3969 views7 years ago
Commander
Size: 100Est cost: $66927.98Salt sum: 63.97
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LabManiac_Sigi

3969 views7 years ago
Commander
Size: 100Est cost: $66927.98Salt sum: 63.97
No deck tags

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Commander

Qty: 2 Price: $0.00
Thrasios, Triton Hero
: Scry 1, then reveal the top card of your library. If it's a land card, put it onto the battlefield tapped. Otherwise, draw a card.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Wizard Merfolk
Thrasios, Triton Hero (pz2) 47
Vial Smasher the Fierce
Whenever you cast your first spell each turn, choose an opponent at random. Vial Smasher deals damage equal to that spell's mana value to that player or a planeswalker that player controls.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Goblin Berserker
Vial Smasher the Fierce (pz2) 49

Commander

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Copy

Qty: 2 Price: $15.58
Expansion
Copy target instant or sorcery spell with mana value 4 or less. You may choose new targets for the copy.
Instant
Expansion // Explosion (grn) 224
Isochron Scepter
Imprint — When this artifact enters, you may exile an instant card with mana value 2 or less from your hand.
,
: You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.
Artifact
Isochron Scepter (mrd) 188

Copy

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Counters

Qty: 5 Price: $149.65
Dispel
Counter target instant spell.
Instant
Dispel (wwk) 26
Flusterstorm
Counter target instant or sorcery spell unless its controller pays
.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Instant
Flusterstorm (cmd) 46
Force of Will
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.
Instant
Force of Will (all) 28
Mental Misstep
(
can be paid with either
or 2 life.)
Counter target spell with mana value 1.
Instant
Mental Misstep (nph) 38
Pact of Negation
Counter target spell.
At the beginning of your next upkeep, pay
. If you don't, you lose the game.
Instant
Pact of Negation (fut) 42

Counters

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Draw

Qty: 16 Price: $437.24
Azra Oddsmaker
At the beginning of combat on your turn, you may discard a card. If you do, choose a creature. Whenever that creature deals combat damage to a player this turn, you draw two cards.
Creature - Warrior Azra
Azra Oddsmaker (bbd) 75
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (mmq) 61
Compost
Whenever a black card is put into an opponent's graveyard from anywhere, you may draw a card.
Enchantment
Compost (uds) 102
Curiosity
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Curiosity (exo) 29
Dig Through Time
Delve (Each card you exile from your graveyard while casting this spell pays for
.)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
Instant
Dig Through Time (ktk) 36
Fact or Fiction
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Instant
Fact or Fiction (inv) 57
Keen Sense
Enchant creature
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Enchantment - Aura
Keen Sense (plc) 152
Mystic Remora
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (ice) 87
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (lrw) 79
Preordain
Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Sorcery
Preordain (m11) 70
Rashmi, Eternities Crafter
Whenever you cast your first spell each turn, reveal the top card of your library. You may cast it without paying its mana cost if it's a spell with lesser mana value. If you don't cast it, put it into your hand.
Legendary Creature - Elf Druid
Rashmi, Eternities Crafter (kld) 184
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (pcy) 45
Runic Armasaur
Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.
Creature - Dinosaur
Runic Armasaur (m19) 200
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
Sygg, River Cutthroat
At the beginning of each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)
Legendary Creature - Merfolk Rogue
Sygg, River Cutthroat (shm) 176
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment
Sylvan Library (leg) 207

Draw

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Land

Qty: 30 Price: $47766.70
Badlands
(
: Add
or
.)
Land - Swamp Mountain
Badlands (cei) 278
Bayou
(
: Add
or
.)
Land - Swamp Forest
Bayou (lea) 278
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (ons) 313
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (dis) 172
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (arn) 71
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmd) 269
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (con) 142
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (ons) 316
Forbidden Orchard
: Add one mana of any color.
Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.
Land
Forbidden Orchard (chk) 276
Forest
(
: Add
.)
Basic Land - Forest
Forest (lea) 295
Island
(
: Add
.)
Basic Land - Island
Island (ugl) 85
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (jou) 163
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (zen) 219
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (zen) 220
Morphic Pool
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Morphic Pool (bbd) 83
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (rav) 279
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (ons) 321
Scalding Tarn
, Pay 1 life, Sacrifice this land: Search your library for an Island or Mountain card, put it onto the battlefield, then shuffle.
Land
Scalding Tarn (zen) 223
Steam Vents
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Mountain
Steam Vents (gpt) 164
Taiga
(
: Add
or
.)
Land - Mountain Forest
Taiga (lea) 282
Tarnished Citadel
: Add
.
: Add one mana of any color. This land deals 3 damage to you.
Land
Tarnished Citadel (ody) 329
Tropical Island
(
: Add
or
.)
Land - Island Forest
Tropical Island (ced) 284
Underground River
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Underground River (ice) 362
Underground Sea
(
: Add
or
.)
Land - Island Swamp
Underground Sea (lea) 285
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (zen) 229
Volcanic Island
(
: Add
or
.)
Land - Island Mountain
Volcanic Island (leb) 287
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (rav) 286
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (ons) 328
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (ons) 330
Yavimaya Coast
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Yavimaya Coast (apc) 143

Land

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Protection

Qty: 1 Price: $42.99
Misdirection
You may exile a blue card from your hand rather than pay this spell's mana cost.
Change the target of target spell with a single target.
Instant
Misdirection (mmq) 87

Protection

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Ramp

Qty: 18 Price: $13697.02
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (lea) 186
Bloom Tender
Vivid —
: For each color among permanents you control, add one mana of that color.
Creature - Elf Druid
Bloom Tender (eve) 66
Carpet of Flowers
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
Enchantment
Carpet of Flowers (usg) 240
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (mrd) 152
Copy Artifact
You may have this enchantment enter as a copy of any artifact on the battlefield, except it's an enchantment in addition to its other types.
Enchantment
Copy Artifact (ced) 54
Deathrite Shaman
: Exile target land card from a graveyard. Add one mana of any color.
,
: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
,
: Exile target creature card from a graveyard. You gain 2 life.
Creature - Elf Shaman
Deathrite Shaman (rtr) 213
Dimir Signet
,
: Add
.
Artifact
Dimir Signet (rav) 260
Exploration
You may play an additional land on each of your turns.
Enchantment
Exploration (usg) 250
Fellwar Stone
: Add one mana of any color that a land an opponent controls could produce.
Artifact
Fellwar Stone (drk) 102
Mana Crypt
At the beginning of your upkeep, flip a coin. If you lose the flip, this artifact deals 3 damage to you.
: Add
.
Artifact
Mana Crypt (phpr) 5
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 (lea) 259
Mox Amber
: Add one mana of any color among legendary creatures and planeswalkers you control.
Legendary Artifact
Mox Amber (dom) 224
Mox Diamond
If this artifact would enter, you may discard a land card instead. If you do, put this artifact onto the battlefield. If you don't, put it into its owner's graveyard.
: Add one mana of any color.
Artifact
Mox Diamond (sth) 138
Rakdos Signet
,
: Add
.
Artifact
Rakdos Signet (dis) 165
Seedborn Muse
Untap all permanents you control during each other player's untap step.
Creature - Spirit
Seedborn Muse (lgn) 138
Simic Signet
,
: Add
.
Artifact
Simic Signet (dis) 166
Sol Ring
: Add
.
Artifact
Sol Ring (lea) 269
Talisman of Dominance
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Dominance (mrd) 253

Ramp

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Recursion

Qty: 1 Price: $10.99
Noxious Revival
(
can be paid with either
or 2 life.)
Put target card from a graveyard on top of its owner's library.
Instant
Noxious Revival (nph) 118

Recursion

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Removal

Qty: 17 Price: $1176.89
Abrupt Decay
This spell can't be countered.
Destroy target nonland permanent with mana value 3 or less.
Instant
Abrupt Decay (rtr) 141
Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (grn) 152
Chain of Vapor
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land of their choice. If the player does, they may copy this spell and may choose a new target for that copy.
Instant
Chain of Vapor (ons) 73
Counterspell
Counter target spell.
Instant
Counterspell (leb) 55
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (rtr) 35
Delay
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant
Delay (fut) 35
Fire Covenant
As an additional cost to cast this spell, pay X life.
Fire Covenant deals X damage divided as you choose among any number of target creatures.
Instant
Fire Covenant (ice) 289
Kozilek's Return
Devoid (This card has no color.)
Kozilek's Return deals 2 damage to each creature.
Whenever you cast an Eldrazi creature spell with mana value 7 or greater, you may exile this card from your graveyard. If you do, this card deals 5 damage to each creature.
Instant
Kozilek's Return (ogw) 98
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (leg) 65
Massacre
If an opponent controls a Plains and you control a Swamp, you may cast this spell without paying its mana cost.
All creatures get -2/-2 until end of turn.
Sorcery
Massacre (nem) 58
Nature's Claim
Destroy target artifact or enchantment. Its controller gains 4 life.
Instant
Nature's Claim (wwk) 108
Negate
Counter target noncreature spell.
Instant
Negate (mor) 43
Pestilence
At the beginning of the end step, if no creatures are on the battlefield, sacrifice this enchantment.
: This enchantment deals 1 damage to each creature and each player.
Enchantment
Pestilence (lea) 120
Pyroblast
Choose one —
• Counter target spell if it's blue.
• Destroy target permanent if it's blue.
Instant
Pyroblast (ice) 213
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (ths) 65
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (c13) 96
Winds of Rebuke
Return target nonland permanent to its owner's hand. Each player mills two cards.
Instant
Winds of Rebuke (akh) 76

Removal

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Stax

Qty: 1 Price: $3.99
Grafdigger's Cage
Creature cards in graveyards and libraries can't enter the battlefield.
Players can't cast spells from graveyards or libraries.
Artifact
Grafdigger's Cage (dka) 149

Stax

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Tutor

Qty: 5 Price: $3614.95
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (lea) 104
Imperial Seal
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Sorcery
Imperial Seal (ptk) 78
Lim-Dûl's Vault
Look at the top five cards of your library. As many times as you choose, you may pay 1 life, put those cards on the bottom of your library in any order, then look at the top five cards of your library. Then shuffle and put the last cards you looked at this way on top in any order.
Instant
Lim-Dûl's Vault (all) 107
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (mir) 80
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

Tutor

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Untap

Qty: 2 Price: $11.98
Dramatic Reversal
Untap all nonland permanents you control.
Instant
Dramatic Reversal (kld) 44
Paradox Engine
Whenever you cast a spell, untap all nonland permanents you control.
Legendary Artifact
Paradox Engine (aer) 169

Untap

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 14 cards
38 pips - 29 cards
27 mana - 27 cards
17 pips - 14 cards
24 mana - 24 cards
9 pips - 6 cards
19 mana - 19 cards
18 pips - 16 cards
22 mana - 22 cards
0 pips - 0 cards
12 mana - 8 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"A Brief Introduction to 4C Rashmi"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n4C Rashmi is a control deck that takes influence from Paradox Scepter Thrasios and MAN style decks, which makes it less of a pure control deck, and more of a slower adaptive combo deck that works to accumulate advantage over time and take a win easily once it is far enough ahead using one of its compact win conditions.\n\nMotivation"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe primary motivation for the creation of 4c Rashmi was the dominance of "},{"insert":{"card-link":"Tymna the Weaver"}},{"insert":" decks in the current meta, and two strategies that performed well into it. The first of these was the ability of red "},{"insert":{"card-link":"Demonic Consultation"}},{"insert":" decks like "},{"insert":{"card-link":"Kess, Dissident Mage"}},{"insert":" that could grind creature/Tymna decks to a halt with "},{"insert":{"card-link":"Pyroclasm"}},{"insert":"s, targeted stax pieces, and early countermagic, then take advantage of that opening to win with a compact combo. The second influence on 4c Rashmi was witnessing game after game of artifact combo decks like Paradox Scepter Thrasios pulling ahead in the late game of faster pods after more fragile decks failed to win, due to its superior card quality and natural synergy with mana generation. By mixing the ideas of these decks in a solid shell that has a natural ability to counter Tymna decks, we came up with a deck that thrives at neutering their ability to keep up in card and mana advantage, stopping their win attempts, and then pulling ahead in the late game with high card quality and efficient wincons.\n\nStrategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe core of 4C Rashmi’s gameplan comes from an idea of how cEDH decks view their objectives inside of the game. Most decks in cEDH are heavily focused on winning the game early, and will happily trade resources that won’t matter to them if they win, such as life total and card advantage, to that end. What those decks are ignoring, are potential smaller early game objectives such as generating card advantage or setting up a mana engine to solidify their late game presence. The 4C Rashmi strategy is to abuse that focus on winning the game early to pull ahead in small advantages, so that going into the mid and late game, it is in a dominant position to take control of the game. By continuously deploying these intermediate strategic objectives, we force our opponents into a Catch-22. On one hand, they don’t want to get run over by card advantage, on the other, they need to save their interaction for bigger strategic objectives[1]. \n\nThe major practical application of this idea is to use the early game turns not to set up for a win, but to stick an early value engine to start pulling ahead in card draw, and starting the development of a solid mana advantage to have the mana to cast all of those extra cards. This is a departure from previous control strategies, which didn’t necessarily use repeating sources of card draw as their main source of refueling, but rather one-shot card draw effects like "},{"insert":{"card-link":"Blue Sun's Zenith"}},{"insert":" to catch up in cards in one burst. 4c Rashmi is more focused on keeping up step-for-step with other decks at the table, by using recurring sources of card advantage, which lets us have a tighter lock on the game, and less countermagic downtime. \nThe implications of this swap over to permanent-based card draw are actually fairly major on the early turns of the game, where a lot of the time, instead of having countermagic to hold up on turn 2, we now have to tap out to stick that engine. This is where you have to become comfortable with tapping out as a control deck, which yes, we know, sounds terrible, but bear with us here. The main use for 4c Rashmi is to punish greedily-built creature based decks, and the best thing about these decks for us, is that they all come with countermagic! This means that we can actually fairly consistently use other people’s countermagic as our own countermagic! Now yes, you won’t always be able to tap out on turn 2 or 3, and you will need to hold up interaction sometimes, but you would be surprised at how often somebody else will have a blue mana available, which gives you a bit of license to spend turns to develop our own board. We call this the Onus of Interaction, and it is a huge part of playing 4c Rashmi effectively; the ability to shift the onus of interaction onto someone else at the table for a turn in order to progress your own goals is a crucial part of staying relevant in the game. We’ve all seen the Baral deck at the table get stuck holding up countermagic turn after turn, and getting left behind in the dirt, this is what we are trying to avoid.\n\nNow, going to the exact opposite side of tapping out, we have another concept which is hugely important to playing 4c Rashmi, which is the idea of Bluffing Interaction. A lot of the time, the threat of countermagic is just as effective as actually having it, and this can carry you through a lot of scenarios where you haven’t had time to dig enough cards deep to find a real counterspell yet, or you are just lighter in interaction than it might look. When bluffing, just remember that once your cover is blown on this, you can’t really get it back, so use this when necessary.\n\n"},{"attributes":{"underline":true},"insert":" "},{"insert":"\n\n(1) For further reading on strategic objectives, we recommend Stephen Menendian’s "},{"attributes":{"link":"http://www.eternalcentral.com/product/understandinggush3e/"},"insert":"“Understanding Gush - Strategies and Tactics”"},{"insert":", pp. 76-78, Chapters 5-6\n\nCard Discussion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nNo "},{"insert":{"card-link":"Ad Nauseam"}},{"insert":" or "},{"insert":{"card-link":"Necropotence"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThese two cards have a timer on them. They’re more effective the earlier you use them, and as the game goes on, their strength diminishes drastically for two reasons. First, there is a lot of incidental life loss and damage from things like "},{"insert":{"card-link":"Mana Crypt"}},{"insert":" , Lands, taking Tymna hits, and various other sources. While this is less of an issue in White decks that get access to "},{"insert":{"card-link":"Angel's Grace"}},{"insert":" , which turns Ad Nauseam into a card that is useful during any stage of the game, we don’t have that luxury, if the game goes longer, it will just continue to get worse and worse as our opponents draw into more ways of dealing with it. Harkening back to our point about strategic objectives in the Strategy section, players tend to understand Ad Nauseam and Necropotence as strategic objectives that will end the game very quickly after being deployed, where the type of strategic objective this deck is looking to utilize is not aimed at ending the game on the spot.\n\n"},{"attributes":{"bold":true},"insert":"No "},{"attributes":{"bold":true},"insert":{"card-link":"Spell Pierce"}},{"attributes":{"bold":true},"insert":" or "},{"attributes":{"bold":true},"insert":{"card-link":"Mana Leak"}},{"attributes":{"bold":true},"insert":" "},{"insert":"\n\nThese two counterspells are similar to Ad Nauseam and Necropotence in the sense that there is a timer on them. They’re great in the earlier stages of the game when people don’t have enough mana to pay for them, but once we reach the mid game, paying an extra two or three mana is usually not an issue. We already have enough interaction (and two other players at the table) to deal with early game threats, so we can afford to focus on interactive cards that are going to be useful early and late. "},{"insert":{"card-link":"Expansion // Explosion"}},{"insert":" is an example of such a card. We don’t have to worry about CMC for Ad Nauseam, and the copy effect on Expansion will often function as another counterspell, removal, or even tutor. The back half of Expansion/Explosion can be used as win outlet in niche situations or as a payoff for our mana engines. \n\n"},{"attributes":{"bold":true},"insert":"Board Wipes and 3-toughness Creatures"},{"insert":"\n\nThe board wipes we focus on in this deck are ones that kill creatures with a toughness of two or less or are otherwise asymmetrical (see "},{"insert":{"card-link":"Fire Covenant"}},{"insert":" ). The reason behind this is quite simple: This kills the Tymna. And the Najeela. And the mana dork. Two is the magic number here, as the deck is built around having creatures with three or more toughness. In effect, this lets us cut our opponents off various ways of grinding into the late game; We cut them off cards by killing creatures like Tymna, "},{"insert":{"card-link":"Dark Confidant"}},{"insert":" , or "},{"insert":{"card-link":"Notion Thief"}},{"insert":" , while also cutting dork decks off a significant portion of their mana accelerants. While all of that is happening, our engines get to stay alive. We specifically selected creatures with three or more toughness so they would be able to both profitably block Tymna and stay alive through our Pyroclasm effects. Tymna decks are built on the assumption of being able to use Tymna to maintain a steady flow of cards, so taking away this “free” card advantage engine (i.e. making them expend key resources like tutors to gain access to card advantage) is a big setback for them.\n\n"},{"insert":{"card-link":"Rakdos Signet"}},{"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis is one of the few Thrasios + Vial Smasher deck that actively uses Vial Smasher, so having a rock that safely fixes us into Vial Smasher mana from any position has proven to be useful for that purpose. It’s similar to Tymna decks playing "},{"insert":{"card-link":"Avacyn's Pilgrim"}},{"insert":", which will comfortably let them gain access to White mana to cast their Commander.\n\n"},{"attributes":{"bold":true},"insert":{"card-link":"Exploration"}},{"attributes":{"bold":true},"insert":" "},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nExploration is usually not ideal in faster decks because they aren’t planning to draw enough lands to keep supporting it over multiple turn cycles. This is not the case here, as this deck’s plan revolves around continuously drawing several cards per turn cycle even into the late game, which allows it to consistently fuel Exploration into the late game. Another side benefit is that once we have our engines in place, Exploration helps us with not having to discard all the extra cards at the end of our turn while also getting us even further ahead on mana.\n\n"},{"attributes":{"bold":true},"insert":"Why are you not playing more Stax/Hate pieces?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe stax/hate cards we aren’t playing right now all require a significant deckbuilding commitment that we aren’t really willing to make here - think "},{"insert":{"card-link":"Cursed Totem"}},{"insert":", "},{"insert":{"card-link":"Blood Moon"}},{"insert":", "},{"insert":{"card-link":"Back to Basics"}},{"insert":", etc; all of these cards require us to accommodate them in some way. At the same time, we have other ways of putting roadblocks in our opponents’ ways. Rather than proactively dealing with other players’ win conditions, we aim to deal with the things that get them to those win conditions in the first place (and their ways of dealing with our ways of stopping them from getting to those win conditions). Even if we can’t stop them from setting up, we still directly benefit from our opponents trying to do things; on some level, we want them to try to win so we can stop them and benefit from their failed attempts in the process. Just imagine a Gitrog or Shuffle Hulk player trying to go off into our "},{"insert":{"card-link":"Compost"}},{"insert":" or "},{"insert":{"card-link":"Runic Armasaur"}},{"insert":". \n\n"},{"attributes":{"bold":true},"insert":"Conclusion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nIf Tymna decks are giving you trouble, give this deck a try. It’s been performing really well for us, and once you get a feel for the play patterns, it’s not only strong, but also tons of fun to play. Who doesn’t love killing their opponents with a bunch of Pestilence activations?\n\nIf you have questions about the deck, feel free to drop a comment here or message us on the "},{"attributes":{"bold":true,"link":"https://discord.gg/cAHxPUP"},"insert":"Paradox Scepter Thrasios Discord"},{"insert":". We’re Lobster#0481 and Sickrobot#5601 there.\n\n\nDON’T FORGET TO LIKE, SHARE, SUBSCRIBE, AND RING THAT MOTHERFUCKING BELL\n"}]}
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