weren't providing much I couldn't do already - the untap stuff "},{"attributes":{"italic":true},"insert":"did"},{"insert":", but it leaned into a reactive/passive draw-go playstyle that split the deck's focus."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"City on Fire"}},{"insert":" and other damage doublers - I'm not against these, but I'd much rather double the trigger/double my combat than double damage. It's strategically beneficial."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"[Some non-artifact creature] - gotta make cuts somewhere, and usually non-artifact creatures are the easiest to omit."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"On The Fence"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"PuPu UFO"}},{"insert":" - Really great ramp IF I can keep my card draw high. Which is by no means a guarantee.\n"},{"insert":{"card-link":"Delete"}},{"insert":" - The rate isn't great, and neither are damage based wipes, to be honest, even if it is one-sided.\n"},{"insert":{"card-link":"Suspend Aggression"}},{"insert":" - I'm interested in this but don't know what to cut. The fact it can't hit lands is relevant, as are the pips - my deck is heavy in colorless production.\n\n"},{"attributes":{"bold":true},"insert":"Playing in B3"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Umm. I wouldn't, personally. You can do stuff but winning probably isn't in the cards. Too fragile, too telegraphed. If you do, you're going to want The One Ring and Jeska's Will.\n\nGameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nKeep a hand with ample ramp (rample) and lands, you'll probably hit a creature on the way to casting Alibou."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No need to drop the effect doublers yet. Focus on establishing ramp and draw, particularly engines. Alibou can help you get there with the scry. Targets for early blasts should be acceptable to the table - think small pokes to the face of someone in the lead, or sniping a potentially strong but slow value piece, like Beast Whisperer."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Start verbally assessing the table, ask for opinions. If you don't have a safe swing, ask if you can swing a small creature at them unblocked to take something from an opponent off the board. Continue building your resources. Your scries should be aggressively searching for more draw above all else, if you don't already have your draw engines going. After that, protection, and damage increasers - hold these until you're ready to start advertising yourself as a threat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When Alibou gets removed, rely on your ample ramp to make recasting it and continuing to do things possible. Consider taking out one person with a huge spend of resources if you think you can get away with it and the rest of the table won't punish you for it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Rules, Wording, Minor Decisions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTiming for most efficient use of Great Train Heist, to not waste mana:\n\n"},{"attributes":{"background":"#1c1e22","color":"#dcdcdc"},"insert":"Great Train Heist, in hand, bunch of artifact creatures on the field. Want to untap and get a second combat for more Alibou triggers, but without untapping the artifacts when Alibou resolves, for max damage. "},{"insert":"\n"},{"attributes":{"background":"#1c1e22","color":"#dcdcdc"},"insert":"1) Go to combat. 2) Declare attacks with an artifact creature. Alibou's blast goes on the stack. 3) tap all your artifacts for mana, floating it. 4) let the blast resolve. 5) before passing priority to the next step of combat, cast Great Train Heist with the floating mana. Untap your creatures, prepare to get some tapped treasures (which add to the next Alibou blast!), then do the next combat. "},{"insert":"\n\n"}]}
Commander
Commander
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Artifact
Artifact
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Creature
Bronze Guardian
Double strike
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Other artifacts you control have ward .
Bronze Guardian's power is equal to the number of artifacts you control.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Other artifacts you control have ward .
Bronze Guardian's power is equal to the number of artifacts you control.
Creature Artifact - Golem

Illustrious Wanderglyph
Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)
Other artifact creatures you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
Other artifact creatures you control get +2/+2 as long as you have the city's blessing.
At the beginning of each upkeep, create a 1/1 colorless Gnome artifact creature token.
Creature Artifact - Golem

Skrelv, Defector Mite
Toxic 1 (Players dealt combat damage by this creature also get a poison counter.)
Skrelv can't block.
, : Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. ( can be paid with either or 2 life.)
Skrelv can't block.
, : Choose a color. Another target creature you control gains toxic 1 and hexproof from that color until end of turn. It can't be blocked by creatures of that color this turn. ( can be paid with either or 2 life.)
Legendary Creature Artifact - Phyrexian Mite

Creature
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Draw
Showdown of the Skalds
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards.
II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards.
II, III — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
Enchantment - Saga

Wedding Ring
When this artifact enters, if it was cast, target opponent creates a token that's a copy of it.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Whenever an opponent who controls an artifact named Wedding Ring draws a card during their turn, you draw a card.
Whenever an opponent who controls an artifact named Wedding Ring gains life during their turn, you gain that much life.
Artifact

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

Draw
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Enchantment
The Brothers' War
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create two tapped Powerstone tokens.
II — Choose two target players. Until your next turn, each creature they control attacks the other chosen player each combat if able.
III — This Saga deals X damage to any target and X damage to any other target, where X is the number of artifacts you control.
I — Create two tapped Powerstone tokens.
II — Choose two target players. Until your next turn, each creature they control attacks the other chosen player each combat if able.
III — This Saga deals X damage to any target and X damage to any other target, where X is the number of artifacts you control.
Enchantment - Saga

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.
• 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

Enchantment
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Instant
Great Train Heist
Spree (Choose one or more additional costs.)
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
+ — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.
+ — Creatures you control get +1/+0 and gain first strike until end of turn.
+ — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.
Instant

Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant

Instant
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Land
Land
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Ramp
Fabrication Foundry
: Add . Spend this mana only to cast an artifact spell or activate an ability of an artifact source.
, , Exile one or more other artifacts you control with total mana value X: Return target artifact card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
, , Exile one or more other artifacts you control with total mana value X: Return target artifact card with mana value X or less from your graveyard to the battlefield. Activate only as a sorcery.
Artifact

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

Ramp
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Sorcery
Sorcery
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Sideboard
Shuri's Fabricator
When this artifact enters, create two tapped Vibranium tokens. (They're artifacts with indestructible and ": Add . This mana can't be spent to cast a nonartifact spell.")
, : Return target artifact card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a permanent with a finality counter on it would be put into a graveyard, exile it instead.)
, : Return target artifact card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a permanent with a finality counter on it would be put into a graveyard, exile it instead.)
Artifact

Sideboard
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"LASERBEAM!"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" is one of my oldest decks at this point, predating the bracket system, and was retooled for B2 after I realised it'd be more fun there - the slight decrease in removal, particularly Vandalblast, makes it a much less frustrating deck to play in B2 than in B3. Even so, it's not overly strong in B2. Quite the opposite actually - I really, really have to work for my wins, but that's fine, the important part is that all of my games are "},{"attributes":{"italic":true},"insert":"fun"},{"insert":". Even after a 5-loss streak I still find myself picking up Alibou to play, and it fits neatly in both established B2 pods who know how it works and against new players packing jank or precons. \n\nA large part of this is because the deck packs a lot of vegetables, ramp, draw, removal, but the output is "},{"attributes":{"italic":true},"insert":"very "},{"insert":"narrow. I win with my commander. If you don't want to die to my commander, you deal with my commander. Then I will attempt to recast my commander. This makes for a very interactable gameplan, but large targeted burn on a commander also opens up unique opportunities for problem solving and politics.\n\nThis particular build leans into the utility offered by mana rocks and mana dorks, which are good anyway, but offer particular utility as fuel for Alibou's effect, and as a resource I can use when I need to pay the commander tax.\n\nCard Categories:"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Ramp"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Mana Rocks advance our gameplan and let us cast stuff, yaaaay! Mana dorks advance our gameplan and can be used to trigger Alibou's effect (remember it needs an artifact creature to attack), yaaaay! And the commander is pretty high in mana and prone to getting removed (and weak to two types of removal), so really the whole deck hinges on its ramp capabilities.\n\n"},{"attributes":{"bold":true},"insert":"Draw "},{"attributes":{"header":3},"insert":"\n"},{"insert":"In a deck so prone to blowouts, with so many cheap rocks that can help cast each other, you run out of cards fast. Card Advantage is absolutely paramount and I'm very greedy about it. Impulse Draw is ok but Alibou tends to play a longer game where you need that steady accumulation of resources that only actual card draw can provide.\n\n"},{"attributes":{"bold":true},"insert":"Winconditions"},{"attributes":{"header":3},"insert":"\n"},{"insert":"You're not winning through combat, generally - the dorks are bad attackers, and there's not enough token makers to really justify go-wide wincons. I did try a token build, but it split the focus too much, when Alibou doesn't inherently care about or produce tokens. Instead, there's a lot of cards that either double Alibou's triggers, or add combats (which also functionally double Alibou's triggers.) This is maybe the fairest Roaming Throne deck you'll ever see.\n\nAdditionally, if all else fails, you can try to set up an EXTREMELY TELEGRAPHED Approach of the Second Sun, and then scry it to the top, giving your opponents a single round to find an answer or knock you out.\n\n"},{"attributes":{"bold":true},"insert":"Wipes"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Ugh. I'm always experimenting with wipes and haven't found a spread I like yet. Come back in two years and maybe I'll have settled on something.\n\n"},{"attributes":{"bold":true},"insert":"Removal "},{"attributes":{"header":3},"insert":"\n"},{"insert":"Important reminder: Player Removal is the best form of removal, and Alibou can enable that. Even if you can't KO someone, getting them to sub-20 can force them to switch to playing defensively, rather than investing in threats. Other than that, the deck's pretty decent at finding specific kinds of removal if the table lets you scry, and Alibou can snipe creature threats. Try to play the role of Helpful Table Policeperson.\n\n"},{"attributes":{"bold":true},"insert":"Protection"},{"attributes":{"header":3},"insert":"\n"},{"insert":"There is no amount of protection that feels sufficient here so I just do what I can. Reprieve and Tibalt's do a lot for a low investment. You could run single target protection or Greaves but Alibou is the kind of threat where protecting it just makes the next person in turn order decide it's their turn to try to take it out. On balance, I'd rather take the occasional L and try to have enough resources to recast it.\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Notable Cards"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Witch's Clinic"}},{"insert":" - This card is so good!! It's a mana sink, very relevant when the rocks make a silly amount of colorless mana, and it grants Alibou's blasts lifelink. With combat/trigger doublers you could be gaining 15 life every turn once it's out and going. Excellent way to claw back after some early aggro. I wish there were more ways to grant lifelink on lands in Boros.\n"},{"insert":{"card-link":"The Brothers' War"}},{"insert":" - a notable non-artifact, but it puts two artifacts on the board for one card, and them being tapped isn't the worst thing in this deck. Don't be a jerk, remind the players what the other two modes do in advance, because they are good and relevant.\n"},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" - the left hook to Alibou's laser uppercut. Opponents getting too far ahead, damage stops mattering? The game is getting silly and everyone else is looking to win? Put a clock on them! Cast approach, scry it to the top with Alibou, draw and cast it next turn for the win. Honestly one of the \"fair\"er uses of Approach in EDH. I've had compliments on how it plays out in this deck.\n"},{"insert":{"card-link":"Canoptek Scarab Swarm"}},{"insert":" - goated card, adding significantly to Alibou's damage while being evasive and a healthy removal type. Shame it's UB.\n\n"},{"attributes":{"bold":true},"insert":"Cards That Didn't Quite Make It + Later Cuts"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Wake the Past"}},{"insert":" , Scrap Mastery, GY cards generally - better with Osgir, who headed the precon Alibou debuted in - I can't use these proactively, which annoys me. Additionally, when many of my lands are artifacts, I frequently found that the times I wanted to cast them - after an artifact wipe - was also when I literally couldn't afford to, because all of my mana got blown up. Sucks, but I'd rather save on the card slot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Grafted Exoskeleton"}},{"insert":" - there have been times I have missed this, but it paints SUCH a huge target on Alibou's back, which is something I'm already vulnerable to. Maybe in the future."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Organic Extinction"}},{"insert":" - ugh, no. When all of my artifacts tap for mana anyway, there's no functional discount on this. Grossly overcosted even for a one-sided wipe."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Saheeli's Directive"}},{"insert":" , Unwinding Clock, Clock of Omens, Ghirapur Aether Grid, and other things that lean into tap/untap - perfectly valid for most Alibou builds, but mine being rock/dorks heavy means most of my artifacts tap natively. These weren't providing much I couldn't do already - the untap stuff "},{"attributes":{"italic":true},"insert":"did"},{"insert":", but it leaned into a reactive/passive draw-go playstyle that split the deck's focus."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"City on Fire"}},{"insert":" and other damage doublers - I'm not against these, but I'd much rather double the trigger/double my combat than double damage. It's strategically beneficial."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"[Some non-artifact creature] - gotta make cuts somewhere, and usually non-artifact creatures are the easiest to omit."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"On The Fence"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"PuPu UFO"}},{"insert":" - Really great ramp IF I can keep my card draw high. Which is by no means a guarantee.\n"},{"insert":{"card-link":"Delete"}},{"insert":" - The rate isn't great, and neither are damage based wipes, to be honest, even if it is one-sided.\n"},{"insert":{"card-link":"Suspend Aggression"}},{"insert":" - I'm interested in this but don't know what to cut. The fact it can't hit lands is relevant, as are the pips - my deck is heavy in colorless production.\n\n"},{"attributes":{"bold":true},"insert":"Playing in B3"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Umm. I wouldn't, personally. You can do stuff but winning probably isn't in the cards. Too fragile, too telegraphed. If you do, you're going to want The One Ring and Jeska's Will.\n\nGameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nKeep a hand with ample ramp (rample) and lands, you'll probably hit a creature on the way to casting Alibou."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"No need to drop the effect doublers yet. Focus on establishing ramp and draw, particularly engines. Alibou can help you get there with the scry. Targets for early blasts should be acceptable to the table - think small pokes to the face of someone in the lead, or sniping a potentially strong but slow value piece, like Beast Whisperer."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Start verbally assessing the table, ask for opinions. If you don't have a safe swing, ask if you can swing a small creature at them unblocked to take something from an opponent off the board. Continue building your resources. Your scries should be aggressively searching for more draw above all else, if you don't already have your draw engines going. After that, protection, and damage increasers - hold these until you're ready to start advertising yourself as a threat."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"When Alibou gets removed, rely on your ample ramp to make recasting it and continuing to do things possible. Consider taking out one person with a huge spend of resources if you think you can get away with it and the rest of the table won't punish you for it."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Rules, Wording, Minor Decisions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTiming for most efficient use of Great Train Heist, to not waste mana:\n\n"},{"attributes":{"background":"#1c1e22","color":"#dcdcdc"},"insert":"Great Train Heist, in hand, bunch of artifact creatures on the field. Want to untap and get a second combat for more Alibou triggers, but without untapping the artifacts when Alibou resolves, for max damage. "},{"insert":"\n"},{"attributes":{"background":"#1c1e22","color":"#dcdcdc"},"insert":"1) Go to combat. 2) Declare attacks with an artifact creature. Alibou's blast goes on the stack. 3) tap all your artifacts for mana, floating it. 4) let the blast resolve. 5) before passing priority to the next step of combat, cast Great Train Heist with the floating mana. Untap your creatures, prepare to get some tapped treasures (which add to the next Alibou blast!), then do the next combat. "},{"insert":"\n\n"}]}


















































































