3.5k views17 days ago
Commander
Size: 100Salt sum: 27.3
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MuchoMando

3.5k views17 days ago
Commander
Size: 100Salt sum: 27.3

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{"ops":[{"attributes":{"bold":true},"insert":"This is a Group Hug deck:"},{"insert":"\nwith the honest intention of giving out clues. This deck is designed to be somewhat political in its build, and meant to encourage deal making and handshakes, although it can play just fine without it.\nAs with any group hug deck, you're trying to give out \"free\" resources while accruing additional value for yourself. The difficulty is finding a balance between how many resources you give out and what types of resources you give them. In my opinion, a successful group hug deck focuses on giving out a specific set resources instead of all types of resources. If I'm going to facilitate your card draw power, I shouldn't also be giving you mana, ramp, and creatures too. If I give out a little bit of everything, then I've solved all of your problems for you at the expense of my own resources. This will typically result in my opponents being able to run away with the game faster than I can keep up, especially when there's three opponents.\nI have chosen to give out most of the card draw in the form of clues, rather than straight card draw. This provides available card draw to my opponents when they want it (crack the clue at their discretion), but at the expense of their own resources instead of mine. This allows me time to advance my board state while still offering the incentives of draw power, and slows them down if they're spending mana on clues. I'm intentionally not facilitating their ramp, mana, or creatures.\n\n"},{"attributes":{"bold":true},"insert":"Benefits:"},{"insert":"\nThe idea is to stockpile my own clues to use for numerous benefits, like Affinity, card draw, and token synergies to accrue value. The creature selection is primarily focused around payoffs that occur when blinking Wernog, usually at instant speed to \"block and blink\" with my board. The idea is to maximize the number of times Wernog \"tempts\" my opponents with clues.\n\n"},{"attributes":{"bold":true},"insert":"Mini Games:"},{"insert":"\nRather than going with the route of punishing my opponents for taking clues, the deck has been designed to sell clues as an incentive. There are a few pingers in the deck like Hedron Detonator, Disciple of the Vault, and Orcish Bowmasters, who deal single target damage. \nWhen I play these types of cards, I will always offer the caveat of letting my opponents choose where to ping (as long as it's not my stuff) if they take the clue / crack the clue. This is another \"hug\" incentive and usually encourages the mini game of players focusing each other and removes the heat from you. \nIn some cases, people will want the clues because they are starved for draw, and I can typically make deals of immunity or protection to feed them clues. I have found it decently easy to make an ally without having to force oversold conversations about why they should accept my help.\nThe Flumph Deal is my favorite. When Flumph enters, I always offer the \"The Flumph Deal\" to each opponent: you can attack into Flumph and we both draw a card as long as you don't kill my Flumph. If you do kill Flumph, I give another target opponent that card draw. This deal has been the most loved hug the deck offers.\n\nIn the event that the table decides you're the bad guy and nobody will take your clues, there's enough blink built into the deck to start creating some serious Wernog-drain effects. The table typically won't be able to stick together on the \"no clues\" talk for long before someone breaks. Typically, it'll only last 1-2 full rotations of the table before someone folds and can't sustain the life loss at the rate you can pump it out.\n\n"},{"attributes":{"bold":true},"insert":"Bjorna, the other commander:"},{"insert":"\nBjorna is the back up and supports colors. She predominantly plays defense and acts as a deterrent to send threats elsewhere. When giving a Basilisk Collar, she presents a death toucher pinger, which I use as a political tool to offer as another hug. Again, letting my opponent pick where to ping the deathtouch, if the deal they offer is worthwhile.\n\n"},{"attributes":{"bold":true},"insert":"Closing the Game:"},{"insert":"\nOnce I have enough clues, there are a few finishers to close the game out, like Rise and Shine, Cyberdrive Awakener, Feedback Bolt, or Shao Jun to name a few. As this deck started to take form, I noticed a few other finishers (as listed under categories) that slide under the radar until it's too late.\n\n"},{"attributes":{"bold":true},"insert":"Academy Manufactor Discussion:"},{"insert":"\nThe more clues you accrue, the more value you can get away with. After all, that's the intention of the deck, but it's subtle enough that the incremental value doesn't raise red flags. Earning a clue, food and treasure raises too many red flags at once. In my experience, if you play Academy Manufactor, everyone will pick life lose until Academy Manufactor is blown up or until you're dead.\nIn my meta, the amount of attention is draws is arguably not worth the heat is creates. All political deals get thrown out the window and nobody will play along with your deals anymore. I have made the choice to remove AM from my list. While it can kick the token production into overdrive, the deck operates perfectly fine without it.\n\n\n"},{"attributes":{"bold":true},"insert":"Game Play:"},{"insert":"\nThis deck is actually in my rotation and not just built for the contest. It aims to be casual and consistent without using infinite combos, stax, or CEDH packages (to match my given play groups). The pods I play in try to provide aggressive game play and not oppressive game play. This deck wants to make political deals and offer help.\n\nCommanders I regularly go up against in my pods include:\n\nCloud, EX SOLDIER\n\nGlarb, Calamity's Auger\n\nXenagos, God of Revels\n\nKrenko, Mob Boss\n\nThe Locust God\n\nEsika , God of the Tree // The Prismatic Bridge\n\nAtraxa, Praetor's Voice\n\nMarneus Calgar\n\nPantlaza, Sun-Favored\n\nMalcolm, Keen-Eyed Navigator & Breeches, Brazen Plunderer\n\nHapatra, Vizier of Poisons\n\nReki, History of Kamigawa\n\nGhalta, Primal Hunger\n"}]}

Commander

Qty: 2 Price: $2.48
Bjorna, Nightfall Alchemist
, Sacrifice an artifact: Bjorna, Nightfall Alchemist deals 1 damage to target creature. Goad that creature. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Partner—Friends forever (You can have two commanders if both have this ability.)
Legendary Creature - Human
Bjorna, Nightfall Alchemist (slx) 2
Wernog, Rider's Chaplain
When Wernog, Rider's Chaplain enters or leaves the battlefield, each opponent may investigate. Each opponent who doesn't loses 1 life. You investigate X times, where X is one plus the number of opponents who investigated this way.
Partner—Friends forever (You can have two commanders if both have this ability.)
Legendary Creature - Human
Wernog, Rider's Chaplain (slx) 8

Commander

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Creature

Qty: 5 Price: $9.11
Belladonna Took
Whenever a token you control enters, you gain 1 life if this is the first time this ability has resolved this turn. If it's the second time, draw a card. If it's the third time, put a +1/+1 counter on each creature you control.
Legendary Creature - Citizen Halfling
Belladonna Took (hob) 4
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 (soc) 142
Harmonized Trio
, Tap two untapped creatures you control: This creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.)
Creature - Wizard Merfolk Bard
Harmonized Trio // Brainstorm (sos) 52
HYDRA Assault Robot
Whenever another Villain and/or artifact you control enters, this creature deals 1 damage to target opponent.
Creature Artifact - Villain Robot
HYDRA Assault Robot (msh) 137
Mister Fantastic, Reed Richards
Reach
Whenever one or more tokens you control enter, you may draw a card.
Legendary Creature - Human Scientist Hero
Mister Fantastic, Reed Richards (msh) 66

Creature

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Draw

Qty: 8 Price: $16.98
Dour Port-Mage
Whenever one or more other creatures you control leave the battlefield without dying, draw a card.
,
: Return another target creature you control to its owner's hand.
Creature - Wizard Frog
Dour Port-Mage (blb) 47
Extraordinary Journey
When this enchantment enters, exile up to X target creatures. For each of those cards, its owner may play it for as long as it remains exiled.
Whenever one or more nontoken creatures enter, if one or more of them entered from exile or was cast from exile, you draw a card. This ability triggers only once each turn.
Enchantment
Extraordinary Journey (pwoe) 48p
Idol of Oblivion
: Draw a card. Activate only if you created a token this turn.
,
, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.
Artifact
Idol of Oblivion (plst) M3C-297
Katara, Bending Prodigy
At the beginning of your end step, if Katara is tapped, put a +1/+1 counter on her.
Waterbend
: Draw a card. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for
.)
Legendary Creature - Human Warrior Ally
Katara, Bending Prodigy (tla) 59
Satoru, the Infiltrator
Menace
Whenever Satoru and/or one or more other nontoken creatures you control enter, if none of them were cast or no mana was spent to cast them, draw a card.
Legendary Creature - Human Rogue Ninja
Satoru, the Infiltrator (potj) 230p
Spirit Water Revival
As an additional cost to cast this spell, you may waterbend
. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for
.)
Draw two cards. If this spell's additional cost was paid, instead shuffle your graveyard into your library, draw seven cards, and you have no maximum hand size for the rest of the game.
Exile Spirit Water Revival.
Sorcery
Spirit Water Revival (tla) 73
Tenuous Truce
Enchant opponent
At the beginning of enchanted opponent's end step, you and that player each draw a card.
When you attack enchanted opponent or a planeswalker they control or when they attack you or a planeswalker you control, sacrifice this Aura.
Enchantment - Aura
Tenuous Truce (blc) 159
The Enigma Jewel
The Enigma Jewel enters tapped.
: Add
. Spend this mana only to activate abilities.
Craft with four or more nonlands with activated abilities
(
, Exile this artifact, Exile the four or more from among other permanents you control and/or cards in your graveyard: Return this card transformed under its owner's control. Craft only as a sorcery.)
Legendary Artifact
The Enigma Jewel // Locus of Enlightenment (lci) 55The Enigma Jewel // Locus of Enlightenment (lci) 55

Draw

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Finisher

Qty: 8 Price: $28.40
Cyberdrive Awakener
Flying
Other artifact creatures you control have flying.
When this creature enters, each noncreature artifact you control becomes a 4/4 artifact creature until end of turn.
Creature Artifact - Construct
Cyberdrive Awakener (eoc) 69
Feedback Bolt
Feedback Bolt deals damage to target player or planeswalker equal to the number of artifacts you control.
Instant
Feedback Bolt (5dn) 64
Haunt the Network
Choose target opponent. Create two 1/1 colorless Thopter artifact creature tokens with flying. Then the chosen player loses X life and you gain X life, where X is the number of artifacts you control.
Sorcery
Haunt the Network (dft) 207
Monumental Corruption
Target player draws X cards and loses X life, where X is the number of artifacts you control.
Sorcery
Monumental Corruption (onc) 34
Rise and Shine
Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on each artifact that became a creature this way.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Rise and Shine (mh2) 58
Shao Jun
Leap Strike — During your turn, Shao Jun has flying and first strike.
Rope Dart — Tap two untapped artifacts you control: Shao Jun deals 1 damage to each opponent.
Legendary Creature - Human Assassin
Shao Jun (acr) 63
Sunshot Militia
Tap two untapped artifacts and/or creatures you control: This creature deals 1 damage to each opponent. Activate only as a sorcery.
Creature - Human Soldier
Sunshot Militia (lci) 168
Tezzeret, Master of the Bridge
Creature and planeswalker spells you cast have affinity for artifacts. (They cost
less to cast for each artifact you control.)
+2: Tezzeret deals X damage to each opponent, where X is the number of artifacts you control. You gain X life.
−3: Return target artifact card from your graveyard to your hand.
−8: Exile the top ten cards of your library. Put all artifact cards from among them onto the battlefield.
Legendary Planeswalker - Tezzeret
Tezzeret, Master of the Bridge (war) 275

Finisher

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Land

Qty: 34 Price: $88.60
Arcane Sanctum
This land enters tapped.
: Add
,
, or
.
Land
Arcane Sanctum (fic) 373
Blackcleave Cliffs
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Blackcleave Cliffs (one) 370
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (tdc) 107
Concealed Courtyard
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Concealed Courtyard (kld) 245
Contaminated Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Contaminated Landscape (mh3) 218
Darkslick Shores
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Darkslick Shores (one) 250
Escape Tunnel
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
, Sacrifice this land: Target creature with power 2 or less can't be blocked this turn.
Land
Escape Tunnel (eoc) 157
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (m15) 243
Havengul Laboratory
: Add
.
,
: Investigate. (Create a colorless Clue artifact token with "
, Sacrifice this artifact: Draw a card.")
At the beginning of your end step, if you sacrificed three or more Clues this turn, transform Havengul Laboratory.
Legendary Land
Havengul Laboratory // Havengul Mystery (slx) 9Havengul Laboratory // Havengul Mystery (slx) 9
Inspiring Vantage
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Inspiring Vantage (otj) 269
Island
(
: Add
.)
Basic Land - Island
Island (war) 253
Maestros Theater
When this land enters, sacrifice it. When you do, search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Maestros Theater (eoc) 167
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (fra) 288
Nomad Outpost
This land enters tapped.
: Add
,
, or
.
Land
Nomad Outpost (plst) DMC-222
Obscura Storefront
When this land enters, sacrifice it. When you do, search your library for a basic Plains, Island, or Swamp card, put it onto the battlefield tapped, then shuffle and you gain 1 life.
Land
Obscura Storefront (dsc) 291
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (scd) 312
Perilous Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Island, Mountain, or Plains card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Perilous Landscape (frc) 78
Plains
(
: Add
.)
Basic Land - Plains
Plains (kld) 251
Seachrome Coast
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Seachrome Coast (blc) 328
Secluded Starforge
: Add
.
,
, Tap X untapped artifacts you control: Target creature gets +X/+0 until end of turn. Activate only as a sorcery.
,
: Create a 2/2 colorless Robot artifact creature token.
Land
Secluded Starforge (eoe) 257
Seething Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Seething Landscape (mh3) 225
Shattered Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Mountain, Plains, or Swamp card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Shattered Landscape (mh3) 226
Spirebluff Canal
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Spirebluff Canal (kld) 249
Starting Town
This land enters tapped unless it's your first, second, or third turn of the game.
: Add
.
, Pay 1 life: Add one mana of any color.
Land - Town
Starting Town (fin) 289
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (thb) 282
Terramorphic Expanse
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Terramorphic Expanse (c15) 314
Turbulent Moor
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Swamp
Turbulent Moor (soc) 56
Turbulent Springs
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Island Mountain
Turbulent Springs (soc) 57
Turbulent Steppe
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Mountain
Turbulent Steppe (soc) 58
Vibrant Cityscape
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Vibrant Cityscape (spm) 188

Land

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Lifegain

Qty: 1 Price: $0.69
Leonin Elder
Whenever an artifact enters, you may gain 1 life.
Creature - Cleric Cat
Leonin Elder (mrd) 10

Lifegain

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Political Deals

Qty: 5 Price: $78.45
Disciple of the Vault
Whenever an artifact is put into a graveyard from the battlefield, you may have target opponent lose 1 life.
Creature - Human Cleric
Disciple of the Vault (2xm) 86
Flumph
Defender, flying
Whenever this creature is dealt damage, you and target opponent each draw a card.
Creature - Jellyfish
Flumph (afr) 15
Hedron Detonator
Whenever an artifact you control enters, this creature deals 1 damage to target opponent.
, Sacrifice two artifacts: Exile the top card of your library. You may play that card this turn.
Creature - Goblin Artificer
Hedron Detonator (moc) 118
Orcish Bowmasters
Flash
When this creature enters and whenever an opponent draws a card except the first one they draw in each of their draw steps, this creature deals 1 damage to any target. Then amass Orcs 1.
Creature - Archer Orc
Orcish Bowmasters (ltr) 103
Tempt with Bunnies
Tempting Offer — Draw a card and create a 1/1 white Rabbit creature token. Then each opponent may draw a card and create a 1/1 white Rabbit creature token. For each opponent who does, you draw a card and you create a 1/1 white Rabbit creature token.
Sorcery
Tempt with Bunnies (blc) 13

Political Deals

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Ramp

Qty: 11 Price: $36.89
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (fic) 334
Azorius Signet
,
: Add
.
Artifact
Azorius Signet (scd) 259
Boros Signet
,
: Add
.
Artifact
Boros Signet (cmr) 459
Dimir Signet
,
: Add
.
Artifact
Dimir Signet (frc) 56
Galazeth Prismari
Flying
When Galazeth Prismari enters, create a Treasure token.
Artifacts you control have "
: Add one mana of any color. Spend this mana only to cast an instant or sorcery spell."
Legendary Creature - Elder Dragon
Galazeth Prismari (soc) 311
Izzet Signet
,
: Add
.
Artifact
Izzet Signet (frc) 58
Orzhov Signet
,
: Add
.
Artifact
Orzhov Signet (c16) 266
Rakdos Signet
,
: Add
.
Artifact
Rakdos Signet (frc) 60
Sol Ring
: Add
.
Artifact
Sol Ring (fdc) 286
Thran Turbine
At the beginning of your upkeep, you may add
. This mana can't be spent to cast spells.
Artifact
Thran Turbine (usg) 311
Urza, Lord High Artificer
When Urza enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control."
Tap an untapped artifact you control: Add
.
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
Legendary Creature - Human Artificer
Urza, Lord High Artificer (dmr) 71

Ramp

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Recursion

Qty: 1 Price: $0.39
Vat of Rebirth
Whenever another artifact or creature you control is put into a graveyard from the battlefield, put an oil counter on this artifact.
,
, Remove four oil counters from this artifact: Return target creature card from your graveyard to the battlefield. Activate only as a sorcery.
Artifact
Vat of Rebirth (one) 113

Recursion

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Removal

Qty: 6 Price: $15.44
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Basilisk Collar (fdc) 246
Dispatch
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
Instant
Dispatch (eoc) 64
Ghirapur Aether Grid
Tap two untapped artifacts you control: This enchantment deals 1 damage to any target.
Enchantment
Ghirapur Aether Grid (ori) 148
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 (frc) 30
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (frc) 37
Vorpal Sword
Equipped creature gets +2/+0 and has deathtouch.
: Until end of turn, this Equipment gains "Whenever equipped creature deals combat damage to a player, that player loses the game."
Equip
Artifact - Equipment
Vorpal Sword (afr) 124

Removal

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Sorcery

Qty: 1 Price: $0.79
Daydream
Exile target creature you control, then return that card to the battlefield under its owner's control with a +1/+1 counter on it.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Daydream (sos) 9

Sorcery

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Maybeboard

Qty: 8 Price: $37.94
Armor Wars
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may draw a card for each artifact you control. If you do, each opponent draws a card.
II — Artifact spells you cast this turn cost
less to cast.
III — This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control.
Enchantment - Saga
Armor Wars (msh) 203
Contraband Kingpin
Lifelink
Whenever an artifact you control enters, scry 1.
Creature - Rogue Aetherborn
Contraband Kingpin (plst) KLD-177
Erdwal Illuminator
Flying
Whenever you investigate for the first time each turn, investigate an additional time.
Creature - Spirit
Erdwal Illuminator (j22) 291
Erode
Destroy target creature or planeswalker. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Instant
Erode (psos) 15p
Fomori Vault
: Add
.
,
, Discard a card: Look at the top X cards of your library, where X is the number of artifacts you control. Put one of those cards into your hand and the rest on the bottom of your library in a random order.
Land
Fomori Vault (pbig) 29p
Imskir Iron-Eater
Affinity for artifacts (This spell costs
less to cast for each artifact you control.)
When Imskir enters, you draw X cards and you lose X life, where X is half the number of artifacts you control, rounded down.
, Sacrifice an artifact: Imskir deals damage equal to the sacrificed artifact's mana value to any target.
Legendary Creature - Demon
Imskir Iron-Eater (mh3) 189
Junk Winder
Affinity for tokens (This spell costs
less to cast for each token you control.)
Whenever a token you control enters, tap target nonland permanent an opponent controls. It doesn't untap during its controller's next untap step.
Creature - Serpent
Junk Winder (blc) 169
Voyage Home
Affinity for artifacts (This spell costs
less to cast for each artifact you control.)
You draw three cards and gain 3 life.
Sorcery
Voyage Home (dft) 227

Maybeboard

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Tokens & Extras

Qty: 8 Price: $4.02
Citizen
Creature Token - Citizen
Citizen (tsnc) 12
Clue
, Sacrifice this token: Draw a card.
Artifact Token - Clue
Clue (tsoi) 14
Fish
Creature Token - Fish
Fish (tblb) 7
Inkling
Flying
Creature Token - Inkling
Inkling (tstx) 4
Orc Army
Creature Token - Orc Army
Orc Army (tltr) 6
Rabbit
Creature Token - Rabbit
Rabbit (tblb) 3
Thopter
Flying
Creature Artifact Token - Thopter
Thopter (tkld) 7
Treasure
, Sacrifice this token: Add one mana of any color.
Artifact Token - Treasure
Treasure (txln) 7

Tokens & Extras

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Deck Info

Deck stats

27 pips - 26 cards
18 mana - 18 cards
24 pips - 20 cards
16 mana - 16 cards
10 pips - 9 cards
17 mana - 17 cards
8 pips - 8 cards
15 mana - 15 cards
0 pips - 0 cards
0 mana - 5 cards
0 pips - 0 cards
13 mana - 10 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"bold":true},"insert":"This is a Group Hug deck:"},{"insert":"\nwith the honest intention of giving out clues. This deck is designed to be somewhat political in its build, and meant to encourage deal making and handshakes, although it can play just fine without it.\nAs with any group hug deck, you're trying to give out \"free\" resources while accruing additional value for yourself. The difficulty is finding a balance between how many resources you give out and what types of resources you give them. In my opinion, a successful group hug deck focuses on giving out a specific set resources instead of all types of resources. If I'm going to facilitate your card draw power, I shouldn't also be giving you mana, ramp, and creatures too. If I give out a little bit of everything, then I've solved all of your problems for you at the expense of my own resources. This will typically result in my opponents being able to run away with the game faster than I can keep up, especially when there's three opponents.\nI have chosen to give out most of the card draw in the form of clues, rather than straight card draw. This provides available card draw to my opponents when they want it (crack the clue at their discretion), but at the expense of their own resources instead of mine. This allows me time to advance my board state while still offering the incentives of draw power, and slows them down if they're spending mana on clues. I'm intentionally not facilitating their ramp, mana, or creatures.\n\n"},{"attributes":{"bold":true},"insert":"Benefits:"},{"insert":"\nThe idea is to stockpile my own clues to use for numerous benefits, like Affinity, card draw, and token synergies to accrue value. The creature selection is primarily focused around payoffs that occur when blinking Wernog, usually at instant speed to \"block and blink\" with my board. The idea is to maximize the number of times Wernog \"tempts\" my opponents with clues.\n\n"},{"attributes":{"bold":true},"insert":"Mini Games:"},{"insert":"\nRather than going with the route of punishing my opponents for taking clues, the deck has been designed to sell clues as an incentive. There are a few pingers in the deck like Hedron Detonator, Disciple of the Vault, and Orcish Bowmasters, who deal single target damage. \nWhen I play these types of cards, I will always offer the caveat of letting my opponents choose where to ping (as long as it's not my stuff) if they take the clue / crack the clue. This is another \"hug\" incentive and usually encourages the mini game of players focusing each other and removes the heat from you. \nIn some cases, people will want the clues because they are starved for draw, and I can typically make deals of immunity or protection to feed them clues. I have found it decently easy to make an ally without having to force oversold conversations about why they should accept my help.\nThe Flumph Deal is my favorite. When Flumph enters, I always offer the \"The Flumph Deal\" to each opponent: you can attack into Flumph and we both draw a card as long as you don't kill my Flumph. If you do kill Flumph, I give another target opponent that card draw. This deal has been the most loved hug the deck offers.\n\nIn the event that the table decides you're the bad guy and nobody will take your clues, there's enough blink built into the deck to start creating some serious Wernog-drain effects. The table typically won't be able to stick together on the \"no clues\" talk for long before someone breaks. Typically, it'll only last 1-2 full rotations of the table before someone folds and can't sustain the life loss at the rate you can pump it out.\n\n"},{"attributes":{"bold":true},"insert":"Bjorna, the other commander:"},{"insert":"\nBjorna is the back up and supports colors. She predominantly plays defense and acts as a deterrent to send threats elsewhere. When giving a Basilisk Collar, she presents a death toucher pinger, which I use as a political tool to offer as another hug. Again, letting my opponent pick where to ping the deathtouch, if the deal they offer is worthwhile.\n\n"},{"attributes":{"bold":true},"insert":"Closing the Game:"},{"insert":"\nOnce I have enough clues, there are a few finishers to close the game out, like Rise and Shine, Cyberdrive Awakener, Feedback Bolt, or Shao Jun to name a few. As this deck started to take form, I noticed a few other finishers (as listed under categories) that slide under the radar until it's too late.\n\n"},{"attributes":{"bold":true},"insert":"Academy Manufactor Discussion:"},{"insert":"\nThe more clues you accrue, the more value you can get away with. After all, that's the intention of the deck, but it's subtle enough that the incremental value doesn't raise red flags. Earning a clue, food and treasure raises too many red flags at once. In my experience, if you play Academy Manufactor, everyone will pick life lose until Academy Manufactor is blown up or until you're dead.\nIn my meta, the amount of attention is draws is arguably not worth the heat is creates. All political deals get thrown out the window and nobody will play along with your deals anymore. I have made the choice to remove AM from my list. While it can kick the token production into overdrive, the deck operates perfectly fine without it.\n\n\n"},{"attributes":{"bold":true},"insert":"Game Play:"},{"insert":"\nThis deck is actually in my rotation and not just built for the contest. It aims to be casual and consistent without using infinite combos, stax, or CEDH packages (to match my given play groups). The pods I play in try to provide aggressive game play and not oppressive game play. This deck wants to make political deals and offer help.\n\nCommanders I regularly go up against in my pods include:\n\nCloud, EX SOLDIER\n\nGlarb, Calamity's Auger\n\nXenagos, God of Revels\n\nKrenko, Mob Boss\n\nThe Locust God\n\nEsika , God of the Tree // The Prismatic Bridge\n\nAtraxa, Praetor's Voice\n\nMarneus Calgar\n\nPantlaza, Sun-Favored\n\nMalcolm, Keen-Eyed Navigator & Breeches, Brazen Plunderer\n\nHapatra, Vizier of Poisons\n\nReki, History of Kamigawa\n\nGhalta, Primal Hunger\n"}]}
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