5.1k
12/15/2024
[FDN] Four blokes who do f-all
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $415.13
Salt sum: 36.09
Playgroup dot gg logoPower level:N/A
5.1k
12/15/2024
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Commander

Quantity: 1Price: $0.00
The Council of Four

Whenever a player draws their second card during their turn, you draw a card. Whenever a player casts their second spell during their turn, you create a 2/2 white Knight creature token.

Creature
The Council of Four (clb) 530

Commander

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Land

Quantity: 36Price: $119.74
Adarkar Wastes

{T}: Add {C}. {T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.

Land
Adarkar Wastes (dmu) 243
Azorius Chancery

Azorius Chancery enters tapped. When Azorius Chancery enters, return a land you control to its owner's hand. {T}: Add {W}{U}.

Land
Azorius Chancery (afc) 224
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (clb) 351
Deserted Beach

Deserted Beach enters tapped unless you control two or more other lands. {T}: Add {W} or {U}.

Land
Deserted Beach (mid) 260
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (clb) 893
Field of Ruin

{T}: Add {C}. {2}, {T}, Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.

Land
Field of Ruin (thb) 242
Forbidden Orchard

{T}: Add one mana of any color. Whenever you tap Forbidden Orchard for mana, target opponent creates a 1/1 colorless Spirit creature token.

Land
Forbidden Orchard (2x2) 323
Geier Reach Sanitarium

{T}: Add {C}. {2}, {T}: Each player draws a card, then discards a card.

Land
Geier Reach Sanitarium (afc) 241
Guildless Commons

Guildless Commons enters tapped. When Guildless Commons enters, return a land you control to its owner's hand. {T}: Add {C}{C}.

Land
Guildless Commons (cmm) 1003
Horizon of Progress

{T}, Pay 1 life: Add one mana of any type that a land you control could produce. {3}, {T}: You may put a land card from your hand onto the battlefield tapped. {1}, {T}, Sacrifice Horizon of Progress: Draw a card.

Land
Horizon of Progress (m3c) 130
Island

({T}: Add {U}.)

Land
Island (afr) 266
Island

({T}: Add {U}.)

Land
Island (afr) 267
Island

({T}: Add {U}.)

Land
Island (afr) 268
Island

({T}: Add {U}.)

Land
Island (afr) 269
Island

({T}: Add {U}.)

Land
Island (clb) 455
Island

({T}: Add {U}.)

Land
Island (clb) 456
Island

({T}: Add {U}.)

Land
Island (clb) 457
Island

({T}: Add {U}.)

Land
Island (clb) 458
Lonely Sandbar

Lonely Sandbar enters tapped. {T}: Add {U}. Cycling {U} ({U}, Discard this card: Draw a card.)

Land
Lonely Sandbar (mkc) 273
Meticulous Archive

({T}: Add {W} or {U}.) Meticulous Archive enters tapped. When Meticulous Archive enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Land
Meticulous Archive (mkm) 264
Mikokoro, Center of the Sea

{T}: Add {C}. {2}, {T}: Each player draws a card.

Land
Mikokoro, Center of the Sea (dmc) 217
Plains

({T}: Add {W}.)

Land
Plains (afr) 262
Plains

({T}: Add {W}.)

Land
Plains (afr) 263
Plains

({T}: Add {W}.)

Land
Plains (afr) 264
Plains

({T}: Add {W}.)

Land
Plains (afr) 265
Plains

({T}: Add {W}.)

Land
Plains (clb) 451
Plains

({T}: Add {W}.)

Land
Plains (clb) 452
Plains

({T}: Add {W}.)

Land
Plains (clb) 453
Plains

({T}: Add {W}.)

Land
Plains (clb) 454
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (clb) 911
Sea of Clouds

Sea of Clouds enters tapped unless you have two or more opponents. {T}: Add {W} or {U}.

Land
Sea of Clouds (clb) 360
Secluded Steppe

Secluded Steppe enters tapped. {T}: Add {W}. Cycling {W} ({W}, Discard this card: Draw a card.)

Land
Secluded Steppe (cmr) 491
Sunken Citadel

Sunken Citadel enters tapped. As it enters, choose a color. {T}: Add one mana of the chosen color. {T}: Add two mana of the chosen color. Spend this mana only to activate abilities of land sources.

Land
Sunken Citadel (lci) 285
Temple of Enlightenment

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.) {T}: Add {W} or {U}.

Land
Temple of Enlightenment (scd) 325
Terrain Generator

{T}: Add {C}. {2}, {T}: You may put a basic land card from your hand onto the battlefield tapped.

Land
Terrain Generator (clb) 926
Three Tree City

As Three Tree City enters, choose a creature type. {T}: Add {C}. {2}, {T}: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.

Land
Three Tree City (blb) 260

Land

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Artifact

Quantity: 13Price: $50.43
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (clb) 298
Commander's Sphere

{T}: Add one mana of any color in your commander's color identity. Sacrifice Commander's Sphere: Draw a card.

Artifact
Commander's Sphere (afc) 203
Decanter of Endless Water

You have no maximum hand size. {T}: Add one mana of any color.

Artifact
Decanter of Endless Water (clb) 309
Ghirapur Orrery

Each player may play an additional land on each of their turns. At the beginning of each player's upkeep, if that player has no cards in hand, that player draws three cards.

Artifact
Ghirapur Orrery (blc) 270
Hithlain Rope

Hithlain Rope can't be sacrificed. {1}, {T}: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. The player to your right gains control of Hithlain Rope. {2}, {T}: Draw a card. The player to your right gains control of Hithlain Rope.

Artifact
Hithlain Rope (ltc) 76
Horn of Greed

Whenever a player plays a land, that player draws a card.

Artifact
Horn of Greed (cn2) 211
Howling Mine

At the beginning of each player's draw step, if Howling Mine is untapped, that player draws an additional card.

Artifact
Howling Mine (c16) 257
Mind Stone

{T}: Add {C}. {1}, {T}, Sacrifice Mind Stone: Draw a card.

Artifact
Mind Stone (clb) 325
Patchwork Banner

As Patchwork Banner enters, choose a creature type. Creatures you control of the chosen type get +1/+1. {T}: Add one mana of any color.

Artifact
Patchwork Banner (blb) 247
Relic of Legends

{T}: Add one mana of any color. Tap an untapped legendary creature you control: Add one mana of any color.

Artifact
Relic of Legends (dmu) 236
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (clb) 871
Thought Vessel

You have no maximum hand size. {T}: Add {C}.

Artifact
Thought Vessel (clb) 879
Wand of the Worldsoul

Wand of the Worldsoul enters tapped. {T}: Add {W}. {T}: The next spell you cast this turn has convoke.

Artifact
Wand of the Worldsoul (moc) 20

Artifact

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Planeswalker

Quantity: 1Price: $7.99
Teferi, Temporal Pilgrim

Whenever you draw a card, put a loyalty counter on Teferi, Temporal Pilgrim. 0: Draw a card. −2: Create a 2/2 blue Spirit creature token with vigilance and "Whenever you draw a card, put a +1/+1 counter on this creature." −12: Target opponent chooses a permanent they control and returns it to its owner's hand. Then they shuffle each nonland permanent they control into its owner's library.

Planeswalker
Teferi, Temporal Pilgrim (bro) 66

Planeswalker

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Creature

Quantity: 22Price: $169.40
Academy Loremaster

At the beginning of each player's draw step, that player may draw an additional card. If they do, spells they cast this turn cost {2} more to cast.

Creature
Academy Loremaster (dmu) 40
Aven Wind Guide

Flying, vigilance Creature tokens you control have flying and vigilance. Embalm {4}{W}{U} ({4}{W}{U}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a white Zombie Bird Warrior with no mana cost. Embalm only as a sorcery.)

Creature
Aven Wind Guide (akh) 195
Baldin, Century Herdmaster

As long as it's your turn, each creature assigns combat damage equal to its toughness rather than its power. Whenever Baldin, Century Herdmaster attacks, up to one hundred target creatures each get +0/+X until end of turn, where X is the number of cards in your hand.

Creature
Baldin, Century Herdmaster (slx) 10
Champions of Minas Tirith

When Champions of Minas Tirith enters, you become the monarch. At the beginning of combat on each opponent's turn, if you're the monarch, that opponent may pay {X}, where X is the number of cards in their hand. If they don't, they can't attack you this combat.

Creature
Champions of Minas Tirith (ltc) 10
Delney, Streetwise Lookout

Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater. If an ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.

Creature
Delney, Streetwise Lookout (mkm) 12
Faerie Mastermind

Flash Flying Whenever an opponent draws their second card each turn, you draw a card. {3}{U}: Each player draws a card.

Creature
Faerie Mastermind (mom) 58
Flumph

Defender, flying Whenever Flumph is dealt damage, you and target opponent each draw a card.

Creature
Flumph (afr) 15
Guardian of Faith

Flash Vigilance When Guardian of Faith enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)

Creature
Guardian of Faith (afr) 18
Heliod, the Radiant Dawn

Creature Enchantment
Heliod, the Radiant Dawn // Heliod, the Warped Eclipse (mom) 17Heliod, the Radiant Dawn // Heliod, the Warped Eclipse (mom) 17
Herald of Hoofbeats

Horsemanship (This creature can't be blocked except by creatures with horsemanship.) Other Knights you control have horsemanship.

Creature
Herald of Hoofbeats (moc) 22
Kami of the Crescent Moon

At the beginning of each player's draw step, that player draws an additional card.

Creature
Kami of the Crescent Moon (voc) 107
Knight Exemplar

First strike (This creature deals combat damage before creatures without first strike.) Other Knight creatures you control get +1/+1 and have indestructible. (Damage and effects that say "destroy" don't destroy them.)

Creature
Knight Exemplar (moc) 192
Knight of the White Orchid

First strike When Knight of the White Orchid enters, if an opponent controls more lands than you, you may search your library for a Plains card, put it onto the battlefield, then shuffle.

Creature
Knight of the White Orchid (moc) 193
Loran of the Third Path

Vigilance When Loran of the Third Path enters, destroy up to one target artifact or enchantment. {T}: You and target opponent each draw a card.

Creature
Loran of the Third Path (bro) 12
Moonshaker Cavalry

Flying When Moonshaker Cavalry enters, creatures you control gain flying and get +X/+X until end of turn, where X is the number of creatures you control.

Creature
Moonshaker Cavalry (woe) 21
Pippin, Guard of the Citadel

Vigilance, ward {1} {T}: Another target creature you control gains protection from the card type of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that type.)

Creature
Pippin, Guard of the Citadel (ltr) 218
Roaming Throne

Ward {2} As Roaming Throne enters, choose a creature type. Roaming Throne is the chosen type in addition to its other types. If a triggered ability of another creature you control of the chosen type triggers, it triggers an additional time.

Creature Artifact
Roaming Throne (lci) 258
Scholarship Sponsor

When Scholarship Sponsor enters, each player who controls fewer lands than the player who controls the most lands searches their library for a number of basic land cards less than or equal to the difference, puts those cards onto the battlefield tapped, then shuffles.

Creature
Scholarship Sponsor (c21) 22
Sky Hussar

Flying When Sky Hussar enters, untap all creatures you control. Forecast — Tap two untapped white and/or blue creatures you control, Reveal Sky Hussar from your hand: Draw a card. (Activate only during your upkeep and only once each turn.)

Creature
Sky Hussar (rvr) 224
The Wandering Rescuer

Flash Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Double strike Other tapped creatures you control have hexproof.

Creature
The Wandering Rescuer (dsk) 41
Vodalian Wave-Knight

Whenever you draw a card, put a +1/+1 counter on each other Merfolk and/or Knight you control.

Creature
Vodalian Wave-Knight (moc) 43
Yes Man, Personal Securitron

{T}: Target opponent gains control of Yes Man, Personal Securitron. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn. Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.

Creature Artifact
Yes Man, Personal Securitron (pip) 29

Creature

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Sorcery

Quantity: 4Price: $2.26
Council's Judgment

Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.

Sorcery
Council's Judgment (otc) 79
Dusk

Sorcery
Dusk // Dawn (c19) 63
Excavation Technique

Demonstrate (When you cast this spell, you may copy it. If you do, choose an opponent to also copy it. Players may choose new targets for their copies.) Destroy target nonland permanent. Its controller creates two Treasure tokens.

Sorcery
Excavation Technique (c21) 16
Sevinne's Reclamation

Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy. Flashback {4}{W} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Sevinne's Reclamation (clb) 707

Sorcery

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Enchantment

Quantity: 6Price: $15.64
Chivalric Alliance

Whenever you attack with two or more creatures, draw a card. {2}, Discard a card: Create a 2/2 white and blue Knight creature token with vigilance.

Enchantment
Chivalric Alliance (moc) 11
Dictate of Kruphix

Flash (You may cast this spell any time you could cast an instant.) At the beginning of each player's draw step, that player draws an additional card.

Enchantment
Dictate of Kruphix (fdn) 587
Fealty to the Realm

Enchant creature When Fealty to the Realm enters, you become the monarch. The monarch controls enchanted creature. Enchanted creature attacks each combat if able and can't attack you.

Enchantment
Fealty to the Realm (ltc) 21
Intangible Virtue

Creature tokens you control get +1/+1 and have vigilance.

Enchantment
Intangible Virtue (onc) 77
Knowledge Is Power

Creatures you control get +X/+X, where X is the number of cards you've drawn this turn.

Enchantment
Knowledge Is Power (mkc) 42
Mirror Room

Enchantment
Mirror Room // Fractured Realm (dsk) 67

Enchantment

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Instant

Quantity: 17Price: $49.67
Aetherspouts

For each attacking creature, its owner puts it on their choice of the top or bottom of their library.

Instant
Aetherspouts (m15) 44
Clever Concealment

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)

Instant
Clever Concealment (onc) 5
Commit

Instant
Commit // Memory (lcc) 147
Dawn's Truce

Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) You and permanents you control gain hexproof until end of turn. If the gift was promised, permanents you control also gain indestructible until end of turn.

Instant
Dawn's Truce (blb) 9
Dream Fracture

Counter target spell. Its controller draws a card. Draw a card.

Instant
Dream Fracture (clb) 66
Heliod's Intervention

Choose one — • Destroy X target artifacts and/or enchantments. • Target player gains twice X life.

Instant
Heliod's Intervention (otc) 81
Leadership Vacuum

Target player returns each commander they control from the battlefield to the command zone. Draw a card.

Instant
Leadership Vacuum (c19) 9
Long River's Pull

Gift a card (You may promise an opponent a gift as you cast this spell. If you do, they draw a card before its other effects.) Counter target creature spell. If the gift was promised, instead counter target spell.

Instant
Long River's Pull (blb) 58
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (2x2) 23
Perch Protection

Gift an extra turn (You may promise an opponent a gift as you cast this spell. If you do, they take an extra turn after this one.) Create four 2/2 blue Bird creature tokens with flying. If the gift was promised, all permanents you control phase out, and until your next turn, your life total can't change and you gain protection from everything. Exile Perch Protection.

Instant
Perch Protection (blc) 11
Settle the Wreckage

Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle.

Instant
Settle the Wreckage (xln) 34
Split Decision

Will of the council — Choose target instant or sorcery spell. Starting with you, each player votes for denial or duplication. If denial gets more votes, counter the spell. If duplication gets more votes or the vote is tied, copy the spell. You may choose new targets for the copy.

Instant
Split Decision (gn3) 39
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (afc) 75
Thraben Charm

Choose one — • Thraben Charm deals damage equal to twice the number of creatures you control to target creature. • Destroy target enchantment. • Exile any number of target players' graveyards.

Instant
Thraben Charm (mh3) 45
Time Stop

End the turn. (Exile all spells and abilities, including this spell. The player whose turn it is discards down to their maximum hand size. Damage heals and "this turn" and "until end of turn" effects end.)

Instant
Time Stop (fdn) 166
Union of the Third Path

Draw a card, then you gain life equal to the number of cards in your hand.

Instant
Union of the Third Path (bro) 31
Your Temple Is Under Attack

Choose one — • Pray for Protection — Creatures you control gain indestructible until end of turn. • Strike a Deal — You and target opponent each draw two cards.

Instant
Your Temple Is Under Attack (clb) 52

Instant

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Deck Info

Deck stats

52 pips - 36 cards
29 mana - 26 cards
33 pips - 21 cards
28 mana - 25 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
0 mana - 10 cards
0 pips - 0 cards
13 mana - 11 cards
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Description

{"ops":[{"insert":"• On the surface "},{"insert":{"card-link":"The Council of Four"}},{"insert":" looks like a typical group hug deck, but they are here to provide a non-stop stream of card draw and token creation for itself alone, and to leverage this army into a win.\n• The core of the deck is the Council alongside something like a symmetrical draw card like "},{"insert":{"card-link":"Howling Mine"}},{"insert":"; which draws one additional card for each opponent per turn rotation, but in total draws five cards for the Council. Once this is set up, the deck just needs to play reactively– protecting board and life total– while the Council's spell trigger amasses inexorable board pressure.\n• It is very important when playing this deck to pay attention to everything. The Council triggers continuously, and tracking when this happens means watching what everybody is doing, while also ensuring that any important continuous effects and triggered abilities are clearly communicated to and understood by opponents.\n\n• Key cards:\n\t— "},{"insert":{"card-link":"Dictate of Kruphix"}},{"insert":", "},{"insert":{"card-link":"Howling Mine"}},{"insert":", and "},{"insert":{"card-link":"Kami of the Crescent Moon"}},{"insert":", plus "},{"insert":{"card-link":"Academy Loremaster"}},{"insert":", "},{"insert":{"card-link":"Flumph"}},{"insert":", "},{"insert":{"card-link":"Hithlain Rope"}},{"insert":", "},{"insert":{"card-link":"Horn of Greed"}},{"insert":", "},{"insert":{"card-link":"Loran of the Third Path"}},{"insert":", and "},{"insert":{"card-link":"Yes Man, Personal Securitron"}},{"insert":" all get players drawing their second card each turn.\n\t— "},{"insert":{"card-link":"Delney, Streetwise Lookout"}},{"insert":", "},{"insert":{"card-link":"Mirror Room // Fractured Realm"}},{"insert":", and "},{"insert":{"card-link":"Roaming Throne"}},{"insert":" all double up on both of the Council's triggers.\n\t— "},{"insert":{"card-link":"Clever Concealment"}},{"insert":", "},{"insert":{"card-link":"Dawn's Truce"}},{"insert":", "},{"insert":{"card-link":"Guardian of Faith"}},{"insert":", "},{"insert":{"card-link":"Knight Exemplar"}},{"insert":", "},{"insert":{"card-link":"Perch Protection"}},{"insert":", and "},{"insert":{"card-link":"Your Temple Is Under Attack"}},{"insert":", plus "},{"insert":{"card-link":"Dream Fracture"}},{"insert":", "},{"insert":{"card-link":"Long River's Pull"}},{"insert":", and "},{"insert":{"card-link":"Split Decision"}},{"insert":" all keep the board protected once it becomes a threat.\n\t— "},{"insert":{"card-link":"Aven Wind Guide"}},{"insert":", "},{"insert":{"card-link":"Herald of Hoofbeats"}},{"insert":", and "},{"insert":{"card-link":"Moonshaker Cavalry"}},{"insert":", plus "},{"insert":{"card-link":"Baldin, Century Herdmaster"}},{"insert":", "},{"insert":{"card-link":"Knowledge Is Power"}},{"insert":", "},{"insert":{"card-link":"Patchwork Banner"}},{"insert":", and "},{"insert":{"card-link":"Vodalian Wave-Knight"}},{"insert":" allow the knights to evade blockers, and attack in for lethal damage.\n\t— "},{"insert":{"card-link":"Aetherspouts"}},{"insert":", "},{"insert":{"card-link":"Heliod, the Radiant Dawn // Heliod, the Warped Eclipse"}},{"insert":", "},{"insert":{"card-link":"Settle the Wreckage"}},{"insert":", and "},{"insert":{"card-link":"Time Stop"}},{"insert":", plus "},{"insert":{"card-link":"Champions of Minas Tirith"}},{"insert":", "},{"insert":{"card-link":"Commit // Memory"}},{"insert":", "},{"insert":{"card-link":"Leadership Vacuum"}},{"insert":", "},{"insert":{"card-link":"Thraben Charm"}},{"insert":", and "},{"insert":{"card-link":"Union of the Third Path"}},{"insert":" let the Council stay safe and play reactively, able to prevent opponents from winning the game by any means.\n\n• Popular exclusions:\n\t— "},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":" and "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":" would be phenomenal includes, but are outside of this deck's current budget.\n\t— One-card win conditions like "},{"insert":{"card-link":"Approach of the Second Sun"}},{"insert":" and "},{"insert":{"card-link":"Twenty-Toed Toad"}},{"insert":" are surprisingly easy to pull off, but this particular deck is built around winning via tokens instead.\n\t— Cards which trigger off of card draw like "},{"insert":{"card-link":"Homunculus Horde"}},{"insert":" and "},{"insert":{"card-link":"Prince Imrahil the Fair"}},{"insert":" do trigger often, but the benefits they give are negligible compared to simply drawing better cards.\n\t— Similarly, cards which draw for creating tokens like "},{"insert":{"card-link":"Tocasia's Welcome"}},{"insert":" and "},{"insert":{"card-link":"Welcoming Vampire"}},{"insert":" are also \"win-more\"; once the deck is reliably creating tokens it already draws more than enough cards.\n\t— Cards which draw simultaneously for everyone like "},{"insert":{"card-link":"Cut a Deal"}},{"insert":" and "},{"insert":{"card-link":"Kwain, Itinerant Meddler"}},{"insert":" are much weaker than the symmetrical effects and end up giving more value away than they earn back.\n\t— Tax cards like "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":" and "},{"insert":{"card-link":"Smothering Tithe"}},{"insert":" both instantly lose any goodwill the deck has gained via political favours, and also slow the game down which prevents token generation.\n\t— Defensive cards like "},{"insert":{"card-link":"Ghostly Prison"}},{"insert":" and "},{"insert":{"card-link":"Propaganda"}},{"insert":" tend to not be necessary with the quantity of tokens generated. The biggest threats to the deck come from direct life loss or combo.\n"}]}
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