2198 views47 days ago
Commander
Size: 100Est cost: $2037.74Salt sum: 44.98
Léana_Shaen
2198 views47 days ago
Commander
Size: 100Est cost: $2037.74Salt sum: 44.98
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{"ops":[{"insert":"Introduction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Doesn’t it feel great when you get an explosive turn with a lot of things going on ? Do you like quoting the "},{"attributes":{"italic":true},"insert":"“I can do this all day!”"},{"insert":" whenever you take any removal and come back for the third time in a row ?\nTHIS is what the deck is about ! It is about finding the right tool for the situation and enduring the elements in the storm of a four player EDH game, then becoming the threat from the graveyard. Waiting Line is a self-mill deck with a lot of options in our “hands”. "},{"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"insert":" adds a very reliable way to “draw” cards through our many grave filling outlets, on top of other advantages she gives to us.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"IMPORTANT NOTE :"},{"insert":" I play in a playgroup where we soft banned some cards for the sake of balance in games. "},{"insert":{"card-link":"Sol Ring"}},{"insert":" being the best exemple. Since the one who plays the famous turn one sol ring gets instantly way more chances to win the game, we don’t play those kinds of cards (fast mana). We also tend to avoid infinite combos in our deck as it is very hard to build a “casual” deck with combos without winning games out of nowhere just because we topdecked a key card after two hours of passing turns. Big staples of the format and tutors are also considered wisely as they can easily reverse the state of a game. "},{"insert":{"card-link":"Gaea's Cradle"}},{"insert":", "},{"insert":{"card-link":"Rhystic Study"}},{"insert":", "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":" or even "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" are few examples of cards we hardly consider in our decks due to their very high impact on the game and their capacity to off-balance any situation."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\n* * *\n\nKagha vs Similar Commanders"},{"attributes":{"header":2},"insert":"\n"},{"insert":"At first glance, for our strategy, "},{"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"insert":" doesn’t seem to be a good commander. But, first of all, who really needs a reason to choose a commander over another one since we are playing in casual EDH ? Let’s do some thinking anyway.\nStarting with a quick overview of what Kagha offers us. Yes she isn’t a big splashy creature, but milling two cards per turn for 4 manas is just below the average ratio which is balanced by the upside of always having access to it. Her second ability allows us to cast permanents and play lands among cards we milled during the turn; it turns Kagha into a very good card advantage once we set up a few mill engines. Finally, being a 1/4 with deathtouch when she attacks makes her really hard to block and your opponent will frequently let her deal that one damage to them.\n\n"},{"attributes":{"italic":true},"insert":"Coram, the Undertaker"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Coram, the Undertaker"}},{"insert":" released in Modern Horizon 3 seems to be a better leader for the deck, he virtually mills more cards, is a bigger threat and adds Red to our color palette. Although, our strategy is very focused on milling and reanimating lands and creatures, and red doesn’t add many cards to help us outside of the wheels, such as "},{"insert":{"card-link":"Wheel of Fortune"}},{"insert":" or big recursion cards as "},{"insert":{"card-link":"Underworld Breach"}},{"insert":". Of course there are some fun interactions with the first ability of Coram and the option to cast any type of spells milled is a clear upside, but I personally felt like it wasn’t worth losing the consistency of a bicolor deck. Also, Coram being a bigger threat because of his first ability, and because he allows us to cast cards from our opponents, make him a target for removal spells, while Kagha is rarely worth investing mana AND a single target removal to get her off the board. She will more likely stick on the board and do what we want her to do : mill a few cards and use her passive ability to cast those cards.\n\n"},{"attributes":{"italic":true},"insert":"The Gitrog Monster and Old Stickfingers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As we’re playing a self-mill deck where we seek both lands and creatures in our graveyard, some other golgari commanders could fit. "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":" is a very popular card for graveyard decks, but I decided to avoid it. Gitrog makes half the cards of the deck work too well and it’s too easy to combo or storm off with only a few pieces. The card is simply too powerful, I played with it in the 99 in previous versions and each time I got it, it was just overwhelming, almost drew my entire deck and even lost a game because I was out of cards. Gitrog could be an excellent piece in the deck for sure as well as an excellent commander instead of Kagha, but I find games more fun when my deck doesn’t rely on one single card to win.\nThe other golgari option for the deck would be "},{"insert":{"card-link":"Old Stickfingers"}},{"insert":". I haven’t tried him in the command zone yet. I know he would fill the graveyard with much more efficiency, but I’m afraid the lack of card advantage will be a huge downside when we will face situations where we are at disadvantage compared to our opponents.\n\n"},{"attributes":{"italic":true},"insert":"Teval, the Balanced Scale"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The second it was spoiled, I considered "},{"insert":{"card-link":"Teval, the Balanced Scale"}},{"insert":" as a remplacement for Kagha. As "},{"insert":{"card-link":"Old Stickfingers"}},{"insert":", it lacks the card advantage we appreciate in our elf, however, we could argue that most of the time we're playing a milled land with Kagha and Teval just do the same but doesn't use our land drop. Creating zombies each turn is also a major addition to our defensive options. Finaly, while red wasn't a great color to add to our gameplan, blue is almost the best of the three. Gaining access to countering creatures like "},{"insert":{"card-link":"Malevolent Hermit // Benevolent Geist"}},{"insert":" or "},{"insert":{"card-link":"Glen Elendra Archmage"}},{"insert":", a new wincon with "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" and the excellent "},{"insert":{"card-link":"Abhorrent Oculus"}},{"insert":" as a mill option. So good, in fact, it will change a lot of deck choices, and to be honest, I've chosen to stay with Kagha for now only because it's going to be a lot of work.\n\n* * *\n\nWin Conditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As this deck is intended to be casual, there are hundreds of ways to win a game, but we have few main routes to follow as guidelines when playing.\nThe key card of this deck is obviously "},{"insert":{"card-link":"Living Death"}},{"insert":" which capitalize on us filling our graveyard during the game. If we want our sweet mass reanimation sorcery to even do something, it will be important to amass a good amount of creature cards in our graveyard. However, casting Living Death (or copies of LD such as "},{"insert":{"card-link":"Bringer of the Last Gift"}},{"insert":" or our brand new "},{"insert":{"card-link":"Funeral Room // Awakening Hall"}},{"insert":") doesn’t make us win on the spot. It requires us to wait a full turn and try to kill an opponent by combat damage with the high risk of suffering from a board wipe or even being killed by the creatures we brought back to life (in case of Living Death and Bringer). "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":" (or Funeral Room) is exactly what we aim for ! Assembling those pieces together with a way to kill/sacrifice our reanimated creatures will give us victory, it could be either "},{"insert":{"card-link":"Massacre Girl"}},{"insert":" (which can be very hard to resolve sometimes), "},{"insert":{"card-link":"Viscera Seer"}},{"insert":" or an "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":".\nOne of the very interesting situations with Living Death is casting it with "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" in our graveyard. It allows us to cast Living Death without any risk, even if we don’t win on the spot, Witness’ ETB will give us back our precious reanimation. If we happen to have one of our sac outlets, we are now able to repeat this process over and over as long as we have enough mana to do so.\n\n* * *\n\nGameplan & Strategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Aaah finally, the core part of the deck, the essence of it. We’ll discuss very important cards and some of the main shenanigans.\n\n"},{"attributes":{"italic":true},"insert":"The Main Strategy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Even if we have a mill engine in the command zone, we will try to assemble two or three more of them on the field. "},{"insert":{"card-link":"Barrowgoyf"}},{"insert":", "},{"insert":{"card-link":"Underrealm Lich"}},{"insert":" or "},{"insert":{"card-link":"Ripples of Undeath"}},{"insert":" will constantly put cards in both our graveyard and our hands, keeping us in the fight to survive. On the other hand, cards such as "},{"insert":{"card-link":"Blossoming Tortoise"}},{"insert":" will do the same job except instead of filling our hands they will make us ramp each turn. All those cards are good to play in the first 4 or 5 turns, but they become very slow the more the game progress, while pieces like "},{"insert":{"card-link":"Old Stickfingers"}},{"insert":" or "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":" will fill our graveyard with many more cards in a single turn, and will set us up for an upcoming big turn.\nDuring the time we will take to create a good grave pile, we also have at our disposal a lot of interactions to keep the board state at our advantage. Most of them are also permanent spells and benefit from our various recursion pieces.\n\n"},{"attributes":{"italic":true},"insert":"Mana Bursts : Amulet of Vigor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Big turns require a lot of mana. Thus we have ways to create this large amount of mana. Filling our graveyard with creatures also fills it with lands so we play cards such as "},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":", "},{"insert":{"card-link":"World Shaper"}},{"insert":", and "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" to bring them directly onto the battlefield. Although, all of them make lands enter tapped, so "},{"insert":{"card-link":"Amulet of Vigor"}},{"insert":" will help a lot to get that mana instantly and continue our big turn.\n\n"},{"attributes":{"italic":true},"insert":"Mana Bursts : Culling Ritual"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In our mana starving journey, "},{"insert":{"card-link":"Culling Ritual"}},{"insert":" is our savior. It’s one of our easiest ways to get tons of mana in a single turn for a cheap cost. We are playing a deck that WANTS to survive until late turns, Culling Ritual acts both as a quite good board wipe in the early stage of the game, and will give us time to build up a bigger graveyard. It can put our creature into our graveyard before attempting to cast our "},{"insert":{"card-link":"Living Death"}},{"insert":" in addition to giving us enough mana to do so. By experience in my playgroup, Culling Ritual gives me between 5 and 10 mana, removing my own stuff, dorks, and a few value pieces of my opponents.\n\n"},{"attributes":{"italic":true},"insert":"Shenanigans : Shifting Woodland"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" is one of the craziest cards that have been printed in the last sets, and this deck doesn’t make an exception. We play a large amount of land reanimation and our graveyard is constantly full of good stuff to copy. Delirium is also not a problem at all as we play a fair amount of any type of card, plus some of them being two typed : "},{"insert":{"card-link":"Urza's Saga"}},{"insert":", "},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":", "},{"insert":{"card-link":"Grist, the Hunger Tide"}},{"insert":" or "},{"insert":{"card-link":"Haywire Mite"}},{"insert":" for examples.\nAmong the endless possibilities of Shifting Woodland, some are really good to keep in mind while playing the deck. First of all, "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":" is a very good target as we can’t really reanimate artifacts except with "},{"insert":{"card-link":"Eternal Witness"}},{"insert":"-like effects and it pretty much allows us to cast a sac outlet at instant speed.\nThen, we have our Duskmourn baby "},{"insert":{"card-link":"Funeral Room // Awakening Hall"}},{"insert":" the investment in mana is monstrous, but it gives us access to almost a fourth Living Death, by paying 2GG, copying FR//AH, then paying 6BB to unlock Awakening Hall for a total cost of 8BBGG.\nOne of my favorite tricks is to use the Shifting Woodland synergy with "},{"insert":{"card-link":"Angel of Suffering"}},{"insert":" to make every opponent think twice before swinging at us. This goes to a point where if they deal enough damage to mill our entire library, we don’t even lose the game, we may use Shifting Woodland to copy our "},{"insert":{"card-link":"Underrealm Lich"}},{"insert":" (which IS in our graveyard, as we milled our entire deck) during our next upkeep. The Lich saves us from losing the game and we can play our big turn with our entire deck.\nShifting Woodland also has a very interesting interaction with "},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":" as we are able to reanimate our lands repetitively for a total mana cost of 5GGG.\n\n"},{"attributes":{"italic":true},"insert":"Shenanigans : Survival of the Fittest"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Aaaah tutors… I know playing them is controversial in some playgroups, so you may replace them with other good cards if you like. That being said, let me introduce you : "},{"insert":{"card-link":"Survival of the Fittest"}},{"insert":" ! Maybe the biggest nuclear button of the deck. You only need that sweet lil’ burst of mana we spoke about earlier and a creature card in hand. Then you can assemble a grave pile composed of whatever your heart feels like good. My advice would be to aim for "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":", "},{"insert":{"card-link":"Viscera Seer"}},{"insert":", and then "},{"insert":{"card-link":"Bringer of the Last Gift"}},{"insert":". If you have enough mana, you can even assemble another mana burst with "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" and "},{"insert":{"card-link":"Tiller Engine"}},{"insert":". If you also have a second creature card in hand we can instead keep Viscera Seer and Bringer in hand and "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" in graveyard, cast Seer, cast Bringer, then sacrifice both of them in response to the reanimation trigger.\nAnyway, as Shifting Woodland, Survival is a card that requires you to be creative and improvise a solution adapted to the situation.\n"},{"attributes":{"underline":true,"bold":true},"insert":"NOTE :"},{"insert":" Survival of the Fittest is one of the big staples of the format I spoke about in the introduction, it’s still a card I want to test, but I’ll remove it if it’s too game breaking."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Shenanigans : Bygone Marvels & Peerless Recycling"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These two cards have a very weird role in the deck. May look like a nonbo with our commander, as they are non-permanent spells, but we can’t run 4 copies of "},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":" in our deck, and returning to hand multiple cards at once is a huuuuuge upside, especially during those BIG turns. If they are milled, well, too bad I guess, but with one of them in hand, we instantly become more resilient to any attempt to disrupt us, any permanent wipe means suddenly nothing when you can immediately cast a "},{"insert":{"card-link":"Peerless Recycling"}},{"insert":" to bring back two key pieces at low cost. "},{"insert":{"card-link":"Bygone Marvels"}},{"insert":" is a sorcery sadly, but it almost always brings back three cards for one.\n\n"},{"attributes":{"italic":true},"insert":"Tutors Breakdown"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Urza's Saga"}},{"insert":" : Our legal targets for Urza's Saga's last ability are "},{"insert":{"card-link":"Amulet of Vigor"}},{"insert":", and "},{"insert":{"card-link":"Haywire Mite"}},{"insert":". Amulet is usually our main target here, as it enables sooo many lines of play, but if we already have it (or a copy of it as "},{"insert":{"card-link":"Tiller Engine"}},{"insert":") on board, we can go for the others as needed. Although, if you have a Tiller Engine on board, I still recommend searching for Amulet, Tiller is pretty easy to remove as it's a creature, so it's safer to get your backup, plus double untap is very powerful on big turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Expedition Map"}},{"insert":" : "},{"attributes":{"strike":true},"insert":"Outside of fixing color and assuring land drops, Map gives us access to a bunch of good to awesome utility lands. "},{"attributes":{"strike":true},"insert":{"card-link":"Dryad Arbor"}},{"attributes":{"strike":true},"insert":" is a bad one, but sometimes we will need a creature in our hands to activate our Fauna Shaman or our Survival of the Fittest. "},{"attributes":{"strike":true},"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"attributes":{"strike":true},"insert":" and "},{"attributes":{"strike":true},"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"attributes":{"strike":true},"insert":" help us fix colors, but much more importantly, they will keep our fetchlands useful at any point of the game and will prevent loss of life from our painlands (except for "},{"attributes":{"strike":true},"insert":{"card-link":"City of Brass"}},{"attributes":{"strike":true},"insert":"). "},{"attributes":{"strike":true},"insert":{"card-link":"Shifting Woodland"}},{"attributes":{"strike":true},"insert":" and "},{"attributes":{"strike":true},"insert":{"card-link":"Volrath's Stronghold"}},{"attributes":{"strike":true},"insert":" add more resilience, lands are hard to remove and having recursion pieces among our lands will make us way harder to stop. Finally, search for "},{"attributes":{"strike":true},"insert":{"card-link":"Phyrexian Tower"}},{"attributes":{"strike":true},"insert":" when you want to start the reanimation loops in one or two turns but need your "},{"attributes":{"strike":true},"insert":{"card-link":"Eternal Witness"}},{"attributes":{"strike":true},"insert":" or "},{"attributes":{"strike":true},"insert":{"card-link":"Tiller Engine"}},{"attributes":{"strike":true},"insert":" in your graveyard beforehand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fauna Shaman"}},{"insert":" : Shaman is very similar to Survival of the Fittest, however as it's a creature and much slower than Survival, you will need to keep in mind that each tutor you do with it could be the last one. Search in priority for your big value engines such as "},{"insert":{"card-link":"Barrowgoyf"}},{"insert":" or key pieces as "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":". Also feel free to use it as a discard engine to fill your graveyard."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mausoleum Secrets"}},{"insert":" : Well, this card is very dangerous due to the instant speed, if your opponents are used to playing against this deck, having a Mausoleum Secrets up is scary as hell. You can search for any black card in your deck, aim for "},{"insert":{"card-link":"Culling Ritual"}},{"insert":" if you need a mana enabler and for "},{"insert":{"card-link":"Living Death"}},{"insert":" if you are already prepared to start your loops. Of course these two cards are the most common targets, but you may choose any useful card adapted to your situation."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Survival of the Fittest"}},{"insert":" : See chapter above about "},{"attributes":{"underline":true,"italic":true},"insert":"Survival of the Fittest"},{"insert":" ▲"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Lively Dirge"}},{"insert":" : Tutor and reanimation in one card, Lively Dirge is a tool with so many uses ! With "},{"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"insert":", we are able to play any permanent card put into our graveyard with Dirge and still reanimate another creature. A very common line with Dirge is having either Living Death or Eternal Witness in graveyard and searching for the other then reanimating Witness to get back our Living Death. Searching for "},{"insert":{"card-link":"Funeral Room // Awakening Hall"}},{"insert":" or "},{"insert":{"card-link":"Bringer of the Last Gift"}},{"insert":" is also an option. If you have enough mana, pay the cost for the reanimation anyway, this way, even if someone destroys Kagha you can bring it back and still cast FR//AH or Bringer from your grave."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n* * *\n\nProblem Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Well, if you play this deck, and if you, in general, are interested in this kind of deck, you already know what cards we fear the most : Grave Hate. In casual EDH we rarely see colorless grave hate such as "},{"insert":{"card-link":"Tormod's Crypt"}},{"insert":" or "},{"insert":{"card-link":"Soul-Guide Lantern"}},{"insert":", but this could be part of the pregame discussion "},{"attributes":{"italic":true},"insert":"“Do you play grave hate in your deck ? So I can adapt my plays to this information”"},{"insert":". Don’t refuse to play against the deck with grave hate, we are “equipped” to face that, and fun comes from adversity !\nA lot of grave hate pieces are either artifacts of enchantments, for example : "},{"insert":{"card-link":"Rest in Peace"}},{"insert":", "},{"insert":{"card-link":"Leyline of the Void"}},{"insert":", "},{"insert":{"card-link":"Soulless Jailer"}},{"insert":", or "},{"insert":{"card-link":"Grafdigger's Cage"}},{"insert":". For those we have A LOT of removals such as "},{"insert":{"card-link":"Insidious Fungus"}},{"insert":". For any other type of grave hate, we have "},{"insert":{"card-link":"Endurance"}},{"insert":". Creature based grave hate like "},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" is the biggest problem for us, we have few creature removal, sooo… get lucky ! After we get rid of the hate piece, if our graveyard was exiled we can still rebuild pretty easily and try again.\nAs a rule of thumb, if you know there’s a chance your opponents play grave hate (generally white and/or black decks does), try to keep hands with Artifact/Enchantment removal, do not commit your graveyard into an exile, and if you have the chance to draw Endurance, keep it up all time.\n\nAs a second big threat for us, other reanimator decks are still very annoying, they play more expensive creatures with game breaking effects. So when playing against them, we must be careful of when we cast our "},{"insert":{"card-link":"Living Death"}},{"insert":" to not just give them the victory. For blink/ETB decks, the situation is the same, effects like "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" could kill us if we don’t pay too much attention to our opponents' graveyards.\n\n* * *\n\nCard Log"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Well, let's talk about "},{"insert":{"card-link":"Zuran Orb"}},{"insert":". This was in the deck for many versions, but recently the deck became more and more consistent, so much that Zuran Orb became a combo piece. It has been swapped for anti grave hate."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"strike":true},"insert":"Added "},{"attributes":{"strike":true,"bold":true},"insert":{"card-link":"Expedition Map"}},{"attributes":{"strike":true,"bold":true},"insert":". "},{"attributes":{"strike":true},"insert":"As a third target to "},{"attributes":{"strike":true},"insert":{"card-link":"Urza's Saga"}},{"attributes":{"strike":true},"insert":", Expedition Map may search for Saga, "},{"attributes":{"strike":true},"insert":{"card-link":"Shifting Woodland"}},{"attributes":{"strike":true},"insert":" and "},{"attributes":{"strike":true},"insert":{"card-link":"Argoth, Sanctum of Nature"}},{"attributes":{"strike":true},"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Removed Argoth and "},{"insert":{"card-link":"Titania, Voice of Gaea"}},{"insert":", as the setup needed to reanimate our lands is too slow --> Added "},{"insert":{"card-link":"Lazotep Quarry"}},{"insert":" and "},{"insert":{"card-link":"Blasphemous Edict"}},{"insert":" as pure value cards. Quarry could be useful to setup a good Living Death and just reanimate a key piece, but I'm not fully convinced yet."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"10/01/2025 - Few major changes, added a lot of tutor such as "},{"insert":{"card-link":"Entomb"}},{"insert":" and "},{"insert":{"card-link":"Buried Alive"}},{"insert":". "},{"insert":{"card-link":"Pernicious Deed"}},{"insert":" joined the party as well. And I wanted to test "},{"insert":{"card-link":"Genesis Wave"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"31/03/2025 - Cut "},{"insert":{"card-link":"Season of Loss"}},{"insert":" and "},{"insert":{"card-link":"Grist, Voracious Larva // Grist, the Plague Swarm"}},{"insert":" for "},{"insert":{"card-link":"Tato Farmer"}},{"insert":" and "},{"insert":{"card-link":"Steward of the Harvest"}},{"insert":" ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n* * *\n\nAchievements"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#c285ff","italic":true},"insert":"[04/07/2024 23:30] "},{"attributes":{"underline":true,"italic":true,"color":"#c285ff","bold":true},"insert":"Grave Puzzlebox"},{"insert":" : Longest turn. Win after a 45 min turn.\n\n* * *\n\nConsidering Cards"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"strike":true},"insert":{"card-link":"Deeproot Wayfinder"}},{"attributes":{"strike":true},"insert":" : Wayfinder isn't a big splashy card, and doesn't add much to the strategy, but it's a very good early ramp card with all the fetchlands ("},{"attributes":{"strike":true},"insert":{"card-link":"Verdant Catacombs"}},{"attributes":{"strike":true},"insert":") we play and may anyway filters our top deck to gain a quality advantage. Of course, it can also bring back our key lands milled and/or removed during the game."},{"insert":"\n"},{"attributes":{"strike":true},"insert":{"card-link":"Entomb"}},{"attributes":{"strike":true},"insert":" : With our commander, Entomb is a tutor for any permanent card in our deck, land included, we already play "},{"attributes":{"strike":true},"insert":{"card-link":"Lively Dirge"}},{"attributes":{"strike":true},"insert":" for the same reasons. However, it lacks the versatility Dirge has."},{"insert":"\n\n"}]}
Commander
Kagha, Shadow Archdruid
Whenever Kagha attacks, it gains deathtouch until end of turn. Mill two cards. (Put the top two cards of your library into your graveyard.)
Once during each of your turns, you may play a land or cast a permanent spell from among cards in your graveyard that were put there from your library this turn.
Once during each of your turns, you may play a land or cast a permanent spell from among cards in your graveyard that were put there from your library this turn.
Legendary Creature - Elf Druid

Commander
(CTRL to add secondary)
CA // QA
Braids, Arisen Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature - Nightmare

CA // QA
(CTRL to add secondary)
Grave Filling
Barrowgoyf
Deathtouch, lifelink
Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.
Barrowgoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.
Whenever this creature deals combat damage to a player, you may mill that many cards. If you do, you may put a creature card from among them into your hand.
Creature - Lhurgoyf

Grist, the Hunger Tide
As long as Grist isn't on the battlefield, it's a 1/1 Insect creature in addition to its other types.
+1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process.
−2: You may sacrifice a creature. When you do, destroy target creature or planeswalker.
−5: Each opponent loses life equal to the number of creature cards in your graveyard.
+1: Create a 1/1 black and green Insect creature token, then mill a card. If an Insect card was milled this way, put a loyalty counter on Grist and repeat this process.
−2: You may sacrifice a creature. When you do, destroy target creature or planeswalker.
−5: Each opponent loses life equal to the number of creature cards in your graveyard.
Legendary Planeswalker - Grist

Lluwen, Imperfect Naturalist
When Lluwen enters, mill four cards, then you may put a creature or land card from among the milled cards on top of your library.
, , Discard a land card: Create a 1/1 black and green Worm creature token for each land card in your graveyard.
, , Discard a land card: Create a 1/1 black and green Worm creature token for each land card in your graveyard.
Legendary Creature - Elf Druid

Old Stickfingers
When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order.
Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.
Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.
Legendary Creature - Horror

Grave Filling
(CTRL to add secondary)
Land
Boseiju, Who Endures
: Add .
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Channel — , Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Legendary Land

Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

Land
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Protection
Protection
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Ramp
Ramp
(CTRL to add secondary)
Recursion
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura

Dance of the Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay . If the player does, untap that creature.
Enchantment - Aura

Necromancy
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
Enchantment

Shigeki, Jukai Visionary
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake

Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk

Timeless Witness
When this creature enters, return target card from your graveyard to your hand.
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Eternalize (, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Human Shaman with no mana cost. Eternalize only as a sorcery.)
Creature - Human Shaman

Recursion
(CTRL to add secondary)
Removal // Hate
Grist, Voracious Larva
Deathtouch
Whenever Grist or another creature you control enters, if it entered from your graveyard or you cast it from your graveyard, you may pay . If you do, exile Grist, then return it to the battlefield transformed under its owner's control.
Whenever Grist or another creature you control enters, if it entered from your graveyard or you cast it from your graveyard, you may pay . If you do, exile Grist, then return it to the battlefield transformed under its owner's control.
Legendary Creature - Insect


Sheoldred
Menace
When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice.
: Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
When Sheoldred enters, each opponent sacrifices a nontoken creature or planeswalker of their choice.
: Exile Sheoldred, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery and only if an opponent has eight or more cards in their graveyard.
Legendary Creature - Praetor Phyrexian


Removal // Hate
(CTRL to add secondary)
Sac Outlet
Sac Outlet
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Tutor
Tutor
(CTRL to add secondary)
Wincon
Sephiroth, Fabled SOLDIER
Whenever Sephiroth enters or attacks, you may sacrifice another creature. If you do, draw a card.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Whenever another creature dies, target opponent loses 1 life and you gain 1 life. If this is the fourth time this ability has resolved this turn, transform Sephiroth.
Legendary Creature - Human Soldier Avatar


Syr Konrad, the Grim
Whenever another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent.
: Each player mills a card. (They each put the top card of their library into their graveyard.)
: Each player mills a card. (They each put the top card of their library into their graveyard.)
Legendary Creature - Human Knight

Wincon
(CTRL to add secondary)
Wrath
Wrath
(CTRL to add secondary)
Sideboard
Birthing Ritual
At the beginning of your end step, if you control a creature, look at the top seven cards of your library. Then you may sacrifice a creature. If you do, you may put a creature card with mana value X or less from among those cards onto the battlefield, where X is 1 plus the sacrificed creature's mana value. Put the rest on the bottom of your library in a random order.
Enchantment

Eldritch Evolution
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Search your library for a creature card with mana value X or less, where X is 2 plus the sacrificed creature's mana value. Put that card onto the battlefield, then shuffle. Exile Eldritch Evolution.
Sorcery

Meltstrider's Resolve
Enchant creature you control
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
When this Aura enters, enchanted creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.)
Enchanted creature gets +0/+2 and can't be blocked by more than one creature.
Enchantment - Aura

Out of the Tombs
At the beginning of your upkeep, put two eon counters on this enchantment, then mill cards equal to the number of eon counters on it.
If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.
If you would draw a card while your library has no cards in it, instead return a creature card from your graveyard to the battlefield. If you can't, you lose the game.
Enchantment

Peerless Recycling
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.)
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Return target permanent card from your graveyard to your hand. If the gift was promised, instead return two target permanent cards from your graveyard to your hand.
Instant

Sideboard
(CTRL to add secondary)
A- Hall of Fame
A- Hall of Fame
(CTRL to add secondary)
B- Alternate Commander
Coram, the Undertaker
Coram gets +X/+0, where X is the greatest power among creature cards in all graveyards.
Whenever Coram attacks, each player mills a card.
During each of your turns, you may play a land and cast a spell from among cards in graveyards that were put there from libraries this turn.
Whenever Coram attacks, each player mills a card.
During each of your turns, you may play a land and cast a spell from among cards in graveyards that were put there from libraries this turn.
Legendary Creature - Human Warrior

Kotis, Sibsig Champion
Once during each of your turns, you may cast a creature spell from your graveyard by exiling three other cards from your graveyard in addition to paying its other costs.
Whenever one or more creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put two +1/+1 counters on Kotis.
Whenever one or more creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put two +1/+1 counters on Kotis.
Legendary Creature - Warrior Zombie

B- Alternate Commander
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Maybeboard
Anticausal Vestige
When this creature leaves the battlefield, draw a card, then you may put a permanent card with mana value less than or equal to the number of lands you control from your hand onto the battlefield tapped.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Eldrazi

Avatar Destiny
Enchant creature you control
Enchanted creature gets +1/+1 for each creature card in your graveyard and is an Avatar in addition to its other types.
When enchanted creature dies, mill cards equal to its power. Return this card to its owner's hand and up to one creature card milled this way to the battlefield under your control.
Enchanted creature gets +1/+1 for each creature card in your graveyard and is an Avatar in addition to its other types.
When enchanted creature dies, mill cards equal to its power. Return this card to its owner's hand and up to one creature card milled this way to the battlefield under your control.
Enchantment - Aura

Dawnhand Dissident
, Blight 1: Surveil 1.
, Blight 2: Exile target card from a graveyard.
During your turn, you may cast creature spells from among cards you own exiled with this creature by removing three counters from among creatures you control in addition to paying their other costs.
, Blight 2: Exile target card from a graveyard.
During your turn, you may cast creature spells from among cards you own exiled with this creature by removing three counters from among creatures you control in addition to paying their other costs.
Creature - Elf Warlock

Diabolic Servitude
When this enchantment enters, return target creature card from your graveyard to the battlefield.
When the creature put onto the battlefield with this enchantment dies, exile it and return this enchantment to its owner's hand.
When this enchantment leaves the battlefield, exile the creature put onto the battlefield with this enchantment.
When the creature put onto the battlefield with this enchantment dies, exile it and return this enchantment to its owner's hand.
When this enchantment leaves the battlefield, exile the creature put onto the battlefield with this enchantment.
Enchantment

Ecological Appreciation
Search your library and graveyard for up to four creature cards with different names that each have mana value X or less and reveal them. An opponent chooses two of those cards. Shuffle the chosen cards into your library and put the rest onto the battlefield. Exile Ecological Appreciation.
Sorcery

Exploration Broodship
Station (Tap another creature you control: Put charge counters equal to its power on this Spacecraft. Station only as a sorcery. It's an artifact creature at 8+.)
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
3+ | You may play an additional land on each of your turns.
8+ | Flying
Once during each of your turns, you may cast a permanent spell from your graveyard by sacrificing a land in addition to paying its other costs.
Artifact - Spacecraft

Gemrazer
Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.)
Reach, trample
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
Reach, trample
Whenever this creature mutates, destroy target artifact or enchantment an opponent controls.
Creature - Beast

Grave Venerations
When this enchantment enters, you become the monarch.
At the beginning of your end step, if you're the monarch, return up to one target creature card from your graveyard to your hand.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
At the beginning of your end step, if you're the monarch, return up to one target creature card from your graveyard to your hand.
Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
Enchantment

Green Slime
Flash
When this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
When this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Creature - Ooze

Grim Flayer
Trample
Whenever this creature deals combat damage to a player, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Delirium — This creature gets +2/+2 as long as there are four or more card types among cards in your graveyard.
Whenever this creature deals combat damage to a player, surveil 3. (Look at the top three cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Delirium — This creature gets +2/+2 as long as there are four or more card types among cards in your graveyard.
Creature - Human Warrior

Jarad, Golgari Lich Lord
Jarad gets +1/+1 for each creature card in your graveyard.
, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power.
Sacrifice a Swamp and a Forest: Return this card from your graveyard to your hand.
, Sacrifice another creature: Each opponent loses life equal to the sacrificed creature's power.
Sacrifice a Swamp and a Forest: Return this card from your graveyard to your hand.
Legendary Creature - Elf Zombie

Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Necroplasm
At the beginning of your upkeep, put a +1/+1 counter on this creature.
At the beginning of your end step, destroy each creature with mana value equal to the number of +1/+1 counters on this creature.
Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
At the beginning of your end step, destroy each creature with mana value equal to the number of +1/+1 counters on this creature.
Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
Creature - Ooze

Susur Secundi, Void Altar
This land enters tapped.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
: Add .
Station (Tap another creature you control: Put charge counters equal to its power on this Planet. Station only as a sorcery.)
12+ | , , Pay 2 life, Sacrifice a creature: Draw cards equal to the sacrificed creature's power. Activate only as a sorcery.
Land - Planet

The Darkness Crystal
Black spells you cast cost less to cast.
If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life.
, : Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it.
If a nontoken creature an opponent controls would die, instead exile it and you gain 2 life.
, : Put target creature card exiled with The Darkness Crystal onto the battlefield tapped under your control with two additional +1/+1 counters on it.
Legendary Artifact

The Rise of Sozin
(As this Saga enters and after your draw step, add a lore counter.)
I — Destroy all creatures.
II — Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. Then that player shuffles.
III — Exile this Saga, then return it to the battlefield transformed under your control.
I — Destroy all creatures.
II — Choose a card name. Search target opponent's graveyard, hand, and library for up to four cards with that name and exile them. Then that player shuffles.
III — Exile this Saga, then return it to the battlefield transformed under your control.
Enchantment - Saga


Traverse the Ulvenwald
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Sorcery

Trystan, Callous Cultivator
Deathtouch
Whenever this creature enters or transforms into Trystan, Callous Cultivator, mill three cards. Then if there is an Elf card in your graveyard, you gain 2 life.
At the beginning of your first main phase, you may pay . If you do, transform Trystan.
Whenever this creature enters or transforms into Trystan, Callous Cultivator, mill three cards. Then if there is an Elf card in your graveyard, you gain 2 life.
At the beginning of your first main phase, you may pay . If you do, transform Trystan.
Legendary Creature - Elf Druid


Twilight Diviner
When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Whenever one or more other creatures you control enter, if they entered or were cast from a graveyard, create a token that's a copy of one of them. This ability triggers only once each turn.
Creature - Cleric Elf

Vanille, Cheerful l'Cie
When Vanille enters, mill two cards, then return a permanent card from your graveyard to your hand.
At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay . If you do, exile them, then meld them into Ragnarok, Divine Deliverance.
At the beginning of your first main phase, if you both own and control Vanille and a creature named Fang, Fearless l'Cie, you may pay . If you do, exile them, then meld them into Ragnarok, Divine Deliverance.
Legendary Creature - Human Cleric

Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant

Maybeboard
(CTRL to add secondary)
Tokens & Extras
Tokens & Extras
(CTRL to add secondary)
Z- Cutted comme Mapped
Golgari Grave-Troll
This creature enters with a +1/+1 counter on it for each creature card in your graveyard.
, Remove a +1/+1 counter from this creature: Regenerate this creature.
Dredge 6 (If you would draw a card, you may mill six cards instead. If you do, return this card from your graveyard to your hand.)
, Remove a +1/+1 counter from this creature: Regenerate this creature.
Dredge 6 (If you would draw a card, you may mill six cards instead. If you do, return this card from your graveyard to your hand.)
Creature - Skeleton Troll

Hedge Shredder
Whenever this Vehicle attacks, you may mill two cards.
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Meren of Clan Nel Toth
Whenever another creature you control dies, you get an experience counter.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
At the beginning of your end step, choose target creature card in your graveyard. If that card's mana value is less than or equal to the number of experience counters you have, return it to the battlefield. Otherwise, put it into your hand.
Legendary Creature - Human Shaman

Overlord of the Balemurk
Impending 5— (If you cast this spell for its impending cost, it enters with five time counters and isn't a creature until the last is removed. At the beginning of your end step, remove a time counter from it.)
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Whenever this permanent enters or attacks, mill four cards, then you may return a non-Avatar creature card or a planeswalker card from your graveyard to your hand.
Creature Enchantment - Avatar Horror

Palantír of Orthanc
At the beginning of your end step, put an influence counter on Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, you mill X cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
Legendary Artifact

Sanguine Spy
Menace, lifelink
, Sacrifice another creature: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
At the beginning of your end step, if there are five or more mana values among cards in your graveyard, you may pay 2 life. If you do, draw a card.
, Sacrifice another creature: Surveil 1. (Look at the top card of your library. You may put that card into your graveyard.)
At the beginning of your end step, if there are five or more mana values among cards in your graveyard, you may pay 2 life. If you do, draw a card.
Creature - Vampire Rogue

Season of Loss
Choose up to five worth of modes. You may choose the same mode more than once.
— Each player sacrifices a creature of their choice.
— Draw a card for each creature that died under your control this turn.
— Each opponent loses X life, where X is the number of creature cards in your graveyard.
— Each player sacrifices a creature of their choice.
— Draw a card for each creature that died under your control this turn.
— Each opponent loses X life, where X is the number of creature cards in your graveyard.
Sorcery

The Mycotyrant
Trample
The Mycotyrant's power and toughness are each equal to the number of creatures you control that are Fungi and/or Saprolings.
At the beginning of your end step, create X 1/1 black Fungus creature tokens with "This token can't block," where X is the number of times you descended this turn. (You descend each time a permanent card is put into your graveyard from anywhere.)
The Mycotyrant's power and toughness are each equal to the number of creatures you control that are Fungi and/or Saprolings.
At the beginning of your end step, create X 1/1 black Fungus creature tokens with "This token can't block," where X is the number of times you descended this turn. (You descend each time a permanent card is put into your graveyard from anywhere.)
Legendary Creature - Elder Fungus

Titania, Gaea Incarnate
Vigilance, reach, trample, haste
Titania's power and toughness are each equal to the number of lands you control.
When Titania enters, return all land cards from your graveyard to the battlefield tapped.
: Put four +1/+1 counters on target land you control. It becomes a 0/0 Elemental creature with haste. It's still a land.
Titania's power and toughness are each equal to the number of lands you control.
When Titania enters, return all land cards from your graveyard to the battlefield tapped.
: Put four +1/+1 counters on target land you control. It becomes a 0/0 Elemental creature with haste. It's still a land.
Legendary Creature - Avatar Elemental

Titania, Voice of Gaea
Reach
Whenever one or more land cards are put into your graveyard from anywhere, you gain 2 life.
At the beginning of your upkeep, if there are four or more land cards in your graveyard and you both own and control Titania, Voice of Gaea and a land named Argoth, Sanctum of Nature, exile them, then meld them into Titania, Gaea Incarnate.
Whenever one or more land cards are put into your graveyard from anywhere, you gain 2 life.
At the beginning of your upkeep, if there are four or more land cards in your graveyard and you both own and control Titania, Voice of Gaea and a land named Argoth, Sanctum of Nature, exile them, then meld them into Titania, Gaea Incarnate.
Legendary Creature - Elemental

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{"ops":[{"insert":"Introduction"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Doesn’t it feel great when you get an explosive turn with a lot of things going on ? Do you like quoting the "},{"attributes":{"italic":true},"insert":"“I can do this all day!”"},{"insert":" whenever you take any removal and come back for the third time in a row ?\nTHIS is what the deck is about ! It is about finding the right tool for the situation and enduring the elements in the storm of a four player EDH game, then becoming the threat from the graveyard. Waiting Line is a self-mill deck with a lot of options in our “hands”. "},{"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"insert":" adds a very reliable way to “draw” cards through our many grave filling outlets, on top of other advantages she gives to us.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"IMPORTANT NOTE :"},{"insert":" I play in a playgroup where we soft banned some cards for the sake of balance in games. "},{"insert":{"card-link":"Sol Ring"}},{"insert":" being the best exemple. Since the one who plays the famous turn one sol ring gets instantly way more chances to win the game, we don’t play those kinds of cards (fast mana). We also tend to avoid infinite combos in our deck as it is very hard to build a “casual” deck with combos without winning games out of nowhere just because we topdecked a key card after two hours of passing turns. Big staples of the format and tutors are also considered wisely as they can easily reverse the state of a game. "},{"insert":{"card-link":"Gaea's Cradle"}},{"insert":", "},{"insert":{"card-link":"Rhystic Study"}},{"insert":", "},{"insert":{"card-link":"Drannith Magistrate"}},{"insert":" or even "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" are few examples of cards we hardly consider in our decks due to their very high impact on the game and their capacity to off-balance any situation."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\n* * *\n\nKagha vs Similar Commanders"},{"attributes":{"header":2},"insert":"\n"},{"insert":"At first glance, for our strategy, "},{"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"insert":" doesn’t seem to be a good commander. But, first of all, who really needs a reason to choose a commander over another one since we are playing in casual EDH ? Let’s do some thinking anyway.\nStarting with a quick overview of what Kagha offers us. Yes she isn’t a big splashy creature, but milling two cards per turn for 4 manas is just below the average ratio which is balanced by the upside of always having access to it. Her second ability allows us to cast permanents and play lands among cards we milled during the turn; it turns Kagha into a very good card advantage once we set up a few mill engines. Finally, being a 1/4 with deathtouch when she attacks makes her really hard to block and your opponent will frequently let her deal that one damage to them.\n\n"},{"attributes":{"italic":true},"insert":"Coram, the Undertaker"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Coram, the Undertaker"}},{"insert":" released in Modern Horizon 3 seems to be a better leader for the deck, he virtually mills more cards, is a bigger threat and adds Red to our color palette. Although, our strategy is very focused on milling and reanimating lands and creatures, and red doesn’t add many cards to help us outside of the wheels, such as "},{"insert":{"card-link":"Wheel of Fortune"}},{"insert":" or big recursion cards as "},{"insert":{"card-link":"Underworld Breach"}},{"insert":". Of course there are some fun interactions with the first ability of Coram and the option to cast any type of spells milled is a clear upside, but I personally felt like it wasn’t worth losing the consistency of a bicolor deck. Also, Coram being a bigger threat because of his first ability, and because he allows us to cast cards from our opponents, make him a target for removal spells, while Kagha is rarely worth investing mana AND a single target removal to get her off the board. She will more likely stick on the board and do what we want her to do : mill a few cards and use her passive ability to cast those cards.\n\n"},{"attributes":{"italic":true},"insert":"The Gitrog Monster and Old Stickfingers"},{"attributes":{"header":3},"insert":"\n"},{"insert":"As we’re playing a self-mill deck where we seek both lands and creatures in our graveyard, some other golgari commanders could fit. "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":" is a very popular card for graveyard decks, but I decided to avoid it. Gitrog makes half the cards of the deck work too well and it’s too easy to combo or storm off with only a few pieces. The card is simply too powerful, I played with it in the 99 in previous versions and each time I got it, it was just overwhelming, almost drew my entire deck and even lost a game because I was out of cards. Gitrog could be an excellent piece in the deck for sure as well as an excellent commander instead of Kagha, but I find games more fun when my deck doesn’t rely on one single card to win.\nThe other golgari option for the deck would be "},{"insert":{"card-link":"Old Stickfingers"}},{"insert":". I haven’t tried him in the command zone yet. I know he would fill the graveyard with much more efficiency, but I’m afraid the lack of card advantage will be a huge downside when we will face situations where we are at disadvantage compared to our opponents.\n\n"},{"attributes":{"italic":true},"insert":"Teval, the Balanced Scale"},{"attributes":{"header":3},"insert":"\n"},{"insert":"The second it was spoiled, I considered "},{"insert":{"card-link":"Teval, the Balanced Scale"}},{"insert":" as a remplacement for Kagha. As "},{"insert":{"card-link":"Old Stickfingers"}},{"insert":", it lacks the card advantage we appreciate in our elf, however, we could argue that most of the time we're playing a milled land with Kagha and Teval just do the same but doesn't use our land drop. Creating zombies each turn is also a major addition to our defensive options. Finaly, while red wasn't a great color to add to our gameplan, blue is almost the best of the three. Gaining access to countering creatures like "},{"insert":{"card-link":"Malevolent Hermit // Benevolent Geist"}},{"insert":" or "},{"insert":{"card-link":"Glen Elendra Archmage"}},{"insert":", a new wincon with "},{"insert":{"card-link":"Thassa's Oracle"}},{"insert":" and the excellent "},{"insert":{"card-link":"Abhorrent Oculus"}},{"insert":" as a mill option. So good, in fact, it will change a lot of deck choices, and to be honest, I've chosen to stay with Kagha for now only because it's going to be a lot of work.\n\n* * *\n\nWin Conditions"},{"attributes":{"header":2},"insert":"\n"},{"insert":"As this deck is intended to be casual, there are hundreds of ways to win a game, but we have few main routes to follow as guidelines when playing.\nThe key card of this deck is obviously "},{"insert":{"card-link":"Living Death"}},{"insert":" which capitalize on us filling our graveyard during the game. If we want our sweet mass reanimation sorcery to even do something, it will be important to amass a good amount of creature cards in our graveyard. However, casting Living Death (or copies of LD such as "},{"insert":{"card-link":"Bringer of the Last Gift"}},{"insert":" or our brand new "},{"insert":{"card-link":"Funeral Room // Awakening Hall"}},{"insert":") doesn’t make us win on the spot. It requires us to wait a full turn and try to kill an opponent by combat damage with the high risk of suffering from a board wipe or even being killed by the creatures we brought back to life (in case of Living Death and Bringer). "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":" (or Funeral Room) is exactly what we aim for ! Assembling those pieces together with a way to kill/sacrifice our reanimated creatures will give us victory, it could be either "},{"insert":{"card-link":"Massacre Girl"}},{"insert":" (which can be very hard to resolve sometimes), "},{"insert":{"card-link":"Viscera Seer"}},{"insert":" or an "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":".\nOne of the very interesting situations with Living Death is casting it with "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" in our graveyard. It allows us to cast Living Death without any risk, even if we don’t win on the spot, Witness’ ETB will give us back our precious reanimation. If we happen to have one of our sac outlets, we are now able to repeat this process over and over as long as we have enough mana to do so.\n\n* * *\n\nGameplan & Strategy"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Aaah finally, the core part of the deck, the essence of it. We’ll discuss very important cards and some of the main shenanigans.\n\n"},{"attributes":{"italic":true},"insert":"The Main Strategy"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Even if we have a mill engine in the command zone, we will try to assemble two or three more of them on the field. "},{"insert":{"card-link":"Barrowgoyf"}},{"insert":", "},{"insert":{"card-link":"Underrealm Lich"}},{"insert":" or "},{"insert":{"card-link":"Ripples of Undeath"}},{"insert":" will constantly put cards in both our graveyard and our hands, keeping us in the fight to survive. On the other hand, cards such as "},{"insert":{"card-link":"Blossoming Tortoise"}},{"insert":" will do the same job except instead of filling our hands they will make us ramp each turn. All those cards are good to play in the first 4 or 5 turns, but they become very slow the more the game progress, while pieces like "},{"insert":{"card-link":"Old Stickfingers"}},{"insert":" or "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":" will fill our graveyard with many more cards in a single turn, and will set us up for an upcoming big turn.\nDuring the time we will take to create a good grave pile, we also have at our disposal a lot of interactions to keep the board state at our advantage. Most of them are also permanent spells and benefit from our various recursion pieces.\n\n"},{"attributes":{"italic":true},"insert":"Mana Bursts : Amulet of Vigor"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Big turns require a lot of mana. Thus we have ways to create this large amount of mana. Filling our graveyard with creatures also fills it with lands so we play cards such as "},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":", "},{"insert":{"card-link":"World Shaper"}},{"insert":", and "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" to bring them directly onto the battlefield. Although, all of them make lands enter tapped, so "},{"insert":{"card-link":"Amulet of Vigor"}},{"insert":" will help a lot to get that mana instantly and continue our big turn.\n\n"},{"attributes":{"italic":true},"insert":"Mana Bursts : Culling Ritual"},{"attributes":{"header":3},"insert":"\n"},{"insert":"In our mana starving journey, "},{"insert":{"card-link":"Culling Ritual"}},{"insert":" is our savior. It’s one of our easiest ways to get tons of mana in a single turn for a cheap cost. We are playing a deck that WANTS to survive until late turns, Culling Ritual acts both as a quite good board wipe in the early stage of the game, and will give us time to build up a bigger graveyard. It can put our creature into our graveyard before attempting to cast our "},{"insert":{"card-link":"Living Death"}},{"insert":" in addition to giving us enough mana to do so. By experience in my playgroup, Culling Ritual gives me between 5 and 10 mana, removing my own stuff, dorks, and a few value pieces of my opponents.\n\n"},{"attributes":{"italic":true},"insert":"Shenanigans : Shifting Woodland"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Shifting Woodland"}},{"insert":" is one of the craziest cards that have been printed in the last sets, and this deck doesn’t make an exception. We play a large amount of land reanimation and our graveyard is constantly full of good stuff to copy. Delirium is also not a problem at all as we play a fair amount of any type of card, plus some of them being two typed : "},{"insert":{"card-link":"Urza's Saga"}},{"insert":", "},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":", "},{"insert":{"card-link":"Grist, the Hunger Tide"}},{"insert":" or "},{"insert":{"card-link":"Haywire Mite"}},{"insert":" for examples.\nAmong the endless possibilities of Shifting Woodland, some are really good to keep in mind while playing the deck. First of all, "},{"insert":{"card-link":"Altar of Dementia"}},{"insert":" is a very good target as we can’t really reanimate artifacts except with "},{"insert":{"card-link":"Eternal Witness"}},{"insert":"-like effects and it pretty much allows us to cast a sac outlet at instant speed.\nThen, we have our Duskmourn baby "},{"insert":{"card-link":"Funeral Room // Awakening Hall"}},{"insert":" the investment in mana is monstrous, but it gives us access to almost a fourth Living Death, by paying 2GG, copying FR//AH, then paying 6BB to unlock Awakening Hall for a total cost of 8BBGG.\nOne of my favorite tricks is to use the Shifting Woodland synergy with "},{"insert":{"card-link":"Angel of Suffering"}},{"insert":" to make every opponent think twice before swinging at us. This goes to a point where if they deal enough damage to mill our entire library, we don’t even lose the game, we may use Shifting Woodland to copy our "},{"insert":{"card-link":"Underrealm Lich"}},{"insert":" (which IS in our graveyard, as we milled our entire deck) during our next upkeep. The Lich saves us from losing the game and we can play our big turn with our entire deck.\nShifting Woodland also has a very interesting interaction with "},{"insert":{"card-link":"Aftermath Analyst"}},{"insert":" as we are able to reanimate our lands repetitively for a total mana cost of 5GGG.\n\n"},{"attributes":{"italic":true},"insert":"Shenanigans : Survival of the Fittest"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Aaaah tutors… I know playing them is controversial in some playgroups, so you may replace them with other good cards if you like. That being said, let me introduce you : "},{"insert":{"card-link":"Survival of the Fittest"}},{"insert":" ! Maybe the biggest nuclear button of the deck. You only need that sweet lil’ burst of mana we spoke about earlier and a creature card in hand. Then you can assemble a grave pile composed of whatever your heart feels like good. My advice would be to aim for "},{"insert":{"card-link":"Syr Konrad, the Grim"}},{"insert":", "},{"insert":{"card-link":"Viscera Seer"}},{"insert":", and then "},{"insert":{"card-link":"Bringer of the Last Gift"}},{"insert":". If you have enough mana, you can even assemble another mana burst with "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":" and "},{"insert":{"card-link":"Tiller Engine"}},{"insert":". If you also have a second creature card in hand we can instead keep Viscera Seer and Bringer in hand and "},{"insert":{"card-link":"Eternal Witness"}},{"insert":" in graveyard, cast Seer, cast Bringer, then sacrifice both of them in response to the reanimation trigger.\nAnyway, as Shifting Woodland, Survival is a card that requires you to be creative and improvise a solution adapted to the situation.\n"},{"attributes":{"underline":true,"bold":true},"insert":"NOTE :"},{"insert":" Survival of the Fittest is one of the big staples of the format I spoke about in the introduction, it’s still a card I want to test, but I’ll remove it if it’s too game breaking."},{"attributes":{"blockquote":true},"insert":"\n"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Shenanigans : Bygone Marvels & Peerless Recycling"},{"attributes":{"header":3},"insert":"\n"},{"insert":"These two cards have a very weird role in the deck. May look like a nonbo with our commander, as they are non-permanent spells, but we can’t run 4 copies of "},{"insert":{"card-link":"Shigeki, Jukai Visionary"}},{"insert":" in our deck, and returning to hand multiple cards at once is a huuuuuge upside, especially during those BIG turns. If they are milled, well, too bad I guess, but with one of them in hand, we instantly become more resilient to any attempt to disrupt us, any permanent wipe means suddenly nothing when you can immediately cast a "},{"insert":{"card-link":"Peerless Recycling"}},{"insert":" to bring back two key pieces at low cost. "},{"insert":{"card-link":"Bygone Marvels"}},{"insert":" is a sorcery sadly, but it almost always brings back three cards for one.\n\n"},{"attributes":{"italic":true},"insert":"Tutors Breakdown"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Urza's Saga"}},{"insert":" : Our legal targets for Urza's Saga's last ability are "},{"insert":{"card-link":"Amulet of Vigor"}},{"insert":", and "},{"insert":{"card-link":"Haywire Mite"}},{"insert":". Amulet is usually our main target here, as it enables sooo many lines of play, but if we already have it (or a copy of it as "},{"insert":{"card-link":"Tiller Engine"}},{"insert":") on board, we can go for the others as needed. Although, if you have a Tiller Engine on board, I still recommend searching for Amulet, Tiller is pretty easy to remove as it's a creature, so it's safer to get your backup, plus double untap is very powerful on big turns."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Expedition Map"}},{"insert":" : "},{"attributes":{"strike":true},"insert":"Outside of fixing color and assuring land drops, Map gives us access to a bunch of good to awesome utility lands. "},{"attributes":{"strike":true},"insert":{"card-link":"Dryad Arbor"}},{"attributes":{"strike":true},"insert":" is a bad one, but sometimes we will need a creature in our hands to activate our Fauna Shaman or our Survival of the Fittest. "},{"attributes":{"strike":true},"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"attributes":{"strike":true},"insert":" and "},{"attributes":{"strike":true},"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"attributes":{"strike":true},"insert":" help us fix colors, but much more importantly, they will keep our fetchlands useful at any point of the game and will prevent loss of life from our painlands (except for "},{"attributes":{"strike":true},"insert":{"card-link":"City of Brass"}},{"attributes":{"strike":true},"insert":"). "},{"attributes":{"strike":true},"insert":{"card-link":"Shifting Woodland"}},{"attributes":{"strike":true},"insert":" and "},{"attributes":{"strike":true},"insert":{"card-link":"Volrath's Stronghold"}},{"attributes":{"strike":true},"insert":" add more resilience, lands are hard to remove and having recursion pieces among our lands will make us way harder to stop. Finally, search for "},{"attributes":{"strike":true},"insert":{"card-link":"Phyrexian Tower"}},{"attributes":{"strike":true},"insert":" when you want to start the reanimation loops in one or two turns but need your "},{"attributes":{"strike":true},"insert":{"card-link":"Eternal Witness"}},{"attributes":{"strike":true},"insert":" or "},{"attributes":{"strike":true},"insert":{"card-link":"Tiller Engine"}},{"attributes":{"strike":true},"insert":" in your graveyard beforehand."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Fauna Shaman"}},{"insert":" : Shaman is very similar to Survival of the Fittest, however as it's a creature and much slower than Survival, you will need to keep in mind that each tutor you do with it could be the last one. Search in priority for your big value engines such as "},{"insert":{"card-link":"Barrowgoyf"}},{"insert":" or key pieces as "},{"insert":{"card-link":"Lumra, Bellow of the Woods"}},{"insert":". Also feel free to use it as a discard engine to fill your graveyard."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Mausoleum Secrets"}},{"insert":" : Well, this card is very dangerous due to the instant speed, if your opponents are used to playing against this deck, having a Mausoleum Secrets up is scary as hell. You can search for any black card in your deck, aim for "},{"insert":{"card-link":"Culling Ritual"}},{"insert":" if you need a mana enabler and for "},{"insert":{"card-link":"Living Death"}},{"insert":" if you are already prepared to start your loops. Of course these two cards are the most common targets, but you may choose any useful card adapted to your situation."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Survival of the Fittest"}},{"insert":" : See chapter above about "},{"attributes":{"underline":true,"italic":true},"insert":"Survival of the Fittest"},{"insert":" ▲"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Lively Dirge"}},{"insert":" : Tutor and reanimation in one card, Lively Dirge is a tool with so many uses ! With "},{"insert":{"card-link":"Kagha, Shadow Archdruid"}},{"insert":", we are able to play any permanent card put into our graveyard with Dirge and still reanimate another creature. A very common line with Dirge is having either Living Death or Eternal Witness in graveyard and searching for the other then reanimating Witness to get back our Living Death. Searching for "},{"insert":{"card-link":"Funeral Room // Awakening Hall"}},{"insert":" or "},{"insert":{"card-link":"Bringer of the Last Gift"}},{"insert":" is also an option. If you have enough mana, pay the cost for the reanimation anyway, this way, even if someone destroys Kagha you can bring it back and still cast FR//AH or Bringer from your grave."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n* * *\n\nProblem Cards"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Well, if you play this deck, and if you, in general, are interested in this kind of deck, you already know what cards we fear the most : Grave Hate. In casual EDH we rarely see colorless grave hate such as "},{"insert":{"card-link":"Tormod's Crypt"}},{"insert":" or "},{"insert":{"card-link":"Soul-Guide Lantern"}},{"insert":", but this could be part of the pregame discussion "},{"attributes":{"italic":true},"insert":"“Do you play grave hate in your deck ? So I can adapt my plays to this information”"},{"insert":". Don’t refuse to play against the deck with grave hate, we are “equipped” to face that, and fun comes from adversity !\nA lot of grave hate pieces are either artifacts of enchantments, for example : "},{"insert":{"card-link":"Rest in Peace"}},{"insert":", "},{"insert":{"card-link":"Leyline of the Void"}},{"insert":", "},{"insert":{"card-link":"Soulless Jailer"}},{"insert":", or "},{"insert":{"card-link":"Grafdigger's Cage"}},{"insert":". For those we have A LOT of removals such as "},{"insert":{"card-link":"Insidious Fungus"}},{"insert":". For any other type of grave hate, we have "},{"insert":{"card-link":"Endurance"}},{"insert":". Creature based grave hate like "},{"insert":{"card-link":"Dauthi Voidwalker"}},{"insert":" is the biggest problem for us, we have few creature removal, sooo… get lucky ! After we get rid of the hate piece, if our graveyard was exiled we can still rebuild pretty easily and try again.\nAs a rule of thumb, if you know there’s a chance your opponents play grave hate (generally white and/or black decks does), try to keep hands with Artifact/Enchantment removal, do not commit your graveyard into an exile, and if you have the chance to draw Endurance, keep it up all time.\n\nAs a second big threat for us, other reanimator decks are still very annoying, they play more expensive creatures with game breaking effects. So when playing against them, we must be careful of when we cast our "},{"insert":{"card-link":"Living Death"}},{"insert":" to not just give them the victory. For blink/ETB decks, the situation is the same, effects like "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" could kill us if we don’t pay too much attention to our opponents' graveyards.\n\n* * *\n\nCard Log"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Well, let's talk about "},{"insert":{"card-link":"Zuran Orb"}},{"insert":". This was in the deck for many versions, but recently the deck became more and more consistent, so much that Zuran Orb became a combo piece. It has been swapped for anti grave hate."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"strike":true},"insert":"Added "},{"attributes":{"strike":true,"bold":true},"insert":{"card-link":"Expedition Map"}},{"attributes":{"strike":true,"bold":true},"insert":". "},{"attributes":{"strike":true},"insert":"As a third target to "},{"attributes":{"strike":true},"insert":{"card-link":"Urza's Saga"}},{"attributes":{"strike":true},"insert":", Expedition Map may search for Saga, "},{"attributes":{"strike":true},"insert":{"card-link":"Shifting Woodland"}},{"attributes":{"strike":true},"insert":" and "},{"attributes":{"strike":true},"insert":{"card-link":"Argoth, Sanctum of Nature"}},{"attributes":{"strike":true},"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Removed Argoth and "},{"insert":{"card-link":"Titania, Voice of Gaea"}},{"insert":", as the setup needed to reanimate our lands is too slow --> Added "},{"insert":{"card-link":"Lazotep Quarry"}},{"insert":" and "},{"insert":{"card-link":"Blasphemous Edict"}},{"insert":" as pure value cards. Quarry could be useful to setup a good Living Death and just reanimate a key piece, but I'm not fully convinced yet."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"10/01/2025 - Few major changes, added a lot of tutor such as "},{"insert":{"card-link":"Entomb"}},{"insert":" and "},{"insert":{"card-link":"Buried Alive"}},{"insert":". "},{"insert":{"card-link":"Pernicious Deed"}},{"insert":" joined the party as well. And I wanted to test "},{"insert":{"card-link":"Genesis Wave"}},{"insert":"."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"31/03/2025 - Cut "},{"insert":{"card-link":"Season of Loss"}},{"insert":" and "},{"insert":{"card-link":"Grist, Voracious Larva // Grist, the Plague Swarm"}},{"insert":" for "},{"insert":{"card-link":"Tato Farmer"}},{"insert":" and "},{"insert":{"card-link":"Steward of the Harvest"}},{"insert":" ."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n* * *\n\nAchievements"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"color":"#c285ff","italic":true},"insert":"[04/07/2024 23:30] "},{"attributes":{"underline":true,"italic":true,"color":"#c285ff","bold":true},"insert":"Grave Puzzlebox"},{"insert":" : Longest turn. Win after a 45 min turn.\n\n* * *\n\nConsidering Cards"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"strike":true},"insert":{"card-link":"Deeproot Wayfinder"}},{"attributes":{"strike":true},"insert":" : Wayfinder isn't a big splashy card, and doesn't add much to the strategy, but it's a very good early ramp card with all the fetchlands ("},{"attributes":{"strike":true},"insert":{"card-link":"Verdant Catacombs"}},{"attributes":{"strike":true},"insert":") we play and may anyway filters our top deck to gain a quality advantage. Of course, it can also bring back our key lands milled and/or removed during the game."},{"insert":"\n"},{"attributes":{"strike":true},"insert":{"card-link":"Entomb"}},{"attributes":{"strike":true},"insert":" : With our commander, Entomb is a tutor for any permanent card in our deck, land included, we already play "},{"attributes":{"strike":true},"insert":{"card-link":"Lively Dirge"}},{"attributes":{"strike":true},"insert":" for the same reasons. However, it lacks the versatility Dirge has."},{"insert":"\n\n"}]}








































































































































































































