Lapper
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Commander
Size: 100Salt sum: 47.42
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Emrakul, the Promised End
This spell costs less to cast for each card type among cards in your graveyard.
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
When you cast this spell, you gain control of target opponent during that player's next turn. After that turn, that player takes an extra turn.
Flying, trample, protection from instants
Legendary Creature - Eldrazi

Commander
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Assault Suit
Equipped creature gets +2/+2, has haste, can't attack you or planeswalkers you control, and can't be sacrificed.
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
At the beginning of each opponent's upkeep, you may have that player gain control of equipped creature until end of turn. If you do, untap it.
Equip
Artifact - Equipment

Lithoform Engine
, : Copy target activated or triggered ability you control. You may choose new targets for the copy.
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
, : Copy target instant or sorcery spell you control. You may choose new targets for the copy.
, : Copy target permanent spell you control. (The copy becomes a token.)
Legendary Artifact

Oracle's Vault
, : Exile the top card of your library. Until end of turn, you may play that card. Put a brick counter on this artifact.
: Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. Activate only if there are three or more brick counters on this artifact.
: Exile the top card of your library. Until end of turn, you may play that card without paying its mana cost. Activate only if there are three or more brick counters on this artifact.
Artifact

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

Artifact
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Creature
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Glacial Chasm
Cumulative upkeep—Pay 2 life. (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.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land

Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
: Add .
, , Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land

Land
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Karn, Scion of Urza
+1: Reveal the top two cards of your library. An opponent chooses one of them. Put that card into your hand and exile the other with a silver counter on it.
−1: Put a card you own with a silver counter on it from exile into your hand.
−2: Create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
−1: Put a card you own with a silver counter on it from exile into your hand.
−2: Create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Legendary Planeswalker - Karn

Ugin, the Ineffable
Colorless spells you cast cost less to cast.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
−3: Destroy target permanent that's one or more colors.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
−3: Destroy target permanent that's one or more colors.
Legendary Planeswalker - Ugin

Ugin, the Spirit Dragon
+2: Ugin deals 3 damage to any target.
−X: Exile each permanent with mana value X or less that's one or more colors.
−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
−X: Exile each permanent with mana value X or less that's one or more colors.
−10: You gain 7 life, draw seven cards, then put up to seven permanent cards from your hand onto the battlefield.
Legendary Planeswalker - Ugin

Planeswalker
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"This is a new kind of group hug deck with a new kind of group hug commander: "},{"insert":{"card-link":"Emrakul, the Promised End"}},{"insert":". She is, in fact, the only commander who is able to both mindslave and grant extra turns to other players, making her both a powerful political tool and a deadly weapon. Will your opponents receive the blessing of Emrakul's extra turns, or will they feel her wrath as you ruthlessly sunder their boardstate beyond repair?\n\nGroup hug Emrakul is a multifaceted challenge to build and pilot. While mana-fixing in colorless is obviously second to none, the other side of the coin is the severe restriction we have on what cards we can run. If colorless had an identity, it would surely be \"you can do anything, but it'll cost you.\" This leads right in to the first challenge we'll address: Emrakul's absolutely massive 13 CMC.\n\nA 13 CMC commander is expensive enough on its own, and this deck wants to cast her as many times as possible to continually mindslave our opponents. While ramp is abundant in this deck and hard-casting will be your blunt edge most of the time, C18 has given us a most incredible gift: "},{"insert":{"card-link":"Geode Golem"}},{"insert":". GG not only allows us to cheat out Emrakul as early as turn 4 or 5, but combined with a sacrifice outlet like "},{"insert":{"card-link":"High Market"}},{"insert":", "},{"insert":{"card-link":"Miren, the Moaning Well"}},{"insert":", or even "},{"insert":{"card-link":"Mirage Mirror"}},{"insert":", we can be mindslaving people every single round. The icing on the cake of our new friend GG is that while he does necessitate we pay an ever-increasing commander tax, Emrakul can eat this tax along with the hopes our opponents have of winning by reducing her own cost. This works because cost increases like commander tax are applied before any cost reductions. With this trick, Geode Golem can potentially cast Emrakul 3 times for a couple mana at most. Since colorless is... slim on tutors, Geode Golem (or its brother, "},{"insert":{"card-link":"Metalworker"}},{"insert":") will have to be a happy surprise. The rest of the time, we're using mana rocks to ramp into Emrakul as fast as we possibly can. This deck really packs them in, so make sure your opening hand has ramp in it.\n\nBut what to do with our mindslavery? Before we can answer that, we have to first establish what we want to do, as we really have two options. We can effectively give free-reign to our friends, granting them nearly complete control over their own mindslaved turn (though of course not doing anything we don't like), or we can make our enemies' lives completely miserable. My favorite trick is to destroy/exile/tuck their commander and choose not to return it to the command zone. Yes, we are allowed to make this choice, and against many decks this is a devastating blow. More decks than you might think require their commander to do most of their dirty work, and getting rid of a commander for good can sometimes lock our opponents out of the game. Beyond that, the sky's the limit. Also try:\n\nCasting tutors and \"fail to find\" (a legal decision if the tutor is more specific than \"find a card\")"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Casting X spells for 0"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Counterspelling their own spells"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Blowing up their own permanents"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Attacking with utility creatures into horrendous matchups (hey, didn't you just play a 13/13?)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nBe forewarned! This deck can ramp extremely quickly and you may find you're able to cast Emrakul before anyone else has secured a boardstate. Think carefully about casting her at this early point in the game. If you mindslave with cruel intentions, it may not be worth your time. Mindslavery works best when an opponent has a juicy board and full hand to mess with, so it could be worth holding off. On the other hand, if you mindslave with benevolent intentions, choose your target carefully. Early in the game, it can be difficult to determine who would benefit from your help without popping off and becoming a threat themselves. Extra turns are powerful, and if you're not careful, you can create a monster that you'll end up having to mindslave again just to reign them in. Early game, play it safe by targeting the weakest or newest player, or someone with a deck that is unlikely to win, and let them (mostly) control their own turns.\n\nSo we established this delicious boardstate, we're absolutely dominating the table with back-to-back mindslavery and/or giving our friends so many extra turns that they don't know what to do with them. How do we win? Some of the best strategies are the simplest, and swinging into each opponent with a flying, trampling 13/13 body is a great way to win, so suit up with "},{"insert":{"card-link":"Fireshrieker"}},{"insert":" and go to town. Want to go wide? Try "},{"insert":{"card-link":"Myr Incubator"}},{"insert":" and exile 20 or 30 artifacts out of your library to make that many 1/1 tokens. But what are we going to do about our opponent's boards? Wraths, of course. "},{"insert":{"card-link":"All Is Dust"}},{"insert":" and "},{"insert":{"card-link":"Ugin, the Spirit Dragon"}},{"insert":" are two boardwipes that completely obliterate our opponents' side of the field while not touching a single permanent we control. Or maybe these methods are too crude for you and you'd rather combo out? "},{"insert":{"card-link":"Paradox Engine"}},{"insert":", "},{"insert":{"card-link":"Erratic Portal"}},{"insert":" and a couple of mana rocks gets you infinite cast triggers, ETBs, or LTBs.\n\nNow we know how to get our commander out, how to mindslave, and how to go for the win. What are we doing the rest of the time? I'm so glad you asked, because the answer is of course group hug and value. Ramp up with powerful accelerants like "},{"insert":{"card-link":"Mana Crypt"}},{"insert":", "},{"insert":{"card-link":"Metalworker"}},{"insert":", "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":", and "},{"insert":{"card-link":"Mana Vault"}},{"insert":". Refill your hand with draw effects like "},{"insert":{"card-link":"Mikokoro, Center of the Sea"}},{"insert":", "},{"insert":{"card-link":"Karn, Scion of Urza"}},{"insert":", "},{"insert":{"card-link":"Howling Mine"}},{"insert":", and "},{"insert":{"card-link":"Mind's Eye"}},{"insert":". Then sweeten the pot even more with even more group hug effects like "},{"insert":{"card-link":"Otherworld Atlas"}},{"insert":", "},{"insert":{"card-link":"Ghirapur Orrery"}},{"insert":", "},{"insert":{"card-link":"Helm of Awakening"}},{"insert":", and "},{"insert":{"card-link":"Blinkmoth Urn"}},{"insert":". Keeping the heat off and your threat flag flying low is important for a deck with Emrakul at the helm, and group hug fits her like a glove.\n\nHug, ramp, cheat, and mindslave your way to victory with this unique deck that you'll enjoy piloting every time someone scoops out of sheer frustration.\n"}]}
























































































