1.2k views2 years ago
Commander
Size: 100Salt sum: 39.94
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duckphone07

1.2k views2 years ago
Commander
Size: 100Salt sum: 39.94

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Commander

Qty: 1 Price: $0.49
Ghen, Arcanum Weaver
,
, Sacrifice an enchantment: Return target enchantment card from your graveyard to the battlefield.
Legendary Creature - Human Wizard
Ghen, Arcanum Weaver (cmr) 275

Commander

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Artifact

Qty: 16 Price: $71.14
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (cmr) 297
Boros Signet
,
: Add
.
Artifact
Boros Signet (onc) 126
Chromatic Lantern
Lands you control have "
: Add one mana of any color."
: Add one mana of any color.
Artifact
Chromatic Lantern (ltc) 275
Orzhov Signet
,
: Add
.
Artifact
Orzhov Signet (moc) 369
Pact Weapon
As long as this Equipment is attached to a creature, you don't lose the game for having 0 or less life.
Whenever equipped creature attacks, draw a card and reveal it. The creature gets +X/+X until end of turn and you lose X life, where X is that card's mana value.
Equip—Discard a card.
Artifact - Equipment
Pact Weapon (clb) 139
Pendant of Prosperity
This artifact enters under the control of an opponent of your choice.
,
: Draw a card, then you may put a land card from your hand onto the battlefield. This artifact's owner draws a card, then that player may put a land card from their hand onto the battlefield.
Artifact
Pendant of Prosperity (c21) 256
Rakdos Signet
,
: Add
.
Artifact
Rakdos Signet (c16) 268
Sol Ring
: Add
.
Artifact
Sol Ring (c21) 263
Sundial of the Infinite
,
: End the turn. Activate only during your turn. (Exile all spells and abilities from the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Artifact
Sundial of the Infinite (m12) 218
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 (c14) 275
Talisman of Conviction
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Conviction (mh1) 230
Talisman of Hierarchy
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Hierarchy (lcc) 315
Talisman of Indulgence
: Add
.
: Add
or
. This artifact deals 1 damage to you.
Artifact
Talisman of Indulgence (pip) 248
Thought Vessel
You have no maximum hand size.
: Add
.
Artifact
Thought Vessel (cmr) 346
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 (moc) 389
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.
Artifact
Wedding Ring (who) 804

Artifact

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Creature

Qty: 5 Price: $104.15
Academy Rector
When this creature dies, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle.
Creature - Human Cleric
Academy Rector (uds) 1
Mesa Enchantress
Whenever you cast an enchantment spell, you may draw a card.
Creature - Human Druid
Mesa Enchantress (dmr) 14
Moon-Blessed Cleric
Divine Intervention — When this creature enters, you may search your library for an enchantment card, reveal it, then shuffle and put that card on top.
Creature - Human Cleric Elf
Moon-Blessed Cleric (afr) 26
Platinum Angel
Flying
You can't lose the game and your opponents can't win the game.
Creature Artifact - Angel
Platinum Angel (plst) CN2-214
Wall of Blood
Defender (This creature can't attack.)
Pay 1 life: This creature gets +1/+1 until end of turn.
Creature - Wall
Wall of Blood (plst) MRD-82

Creature

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Enchantment

Qty: 18 Price: $114.74
Banishing Light
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Enchantment
Banishing Light (jou) 5
Bitter Reunion
When this enchantment enters, you may discard a card. If you do, draw two cards.
, Sacrifice this enchantment: Creatures you control gain haste until end of turn.
Enchantment
Bitter Reunion (bro) 127
Cast Out
Flash
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Cast Out (akh) 8
Consulate Crackdown
When this enchantment enters, exile all artifacts your opponents control until this enchantment leaves the battlefield.
Enchantment
Consulate Crackdown (aer) 11
Darksteel Mutation
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment - Aura
Darksteel Mutation (c13) 9
Demonic Lore
When this enchantment enters, draw three cards.
At the beginning of your end step, you lose 2 life for each card in your hand.
Enchantment
Demonic Lore (cmr) 118
Flame Blitz
At the beginning of your end step, this enchantment deals 5 damage to each planeswalker.
Cycling
(
, Discard this card: Draw a card.)
Enchantment
Flame Blitz (mh2) 124
Form of the Dragon
At the beginning of your upkeep, this enchantment deals 5 damage to any target.
At the beginning of each end step, your life total becomes 5.
Creatures without flying can't attack you.
Enchantment
Form of the Dragon (scg) 93
Four Knocks
Vanishing 4 (This enchantment enters with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
At the beginning of your first main phase, draw a card.
Enchantment
Four Knocks (who) 20
Ghostly Prison
Creatures can't attack you unless their controller pays
for each creature they control that's attacking you.
Enchantment
Ghostly Prison (c19) 64
Grasp of Fate
When this enchantment enters, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)
Enchantment
Grasp of Fate (plst) C15-3
Greed
, Pay 2 life: Draw a card.
Enchantment
Greed (mh2) 274
Indestructibility
Enchant permanent
Enchanted permanent has indestructible. (Effects that say "destroy" don't destroy that permanent. A creature with indestructible can't be destroyed by damage.)
Enchantment - Aura
Indestructibility (m14) 23
Near-Death Experience
At the beginning of your upkeep, if you have exactly 1 life, you win the game.
Enchantment
Near-Death Experience (roe) 38
Phyrexian Arena
At the beginning of your upkeep, you draw a card and lose 1 life.
Enchantment
Phyrexian Arena (cn2) 144
Smothering Tithe
Whenever an opponent draws a card, that player may pay
. If the player doesn't, you create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Enchantment
Smothering Tithe (rna) 22
Sphere of Safety
Creatures can't attack you or planeswalkers you control unless their controller pays
for each of those creatures, where X is the number of enchantments you control.
Enchantment
Sphere of Safety (rvr) 447
Treacherous Blessing
When this enchantment enters, draw three cards.
Whenever you cast a spell, you lose 1 life.
When this enchantment becomes the target of a spell or ability, sacrifice it.
Enchantment
Treacherous Blessing (thb) 117

Enchantment

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Instant

Qty: 10 Price: $236.56
Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Instant
Angel's Grace (tsr) 4
Chance for Glory
Creatures you control gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Instant
Chance for Glory (grn) 159
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (dmr) 412
Everybody Lives!
All creatures gain hexproof and indestructible until end of turn. Players gain hexproof until end of turn. Players can't lose life this turn and players can't lose the game or win the game this turn.
Instant
Everybody Lives! (who) 338
Final Fortune
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Instant
Final Fortune (mir) 173
Pull from Eternity
Put target face-up exiled card into its owner's graveyard.
Instant
Pull from Eternity (tsp) 35
Stunning Reversal
The next time you would lose the game this turn, instead draw seven cards and your life total becomes 1.
Exile Stunning Reversal.
Instant
Stunning Reversal (bbd) 51
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (2x2) 32
Thrill of Possibility
As an additional cost to cast this spell, discard a card.
Draw two cards.
Instant
Thrill of Possibility (one) 151
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (dmr) 314

Instant

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Land

Qty: 37 Price: $92.03
Battlefield Forge
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Battlefield Forge (ltc) 296
Caves of Koilos
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Caves of Koilos (ori) 245
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (md1) 15
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (c21) 284
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (moc) 398
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (jou) 163
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (ths) 243
Plains
(
: Add
.)
Basic Land - Plains
Plains (ltr) 263
Sulfurous Springs
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Sulfurous Springs (ltc) 334
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (c17) 301
Temple of Malice
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Malice (scd) 326
Temple of Silence
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Silence (m20) 256
Temple of Triumph
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Triumph (onc) 173

Land

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Sorcery

Qty: 13 Price: $329.33
Brilliant Restoration
Return all artifact and enchantment cards from your graveyard to the battlefield.
Sorcery
Brilliant Restoration (neo) 363
Cathartic Reunion
As an additional cost to cast this spell, discard two cards.
Draw three cards.
Sorcery
Cathartic Reunion (2xm) 121
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (cmm) 150
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (brc) 116
Idyllic Tutor
Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.
Sorcery
Idyllic Tutor (mor) 12
Last Chance
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Sorcery
Last Chance (dmr) 127
Painful Truths
Converge — You draw X cards and lose X life, where X is the number of colors of mana spent to cast this spell.
Sorcery
Painful Truths (moc) 262
Repay in Kind
Each player's life total becomes the lowest life total among all players.
Sorcery
Repay in Kind (plst) ROE-125
Replenish
Return all enchantment cards from your graveyard to the battlefield. (Auras with nothing to enchant remain in your graveyard.)
Sorcery
Replenish (uds) 15
Secret Rendezvous
You and target opponent each draw three cards.
Sorcery
Secret Rendezvous (stx) 26
Thrilling Discovery
You gain 2 life. Then you may discard two cards. If you do, draw three cards.
Sorcery
Thrilling Discovery (stx) 243
Tormenting Voice
As an additional cost to cast this spell, discard a card.
Draw two cards.
Sorcery
Tormenting Voice (j22) 615
Warrior's Oath
Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Sorcery
Warrior's Oath (2x2) 130

Sorcery

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Deck Info

Deck stats

37 pips - 27 cards
29 mana - 28 cards
0 pips - 0 cards
0 mana - 7 cards
14 pips - 12 cards
21 mana - 20 cards
18 pips - 13 cards
25 mana - 24 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
9 mana - 8 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"There are two win cons in the deck:\n\n"},{"insert":{"card-link":"Near-Death Experience"}},{"insert":" is your main win con, and how you will win most games. "},{"insert":{"card-link":"Pull from Eternity"}},{"insert":" is there to bring this card back from exile should the worst happen. Otherwise, there are multiple ways to get it from the grave or tutor it from the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Repay in Kind"}},{"insert":" is your secondary win con. Many times you will be very low on life, and a card like this can cause the game to go into a chaotic state, which is where you excel. There are also cards in the deck that say you can't lose from being below zero life, like "},{"insert":{"card-link":"Pact Weapon"}},{"insert":" or "},{"insert":{"card-link":"Platinum Angel"}},{"insert":", which means you could take yourself to 0 or even negative life and then cast "},{"insert":{"card-link":"Repay in Kind"}},{"insert":" for the win."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThe deck's main plan is straightforward. It has ramp, card draw, and lots of tutors. Normally I don't like to play a lot of tutors, but a deck like this doesn't function without them. It has some removal, but generally, you won't mess with your opponent's game plan too much. When your opponents pop off and try to win, your out is with cards that say they can't win and you can't lose, of which there are many in the deck.\n\nThe deck is also relatively casual in its playstyle. You aren't controlling the game, so you aren't stopping people from playing their decks. You also aren't attacking them, so they don't have to worry about you damaging them. Generally, the little removal in the deck is for key things you NEED to take out in order to win, like an opponent's "},{"insert":{"card-link":"Platinum Angel"}},{"insert":" for example. This is also why the only board sweep I run is "},{"insert":{"card-link":"Consulate Crackdown"}},{"insert":", since most of the cards that would stop this deck from winning are artifacts.\n\nSpeaking of a casual playstyle, there are cards in here that are more for the fun of it rather than how amazing they are with the deck. For example, "},{"insert":{"card-link":"Wedding Ring"}},{"insert":" and "},{"insert":{"card-link":"Pendant of Prosperity"}},{"insert":" are some of the most fun cards to introduce to a pod. They pretty much always create good vibes and laughs. It also helps that they are diplomatic cards that discourage people from messing with you. And when it comes to diplomacy, this deck actually can sort of bluff its way to victory. Oftentimes I will encourage people to attack me. I'll let them know I'm open and that it's fine to swing creatures my way. This, more often than not, tends to create the opposite dynamic, where they will go out of their way to not damage you at all. And if they do damage you, they could be advancing your win con.\n\nStandout cards in the deck:\n\n"},{"insert":{"card-link":"Wall of Blood"}},{"insert":" is one of the strongest cards in the deck. Absolutely worth tutoring for if you have Near-Death Experience."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Do not underestimate "},{"insert":{"card-link":"Form of the Dragon"}},{"insert":". This card is the main reason I built this deck the way I did. I wanted to make a deck where this card was good, and indeed, this is one of the best cards in the deck. Takes your life down low, protects you from attacks, and allows you to deal direct damage."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Sundial of the Infinite"}},{"insert":" is crazy good in the deck. The red extra turn cards are incredible and this removes their downside."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nSome fun interactions in the deck: \n\nWith "},{"insert":{"card-link":"Form of the Dragon"}},{"insert":" and "},{"insert":{"card-link":"Near-Death Experience"}},{"insert":" in play, you can ping yourself for 5 and then play a card like "},{"insert":{"card-link":"Angel's Grace"}},{"insert":". Then you can trigger your "},{"insert":{"card-link":"Near-Death Experience"}},{"insert":" and win."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"With "},{"insert":{"card-link":"Platinum Angel"}},{"insert":" in play you can cast "},{"insert":{"card-link":"Chance for Glory"}},{"insert":", making your angel indestructible and preventing you from losing the game."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Remember that you can spend mana and stack triggers in the order you want during your upkeep. Cards like "},{"insert":{"card-link":"Phyrexian Arena"}},{"insert":" or "},{"insert":{"card-link":"Greed"}},{"insert":" or the Talismans or any of the ping lands like "},{"insert":{"card-link":"City of Brass"}},{"insert":" can help you reach that magical number of 1 during your upkeep before your "},{"insert":{"card-link":"Near-Death Experience"}},{"insert":" trigger if you are low enough."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nThis deck takes your own life total perilously low. It's not that difficult to punish this deck for doing so. Sometimes all it takes is some incidental damage from a "},{"insert":{"card-link":"Mirkwood Bats"}},{"insert":" that makes you lose. And in that case, you might be knocked out swiftly and easily. But if you do manage to hang on, the deck will be very fun and create a lot of positive play experiences for everyone in the pod. It has become my most requested deck and has a very fun reputation at my local game store. \n"}]}
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