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

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.
, : 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

Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

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

Artifact
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Creature
Creature
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Enchantment
Enchantment
(CTRL to add secondary)
Instant
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.
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

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.
Exile Teferi's Protection.
Instant

Instant
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Land
Land
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Sorcery
Sorcery
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Deck Info
Deck stats
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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"}]}





































































